Cortés et la conquête du Mexique 1519-1521
Cortés et la conquête du Mexique 1519-1521 Rulebook
Table of Contents
Table of Contents
- 1- Overview
- 2 - Abbreviations and definitions
- 3 - Units and commanders
- 4 - Objectives
- 5 - Strategic map
- 6 - Sequence of play
- 7 - Reinforcements & replacements
- 8 - Strategic movements
- 9 - Attrition and desertion
- 10 - Combat
- 11 - Diplomacy
- 12 - Victory
- 13 - Scenario
- Combat results tables (CRT)
1- Overview
A combatants counter represents 40 to 4,000 foot soldiers or 30 cavaliers on the recto and half that number on the verso. An artillery counter represents ten cannon, including all types and calibers. A turn lasts 2 months and the game is played in 14 turns.
In this game, the Spanish camp (Spain) faces off against and the Indian camp (Mexico). The Indian camp player commands all the Indian peoples, except when Tlaxcala, Texcoco or Other peoples become allies of the Spanish.
Note: At the beginning, the Indian camp (Mexico) combines the Triple Alliance, composed of Mexico-Tenochtitlan, Tlacopan and Texcoco.
2 - Abbreviations and definitions
- Army: One or more stacked units, supervised by a commander whose counter is placed on the top of the unit or stack.
- Camp: Several allied nations, peoples or powers within the Spanish camp (Spain) or the Indian camp (Mexico).
- Movement Capacity: The limit of movement points that can be used to carry out a movement.
- Commander: A political or military figure named on the recto of the counter is a historical commander. The verso of the counter depicts an anonymous commander, except in the case of Cortés and of the Emperor, who are replaced respectively by Narváez and a Successor.
- Tactical capacity (TC): characteristic of the commander indicating his quality on the battlefield.
- 1D10: one 10-sided die (the 0 corresponds to 10).
- 1D6: one 6-sided die.
- Range of fire (RF): used for the resolution of fire during battles.
- Combat factor (CF): represents the troop's combative value.
- Garrison: In a SZ with a fortress symbol. A unit or several stacked units overseen (or not) by a commander whose counter is placed under the unit or stack of units.
- Active player, inactive player: The player with the game phase is called the active player (attacker or besieger); the other player is called the inactive player (defender or besieged).
3 - Units and commanders
3.1 - Units
The game puts into play different units:
- AB: crossbowmen;
- AQ: arquebusiers;
- AR: bowmen;
- CA: cannons;
- CL: light cavalry (jinetes);
- CM: medium cavalry;
- EB: swords and shields [Spanish rodeleros or Indian warrior orders: Eagles, Cuachicqueh, Jaguars, Otonins];
- FR: slingers;
- AV: javelin throwers (calpulli).
A unit is characterised by seven parameters:
- the type of combatants or its principal combat weapon;
- its movement capacity, expressed in movement points (MP);
- a combat factor (CF);
- a range of fire, expressed in the number of tactical zones (TZ); the TZ of the shooter is not counted;
- its cost in replacement points (RP); an X indicates that no Spanish unit may be replaced with the help of RP;
- its nationality;
- its camp (Spanish or Indian).
[Diagram: COMBAT UNIT counter, labelled Movement capacity, range of fire, Type (e.g. Bowmen), Combat factor, Nationality, Replacement points, Verso.]
3.2 - Commanders
A commander is characterised by five parameters:
- his tactical capacity (TC);
- his movement capacity, expressed in MP, used on the strategic and tactical maps; his strategic movement capacity, reduced by 1 MP in the rainy season (turns 1, 2, 3, 7, 8, 9, 13 and 14), is indicated in parentheses;
- his rank, expressed by 1, 2, 3 or 4 stars (the more stars there are, the higher the rank);
- his nationality; the generic term "Indians" designates the peoples of Mexico, Tlacopan, Texcoco and Tlaxcala as well as Other peoples;
- his camp (Spanish or Indian); Other peoples combines the city-states of lesser importance.
A named commander is historical, while a commander designated by a number is anonymous (replaces an eliminated historical commander).
[Diagram: COMMANDER counter, labelled Movement capacity, Rank, Rainy season, Tactical capacity, Name, Verso.]
4 - Objectives
To win, players must obtain victory points (VP) through control of objectives regions, military victories (battles and sieges) and the elimination of adverse commanders and units. Victory is determined on the last game turn.
5 - Strategic map
The strategic map is composed of strategic zones (SZ) characterised by a maximum of five parameters:
- an identification number;
- a movement cost; by default, each movement of an army in a SZ costs 1 MP, except if a topographical symbol (mountain) is present, in which case movements cost 2 MP;
- a number of VP for an objective SZ;
- a number of RP to recruit new troops;
- a fortress value (FV) of 1, 2 or 3 points.
A SZ may be controlled or disputed:
- It is controlled when:
- a control marker is placed in the SZ;
- an army or a garrison of one of the two camps physically occupies the SZ;
- the SZ is part of a camp's territory.
- It is disputed when two camps occupy this same SZ during a siege or a battle.
When a camp controls a SZ, it benefits from its FV, its VP and its RP. The RP of a nation (Mexico, Tlacopan, Texcoco, Tlaxcala and Other peoples) are only used to purchase units of this nation. A player deprives his opponent of RP by taking control of a SZ of his camp.
6 - Sequence of play
Each camp, beginning with the Spanish, plays his game phase, then the two camps share an administrative phase.
6.1 - Spanish camp's phase
- Reinforcements and replacements (see 7).
- Strategic movements (see 8).
- Attrition and desertion (see 9).
- Resolution of battles (see 10).
- Resolution of sieges (see 10).
6.2 - Indian camp's phase
- Reinforcements and replacements (see 7).
- Strategic movements (see 8).
- Attrition and desertion (see 9).
- Resolution of battles (see 10).
- Resolution of sieges (see 10).
6.3 - Shared administrative phase
- Diplomacy (see 11).
- End of the turn, that consists in advancing the turn marker.
- Determination of victory at the end of the last game turn (see 12).
7 - Reinforcements & replacements
There are two ways to bring units in during the game or to bail out units on the map, either as reinforcements or replacements. There is no R&R sequence on the first turn of the game.
7.1 - Reinforcements
A reinforcement is a unit or a commander that enters the game for the first time. The arrival of reinforcements is indicated by the letter "R" on the turn track. The player decides to position his reinforcements in the form of armies (commanders on top of the stack) or garrisons if a fortress symbol appears in the SZ (commanders on the bottom of the stack).
