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Filipinas 1896-1898: Fin de un Imperio thumbnail

Filipinas 1896-1898: Fin de un Imperio

Filipinas 1896-1898: Fin de un Imperio Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Learning the Rules
  • 3.0 Game Scale
  • 4.0 Components
    • 4.1 Details
    • 4.2 Game Counters
      • 4.2.1 Combat Counters
      • 4.2.2 Leaders
      • 4.2.2.1 The Lone Leader
      • 4.2.3 Markers
      • 4.2.3.1 Sacked Province Marker (Burned Fields)
      • 4.2.3.2 Protect the Fields Marker
      • 4.2.3.3 Target Marker
      • 4.2.3.4 Search and Destroy Column Marker
      • 4.2.3.5 Reconcentration Marker
      • 4.2.3.6 Defensive Lines
      • 4.2.3.7 Cánovas and Sagasta
  • 5.0 Sequence of Play
    • 5.1 Administration Phase
      • 5.1.1 Calculation of Resources / Action Points (APs)
      • 5.1.2 Control of Provinces
      • 5.1.3 Drawing Cards
      • 5.1.4 Removing Markers
    • 5.2 Action Phase
      • 5.2.1 1-Point Actions
      • 5.2.2 2-Point Actions
        • 5.2.2.1 Coordinated Actions
        • 5.2.2.2 Actions Without a General
      • 5.2.3 Action Rounds
  • 6.0 Actions in Detail
    • 6.1 Recruitment
    • 6.2 Request Reinforcements / Repatriate
    • 6.3 Move
      • 6.3.1 Coastal Transport
      • 6.3.2 Naval Movement
      • 6.3.3 Return to Base
    • 6.4 Attack
    • 6.5 Fortified Lines (Spanish Player)
    • 6.6 Locating Guerrillas
    • 6.7 Combat
    • 6.8 Sieges
      • 6.8.1 United States
  • 7.0 Entry of the United States into the War
    • 7.1 Convoys
      • 7.1.1 Destruction of Fleets
  • 8.0 Initial Setup of the Game
  • 9.0 Examples of Play
    • 9.1 Plunder the Fields - Protect the Fields - Search and Destroy
  • 10.0 Rules for Solo Play
    • 10.1 Initial Setup
    • 10.2 Filipino Round
    • 10.3 Spanish Round (while the United States is not at war)
    • 10.4 Spanish Round if the United States Is at War
  • 11.0 Glossary of Game Terms

1.0 Introduction

Filipinas 1896-1898 is a game that represents the war between the Filipino rebels and Spain in 1896 and the possible later intervention of the United States, which may or may not occur depending on the various circumstances of the game. The Spanish player must protect the properties and lives of the Spanish colonists in each of the provinces, dispersing their troops into different garrisons, and at the same time create search and destroy columns that try to locate the Philippine guerrillas and destroy them. However, they must watch the morale of Spain, since the more units they send to the Philippines and the more defeats they suffer, the sooner weariness may set in at home, with independence for the Philippines being granted at the end.

On the other hand, the Filipinos may use their scarce resources to develop a guerrilla tactic consisting of attacking isolated Spanish posts and ambushing the Spanish columns. They may also adapt to conventional warfare as their numbers grow, entrenching themselves and giving battle as happened at Cavite with Aguinaldo against the "Lachambre Division."

Both sides must also keep an eye on the 'United States Intervention' marker, which will give the Filipinos war materiel and artillery with which to conquer the main cities of the board, Manila or Cavite, and will cause massive desertions in the Spanish ranks, but at the price of depending on a powerful ally who will try to carry out its own agenda, conquering the Philippines for Washington, so that both players, Spanish and Filipino, lose the game. To that end they may carry out political actions to push the United States into the war, or to prevent it.

2.0 Learning the Rules

The rulebook of Filipinas 1896-1898 is not complicated. For better understanding we recommend a first quick reading followed by a slower one, paying closer attention to the mechanics of each turn. The game includes a 'Help Sheet' for each side to make it easy to follow the mechanics of the game quickly.

3.0 Game Scale

Each turn of the game represents four months.

4.0 Components

4.1 Details

The game Filipinas 1896-1898 contains the following components:

  • One assembled board.
  • Two player aid sheets.
  • One rulebook (the one you are reading).
  • Two six-sided dice.
  • One sheet with the 73 game counters.
  • Two decks of cards (one for each side).

4.2 Game Counters

Let us look at the different types of counters in the game:

4.2.1 Combat Counters

These are the combat units (Spanish and American Brigades, Filipino Sectors - called corps - and Fleets), with a Combat Factor (CF) of 1 or 2 (the number in the upper right corner). Each factor represents about 2,500 soldiers. In the case of Fleets, the factor is based on the firepower of each Fleet, the American being superior to the Spanish, except for the Chamber Reserve Fleet, formed by one Battleship and one Armoured Cruiser, which may or may not come into play, and which equals the American in power.

Note: A G on a Filipino unit indicates that it is a 'Guerrilla' unit.

The Magdiwan faction unit (blue band), the hard core of the bloodiest Katipunan, may only be commanded by Bonifacio (it only stacks with him). The game begins with it stacked with Bonifacio in Manila. The death of Bonifacio or Aguinaldo turns the Magdiwan unit into a normal unit without restrictions.

The Guerrilla counters of 'Moros' and 'Bisayas' operate only in Mindanao and the Visayas respectively and may not cooperate (stack) with other Filipino or American units, nor be led by any leader.

When a unit with CF 2 is damaged, the counter is flipped to its CF 1 side. If it is damaged again, it is considered destroyed, and in the case of Spanish and American units they go to the 'Graveyard'. If they are Filipino units they are placed back on the 'Filipino Troops' box, from where they may be recruited again. All Spanish and American combat units have two faces or steps. Filipino ones may have 1 or 2. When they are on the CF 1 step and are not stacked, they are considered Guerrillas (a G printed on the counter reminds us of this). Filipino units with two steps have the Philippine flag in one corner.

If a Filipino leader is alone in the same Province as a Spanish brigade, in order to eliminate him the Spanish player must first 'locate' him (see 6.6), just as if he were a Guerrilla, during the Spanish player's round. The leader is considered to have strength zero. The Spanish player rolls the die twice to locate him. If he is located, the leader dies and goes to the 'Graveyard' box.

A leader may move alone by paying 1 Action Point. He may thus move to any point on the board, either remaining alone, stacked with friendly troops, or in a friendly city.

If a unit stacked with a Filipino leader has a 'Target' marker and is eliminated, the marker remains with the leader.

4.2.2 Leaders

Almost all leader counters (Spanish generals and admirals, Filipino and American generals and the American admiral) have a Logistics Factor (LF) on the left. Some have a Tactical Factor (TF) on the right (add that value to the die in Combat or Siege). Naval leaders (Admirals) have an anchor on one side.

A leader's LF is immediately added as Action Points (AP, see 4.2.3.12) at the moment the leader enters play and also at the start of each turn. To carry out an 'Attack' action spending 1 Action Point, a leader must be present in the Province; otherwise the action costs 2 Action Points, except in the case of a Captain General in Manila (for Spanish attacks, this simulates attack orders given by telegraph, etc., although the Tactical Factor of the Captain General may not be used in this type of 'distance' attack). All other actions may be carried out without a leader at the cost of 1 Action Point.

The Filipino leader Bonifacio may only stack with his faction unit, the 'Magdiwan' (the hard core of the bloodiest Katipunan), and the Filipino leader Aguinaldo with all the others. This rule ceases to have effect at the moment Bonifacio or Aguinaldo dies.

All Spanish leaders with a star are Captains General (that is, all except Lachambre and the Admirals).

4.2.2.1 The Lone Leader

Generals and Admirals may move or be attacked even if they are not stacked with a land or naval unit (in the Province or the Sea). They may not attack or counterattack if they are alone without a stacked combat unit. If a leader dies he is placed in the 'Graveyard' box.

If a Spanish leader, or the American Merritt, is left without brigades to accompany him after a defeat or a repatriation, the general is moved to the nearest stack of his side or to a friendly city at the choice of the player who controls him. If there is no eligible stack or city, the leader dies and the 'Spanish Morale' is adjusted as appropriate.

