Corteo
Corteo Rulebook
Table of Contents
Table of Contents
What is "Corteo"
"CORTEO" is a game for two players or, better still, for two teams of several players each.
One player (the "corteo player", i.e. the demonstration/march player) moves a march (corteo) inside a metropolitan centre, trying to reach certain places in the city (the objectives) that are significant to him; meanwhile the other player (the "power player") uses his "forces of vigilance" skilfully to prevent those objectives from being reached, by obstructing the movement of the march, defending the most important objectives, and making arrests.
The corteo player earns victory points for each objective reached. The power player, on the other hand, earns no points: his aim is to limit the victory points obtained by the corteo or to reduce them by arresting the participants in the march.
The corteo player wins if the march manages to reach the greatest number of objectives with the smallest number of participants arrested. The power player may consider his task effectively accomplished if he limits the number of objectives reached by the corteo and locks up in his prisons as many demonstrators as possible.
Corteo can be played in many ways: a basic game, an advanced game and several themed scenarios are offered.
The basic game
The basic game is relatively simple: its rules may seem difficult only to those who have never played on a hexagonal-grid map, typical of simulation games.
The fundamental rules of the basic game allow "CORTEO" to be played in all its aspects and are described at the start of this booklet. The basic game rules are deliberately simplified to let players not used to simulation games get accustomed to the fundamental mechanisms of the game. They allow a complete game, but a shorter one than is possible with the advanced game. Once you are able to remember the basic game rules, move on to the advanced game.
The advanced game
The advanced game is the most faithful possible simulation of all the situations and nuances of a real Corteo.
Many examples have been provided for the rules that seemed most complex, to avoid problems of interpretation and ambiguity. In any case, for any event not explicitly covered by the rules, interpret it yourselves by analogy (and be impartial judges!).
Players with some experience of simulation games can skip the basic game and go straight to the advanced one.
The scenarios
The difference between the advanced game and the scenarios does not lie in the fundamental rules of "CORTEO", which continue to apply to every scenario. The difference is that, apart from the different difficulty, each scenario develops a particular theme, and this affects the behaviour of both the corteo and the power. In the scenario games certain places in the city take on more value than others, in relation to the particular situation imagined and, at times, the action provides for the insertion of new objectives (mobile objectives). The ways each player has to obtain victory are therefore different too, also because of the different strategies characteristic of each scenario.
Two recommendations
Basic game, advanced game and scenarios are an allusion to what the players' imagination can build in the labyrinth of a modern metropolis. But we are convinced that the reality simulated here has been and will be more unpredictable and richer than we have represented it in "CORTEO". We therefore invite all players of "CORTEO" to invent new scenarios, new variants, new transgressions of the rules and codifications of the game.
We also warn prejudiced players, who will surely be numerous, that you can have a lot of fun (and learn something) by manoeuvring the units of the Power.
Presentation of the Game Components
A) The game materials B) The basic game C) The advanced game D) The scenarios
A) The game materials
The materials needed to play Corteo are those in the box you bought. More precisely:
- One 100 x 70 map representing a city.
- One die-cut cardboard sheet with the pieces used in the game.
- One story/explanation booklet of the game at 2 levels of difficulty (basic game and advanced game).
- One numbered die.
- One container for the pieces.
- One sheet of "Yellow Pages" (pagine gialle) of the city.
These materials are enough to play the 2 levels of difficulty provided by this 3rd edition of Corteo.
We suggest you set aside 2 to 4 hours of quiet in which to play and enjoy yourselves.
The Corteo units
Corteo units differ from one another in their speed points and power points, to which is added another differentiation due to different colours and abbreviations. Each unit shows two numbers at the bottom (MOV: speed / power, e.g. "4-4").
Types of Corteo units
The different values of speed points and power points distinguish the various TYPES of Corteo units:
- "4-1" units = "groups" (gruppi)
- "4-2" units = "cordons" (cordoni)
- "4-4" units = "cordons" (cordoni)
- "6-4" units = "sections" (spezzoni)
- "6-6" units = "sections" (spezzoni)
In the basic game the corteo player's units number 33, for a total of 100 power points, and are divided into:
- sections (spezzoni): 5 of "6-6", 7 of "6-4"
- cordons (cordoni): 5 of "4-4", 8 of "4-2"
- groups (gruppi): 8 of "4-1"
The Power units
Power units differ in speed points and power points; this differentiation combines with differences of colours and symbols.
Types of Power units
The Power always has 50 units for a total value of 190 power points:
- 5 units "8-4" = armoured units (reparti di "blindati")
- 10 units "4-4" = riot police (reparti di "celere")
- 10 units "4-6" = tear-gas units (reparti di "lacrimogeni")
- 10 units "6-4" = platoons of "carabinieri"
- 10 units "2-2" = squads of "guards" (squadre di "piantoni")
- 5 units "2-2" = squads of "traffic police" (squadre di "vigili")
B) The Basic Game
In this 3rd edition of CORTEO we have introduced a basic game with characteristics of extreme simplification. The basic game gives an overview of CORTEO and at the same time respects its fundamental rules. We therefore recommend it to inexperienced players and to all those who are not used to simulation games.
1. The map
The basic game is played on the map contained in the box. The map represents a City, and the elements that compose it are described in the "terrain effects" table on the map itself. To recognise places and differences, consult of course the "Yellow Pages".
The map is divided into hexagons, which in the description of the game we call briefly "esa" (hex). Hexes serve to measure the movements of the various units on the map (for example, a movement speed of 4 allows a unit to be moved for a maximum of 4 hexes on the map).
2. The game units
Each unit of the forces in the field has two numbers printed on its lower part:
- the first indicates the speed points (movement) of that unit.
- the second indicates the power points (combat) of that unit.
3. Zone of control
Every unit of the game "occupies" the hex it is on. Every unit that occupies a hex as a rule "controls" the 6 adjacent hexes. These 6 hexes represent the "zone of control" of that unit: for brevity we call the zone of control ZOC and we call "in ZOC" every hex controlled by a unit.
- Any unit that enters the ZOC of enemy units is obliged to stop.
4. Course of the game
- The basic game is divided into 10 game HANDS (mani): each hand is made up of 2 game TURNS and corresponds to about 20 minutes of real time.
Each game turn consists of 2 PHASES, in this order:
| Hand | Turn | Phase |
|---|---|---|
| GAME HAND | Corteo player's turn | Movement phase, then Combat phase |
| Power player's turn | Movement phase, then Combat phase |
5. Basic game outline
First of all, decide who plays the Corteo and who plays the Power. Then the players PLACE the units on the map.
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The corteo player places the 33 units of the basic game. These units are punched from the die-cut cardboard (excluding the units with an umbrella and those with an asterisk) and placed in the hexes of Piazza Mento (on the map, top left), without spreading into the hexes of the neighbouring avenues and placing at most 2 units on the same hex. Once the units are placed, the corteo player punches from the cardboard the 5 "run" (corsa) pieces and the 10 "barricade" pieces and puts them beside himself, off the map, to use later.
Finally he chooses the political component, whose units will hold the Head of the Corteo for the whole game.
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The power player punches from the die-cut sheet all the power units, except the finance police (finanza); he puts them beside himself off the map. Of these units he takes 30 and places them on the map as follows:
- 10 guards (piantoni) in objective hexes of his choice (see also the Street Index of the "Yellow Pages");
- 5 traffic police (vigili) in hexes that are at most 7 hexes from a metro hex, barracks hex or objective hex;
- 10 riot police (celere) units and 5 carabinieri platoons in barracks hexes, with a maximum of 2 units per hex.
At this point the two players have placed their units on the map. The game can then begin and the FIRST GAME HAND starts.
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The corteo player begins, and moves his units one at a time. Remember that running is forbidden in this hand.
If any corteo unit is in the ZOC of power units, probably traffic police, the corteo player resolves the combats one after another and applies their results immediately. When all possible combats are finished, the corteo player has thus closed his game turn.
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It is now the power player's turn; he moves his units: besides the usual movement rules, he must also observe the specific rules concerning his units. In particular, units that start from barracks must enter play from the hexes where the barracks number is marked.
If the power player has no combat to make, once his units are moved his game turn ends and the first game HAND closes.
Second game hand begins
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It is now the corteo player's turn. From now on he may use running and, if he wants to run, he must declare it at the start of his game turn, before moving any unit. The sections (spezzoni) of the corteo, if they wish, may use throws (lanci), depending on how any combats went in the previous hand; the sections may get to take the Metro. If at the end of movement there are corteo units in contact with power units, combats are made. When these are finished, the corteo player ends his game turn.
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It is the power player's turn. First, 5 armoured units (blindati) start from barracks hexes that the power player chooses according to his plans of play. Once the armoured units are placed in the barracks, the power player moves them and also moves the other units that are on the map.
If any power unit enters the ZOC of corteo units, it is obliged to stop. Once he has finished the movements he intended to make, the power player proceeds to any combats. When the combats are done and their results applied, the power player ends his game turn. The Second game hand closes.
In the 3rd, 4th and 5th HANDS both players carry out the 2 game phases (movement, combat) as in the 1st and 2nd. The power player must remember to bring reinforcements into play in each of these hands:
- 3rd HAND: 3 tear-gas units and 3 carabinieri in barracks hexes of his choice.
- 4th HAND: 2 tear-gas units and 2 carabinieri in barracks hexes of his choice.
- 5th HAND: 5 tear-gas units in barracks hexes of his choice.
In the 6th, 7th, 8th, 9th and 10th HANDS both players must carry out the 2 game phases (movement and combat).
6. Movement phase
In every game turn, the first phase to be played by the player whose turn it is is the "movement" phase.
General rules
The player in the movement phase must move his units one at a time and finish the whole movement of one unit before moving another. The player whose turn it is may move all, some or none of his units as he sees fit. Each unit may move as many hexes as it has speed points available.
End of movement
- Movement may end through exhaustion of the speed points available to the unit concerned, or earlier, at the choice of the player whose turn it is (see 20c).
Terrain effects on movement
Movement must take the terrain effects into account.
- On road hexes (esa-strada), garden hexes (esa-giardino) and stairs hexes (esa-scale), units of both players spend 1 speed point.
- On avenue hexes (esa-viale) and downhill hexes (esa-discesa), units of both players spend 1/2 speed point.
- On uphill hexes (esa-salita), units of both players spend 2 speed points.
- On building hexes (esa-caseggiato), river hexes (esa-fiume) and hexes adjacent along a wall side (esa-adiacenti per lato di muro), movement is forbidden to units of both players.
- On public-housing hexes (esa-case popolari, the red hexes), movement is permitted to all corteo units and forbidden to all power units.
7. Corteo player's movement
Disengagement of units
Corteo player units that move starting from a hex controlled by one or more enemy units may move.
Metro (Metropolitana)
During his movement phase the corteo player may send units into the Metro stations arranged on the map. Corteo units, once they have entered Metro hexes, finish their movement even if they still have speed points to spend.
In the next game hand, during his movement phase, the corteo player may start the units in the Metro from any metro hex on the map (even from the same one where the units ended the previous game hand).
Running (Corsa)
The corteo player may make his units run. In the whole basic game 5 hands of running are possible for the corteo, out of the 10 game hands provided. In the 1st game hand corteo units may not run. Running is possible for all units and means that every corteo unit doubles the speed points available to it in that hand.
Barricades
To erect a barricade the corteo player spends 2 speed points of the unit that erects it. The unit erecting the barricade places in one of the hexes of its ZOC one of the barricade pieces that the corteo player has had available since the start of the game. The barricade may also be erected in hexes controlled by the opponent, provided they are not occupied by the opponent.