The Spanish reinforcements that arrive on turn 6 (March-April 1520) are as follows:
- 6 x EB (2 SP); 2 x AB (2 SP); 1 x AQ (2 SP); 1 x AQ (1 SP); 1 x CL (2 SP); 1 x CL (1 SP); 1 x CM (1 SP); 1 x CA (2 SP).
To determine the reinforcements' arrival SZ, roll 1D6:
- on a result of 1 or 2, the reinforcements arrive in SZ 35;
- on a result of 3 or 4, they arrive in SZ 27;
- on a result of 5 or 6, they are placed in SZ 20.
If the reinforcements' arrival SZ is controlled by the adversary, the reinforcements are delayed until the following turn and their arrival SZ is again determined by a 1D6 roll.
The Spanish units arrive in reinforcement at full strength (2 SP) or reduced strength (1 SP), according to a die roll:
- For each reinforcement unit, roll 1D6.
- For each result of 1 or 2, the unit loses 1 SP.
Note: A struggle took place between the partisans of Panfilo de Narváez (sent by the governor of Cuba, Diego Velásquez, to take back control of the expedition) and the men faithful to Hernán Cortés. The reduction in strength reflects both the losses resulting from this internal struggle and the portion of men that did not rally to Cortés.
Optional rule: In order to increase the uncertainty of the turn of the reinforcements' arrival, roll 1D6. On 1 to 3, the reinforcements arrive on turn 6; on a result of 4 or 5, they arrive on turn 7 (hum!); on a result of 6, they arrive on turn 8 (good luck…).
The RP of the allies of the Spanish camp may only be used to buy allied Indian units. There are specific rules explained in 7.2.4 for the replacement of Spanish units.
The value indicated in the space occupied by the diplomatic cursor Other Peoples corresponds to the maximum number of units of these peoples that can be replaced and return to play this turn. After these replacements, if there are still Other Peoples units in the Group of eliminated units, they can be bought by the adverse camp during its game phase with the help of the RP of the Other Peoples' SZ that it controls. Each Other Peoples unit that returns to the strategic map displays the side that corresponds to the camp that bought it.
Certain turns have particular conditions.
7.2 - Replacements
7.2.1 - Overview
A replacement is a unit or a commander that was previously eliminated and returns to the game from the Group of eliminated units. The number and type of available units are limited to units previously eliminated and to the RP available during the turn. The replacement cost of a unit is indicated in RP on each counter.
7.2.2 - Calculation of RP
To establish the number of RP available, each camp adds up the RP of the SZ it controls. At the beginning of the game, there are 10 available RP for Mexico, 8 for Tlaxcala, 6 for the Other peoples, 5 for Tlacopan and 5 for Texcoco.
7.2.3 - Purchase of Indian and allied replacements
RP are used to buy Indian units at full or reduced strength, allies included. RP may not be spent to rebuild to full strength a reduced unit already present on the map. Unspent RP are forfeited.
Special turn rules
- Turns 3 and 9: September and October are harvest months that require a large labour force and divert men from the war path. The sum of the available RP for all the Indians is divided by 2 (rounded down).
- Turns 6 to 14: A contagious illness, called Cocoliztli (smallpox) by the Indians, limits the available RP. For each group of Indians (Mexico, Tlacopan, Texcoco, Tlaxcala and Other peoples), roll 1D6 and subtract the result from the group's number of RP.
A commander placed in the Group of eliminated units returns on the turn following his elimination during his camp's R&R sequence, without spending RP, in the form of an anonymous commander (except Cortés and the Emperor, who are replaced respectively by Narváez and a successor, depicted on the verso of their counter). Their positioning follows the same rule as that of a unit.
7.2.4 - Purchase of Spanish replacements
The Spanish do not benefit from any RP to buy Spanish units, but they receive SP instead. These SP are used to rebuild the reduced Spanish units present on the strategic map or to replace the Spanish units previously eliminated, regardless of the SZ they occupy (A corridor is established to transport men and material from their landing place).
RP are attributed as follows during the game:
- Turn 7 (May-June 1520): 1 SP for the infantry (AB, AQ or EB, player's choice) and 1 SP for the cavalry (CL or CM, player's choice).
- Turn 9 (September-October 1520): 1 SP for the infantry (AB, AQ or EB, player's choice).
- Turn 10 (November-December 1520): 4 SP for the infantry (AB, AQ or EB, player's choice) and 2 SP for the cavalry (CL or CM, player's choice).
- Turn 12 (March-April 1521): 1 SP for the infantry (AB, AQ or EB, player's choice) and 1 SP for the cavalry (CL or CM, player's choice).
Optional rule: If Spanish units are present in the Group of eliminated units, the player of the Spanish camp may use reinforcement SP to rebuild these eliminated units, with any combination. Ex: 4 SP of reinforcements may be used to replace a reduced AB unit for a cost of 1 SP, a reduced AQ unit for 1 SP and a EB unit at full strength for 2 SP).
7.2.5 - Placement
The replacements (units and commanders) are deployed by the active player to SZ of the belonging nation (same color) and Other peoples to SZ with symbol (2, 3, 27, 29, 37, 39). The number of RP indicated in each SZ has no bearing on the number of units that can be positioned there. It is prohibited to place a unit in a SZ controlled by the enemy. The placement in a SZ is carried out, player's choice, in the form of an army or a garrison (if there is a fortress symbol) if a commander is already present or was just placed there. Placement is not considered as movement in terms of attrition and desertion.
8 - Strategic movements
8.1 - Overview
Units cannot move alone on the strategic map. Commanders alone or accompanied by units — thereby forming an army — may carry out strategic movements.
An army must finish its movement before another army may begin its movement. A unit may not begin its movement with one commander and end it with another.
Each unit may move only once per turn. Therefore it is not allowed to take a unit on the way that already moved, whether it is a garrison or an army.
8.2 - Procedure
An army's allocation in MP is indicated by the MP value of its commander (the highest rank present on top of the stack).
The army moves from one SZ to another by paying the cost of entering the SZ, expressed in MP (1 or 2 MP). It can only move toward an adjacent SZ or one that shares a junction point with the departure SZ. Before moving, an army may divide itself — with no cost in MP — into as many armies as there are commanders in the SZ; each army may then carry out a distinct strategic movement. Several armies of the same camp that meet in a SZ are consolidated into a single stack, mixing armies and garrisons, under the highest ranking commander.
