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Grand Siècle

Grand Siècle Rulebook

Table of Contents

Table of Contents

  • 1. Turn Order
    • 1.0 Introduction
    • 1.1 Period of War
    • 1.2 Period of General Peace
  • 2. Prestige
    • 2.0 Introduction
    • 2.1 Prestige Ladder
    • 2.2 Prestige in Danger
    • 2.3 Prestige Minimum
  • 3. The Random Events
    • 3.0 Introduction
    • 3.1 Random Event
    • 3.2 Public Random Events
    • 3.3 Constraints of Peace and War
  • 4. Commerce
    • 4.0 Introduction
    • 4.1 Order of Play in the Commercial Phase
    • 4.2 Aim of Companies
    • 4.3 The Products
    • 4.4 Commercial Zones
    • 4.5 Moving Commercial Fleets
    • 4.6 Commerce
    • 4.7 Commercial Policies of the State
    • 4.8 Colonial Trade-posts
    • 4.9 Commercial Casus Belli
    • 4.10 War
    • 4.11 Company Treasury
  • 5. Diplomacy
    • 5.0 Introduction
  • 6. Political
    • 6.0 Introduction
    • 6.1 Order of the Political Phase
    • 6.2 Foreign Affairs Minister
    • 6.3 Marine Minister
    • 6.4 Minister of War
  • 7. Alliances
    • 7.0 Introduction
    • 7.1 Creating (and breaking) Alliances
    • 7.2 Advantages of an Alliance
    • 7.3 Political Decisions
    • 7.4 Common Enemy
    • 7.5 Betraying an Alliance
  • 8. Minor Countries
    • 8.0 Introduction
    • 8.1 Political Bonuses
    • 8.2 Control
    • 8.3 Minor Control Test
    • 8.4 Protector
    • 8.5 Minor Countries at War
    • 8.6 Minor Allies
    • 8.7 Conquering a Minor Ally
    • 8.8 Minor Country Neutrality
    • 8.9 Aggression against Minor Countries
    • 8.10 Existence of Minor Countries
    • 8.10 Anspach, Rome and Switzerland
  • 9. The Two Powers of a Player
    • 9.1 The Two Powers of a Player
    • 9.2 Game with 6 or more players
  • 10. Annexations
    • 10.0 Introduction
  • 11. Claimed Provinces
    • 11.0 Introduction
    • 11.1 Capitals
    • 11.3 Minor Countries
    • 11.4 Principalities
    • 11.5 Off map provinces
    • 11.6 Exceptional Cases
    • 11.7 Renouncing Claims
  • 12. Financial Grants
    • 12.0 Introduction
  • 13. Ceded Provinces
    • 13.0 Introduction
    • 13.1 Ceding
    • 13.2 Exchanging Provinces
  • 14. Peace
    • 14.0 Introduction
    • 14.1 Order of Peace Proposals
    • 14.2 Military Situation
    • 14.3 Alliances
    • 14.4 Political Crisis
    • 14.5 White Peace
    • 14.6 Status Quo
    • 14.7 Compromise
    • 14.8 Victorious Peace (or Surrender)
    • 14.10 Refusing a Peace
    • 14.11 Temporary Prestige
    • 14.12 Peace Demands
  • 15. The State
    • 15.0 Introduction
    • 15.1 Regal Phase Order of Play
    • 15.2 Raising Taxes
    • 15.3 Non-Connected Territories
    • 15.4 Other Revenue
    • 15.5 Lenient Taxation
    • 15.6 Oppressive Taxation
    • 15.7 Public Debt
    • 15.8 War Loans
    • 15.9 Interest
    • 15.10 Subsidies
    • 15.11 Bankruptcy
  • 16. Economics
    • 16.0 Introduction
    • 16.1 Voluntary Demobilisation
    • 16.2 Dismantling Fortresses
    • 16.3 Maintenance
    • 16.4 Activating Fortresses
    • 16.5 Fortress Limits
    • 16.6 Feudal Levies
    • 16.7 Recruitment
    • 16.8 Principality Recruitment
    • 16.9 Recruitment Provinces
    • 16.10 Cost of Recruitment
    • 16.11 Supplementary Regiments
  • 17. Revolts
    • 17.0 Introduction
    • 17.1 Revolt Reaction Test
    • 17.2 Revolts due to Taxation
    • 17.3 Revolts due to Conscription
    • 17.4 Revolts against Oppressive Taxation
    • 17.5 Effects of a Revolt
    • 17.6 Rebel Militia
  • 18. War
    • 18.0 Introduction
    • 18.1 Casus Belli
    • 18.2 Declaration of War
    • 18.4 Opposing Belligerent Camps
    • 18.5 The Origin of European Conflict
    • 18.6 Call to Allies
    • 18.7 Other Allies
    • 18.8 Intervention of "External" Powers
    • 18.9 Particular Cases
    • 18.10 War against Minors
    • 18.11 Entry into an Ongoing War
    • 18.13 Parallel Conflicts
  • 19. Initiative
    • 19.0 Introduction
    • 19.1 Initiative Determination
    • 19.2 Effect of having the Initiative
  • 20. Naval Phase
    • 20.0 Introduction
    • Naval Phase Order of Play
    • 20.2 The Seas
    • 20.3 Admirals
    • 20.4 Forming Squadrons
    • 20.5 War Fleet Movement
    • 20.6 Bosphorus
    • 20.7 Commercial Fleets
    • 20.8 Interception
    • 20.9 Interception Roll
    • 20.11 Naval Battles
    • 20.12 Admiral Casualties
  • 21. Generals
    • 21.0 Introduction
    • 21.1 Pool of Generals
    • 21.2 Recruitment
    • 21.3 Initial Placement
    • 21.4 General Redeployment
    • 21.5 Revealing a General's Value
    • 21.6 Historical Generals
    • 21.7 General-Ministers
    • 21.8 Monarchs
    • 21.9 General-Monarchs
    • 21.10 Payment of Salaries
    • 21.11 Redistributing Wealth
  • 22. Military Phase
    • 22.0 Introduction
    • 22.1 Military Phase Order of Play
    • 22.2 Provinces
    • 22.3 Formation of Armies
    • 22.4 "Royal Army" Counters
    • 22.5 Enemy Presence
    • 22.6 Military Control
    • 22.7 Depots and Artillery Trains
    • 22.8 Operational Movement
    • 22.10 Moving within a Colony
    • 22.11 Strategic Movement
    • 22.13 Reaction to Movement
  • 23. Attrition
    • 23.0 Introduction
    • 23.1 Calculation
    • 23.2 Supply
  • 24. Battle
    • 24.0 Introduction
    • 24.1 Commanders
    • 24.2 Morale
    • 24.3 Tactical Modifiers
    • 24.4 Battle
    • 24.5 Calculation of Casualties
    • 24.6 Next Round ?
    • 24.7 Demoralisation
    • 24.8 Routing
    • 24.9 Victory ?
    • 24.10 Routing
    • 24.11 Retreat
  • 25. Sieges
    • 25.0 Introduction
    • 25.1 Sieges
    • 25.2 Refuge in a Fortress
  • 26. Winter Quarters
    • 26.0 Introduction
    • 26.1 Withdrawal
  • 27. Leader Death
    • 27.0 Introduction
    • 27.1 Life Test
    • 27.2 Death of a Monarch
    • 27.3 New Monarch
  • 28. Victory Points
    • 28.0 Order of Play
    • 28.1 Calculating Victory Points
    • 28.2 Adjusting Prestige
  • 29. General Peace
    • 29.0 Introduction
    • 29.1 Political Phase
    • 29.2 Regal Phase
    • 29.3 Military or Naval Phase
    • 29.4 Temporal Phase
    • 29.5 Pacification Phase
    • 29.6 Life Phase
    • 29.7 Calculating Victory Points
    • 29.8 Prestige Adjustment
    • 29.9 From Peace to War
  • 30. Revolution
    • 30.0 Introduction
    • 30.1 le Test de la Révolution
  • 31. Victory
    • 31.0 Introduction
    • 31.1 Game End
    • 31.2 Final %
    • 31.3 The Winner
  • 32. Map
    • 32.1 Provinces
    • 32.1.1 National Territories
    • 32.1.2 Hereditary Provinces
    • 32.1.3 Disputed Provinces
    • 32.4 Capitals
    • 32.5 Territorial claims in 1700
    • 32.6 Commercial Zones
    • 32.7 Trade-Posts
    • 32.8 Colonies
    • 32.8.1 Transporting to Colonies
    • 32.8.2 Moving in Colonies
    • 32.8.3 Fleet Movement to Colonies
  • 33. Appendices
    • 33.1 Resolving Ties
    • 33.2 Rounding
    • 33.3 Order of Play
    • 33.4 Interpreting the Rules
    • 33.5 Religions
    • 33.6 Poland and Liberum Veto
    • 33.7 Political Modifiers (Table on the left)
    • 33.8 Kingdom of Prussia
    • 33.9 Turkish Peril
    • 33.10 Bonaparte (optional rule)
    • 33.11 The War of Spanish Succession
      • Alliances
  • Glossary
  • Recommended Errata (House Rules)
    • Rationale for these changes
  • Errata

1. Turn Order

1.0 Introduction

  • Grand Siècle is played on a varying time basis, depending on if one is in a period of war (1 turn = 1 season, 6 months), or in a period of general peace (1 turn = 1 to 20 years).
  • In a period of war, every year played is divided into two distinct seasons: spring (spring-summer), then fall (autumn-winter).
  • Every one of these seasons is divided into several game phases.
  • Once all the powers cease fighting, the period of war ends. The following turn a period of general peace starts.
  • In a period of general peace, the turn order is unique. If war erupts during the turn, the period of peace ends. The following turn a period of war starts.
  • The first turn of a period of war always starts with a fall. The spring is therefore not played in the 1st turn of a period.
  • For the clarity of the rules, the majority have been written as if during a period of war. The rules concerning a period of general peace have been grouped and are explained at the end (29), even though mentioned during the preceding pages.