- A barricade prevents any movement into the hex it occupies for the units of both players: movement and combat can never take place through a barricade.
In the basic game, barricades cannot be removed.
8. Power player's movement
General rule
The power player may not move units that are in the ZOC of one or more corteo units, even if by such a move he could avoid a combat.
Garrison (Presidio)
Power units that garrison certain objective hexes must be placed in those hexes at the start of the game. The objective hexes on which such units are placed are at the choice of the power player.
Terrain effects
Power units have the same terrain effects as corteo units in the movement phase. Important exceptions are:
- armoured units and tear-gas units may not pass through garden hexes;
- armoured units and tear-gas units may not pass through objective hexes;
- armoured units and tear-gas units may not pass through stairs hexes.
9. Throws (Lanci)
General rule
Each throwing unit may throw only once in the movement phase. To make a throw, the throwing units pay HALF of the speed points available to them.
A throw may be made only if the throwing unit and the target are on a STRAIGHT LINE of hexes at the distances provided.
Corteo throws
Only the sections of the corteo (units with 6 speed points) have the means to make throws at enemy units. The distance between a throwing corteo section and the target must be at most 3 hexes, counting the hex where the target is.
Power throws
Only the armoured tear-gas launchers can make throws at enemy units. The distance between a throwing tear-gas unit and the target must be at most 4 hexes, counting the hex where the target is.
Making the throw
The throwing units compare their power points with those of the target: the throw ratio is determined by this comparison. Imperfect ratios are always rounded in favour of the target. Once the throw ratio is determined, the player in the phase rolls the die: the die result determines the outcome of the throw according to the table differentiated by ratios, "throw results" (esiti di lancio). The result is applied immediately.
Throw results
Throw results concern only the target. They need some explanation.
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NE = no effect.
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R1 = retreat: the target unit retreats 1 hex.
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R2 = retreat: the target unit retreats 2 hexes.
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P2 = panic: the target unit retreats 2 hexes, chosen by the player who threw.
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If a corteo unit goes into panic because of a tear-gas throw, any other corteo unit directly or indirectly connected to the target retreats one hex where the power player wishes. If these units cannot move, they stay still: the hex that was occupied by the target must in any case be left free.
Terrain effects on throws
Terrain effects on throws concern the hexes that separate the throwing unit from the target.
- Road hexes, avenue hexes, downhill hexes and stairs hexes do not interrupt the throw.
- Garden hexes, building hexes, public-housing hexes, uphill hexes, river hexes, crowded hexes (esa-affollati), objective hexes, metro hexes and barracks hexes interrupt the throw.
- Corteo throwing units may not throw at power units occupying barracks hexes.
- Power throwing units may not throw at corteo units occupying metro hexes.
10. Combat phase
After finishing his own movement phase, the player whose turn it is plays his combat phase.
General rules
The player whose turn it is has the initiative and is therefore called the "attacker", while the player whose turn it is not suffers the opponent's initiative and is therefore called the "defender".
- Every unit that has enemy units in its ZOC must sustain combat with them: the player must always make sure that all enemy units that are in the ZOCs of his own units are engaged in combat.
- Every unit, whether defending or attacking, may sustain only one combat per game turn.
- To make the combat the attacker must:
- compare the power points of his attacking unit with those of the unit defending;
- thus establish a ratio that corresponds to the ratios described in the upper part of the "combat results" (esiti di scontro) table. If this ratio is imperfect (does not correspond exactly to those provided by the table) it is rounded in favour of the defender, in the same way as for throws;
- roll the die and read on the "combat results" table the result obtained, which is in the box where the die result and the ratio previously established intersect;
- apply immediately the combat result indicated in the box.
Multiple combat
Combat may take place, besides between two single units, also between several adjacent friendly and enemy units.
Combat results
The "combat results" table gives the player all the possible results of every combat made.
- Combat results.
AR, DR = retreat of the attacker or of the defender. The unit that lost the combat must retreat from the hex it occupies and move to an adjacent hex.
- Movement in retreat is compulsory and must be carried out immediately by the unit that has to retreat. A retreating unit may not retreat into hexes forbidden by the terrain effects or into the ZOC of the opponent.
- A retreating unit may retreat into a hex controlled or occupied by friendly units, provided it is always outside the ZOC of enemy units.
AP, DP = panic of the attacker or of the defender. The combat result is the complete disorganisation of the unit that lost the combat.
Corteo panic
The corteo unit in panic must retreat into a hex chosen by the power player.
- The corteo unit in panic transmits panic to all corteo units that are adjacent: these in turn transmit it to the corteo units adjacent to them. All the units in panic are therefore moved one hex, at the choice of the power player.
Arrests (Arresti)
All corteo units that cannot retreat (whether through retreat or panic) after combat are considered "arrested".
Arrested units are immediately taken by the power player and placed in the hexes of the prison building (edificio-carcere) located on the map, from which they may never leave until the end of the game.
Power panic
A power unit in panic is immediately removed from the hex it occupied and placed in one of the barracks hexes (esa-caserma) arranged on the map, at the choice of the corteo player.
All power units that cannot retreat because of a combat result are considered to be in panic.
A power unit in panic must be turned face down in the barracks hex and remains in that hex until the power player's movement phase of the following hand.
Terrain effects on combat
- Road hexes, avenue hexes, garden hexes, objective hexes: units occupying these hexes fight at normal power.
- Building hexes, river hexes, stairs hexes, wall hexes (esa-muro) do not permit combat.
- Uphill/downhill hexes: the unit that attacks another uphill (higher up) has normal power; the other defends at double power. The unit that attacks another downhill (lower down) has double power; the other has normal power.
- Barracks hex: combat forbidden to corteo units.
- Metro hex: combat forbidden to power units.
- Public-housing hex (esa-casa popolare): the corteo unit that occupies it counts double.
- Crowded hex (esa-affollato): the corteo unit that occupies it counts half power.
11. Stacking of units
At any moment of the game, 2 units of the same player may accumulate (stack) in the same hex. Stacking of units may occur as a result of movement, throwing or combat.
- Two stacked units behave as a single unit for combat: they add their power points together, both in attack and in defence.
12. Head of the corteo (Testa del corteo)
For the corteo player it is fundamental, for the purposes of the game, to define the units that lead the others within the City. These units are called the "head of the Corteo".
- At the START of the GAME, the corteo player declares which political component, among those he has available, holds the Head of the Corteo.
- At the start of every game hand, after finishing the phase of his own movement, the corteo player declares 2 specific units of the component chosen at the start as the Head of the Corteo in that hand. The Head units may be single or stacked. The Head units need not be adjacent to each other, nor need they physically be in front of all the other units.
Power of the Head
The effect of the Head declaration is that the units chosen as Heads of the Corteo add to their own power points 2 points for every unit connected to them either directly (because adjacent) or indirectly (through other units adjacent to the Heads).
Head and combat results
With respect to the combat results provided by the table, the Head units are units like any other: the difference is that the combat result affecting the Head units also applies to all the units of the Corteo (that is, to the units directly or indirectly connected to the Head units).
13. Column of armoured units
- Several power armoured units (blindati) in hexes adjacent to one another form a COLUMN of armoured units. A column is therefore formed by a minimum of 2 armoured units in contact with one another.
- A column of armoured units sustains a single combat when it fights (in attack or in defence) with one or more enemy units.
- The overall combat power of a Column of armoured units is given by the sum of the powers of the individual armoured units that form it.
14. The objectives
The objective hexes (yellow) indicated on the map represent the places of the city that, for various reasons, have value both for the corteo and for the power.
General rules
Each objective hex is worth a certain number of points to the corteo player if a corteo player unit occupies that hex. To occupy an objective hex means to place at least one corteo unit in that hex for one game HAND.
Once the corteo unit has left it, the occupied objective hex must immediately be covered by the corteo player with one of the 60 "cover-objective" (copri-obiettivo) pieces contained among the game pieces. The number printed on the piece must correspond to the value of the objective hex occupied.
From the moment an objective hex has been covered with a cover-objective piece, it is considered a building hex, that is, FORBIDDEN to either player.
The values of the objectives are read on the "objectives table" (tabella degli obiettivi) at the top edge of the map. To distinguish the objectives clearly from one another, use the Street Index (Stradario) contained in the "Yellow Pages" of the City.
15. End of the game
In the basic game, at the end of the 10th hand, the game is considered finished. The victory points are then counted.
- Victory score.
- The corteo player adds up all the victory points accumulated during the game through the occupation of objectives.
- The power player adds up all the power points of the corteo player's units that he has succeeded in arresting and that are therefore in the hexes of the prison building.
- The power player's final score is subtracted from the total reached by the corteo player. This gives a FINAL score, which is compared with the numerical levels shown in the "Victory Levels" table.
Victory levels table
| Final score | Result |
|---|---|
| over 70 points | Crushing victory of the Corteo |
| 50 to 69 | Marginal victory of the Corteo |
| 20 to 49 | Draw |
| 0 to 19 | Marginal victory of the Power |
| less than 0 | Crushing victory of the Power |
C) The Advanced Game
Contents of this section: 1. The game units (1a Corteo units, 1b Power units, 1c Other game pieces, 1d The game map); 2. Zone of control; 3. Course of the game (3a Game track); 4. Movement phase (4a General rules, 4b End of movement); 5. Corteo player's movement (5a Disengagement of units, 5b Metro, 5c Running, 5d Barricades); 6. Power player's movement (6a General rule, 6b Garrison, 6c Service order, 6d Terrain effects); 7. Throws (7a General rule, 7b Making the throw, 7c Throw results, 7d Corteo throws, 7e Power throws, 7f Terrain effects on throws); 8. Combat phase (8a General rules, 8b Multiple combat, 8c Terrain effects, 8d Combat results, 8e Corteo panic, 8f Arrests, 8g Power panic, 8h Retreat outside the corteo); 9. Stacking of units; 10. Head of the corteo (10a Power of the Head, 10b Head and combat results); 11. Column of armoured units; 12. The objectives of the game (12a General rules, 12b The individual objectives); 13. Special rules (13a Tear-gas smoke, 13b Throwing errors, 13c Traffic jams, 13d National corteo and Finance police); 14. End of the game (14a On victory results); Notes on Scenarios (Internationalist, Anti-fascist, Social, Anti-repression scenarios); Advanced game outline to be used as a memo; Advanced game Victory Levels table.
1. The game units
The game units printed on the cardboard are 12 mm pieces, with colours, symbols and numbers printed on them. The units are divided into corteo units, power units, additional pieces.
Each unit of the forces in the field has two numbers printed on its lower part:
- The first indicates the speed points (movement) of that piece.
- The second indicates the power points (combat) of that piece.
Normally the two numbers are found on the pieces that represent the subjects of the game (MOV: speed / power, e.g. "4-4").
On other pieces (objectives, barricades, etc.) there are only symbols, sometimes accompanied by numbers indicating the victory-point value of the piece or its speed.
1a. The Corteo units
Corteo units differ from one another in their speed points and power points; to this first differentiation is added another due to different colours and abbreviations.
Types of Corteo units
The different values of speed points and power points distinguish the various TYPES of Corteo units:
- "4-1" units = "groups" (gruppi), with leaflets, posters, magazines to sell, petitions to be signed.
- "4-2" units = "cordons" (cordoni), with banners and megaphones.
- "4-4" units = "cordons" (cordoni), with flags on short, knobbly poles.
- "6-4" units = "sections" (spezzoni), with 1/2-litre self-defence instruments: fierce, but tender.
- "6-6" units = "sections" (spezzoni), with 1-litre self-defence instruments: silent and grim.