An army that carries out movement may leave or pick up units along the way — without a surcharge in MP — of another army or garrison that has not yet moved.
A garrison may be transformed into an army by placing its commander on top of the stack and spending 2 MP; this is considered a movement in terms of attrition and desertion. Contrarily, an army may be transformed into a garrison without spending MP (it is not a movement) by placing the commander at the bottom of the stack.
An army that enters a SZ occupied by an enemy unit stops its movement. Put a Siege or Battle marker in the SZ immediately. If the enemy SZ is unoccupied, the army may continue its movement; place a control marker in case of an objective SZ.
It is impossible to move across Mexico lake (adjacent to SZ 14, 22, 23 & 30).
All the Spanish commanders command the combatants from the Tlaxcala, Texcoco and Other peoples (commanders and units) when they become allies. No allied Indian commander may command a Spanish unit or commander.
The commanders of the Triple Alliance, when in the same camp, can command any unit from Mexico, Tlacopan, Texcoco and Other Peoples, respecting the ranking hierarchy of the commanders.
As long as they are allies, commanders and units of the Triple Alliance and Tlaxcala may neither occupy the same SZ, nor enter a SZ of the other's national territory.
A commander may move alone at the same cost as if he were accompanied by an army. During a movement by the opponent in a SZ where he is alone, he is simply moved to an adjacent SZ controlled by his camp. If all the adjacent SZ are controlled by the opponent, he is eliminated.
9 - Attrition and desertion
Armies and garrisons can be weakened by attrition and desertion. Using Table 1, check if SP must be removed from each stack of units, regardless of whether the latter carried out a movement on the strategic map during the preceding sequence.
The number of SP of the army or the garrison determines the column on Table 1.
Proceed as follows:
- Roll 1D6 adding any modifiers (all cumulative).
- Cross the modified result with the determined column.
The number indicated by the table corresponds to the number of SP to be eliminated, as chosen by the concerned camp. The eliminated units are placed in the appropriate Group of eliminated units.
Table 1 - Attrition and desertion
| Modified D6 | [1-5] | [6-10] | [11-20] | [21-30] | [30+] |
|---|---|---|---|---|---|
| 1 and - | 0 | 0 | 0 | 0 | 0 |
| 2 | 0 | 0 | 0 | 0 | 1 |
| 3 | 0 | 0 | 0 | 0 | 2 |
| 4 | 0 | 0 | 0 | 1 | 2 |
| 5 |
Columns are the size of the army or the garrison (SS).
Modifiers:
- Garrison: -1
- Movement in at least one SZ requiring 2 MP (mountains): +1
- Movement in dry season (from November to April): +1
Results: 1, 2, etc.: number of SS to remove; player's choice.
Example of strategic movements and attrition and desertion
The Texcoco commander Ixtlilxochitl with two stars is under the stack of Texcoco units signifying that this is a garrison. It's turn 4 (dry season) and he has his maximum movement capacity (4 MP). For 2 MP the garrison is transformed to an army; the commander is placed on the top of the stack with 2 of the 4 MP remaining. The Triple Alliance (Mexico, Texcoco and Tlacopan) is allied with Tlaxcala but cannot enter a SZ of the national territory of Tlaxcala (orange colour) and moves from SZ 23 to SZ 16 at a cost of 2 MP (mountainous SZ). The Ixtlilxochitl commander used all his MP and stops his movement in SZ 16. A unit of slingers (FR) from Tlacopan (blue) in SZ 16 is integrated into the army. In SZ 15, the Mexican commander Cuitlahuac with 3 stars moves toward SZ 8 for 1 MP then SZ 3 for 1 MP where he creates an army with the Other allies slingers unit, then enters SZ 9 for 1 MP and finishes his movement in SZ 16 by spending his 4th MP. His unit is consolidated with the army that is already present and of which he takes the command since he is ranked higher. He is placed on the top of the stack.
The strategic movement is complete and we move on to the attrition and desertion sequence. Tally up the MP [sic: SP] of all the units, even if the Tlacopan slingers unit has not moved; 3 units at full strength (2SP), one reduced unit (1SP) and one Other Peoples unit (1SP) for a total of 8SP. The reference column on the attrition and desertion table is [6-10]. The die roll modifiers are +1 for movement in at least 1 SZ requiring 2 MP (mountains) and +1 for movement in the dry season (November to April), for a total of +2. The 1D6 roll result is 4 + 2 = 6. The concerned camp chooses 1SP to eliminate.
10 - Combat
10.1 - Overview
When units from both camps are in the same SZ, a combat ensues. If each of the two camps has an army, this is a battle. If one of the two camps has a garrison, it is a siege.
In each disputed SZ, place a Siege marker or a Battle marker. Combats are resolved beginning with the battles then moving on to the sieges, in the order the attacker chooses.
10.2 - Accelerated battle procedure (minor clashes)
For any battle involving fewer than 10 SP for one camp or the other (so, not a spender of VP; see 12.1), the resolution of the battle takes place in an accelerated manner, without deployment on the tactical map.
Battle resolution procedure:
- Establish a ratio between the attacker's SP and the defender's SP sums.
- Roll 1D6.
- Consult the result on the applicable combat tables (war to the death or flower war). No modifier is used. The result corresponding to a retreat (R) out of a TZ is replaced by a retreat out of the battle SZ.
Battles involving more than 10 SP on either side as well as sieges are resolved on the tactical map (see 10.3).
10.3 - Regular battle procedure (major clashes and sieges)
The tactical map is dedicated to combats and tactical movements. It is composed of several TZ that represent a typical positioning of combatants on a battlefield of this period. The tactical map is divided into two equal parts — one per camp — of 5 TZ each: left wing, right wing, 1st line, 2nd line and 3rd line. A line of retreat (LR) allows units that retreat after a tactical movement to leave the battlefield.
[Diagram: tactical map showing, for each camp, a left wing, right wing, 1st line, 2nd line and 3rd line, with the Zone de retraite (line of retreat) along the outer edges, dotted movement lines between zones and movement costs of 1 MP and 2 MP printed on the connections. Distance key: "Distance de tir" (range of fire).]
There is a combat on the tactical map when the following conditions arrive:
- a hand-to-hand between units located in two TZ connected by a dotted line;
- shots are carried out between two TZ within fire range.