4.2.3 Markers

4.2.3.1 Sacked Province Marker (Burned Fields)

Placed in the Province each time the Filipino player carries out a 'Plunder' action. This action may only be carried out by Guerrilla units. For each 'Sacked Province' the Spanish player loses 1 Point of Morale, and the production of the Province is halved for both players in the following turn. In addition, for every two Provinces sacked in the same turn, the Filipino player immediately gains one AP.

4.2.3.2 Protect the Fields Marker

Placed on a Spanish brigade to prevent the Filipino from plundering a Province, but it has negative consequences for the Spanish unit, whose Combat Factor is reduced to 1 if attacked. If it was already 1, it stays at 1.

4.2.3.3 Target Marker

Placed on a Filipino unit that is a 'Guerrilla' at the moment it carries out any action, which makes it easier for the Guerrilla to be located. This marker gives the Spanish player a +1 modifier to the die roll when attempting to locate it.

4.2.3.4 Search and Destroy Column Marker

Placed on a Spanish brigade when it disperses into columns to trap Filipino Guerrillas, thereby making them easier to locate, but its combat factor is temporarily reduced to 1 (see 6.6).

4.2.3.5 Reconcentration Marker

Placed in the 'Reconcentration' box when the Spanish player plays the 'Reconcentration' card. The marker immediately reduces the Action Points of both players by 1 (if they already have 0, it has no effect), and then at the start of each turn, while it remains in play. This option may be used by the Spanish player to choke the Filipino, since he generally has fewer Action Points than the Spanish. The Spanish player may deactivate the Reconcentration at any time, by paying 1 Action Point and removing the marker; this counts as carrying out an Action.

4.2.3.6 Defensive Lines

There are two: Cavite-Manila and Cavite-Batangas. Placed in the corresponding 'Defensive Line' box when the Spanish player activates one of them to block the movements of Filipinos who wish to enter or leave Cavite. Filipino units may not enter or leave unless they roll a '5' or a '6' on the die. If any of these units moving is a Guerrilla, it receives a 'Target' marker even if it fails in its attempt to cross. For a 'Defensive Line' to be active it must have a brigade on the Line counter.

4.2.3.7 Cánovas and Sagasta

While Cánovas is in power, +2 is added to the 'US Entry' into the war at the end of each turn. While Sagasta is in power, +1 is added to the 'US Entry' and -1 is subtracted from the 'Spanish Morale' at the end of each turn.

4.2.3.8 Filipino Artillery

Placed with Aguinaldo when the United States enters the war or after playing the event card 'Filipino Artillery'. If Aguinaldo is not in play it is placed with Bonifacio. It allows the Filipino to besiege cities. It does not defend; if the stack of units it is stacked with is eliminated, the counter is sent to the 'Filipino Troops' box.

4.2.3.9 Filipino or US City

There are two markers, with two faces each. Place it with the 'Filipino' side visible when the Filipino player conquers Manila and/or Cavite, or with the 'USA' side visible when the United States conquers it. It is relevant, because a city in American hands may mean that a game ends in a draw instead of a Filipino victory.

4.2.3.10 Turn Marker

Indicates the current turn. Each turn of the game represents 4 months. The seasons from January to April and from September to December are 'dry seasons', while those from May to August are 'wet'. These are represented by a rain or sun icon on the Turn Track. In 'wet' turns both sides subtract 1 from their Action Points (APs) at the start of the turn, once calculated; no subtraction is made if the number is 2, since that is the minimum of AP received. Use the rain side of the counter in the case of a 'wet' turn.

4.2.3.11 Entrenchment Markers

Placed on a unit, giving a -1 modifier to the die to whoever attacks it. Guerrilla units cease to be Guerrillas and cease to be hidden when using this marker, that is, if they entrench themselves (see 6.13).

4.2.3.12 Action Points (AP)

There are two 'Resource' markers, one for each side. They mark the Action Points each player receives at the start of each turn. These depend on the Provinces totally or partially controlled by each player, on the 'Logistics Factor' of each leader, on the Provinces sacked (which halves their value), on whether it is a 'dry' or 'wet' turn (1 fewer), or on whether 'Reconcentration' is in play (1 fewer for both players). Both players will always have at least 2 AP at the start of a turn (except for the effect of the 'Peace of Biak-na-Bató' card).

4.2.3.13 Spanish Morale / Popular Support

The 'Spanish Morale' rises or falls depending on reinforcement brigades sent from Spain (-1 Morale per brigade), or repatriated (+1 per brigade), on 'Sacked Provinces' (-1 per Sacked Province), on defeats or victories (-1 or +1 for each battle/siege lost or won; and +2/-2 if it is a naval victory/defeat), and by card effects. At intermediate values, Spain may surrender if the Filipino takes one or two cities. At the end of each turn the 'Spanish Morale' drops by 1 if Sagasta is president.

This represents the weariness that the war produced. Cánovas was the main architect of the hard line against the rebels, devoting without hesitation the resources that the war required and thus gaining popular support.

4.2.3.14 United States Intervention

When it reaches 10, the United States enters the war with Spain. This indicator rises or falls depending on Event Cards, or on the Political Actions played by both players. In addition, at the end of each turn, with Sagasta in government, the United States Intervention is increased by +1 at the end of each turn. If Cánovas is president, the indicator rises by +2 at the end of each turn. This represents the pressure of the lobbies to enter the war.

4.2.3.15 Baler Marker

Placed on the board over the affected Filipino unit or stack as a reminder of the Event Card "Últimos de Filipinas" (The Last of the Philippines) during the turn. Removed from the game at the end of the turn. If it is attacked and a Filipino leader is left alone, the Baler marker is removed.

4.2.3.16 Zapote Line Marker

Placed on the board in Cavite as a reminder that the Event Card "Zapote Line" has been played. The Zapote Line is a kind of Filipino defensive trench designed by the engineer Evangelista. If the Spanish cross from Manila into Cavite, the Filipinos may choose to defend the passage and force a Spanish attack, applying -1 to the attack (ceasing to be Guerrilla if they were one, at that moment). The Spanish, upon entering Cavite, are considered to be attacking the Filipinos. The 'Zapote Line' counter is removed if there are no Filipino counters in Cavite. The Spanish player moving into Cavite must necessarily attack, at no cost in Action Points and without the need to bring a general to the stack chosen by the Filipino player that is in Cavite, if the Filipino player so wishes. The card is played during the Filipino round.

4.3 Map

The map shows the central part of the island of Luzon and a mini-map at another scale with the complete Philippine Islands. There are several spaces around it, each with its function.

The central part of the board shows us the main war zone of the conflict, the south and centre of Luzon, divided into six Provinces. All of them have a 'resource value' of 1, shown in the province, except Cavite and Manila, which have 2. There also are the two cities (and ports) of the game. Manila is also the seat of the Captain General, which is indicated by a star next to the city's name. There are also two boxes for placing the Fortified Line markers, between Cavite and Manila and between Cavite and Batangas, which may prevent the Filipino from entering or leaving Cavite.

In light blue is represented the Sea of the Philippines, where the Fleets may move, and in a box is found Hong Kong, base of the American Fleet and its troops.

"Yes, incredibly, despite being neutral, the British Empire welcomed Dewey's American Fleet in Hong Kong before it began the attack on the Spanish fleet, while on the other hand it prevented the Spanish fleet from being supplied with coal or obstructed its passage through the Suez Canal, on the pretext that it was neutral."

On one side of the main board, on the larger-scale map, there are two boxes for two areas of the Philippines where the rebellion took place on a smaller scale: Mindanao, to the south of the Archipelago, where the Moros, subdued in 1894, from time to time rebelled again; and the Visayas, the islands of the centre of the Philippines (Mindoro, Negros, Palawan, Leyte, Bohol, Panay and Samar), which suffered various revolts, such as in Bohol and Negros. Filipino units may appear there depending on the various Event Cards.

The 'Turn Track', 'Resources', 'Spanish Morale' and 'United States Intervention' tables show the status of each table by means of their respective markers.

The 'Spanish Government' box is where Cánovas or Sagasta is placed, depending on who is governing at that moment. The Head of Government may change by an Event Card or by a Political Action.