This division of the Corteo units tries, very approximately, to represent the quantitative and organisational differences within the Corteo itself. The number of demonstrators differs for each type of unit:
- sections = 100 demonstrators.
- cordons = 300 demonstrators.
- groups = 500 demonstrators.
In the advanced game the corteo player's units are at the start 33, for a total of 100 power points, divided into:
- sections: 5 of "6-6", 7 of "6-4"
- cordons: 3 of "4-4", 8 of "4-2"
- groups: 8 of "4-1"
(Note: the basic game lists 5 cordons of "4-4"; the advanced game lists 3, as printed in the Italian rulebook.)
In the advanced game we have imagined the Corteo composed of about 9,000 demonstrators. To these units others may be added through special rules or in scenario games.
The components of the Corteo
Besides the diversity by unit types, the Corteo units also differ from one another by political and social components. These differences result from the different colours and abbreviations. To give the game more liveliness, the colours of the Corteo units are bright, while the names and abbreviations used are those of the formations of the Italian extra-parliamentary left in recent years and in particular in 1977.
Obviously the majority of demonstrators are not identified in organised political formations but in a social and political area usually called the "Movement" (Movimento). The organised formations make up the Corteo in absolutely arbitrary proportions: we trust that members of such organisations will not take offence. Any exclusion of organisations or political groups is due to our fatal inattention or, more credibly, to the absence of such formations from the marches of recent years.
Some explanatory notes on the political components:
- Movimento (red units marked MOV): students, workers, women, youths of the outlying districts, technicians, teachers, the unemployed and various idlers. They form an area of opinions and needs that are often very different, but they share hopes of liberation and antagonism towards the power. Naturally the MOV also includes organisations such as neighbourhood or workplace collectives and groups of young people such as the "Indians" and others.
- Autonomia Operaia Organizzata (red units marked AUTOP): a not very numerous but very efficient set of local organisations rooted in various social sectors of the City. Often in conflict with one another, they are nevertheless efficient and fast.
- Lotta continua (white-red units marked LC): a set of militants, newspaper readers, journalists, to whom is sometimes added some member of parliament. Famous for hard struggle.
- Democrazia Proletaria (white-red units marked DP): a composite organisation, present both in institutional seats and in social realities. Mature and reflective, these demonstrators are nevertheless also ready for a furious combativeness.
- Radicali (green units marked RAD): heirs of liberal thought, they are always noisily inside every protest and almost always peaceful.
- Femministe (pink units with a symbol): the historic feminist organisations of the City. Composed obviously of women only, they use irony and mime as their habitual instruments of offence, but at times they behave differently.
- Marxisti-leninisti (yellow-red units marked ML): faithful interpreters of some ideological constants of the international Workers' Movement; they have profound differences of view that do not prevent a proverbial tenacity. They are a bit slow and heavy.
- Anarchici (red-grey units with a symbol): heirs of a centuries-old libertarian tradition, they combine it with an overflowing creativity. Often contradictory, but imaginative and unpredictable.
As already mentioned, among the Corteo units besides those needed for the advanced game there are others that enter the game under particular conditions (scenarios, special rules). The use of these units will be described later.
1b. Power units
Power units differ in speed points and power points; this differentiation combines with differences of colours and symbols.
Types of Power units
- 5 units "8-4" = units of "armoured vehicles" (blindati). Fast armoured charge vehicles with a crew specialised in finding its way through the winding streets of the City.
- 10 units "4-4" = "riot police" (celere) units. Police units specialised in public-order problems, equipped with helmets and regulation shields.
- 10 units "4-6" = "tear-gas" (lacrimogeni) units. Vehicles with a turret, low and nimble: used to launch tear gas, but their crews can face different situations if need be.
- 10 units "2-2" = squads of "guards" (piantoni). The units guarding the seats of power: often big and sleepy, with work shifts that are too long.
- 5 units "2-2" = squads of "traffic police" (vigili). The guardians of urban traffic; they are only marginally part of the logic of combat, also because of their impeccable uniforms.
- 10 units "6-4" = platoons of "caramba" (carabinieri). Units in light kit, very mobile, though too bound by the rigid discipline of the Corps.
The Power always has 50 units for a total value of 190 power points.
As for the Corteo units, so for those of the Power we have imagined a numerical composition per unit type:
- units (reparti) = 50 members
- platoons (plotoni) = 50 members
- squads (squadre) = 10 members
The Power therefore has forces of about 1,900 real members. As for the Corteo, we have imagined that the relations between the various units of the Power and their central command are of pure and simple execution. Here too we have therefore glossed over the contradictions and divergences that seem to us to exist in reality.
1c. Other game pieces
Other game pieces (barricades, traffic jams, mobile objectives, etc.) serve special uses or are used in foreseen circumstances (scenarios): we therefore illustrate them later.
The white pieces are available to replace other pieces that have been lost; but they can also be used by imaginative players to create new units to use in the game, at their choice.
1d. The game map
The game map is divided into hexagons, whose function is to measure the movements of the various units (for example, as a rule a movement speed of 6 allows moving by making a maximum of 6 "steps" from one hexagon to another). In describing the game and its rules we call the map hexagons "esa" (hexes) for brevity. The map represents a hypothetical metropolitan centre. On it are described many features that we believe common to the city centres of European cities. We did not worry excessively about the proportions between the places described on the map, also because we trust in the creative imagination of the players. For this reason we did not take care to construct an image "as realistic as possible" of the City, but instead gave priority to all those elements that constitute (in our opinion) its most significant physiognomy and outlines. Players will therefore not be surprised to find disproportions between the buildings and the streets of the city, or between certain buildings and other constructions (for example the bridges). Nor should they be surprised by the names adopted for the streets and squares; we simply wanted to have fun.
The elements that constitute the map are now described analytically (see "Yellow Pages"):
- Streets, lanes, roads (white hexes): the places where we played as children and from which "urban development" has expelled us. Once we could fear at most the intervention of some traffic policeman who would send us away with a wink, because his son was playing with us. Today the traffic police are sterile, or children are much more precociously ashamed of having a traffic policeman for a father.
- Avenues, wide streets, squares (grey hexes): used by people to move from one place of the metropolis to another. We are used to seeing them clogged with traffic and teeming with busy people; as is well known, however, as soon as a corteo threatens to cross the City, people thin out, postponing their commitments, put their cars to safety and "go to the window". Thus corteo units and power units choose these routes as privileged places of movement, since on them they double their speed.
- Crowded places (light-blue hexes): a large covered market full of people shopping; a shopping centre in the business district full of "gentlemen" buying furs and jewels for their sophisticated lady friends; a gallery in the medieval area where, protected by the presence of American tourists in search of sensations, small and large quantities of aromatic herbs and various spices pass from hand to hand. The power will take care not to enter these places: an action of its units inside them would seriously compromise its legitimacy.
- Buildings (brown hexes): houses represent the temple of civil rights. They are in fact inhabited by people perhaps dissatisfied, but quiet and reserved, who admit no intrusion of any kind, neither by corteo units nor by power units.
- Public housing (red hexes): located in the proletarian districts, the last remaining close to the centre of the City. Sooner or later they will be razed to the ground to make huge car parks. As long as they resist, however, they are a thorn in the side of the forces of power, full as they are of flower pots and lemons: they are therefore a natural hinterland for the corteo forces, who can find hospitality and assistance there, doubling their power. They are impassable for the forces of power.
- Walls (brown): whether historic walls or recent fences, they represent in any case a barrier of those who own against those who would like to own. Fortunately they are impassable to the forces of power as well.
Note that terrain effects influence control, movement and combat between units: they will therefore be treated analytically in the relevant chapters and summarised at the edges of the map.
2. Zone of control
Every unit of the game "occupies" the hex it is on. Every unit that occupies a hex as a rule "controls" the 6 adjacent hexes. These 6 hexes represent the "zone of control" of that unit: for brevity we call the zone of control ZOC and we call "in ZOC" every hex controlled by a unit. (An illustration shows a normal ZOC.)
The "zone of control" represents the influence that every unit of the game, whether of the Corteo or of the Power, exercises on the territory immediately surrounding the place where it is. This influence (and its consequences on movement and combat) proves fundamental above all in certain situations on the map (e.g. the avenues, the bridges, some large crossroads, etc.). The "zone of control" corresponds to what, in military jargon, is called "holding a position".
- Any unit that enters the ZOC of enemy units is obliged to stop.
- A hex can be placed in ZOC, in compliance with the rules, even simultaneously by units opposed to each other. That hex is considered controlled by both players. (An illustration shows a ZOC common to opposing units.)
Terrain effects on ZOC
- On building hexes, river hexes, stairs hexes, hexes adjacent along a wall side, no unit of either player exercises ZOC.
- On barracks hexes no unit of the corteo player exercises ZOC.
- On metro hexes no unit of the power player exercises ZOC.
3. Course of the game
What follows is the description of the advanced game. As anticipated at the start, the fundamental rules that serve for the advanced game also apply to the scenario games.
- The advanced game is divided into 10 game HANDS: each game hand is made up of 2 GAME TURNS. We imagined that each game HAND corresponds to about 20 minutes of the real time of the events described by the game. In other words, in each game hand each player has one game turn at his disposal.
Each game turn consists of 2 PHASES, in this order:
| Hand | Turn | Phase |
|---|---|---|
| GAME HAND | Corteo player's turn | Movement phase, then Combat phase |
| Power player's turn | Movement phase, then Combat phase |
In every game turn, each player must carry out the 2 game phases, respecting the rules illustrated below.
- Each player will carry out the 2 phases provided for his turn in relation to what he intends to achieve in the course of the game itself. As a rule the corteo player will try to score points by occupying objective hexes, while the power player will try to prevent this, by defending the objective hexes from enemy units and making arrests. Obviously both players may behave differently, although they remain in any case bound to the victory levels described at the end of the game.
- The rules that apply to movement and combat must always be observed by both players.
3a. Game track for the advanced game
Here is a summary description of the game, indicating the operations the players must perform to start the game and play the hands.
First of all, decide who plays the Corteo and who plays the Power. Then the players PLACE the units on the map (see "Basic game outline").
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The corteo player places the 33 units of the basic game (see 1a). These units are punched from the die-cut cardboard and placed in the hexes of Piazza Mento (on the map, top left), without spreading into the hexes of the neighbouring avenues and placing at most 2 units on the same hex (stacking: see 9). Once the units are placed, the corteo player punches from the cardboard the 5 "run" pieces (5c) and the 10 "barricade" pieces (5d) and puts them beside himself off the map to use later.
Finally he chooses the political component whose units will hold the Head of the Corteo for the whole game (10).
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The power player punches from the die-cut sheet all the power units (1b), except the finance police (finanza); he puts them beside himself off the map. Of these units he takes 30 and places them on the map as follows: 10 guards in objective hexes of his choice (12, 12b: but see also the Street Index of the "Yellow Pages"); 5 traffic police in hexes that are at most 7 hexes from a metro hex, barracks hex or objective hex (usually he places 2 at the sides of Viale Nin and Corso Maltese and the others to block the Gates that give onto Viale Billikid); 10 riot police units and 5 carabinieri platoons in barracks hexes, with a maximum of 2 units per hex (stacking: see 9). In general the power player concentrates units in barracks 1, 2 and 3 and places the remaining units in the other barracks, to begin to control the more distant zones of the City.
At this point the two players have placed their units on the map. The game can then begin and the FIRST HAND starts.
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The corteo player begins (3), and moves his units one at a time (4a). In general, even if most of the corteo units take one of the Avenues near Piazza Mento, forming the Corteo, which looks compact and dense after movement, remember that running is forbidden in this hand (5c).