10.3.1 - Deployment
Beginning with the defender, each player deploys to his side of the tactical map. Players are free to deploy to their 5 TZ with the following constraint: at least one third of the SP must be deployed in the TZ of the 1st line. The army commander must be clearly identified (verbally indicated by his owner or placed on the top of the stack of commanders).
10.3.2 - Random events
The active player rolls 1D6 and checks its result on Table 2. The consequences of each random event are valid for the whole battle.
Table 2 - Random events
| Modified D6 | Event |
|---|---|
| 1 and - | Treason |
| 2 | Weapons on the ground |
| 3 | Nothing |
| 4 | Rain |
| 5 | Human sacrifices |
| 6 and + | War to the death |
Modifiers:
- -1 from turn 6 to turn 10 (the threat of treason by Narváez's partisans against Cortés is present until the end of the conquest).
- +1 from turn 11 to turn 14 (toward the end of the conquest, the Aztecs combat more fiercely to eliminate the Spanish and their allies).
The random events and their consequences are detailed below:
-
Treason. For each Spanish unit present on the tactical map, roll 1D6. For each result of 1, the unit is immediately placed in the LR. No redeployment may be carried out. If no Spanish unit is present, treat this event as "Nothing".
-
Weapons on the ground. This event only applies to the active player. No unit allied with the active camp whose marker is in the zone of doubt on the Alliances Table may combat. The targeted units are immediately placed in the LR. No redeployment may occur. If the conditions are not met, treat these events as "Nothing".
At the end of the battle, all the units and commanders concerned by the events Treason and Weapons on the ground are reintegrated into the army (a diplomatic agreement is found with these versatile allies). If the army to which they belong is eliminated, all these units are eliminated.
-
Nothing. No random event.
-
Rain. This event applies to both camps. It is only valid during the rainy season (turns 1, 2, 3, 7, 8, 9, 13 and 14). No shot by firearms (CA and AQ), crossbowmen (AB) or bowmen (AR) is possible. These units may only combat by hand-to-hand. The javelin throwers (JAV) and the slingers (FR) fire normally.
-
Human sacrifices. The player of the Indian camp — only — designates one of the opponent's counters (unit with 1 or 2 SP or an enemy commander) on which to place the Sacrifice marker. The designated counter is eliminated during hand-to-hand with an "S" result, indicated on the Flower war Table. The Indian camp receives a number of VP equal to the CF (unit) or the TC (commander) of the eliminated counter. The marker remains on the designated counter until it has an effect or until the end of the battle.
-
War to the death. The combat table used by the Indians for this battle is the war to the death and not the flower war.
10.3.3 - Choice of tactical markers
Each camp has tactical markers that are particular to its camp. Table 3 describes the effects of the tactical markers and indicates the precise moment of the combat when they can be used.
The tactical markers with the colours of Spain may be used by the Spanish commanders if they command the Spanish units that authorise their use. The tactical markers with the Indians' colours may be used by all the Indian commanders if they command Indian units that authorise their use. In no case can a Spanish marker benefit Indian ally markers or vice versa.
Each player secretly chooses a number of markers equal to the TC of his army commander. The markers are placed face down near the army commander to be used during the combat rounds. Each tactical marker may only be used once per battle.
Optional rule: Each player draws at random the markers of his camp, instead of choosing them, in order to speed up the execution of the combats and increase uncertainty and tension.
Table 3 - Tactical markers
Beginning of the fire sequence
- War dogs (Chiens de Guerre). This marker is played by the Spanish camp if a Spanish unit participates in the combat. It is placed in an enemy TZ adjacent to a friendly TZ. Roll 1D6 for the designated zone: on a result of 1, 2 or 3, an Indian unit retreats to a TZ toward its LR; on a result of 4, 5 or 6, two Indian units retreat (the retreat TZ can be different). The units targeted by the retreat are Indian AR, JAV or FR units chosen by the Spanish camp. The Indian EB do not retreat before the war dogs.
- Harassment. This marker applies to the units with a fire capacity: types AR, FR and JAV. Each unit hit during the fire sequence not only loses 1 SP but must also retreat 1 TZ if it is not eliminated, except cannons which remain in place. This is a classic tactic for leading a combat by the Indians.
- Zig-zag. This marker isn't available until turn 11, when the Indians have familiarised themselves with the "fire trumpets" — as they described the arquebuses — and have put into play an avoidance tactic. It can be employed by any Indian unit against the fire of an AQ unit. Regardless of the CF of the AQ unit, the shot is successful on a 1D6 roll = 1.
Beginning of the hand-to-hand sequence
- Infantry charge. This marker may be used by the Spanish camp as soon as a Spanish EB unit is present in the attacker's TZ. There are two possible effects: either it cancels out the effect of the enemy's Shock marker, or it allows for the choice of the adverse unit that suffers the first step loss during the hand-to-hand resolution. If the combat produces no adverse loss, the marker has no effect and is discarded.
- Cavalry charge. This marker may be used by the Spanish camp as soon as a Spanish CL or CM unit is present in the attacker's TZ. It allows the player to attack a second time the same TZ in the same combat round, only counting the CF of the cavalry units. If there is no remaining cavalry, the marker has no effect and is discarded.
- Shock. This marker may be used by the Indian camp when an Indian EB unit is present in the attacker's TZ. Roll 1D6: on a result of 1 or 2, a Spanish or Indian unit of the attacked TZ retreats one TZ toward its LR; on a result of 3 or 4, two units retreat; on a result of 5 or 6, three units retreat (the retreat TZ can be different). The units targeted by the retreat are Indian AR, JAV or FR units, or Spanish AB, AQ, CL or CM units. The EB units (Spanish and Indian) and the CA do not retreat from the shock.
- Feint. This marker may be used by all the Indian units. Roll 1D6: the result indicates the maximum number of units (1 or 2 SP) that can be moved immediately from the same TZ to a single TZ on the Indian side of the tactical map.
- To the death. This marker may be used by the Spanish camp when a single TZ is occupied only by Spanish units. The CF of each Spanish unit is doubled for this combat round only.
- Death to the commander. This marker may be used by the Spanish camp when a Spanish CL or CM unit is present in the attacker's TZ. At the end of the hand-to-hand round, if the combat result is an asterisk (*), roll 1D6: the commander of the enemy army is eliminated on a result of 1, 2 or 3. After applying the losses, the battle ends immediately and all the Indian units retreat to an adjacent SZ.