In a 5 player game, each player controls two major powers: England & Turkey, Spain & Prussia, France & Poland, Holland & Russia, Sweden & Austria.

1.1 Period of War

The spring:

  • events phase (3)
  • commercial phase (4)
  • diplomatic phase (5)
  • political phase (6)
  • regal phase (15)
  • naval phase (20)
  • military phase (22)

The fall:

  • diplomatic phase (5)
  • naval phase (20)
  • military phase (22)
  • life phase (27)
  • victory points phase (28)

1.2 Period of General Peace

  • random events phase (3)
  • commercial phase (4)
  • diplomatic phase (5)
  • neutrality phase (8.8)
  • political phase (6)
  • regal phase (15)
  • naval phase (20)
  • military phase (22)
  • temporal phase (29)
  • pacification phase (29)
  • life phase (27)
  • victory points phase (28)

The complete description of the phases is indicated at the start of the chapter (as well as on each Player Aide).

2. Prestige

2.0 Introduction

  • Prestige is the essence of the game (28.1). It represents the power and glory of a power and is the source of victory points.
  • The Prestige of every power is represented by a value, moving in accordance with political events (favorable or checks). This value may fluctuate wildly in a period of war and tends to return to its natural level (around 15) in times of peace.
  • The Prestige Points of a power (referred to as "PP") cannot exceed 20, nor go negative. As soon as one's Prestige reaches a value of 0 (in a time of war), the power suffers an internal political crisis (18.15).
  • In times of peace, Prestige cannot fall below 1.
  • Certain loss of Prestige is temporary (those indicated clearly as such); all other losses are permanent.
  • Prestige, as seen as a tool for measuring "political success", has a secondary role, not negligible, as it is used to separate powers in a number of circumstances in favour of the one which has the greater level (33.1).
  • Every power has a Prestige Marker, which is placed on the "Prestige Ladder" (situated on the map), the square indicating that power's current Prestige level.

2.1 Prestige Ladder

  • Once the Prestige of a power is at least 10, the marker is turned over (side indicated by +10) and placed on the corresponding square of the Prestige Ladder.
  • Markers of different powers may share the same square where their Prestige has the same value.

2.2 Prestige in Danger

  • A power may never* complete an action voluntarily that will make them lose Prestige if their current level is equal to or inferior to 5.
  • *Except when signing or refusing a peace.

2.3 Prestige Minimum

  • A power at peace cannot fall to zero Prestige. Its minimum is always 1.
  • A power at war may fall to 0 Prestige but suffers an internal crisis in doing so (18.4).
  • A power which has just signed an unfavourable peace may not fall below 1 prestige point (if in signing the peace they will be at peace with all other players).

3. The Random Events

3.0 Introduction

  • The game is punctuated by events (historically based) over which the player has no control (there are around 30 in total). These events are represented by counters, mixed in a container (bowl, mug, bag…) and held away from the curious glances of players.
  • Random Events are pulled out by the players during the events phase of the spring.
  • Events may be "secret" or "public". Certain events may only be played during a period of war, others only in a period of general peace.
  • At the start of the spring of each turn, every player pulls (blindly) one* event from the container (*and only one, even if the player is playing two powers).
  • The player then checks what the event is (the description of all events can be found in the annexes). The player must however show the flip side of the counter, to show whether it is a public or secret event.
  • The draw is made simultaneously in no particular order.

3.1 Random Event

  • The majority of events are "secret" as they will be known only by the player who draws it. Each player may hold one or several secret events in their hand which may be played whenever the occasion arises or they desire.
  • The majority of secret events may be played freely, in favour (or against) any power (whether they are an ally, an enemy or neutral, the choice is that of the player).
  • However, a secret event is not guaranteed to work. The player must test the event (roll a dice) to determine if the event played takes place or not. The success of the event is based on the power being affected by it (whether it is to their advantage or not).
  • At the end of each event description (in the Annexes) is the success rate of each event. The number shown is the minimum dice roll required for the event to take place.
  • Every player may hold as many secret events as they wish. There is though a public event "Remise" (see n°54) that returns all secret events held to the container. Each player may play, without constraint, all or some of their secret events if the current game conditions allow them to (3.3).
  • During the diplomatic phase (only), players may give or exchange their secret events, either in public or secret. However, once a gift or exchange has been agreed, the players may not hand over another different event instead.
  • Once a secret event is played it is placed away from the event container, whether it was successful or not.
  • All events are returned to the container and mixed once the public event "Remise" is drawn.

3.2 Public Random Events

  • Certain events are "public" as they are revealed as soon as they are drawn (they may not be held by a player), and their effects are, in general, guaranteed and immediate. A small number though require a successful dice roll to take effect.
  • Once a public event is played, it is placed away from the container with the other already discarded events.

3.3 Constraints of Peace and War

  • Certain events, public or secret, can only be played in a time of war or general peace.
  • If a public event is drawn during a time of war, and it stipulates it may only occur during a time of general peace, it simply does not occur. The counter is placed with the other already played events (unless the event explicitly states otherwise).

4. Commerce

4.0 Introduction

  • Commerce represents an important part of the game (as it has an influence on Prestige). It is disconnected from the main international situation as it simulates the actions of the merchant companies in each state, which in general were independent from the government.
  • The Companies trade in the 12 principal products of the time. They also trade for their own benefit. They belong in effect to individuals in the country (nobles, merchants…) and their aim is to make profits for themselves and gain Prestige for the State. To facilitate the playing of trade in the game, the various different trade companies in each country have been grouped into one big national "Company".
  • At the start of the game, only 5 such Companies exist (one per player): England, Spain, France, Holland, and Sweden. They compete to dominate the world's trading markets.
  • Each player (in a 5 player game) begins with one Company (the Dutch Company being the most important in 1700). Other powers do not have a "Company", but may create one during the course of the game (4.18).
  • Each Company has a treasury, independent to that of the State, and maintains its own accounts completely separately from the State. The Company maintains a commercial fleet for carrying out its trading.
  • Commerce is carried out during the commercial phase of the spring (after the events phase).

4.1 Order of Play in the Commercial Phase

Commerce activities are decided during the commercial phase in the following order:

a) every power announces, simultaneously, if they are changing their commercial policy (free trade, tax or monopoly) b) each Company moves its commercial fleets, in order of size (4.5-B) c) in each contested commercial zone (where there are several commercial fleets in the same zone) roll to determine which Company receives the profits from that product d) collect profits (and any eventual taxes), simultaneously e) replace (then building of new) commercial fleets, simultaneous f) every player secretly writes down the amount of dividends being paid by the Company g) each Company reveals the amount of dividends paid (to the fictive shareholders), then adjust the Prestige accordingly of each State (4.15) h) Companies in Crisis test for the Confidence of their shareholders (if too little paid in dividends or when facing high levels of competition, 4.16).

4.2 Aim of Companies

  • The aim of the Companies is to make profits. These profits serve to further the Company's activities (replacing, or building new, commercial fleets), or (importantly) to pay dividends to the shareholders (which affects the Prestige of that State).

4.3 The Products

  • Profits originate from the main products traded at the time.
  • There are 12 products, spread across 25 "commercial zones" throughout the world (32.6). Each product has a profit value (2, 3 or 4 Louis) indicated on each Player Aide for each power, differing depending on the nationality (each country not having the same requirements or needs, therefore attributing differing values to the products).
  • The types of products are: Art, Bois (Wood), Céréale (Cereals), Coton (Cotton), Epice (Spice), Fer (Iron), Manufacture, Tissu (Cloth), Vin (Wine), Sucre (Sugar), Or (Gold) et... Esclave (Slaves).
  • Each Company only profits (in Louis) from one product of each type. Where several of the same product are brought back the Company only profits from the first.
  • Example: Holland has two fleets in two different Wine producing commercial zones. Suppose Holland wins the competition for both zones, Holland would receive 3 Louis for the first Wine, but 0 Louis for the second... A total of only 3 (rather than 6) Louis...