Obviously nobody obliges the Corteo units to stay all together: in general the sections (1a) detach themselves immediately from the other units in the Corteo and go towards the Metro station of Corso Storico and the other Avenues of the zone. If they come into contact with the traffic police that the power player has placed in those parts, the sections must stop (4b).
Now the corteo player has finished his movement phase: he has made no runs, throws or barricades (5c, 5d, 7) because he could not or did not need to. At this point he indicates the Heads of the Corteo for this game HAND (10, 10a).
If any corteo unit is in the ZOC of power units (2), probably traffic police, the corteo player makes the combats (8) one after another (8a) and applies their results immediately (8d). Naturally, if the enemy units have gone into panic or retreated, the victorious corteo units advance into the hexes left free by the opponents. When all possible combats are finished, the corteo player has thus closed his game turn.
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It is now the power player's turn; he moves his units: besides the usual movement rules, he must also observe the specific rules concerning his units (6a, 6b, 6c). In particular, units that start from barracks must enter play from the hexes where the barracks number is marked. Moreover, if any unit, e.g. the traffic police, is in contact with corteo units because of the results of combats in the previous turn, it cannot move and will be obliged to attack in the power player's combat phase (6a). If the power player has no combat to make, once his units are moved his game turn ends and the first game HAND closes.
Second game hand begins
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It is now the corteo player's turn. From now on he may use running (5c) and, if he wants to run, he must declare it at the start of his game turn, before moving any unit. The sections of the corteo, if they wish, may use throws (7a, 7b, 7c, 7d): depending on how any combats went in the previous hand, the sections may get to take the Metro (5b). If at the end of movement there are Corteo units in contact with power units, combats are made. When these are finished, the corteo player ends his game turn.
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It is the power player's turn. First he chooses, from the units he has off the map, the scheduled reinforcements (for 20 power points): e.g. he chooses 5 armoured units or 2 tear-gas units and 2 carabinieri. The reinforcements start from barracks hexes that the power player chooses according to his plans of play: remember to respect the stacking limits (9). If a barracks hex is occupied by a power unit in panic, only one reinforcement unit may be placed on that hex. Once the new reinforcements are placed in the barracks, the power player moves them (6c) and moves the other units that are on the map.
If any power player unit enters the ZOC of corteo units, it is obliged to stop (4b). Once he has finished the movements he intended to make, the power player proceeds to any combats (8a, 8b, 8c, 8d). When the combats are done and their results applied, the power player ends his game turn. The Second game hand closes.
In the 3rd, 4th and 5th HANDS both players carry out the 2 game phases (movement, combat) as in the 1st and 2nd. The power player must remember to bring into play in each of these hands the reinforcements indicated in the "advanced game outline", according to the criteria we have described.
In the 6th, 7th, 8th and 9th HANDS both players must carry out the 2 game phases (movement and combat).
In the 10th HAND the corteo player must remember that all the sections (the 6-4 and 6-6 units) that at the end of the HAND are on the map (in hexes that are not public-housing hexes, metro hexes or crowded hexes) are considered arrested, for possession of offensive instruments and blunt objects. He will therefore do well to try to put them to safety during his turn.
4. Movement phase
In every game turn, the first phase to be played by the player whose turn it is is the "movement" phase.
4a. General rules
- When a player is in the movement phase, he may move his units on the map, each only once. Movement is made by following the succession of hexes continuously: that is, it is not possible to move units by "jumping" hexes.
- The player whose turn it is may move all, some or none of his units as he sees fit. Each unit may move as many hexes as it has speed points available. Speed points not consumed in a movement phase cannot be accumulated for the movement phase of the next game hand, nor can they be transferred to other units during the movement phase.
- In the movement phase, a unit spends no extra speed point to pass through hexes containing friendly units.
- In the movement phase, every movement is always voluntary. Other movements, both compulsory and voluntary, may also occur in the combat phase, due to combat results.
- The player in the movement phase must move his units one at a time and finish the whole movement of one unit before moving another. During the movement phase, the player whose turn it is not may absolutely not move any unit (except throws).
4b. End of movement
- Movement may end through exhaustion of the speed points available to the unit concerned, or earlier, at the choice of the player whose turn it is.
- A unit that enters the ZOC of one or more enemy units must stop, whatever the number of speed points previously spent on the movement. Once it has entered the ZOC of enemy units, a unit may not move even into other enemy ZOCs.
- The player whose turn it is, after moving the units he intended to move, declares his movement phase closed: from that moment he may not move any more units and thus passes to the combat phase.
- For the player whose turn it is, the movement phase also includes the moment of throws (see Throws).
4c. Terrain effects on movement
Movement must take the terrain effects into account. Depending on the nature of the terrain it crosses, the moving unit must stop or change route or spend differently the speed points it has available.
- Different types of movement are possible on the map:
- normal movement = 1 hex for each speed point;
- double movement = 2 hexes for each speed point;
- half movement = 1 hex for every 2 speed points.
In this way the indications of the "terrain effects" table can be read clearly as regards the movement of units.
- On road hexes, garden hexes, stairs hexes, units of both players spend 1 speed point.
- On avenue hexes and downhill hexes units of both players spend 1/2 speed point.
- On uphill hexes units of both players spend 2 speed points.
- On building hexes, river hexes, hexes adjacent along a wall side, movement is forbidden to units of both players.
- On public-housing hexes (red hexes) movement is permitted to all corteo units and forbidden to all power units.
- If movement takes place through hexes of different speed value, the player whose turn it is must count the effects of each hex against the speed points the unit has to spend. Fractions of a point that cannot be added up to a whole unit are to be considered as whole speed points.
Example (illustration): a corteo player unit moves through the hexes in front of it. Two routes are possible:
- a - the unit spends its 4 speed points to reach the last road hex on the right of the figure, spending 2 speed points for the 4 avenue hexes and 2 points for the 2 road hexes.
- b - the unit spends its 4 speed points to reach the highest road hex in the figure, spending 1/2 speed point for the avenue hex and 3 points for the 3 road hexes. The half point of the avenue hex is in this case worth 1 speed point.
Other terrain effects on movement are specific to each of the two players and are indicated in the following pages.
5. Corteo player's movement
In his movement phase, the corteo player may make use of some specific rules, which he may use as he pleases.
5a. Disengagement of units
Corteo player units that move starting from a hex controlled by one or more enemy units may move by paying one further speed point out of those they have available.
In other words, the corteo units, not being bound by military-type discipline, can always abandon a field of combat: something which, as we shall see later, is not possible for power units.
It is obvious that the first move of the corteo unit is in this case out of the enemy ZOC it intends to leave. Having done this, the corteo unit may move freely using the remaining speed points and ending its movement, if it wishes, in the ZOC of other enemy units or even of the same unit from which it had moved away.
5b. Metro (Metropolitana)
During his movement phase, the corteo player may send units into the Metro stations arranged on the map. Corteo units, once they have entered Metro hexes, finish their movement, even if they still have speed points to spend.
In the next game hand, during his movement phase, the corteo player may start the units in the Metro from any metro hex on the map (even from the same one where the units ended the previous game hand). A Metro journey from one station to another is in fact supposed to last 20 minutes (that is, the real-time duration of one game hand).
Corteo units pay no extra point to take the Metro.
5c. Running (Corsa)
The corteo player may make his units run. In the whole game 5 hands of running are possible for the corteo, out of the 10 game hands provided. In the 1st game hand corteo units may not run.
Running is possible for all units and means that every corteo unit doubles the speed points available to it in that hand. The corteo player must declare running at the start of his movement phase and mark the running hand made by returning one run token of those he has available at the start of the game.
Running follows the general rules of movement and the specific rules of the corteo player, besides respecting the rules of terrain effects.
5d. Barricades
During his movement phase, at any moment, the corteo player may erect barricades.
To erect a barricade the corteo player spends 2 speed points of the unit that erects it. The unit erecting the barricade places in one of the hexes of its ZOC one of the barricade pieces that the corteo player has had available since the start of the game. The barricade may also be erected in hexes controlled by the opponent, provided they are not occupied by the opponent.
- There are 10 barricades in all for the duration of the game: each time the corteo player erects one, he takes a barricade piece and places it on the chosen hex. Barricades cannot be erected in objective hexes, crowded hexes, stairs hexes, garden hexes: obviously they cannot be erected in forbidden hexes (river hexes, building hexes, etc.).
- A barricade prevents any movement into the hex it occupies for the units of both players: movement and combat can never take place through a barricade.
- The barricade prevents any movement through it, even if this movement occurs through a combat result.
- A barricade can be removed only in the game hand following the one in which it was erected. A unit of either player must, to remove a barricade, move so as to have the hex containing the barricade piece in its ZOC. The removal costs 2 speed points to the unit that removes the barricade piece: each unit may remove only 1 barricade per game turn. The player who moves one of his units in the manner described to remove a barricade immediately removes the barricade piece off the map.
- The removal of barricades can take place only in the movement phase for both players: barricades not removed remain on the map. The removal of a barricade does not prevent any continuation of the unit's movement.
6. Power player's movement
In the movement phase, the power player too must observe some specific rules.
6a. General rule
The power player may not move units that are in the ZOC of one or more corteo units, even if by such a move he could avoid a combat. Power units in fact respond to a strictly military logic that does not provide for the withdrawal of units except by combat result.
6b. Garrison (Presidio)
Power units that garrison certain objective hexes must be placed in those hexes at the start of the game. The objective hexes on which such units are placed are at the choice of the power player.
Garrison units may not be moved from the objective hexes they occupy except through a combat result. If garrison units leave the objective hexes they occupy in this way they behave like the other units.
Obviously garrison units may move from one objective hex to another adjacent objective hex.
Garrison units moved away from their objectives through combat results (retreat or panic) may choose to re-enter an objective to garrison it or behave like the other units. From the moment a garrison unit, for whatever reason, re-enters an objective hex, it is again bound to it.
6c. Service order (Ordine di servizio)
Power units enter the game following the order of the Central Command, which assigns them to different barracks in different game turns.
The power player must respect the service order with which his forces enter play. Before the start of the game the power forces must be placed in barracks hexes of the power player's choice (respecting the stacking limits, see 9) and as indicated in the "Advanced game outline". In subsequent turns, the forces entering play are placed as indicated in the "Advanced game outline". The power player may choose the units respecting the power-point value indicated.
Units that start from the barracks hexes chosen by the power player (provided they are free) enter play starting from the numbered road hexes on the map.
6d. Terrain effects
Power units have the same terrain effects as corteo units in the movement phase. Important exceptions are:
- armoured units and tear-gas units may not pass through garden hexes;
- armoured units and tear-gas units may not pass through objective hexes;
- armoured units and tear-gas units may not pass through stairs hexes.
7. Throws (Lanci)
During the movement phase of each turn, players may make throws at enemy units. Throws serve to open the way and cost a certain number of speed points.
7a. General rule
Each throwing unit may throw only once in the movement phase. To make a throw, the throwing units pay HALF of the speed points available to them.
Only units authorised to do so may throw, both for the corteo player and for the power player. The target may also be an enemy unit that is at that moment in the ZOC of other units of the player who is throwing.
A throw may be made only if the throwing unit and the target are on a STRAIGHT LINE of hexes at the distances provided.
Example (illustration): the Corteo's 6-6 section throws at the power's carabinieri unit: the target is in a straight line and at the right distance (7d). It cannot instead throw at the 4-4 riot-police unit because it is not in a straight line with that unit.