Beginning of the tactical movement sequence
- Noria. This marker may be used by all the Indian units. Each unit with only 1 SP located in a TZ in the 1st line can be replaced by a unit of the same type with 2 SP from any TZ other than the 1st line. Exchange a reduced counter and a full strength counter on the tactical map. This movement is in addition to the tactical movements linked to the commander's TC.
- Enveloping. This marker may be used by all the Indian units. For each of the Indian camp wings, if the number of counters present is greater than the number of enemy counters located in the opposite wing (friendly right wing against enemy left wing and friendly left wing against enemy right wing), roll 1D6: on a result of 1 or 2, an adverse unit (Spanish or Indian) retreats to a TZ toward its LR; on a result of 3 or 4, two units retreat; on a result of 5 or 6, three units retreat (the retreat TZ can be different). This movement is carried out before the tactical movements of the Indian camp.
- Hidden units. The player of the Indian camp can hide up to 4 counters and redeploy them to the same TZ located in its deployment zone on the tactical map, whether or not it contains Indian units. The player notes the TZ chosen on paper. The units are revealed — as well as the annotation on paper — during a combat round and are placed in the concerned TZ. These units can be used immediately. If the adversary carries out a movement in the TZ where they are hidden, they are revealed immediately; they prohibit access and the adversary's movement is interrupted. This marker is kept until the units are revealed.
10.3.4 - Combat rounds
A battle is fought in one or several rounds. Each round is divided into sequences during which actions are led: fire, hand-to-hand, counter-attacks and tactical movements. The active player must attack on the first round. At the end of this round, the attacker keeps the initiative to continue or stop the combat. All combat rounds that are begun must be brought to an end.
10.3.4.1 - Tactical choices
The defender announces how many tactical markers, among those selected, he will use for this round, then the attacker does the same. Each player may use 0 to 2 tactical markers per round in one of several combat sequences (fire, hand-to-hand, counter-attacks and tactical movements). The markers chosen for a round are revealed and used during this combat round, then discarded. The markers that are selected but not used during the round are lost and discarded.
10.3.4.2 - Fire
Only units with a non-zero range of fire (RF) are able to shoot. Beginning with the active player, the players fire alternating one of the attacker's units and one of the defender's. The RF is determined by counting the number of TZ that separate the TZ occupied by the shooter (excluded) from the targeted TZ (included). A shooter with a RF equal to 1 that is located in his 1st line or on one of his wings can fire on both wings and the 1st line of the enemy camp. In the same position, a unit with a RF of 2 can also fire on the 2nd enemy line, and so on.
The fire is all-out: the TZ of the unit that fires does not have to be adjacent to the TZ of the targeted unit; it must simply be within firing range. The same unit can be the target of several shots.
Special case for the Spanish cavalry (CL or CM) and the artillery (CA): These units suffer enemy fire only when they are the only units in the TZ.
Fire procedure
- Spanish fire is resolved with the help of 1D6 and Indian fire with the help of 1D10.
- Before shooting, the attacker and defender simultaneously reveal their tactical markers chosen for the fire, where necessary. A marker is valid for all the fire of this combat round.
- The attacker selects one of his units and attributes to it a target in a TZ within its range (see the tactical map). The attacker rolls 1D6 or 1D10:
- If the result is less than or equal to the shooter's CF, the shot is successful and 1 SP is removed from the targeted unit. This effect may be modified by the tactical marker.
- If the result is greater than the shooter's CF, the shot is a failure.
- The defender has one of his units fire following the same rule.
- The players alternate their fire in this way. If a camp still has units that can fire and his opponent does not, he has them shoot one after another until they have all fired.
- On a result of 1, a historical commander present in the targeted TZ can be eliminated:
- Roll 1D10 for each commander present in the targeted TZ.
- On a result of 1, the commander is eliminated and placed in the Group of eliminated units. He may return to the game as an anonymous commander during the R&R sequence.
10.3.4.3 - Hand to hand
- A single TZ of the inactive player can be attacked in hand-to-hand per combat round.
- The active player indicates the enemy TZ that is attacked and its TZ that participates in the attack. These TZ must be adjacent.
- The tactical markers chosen for the hand-to-hand are revealed simultaneously by the two players.
- The sum of the CF of all the attacking units is divided by the sum of the CF of all the units of the attacked TZ, taking care to count the units that fired during the previous sequence. The attacker/defender ratio obtained is reduced to a ratio of 1/2, 2/3, 1/1, 3/2 or 2/1, rounded to the nearest mathematical ratio (ex.: 9/10 becomes 1/1). This ratio indicates the column to use on the combat table.
- The attacking player checks if he has a tactical modifier (only if the assailant attacks from a conquered enemy TZ).
- The attacker rolls 1D6, to which he adds any tactical advantage modifier. On the appropriate combat table (Table 4 or Table 5), he crosses the modified result with the column that corresponds to the established ratio.
10.3.4.4 - Hand to hand results
- War to the death. This table is used by the Spanish camp (battles and sieges) or by the Indian camp if the random event War to the death occurs.
- Flower war. This table is used by the Indian camp for battles (if the random event War to the death is not drawn) and sieges, or by the Spanish camp if their Indian allies participate in the combat without a commander or Spanish unit.
- Direction of retreat. The retreat takes place by placing the units on a line located behind and adjacent to the original TZ. The retreat from the 3rd line or from a wing occurs toward the LR of the original camp. If the retreat from a TZ is impossible (presence of one or more enemy units), the troops remain in place and suffer an additional loss of 1 SP: a counter is reduced as the owning player chooses.
- Advance after combat. After the evacuation of the TZ by the retreat or elimination of adverse units, the victor (active or inactive player) has the possibility of advancing all or part of the units that participated in this combat in the TZ that was left empty, except for the cannons.
- Other events that eliminate a historical commander. If a historical commander is alone in a TZ after the elimination of his units:
- During a battle, he is placed in the closest TZ (including the LR) in terms of movement cost to units of his camp. If no unit of his camp is present in the 6 TZ of the tactical map, he is eliminated.
- During a siege, he is placed in an adjacent SZ controlled by his camp, otherwise he is eliminated.
- Consequences of the elimination of a commander.
- If the army commander whose TC determined the attribution of the number of tactical markers is eliminated, he is immediately replaced by another historical commander or an anonymous commander present on the tactical map. The number of remaining tactical markers must not exceed the TC of the new army commander. The excessive tactical markers are removed, as their owner chooses. A new army commander does not choose new markers; he conserves those that were selected, as his TC allows, except those that have already been used.