There are two 'Troops' boxes, containing the Filipino and the Spanish forces available for recruitment or for bringing in from Spain respectively. Destroyed Spanish or American units (or dead leaders of any faction) are placed in the 'Graveyard', as a reminder that they cannot be recruited or put back into play. Destroyed Filipino units return to the 'Filipino Troops' box, except dead leaders.

There is a Reconcentration box in which to place the Reconcentration marker.

5.0 Sequence of Play

Each turn is divided into:

  1. Administration Phase
  2. Action Phase
  3. End of Turn Phase

5.1 Administration Phase

In this phase the new turn is prepared. Move the Turn marker to the next box (in the first turn it is placed on turn 1).

5.1.1 Calculation of Resources / Action Points (APs)

The players calculate at this moment the resources or Action Points they will have for this turn. Each Province has a number printed on the map that is its 'Resource Value' (1 resource for all, except 2 for Manila and Cavite; the printed text reads "Cavit,"). Each player must add up:

(I) The resource value of each controlled, unsacked Province (without a sacked marker).

(II) Half the resource value of each partially controlled Province (where there are combat units of both sides) or else sacked and controlled.

(III) Cavite and Manila, if sacked and partially controlled, give 0.5 resources. The rest of the Provinces, if sacked and partially controlled, provide no resources that turn.

(IV) The Action Points corresponding to the LF of all its leaders deployed on the Map.

(V) Subtract 1 from the final total in wet-season turns. Use the Resources marker (Spanish and Filipino) to indicate the final result of this calculation on the Resource Table of the board. If the final sum gives less than 2, it is considered 2. Always round the final sum down.

Example: in turn 3 the Spanish control all the Provinces except Cavite and Manila, which are partially controlled. In addition Tarlac is sacked. The Spanish receive 5 and a half resources from the Provinces; the half is rounded down and lost, so they receive 5 resources. The Filipino receives 2 for partial control of Cavite and Manila. To this, each player must add the LF of their leaders in play.

Note (exception): If the card 'Peace of Biak-na-Bató' has been played, the initial resources may exceptionally be 1. Surplus resources from a previous turn count toward the minimum of 1 or 2.

5.1.2 Control of Provinces

Any Province without any Filipino combat unit (whether Guerrilla or not) or American combat unit, or Filipino city marker, is considered controlled by Spain, even if there is no Spanish unit there. A partially controlled Province is one with the presence of some city or combat unit of both sides (a Spanish or American Brigade, or the Filipino rebel 'sectors', which we call Corps). Generals or Admirals do not count for purposes of control.

Note: If there are no Spanish units and there are Filipino/American units, the Province is controlled by the Filipino, but if in addition there is a city controlled by Spain, then the Province is considered partially controlled.

5.1.3 Drawing Cards

Now the players draw cards from their deck. The number of cards each player draws is printed in the boxes of the Resource Table. Each player receives the cards indicated by the box where they have placed their Resources marker for that turn.

5.1.4 Removing Markers

The Sacked, Target and Baler markers are removed from the map.

5.2 Action Phase

The Action Phase consists of several rounds, depending on each player's APs. The players take their rounds alternating, always starting with the Filipino player. It is necessary to have a General deployed in the Province (or even stacked with the units so as to have the General's TF modifier in an Attack) in order to carry out attacks at a cost of 1 AP. If the Spanish Captain General is located in the Captaincy he may also carry out any action in any Province by paying 1 AP (but his Tactical Factor is not counted in attacks). Without a General, attacks cost 2 AP. For the Naval units (Spanish and American Fleets) an Admiral stacked with them is required to attack with that Fleet.

In each round a player may spend 1 or 2 AP to carry out actions of 1 or 2 AP, or pay more if they play a Coordinated Action (see 5.2.2). A player may also choose only to play one or several cards, pass, or play the cards they wish and carry out an action by paying its cost. A round consists of the Filipino player's move plus the Spanish player's move.

5.2.1 1-Point Actions

Filipino: Recruit, Move, Plunder, Go into Hiding, Political Action, Play Card, or Attack/Besiege.

US: Move, Play Card, or Attack/Besiege.

Spanish: Recruit, Move, Concentrate or Disperse Troops (either to form Search and Destroy Columns, or to 'Protect the Fields', placing the corresponding marker on the unit), Political Action, Request Reinforcements (1 or 2 APs), Repatriate Units (may cost 1 AP or more), Play Card or Attack/Besiege, Build Fortified Line.

5.2.2 2-Point Actions

5.2.2.1 Coordinated Actions

Two or more 1-AP actions may be carried out in the same round; this is called a Coordinated Action. Coordinated actions may be done by paying 1 extra Action Point, for example moving 2 different non-stacked Brigades/Corps in the same round, or making a move and an attack in the same round would cost 3 Action Points (without giving the other player the chance to make any Action between your two Actions).

Example: three non-stacked Spanish brigades in Manila are activated to carry out a 'Search and Destroy' against a Filipino Guerrilla as a coordinated action; this costs 4 AP for the Spanish, 1 for each 'Search and Destroy' action and one more for carrying out a Coordinated Action. In this case, if the search succeeds on the 6 die rolls that correspond, the 6 Combat Factors would attack the located Guerrilla.

5.2.2.2 Actions Without a General

Attacks and Sieges without having a General in the Province (or in the Captaincy) cost 2 AP. They may also be coordinated by paying 1 extra AP if it is a Coordinated Action.

Note: Reinforcing/Repatriating from/to Spain may cost 2 AP.

5.2.3 Action Rounds

When carrying out an Action, the player moves their AP marker, deducting the cost of the Action carried out. The other player also carries out an Action, and so on until both players pass or have no Resources left to use nor cards to play in their hand. Unused Resources are kept for the following turn.

In summary: in its round a player may choose (I) to pass or (II) to carry out an Action or Coordinated Action, and/or play as many cards as they wish from their hand. It is also possible to play combat cards (with the title in red) during the opposing player's round if they make an attack or a siege.

Example: the Filipino player recruits with a card and 'plunders' by spending 1 Action Point, leaving 1 AP remaining. The Spanish player plays a card and has 1 Action Point left over. The Filipino player passes; the Spanish player passes. When both pass, the turn ends. Both sides have 1 Action Point left over for the following turn.

5.3 End of Turn Phase

Adjust the 'Spanish Morale' and 'United States Intervention' markers as follows:

If Sagasta is president, subtract 1 from the 'Spanish Morale' marker and add 1 to the 'United States Intervention' marker.

If Cánovas is president, add 2 to the 'United States Intervention' marker.

Now check whether the victory conditions for the players are met:

5.3.1 Filipino Victory

The Filipino player wins if they make the Spanish surrender. The conditions change depending on the 'Morale Level' of Spain marked on the 'Spanish Morale' table: if it is 10 to 6 Morale points, both cities on the map must be conquered; if it is between 5 and 2, a single city must be conquered; if Morale is 1, surrender occurs at the end of the turn with no further conditions.

5.3.2 Victory after the Intervention of the United States

If the United States intervenes and the conditions for Filipino victory are met, but the United States, and not the Filipinos, controls at least one of the cities, it is considered a defeat for both players (Spain loses its colony, but the Filipinos are occupied by the United States after a long war of 4 years (1899-1903), which would be the historical result). This is considered a draw.

Only if it is the Filipino units that take the cities necessary to win, and not the United States, is it a Filipino victory (due to the success of the Filipinos, the United States does not dare to conquer the country and recognises its independence).

5.3.3 Spanish Victory

If the conditions for Filipino victory are not met on the last turn, the Spanish player wins the game. Likewise, if at any point no Filipino units remain on the board, the Filipino player loses, unless Aguinaldo is in exile (cards 'Peace of Biak Na Bató' and 'Sagasta Buys the Rebels') or the United States has entered the war, in which case play continues.

6.0 Actions in Detail

6.1 Recruitment

Costs 1 Action Point. Roll the die: a 5-6 means a successful recruitment. The Filipino player may create a new Corps (a Guerrilla unit of CF 1), or increase the value of an existing Corps for units with two sides. Before rolling, indicate in which Province the recruitment takes place. The Spanish player may recruit to restore the strength of damaged CF 1 Brigades (more than half of the Spanish army was made up of Filipino recruits). The United States may not recruit.