7b. Making the throw
The throwing units compare their power points with those of the target: the throw ratio is determined by this comparison. Imperfect ratios are always rounded in favour of the target. Examples of rounding:
- a - if the power points of the throwing unit reach or exceed half the power points of the target, the ratio "1-2" can apply.
- b - if the power points of the throwing unit reach or exceed the power points of the target, the ratio "1-1" can apply.
- c - if the power points of the throwing unit reach or exceed double the power points of the target, the ratio "2 to 1" can apply.
In the same way the ratio is established if the power points of the throwing unit reach or exceed triple, quadruple, quintuple the power points of the target unit: in these cases the ratios "3 to 1", "4 to 1", "5 to 1" can apply.
Once the throw ratio is determined, the player in the phase rolls the die: the die result determines the outcome of the throw according to the table differentiated by ratios, "throw results". The result is applied immediately.
7c. Throw results
Throw results concern only the target. They need some explanation.
- NE = no effect.
- R1 = retreat: the target unit retreats 1 hex.
- R2 = retreat: the target unit retreats 2 hexes.
- P2 = panic: the target unit retreats 2 hexes, chosen by the player who threw.
The retreat takes place by moving away 1 (DR1) or 2 (DR2) hexes from the unit that threw, as far as this is compatible with the rules on movement limits. Such hexes are always chosen by the target unit's player. Example (illustration): 6/6 throws at 4/4: the ratio is 1 to 1, the die result is 4. The power's 4/4 unit must retreat 1 hex into one of the 3 hexes marked "yes", not into the hex marked "no", because that would not increase the distance.
- For both retreat and panic results, the target may end its movement in hexes that are enemy ZOC. In this case it stops, following the general rules of movement. This is possible because throws take place in the movement phase (not in the combat phase).
- If between the throwing unit and the target there is a unit (or several units), friendly or enemy, this does not prevent the throw.
- If a corteo unit goes into panic because of a tear-gas throw, any other corteo unit directly or indirectly connected to the target retreats one hex where the power player wishes. If these units cannot move, they stay still: the hex that was occupied by the target must in any case be left free.
- Tear-gas throws at the Head of the Corteo (10) are unlikely, given the power of the Head (10a): in any case retreat or panic results from a throw against the Head of the corteo apply to all the corteo units (10b).
- A throwing unit may, of course, move before or after making the throw if it has unused speed points left. After throwing, the throwing unit may spend the speed points available to it to reach an enemy ZOC and so engage in a combat.
- Once the throw has been made and the results applied, the player in the phase must finish the movement of the unit that threw before making other throws or moving other units.
7d. Corteo throws
Only the sections of the corteo (units with 6 speed points) have the means to make throws at enemy units. All the general throw rules apply to the sections. The distance between a throwing corteo section and the target must be at most 3 hexes, counting the hex where the target is.
7e. Power throws
Only the armoured tear-gas launchers can make throws at enemy units. All the general throw rules also apply to tear-gas units. The distance between a throwing tear-gas unit and the target must be at most 4 hexes, counting the hex where the target is.
During the power's throw, no arrests can be made.
7f. Terrain effects on throws
Terrain effects on throws concern the hexes that separate the throwing unit from the target.
- Road hexes, avenue hexes, downhill hexes, stairs hexes do not interrupt the throw.
- Garden hexes, building hexes, public-housing hexes, uphill hexes, river hexes, crowded hexes, objective hexes, metro hexes, barracks hexes interrupt the throw.
- Corteo throwing units may not throw at power units occupying barracks hexes.
- Power throwing units may not throw at corteo units occupying metro hexes.
8. Combat phase
After finishing his own movement phase, the player whose turn it is plays his combat phase.
8a. General rules
The player whose turn it is has the initiative and is therefore called the "attacker", while the player whose turn it is not suffers the opponent's initiative and is therefore called the "defender".
- Every unit that has enemy units in its ZOC must sustain combat with them: the player must always make sure that all enemy units that are in the ZOCs of his own units are engaged in combat.
- Every unit, whether defending or attacking, may sustain only one combat per game turn. If no enemy unit is in the ZOC of units of the player whose turn it is, that player's combat phase closes without combats and play passes to the next turn.
- To make the combat the attacker must:
- compare the power points of his attacking unit with those of the unit defending;
- thus establish a ratio that corresponds to the ratios described in the upper part of the "combat results" table. If this ratio is imperfect (does not correspond exactly to those provided by the table) it is rounded in favour of the defender, in the same way as for throws;
- roll the die and read on the "combat results" table the result obtained, which is in the box where the die result and the ratio previously established intersect;
- apply immediately the combat result indicated in the box.
Example (illustration): here the power's 6-4 unit attacks and the corteo's 4-4 unit defends. The ratio between the powers is 4 to 4, that is 1-1. The die result rolled by the power player must therefore be read in the corresponding box under the heading "1-1".
Example (illustration): here the power's 4-4 unit attacks and the corteo's 6-6 unit defends. The ratio between the powers is 4 to 6: it must be rounded in favour of the defender (in this case the corteo) and thus becomes 4 to 8, that is 1-2. The die result rolled by the power player must therefore be read in the corresponding box under the heading "1-2".
8b. Multiple combat
Combat may take place, besides between two single units, also between several adjacent friendly and enemy units.
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When several attacking units fight several defending units, the situation is resolved by making a number of combats equal to the number of the less numerous units. It is important to remember that every unit that has enemy units in its own ZOC must sustain combat. In this case some of the units among the more numerous ones choose which combats to take part in, in compliance with the combat rules. It is always the attacker who decides the chronological order of the combats.
Example: 3 power units against 2 corteo units = 2 combats: one 8 to 4, the other 4 to 4.
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When several attacking units fight a single enemy unit, their powers are added together and one single combat is made, proceeding as indicated in the general combat rules.
Examples: 3 power units (12) against 1 corteo unit (4) = 3 to 1. 1 power unit (4) against 3 corteo units (16) = 1 to 4.
8c. Terrain effects on combat
- Road hexes, avenue hexes, garden hexes, objective hexes: units occupying these hexes fight at normal power.
- Building hexes, river hexes, stairs hexes, wall hexes do not permit combat.
- Uphill/downhill hexes: the unit that attacks another uphill (higher up) has normal power; the other defends at double power. The unit that attacks another downhill (lower down) has double power; the other has normal power.
- Barracks hex: combat forbidden to corteo units.
- Metro hex: combat forbidden to power units.
- Public-housing hex: the corteo unit that occupies it counts double.
- Crowded hex: the corteo unit that occupies it counts half power.
8d. Combat results
The "combat results" table gives the player all the possible results of every combat made.
Unlike the usual results in other simulation games, "CORTEO" does not provide for the elimination of units as a result of a combat. This is because, both in the basic game and in the scenarios, the game intends to value the movement of the unit in the City more than the intensity of the combats. This character of the game underlies the type of combat results contained in the table: otherwise we would have another type of game.
- Combat results.
AR, DR = retreat of the attacker or of the defender. The unit that lost the combat must retreat from the hex it occupies and move to an adjacent hex.
- Movement in retreat is compulsory and must be carried out immediately by the unit that has to retreat. A retreating unit may not retreat into hexes forbidden by the terrain effects or into the ZOC of the opponent.
- A retreating unit may retreat into a hex controlled or occupied by friendly units, provided it is always outside the ZOC of enemy units.
- When the unit that suffered the combat has retreated, the unit that won the combat may, if it wishes, advance into the hex left free as a result of the retreat, even if that hex is in the ZOC of enemy units.
- In the case of multiple combat, every unit that lost the combat must retreat into free hexes, following the retreat rules. The victorious unit may, if it wishes, enter any of the hexes left free by the units that retreated. (Illustrations: retreat possible / retreat impossible.)
AP, DP = panic of the attacker or of the defender. The combat result is the complete disorganisation of the unit that lost the combat.
- Panic follows the general rules of retreat, but has different consequences depending on whether it is panic of corteo units or panic of power units.
- Ratios greater than "1 to 5" and "5 to 1" are always read in the table on the "1-5" and "5-1" columns.
8e. Corteo panic
If in a combat a corteo player unit goes into panic, it means that at that moment that group of demonstrators loses all control of its staying together. For this reason the corteo unit in panic must retreat into a hex chosen by the power player.
As we said, the general rules of retreat also apply to corteo panic: the hex chosen by the power player must not be forbidden (so neither in the ZOC of power player units, nor forbidden by terrain effects).
- The corteo unit in panic transmits panic to all corteo units that are adjacent: these in turn transmit it to the corteo units adjacent to them. The panic of one corteo unit thus spreads to involve a large number of demonstrators. All the units in panic are therefore moved one hex, at the choice of the power player, following the rules set out above.
The power unit that sent the corteo unit into panic may, if it wishes, advance into the hex left free by the unit in panic.
8f. Arrests (Arresti)
All corteo units that cannot retreat (whether through retreat or panic) after combat are considered "arrested".
Arrested units are immediately taken by the power player and placed in the hexes of the prison building (edificio-carcere) located on the map, from which they may never leave until the end of the game.
The power points of every arrested unit are victory points for the power player. Remember that arrests can be made by the power player in the combat phases, never in the movement phases, and still less at the moment of throws.
8g. Power panic
If in a combat a power player unit goes into panic, it means that the members of that force disperse in a completely disorganised way. For this reason the power unit in panic is immediately removed from the hex it occupied and placed in one of the barracks hexes arranged on the map, at the choice of the corteo player.
All power units that cannot retreat because of a combat result are considered to be in panic.
The power unit in panic must be turned face down in the barracks hex and remains in that hex until the power player's movement phase of the following hand. In this period the unit is in fact reorganising and recovering its morale. While it is in barracks, it cannot move or sustain combats. In the following hand the unit is turned face up again and can re-enter the map as a normal power unit.
8h. Retreat off the map
Corteo units may leave the map only if forced by a combat result. A corteo unit that leaves the map stays out for 2 game HANDS. In the third HAND after leaving it re-enters (in the corteo's movement phase) from a non-forbidden hex of the same edge of the map.
For the EAST-WEST edges the re-entry is valid from any hex of the edge. For the NORTH and SOUTH edges the re-entry must take place from hexes located in the same PART of the edge from which the unit left. The NORTH and SOUTH edges are therefore considered divided into 3 PARTS:
- 1st PART: from the West edge of the map to the WALLS.
- 2nd PART: from the WALLS to the RIVER.
- 3rd PART: from the RIVER to the EAST edge of the map.
Power units may never leave the map. If a power unit is forced to leave the map, it suffers the same effects as PANIC from combat (see 8g).
9. Stacking of units
At any moment of the game, 2 units of the same player may accumulate (stack) in the same hex. Stacking of units may occur as a result of movement, throwing or combat.
- Two units that stack spend no additional speed points. Stacking has no effect on the speed points of the units (which remain those printed on the units) nor on their ZOCs. During the movement phase it is possible for a unit to pass through a hex in which two friendly units are stacked: in no case, however, can more than 2 units be stacked on one hex, so that unit cannot end its movement in the hex occupied by the 2 stacked units, because it would thus violate the stacking limits.
- Two stacked units may make 2 separate throws or, at the choice of the player whose turn it is, a single throw (increasing the throw power): in the case of a single throw the power points of those units are added together in compliance with the throw rules.
- Two stacked units behave as a single unit for combat: they add their power points together, both in attack and in defence.
- Stacked units must both respect the combat results: a retreat or an advance of stacked units means that the two units behave in the same way. If, for example, 2 stacked units must retreat, they may do so onto two different (free) hexes or onto only one, at the player's choice, but both must retreat. Likewise in the case of advance of two stacked units after a multiple combat: in this case the two units may occupy two different hexes where the opponents had previously been. But both must advance.