4.4 Commercial Zones

(See Map)

4.5 Moving Commercial Fleets

  • Commercial fleets are to be placed only in commercial zones.
  • Each Company may move a limited number of their commercial fleets each turn, depending on the number of commercial fleets in play* from the smallest to the biggest. If tied, in reverse order of treasury size (smallest first), then Prestige (lowest first, 33.1).
  • The number of commercial fleets that can be moved by a Company depends on its nationality:
    • England & Holland: 3
    • France & Spain: 2
    • Others: 1
  • All movements take place in the commercial movement sub-phase (b above).
  • A commercial fleet does not have a defined movement; it can move from its current commercial zone to any other on the map, without fear of interception by enemy naval fleets or distance.
  • At the start of each game, each Company deploys its commercial fleets freely in any commercial zones (in the same order as the game setup).

*Operational (not including those under construction)

4.6 Commerce

  • The principle of commerce is simple. To collect the profit from a commercial zone one simply needs to have a commercial fleet present. If there are more than one nation's Company's commercial fleets in a zone, roll a dice to establish who gets the profit (on a pro rata basis depending on the number of fleets). The winning fleet is placed at the top of the pile of commercial fleets in that zone.
  • Example: 2 English fleets, 1 French fleet and 1 Dutch fleet are present in the same commercial zone (a total of 4 commercial fleets). The chance of receiving the profit from that commercial zone is calculated as follows: 1-2 England, 3 France, 4 Holland, 5-6 roll again. A 2 is rolled, England therefore receives the profit from that commercial zone and an English commercial fleet is placed on top of the pile.
  • Commercial rivalries are thus decided and no negotiation or split of the profits is possible (it is always a case of winner takes all).
  • Profits are then attributed to the Companies during the sub-phase (d) "collect profits" based on the events of sub-phase (c).

4.7 Commercial Policies of the State

  • A Monarch may intervene in two ways on commercial activities in ports that they control by placing:
    • a "Tax";
    • or "Monopoly".
  • An interventionist policy can be dangerous as it may grant a free casus belli (18.1) to other powers being affected by it. The Monarchy may also decide not to intervene in commerce, in which case a commercial policy of "Free Trade" is announced.
  • Changes to the commercial policy of a State are decided and announced during the sub-phase a) of the commercial phase.
  • "Free Trade": The State does not intervene in commercial activities.
  • Tax: The State collects 1 Louis per commercial port (national or colonial*) under its control, regardless of the number of commercial fleets present. The Company receiving the profit from the zone receives 1 Louis less (all other Companies are not affected). The State can give some or all of these Louis to its national Company (as "subvention"), or keep them for its own Treasury. This decision is made each turn.

*if all trade posts linked to the commercial zone are under the control of the same State, otherwise it is automatically Free Trade.

Exception: For one of the two colonial Spanish ports exploiting Gold, the Spanish State (rather than the Spanish National Company) collects all the profits if a Spanish commercial fleet receives it. For the second port, the Spanish State receives only the normal tax (1 Louis).

  • Monopoly: As per Tax above, except in addition the State awards a monopoly to its own National Company. These fleets receive the profits (no dice roll even if other commercial fleets are present) from ports under that State's control (national* or colonial**).
  • At the start of a game, each State selects a Commercial Policy of its choice, exceptions are Poland (always Free Trade – see Annex XIII Liberum Veto) and in a lot of scenarios, Spain (Monopoly). For Spain this does not represent a tightening of their Commercial Policy (4.9).
  • Example: in 1701, Spain is following a Monopoly Policy. This only applies to Wine from Catalonia and to Gold from the Colonies of Columbia and Manilla (as Spain controls all trade-posts in these colonies).
  • For the two ports, Flandre and Naples, only a Policy of Tax is in place as they are not connected by a terrestrial route to the Kingdom of Spain.
  • The Colony in the Caraïbes (trade-posts Cuba and Vera Cruz) escapes all political intervention as Spain does not control all trade-posts attached to the Commercial Zone.
  • Spain receives 4 Louis in taxes from her European ports (Catalonia, Flandre x2, Naples) + 4 Louis for the Gold of her trade-posts (3 for one, and 1 from the other), for a total of 8 Louis.
  • A Monarch may modify their Commercial Policy whenever they wish. However, each change in Policy will cost the State 1 Point of Prestige.
  • Note: it is possible to go from a Policy of Free Trade to Monopoly (or back, without having to choose Tax in between).

**Colonial: see 32.

4.8 Colonial Trade-posts

  • (See 32)

4.9 Commercial Casus Belli

  • The implementation of a Tax or Monopoly by a State constitutes a threat to foreign Companies. The Tax, as it may be transferred to the National Company, the Monopoly as it forbids access to the zone's product.
  • A power receives a free casus belli against any State that tightens its Commercial Policy:
    • Free Trade to Tax or Monopoly
    • or Tax to Monopoly
  • This casus belli is only valid for the turn the new policy is adopted, and only to those powers that have commercial fleets in a commercial zone (at the end of the commercial turn) affected by the policy.
  • It can therefore be quite easy to gain a free casus belli against a State that is implementing interventionist policies.
  • Example: Sweden, currently Free Trade, chooses during sub-phase a) to change its commercial policy to Tax, in all ports under its control. During the commercial sub-phase movement, b), England moves a commercial fleet to the zone Iron linked to Stockholm. England therefore receives a free casus belli against Sweden for this turn as one of its commercial fleets is being affected by a new, tighter commercial policy.
  • The following turn, Sweden announces a new commercial policy of Monopoly; this again will provide a casus belli to all nations having a commercial fleet in a zone linked to a Swedish controlled port following this new policy.

4.10 War

  • Once a power is at war, its Company's commercial fleets may be attacked (during the naval phase) by enemy navies acting as "privateers" (20.14).
  • No commerce may be carried out between countries at war. A commercial fleet may remain (or move to) a zone linked to an enemy port but may never receive the profits from that zone. It is ignored for all dice rolls made, unless the port is militarily occupied by friendly forces (see below).
  • War has no effect on commerce of neutral countries. Commercial fleets belonging to neutral countries may still be placed freely in any commercial zone and may receive the profit (roll as per normal).
  • Military occupation (22.6) of a commercial port by an enemy has three consequences:
    • the port may not be subject to any interventionist commercial policy, either by the legitimate owner or the occupier; a Free Trade policy is automatically enforced
    • the value of the profit available is reduced by 1 Louis
    • the occupier, and their allies, may try to receive the profit from the commercial zone (through Smuggling) and may receive product as if war did not exist.
  • Reminder: normally a power cannot receive any profit from an enemy port.

4.11 Company Treasury

  • A Company's Treasury is totally independent from that of the State. No gifts or loans are possible in either direction (only exception being "subvention", 4.7-E through the commercial policy Tax).
  • Profits obtained by the Company (whether through commerce or through any State subvention) are credited to the Company's Treasury. They can be used to replace, or build new, commercial fleets or pay dividends.
  • The balance of the Company is to be entered in the box "trésorerie" of the Company on the Player Aide. It is recommended to retain a reserve of Louis at all times.
  • Company Treasuries are public knowledge to all players.
  • A Company may never resort to borrowing money (unlike the State).
  • At the start of the game, each Company has as many Louis as commercial fleets.

4.12 Rebuilding Commercial Fleets

  • A Company may rebuild commercial fleets that have been sunk by enemy privateers at a cost of 3 Louis per fleet.
  • The rebuilding of commercial fleets takes place during the sub-phase (e) of the Commercial Phase.
  • A rebuilt commercial fleet is placed face down in any coastal region (or trading-post) controlled by the State (neither in rebellion nor enemy military control, 22.6). It is turned over and placed in a commercial zone during the following turn, commercial fleet phase (b) (4.5-B).
  • If during this time an enemy takes military control of the coastal region, the commercial fleet being rebuilt is destroyed.

4.13 Company Size

  • The size of the different Companies is quite rigid. Constructing new (additional) fleets is hazardous (to avoid excessive inflation in the number of commercial fleets in play).
  • At the start of the game, each Company has a specified limit to the number of commercial fleets available to it (this may vary by scenario).
  • Once a Company wishes to build* a new fleet over and above this limit, it must pay 5 Louis then roll two dice to see if the new fleet is built or not.
  • The building is successful if:
    • the result on the Yellow dice is 5+;
    • and if the Red dice is inferior to the Yellow.
  • If not, the Louis are spent and no new fleet is built.
  • A Marine Minister in play allows the player to avoid rolling the Red dice, needing only therefore to roll a 5+ on the Yellow to succeed (6.3). This is the principal role of a Marine Minister in this game (idem for war fleets, 16.16).
  • A Company can only try and build one new commercial fleet per commercial phase.
  • If a new commercial fleet is built, the Company size is increased, forever, by one at the end of the Commercial phase (after dividends are paid). The player notes this modification on their Player Aide, in the square marked "Company".
  • All such new builds take place in the Construction Phase (e).
  • A new commercial fleet is placed face down in any coastal region (or trading-post) controlled by the State (neither in rebellion nor enemy military control, 22.6). It is turned over and placed in a commercial zone during the following turn, commercial fleet phase (b) (4.5-B).