The Spanish player adds +1 to the die if their Morale is 6 or more. The Filipino player adds +1 if the 'Spanish Morale' is 5 or less, if the United States has entered the war, if recruiting in Cavite, and if there is a leader in the Province. These modifiers are cumulative.

The Filipino unit receives a 'Target' marker upon successful recruitment. The 'Moros' Guerrilla may be recruited only in Mindanao, and the 'Bisayas' Guerrilla only in the Bisayas. Magdiwan may not be recruited.

Example: the 'Spanish Morale' is at 4, and the Filipino player tries to recruit in Batangas paying 1 AP. In Batangas there are no Spanish units and Aguinaldo is present. The Filipino player therefore has a +2 modifier to the die, needing a 3 or more to recruit successfully. If they succeed, they place a new Guerrilla unit there with a 'Target' marker.

6.2 Request Reinforcements / Repatriate

The Repatriate and Request Reinforcements actions cost 1 AP per Brigade. The Spanish player may request reinforcements in their round, immediately reducing their Morale by 1 for each Brigade received from Spain. Simply deploy the Brigade in the Province desired.

A maximum of 2 Brigades may be brought from Spain in the same round, paying 1 AP for each Brigade. Each may be deployed in a Province, or both together, stacked or not. They may stack with units that were already in the Philippines. The Spanish player must be careful when requesting reinforcements, because their Morale may plummet!

The Spanish player may repatriate as many units as they wish, increasing their Morale by 1 immediately for each unit withdrawn. Repatriating costs 1 AP per unit repatriated. To repatriate, simply remove the unit from the Map and place it in the 'Graveyard'.

Note: The Spanish player may not repatriate in the last turn of the game, and may not 'Request Reinforcements' if their 'Morale' is at '1'.

Note 2: Units may not be repatriated, nor reinforcements requested from Spain, if there is a US Fleet at Sea and no Spanish one.

6.3 Move

Moving to another Province costs 1 AP per unit or stack. Each player may move their units (Fleets, Brigades, Corps) and Generals/Admirals from one Province to an adjacent Province (or from sea to port or vice versa for naval units). Stacked units are considered as a single unit, so only 1 AP is spent to move them all.

Stacking units present in the same Province costs 1 AP; unstacking costs 1 AP for each unit unstacked.

Through Coordinated Actions, 2 (or more) different stacks of units may move in the same turn by paying an extra AP for each stack (so moving 2 stacks costs 3 AP, and moving 3 costs 4 AP).

Guerrilla units that move receive a 'Target' marker if they did not already have one. Remember that Filipino units with CF 2 are not Guerrillas.

6.3.1 Coastal Transport

Spain may move its units from one Province on the board (including the Visayas and Mindanao) to any other Province. The cost is exactly the normal movement cost. Moving these troops to Mindanao or the Visayas is not considered repatriation.

Note: Coastal transport stops being possible after the United States enters the war, unless the US Fleet is not at sea.

6.3.2 Naval Movement

Naval units necessarily require an Admiral stacked on the Fleet(s) in order to move. Naval units begin the Action Phase from a friendly 'Port' (Hong Kong for the United States, Cavite/Manila for Spain). Movements are: from a friendly 'Port' to the 'Sea' (1 AP), or from the 'Sea' to a friendly 'Port' (1 AP).

6.3.3 Return to Base

At the end of the turn, Fleets are automatically placed back in a friendly Port, and if they cannot be, they go to the 'Graveyard'. The Fleet of Admiral Cámara, which may arrive by an Event card, always starts in the 'Sea'. At the end of the turn, if it has no friendly port to return to, it returns to Spain, its counter being placed in the 'Graveyard' (this does not count as a loss of Morale).

6.4 Attack

Attacking costs 1 AP per stack (or 2 AP without a General or Captain General). Note that a stack is considered as a single unit, so one may (or may not) split the stack before carrying out the attack. Splitting a stack in order to attack is not an action, and so costs no AP.

Filipino Guerrillas receive a 'Target' marker if they are the ones making the Attack, or if they have been attacked after being located (see below).

Attacks on Fleets in a port are prohibited. If the city is taken by the opposing player, the fleet in the port is destroyed and goes to the 'Graveyard', affecting the 'Spanish Morale'. Hong Kong cannot be captured.

Note: The 'Cavite' card allows attacking the Spanish fleet in port.

6.5 Fortified Lines (Spanish Player)

Creating a Fortified Line costs 1 AP. To do so, place the marker in the corresponding box, Batangas or Manila, and move a brigade there if desired.

6.6 Locating Guerrillas

To be attacked, a Filipino unit of value 1 (with the letter G for 'Guerrilla') must first be located by the attacking player. If that unit is not successfully located, it may not be attacked. If several Filipino units are stacked together, under no circumstances are they considered a Guerrilla.

Note: There may be several stacks of the same side in the same Province.

Historically, the guerrillas were formed by small bands that avoided the Spanish columns, which they attacked only when equal to or superior to them in number. On the other hand, the larger the Spanish column, the slower it was, and the easier it was for the guerrillas to detect it and hide in time. To avoid this, the Spanish organised the first search and destroy columns with forces similar to or smaller than the rebel bands, so as to locate them and tempt them to show themselves, but then, once they were located, to destroy them thanks to their greater firepower (only one in five rebels had firearms, and many of these were lantacas or old arquebuses), and through the coordination of several of these columns to trap the guerrillas in a concentric advance. The risk of this manoeuvre was that the guerrillas would ambush one of these isolated columns before the others could come to its aid.

To locate the unit, roll a die and consult the 'Guerrilla Location Table' (costs 1 AP). If the roll succeeds, that unit is located (it receives a 'Target' marker and may be attacked; no additional AP needs to be paid for the attack).

Keep in mind that the chances of locating a unit are better if your strength points are equal to or lower than the target's (but if you have fewer strength points your chances of winning the battle are lower!). This represents the fact that the Spanish army had to create several smaller columns to corner the Filipinos and force them to give battle, at the cost of having less power in the event of a combat.

If a Filipino Guerrilla carries out actions such as being recruited, attacking, moving or plundering, etc., it receives a 'Target' marker, which indicates that it is easier to locate by the Spanish (add 1 to the roll to locate it). 'Target' markers are removed at the end of the turn. 'Target' markers are not cumulative.

This represents the historical fact that whenever a Filipino unit carried out any kind of operation it was usually detected by reports from the Tagalog neighbourhood sympathetic to Spain, the Guardia Civil, the friars or the Spanish residents themselves, so that at times the Filipinos left some units inactive, and therefore hidden, in order to avoid being detected.

A Spanish unit that carries out the 'Search and Destroy' action (see section 6.9.2) receives a +1 to the die. Several Brigades in 'Search and Destroy' may coordinate in the same Province. The die is rolled for each CF and those that obtain a result of locating the guerrilla successfully may attack the Filipino guerrillas together (it is assumed that the concentric manoeuvre has succeeded and the rebels have been trapped). If more than one Brigade takes part, it is a 'Coordinated Action'. Brigades of Combat Factor 2 in 'Search and Destroy' roll twice, once for each combat factor (they are two columns searching for the rebels), so it is possible for one column to locate the guerrilla and the other not. The modifiers that apply to each roll are +1 for 'Search and Destroy' and +1 for each column having the same CF as the Guerrilla.

Example: the two Spanish brigades in Bulacán are in 'Search and Destroy' mode. The Spanish player decides to try to locate, with both of them and as a coordinated action, the Magdiwan Guerrilla. This costs 3 AP, one for each Brigade and the third for the coordinated action. As they are two Brigades of Combat Factor 2, each one is divided into 2 'columns' of 'Search', and so the Spanish roll 4 dice, one per column. The modifiers that apply to each roll are +1 for 'Search and Destroy' and +1 for each column having the same CF as the Guerrilla. The results are a '1', a '4' and two '5's; to locate it a final result of '6' is needed, so three columns have located the guerrilla, which receives a 'Target' marker. Note that there was no +1 modifier for a 'Target' marker, since the Guerrilla was hidden. Without any additional AP cost the attack would then be resolved.

This locating phase is not necessary in naval battles, between Spanish and Americans, or for Filipinos with CF 2 or more (stacks), that is, regular units.