- Units in retreat may pass, without stopping, through hexes occupied by stacked units: units in retreat must continue the retreat until they occupy a free hex or stack with another unit.
- Corteo units must respect the stacking limits also in Metro hexes: no more than two units on the same hex.
- Power units that enter as reinforcements in the established turns may not violate the stacking limits in the barracks hexes where they are, neither among themselves nor with any units in panic.
- The power's armoured vehicles are an exception to the stacking rule: for technological reasons, they cannot stack with each other, nor be stacked with other power units, except in barracks hexes.
- Two stacked units may erect 2 different barricades (one for each unit) in two hexes of their ZOC. Equally, two stacked units may remove 2 different barricades that are in their ZOC. Both possibilities must in any case respect the barricade rules.
10. Head of the corteo (Testa del corteo)
For the corteo player it is fundamental, for the purposes of the game, to succeed in moving his units so as to form the Corteo. Forming the Corteo means defining the units that lead the others within the City. These units are called the "Head of the Corteo".
- At the start of the GAME, the corteo player declares which political component, among those he has available, holds the Head of the Corteo. Once declared, the chosen component can no longer be replaced by other components for the whole duration of the game, that is for all 10 hands.
- At the start of every game HAND, after finishing the phase of his own movement, the corteo player declares 2 specific units of the component chosen at the start as the Head of the Corteo in that hand. The Head units may be single or stacked. The Head units are chosen at the complete discretion of the corteo player, provided obviously that they belong to the component declared at the start of the game. The Head units need not be adjacent to each other, nor need they physically be in front of all the other units.
10a. Power of the Head
The effect of the Head declaration is that the units chosen as Heads of the Corteo add to their own power points 2 points for every unit connected to them either directly (because adjacent) or indirectly (through other units adjacent to the Heads).
Example (illustration): head A is worth 22 points + 4 = 26; head B is worth 22 points + 2 = 24 (in the example's values; see the figure in the printed rulebook).
- With respect to the movement phase, every unit that forms part of the Corteo (as directly or indirectly adjacent to the Head units) moves as a single unit (or stack of units).
- All the units that form part of the Corteo, if engaged in a combat with enemy units, whether in attack or in defence, behave following the normal combat rules: their power points are those printed on them, the combat results apply normally (including the panic rule).
- The Head of the Corteo is therefore the strongest element available to the corteo player for resolving combats. It is important to remember that the Head of the Corteo can be changed only at the start of each game hand, in the corteo player's movement phase: the Head units continue to be such also in the power player's turn.
- The Head concentrates on itself, as has been said, 2 power points for every unit that is in the Corteo: corteo player units that form part of the Corteo (as directly or indirectly adjacent to the Head) give their 2 power points to the Heads, even if such units are in that combat phase engaged in sustaining other combats. Such units do not interrupt the connection with the Heads of the Corteo.
Example (illustration): head A is worth 26, head B is worth 24. In both cases the 4-4, 4-2, 4-4 units that fight the carabinieri platoon give 2 points equally to each of the heads.
- In the basic game, a single aggregate of adjacent corteo player units is considered the Corteo; if the corteo player thinks it useful, he may decide to form two or more groupings of units, of which however only one per game hand (and not necessarily the same one) will benefit from the Head of the Corteo rule.
- If, through a combat result, the Corteo splits into two or more sections, the Head rule applies to the most numerous section among those that have within them a unit of the Head component declared at the start of the game.
- If the political Head component (declared at the start of the game) is no longer present with its units inside the Corteo, the latter can no longer benefit from the advantages of the Head rule. If all the units of the political Head component chosen at the start of the game have been arrested, the Corteo no longer has a Head until the end of the game and is therefore no longer a Corteo.
10b. Head and combat results
With respect to the combat results provided by the table, the Head units are units like any other: the difference is that the combat result affecting the Head units also applies to all the units of the Corteo (that is, to the units directly or indirectly connected to the Head units).
With respect to throw results on the Head units of the Corteo, there are the same consequences as for combat results (see also 7c).
With the definition of the Heads of the Corteo, we wanted to construct the same physical possibility of the Corteo in the City. The result is an evident forcing, that is the image of forces that lead in a linear and lucid way a very numerous and multiform set such as that represented by the corteo player's units. This forcing was in our view inevitable, if the very idea of the corteo was to be conveyed during the game (in the simplest possible way).
Terrain effects
They count only for the hex on which the Head is located. The other units provide points independently of the terrain effects of the hex they are in on power points.
11. Column of armoured units
The power's armoured vehicles (8-4 units) are without doubt the most efficient and best-equipped forces among those available to the power player. A skilful use of these vehicles can be decisive for the behaviour of all the other forces of the power player himself.
- Several power armoured vehicles, in hexes adjacent to one another, form a COLUMN of armoured units. A column is therefore formed by a minimum of 2 armoured vehicles in contact with one another.
- A column of armoured units sustains a single combat when it fights (in attack or in defence) with one or more enemy units.
- The overall combat power of a Column of armoured units is given by the sum of the powers of the individual armoured units that form it.
Example (illustration): in this case there is a single combat between the 16 points of the Column of armoured units and the 8 of the corteo player's units.
- Combat results affect all the units that form the Column; single armoured units, obviously, behave like the other power units. Advance, retreat and panic affect all the armoured units of the column.
- The Column of armoured units is such even if the individual units are not physically arranged one after another: it is enough that they are placed on adjacent hexes.
12. The objectives
The objective hexes (yellow) indicated on the map represent the places of the city that, for various reasons, have value both for the corteo and for the power.
Each objective hex has a value that differs according to the material, political, cultural interest that the two players attribute to it. As was said about the map, we deliberately excluded objectives of a purely "military" interest, also because this would certainly have altered the very structure of the game.
It is clear that the value attributed to the objectives is very relative and in fact varies between the advanced game and the scenarios. This relativity is valid in reality too: some places indicated here as objectives to be occupied for the corteo and to be defended for the power may no longer be such if substantial changes occur in the relationship between political-social strata and the structure of power.
"CORTEO" synthesises, with a bias that seems to us reasonable, the points of view and "values" expressed in the last 10 years by the various protagonists in the metropolitan territories of European countries.
12a. General rules
Each objective hex is worth a certain number of points to the corteo player if a corteo player unit occupies that hex. To occupy an objective hex means to place at least one corteo unit in that hex for one game HAND.
- Objective hexes oblige all units that pass through them to STOP on them, without continuing movement. Power armoured and tear-gas units are forbidden to pass through objective hexes (and obviously to stop on them). Throws through objective hexes are forbidden for all units. Corteo units cannot erect barricades on objective hexes.
- If, at the end of a game HAND, one (or more) corteo player units occupy an objective hex, they must leave it in the following game turn (next game hand).
- The occupied objective hex, once the corteo unit has left it, must immediately be covered by the corteo player with one of the 60 "cover-objective" pieces contained among the game pieces. The number printed on the piece must correspond to the value of the objective hex occupied: the corteo player takes this cover-objective and places it on the objective hex previously occupied.
- From the moment an objective hex has been covered with a cover-objective piece, it is considered a building hex, that is FORBIDDEN to either player.
- An objective hex occupied by corteo units for a phase or a game turn, but cleared by the power before the end of the game HAND, is not considered occupied and is not to be covered: it provides no points to the corteo player.
- Once the objective has been covered, the points marked on the cover-objective are acquired by the corteo player for the whole game. The points do not vary if the objective is occupied by two stacked units of the corteo player.
- The values of the objectives are read on the "objectives table" at the top edge of the map. To distinguish the objectives clearly from one another, use the Street Index (Stradario) contained in the "Yellow Pages" of the City.
12b. The individual objectives
A brief and condensed description of the 60 objectives of the game seems necessary at this point. Obviously we group them according to their different characteristics and also give their address so they are immediately recognisable on the map.
- Government (Governo) - Piazza Fontana. Demonstrating in front of the seat of Government is, in this civilisation of ours, a resounding and always effective phenomenon. All the social subjects that claim things and desires address themselves in their immediacy to the public holders of power. The governors, as a rule, want nothing to do with it. Therefore the Government is worth many points.
- Prison (Carcere) - Via Cento Celle. The place of punishments and escapes: but by now it also has a symbolic value to bear witness to the atrocity of present domination and the barbarity of its past. The hope of a future without jails on the part of many of the dominated makes the power even firmer in the defence of this gloomy institution. Therefore the prison is worth many points.
- Court (Tribunale) - Piazzale Odio. Recognisable by its serpentine structures, it is well known for the sensitivity with which it measures itself against new social phenomena and for the impartial administration of what is just to whoever is just. Temple of the written word and of the sneer of justice. Therefore it is worth many points.
- Dominant Party (Partito Dominante) - Largo alle Tangenti. The austere and indulgent guide-party of the City surrounds itself with serene reserve. Its traditions exclude any insinuation or, worse still, tumultuous insults under its windows. Worth many points.
- Constitutional Opposition Party (Partito di Opposizione Costituzionale, POC) - Lungozombi dei Camionisti. Even though many of its members are part of the Corteo, the POC cannot recognise itself in any way in the adventurous intemperance of the demonstrators. It comes from far away, is a little worn out. In the advanced game (not always in the scenarios) it brands with fiery words the brazen impudence and the "overbearing" force of the Corteo. Its windows too are reserved. Worth many points.
- Multinational Enterprises (Imprese Multinazionali) - Via del Greggio, Via Losim, Via Coca, Via Cola. Despite the progress and well-being they bring, they do not enjoy high popularity among the dominated. Their metallised seats make visible their constant search for human relations, also on the international level. They say that we cannot do without them. Therefore they are worth a lot.
Players who have particular wishes and want to "objectify" them must take the white pieces of the die-cut sheet and draw their favourite objectives. Remember to give them a score.
13. Special rules
Here we propose some special rules, which may be introduced at the choice of the players both in the advanced game and in scenario games.
13a. Tear-gas smoke (Fumo dei lacrimogeni)
In every power player movement phase, at the moment of the tear-gas throw, the special rule of "tear-gas smoke" may be introduced, at the choice of both players.
In this case, after resolving the throw as usual (provided a result of NE was not rolled) the power player rolls the die to see whether there is wind, applying the results of this table:
| Die | Result |
|---|---|
| 1-2-3 | wind: the smoke moves 1 hex |
| 4 | strong wind: the smoke moves 2 hexes |
| 5 | calm: the smoke stays on the original hex |
| 6 | very strong wind: the smoke dissipates |
If the result is 1-2-3-4-5 it is necessary to punch from the die-cut sheet a "tear-gas smoke" piece. If the result is 5 the "smoke" piece is put in place of the target hex. If the result is 1-2-3-4 the die must be rolled again to establish the wind direction and the "smoke" piece placed one or two hexes away from the original hex in the direction indicated.
Die results for the wind direction (printed as a hexagon diagram): 1 = top side, 2 = upper-right side, 3 = lower-right side, 4 = bottom side, 5 = lower-left side, 6 = upper-left side.
The consequence of the smoke is that no unit in that game turn may occupy the hex where the tear-gas smoke is or pass through it: this applies both to power units and to corteo units. Any unit that is in the hex (and only that one) in which the "smoke" piece is placed moves one hex of its choice immediately.
The smoke pieces are removed at the end of the same hand (after the power player's combat phase). If, however, following a result of 5 on the table, the smoke has stayed on the target hex, it will not be removed from the map until the end of the corteo player's next game turn.