*on the condition that the Company is already at its maximum commercial fleet limit (all sunk commercial fleets having been already rebuilt, or in the process thereof).

Example: the Swedish player wishes to build a new commercial fleet. His maximum of 3 fleets being already in play. Two are in commercial zones, the third has just been rebuilt. The player may try and create a fourth fleet, and pays 5 Louis from the Company Treasury. As Sweden does not currently have a Marine Minister, two dice have to be rolled: Yellow = 5, Red = 5. As the Yellow dice is at least a 5, the first condition for building a new commercial fleet has been achieved. However, the Red dice is not inferior to the Yellow (condition 2) and so the attempt fails. The Swedish Company must still pay the 5 Louis. Had the Swedish player a Marine Minister this attempt would have been successful, as the Red dice roll is not needed.

4.14 Paying Dividends

  • The aim of each Company is to make a profit, and to distribute this to its shareholders, and this, at higher levels than those dividends of other Companies. By doing this the State gains in Prestige (as the satisfaction of the noble and merchant classes reinforce the State's stability).
  • Dividend payments take effect during the sub-phase (f), payments, of the commercial phase.
  • Every player, in the name of their Company, secretly writes down on their Player Aide, the total of dividends being paid to the shareholders (from the Company's Treasury).
  • These Louis are not lost for nothing! Each player reveals the amount paid to see the influence these have on the State's Prestige.
  • Note: an insufficient dividend may weaken the Company (Crisis of Confidence 4.16), but an exceptional payment (by a large Company) may weaken the competition (4.17).

4.15 Prestige Adjustment

  • The State gains 1 Prestige Point if its Company:
    • pays at least the double of Louis in comparison to its size (4.13)
    • pays the largest dividend or pays a larger dividend than a Company that is bigger than it (in number of commercial fleets in play*). This gain is limited to 1 PP no matter how many larger Companies pay less.
  • The State loses 1 Prestige Point if its Company:
    • does not pay any dividend
    • pays a smaller dividend than a smaller Company (in terms of number of commercial fleets in play*). This loss is limited to 1 PP no matter how many smaller Companies pay more.
  • All gains or losses in Prestige are limited to a cumulative maximum of two (max. +2 or -2).
  • Adjustments to Prestige take place at the end of the commercial phase (g).

*Operational (not being constructed).

Example: Company sizes are as follows: Holland (12), England (9), France (8), Spain (7) and Sweden (3). Holland pays 36 Louis, England 9, France 10, Spain 0 and Sweden 7. Holland gains 2 PP as its Company paid the double of its size (12 fleets, 36 Louis paid) and paid the biggest dividend of all Companies. England loses 1 PP as France paid more but is a smaller Company. France gains 1 PP as it paid a higher dividend than a Company bigger than it (England). Spain loses 2 PP as Sweden (who has a smaller Company) paid more and Spain itself did not pay any dividend. Sweden gains 2 PP as it paid more than Spain and paid the double of its size.

4.16 Crisis in Confidence

  • If a Company pays less Louis than its commercial size, or if it is victim to aggressive competition (4.17), its risks shrinking in size (shareholders lose confidence).
  • A Confidence Test is conducted. Roll one dice; on a result of 6 or greater, the size of the Company is reduced by 1. The die is modified by:
    • +1 if no dividend was paid
    • +1 if it is victim of aggressive competition
  • The size of the Company is adjusted on the Player Aide, and a commercial fleet is removed from play.
  • The test takes place in the sub-phase (h).

4.17 Aggressive Competition

  • This can only be attempted by large Companies (having a size of at least 8 or more).
  • If a large Company pays a dividend of at least three times its base size, it provokes a Crisis of Confidence in all other Companies (4.16).
  • Any other Company, irrespective of size (including those with a size smaller than 8), who has also paid a dividend of at least 3 times their size this turn are immune to this Test.
  • The dice of the Crisis of Confidence is modified by +1 (4.16).
  • If several large Companies (size 8 plus) perform aggressive competition simultaneously, the dice is still only modified by a maximum +1 (not cumulative).

Example (following on from above): Holland paid 36 Louis in dividends, three times its size (which is 12). As no other Company paid out at least three times their size, all of them must make a Crisis in Confidence test with a modification of +1. Spain however, will have a supplementary modification of +1 (total of +2) as it did not pay any dividend that turn. England rolls a 2 (modified to 3), France a 6 (modified to 7), Spain a 4 (modified to 6), and Sweden a 3 (modified to 4). France and Spain have both failed their Confidence Tests (equal to or greater than 6) and lose a commercial fleet each and their company size is reduced by 1.

4.18 Creating a Trading Company

  • Powers without a Trading Company may create one using normal Commercial rules: occupy a Resource port, tax it in favour of the company-to-be and accumulate enough cash to build a Trading Fleet.

4.19 Company Bankruptcy

  • When a Company has no Trading Fleet left and may no longer rebuild one (Treasury <3 Louis), its owning power may declare it bankrupt.
  • Effects:
    • its structure becomes 0
    • the company no longer exists (no PP adjustment for dividends every turn). The power is considered to have no Trading company.
    • the power loses 3 PP

5. Diplomacy

5.0 Introduction

  • During this phase, short negotiations are allowed between players, either at the table or away from it to discuss tactics or plans in secret.
  • The diplomatic phase takes place immediately after the commercial phase in the spring, and at the very start of the fall.
  • So as to not prolong the game too much, it is recommended that this phase is limited to a maximum of ten minutes.
  • Verbal promises or agreements have no "official" value in the game (only peace treaties or alliances do).
  • During this phase (only) players may freely exchange their random event chits, in either public or secret.

6. Political

6.0 Introduction

  • Politics is the central activity of all players, in their struggle to dominate Europe (and thereby the world). Though wars will be fought, they are but a continuation of the State's policies.
  • There are many political decisions that can be made, and they are all equally important as they will impact the Prestige of the State (the main focus of the game).
  • Political decisions include: negotiating alliances, wars and peace, dealing with minor countries etc.

6.1 Order of the Political Phase

During the Political phase these actions can be taken:

a) creation or dissolution of alliances (may be announced or written) b) every power (or Alliance) at war announces their peace proposal(s) c) signing/acceptance (or refusal) of each peace proposed d) political control of minor countries: 1) bids (secret), 2) control test e) declarations of war: 1) free casus belli, 2) for the 1st declaration of war - reactions - call to allies - "external" interventions - war with minors, 3) other conflicts (idem for the 2nd ...) f) minor country reactions (if declared war on) g) territorial claims h) financial grants i) ceding of regions between allies (followed by "peasant"/inhabitants reaction)

6.2 Foreign Affairs Minister

  • The minister with the most important role in Grand Siècle is that of the Foreign Affairs Minister. Every power benefits from renowned statesmen holding this position.
  • On each Player Aide is a list of the Foreign Affairs Ministers available to each country. Where for certain periods of the game a power has no such minister, it is merely a reflection that the current minister is not good enough to have an impact on the game.
  • It is possible that a minister is additionally a Monarch or a general, who has united several ministerial functions (foreign affairs, marine or war).
  • Also possible is that a power benefits from several foreign affairs ministers at the same time. This being the case, the power utilises only the one with the greatest capacity (modifier).
  • Each foreign affairs minister has a "political" value of 1 or 2. A power without a minister has a default value of 0.
  • The "political" value is represented by the letter "E" (note: E = a value of 1, E² = a value of 2).
  • Foreign affairs ministers allow the player to benefit from favourable bonuses on certain political dice (1st declaration of war, declaration of war without free casus belli, order of declarations of war, etc...) and give an increased representation during collective decisions on behalf of an Alliance (peace proposals or answers, negotiations, ratifications of peace treaties).
  • A foreign affairs minister also provides a political bonus of +1 on diplomatic efforts to control minor countries, whatever the value of the minister (E or E²).
  • Each minister has a life expectancy and must undergo life tests after a certain age (27.1).

6.3 Marine Minister

  • The marine minister plays only a secondary role, providing a bonus (only the yellow dice need be rolled) for the creation of new commercial fleets (4.13-E) or war fleets (16.16-E). He also allows war fleets to be built without the risk of a "peasant" reaction (17.3-E).
  • A marine minister is identified by a letter "M" on the character's counter.

6.4 Minister of War

  • As with the marine minister, the minister of war plays a secondary role. He allows the raising of regiments without needing to roll for a "peasant" reaction (17.3-D).
  • A minister of war is identified by the letter "G" on the character's counter.