During the war, when the Filipino rebels were very numerous, paradoxically, unlike the Cubans, they ceased to act as guerrillas and gave battle, though generally under the cover of elaborate entrenchments. Aguinaldo did this repeatedly at Cavite against the Lachambre Division, in 1897.

6.7 Combat

Once located, any Guerrilla unit may be attacked in the same round as the Locate action, without paying extra AP. Any other regular unit may be attacked without having been previously located (regular troops are never hidden).

To resolve a combat, roll a die, look up the result on the 'Combat Table' of the 'Help Sheet', and apply the modifiers it contains. Success means the attacked unit suffers a hit: its counter is flipped if it had CF 2, and it is eliminated if it had CF 1 (immediately raising or lowering the 'Spanish Morale' as appropriate; consult the 'Spanish Morale Table'). The attacked player may counterattack if the attacker did not succeed (did not score any hit), carrying out the same attack process at no cost. (If using a card that allows a counterattack even after having suffered a hit, the counterattacking player keeps their original value from before the attack they suffered, for calculating the modifiers of the 'Combat Table'.) The players may declare the use of cards in combat, the attacker first.

A Fleet may not be attacked while it is in a Port, but if the Port City is taken, the Fleet is eliminated. The modifier from a Leader in an Attack or Counterattack (its Tactical Factor) only applies if the leader is stacked with the attacking or attacked unit.

Example: continuing the previous example, three columns had located the Magdiwan Guerrilla, so the die is rolled and a +2 modifier is added, since the total attacking CF is 3 and the defender's is 1. Combat cards could be played by both sides here, the attacker announcing first. The Spanish roll the die and get a '3', which with the modifier gives a '5': a failure. But the Guerrilla unit receives the 'Located' marker. Had they rolled a '4' or more on the die, the Guerrilla unit would have been eliminated and sent to the 'Filipino Troops' box, and the 'Spanish Morale' would also have risen by 1. There is no possibility of a counterattack, since the Filipino Guerrilla would attack with a -2 modifier on the die and would need to roll a '6'.

6.8 Sieges

Only 2 cities can be conquered on the board: Cavite and Manila. These cities may only be attacked by American or Spanish troops. Filipino troops may attack them if the Filipino player has the artillery counter available, which is received through certain Event Cards or after the United States enters the war.

A city has a permanent 'Defence Value' of 1, which may be increased by placing units in it. The attacker must have the same or greater strength than the defender: a success on the roll (a result of 6) implies the destruction of all the defending units. A counterattack in a siege is resolved as a normal combat. If the city is taken by the Filipinos, the 'Filipino City' marker is placed in the city. If it is recovered by the Spanish, that marker is removed.

Note: Sieges are dangerous. Besieged units find it easier to defend themselves, but have no way out, so that if the enemy breaks the defensive lines, all the defenders must surrender. Leaders are eliminated, Spanish and American brigades go to the 'Graveyard', and Filipino combat units go to the 'Filipino Troops' box.

The result of the siege immediately raises or lowers the 'Spanish Morale'.

6.8.1 United States

Cities are considered taken by the United States, and not by the Filipinos, when the Filipino player has no artillery for the siege. If they have artillery, the city will be taken by the faction that has more 'Combat Factors' in the siege, although certain 'Event Cards' may change this criterion and make the United States occupy the city. If the United States conquers a city, use the corresponding marker.

6.8.2 Naval Support

When a city is besieged and there is a friendly fleet at sea and no enemy one (an enemy fleet in port is not counted), the besieging player adds +1 to the die in their siege roll. This historically happened in Manila in August 1898, when some 12,000 Spaniards had to surrender after the 10,000 Americans of Merritt, supported by some 15,000 Filipinos of Aguinaldo, broke the defences of Manila thanks to naval fire support. According to some Filipino authors it was a feigned battle to save Spanish honour through the surrender, but the reality is that the Americans had been bombarding the Spanish lines in their coastal sector for several days with 305mm heavy artillery from their Monitors, and those lines collapsed. When Captain General Jáudenes asked to meet Merritt to negotiate an armistice, Merritt denied him access to the outside so that he would not know that he had already signed a ceasefire between the two countries, and the Americans took advantage of the chaos to keep advancing, enter Manila and occupy it, to have a better hand in the peace negotiations. There had been negligence and war weariness on the Spanish side, but not a feigned battle. Merritt, in any case, did not let Aguinaldo enter and took possession of Manila in the name of the United States. One war had ended, but another was about to begin between the former allies.

6.8.3 Intercepting a Siege

If a player declares a siege and there is any enemy unit or stack in that Province, the enemy may declare an interception with that unit or stack (only one), forcing the attacker to attack that intercepting force first, at no additional AP cost. If it succeeds in that battle, it may proceed with the siege. Otherwise the siege is cancelled.

6.9 Dispersing Units (Counter-Guerrilla Actions)

Costs 1 AP. The Spanish player may disperse their Brigades so as to make them 'Protect the Fields', or to create small 'Search and Destroy' columns. If dispersed units are stacked, they automatically lose any 'Protect the Fields' or 'Search and Destroy' marker they have.

6.9.1 Protect the Fields

Place a marker on the designated unit (at most one per Province). The marker means that the Brigade has divided into small garrisons throughout the Province. The Province may not be plundered by Filipino guerrillas if a Brigade is present protecting the fields, but the CF of that Brigade is temporarily reduced to 1. If it is attacked and suffers a hit, the unit takes damage (that is, it drops from strength 2 to 1, or from strength 1 to destroyed, since this represents a chain of small posts being destroyed). (Printed as "baka de fuerza 2 a 1"; read as a loss of strength from 2 to 1.) This marker may be removed with a 'Regroup the Brigade' action.

A Brigade may not pass directly from 'Protect the Fields' to 'Search and Destroy'; it must first regroup.

6.9.2 Search and Destroy Column

Place a marker on the designated unit. It may attack in this same round, although it must locate the enemy beforehand (it will not be necessary to pay 1 extra AP to locate/attack, since the action of placing the Search Column marker covers both actions in that Action Phase, not in later phases). In later rounds it must pay the normal AP for a location/attack.

The 'Search and Destroy' marker modifies the die roll to locate a guerrilla by '+1'. This represents the creation of several small columns trying to locate, ambush and destroy the guerrillas. Thus, if the Brigade had CF 2, moving to 'Search and Destroy' means it has divided into two columns, and it may roll the die twice, once for each column, resolving it on the table as if it were equal in number to the enemy, that is, CF 1.

If both columns succeed in locating the enemy, the Brigade attacks with CF 2. If only one succeeds, it attacks with CF 1. And if neither locates it, no attack takes place.

The same applies if there are several Brigades in that Province in 'Search and Destroy'. Those that locate the enemy (paying for coordinated actions) will join to attack it, adding their factors together. Stacking of units in 'Search and Destroy' is not permitted. If a stacked Brigade is placed in 'Search and Destroy', it automatically stops being stacked when the 'Search and Destroy' marker is placed on it.

A unit in 'Search and Destroy' keeps its marker when it moves to another Province.

Remember: a Brigade may not pass directly from 'Search and Destroy' to 'Protect the Fields'; it must first regroup.

Note: It is neither necessary nor possible to carry out 'Search and Destroy' against regular units or stacks of two or more guerrillas, since combat is immediate without the need for location.

6.10 Regroup Units

Costs 1 AP. Cancels the dispersal of a unit ('Protect the Fields' or 'Search and Destroy'). The corresponding marker is removed.

6.11 Plunder (Guerrilla Action)

Costs 1 AP. Only one action per Province. The marker is placed in the Province and is removed the following turn. It implies the subtraction of half of the Resource Points of the affected Province during the following turn. It also implies an immediate -1 to 'Spanish Morale'. It is only possible for Filipino Guerrilla units. This action may not be carried out if there is a Brigade with a 'Protect the Fields' marker in that Province.

In the Visayas and Mindanao no resource points are subtracted, since these Provinces have none, but they do affect 'Spanish Morale', so the Spanish player would do well to 'Protect the Fields' in these Provinces or to destroy the enemy units present there.