10.3.4.5 - Counter-attacks
Under certain conditions, the inactive player has the possibility of carrying out a single counter-attack (hand-to-hand without a fire sequence) per combat round. The counter-attack can be led from any TZ, even the one that was just attacked, toward any admissible TZ of the adverse camp, including the TZ from which it was just attacked.
The conditions are as follows:
- The TZ of the attacker (inactive player) and the defender (active player) must be adjacent.
- The inactive player must possess at least one commander in the TZ where the counter-attack begins.
- Tactical markers may be revealed by the two camps during this sequence, before the die roll. These markers are lost for the two camps if the counter-attack does not occur.
- The result of 1D6 roll must be less than or equal to the TC of the commander that leads the counter-attack, otherwise the counter-attack does not occur. If the result is positive, carry out a hand-to-hand according to the rules of section 10.3.4.3. An advance after combat is possible for the camp that counter-attacks.
10.3.4.6 - Tactical movements
These movements occur in addition to the advance after combat, within the limit of the units' MP. A tactical marker can be revealed, where necessary.
The active player first, then the other player, may move a number of units — at full or reduced strength — less than or equal to the TC of the army commander as well as an unlimited number of commanders. The movement takes place by spending the necessary MP, indicated on the dotted lines connecting the TZ on the tactical map, to penetrate the TZ of its camp or of the adverse camp if it doesn't contain adverse units. It is prohibited to penetrate a TZ that contains enemies, except if they are cannons, which are then eliminated.
A unit that spends MP to enter the LR is placed, at the end of the battle, in an adjacent SZ according to the rules explained in 10.5.1. When all the units of the passive player are placed in his LR, he has the option of ending the battle and retreating his army to a SZ free of enemy units (see 10.3.5).
10.3.4.7 - End of round
At the end of the combat round, the active player has the option to fall back or to continue with the combat.
- If he decides to continue with the combat, begin a new, complete combat round starting with the tactical choices step (see 10.3.4.1);
- If he decides to retreat, the inactive player may immediately counter-attack according to the conditions presented in 10.3.4.5. Then, the battle ends, regardless of the result of the counter-attack.
10.3.5 - End of the battle
The battle ends as soon as:
- all the units of a camp are eliminated;
- all the units of a camp have retreated to their LR;
- the units of one camp are left without a commander (historical or anonymous);
- the active player decides to end the combat (see 10.3.4.7).
Example of combat (turn 12)
Turn 12. It's the Indian player's phase. The Aztec army is composed of 12 SP (Mexico: 3 units with 2 SP, one unit with 1 SP; Texcoco: one unit with 2 SP; Tlacopan: one unit with 2 SP; Other Peoples: one unit with 1 SP). The Spanish army is composed of 11 SP (Spain: 3 units with 2 SP, 2 units with 1 SP; Tlaxcala: one unit with 2 SP; Other Peoples: one unit with 1 SP). Each army is composed of more than 10 SP so this is a major conflict.
The units are deployed on the tactical map with at least one third of the SP from each army deployed to the 1st line; the Spanish (defender) position themselves first and the Aztecs second.
The player from the Indian camp rolls 1D6 to determine the random event; the result is 1 to which we add a +1 modifier (applicable from turn 11 to turn 14) for a result of 2: event Weapons on the ground. This result applies to the allies of the active player whose diplomatic cursor is in the zone of doubt or Other Peoples, Texcoco and Tlacopan. These units are immediately placed in the LR of the tactical map and do not combat in this battle. Each camp secretly chooses a number of tactical markers equal to the TC of the army commander: 4 markers for the Indian commander and 3 for the Spanish commander.
The Spanish defender indicates that he is using one marker for this combat round and the Indian attacker announces two markers (the maximum number authorized per round). The 1st combat round begins with fire. The two players each use a marker for the fire sequence: Dogs of war for the Spanish camp and Zig-zag for the Indian camp. The Spanish player plays his marker and rolls 1D6 with a result of 3. An Indian unit other than EB retreats one TZ toward the LR. The Indian player chooses to retreat the FR.
The attacker fires first with the JAV on the Spanish EB. The 1D10 roll result is 0 (or 10) and is a failure. Spanish turn: the AB have a RF of 2 and fire on the FR in the 2nd line; the 1D6 roll result is 2, a success, and the FR lose a SP and the counter is turned over. The FR fire at a RF of 2 TZ on the EB; the result of the 1D10 roll is 2, a success, and the Spanish unit loses one SP and the counter is turned over. All the Indian shots are carried out…
The AQ fire at the EB. The result of the 1D6 roll is 2 which is a failure since the Zig-Zag marker only authorises successful fire on a result of 1. The CA at a RF of 3 TZ fire on the EB. The 1D6 roll result is 6, a failure. The fire sequence is over, move on to the hand-to-hand sequence.
The Indian player attacks from his 1st line TZ the adjacent 1st line TZ. He plays the Shock marker and rolls 1D6 and gets a 3; AQ and AB retreat to the 2nd line of the TZ. The sum of the attacker's CF is 8 against the defender's 3 for a ratio of 2:1. Use the flower war table. The result of the 1D6 roll is 5 modified to 6 by the presence of the army commander in the TZ; the result is 0/S, the defender loses one unit per sacrifice. He loses the EB with a CF of 3, giving 3 VP to the Indian camp. The TZ is left free and the Indian units advance after combat. Commander Alavarado is placed in the closest TZ containing friendly units (the right wing) for a cost of 1 MP. The Spanish do not counter-attack. The Indians carry out a tactical movement: the FR spend 2 MP to enter the 1st line TZ of the Spanish camp. End of the 1st combat round.
10.4 - Siege procedure
10.4.1 - Number of siege rounds
The 1D6 roll (modified) indicates the number of siege rounds.
Modifiers: each historical commander adds a modifier of +1 to the result.
Note: use the side of the D6 or the D10 that corresponds to the current siege round as a means of accounting.
10.4.2 - Deployment
All the units of the besieger and the besieged are deployed to their respective side on the tactical map:
- the besieger in the 1st line of his TZ;
- the besieged in the 2nd line of his TZ.
The TZ of the 1st line of the besieged is left free in anticipation of a possible exit. No random event is determined if no marker is used for the resolution of a siege.
10.4.3 - Artillery fire
The active player carries out his artillery shots if he has any:
- He rolls 1D6 per artillery SP: the roll is successful if the result is less than or equal to the artillery unit's CF.