7. Alliances

7.0 Introduction

  • Powers may freely agree on alliances between each other. However, it is only possible to enter into one "Alliance" at a time. The term Alliance is generic and refers to all powers linked by that alliance. (All the powers forming an alliance are considered mutually allied).
  • Where a player is playing two powers, these may never enter into an alliance with each other, either directly or through a coalition.
  • The aim of alliances is (in principle) to create a non-aggression pact and offer mutual assistance in times of war. Alliances also allow powers to cede or exchange provinces under their control (which is otherwise forbidden).
  • Example: France is allied to Sweden. Poland or Austria (the second power played by each player) cannot join this Franco-Swedish alliance, as they would be joining their "partner". However, Poland and Austria are free to conclude an alliance between themselves or with any other powers.

7.1 Creating (and breaking) Alliances

  • An Alliance is officially created once at least two powers (not yet being allied) ally; the Alliance is then announced publicly to all other players. In the same fashion, a power may freely leave an Alliance.
  • Example: Spain and Austria, allied to no other powers, announce their intention to ally. From then on they form an Alliance, each immediately gaining 1 Prestige Point.
  • Alliances are created or terminated during the sub-phase (a) of the Alliances phase.
  • If necessary, declarations of alliances (or terminations thereof) may be written. They must then though be announced publicly (in no particular order) to come into effect.
  • Being allied gains the power 1 Prestige Point (no matter how many powers in the alliance). No longer being allied loses this Prestige Point (more in certain cases, 7.2-D).
  • A power wishing to join an existing Alliance may only do so with the unanimous consent of all members of the Alliance.
  • Example (cont.): England announces her desire to join the Austro-Spanish Alliance. Austria and Spain both agree that they are in favour (unanimity). England now joins this Alliance and it becomes a Anglo-Austro-Spanish Alliance. England also gains 1 Prestige Point (Austria and Spain gain nothing as they are already in the Alliance).
  • Where powers disagree over new members, Alliances may be terminated and new ones created.
  • Two allied powers may not voluntarily terminate their alliance when at war together against the same enemy. The only exception to this is the random event "Perfidie" (perfidy) or due to a Political Crisis during the negotiations of a peace (14.4). Involuntary terminations of alliances are allowed (e.g. Forced peace or a power victim of the random event "Fanatisme religieux" (religious fanaticism) which must end all alliances it has with powers of a different religion).
  • Leaving an alliance costs the power 1 Prestige Point.
  • A power requesting to join an Alliance may make a condition of its acceptance, the acceptance of another power(s), not currently in the Alliance, joining.
  • An Alliance lasts as long as at least two powers are part of it. It ceases to exist once this minimal condition is no longer met.

7.2 Advantages of an Alliance

  • Powers being in an Alliance may not declare war on other powers in the same Alliance (exception: 7.5).
  • Being allied to a power that enters into a war allows the power a free declaration of war that turn against the opposite side (without the need to roll any dice) (18.7-A & 18.8-B). It does also offer the possibility of declaring war at a later stage; however, this later declaration will not be free nor automatic (18.11).
  • In a period of war, the warring allied parties (and their minors, 8.6) may combine their armies and war fleets, and are free to enter each other's territories. During peace (only) they may cede or exchange provinces.
  • A power in an alliance is expected to come to the aid of its allies if "called" (18.7), otherwise it faces breaking the alliance and losing 3 Prestige Points (for breaking its word).
  • If a power leaves an Alliance, its armies and war fleets must leave the territories of its ex-allies within two turns (if not they are destroyed and removed from the game). Powers still in the Alliance must also leave that country's territories or face the same consequences.
  • As long as a power has a military stack in an ex-allied territory, it may not declare war on that power (unless it chooses to destroy this force).

7.3 Political Decisions

  • Certain political decisions concerning an Alliance must be voted on and adopted by the majority (has to be 50% +1): proposals, responses, negotiations and accepting a peace.
  • Each allied power has 1 vote + the value of their current foreign affairs minister (6.2).
  • If a Power does not abide by the decision of the Alliance, there is a Political Crisis within the alliance (loss of 2 Prestige Points for all members, see 14.4).

7.4 Common Enemy

  • During a period of war, it may happen that different powers (or Alliances) find themselves at war with a common enemy (either a power or an alliance). They are henceforth considered to be in the same "Camp", even if not officially allied.
  • They must move at the same time, but their armies and war fleets may not combine, nor may they enter into each other's territories.

7.5 Betraying an Alliance

  • If a power uses a Free Casus Belli against an ally (18.1-D), or against a minor country controlled by an ally (8.4), it immediately breaks the alliance (loss of 1 Prestige Point).
  • This power may now immediately declare war on its ex-ally (allies), as it is no longer considered part of the Alliance.
  • A power may not use a free casus belli against an ally if it is involved in a war already for at least 1 turn or more.

8. Minor Countries

8.0 Introduction

  • A number of minor countries exist in the game (having their own government, army, administration, nobles etc…) consisting of one or more provinces.
  • The minor countries are: Anspach, Baden, Bavaria, Denmark, Hannover, Hesse, Lorraine, Malta, Marocco, Oldenburg, Pfaltz, Portugal, Rome, Savoy, Saxony, Switzerland and Venice.
  • Minor countries are in principle neutral. However, they may become politically controlled by player powers, offering their "protection".
  • The political control of a minor is not guaranteed and may be difficult to maintain; minor countries being continuously under pressure from other powers to join their side.
  • Nevertheless each minor country has its preferences towards certain player powers, either geopolitical or dynastic. Every power receives a "political bonus" per minor; the greater this bonus, the easier it becomes for the player power to influence that minor.
  • In the spring, every player may make only one attempt to control a neutral (or enemy controlled) minor. To do so the player must write down the power attempting, the target minor and the bid in Louis.
  • Note: Only one of the player's powers may attempt a minor control, even if the player controls two powers.
  • Where several powers are attempting to control the same minor, only the one bidding most Louis may make the roll.

8.1 Political Bonuses

  • Every power benefits from a "political bonus" for certain minor countries (see power card).

8.2 Control

  • Every player secretly writes down in the relevant square on the Player Aide the power that will try to control a minor: the name of the target minor and the sum of Louis being bid (note a minimum of 1 Louis is always required).
  • Example: In 1702, the France / Poland player decides to attempt a diplomatic minor control action with Poland against Saxony (currently under Prussian control). He bids 3 Louis and writes this down on his Player Aide. He may not now also do a diplomatic minor control action with France this turn (France may though make defensive bids on countries it already controls).
  • All powers may additionally give money to minor countries already under their control (to reduce the chance of other players taking control of them); these are to be noted on the Player Aide.
  • Attempts to control minors (and defensive bids) take place during sub-phase (d) of the Political Phase.
  • A power may control an unlimited number of minor countries.
  • A power may though never attempt to seize control of a minor from which it has annexed a hereditary province (32.2).
  • In a period of war, no attempts at political control may be made on minors at war, allied to their protector (8.6), except under the provisions of the random event "Alliance" (n°16).

8.3 Minor Control Test

  • Once all players are ready, they reveal their bids simultaneously.
  • A control test is then done for each minor targeted. Only the power that has spent the most (in Louis) for that minor may roll (if equal, 33.1). The defending controlling power has the advantage that its Louis bid is doubled.
  • Example (cont.): After all bids have been revealed, Poland is the only power to make a minor control attempt against Saxony, though Prussia has made a defensive bid of 1 Louis (this Louis counts as doubled for this purpose). Poland may roll to control Saxony as it has spent more than Prussia (3 Louis, whereas Prussia's bid was 1 Louis x 2 = 2 Louis).
  • The control test takes place in the sub-phase (d) of the Political Phase.
  • If the power with the biggest bid is also the power currently controlling the minor, no test is required (it maintains its control over the minor) unless it wishes to activate the minor (8.6).
  • The testing power now rolls two dice to establish the reaction of the minor country; to this roll are added any political bonuses (see table 8.1) and +1 if the power has a foreign affairs minister (regardless of their value, +1 or +2).
  • If the minor country is neutral, a result of 10 or more succeeds to establish the rolling power as its protector. A result of 9 or less means the minor country stays neutral.
  • If the minor country is already controlled by a power, one must deduct any political bonuses (including foreign affairs minister's) from the roll; on a result from 10 to 12 the minor terminates its relationship with the power and becomes neutral (non-controlled); on a result of 13 or more the minor country accepts the rolling power as its new protector. A result of 9 or less means the minor country stays under the control of its current protector.
  • An unmodified result of 10+ is always a success, regardless of any other modifications.
  • Allies of a power controlling a minor may not refuse entry of the minor country into their Alliance (7.1). They must either leave the Alliance or accept the minor country as a potential future Ally in case of War (see 8.6).
  • Example (cont.): Poland rolls its control test against the minor country Saxony. It has a political bonus of +3 and its current foreign affairs minister is Patkul, so an additional +1. However, as Prussia is currently Saxony's protector it provides a malus of -1. The net modification on the roll is therefore +3. The Polish player rolls a 7, modified to 10. Saxony ceases to be controlled by Prussia and becomes an uncontrolled minor (a roll of 13 or more was needed for Poland to become protector itself).