Any player may play one or more cards at any moment of their own round, unless the card specifically indicates otherwise. 'Reaction' cards, with the title in red, may be used during the player's own round or the enemy's. The cards are self-explanatory. They include instructions on how to play them, and below them, in italics, a text with historical information (the card illustration is omitted here). Played cards are discarded and leave the game.

The Filipino unit that plunders receives a 'Target' marker for this action.

Important: each time the Filipino player carries out a 'Plunder' action twice within the same turn, they immediately receive 1 extra AP (the product of the plunder).

6.12 Political Actions

Costs 1 AP. Both players may play a Political Action to increase or reduce the pressure for the entry of the United States into the war. Roll the die: a result of 5-6 is a success. A success increases or reduces the 'US Intervention' by 1. The Filipino player increases it by 1 and the Spanish player reduces it by 1.

This represents the actions of Filipino exiles and of the lobbies favourable to entering the war, and the Spanish diplomatic actions to deter entry into the war.

The Spanish player (and not the Filipino) may also use the Political Action to change the Head of Government, rolling the die. If they succeed (with a '5' or a '6') the Sagasta/Cánovas marker is flipped. It may not be changed again more times unless by an Event Card. If 'Cánovas' is dead, this action may not be carried out.

6.13 Playing Cards

There are four card decks: the Spanish cards, the Filipino cards, and those added (one deck per side) if the United States enters the war.

Players receive 5 cards at the start of the game, and afterwards, at the start of each turn, receive cards according to the 'Resources' they receive as indicated on the 'Resource Table'. For example, if 5 'Resources' are received, 2 cards are drawn.

A player may not hold more than 5 cards in hand; any excess must be discarded.

A player may, during their round and at any moment, exchange two cards from their hand for 1 Action Point; those two cards are discarded.

The 'Reconcentration' and 'Fortified Lines' cards must be read carefully; they are important for the game.

6.13.1 Reconcentration Card

Playing this card implies an increase of 1 point on the 'US Entry into War' track at the end of each turn. When the card is played, the 'Reconcentration' marker is placed on the board in the 'Reconcentration' box. Another effect of this card is that 1 AP is subtracted from each player in the Administration Phase, before drawing cards. It does not affect the minimum of 2 AP received at the start of the turn.

This represents the policy of the Spanish government to concentrate the entire civilian population of the rural areas in the cities, to prevent them being attacked by the Filipino rebels, but also to prevent them from helping the guerrillas, which produced a decline in the output of both. The Spanish player may use it to choke the Filipino, depriving them of the few resources they have, but in exchange the Spanish player also loses 1 resource, and the risk of US entry into the war increases. Reconcentration in the Philippines was not as brutal as that carried out in Cuba and was not especially burdensome for the population.

6.13.2 Fortified Lines

Once activated, the 'Fortified Lines' markers are placed in the boxes between Cavite and Manila/Batangas. When a Fortified Line marker is present and is occupied by a Spanish brigade, Filipino units may not enter or leave Cavite unless they roll a '5' or a '6' on the die. A Brigade must be present on the Line for the Line to have this effect.

A Brigade located on a Fortified Line may create 'Search and Destroy' columns and attack in both provinces (Cavite and Manila, or Cavite and Batangas) if it has the necessary AP. An attack against a Spanish unit on a Fortified Line suffers a -1 modifier to the die roll.

Entering or leaving a Fortified Line from or to an adjacent province costs 1 AP.

Brigades located on a Fortified Line never count as brigades present in either of the adjacent provinces, under any circumstances. Therefore they do not count for the control of Provinces, nor for the effects of some cards. Only Spanish Brigades may occupy a 'Fortified Line'.

Unoccupied Fortified Lines are ignored.

These fortified lines ran along the northern and southern borders of Cavite, from the sea to the lakes that surrounded the province on the east; they were blockhouses, trenches, barbed wire, searchlights, telegraphs and signal lines, to prevent any enemy unit from crossing from one side of the island to the other.

6.13.3 Zapote Line

If the Spanish player moves troops from Manila to Cavite, and the Filipino player had previously played the 'Zapote Line' card and the 'Zapote' marker is in Cavite, the Filipino player may immediately move to the 'Zapote' marker one unit or stack that it has in another Province of Luzon or in Cavite, at no AP cost. In addition, this forces the Spanish player to attack it (an attack at no AP cost).

The Zapote Line imposes a -1 modifier on the Spanish when attacking the units located in it.

6.13.4 'Peace of Biak-na-Bató' / 'Sagasta Buys the Rebels'

These two cards (one for each side) are a good asset for avoiding an imminent defeat. The leader displaced to Hong Kong does not count for the calculation of AP during the Administration Phase until he returns accompanied by the Americans. The minimum AP received becomes 1 per turn. The Spanish player can no longer win unless playing until the last turn, but meanwhile the Filipino player may achieve an Automatic Victory.

(The printed heading reads "Paz de Niak na Bató"; this is the card 'Peace of Biak-na-Bató'.)

6.13.5 Cards in General

Cards that offer modifiers to the die roll for attacks, or to increase or decrease the 'Spanish Morale' or the 'United States Intervention', add those modifiers before the die is rolled. Defence modifiers may be used in the opponent's round.

When playing a card implies an increase in Action Points (or when a General/Admiral is introduced into the game), the Action Points that that leader or card provides are immediately added on the Resource Table of the corresponding side, and that General/Admiral is introduced into play (along with any other units that may accompany them in the case of the US).

For example: when the card 'Appointment of Polavieja' is played, Polavieja and Lachambre come into play and immediately provide 2 AP to the Spanish.

Two cards may also be used as an extra Action Point without using any other property indicated on the card. Simply declare it, use that Action Point, and place the cards on the discard pile.

Cards with the title in red may be played during the opponent's round.

6.14 Entrenching

Both the Spanish and the Filipino player may entrench a unit or stack, paying 1 AP. The 'Entrenchment' marker is placed on that counter or stack, and any 'Search and Destroy' or 'Protect the Fields' marker it may have assigned is removed.

When an entrenched unit is attacked, the attacker has a -1 modifier to the die. A unit that moves or attacks automatically loses its 'Entrenchment' marker. It is not lost if it counterattacks.

A Filipino entrenched unit ceases to be considered a 'Guerrilla', so it may be attacked without the need to locate it beforehand.

It is not possible to entrench in a city or in a 'Fortified Line'.

6.15 Hiding Guerrillas (or Lone Leaders)

The Filipino player may spend 1 Action Point to remove a 'Target' marker from a 'Guerrilla' unit, or from a leader that is alone.

This represents a unit on which the Spanish had received information going back into hiding.

7.0 Entry of the United States into the War

If in any round of the turn the 'US Intervention' marker ('USA goes to War') reaches box 10, all the American Brigades, their General, their Admiral and their Fleet are automatically deployed in the Hong Kong box, and the Filipino 'Resources' marker is increased according to the values corresponding to the American leaders (three). If this occurs during the 'End of Turn' Phase, carry out all of this in the Administration Phase of the following turn.

The American/Filipino player plays the next round, even if that player has just played the previous round.

Filipino Artillery: deployed wherever Aguinaldo is, if it has not been activated before. If Aguinaldo has died it is deployed in the largest Filipino stack.

Deal one card from its American card deck to each player. Then add the remaining 'USA at War' cards to the Spanish or Filipino deck, as appropriate, and shuffle.

7.1 Convoys

American land units may move to the Sea space, since they are considered to be moving in transports. Thus they may move from Port to Sea, and from Sea to any Province, whether it has a Port or not, paying 1 point (or 2 if they go without a general) for each movement. Once landed in the Philippines, they may not move again as a Convoy by sea and may only move by land.

If the transports are attacked alone by any Fleet, the 'Combat Factor' for all the stacked land units is considered 0. The American player may move American land units stacked with a fleet to protect them, but if the fleet is attacked and damaged, all the land units stacked with it are also damaged. The Combat Factors of land units are not added to those of the American Fleet in naval combat. In the case of a Fleet unit with stacked land units, only the Combat Factor of the Fleet counts. In addition, the American player has a '-1' modifier to the die roll when attacking or counterattacking, since it has to protect its transports.