The smoke moves only through avenue hexes or road hexes: if it meets a hex of a different colour, it stops before it.
13b. Throwing errors (Errori nei lanci)
During throws, it may happen that the throwing unit misjudges the measure of the throw and makes it too short. This may depend (as is known) on inexperience, stumbling, wrong aim, sabotage of the throwing material, distraction, drunkenness, etc. This situation too is simulated by a special rule.
This rule provides that the NE result of all throw ratios that comes last before the positive results means "short throw". In this case, therefore, the hex hit is the one immediately preceding the target hex. If in this hex there is a unit, friendly or enemy, the player who threw rolls the die again, applying the results of the table according to the new ratio between the power of the new target and that of the throwing unit. If the throw result is again NE it means that the thrown materials had a defective fuse and did not ignite.
13c. Traffic jams (Ingorghi)
Traffic jams are a constant of metropolitan life. They constitute in fact an impediment to the movement of units on the map.
The player whose turn it is, during his movement phase, may choose an avenue hex at will and see whether a traffic jam has formed there. The avenue hex must be outside the ZOC of the units of both players and must be able to be connected by an uninterrupted line of road hexes to a crossroads clear of pieces of every kind. The line may be as winding as desired provided there are no ZOCs, power or corteo units, barricades or other jams.
Having chosen the avenue hex, the player rolls the die and, depending on the result, places a traffic-jam (ingorgo) piece on that hex, according to this rule:
| Die result | |
|---|---|
| 1-3-5 | jam made |
| 2-4-6 | jam not made |
For the purposes of movement, throws, combat, traffic jams follow the same rules as barricades.
Unlike barricades, traffic jams may be created by both players (not only by the corteo player) and the players may attempt to create a jam only once per game turn. Unlike barricades, no speed point is paid by the player who creates the jam and two jam pieces cannot be placed on adjacent hexes.
Traffic jams can be removed only by the power's traffic police, who must move so as to have the jam pieces in their ZOC. Jams not removed remain on the map, possibly until the end of the game.
13d. National corteo and Finance police (Corteo nazionale e finanza)
The Corteo may be, as often happens, a national event in the sense that many of its participants are delegations coming from other Cities. These demonstrators obviously arrive late, given the precarious state of transport in the country, and take the Metro to arrive in time to take part in the corteo.
The power immediately mobilises some units of the Finance police (Finanza), with the aim of collaborating with the other forces of order to identify any offences that the "outside" demonstrators might commit.
Outside units of the Corteo: MOV, 3 of 4-2 / 1 of 4-4.
Units of the Finance police: 5 of 2-2.
At the choice of both players, at the start of the 4th game hand, the corteo player places, during his movement phase, the 4 special units in metro hexes of his choice. The units may be in the metro hexes alone or stacked together, but may not stack with other corteo units.
At this point the corteo player rolls the die and, depending on the result, brings the outside units into play or checks their hesitation and uncertainty before the little-known City and must continue to keep them in the metro hexes where they are.
In the same game hand, in his movement phase, the power player places the Finance units in barracks hexes of his choice. The units may be alone or stacked together, but may not stack with other power units. The power player also rolls the die and brings the Finance units into play or finds that the orders of the command are unclear and in the uncertainty these units remain in the barracks hexes they occupy.
Die results, valid for both players:
- even number: the unit concerned enters the game.
- odd number: the unit concerned stays still on the hex it occupies.
14. End of the game
In the advanced game, at the end of the 10th hand, the game is considered finished. The victory points are then counted.
- Victory score
- The corteo player adds up all the victory points accumulated during the game through the occupation of objectives.
- The power player adds up all the power points of the corteo player's units that he has succeeded in arresting and that are therefore in the hexes of the prison building. To these points he adds the power points of ALL the corteo player's sections that are on the map in any hex: sections that are in "QP" hexes (public-housing hexes), metro hexes, crowded hexes are considered safe and their power points do not count for the power player's count.
- The power player's final score is subtracted from the total reached by the corteo player. This gives a FINAL score, which is compared with the numerical levels shown in the "Victory Levels" table.
14a. On the victory results
(The following are the comments printed for each score band.)
- Under -20 points: What a disaster this Corteo. And don't try to say that the rules of the game are ultimately a provocation. Like anything else, to disrespect them it is quite insufficient simply to forget them. If Gen. Custer had led this Corteo he could not have done worse.
- -20 to -10: The Corteo has surely won the front pages of tomorrow's newspapers, but only for the quantity of arrests suffered.
- -10 to -1: I say, in so far as one makes a Corteo, it's one or the other: either the sections remain in the demonstration, or they learn to number themselves.
- 0 to +9: One step forward, two back. But it is rather demoralising to see a Corteo that uses running in the wrong direction.
- +10 to +19: A few well-placed tear-gas throws were enough... One cannot think that smoking out a radical or an autonomist is the same thing...
- +20 to +29: How boring you are. If you had played the same game in reality you would not even have managed to disturb the Saturday-afternoon shopping.
- +30 to +39: Draw. Where does the power think it is, on the Carso? Armoured vehicles are mobile means, not barricades. And the Corteo should learn to use the yellow pages.
- +40 to +49: Always close to peaceful coexistence, eh? A fine victory for the Corteo, which takes it out on religion...
- +50 to +59: The power may blame the failed police reform, if it wishes. Meanwhile it has lost.
- +60 to +69: We're really going at it, eh, boys? What is Fonzie, has he become a Marxist-Leninist? Minimal consequence: the replacement of cabinet chiefs.
- +70 and over: Holy Mother! A defeat of the power that coincides with a victory of the corteo is something to bring down the government.
D) Scenarios and Variants
CORTEO, as anticipated in the Presentation, is a game system that condenses, in a measure we believe reasonably balanced, three elements: the political representation, the "military" representation, the game representation. These characteristics are generally each dominant in other, mutually different games: "political simulation" (Diplomacy, etc.), "military simulation" in simulated war games (now spreading also in Italy), etc.
Scenarios and Variants were developed by placing the emphasis individually on one of the three elements mentioned above, without becoming completely different games from the basic game. The political representation is accentuated in the Anti-repression Scenario, as is the "military" one in the Internationalist, Anti-fascist and Social scenarios.
It must finally be said that the scenarios do not have a background of game testing that guarantees the certainty of the proportions between the victory levels and other elements that contribute to reaching them (and this because the malign times did not allow us).
Internationalist scenario
A head of State, or a representative personality of a racist, colonialist or imperialist country, engaged in a policy of extermination or in an aggression in the Third World, is on an official visit to the City. The Government authorities announce that the welcome guest will travel in a motorised procession through the central streets of the City.
The Movement and the Marxist-Leninists promptly interpret the disdain and indignation aroused by this event and launch an internationalist mobilisation initiative. In very crowded assemblies it is decided to make their militant anti-imperialism heard by the "hateful butcher and his lackeys".
The Constitutional Opposition Party does not join the demonstration, given its responsibilities in the international balance, but develops its own initiatives denouncing the imperialist presence (peripheral rallies, parliamentary questions, propaganda, etc.). Its function is therefore not antagonistic to the corteo initiative.
How the scenario is played
-
Corteo. The corteo units are 33, at the choice of the corteo player, for a total of 100 power points. Only Movement and ML units can be the Head of the corteo. The corteo player starts his units as in the advanced game.
-
Power. The power units are 50, for a total of 190 power points. In addition the player has 5 "mobile-objective" pieces, representing the units of the Presidential Corteo parading through the City. These pieces have no ZOC and no power points: they can only move at the speed printed on them. These units must be "escorted": the "escort" is made up of at least 5 power units (of any type) that must always be at a maximum distance of 4 hexes from the pieces of the Presidential Corteo. If the escort is not sufficient or is too far away, the Presidential Corteo cannot move. Within 4 hexes of distance from the Presidential Corteo barricades or jams.
Presidential Corteo units (illustration of the pieces).
Service order of the power units:
- Initial placement: traffic police, guards, 5 riot-police units and armoured units as in the basic game. 5 riot-police units and the Presidential corteo in the hexes of Piazza Fontana.
- 2nd hand: 10 carabinieri platoons in barracks hexes of the power player's choice.
- 3rd hand: 5 tear-gas units in barracks hexes of the power player's choice.
- 4th hand: 5 tear-gas units in barracks hexes of the power player's choice.
From the 1st hand, the authorities of the Presidential Corteo move towards the EAST edge of the map together with the escort: the Presidential corteo may leave the map from any of the road hexes or avenue hexes arranged on the EAST edge of the map (not from other sides or hexes).
-
This scenario uses the rules of the game in full: ZOC, movement phase, throws, combat phase, special rules and victory levels are as in the advanced game.
Players' objectives
The aim of the internationalist corteo is to break the "curtain of consensus" that the power tries to build around its guest. The strategic interest of the corteo is to reach certain zones of the City: to this the corteo adds some tactical objectives which, besides the usual diplomatic and power seats already present in the advanced game, are also the will to reach the Presidential Corteo and make it hear its anti-imperialism at close quarters.
The aim of the power is to prevent the corteo from developing its presence in the City, preventing it from reaching certain zones and at the same time preventing it from reaching the most important seats and disturbing the Presidential Corteo.
Victory scores
- DIPLO (diplomatic seats), MULTINATIONALS, GOVERNMENT, DOMINANT PARTY, TV, NEWSPAPERS are the "fixed" objectives of the Corteo in this Scenario. The rules for occupying these objectives and their score are those of the advanced game (77 points in total). The other objectives on the map have no value, but follow the general rules of objectives.
- WALLS, RIVER, EAST EDGE OF THE MAP are worth 20 victory points to the corteo player if he manages to get past them with the Corteo (not with single units). To get past them means to occupy, even just for one game turn, a hex beyond these limits of the map with any unit of the Corteo (not necessarily with the Head).
- PRESIDENTIAL CORTEO UNITS are worth 5 victory points each to the corteo if any corteo unit manages to have in its ZOC a unit of the presidential corteo. Here too these points are awarded to the corteo player at the end of each game turn. The presidential corteo units make no combats, so they suffer no effects when they are in the ZOC of corteo units: the same Presidential Corteo unit may provide points several times during the game to the corteo player under the conditions stated above.
From these points are subtracted:
- the points the power player obtains through arrests (the rule on corteo sections at the end of the game does not apply).
- 10 victory points for every game HAND in which the power player manages to have the Presidential Corteo units occupy 5 hexes in front of the diplomatic seat in Bulvar dei Cappuccini. These points count from the 7th hand onward and are awarded to the power only if the stop takes place of its own will in that place.
The above rule does not apply if:
- The Presidential Corteo stops (does not move even one hex) or moves back during movement in any hand of the game into hexes other than those indicated. Example of "moving back" (illustration): the Presidential Corteo units must move into the hexes marked "yes": they move back if they move into hexes marked "no".
- the diplomatic seat has been reached and occupied, even in a single hex, by units of the corteo player.
In this Scenario the "victory levels" table of the advanced game is valid.
Anti-fascist scenario
The reactionary right has organised a rally in a square of the City to demand an anti-strike law, the deportation of gays, the closing of the underground press and the death penalty. Authoritative members of the Government and of the Dominant Party send attestations of understanding and solidarity.
Movimento and Lotta Continua call for an anti-fascist mobilisation to answer this macabre provocation. Assemblies in the working-class districts, in the schools and at the University decide on a militant corteo to prevent the reactionary rally.
The Constitutional Opposition Party does not join the mobilisation, judging it extremist and over-ambitious: it thus calls on its own account a protest rally in a place outside the map. But contradictions break out inside it. Its function is in any case not antagonistic to the corteo initiative.