8.4 Protector

  • Once a power becomes protector of a minor country it effectively becomes the "guardian angel" for that minor. This honour is worth 1 Prestige Point (the loss of a minor results equally in the loss of 1 Prestige Point).
  • The controlling power is now responsible for the security and protection of the minor country: a declaration of war on the minor by a foreign power automatically extends to the protecting power (costing no loss in Prestige to the minor country's protector).
  • A protecting power may never declare war on its own minor countries. An ally, in principle, may not declare war on another power's minor countries, as they are considered part of the Alliance (unless the Alliance is being broken, 7.5).
  • A protecting power may not voluntarily lose control of a minor power (or refrain from coming to its aid).
  • Control of a minor country may only be lost through:
    1. Another player successfully rolling to take control during sub-phase (d) of the Diplomatic Phase.
    2. The play of the random event "Alliance" by another power.
    3. The spontaneous return to neutrality by a minor during a period of peace.
    4. The military conquest of all provinces belonging to the minor by an enemy.
  • If a minor country is at peace, the protecting power has rights-of-passage through its provinces in all cases, but not the right to garrison or stop in them. War fleets may also enter a minor's military port, but may not remain there. A protecting power may authorise its allies to also benefit from its rights-of-passage.
  • If a minor country is at war, the protecting power, its allies and enemies may enter and remain freely in any of its provinces. This also applies to all war fleets.

8.5 Minor Countries at War

  • Once a power goes to war (for whatever reason) all minor countries under its protection are tested immediately to gauge their attitude (either remain neutral or join the war).
  • This test takes place in the sub-phase (f) of the Political Phase.
  • Roll one dice; if it is equal to or more than 4, the minor joins the war on behalf of the power for the duration of the war (8.6). It is now considered a "minor ally" of that power. The dice is modified by +1 if the power currently has a foreign affairs minister in office (regardless of his value).
  • On a roll of 3 or less, the minor remains neutral and does not join the war. It is still though considered under the protection of that power.
  • Example: In 1714, Austria goes to war. It tests for the three minor countries under its protection to see if they join or not: Savoy rolls a 2, Pfaltz rolls 5 and Baden rolls a 4. Savoy stays neutral, whereas Pfaltz and Baden choose to enter the war on the Austrian side (as minor allies).
  • If during a war a player power gains control of a new minor country, they may roll that turn (as above) to see if this new minor joins the war or not.
  • Where a minor refuses to join the war, the protecting power may try again the following turn to call its minor again. The protecting power must first though succeed in a control test* on the minor. A success allows the protecting power to again roll the dice to see if the minor joins the war or not (as above).

*This control test will count as that power's minor country control test for that turn (8.0-F).

8.6 Minor Allies

  • In a period of war, when a minor goes to war at the side of its protector it is referred to as a "minor ally".
  • If war is declared on a minor country, it automatically becomes the "minor ally" of its protector.
  • The protector controls and plays all the forces (armies, fleets) of its minor allies as if they were its own.
  • The minor ally is now a full member of any Alliance its protector belongs to (7.1). The minor will drop out of the Alliance should its protector cease to be at war. If the protector again goes to war, a new roll must be made to see if the minor country joins in or not (8.5-C).
  • A minor ally disposes of all its regiments* once it goes to war, its artillery train (Bavaria, Hanover, Saxe, Denmark, Venice, Savoie, Portugal), and any war fleets it may possess (Denmark, Portugal, Savoy, Venice). It does not have any generals or depots.

*Except those with provinces of origin (16.9-B) that have been annexed by another power.

  • All regiments are placed in their province of origin* (16.9).

*The player decides which if there are two.

  • Military units of the protector may enter and remain in the minor's provinces (this also applies to both other allied units and those of any enemy).
  • The minor ally is now totally controlled by the protector. This is simple as it does not collect taxes, nor does it have to pay for units.
  • A minor country may recruit one (and only one) unit per regal phase. The choice must be made between: a regiment, an artillery train or (where allowed) a war fleet (16.15). It does not need to test for the peasants reaction to raise this military unit (there will not be any revolts, 17.3).
  • The protecting power may lend a minor ally its depots or generals. Once purchased, depots may be placed directly with a minor ally's stack if it is in the minor ally's territory. Generals not on the board may also be placed directly with minor ally stacks in their home territory. Depots or generals may also pass from a protector's stack to that of a minor ally (and vice versa). If the minor country ceases to be a minor ally any lent depots in their stacks are destroyed and generals are temporarily removed from play (until the next turn).
  • The protecting power may pay for its minor ally's supply (23.2).
  • A minor ally may not recruit mercenaries, nor build new war fleets (but may rebuild destroyed ones).
  • If the minor ally's protector makes peace, the minor ally is considered to do likewise (on the same conditions imposed on its protector).

8.7 Conquering a Minor Ally

  • Once all provinces of a minor ally are under the military control of an enemy (22.6), the power has the following choice during the next sub-phase (a) of the political phase:
    • impose itself as new protector (no roll required).
    • continue to occupy the provinces (with the aim of obtaining some/all of them in a subsequent peace).
  • If the conquering enemy chooses to become the new protector of the minor country, he gains 1 Prestige Point and the previous protector loses 1 PP. All regiments (and any artillery) still in play are removed. Any war fleets are transferred to the new protector immediately (change sides).
  • In exchange, the enemy, now the minor country's new protector, returns all conquered provinces (and can therefore not annex any in any subsequent peace as the minor is now its ally). The minor country becomes a "minor ally" of its new protector for the duration of the war and the new protector may raise new units as normal (8.6).
  • If the conquering enemy chooses not to become the protector (in the hope of annexing one or more provinces in any subsequent peace), it retains control of the minor's provinces and the minor ally's military units continue to fight for its previous protector.

8.8 Minor Country Neutrality

  • During each turn of general peace (during the neutrality phase), each minor country attempts to free itself from the control of its protector. Roll one dice; if the result is a 6 the minor country becomes neutral once more and ceases to be under the control of its protector.
  • No Prestige is lost by a power losing control of a minor in this fashion.

8.9 Aggression against Minor Countries

  • In a turn of general peace, a player power may declare war on an unprotected neutral, causing a new European conflict (18.5). The player power may only declare such a war with a valid casus belli against the minor country (18.1).
  • All other powers (except the second power of that player) benefit from a free casus belli (18.1-D) against that power. The aggressed minor country becomes automatically the minor ally of one of the foreign powers who use their free casus belli to declare war on its behalf. All powers (declaring war) roll a dice modified by their political bonus (and a further +1 if they currently have a foreign affairs minister); the power with the highest score receives the minor country as their minor ally (if scores are equal, the power with the higher Prestige, 33.1). The selected power gains 1 Prestige Point as new "protector" of the minor country (8.4).
  • If no powers come to the aid of the minor country (by declaring war on the aggressing power), the minor country is considered automatically defeated, without need for any combat to take place. If the minor country is made up of several provinces, it cedes one of these provinces to the aggressing power (chosen by the power). If the minor country consists of only one province, it is annexed and ceases to exist.
  • The aggressing power is obliged to accept the above peace, limited to annexing only one* province**. The provinces chosen need not be officially claimed provinces (11), this being an exception to the rules of claimed provinces.

*Turkey has the privilege to annex automatically the whole minor country if it is not supported.

**If the minor country is a principality (32.9), it is annexed in its entirety.

  • All the player powers lose 2 Prestige Points if they allow such a "despicable act" to take place (including the 2nd power of the player… even if it could not intervene).
  • In a period of war, player powers at war are allowed to declare war on unprotected minor countries. In this case the minor is automatically played by one of the powers in the opposing camp and becomes that power's minor ally (18.4).

Note: During a period of war, a power who is not itself involved in a war may not declare war on an unprotected minor country.

8.10 Existence of Minor Countries

  • A minor country may disappear during the course of a game, if it is entirely annexed. It may also though be "resurrected" if in a subsequent peace treaty this is one of the clauses (political clause, 14.18).
  • Of note is that exceptionally new minor powers may be created during the game by a successful "Ethnic Revolt" event (n°20); their political bonuses (33.7).

8.10 Anspach, Rome and Switzerland

See 32.12, 32.19, 32.20 for special rules on Anspach, Rome and Switzerland.

8.13 Minor Artillery Units

Bavaria, Hanover, Saxony, Denmark, Venice, Savoy and Portugal have Artillery units.