Historically, first the United States deployed its fleet from Hong Kong, destroyed the Spanish Asia Fleet at Cavite, and landed Aguinaldo, who reactivated the revolution across the whole island. A couple of months later the two reinforcement Brigades arrived, which were able to land without problems since the Spanish fleet had been destroyed. The Filipino player may do the same, leaving the two American Brigades in Hong Kong and moving them to the sea and then to the Philippines at a later moment.

7.1.1 Destruction of Fleets

Each point of American Fleet strength destroyed raises the 'Spanish Morale' by +2. Each point of Spanish Fleet strength destroyed lowers the 'Spanish Morale' by -2.

The US can help the Filipinos win the war by having more strength points, and by being able to lower the 'Spanish Morale' by sinking their ships, destroying their Brigades and conquering their cities, not to mention the appearance of several Event Cards that cause mass desertions among the Spanish units. On the other hand, if it is the Americans themselves who conquer some city, they may cause a draw instead of a Filipino victory.

8.0 Initial Setup of the Game

Resource Points: 7 for the Spanish, 5 for the Filipino.

'Spanish Morale' marker at 10.

'USA enters the War' marker at 1.

Manila (Captaincy General): General Blanco.

Manila Province: Bonifacio, Magdiwan Guerrilla (CF 1) (stacked), Desierto Brigade (CF 2).

Cavite Province: Aguinaldo, Cavite Guerrilla (CF 1) (stacked).

Mindanao: 1st Mindanao Brigade (CF 2).

Cavite (port): 'Asia Fleet' and Admiral Montojo.

At the start of the game, for game turn 1, each player draws 5 cards. Cánovas is placed in the 'Spanish Government' box. The remaining units are placed in the unit boxes of each nation. The markers are placed to one side of the board. Shuffle each player's card deck. Set aside the 'USA at War' cards, one deck per side.

9.0 Examples of Play

9.1 Plunder the Fields - Protect the Fields - Search and Destroy

At the start of turn 4 the Spanish player has 6 resources and the Filipino player has 4, and the 'Spanish Morale' is at 4. We have this situation in the province of Batangas. General Primo de Rivera has expelled Bonifacio's guerrillas from Cavite. Bonifacio has moved to Batangas, pursued by Primo de Rivera, who has organised his Brigade into several 'Search and Destroy' columns (see the 'binoculars' marker). There is a second Spanish brigade concentrated, the Mindanao brigade, garrisoning Batangas.

(Image 9.1: board illustration of the situation described above.)

Bonifacio takes advantage of playing first and, paying 1 Action Point, uses his Guerrilla to 'Plunder' (see Image 9.2). The Filipino Guerrilla receives a 'Target' marker, and the 'Sacked Province' marker is placed in the region. With this action the 'Spanish Morale' immediately drops by 1 (it goes from 4 to 3; remember that with the 'Spanish Morale' at 1 Spain loses the game at the end of the turn). Since the Guerrilla has acted, it is easier to locate, and this is represented by the 'Target' marker (yellow marker).

(Image 9.2: board illustration of the situation after the plunder.)

Primo de Rivera reacts, and since he does not want the Filipinos to 'Plunder' again the following turn, he pays 1 Action Point so that one of the Brigades, the 'Mindanao', disperses to 'Protect the Fields'. The 'Mindanao' Brigade receives a 'Protect' marker. The Filipino player can no longer 'Plunder', but by dispersing, the 'Mindanao' Brigade becomes more vulnerable, its Combat Factor temporarily being equal to 1.

Bonifacio takes advantage of the situation and attacks the Spanish 'Mindanao' Brigade. The Filipino Combat Factor is 1 against 1 (since the Spanish brigade, remember, is reduced while 'Protecting the fields'). The Filipino player rolls a '6', which is what was needed, and the Spanish Brigade loses a step, from CF 2 to 1. In addition, 1 is subtracted from the 'Spanish Morale' for the Filipino victory in combat, and it drops to 2. The Spanish player cannot counterattack, since the Filipino attack was successful.

Note that if the Filipino player had plundered again in another province instead of attacking, as it would be the second plunder of the turn, they would immediately receive one resource.

(Image 9.3: board illustration of the counterattack below.)

Now Primo de Rivera attacks Bonifacio with his Brigade, paying 1 Action Point. Since the Spanish have their Brigade organised in 'Search and Destroy' columns, it will be easier to locate the enemy Guerrilla (it receives several modifiers): the Guerrilla has a 'Target' marker (which gives '+1' for the location), and the Brigade has strength 2 but is considered to have divided into 2 columns of combat factor 1, which gives '+1', and being in 'Search and Destroy' provides another '+1'. It rolls 2 dice, one per column: the results are a '1' and a '4', which with the modifiers (+3) give '4' and '6'. So it locates the Guerrilla with one of the columns.

The attack is 1 against 1 (1 Combat Factor of one column of the Brigade in 'Search and Destroy'), and it also has a '+1' modifier for the attack from the Tactical Factor of Primo de Rivera. Here the general, although he is a Captain General, is not in the city but stacked with the troops, so he contributes his Tactical Factor. The Spanish player decides to play a 'Spanish Artillery' card, which gives another '+1' to the roll. The Filipino player then decides to play his card 'Isthmus of Noveleta', which gives '-1' to the Spanish roll, but the Spanish player responds with another card, 'To the Bayonet!', which again gives them a '+1'. They roll the die and get a '4' which, with the modifiers (+2), gives a final result of '6': the Filipino suffers 1 damage and his Guerrilla is therefore destroyed. The 'Spanish Morale' rises to 3.

10.0 Rules for Solo Play

Filipinas 1896-1898 may be played solitaire, with the player taking the Filipino side and an AI (bot) taking the Spanish side. When we speak of the bot's cards, we mean the cards that at that moment form the Spanish 'hand'.

10.1 Initial Setup

Carried out exactly as in the two-player game.

10.2 Filipino Round

For each action the Filipino player carries out, all the bot's cards are shown, and the event card that reacts most appropriately to cancel or hinder the effects of the Filipino's actions is applied. If there are several, lots are drawn.

If the Filipino plays an event card that has a 1, the bot's cards are also checked, in case any of them can cancel it (cards without the '1' are not cancellable, so there is no point in checking the bot's cards).

If that bot card is played, then the remaining bot cards are discarded, shuffled into the deck, and as many cards are drawn as were discarded, which are placed face down to one side (without looking at them).

If the Filipino/American player declares a siege of a city and there is at least one Brigade in the province, the player is forced to attack that Brigade or stack before carrying out the siege.

10.3 Spanish Round (while the United States is not at war)

These are the lines of play for the AI (bot) of Spain.

It will carry out the first of the following possible actions on this list in its round, in the order established. It may pay at most 1 Action Point per round. Therefore the actions are mutually exclusive, except for 1), which, having no cost, allows it to then play 2) or the following, as applicable:

  1. Show all event cards and play any action or actions of the cards that are beneficial to it. If there are doubts as to whether a card is beneficial or not, draw lots to decide whether or not it is played.

  2. If the 'Spanish Morale' is 5 or less, do not take this action. If the Spanish have fewer Brigades on the map than Filipino-American combat units (not counting Generals), call a 'Reinforcement' Brigade from Spain. Place the Brigade in any Province in which there are Filipino Guerrillas and no Spanish Brigades; or, if there is a Brigade in every Province with a Guerrilla, add the reinforcement Brigade to one of them at random.

  3. Counter-guerrilla: if there is a Filipino Guerrilla in a Province and a Brigade in the same Province, pay for one 'Disperse Troops' action and roll the die. With a result of 1-2 the action will be 'Protect the Fields'. If it is 3-6, the action will be 'Search and Destroy Column and Attack'. If there is already a 'Sacked Province' marker, the action is always 'Search and Destroy'.

  4. Counter-guerrilla: if there is a Guerrilla in a Province, a Brigade in the Province 'Protecting the Fields' or in 'Search and Destroy', and a second available Brigade in that Province, carry out the other disperse-troops action needed: 'Search and Destroy Column and Attack', or 'Protect the Fields' for the second Brigade.

  5. Counter-guerrilla: if there is a Filipino Guerrilla in a Province and there is no Brigade in the Province, 'Move' a Brigade (coastal or land movement) that is in a Province with no Guerrillas to that Province, or to a 'Fortified Line' if possible. If all the Provinces where there is a Guerrilla already had a Brigade, then 'Move' a second Brigade to that Province.

