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Farrapos

Farrapos Rulebook

Table of Contents

Table of Contents

  • Rules
  • Components
  • Counter Identification
  • Setup
  • Turn Sequence
    • 1ST TURN – PHASE 1
    • 2SD TURN
    • 1ST TURN – PHASE 2 (1836)
  • Battles
    • Battle Table
  • Final Objective
  • Advanced Rules (Optional)

Rules

IMPORTANT: The counters of each army are identified by their blazon:

  • Empire of Brazil
  • Republic Rio-Grandense

Components

  • 32 Infantry MU, 8 Cavalry MU, 8 Artillery MU, 8 Militia counters, 4 markers, a board, 1D6 dice and rulebook.

Counter Identification

  • National blazon of the army;
  • Type of military unit (MU);
  • Reduction step;
  • Movement factor (MF);
  • Attack factor (AF);
  • Defense factor (DF);
  • Location for setup;
  • Phase/year Turn f arrival in the game.

Setup

  • Each player places on the board his Military Units (MU) in the cities specified in each counters:
    • Empire of Brazil: 3 on Porto Alegre, 5 on Rio Grande and 8 on Lages;
    • Republic Rio-Grandense: 4 on Triunfo, 4 on Pelotas and 4 on Bagé;
  • The Phase marker should be placed in 1835 (on the board);
  • The Turn marker should be placed on "0" case (on the board);
  • One blazon marker of the Empire of Brazil should be placed in the victory points (VP) track on the 7th point;
  • One blazon marker of the Republic of the Rio-Grandense should be placed in the VP track on the 5th point.

Turn Sequence

1ST TURN – PHASE 1

Note: The first player is ALWAYS the Republic Rio-Grandense;

  • The player who represents the Republic can:
    • a) Attack (in battle) any city that has a direct link with his cities and is under control of the Empire (eg: Porto Alegre or Rio Grande). In this cas he informs his opponent which MU will attack;
    • b) Invade (no battle) any city that has a direct link with his cities and NOT under control of the Empire (eg: Piratini or Rio Pardo). In this case he must go to the city which he desires invade, leaving at least one MU in the city of origin or one Militia counter (If the home city is left without one MU or Militia, it will be considered empty and its VP will be not recorded);
    • c) Move his troops into a city that has no direct link with one of his cities, according to the path line and the MF allowed for each MU (the player can move as many MU as desired), leaving at least one MU or Militia counter in the city of origin;
    • d) Take no action.
  • Setup of new units if any, and the player computes his VP;

Example: The Republic won Porto Alegre, and added 4 VP (value above the name of the city), from 5 VP to 9 VP and in return, the Empire lost 4 VP and it is at 3 VP now.

Note: The battles will be explained later.

2SD TURN

  • The Turn marker advances to the 2nd Turn case;
  • The player who represents the Empire can perform the same actions than the Republic player in the previous turn.

Important: On 3rd and 4th turns these actions are repeated.

1ST TURN – PHASE 2 (1836)

  • After the 4th round of Phase 1, the Turn marker returns to the 1st Turn case and Phase marker advances to the year 1836;
  • As described on the board in 1836 (Phase 2) the player who represents the Republic must include 4 MU (properly identified with the year 1836) in any city of his possession;
  • The player who represents the Republic repeats the procedures performed in previous turns.

Important: The 2nd, 3rd and 4th turns of Phase 2 are the same than previous turns.

Note: These procedures are always repeated at every Phase and every Turn.

Battles

The procedure is always the same:

  1. All participating MU are identified in the battle;
  2. Add the Attack Factor of all attacking MU;
  3. Add the Defense Factor of all defending MU + extra defense points.

Example: The conquest of Porto Alegre is worth 4 VP, then these VP are worth 4 extra defense points for the defender.

  • Republic (Attack): 2+2+5+4=AF 13
  • Empire (Defense): 3+3=6+4VP=DF 10
  1. Each player throws the dice and consults the result given in Combat Table, the player who obtains the highest index wins.
    • Republic: AF 13 and 1D6 is 3 give 6.
    • Empire: DF 10 and 1D6 is 5 give 7.

Note: In this battle, the defender won, the attacker must then choose one of his MU and "flip" it on its reduced face.

  1. The attacker can: Continue the attack (repeating the previous procedure) or stop it, keeping his MU on the positions they occupy before the attack.

Observations:

  • Only the attacker can end a fight (give up), the defender does not have this option;
  • No have limit which can be used MU in an attack, leaving the player to manage his troops, always taking into consideration that at the beginning of the war, the Republic are stronger and, in the 2nd half of the war, the Empire are stronger;
  • Ties in the fighting - If a battle gives a tied score, both sides lose;
  • Extra points - If a player conquers and keeps all the cities of the same color, he wins extra victory points (as described on the board), but if he loses this area, these points will be automatically decreased from his score, it is also true for the player who conquers and keeps all port cities;
  • Each player has 4 Militia counters. These counters are used to retain possession of a city even if there is no MU and can be placed in any city of his possession (these units have NO Movement Factor). However, they have a Defense Factor of 1, and once defeated in battle, they are eliminated. Militias can be deployed in cities if there is not any MU;
  • The MU can only move through path lines (point to point connection);
  • When a reduced MU is defeated again, it is eliminated from the game.

Battle Table

The table is printed in Portuguese in the original; its headings are rendered here in English ("Tabela de Batalhas" = Battle Table, "Dados" = Dice, "Índice de Força Militar" = Military Strength Index). The values are as printed.

Dice1234567891011-1516-2021-25+25Dice
1---112223345671

Final Objective

Here are two victory conditions:

  • Totalizing 24 VP before the Phase 11 (1845) or;
  • Having the greatest number of VP at the end of the 4th Turn of Phase 11 (1845).

Advanced Rules (Optional)

  • If a city is "surrounded" by all sides (all connecting lines are occupied by enemy) it loses its extra defense points, because it is "under siege";
  • If a player has conquered at least 2 port cities, he can "carry" up to 2 MU per turn between them.
2--1122233456782
3-11222334567893
41122233456789104
512223345678910115
6222334567891011126