8.14 Minor War Fleets

  • Denmark has 3 War Fleets, Portugal 2, Savoy 1 and Venice 1. If the country is annexed, its fleets are removed from the game (until the country is independent again as per 8.10).
  • Naples (not an independent minor) has a War Fleet if it is Austrian- or Spanish-controlled.
  • Danish Fleets may never leave Mare Britannicum, Mare Germanicum and Sinus Botnicum. Fleets of Naples, Savoy and Venice may never leave the Mediterranean (including Mare Nigritum).
  • Portuguese Fleets may not leave the European seas.

9. The Two Powers of a Player

9.1 The Two Powers of a Player

  • The two powers played by the same player may never be allied or grant each other money.
  • The two powers of a player may not offer or accept any peace conditions to each other. If one is part of an Alliance against the other, its share of the conditions may only be used by the other Alliance members.
  • It is possible that due to declarations of war, the two powers of a player find themselves in opposing Camps. This is allowed (the powers linked are sufficiently distant to minimise their chance of direct conflict).

9.2 Game with 6 or more players

  • One or more pairs of powers are shared and played by two players; the others are always played by the same player. The choice of shared pairs is freely decided between the players at the start of the game. The game is played the same way, except:
  • The powers of a shared pair are no longer linked to each other; 9.1 doesn't apply to those powers.
  • The two players of an ex-pair only receive events once every other time; the first to draw being the one starting with the highest income.
  • These players double their VP at the end of the game (since they only play one country).
  • Each Power with a single player receives a fortress at the start of the game.

10. Annexations

10.0 Introduction

  • A province may be annexed by a power under certain conditions:
    • it must be officially claimed (11).
    • it must border the power or be an island (10.1-B). The annexation will then generally take place during a peace treaty.
  • There are though certain exceptions:
    • "disputed provinces" are automatically claimed and annexable without a peace treaty (10.1),
    • other provinces claimed are annexable even without a common border (e.g. Italian States lost national provinces...).
  • A Principality must be annexed in its entirety if it is demanded in a peace. Exception: any disputed provinces are negotiable (if there are any).
  • A Trade-Post is annexable even without a claim. It may be annexed through a peace (if demanded), as long as the power currently has military control of it for two complete turns (22.6).

11. Claimed Provinces

11.0 Introduction

  • At the start of the game, every power has claims to a number of provinces. The list of these can be found on each Player Aide.
  • A power may publicly announce that it claims another (new) province at the start of the political phase, but any such declaration loses 2 PP, or 3 points if the selected province is a hereditary one (32.5).
  • This announcement is made in the sub-phase (g), territorial claims.
  • A power automatically claims all provinces it has lost during the course of a game (at no cost to Prestige).
  • A power involved in a disputed province automatically claims that province.
  • Important: A province (or Principality) claimed must have a common border with the power or be an island.
  • To claim an island: Malta, Corsica, Sardegna, Sicilia, Baleares, Ireland, Gibraltar or Scotland (considered as an island), a power must possess a war fleet.

11.1 Capitals

  • Provinces with the capital of a power in them may not be claimed.
  • There are though three exceptions:
    • Amsterdam may be claimed by France in certain scenarios (1661-1699);
    • Vienne may be claimed by Turkey in certain scenarios (1661-1699);
    • Saint Petersbourg may be claimed by Sweden or Poland as long as the province Ijorie has a status as Baltic Province (9.1-H);
    • Varsovie may be claimed from 1780.
  • If a capital is annexed, the capital is considered to transfer to another city of the player's choice.

11.3 Minor Countries

  • A minor country may not claim provinces (except those it has already lost). It may only re-annex such provinces if its protector receives them as part of a peace treaty.

11.4 Principalities

  • A power may equally claim a "Principality" (9), consisting of all provinces in it. These provinces may not be claimed or annexed individually (they can be ceded in a peace treaty though).
  • Such a claim allows the entire Principality to be annexed, as if it was only one province (14.13).
  • Note, no hereditary provinces may make up such a Principality.
  • Claiming a Principality costs 2 Prestige Points regardless of the number of provinces involved.

11.5 Off map provinces

  • Off map provinces (Russian and Turkish) may never be conquered or claimed (and therefore annexed).

11.6 Exceptional Cases

  • Certain provinces are always claimed by certain countries and are automatically annexed after two seasons of control:
Regionanauesfrhopoprrusutudave
Saint Empire-R----R-----
Etats Italiens-RRR-

Table key (as printed): the column headings are the abbreviations printed in the source; the 11th column is that of the Kingdom of Denmark (da) and the 12th that of the Republic of Venice (ve).

  • R: the provinces are automatically claimed; they are annexable even if no common border exists with the annexing player's power.
  • A: the provinces are automatically claimed and annexable without need of a peace treaty (if they are militarily controlled for 2 seasons).
  • A^: idem, but Horde Principality must be annexed in its entirety.
  • A*: idem, but only by powers having a war fleet.
  • A¤: Istria by Austria, Illyria by Turkey.
  • Not shown in the table: Savoy may annex Sardegna and Sicilia as disputed provinces if it still owns the province Piémonte.
  • The "Italian States" are Venice (Venezia, Istria, Illyria), Savoy (Savoia, Piemonte, Corsica), Rome* (Roma, Marcha), plus the provinces Lombardia, Toscana and those of the Principality of Naples (Napoli, Puglia, Calabria, Sicilia, Sardegna).

11.7 Renouncing Claims

  • A power may renounce, at the start of the political phase, the claim of a province or Principality (9).
  • A power may never renounce claims to its hereditary provinces, or provinces claimed automatically (11.6).
  • This declaration must always be voluntary, never forced. It costs the power 1 Prestige Point.

12. Financial Grants

12.0 Introduction

  • Only financial grants (in Louis), without interest or need of repayment, are allowed between powers that are allied. There is no maximum to such grants.
  • Such grants take place in the sub-phase, financial grants.
  • If a power grants money, the receiving power may not, in the same turn, make a financial grant to the second power of that player.

Example: In 1729 England gives 15 Louis to Russia. Russia now cannot, for this turn, make any grants to Turkey (as it is the second power of the English player).

13. Ceded Provinces

13.0 Introduction

  • Allied powers may, in certain circumstances, cede non-hereditary provinces (32.2) to each other. However, such a transfer of provinces is seen in a bad light by the giving power's nobles (loss of Prestige, potential revolt).
  • A power may only cede one province, to an ally of his choice, once a year.

13.1 Ceding

  • A power may cede one (and only one per year) non-hereditary province (32.2) to an ally as long as both powers are at peace.
  • This costs the ceding power 3 Prestige Points immediately and a roll must be made for the Peasant reaction (a reaction occurs if the red dice is bigger than the Yellow, 17.1).
  • The receiving power gains 1 PP for the acquisition of any such provinces.
  • A Principality (32.9) may be ceded as if it were one province.
  • Exception: A power may not cede a Principality if it is considered "national" (e.g. Ireland for England, Hungary for Austria etc…).
  • Exception: Except during a peace agreement.
  • If Flanders (Flandre, Brabant) is ceded to one of the following powers: France, England, Holland, the other two receive a permanent free casus belli against this power (as long as it continues to possess Flanders).
  • Ceding of provinces takes place in sub-phase (i) of the political phase.

13.2 Exchanging Provinces

  • Rather than ceding a province to an ally (one-way transaction), two allies may mutually simultaneously cede non-hereditary provinces to each other.
  • If this is the case a Peasant reaction test is rolled (17.1) for each of the two powers. The loss of Prestige is also limited to 2 points (each, but none is gained for acquiring the province).

14. Peace

14.0 Introduction

  • A power (for reference "X") may officially propose peace to an enemy (for reference "Y") to end a war. The peace may contain "demands" or inversely "concessions". For it to be valid the type of peace offered must be announced publicly.
  • There are five types of peace:
    • White Peace (every power keeps what it had before the war erupted, there are no demands). ;
    • Status Quo (idem, but the current military situation allows for 1 demand (concession) ;
    • Compromise (the two powers may make up to 2 demands each) ;
    • Victorious Peace and Surrender (one power is recognised as the winner and can make several demands) ;
  • The power Y, informed in principle of the type of peace on offer, responds Yes or No if it accepts to discuss peace on this basis. If Y refuses, the peace is considered rejected without any negotiations taking place. If Y accepts, the peace may be discussed further (even if it is eventually rejected).
  • The refusal of a peace proposal often results in (equal) loss of Prestige for both sides, in general from 1 to 3 points.
  • One should consider carefully before offering (or refusing) a peace – or even making excessive demands – as this may avoid costly losses in Prestige.
  • In general demands are territorial. The principal policy being "two for one": occupy two enemy provinces to demand one province in the peace.
  • During peace discussions an Alliance is considered as a whole. The peace may only be proposed by/to the whole Alliance, and not by/to separate powers (14.3).
  • To facilitate the various demands (and limit excesses), they are grouped into six categories: territorial, prestigious, financial, commercial, military, or political.