  6. Conventional war: if there is a Filipino unit or stack of strength 2 or more in a Province and there is (or is not) a Spanish Brigade or Brigades in the Province of equal or lower strength, 'Move' a Brigade to create a stack, or 'Move' to that Province (coastal or land movement) a Brigade that is in a Province with no Guerrillas.

  7. Conventional war: if there is a unit or stack of Filipino strength 2 or more in a Province, or a city controlled by the Filipino, and there are one or more Spanish Brigades stacked in the Province of superior strength (or of equal strength but with an advantage, for example a General +1), carry out a 'Siege' action if possible, and if not, an 'Attack' with that stack.

Once the round is over, return the rest of the Spanish hand to the deck, shuffle it, and draw the same number of cards as were returned.

10.4 Spanish Round if the United States Is at War

This is the order of actions that the AI (bot) will take:

  1. Show all event cards and carry out any action or actions of the cards that are beneficial to it. If there are doubts as to whether a card is beneficial or not, draw lots to decide whether or not it is played.

  2. Naval war: if the Spanish player can attack a naval unit with an advantage (superiority of modifiers to the die or of factors), carry out the naval 'Attack' with its fleet. Check all the event cards and use the most beneficial one in the attack, discarding, shuffling and drawing back the rest of the 'Spanish hand'.

  3. Naval war: if the Spanish player has two fleets at sea, or one in a port and another at sea, carry out the 'Move' action to form a stack with the two fleets.

  4. Conventional war: if there is a Filipino or American unit or stack of strength 2 or more in a Province and there is (or is not) a Spanish Brigade or Brigades in the Province of equal or lower strength, carry out the action 'Move' a Brigade to create a stack, or 'Move' to that Province (coastal or land movement) a Brigade that is in a Province with no Guerrillas.

  5. Conventional war: if there is a unit or stack of Filipino or American strength 2 or more in a Province, or a city controlled by the Filipino or the American, and there are one or more Spanish Brigades stacked in the Province of superior strength (or of equal strength but with an advantage, for example a General +1), carry out a 'Siege' action if possible, and if not, an 'Attack' with that stack.

  6. Counter-guerrilla: if there is a Filipino Guerrilla in a Province and a Brigade in the same Province, carry out a 'Disperse Troops' action. Roll the die: with a result of '1-2' the action will be 'Protect the Fields'. If it is 3-6, the action will be 'Search and Destroy Column and Attack'. If there is already a 'Sacked Province' marker, the action is always 'Search and Destroy'.

  7. Counter-guerrilla: if there is a Guerrilla in a Province, a Brigade in that Province 'Protecting the Fields' or in 'Search and Destroy', and a second available Brigade in that Province, carry out the other disperse-troops action needed: 'Search and Destroy Column and Attack', or 'Protect the Fields' for the second Brigade.

11.0 Glossary of Game Terms

(The printed glossary is an index: each term is followed by the printed page and section numbers where it appears.)

A

  • Aguinaldo: p. 5, 4.2.1; p. 6, 4.2.2; p. 7, 4.2.3.8; p. 11, 6.1.3; p. 18, 7.

B

  • Bisayas (Visayas): p. 5, 4.2.1; p. 8, 4.3.
  • Bonifacio: p. 5, 4.2.1.

C

  • Captain General: p. 5, 4.2.1; p. 6, 4.2.2; p. 8, 4.3.
  • Cemetery: p. 11, 6.2.

F

  • Logistics Factor: p. 6, 4.2.2.
  • Tactical Factor: p. 6, 4.2.2; p. 14, 6.7.

H

  • Hong Kong: p. 8, 4.3; p. 12, 6.3.2 and 6.6; p. 17, 6.13.4; p. 18, 7.

I

  • Interception: p. 15, 6.8.3.

L

  • Lone leader: p. 6, 4.2.2.1.

M

  • Minimap: p. 8, 4.3.
  • Modifiers (in combat): p. 14, 6.7.
  • Spanish Morale: p. 6, 4.2.2.1; p. 7, 4.2.3.7; p. 8, 4.2.3.13; p. 11, 5.3; p. 11, 6.2; p. 14, 6.7; p. 16, 6.12; p. 17, 6.13.5; p. 18, 7.1.1; p. 19, 9.1; p. 20, 10.3.
  • Moros: p. 5, 4.2.1; p. 8, 4.3.

O

  • Target (marker): p. 7, 4.2.3.3; p. 10, 5.1.4; p. 12, 6.4 and 6.5; p. 13, 6.6; p. 16, 6.11; p. 19 and 20, 9.1.

P

  • Action Points: p. 6, 4.2.2; p. 6, 4.2.2.1 and 4.2.3.1; p. 7, 4.2.3.5, 4.2.3.10 and 4.2.3.12; p. 8, 4.2.3.16; p. 9, 5.1.1; p. 10, 5.2, 5.2.2.1 and 5.2.3; p. 11, 6.2, 6.14 and 6.3; p. 12, 6.4, 6.6 and 6.7; p. 14, 6.8; p. 15, 6.10, 6.11 and 6.12; p. 16, 6.12 and 6.14; p. 17, 6.14.4, 6.14.5 and 6.15; p. 19 and 20, 9.

R

  • Reconcentration: p. 7, 4.2.3.5 and 4.2.3.12; p. 9, 4.3; p. 16, 6.13.1.

S

  • Sagasta: p. 7, 4.2.3.7; p. 8, 4.2.3.14; p. 9, 4.3; p. 11, 5.3.

T

  • Entrenchments: p. 7, 4.2.3.11; p. 17, 6.14.

V

  • Defence Value (of the city): p. 14, 6.8.
  • Resource Value: p. 9, 5.1.1.
  • Automatic Victory: p. 17, 6.13.4.

Counter sheet ("Fichas del juego") and the leader biographies on the last page are illustrations and historical notes and are not transcribed.

  • 4.2.3.8 Filipino Artillery
  • 4.2.3.9 Filipino or US City
  • 4.2.3.10 Turn Marker
  • 4.2.3.11 Entrenchment Markers
  • 4.2.3.12 Action Points (AP)
  • 4.2.3.13 Spanish Morale / Popular Support
  • 4.2.3.14 United States Intervention
  • 4.2.3.15 Baler Marker
  • 4.2.3.16 Zapote Line Marker
  • 4.3 Map
  • 5.3 End of Turn Phase
    • 5.3.1 Filipino Victory
    • 5.3.2 Victory after the Intervention of the United States
    • 5.3.3 Spanish Victory
  • 6.8.2 Naval Support
  • 6.8.3 Intercepting a Siege
  • 6.9 Dispersing Units (Counter-Guerrilla Actions)
    • 6.9.1 Protect the Fields
    • 6.9.2 Search and Destroy Column
  • 6.10 Regroup Units
  • 6.11 Plunder (Guerrilla Action)
  • 6.12 Political Actions
  • 6.13 Playing Cards
    • 6.13.1 Reconcentration Card
    • 6.13.2 Fortified Lines
    • 6.13.3 Zapote Line
    • 6.13.4 'Peace of Biak-na-Bató' / 'Sagasta Buys the Rebels'
    • 6.13.5 Cards in General
  • 6.14 Entrenching
  • 6.15 Hiding Guerrillas (or Lone Leaders)
  • Recruitment action. Give priority to recruiting in a Province where there are Filipino Guerrillas and there is a reduced Spanish Brigade. Choose the Province with the worst strength ratio for the Spanish.

  • 'Political' action to reduce the 'USA goes to War' track.

  • Counter-guerrilla: if there is a Filipino Guerrilla in a Province and no Brigade in that Province, carry out the action 'Move' there (or to a 'Fortified Line', if possible) a Brigade (coastal or land movement) that is in a Province with no Guerrillas. If all the Provinces where there is a Guerrilla already had a Brigade, then 'Move' a second Brigade to that Province.

  • 'Reinforcements' action: place the reinforcement Brigade in any Province in which there are Filipino-American units; or, secondarily, where there are Filipino Guerrillas and no Spanish Brigade; or, if there is a Brigade in every Province with a Guerrilla, add that Brigade to one of them.