How the scenario is played
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Corteo. The corteo units are the 32 units of the advanced game [as printed in the Italian rulebook], for a total of 100 power points. Only Movimento and LC units can be the Head of the corteo. The corteo player starts his units as in the advanced game.
Dissident units. In addition, the corteo player has 5 units, which represent the dissidents of the Constitutional Opposition Party (POC). At the start of the game the player must place these units, single or stacked, in public-housing hexes of his choice. The dissident units have no movement, nor do they sustain combats, until one or more units of the Head components of the corteo have activated them. To activate them, the Head units must place the dissident units in their own ZOC and then roll the die: even numbers have no effect [sic: as printed; presumably odd numbers activate]. The die must be rolled for each dissident unit. The activated dissident units enter the game immediately as normal units. Activation takes place in the corteo player's movement phase.
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Power. The power units are 50, for a total of 190 power points. In addition the power player has 10 "mobile-objective" pieces that represent the participants in the reactionary rally (Reactionary Rally units). These pieces have no ZOC and no power points: they can only move at the speed printed on them. They may move without escort but not stack with each other or with other power units. They may take the Metro (but it is not advisable!). The reactionary units stay at the rally until the 5th GAME HAND, then must put themselves to safety in the power's barracks hexes, without violating the stacking limits of units.
Service order of the power units:
- Initial placement: traffic police, guards, 5 riot-police units and armoured units as in the basic game. 5 riot-police units and the units of the Reactionary Rally in P.za della Robba.
- 2nd hand: 10 carabinieri platoons in barracks hexes of the power player's choice.
- 3rd hand: 5 tear-gas units in barracks hexes of the power player's choice.
- 4th hand: 5 tear-gas units in barracks hexes of the power player's choice.
Players' objectives
The aim of the anti-fascist corteo is to prevent the reactionary rally and to demonstrate to the rally participants its own militant anti-fascism. Linked to this strategic interest are some tactical objectives, which are the seats of the power that gave cover and support to the programme of the right.
The aim of the power player is to prevent the corteo from interrupting the reactionary rally. Besides this, the power has an interest in defending its most important seats and in demonstrating its capacity to "maintain order".
Victory scores
- REACTIONARY SEATS, GOVERNMENT, DOMINANT PARTY, TV, NEWSPAPERS, CINEMA, BAR, HOTEL, COURT are the "fixed" objectives of the corteo in this Scenario. The rules for occupying these objectives and their score are those of the advanced game (68 points in total). The other objectives on the map have no value, but follow the general rules of objectives.
- 30 victory points for the corteo player if the reactionary rally breaks up before the 5th GAME HAND; the break-up occurs even if a single rally unit moves away from P.za della Robba.
- 7 victory points for the corteo player for every reactionary rally unit sent to hospital. To send the reactionary rally units to hospital, a corteo unit must occupy the hex where the reactionary unit is: when this happens the reactionary unit is removed from the hex and placed in one of the clinic hexes (esa-clinica) on the map (it is possible to accumulate several reactionary units in clinic hexes). If the reactionary unit is on an ORG./REAZ. hex, its value is doubled for the corteo unit that sends it to hospital.
From these points are subtracted:
- the points the power player obtains through arrests (the rule on corteo sections at the end of the game does not apply).
- 10 victory points for the power player if the reactionary rally breaks up in the 5th game hand.
- 7 victory points for each of the reactionary units put to safety in this order:
- 6th hand: at least 1 reactionary unit in a barracks hex
- 7th hand: at least 2 more reactionary units in barracks hexes
- 8th hand: at least 2 more reactionary units in barracks hexes
- 9th hand: at least 2 more reactionary units in barracks hexes
- 10th hand: at least 3 more reactionary units in barracks hexes
If in a hand the power does not manage to put the scheduled units to safety, it does not obtain the points, even if in the following hand it puts to safety more than scheduled.
Both players may decide to prolong the game. In this case any further hands to be played must be established by the 8th HAND of the 10 provided.
The victory levels table valid for this Scenario is that of the advanced game.
Social scenario
The crisis of the Country has long translated into unemployment, indiscriminate rises in prices and tariffs, savage restructuring, a ban on antagonistic demonstrations. The news of mass dismissals in many factories and of a wave of evictions is backed by the Government and the Dominant Party and supported by a massive campaign on TV and in the newspapers.
Movimento and Autonomia Operaia give life to a protest that grows as the days pass: it is decided to call a corteo in the centre of the City, to oppose the decisions of the power.
The Constitutional Opposition Party condemns these protests as anti-institutional and subversive: it therefore supports the ban on the corteo decreed by the power. It is therefore directly opposed to the corteo initiative.
How the scenario is played
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Corteo. The corteo units are 40 (for a total of 132 power points). Besides the usual 33 units (for a total of 100 power points) of the advanced game, the corteo player has in fact another 7 Movimento units, marked with an asterisk (for 32 power points). Only Movimento and AUTOP units can be the Head of the corteo.
Differently from the advanced game and the other scenarios, the corteo player starts his units in this way:
- 4 sections (at the corteo player's choice) in crowded-place hexes
- 4 sections (at the corteo player's choice) in metro hexes
- 8 sections (at the corteo player's choice) in public-housing hexes
- 24 units, which may enter the map (single and stacked) from any hex of the edges of the map, provided they are not forbidden.
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Before the start of the game the corteo player must write on a sheet of paper the name of the place on which he intends to form the corteo (it must be a place - squares, avenues, etc. - of grey hexes). The sheet is not revealed and remains secret for the whole game if the corteo player has not managed to reach the chosen place. It must contain indications (names of streets, avenues, etc.) that allow at least 11 hexes to be identified with certainty: in fact the Corteo must be formed by at least 21 units.
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If, at the start of the 6th game HAND, the Corteo has not yet formed, its weakest pieces (that is all the 4/1 and 4/2 = groups, Zombies, Feminists, Radicals, ML, DP, some LC, some MOV) consider it opportune to go home and begin to head for the nearest edges of the map to leave. The corteo player must move them, avoiding their being captured by the opponent. If the corteo sections remaining on the map manage to form the Corteo, all the weak units that have not yet left the map may instead turn back and try to join the Corteo. The corteo player must manage to form the Corteo by the 5th GAME HAND, to avoid losing the weakest units.
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BARRICADES: the corteo player may use all the pieces provided in the basic game, following the barricade rules. The pieces, once removed from the map, may however be re-used without limit.
Players' objectives
The fundamental aim of the corteo player is to form the corteo, preferably in the secret place he chose, otherwise in any other place. Obviously linked to this aim are the traditional objectives of the basic game.
The fundamental aim of the power player is to prevent the formation of the corteo and, secondarily, to manage to break it up, if it has formed. For the power it is also a matter of defending the seats most important to it and of making the greatest number of arrests to discourage other corteos.
Victory scores
- ALL THE FIXED OBJECTIVES OF THE advanced game are valid for the corteo player (for a total of 150 victory points). For the occupation and scores of the objectives the advanced game rules apply.
- 30 victory points to the corteo player if he manages to form the Corteo in the secretly chosen place, occupying at least 6 of the grey hexes indicated by him. These points are given at the end of the game HAND.
- 1 victory point for every HEX travelled by a Head of the corteo (at the corteo player's choice), excluding the HAND in which the Corteo forms. The hexes travelled in the corteo player's movement phase count: the points are awarded at the end of the game HAND.
From these points are subtracted:
- the points the power player obtains through arrests (the rule on corteo sections at the end of the game does not apply).
If by the 6th HAND the corteo has not formed, the power obviously has the possibility of arresting the pieces that are leaving the map, but at the same time is interested in making them leave as soon as possible to avoid that, once the Corteo has formed, these units turn back to join the Corteo.
- 10 points for the power player if he manages to disperse the Corteo that has formed, in any game turn. To disperse the Corteo means to interrupt the continuity between the units that compose it.
Anti-repression scenario (for 3 players)
In the city's court a trial is under way against people arrested in previous corteos, accused of very grave charges. The trial is in reality a big political-judicial set-up that has developed thanks to a massive mass-media campaign.
The power intends to use the political results of the trial to set an example and to relaunch its public-order campaign in view of the forthcoming political elections.
Radicals, Zombies and groups launch an appeal for mobilisation and take the initiative of a demonstration to strengthen the presence at the hearing. The Corteo is authorised by the power on condition that these 3 components hold its Head.
How the scenario is played
- The corteo players have 40 units, of their choice, for a total of 132 power points. The Corteo units start from Piazza Mento.
- The power player has 50 units. Some of these precede or follow the Corteo. The power player places 3 units of the Corteo in the brown hexes of the court (Piazzale Odio) under trial and garrisons the place.
- The corteo players may apply two game strategies:
- a) they may place the "fixed" objectives under the political influence of their units and conclude the demonstration in Piazzale Odio, in front of the Court. If they manage to do this without suffering arrests of units for a value greater than the overall power-point value of those on trial, they may roll the die for each arrested unit and obtain (die results 4-5-6) that the trial has a positive outcome and the units on trial are freed. In this case the units on trial leave the hexes of the court for insufficient evidence and join the Corteo immediately. In this case the release of those on trial occurs by sentence: the Corteo has made its political presence count on the outcome of the trial.
- b) they may act by trying to reach the Court, to free the people on trial, not trusting the influence that their political presence has on the judges. In this case those on trial may be moved, at any moment of the power player's movement phase, from the Court to the prison by helicopter. In this second strategy the "fixed" objectives of the basic game and the usual rules of the game apply.
- The power player must take care not to inflict heavy losses on the Corteo immediately, in order to force it onto a slow and difficult path.
- The corteo players may during the game pass from the first to the second strategy. The first is typical of the components that are initially at the Head: Radicals, Zombies, groups. The "stocky" sections such as those of AUTOP are inclined to the second. This generates strong internal contrasts, separatist urges, "provocations", disputes over the component that is to hold the head of the Corteo, up to a separate victory-point table for the self-styled "Right and Left" of the demonstrators...
These should be the coordinates of the Scenario. The Corteo that was to demonstrate against repression was torn apart before departure by deep political dissensions and, therefore, the detailed description of the Scenario is postponed to the next edition. Try to develop this theme yourselves, searching your memory or looking around you.
Advanced Game: Outline to be Used as a Memo
| Hand | Corteo | Power |
|---|---|---|
| Initial placement | 33 units of the basic game on the hexes of Piazza Mento | 30 units placed in this service order: 10 squads of guards in objective hexes of choice; 10 riot-police units in barracks hexes of choice; 5 carabinieri platoons in barracks hexes of choice; 5 squads of traffic police in hexes at most 7 hexes from a metro hex, barracks hex, objective hexes |
| 1st HAND | running forbidden | no change |
| 2nd HAND | no change | Units for 20 power points in barracks hexes of choice |
| 3rd HAND | no change | Units for 30 power points in barracks hexes of choice |
| 4th HAND | no change | Units for 20 power points in barracks hexes of choice |
| 5th HAND | no change | Units for 30 power points in barracks hexes of choice |
| 6th - 9th HANDS | no change |
(Printed note: "6-1 / 6-6" for the section types appears in the original memo; the sections are the 6-4 and 6-6 units.)
Victory levels table (advanced game)
| Final score | Result |
|---|---|
| over 70 points | Crushing victory of the Corteo |
| 50 to 69 | Marginal victory of the Corteo |
| 20 to 49 | Draw |
| 0 to 19 | Marginal victory of the Power |
| less than 0 | Crushing victory of the Power |
| over 20 below zero | Rout of the Corteo (Disfatta del Corteo) |