- Each success reduces the FV by 1 for the current round only. A FV can never be negative.
Note: The FV of a fortress is returned to its maximum level at the end of each siege round: the breaches are considered to be repaired during the lapse of time separating the rounds.
10.4.4 - Assaults
Assault procedure:
- The sum of the CF of all the besieging units is divided by the sum of the CF of all the besieged units, including the artillery units. The besieger/besieged ratio is simplified to 1/2, 2/3, 1/1, 3/2 or 2/1, rounded to the nearest mathematical ratio (ex.: 9/10 becomes 1/1). This ratio indicates the reference column on the combat table.
- Starting with the reference column on combat table 4, shift to the left the number of columns equal to the FV modified by successful artillery fire, where necessary. The resulting column will be used for the siege resolution.
- The active player rolls 1D6 and applies the results indicated on the combat table.
Tactical markers may not be used.
10.4.5 - Exits
The inactive player (besieged) has the option of carrying out a single exit attempt per combat round. The conditions are as follows:
- A commander must be present among the besieged.
- The roll result of 1D6 must be less than or equal to the TC of the commander that leads the exit, otherwise the exit does not take place. If the result is positive, carry out a hand-to-hand according to the rules of section 10.3.4.3, but with the following special features:
- Move from the 2nd line's TZ to the 1st line's TZ the desired number of besieged units (except for artillery units) and the commander whose TC was used to determine the exit.
- No tactical marker is used.
- The inactive player (besieged) is considered as the attacker and the active player (besieger), as the defender.
- Neither camp may advance after combat.
If only cannon remain in the besieger's TZ (the besieger opposite the exit) and there are still units of the besieged (who carries out the exit), the cannons are eliminated.
10.4.6 - Continue or lift the siege?
A siege round that is begun must end. If the result of the assault or the exit leads to neither the elimination of the besieged nor that of the besieger, the active player has the option of continuing a complete siege round or ending the siege and pulling his army back to a SZ according to the rules announced in 10.5.1.
A siege automatically ends when the number of rounds determined by the die roll is reached or when the besieger or the besieged is eliminated.
10.5 - Consequences of the battle or siege
10.5.1 - Retreat of the vanquished
The victor of the battle is the player that remains in the SZ where the combat took place.
The besieger remains in the SZ if he eliminated all the besieged; otherwise he leaves the SZ after having ended the siege or led the final siege round. The besieger retreats to an adjacent SZ free of enemy units.
If the retreat takes place in a SZ that already contains an army or a garrison of the same camp, the retreating army is immediately added to the army/garrison present in the SZ and adopts the same form (army or garrison). If no unit is present, the army can either remain in this form or convert to a garrison, as the player chooses. An army that cannot retreat is eliminated.
10.5.2 - Control of the SZ
If the active player is victorious, he takes control of the SZ, in the form of an army or a garrison, as he chooses. Otherwise, the inactive player maintains control of the SZ.
10.5.3 - Following combat
The active player carries out the following combat (battle or siege). The combat sequence ends after all the combats and sieges have been resolved.
11 - Diplomacy
Each ally has an alliance cursor that evolves on the Alliances Table. Random events, like Weapons on the ground and Treason, can apply before a combat depending on the position of the diplomatic cursor. The cursor of an ally is moved after a combat even if none of its units participated in the combat.
Note: A defeat of the principal power to which a nation is allied is sufficiently consequential — loss of prestige and credit — for the nation to seek to disengage from the alliance.
The adjustment of the cursors is carried out during the diplomacy sequence. Move the cursors of the nations that won a battle or a siege admissible for the attribution of VP 1 square toward the victor's camp. The cursors of the alliance "Other peoples", "Texcoco" and "Tlaxcala" can be moved to the camp opposed to Mexico and thereby change alliance.
The Tlaxcala people become the ally of the Spanish camp when the latter wins a major battle or controls SZ 32 (Tlaxcala). The change of alliance is effective immediately after the triggering event. Tlaxcala's diplomatic cursor is positioned in the Spanish camp leftmost "Doubt" square. The other diplomatic cursors are moved normally during the diplomacy sequence. After Tlaxcala has allied itself with Spain, the cursor can no longer move left and remains in the Spanish camp.
The diplomatic cursors are also moved 1 square for each of the following occurrences:
- to the right (Spanish camp): of Tenochtitlan (SZ 22) and elimination of the Emperor/Successor;
- to the left (Mexican camp): elimination of Cortés.
Alliances Table (graphic on the printed sheet; the grey boxes are not valid cursor positions)
| Camp | Alliance type | Doubt | Unshakeable |
|---|---|---|---|
| Spain | Major allies | unnumbered box | unnumbered box (grey) |
| Spain | Minor allies | cursor boxes 3 and 4 | cursor boxes 5 and 6 |
| Mexico | Major allies | unnumbered box | Texcoco (turn 1), Tlacopan (turn 1) |
| Mexico | Minor allies | cursor boxes 3 and 4, Tlaxcala (turn 1) | Other Peoples (turn 1), cursor boxes 5 and 6 |
Note: The diplomatic cursor cannot be placed in the grey boxes. It remains in the adjacent box but can be moved opposite this square if required by the events (battle, siege, etc.).
12 - Victory
12.1 - Victory points (VP)
The VP are indicated on the VP tally scale, marked from 0 to 9, by positioning the VP cursor on the appropriate number. The x1 cursor indicates the VP from 0 to 9, while the x10 cursor indicates multiples of ten. Marking of VP is as follows:
- The VP won after a battle or a siege are recorded during the combat sequence.
- The VP obtained for the control of objective SZ are counted only once, on the final game turn.
The attribution of VP occurs at each of the following results:
- Battle won involving at least 10 SP in each camp at the beginning of the battle: +2 VP to the victor.
- Siege won by the besieger (or by the besieged if the besieger is eliminated or retreats to a SZ): number of VP equal to FV concerned (ex: +2 VP if the FV = 2).
- Control of an objective SZ (indicated by a symbol on the strategic map): number of VP of the SZ.
The VP of the controlled objective SZ are as follows:
- Tlacopan (SZ 14) and Texcoco (SZ 23): 2 VP each;
- Tlaxcala (SZ 32): 5 VP;
- Tenochtitlan (SZ 22): 10 VP.
The elimination in combat of a Spanish historical commander awards to the Indian camp a number of VP equal to the commander's TC.
The elimination by sacrifice of a Spanish historical commander or a Spanish unit awards the Indian camp a number of VP equal respectively to twice that of that commander's TC and to the unit's apparent CF (visible side at the moment of the elimination).
The elimination in combat of the Emperor/Successor awards the Spanish camp a number of VP equal to that commander's TC.
12.2 - Level of victory
The victor is the player that obtains a level of victory greater than that of his opponent. There are three levels of victory:
- crushing victory if the number of VP is greater than or equal to 20;
- decisive victory if the number of VP is between 15 and 19;
- marginal victory if the number of VP is between 10 and 14.
If both players obtain the same level of victory, it is a tie game, even if they have a different number of VP.
A player always has the option of stopping the game if he feels he cannot win.
13 - Scenario
13.1 - Colour codes
Spain (red), Mexico (green), Tlacopan (blue), Texcoco (brown), Other peoples (purple), Tlaxcala (orange).
13.2 - Set-up
The units are grouped into armies or garrisons, as the players choose.
All the units of the Other peoples display their alliance side to Mexico.
Note: the set-up lists below print unit strength as "PF"; this is read as SP (strength points), as used everywhere else in the rules.
Spain
- ZS 35: commanders Cortés, Olid, Alvarado, Sandoval and Castañeda, 2 x EB (2 SP), 1 x EB (1 SP), 1 x AQ (1 SP), 1 x AB (2 SP), 1 x AB (1 SP), 1 x CA (1 SP), 1 x CL (1 SP).
Mexico
- ZS 22: 1 x Emperor, commanders Cuitláhuac and Quippiaztzin, 3 x EB, 1 x FR, 1 x JAV
- ZS 30: 2 x JAV, 1 x AR.
- ZS 31: 2 x JAV, 1 x FR, 1 x AR.
Texcoco
- ZS 23: commander Ixtlilxochitl, 1 x EB, 2 x JA [sic], 2 x AR.
Tlacopan
- ZS 14: commander Tetlepanquetzatzin, 1 x EB, 2 x JAV, 2 x FR.
Tlaxcala
- ZS 24: 1 x AR
- ZS 25: 1 x EB, 1 x AR.
- ZS 32: commander Maxixcatzin, 2 x EB, 2 x JAV, 1 x AR.
- ZS 33: 1 x EB, 1 x JAV.
Other Peoples
- ZS 2: 1 x FR.
- ZS 3: 1 x JAV, 1 x FR, 1 x AR.
- ZS 27: 1 x JAV.
- ZS 29: 1 x JAV, 1 x FR, 1 x AR.
- ZS 37: 1 x JAV, 1 x FR.
- ZS 39: 2 x JAV.
SZ control markers: place the 4 Indian control markers in objectives SZ 14, 22, 23 and 32.
VP cursors: place the x1 and x10 cursors on the 0 space of the VP counter track.
Note: Both "passage" markers will be used in a future expansion on the Tenochtitlan siege.
13.3 - Markers
Turn marker: place the turn marker on space 1 (May-June 1519) on the turn counter.
Duration: 14 turns (from May-June 1519 to July-August 1521).
Alliances table: place the cursors Tlaxcala, Texcoco, Tlacopan and Other Peoples in the designated spaces on the Alliances table.
Combat results tables (CRT)
CRT - War to the death
| D6 | 1/2 and - | 2/3 | 1/1 | 3/2 | 2/1 and + |
|---|---|---|---|---|---|
| 1 | 6*R/0 | 4*/0 | 2*R/0 | 2/1 | 1R/1 |
| 2 | 5*R/0 | 2*R/0 | 2/0 | 2/1R | 1/2R |
| 3 | 4*R/0 | 2R/0 | 1/0 | 1/1R | 1/3R |
| 4 | 3R/1 | 1R/1 | 0/1 | 0/2R | 0/4*R |
| 5 |
CRT - Flower war
| D6 | 1/1 and - | 2/1 | 3/1 | 4/1 | 5/1 and + |
|---|---|---|---|---|---|
| 1 | 6*R/0 | 4R/0 | 2R/0 | 1/R | 1/1 |
| 2 | 5*R/0 | 3R/0 | 1/R | 1/1 | 0/S |
| 3 | 4*R/0 | 2/0 | 1/1 | 0/S | 0/1 + S |
| 4 | 3/R | 1/R | 0/1 | 0/S | 0/1 + S + ♥ |
| 5 |
Modifiers applicable to both combat tables
Siege
- Fortress value: for the besieged, shift of one column to the left per FV point that is not eliminated by cannon fire.
- +1 (die): if 3 historical Spanish commanders participate in the siege (positioned in the 1st line).
Battle or exit
- +1 (die): if the army commander is present in the TZ that attacks.
Battle only (tactical modifiers)
- +1 (die): for an attack from the adverse 1st line toward the 2nd line or from the adverse 2nd line toward the 3rd line (an adverse line is smashed in).
- +2 (die): for an attack from one of the two wings toward any adverse central line (flank attack) or from a central line toward a wing on the same edge.
- +3 (die): for an attack from the adverse 2nd line toward the 1st line or from the adverse 3rd line toward the 2nd line (rear attack).
Results of the two combat tables
The losses indicated in the combat tables are in the format attacker/defender. The choice of the elimination of a unit or of a commander is left to its owner, unless the Sacrifice marker is used. The contents of the combat tables must be interpreted as follows:
- 1, 2, etc.: number of SP to be eliminated among the units of the TZ.
- R (battle): mandatory retreat toward an adjacent TZ of all the units, except cannons, that are eliminated. If a commander is present in the attacked TZ, a number of counters equal to its TC may ignore this retreat and remain in the TZ, as the player chooses. The result corresponding to a retreat (R) outside of a TZ is replaced by a retreat outside of the battle SZ.
- R (siege): the result is ignored for the besieger and the besieged, except for cannon which are eliminated.
- * or ♥: elimination or possible sacrifice of historical commander(s). Roll 1D10 for each historical commander (including Cortés or the Emperor) present in the concerned TZ/SZ. The commander is eliminated/sacrificed on a result of 1. The Indian camp receives a number of VP equal to the TC of the eliminated commander. An eliminated commander is immediately placed in the Group of eliminated units.
- S: a unit (Indian or Spanish, owner's choice) is eliminated by sacrifice. The Indian camp receives a number of VP equal to the visible CF of the eliminated unit.