14.1 Order of Peace Proposals

  • Power X announces its proposal to power Y.
  • The order of proposals is unimportant, if necessary though in decreasing order of Prestige (33.1).
  • The demands take place in the sub-phase (b) of the political phase, announcing peace proposals.
  • Power X may propose only one peace to power Y.
  • If power X proposes a peace to Y and in turn, Y wishes to propose a peace to X, the peace to be considered is in order of priority:
    • common consensus (as agreed by the players);
    • from the "severest" (victorious peace > compromise > status quo > white peace).
  • If a multitude of peaces are to be negotiated between different enemies, the severest is chosen. If equal in severity, the peace of the power with the most favourable military situation (14.2) has priority.
  • The notion of "enemy" is considered only as those power enemy to each other in the proposed peace (X and Y and their allies).
  • Where two powers are proposing peace, only one is valid and discussed.

14.2 Military Situation

  • A power may benefit from a favourable military situation. This will have the effect of encouraging an enemy to negotiate a peace.
  • Powers X and Y evaluate their military situation by counting the number of enemy provinces under their control (22.6). Occupied trade-posts do not count.
  • The control of an enemy capital counts as 2.
  • The partial (at least 1 province) or full control of a minor ally counts as ½ (rounded up).
  • The control of one or more provinces of a Principality (32.9) of the enemy counts as only 1 province.
  • If a power benefits from a military situation of a difference of 2 or more in their favour, a Compromise peace is more easily negotiated: the enemy power will lose 4 PP if it refuses the peace, versus only 2 PP for the proposer.
  • A difference of 4 or more in a power's favour, a Victorious peace is more easily negotiated (with, as above, the loss of -4 PP for the enemy and -2 PP for the proposer).

Example: Spain is at war with England; Spain occupies Leister and Mounster (provinces in Ireland, an English Principality), as well as Kent. Spain also occupies all provinces of Portugal (an English minor ally). The military situation against England is valued at 1 (Kent) +1 (Ireland - Principality) + ½ (Portugal), a total of 2½. This is rounded to 3.

Military Situation:

  • 1 province
  • 1 Principality (even if only partially occupied)
  • ½ minor country (even if only partially occupied)
  • 2 capital
  • 0 trade-post

14.3 Alliances

  • If a peace is proposed to (or by) an Alliance, one proceeds in the same manner: read "Alliance X" instead of "power X". Likewise for Y.
  • Reminder: an Alliance (7) is considered as a whole.
  • No warring allied power may make a separate peace proposal; the peace may only be proposed by the Alliance as a whole. Inversely a peace must be offered to a whole Alliance and not one of its warring members.
  • However, certain exceptions do exist; a separate peace may be proposed involuntarily in the following circumstances:
    • random events;
    • death of a Monarch.
  • Political decisions of an Alliance (proposition peace proposals, responses, negotiations, and signing thereof) must be approved by the majority of its warring members (7.3).
  • All (temporary) losses in Prestige apply to each of the warring members.
  • The evaluation of the military situation of an Alliance (and that of its enemies) is done on the basis of all warring members.
  • Any losses and gains in Prestige for demands conceded or received are counted individually for each ally.
  • Allied powers, not involved in the conflict, do not take part in any decisions (even though members of the Alliance).

14.4 Political Crisis

  • If a peace is accepted and signed (or refused) by an Alliance, the allied warring powers opposed to (or in favour of) the peace may reject the peace and leave the Alliance to continue (end) the war.
  • Such a political crisis costs all warring members of the Alliance 2 Prestige Points.
  • Members thus leaving an Alliance may immediately form a new Alliance (without any gain in Prestige).

14.5 White Peace

  • No demands may be made. There is no need for negotiation to establish if the peace will be signed, as there are no conditions attached to discuss.
  • The peace is demanded in the following order:
    1. Power X announces the offer of a white peace to power Y.
    2. Y responds "yes" or "no":
      • if yes, the peace is signed;
      • if no, X and Y lose 1 Temporary Prestige Point each.
  • If the peace is concluded, all powers return currently military occupied provinces (and trade posts) to their previous owners.

Example: Spain offers a white peace to Turkey. Turkey refuses. Both sides lose 1 Prestige Point (temporarily).

14.6 Status Quo

  • This peace is similar to a white peace; however one of the powers X or Y may annex 1 province (or trade-post) that it currently occupies militarily and officially claims.
  • Exceptions: A Principality may not be chosen (unless it is a disputed province), nor can a hereditary province of X, Y or their allies (32.2).
  • The peace is demanded in the following order:
    1. Power X announces the offer of a Status Quo peace to Y, and indicates the province it wishes to annex (or cede to Y).
    2. Y responds yes or no:
      • if yes, the peace is signed;
      • if no, X and Y both lose 2 Temporary Prestige Points.
  • If the peace is concluded, all powers return currently military occupied provinces (and trade posts) to their previous owners.

14.7 Compromise

  • Power X proposes a peace to power Y, where each side will negotiate 1 or 2 demands.
  • No hereditary province may be ceded.
  • Military situation: to be judged favourable if X or Y has 2 or more MS advantage.
  • The peace is demanded in the following order:
    1. Power X announces the offer of a Compromise to power Y.
    2. Y responds yes or no:
      • if yes: X and Y have 5 minutes to negotiate their demands (1 to 2 each), otherwise the peace fails and it is considered a no;
      • if no: X and Y lose 3 Temporary Prestige Points each. If X had a favourable military situation its losses are limited to -2 TPP whereas Y loses -4 TPP (or the inverse if Y had a favourable military situation). This is done on a case by case basis for Alliance members.
  • If peace is concluded, the demands are met and all powers return currently military occupied provinces (and trade posts) to their previous owners.

14.8 Victorious Peace (or Surrender)

  • Power X claims it is the winner. Only Power X may demand conditions from power Y (who is the defeated). To be considered a Victorious Peace, it must be a Surrender for the opposing Power.
  • Conditions:
    • Power X controls one or more provinces of Y.
    • Power Y controls no provinces of X (trade posts not being considered).
    • Provinces of minor allies of X and Y do not count in this case.
  • Military situation: judged in favour of power X if the difference is 4 or more.
  • Power X may demand up to 1+(MS/2 RU) conditions from Power Y.
  • The peace is demanded in the following order:
    1. Power X announces a Victorious Peace against Power Y and indicates the conditions demanded.
    2. Y responds yes or no:
      • if yes, the peace is signed;
      • if no, X and Y lose 3 Temporary Prestige Points each. If X has a favourable military situation, its loss is limited to -2, whereas Y loses -4.
  • A hereditary province may be demanded and annexed as one of the conditions by X, as long as it is militarily occupied and officially claimed.
  • If peace is concluded, Power X receives its demands and all powers return currently military occupied provinces (and trade posts) to their previous owners.
  • Inversely, Y may recognise X as the winner (Surrender), in which case X follows the above procedure.

14.10 Refusing a Peace

  • Refusing a peace infers the loss of Prestige for all sides.
  • In a political crisis for an Alliance, the loss of Prestige is for the refusing camp and for the enemy camp.

14.11 Temporary Prestige

  • PP loss and gains are usually permanent. However, some events cause Temporary Prestige losses: they are Declaration of War without a Casus Belli and Peace refusals.
  • Decrease the PP marker on the Prestige track, and increase the Temporary PP marker by the same amount. Temporary PP cannot go higher than 10, but the PP marker continues to go down even when the Temporary PP marker is stuck at 10.
  • Temporary Prestige recovery is described in 14.20.

14.12 Peace Demands

  • During peace negotiations, each power may demand one or more conditions, depending on the peace chosen.
  • Once an Alliance negotiates its conditions, its members must reach a majority agreement (7.3) on the split and nature of the conditions demanded.
  • There are 6 different conditions that may be demanded: territorial, prestige (normal or considerable), financial (normal or heavy), commercial, military (normal or draconian), and political.
  • By default, demanded conditions of prestige, financial or military are considered "normal" if not otherwise stated during the negotiations.
  • To facilitate the comprehension of the conditions demanded, the Monarch demanding them is referred to as "D" and the monarch according them is referred to as "E". Note, if the peace is being concluded with an Alliance, some conditions may apply to several of the Monarchs, referred to as "Es".
  • Each condition demanded must be of a different nature.

14.13 Territorial Demands

  • Monarch D wishes to annex a number of provinces from those officially claimed (11), or trade-posts (if militarily occupied).
  • He may demand between 1 and 3 provinces depending on the current global military situation with E and his allies:
SituationNbr provinces
0-21
32
4+3
  • The above is a maximum; D may demand less if he so desires.
  • If this condition is demanded by an Alliance, Monarchs D must agree on the partition of provinces. If they cannot agree, the decision is taken by a majority vote (7.3); a political crisis is possible (14.4).
  • Each province demanded must be officially claimed by D (11) and be a part of the kingdom of Monarch E, or one of his minor allies.
  • The term province refers to a single province, a whole Principality or a disputed province.
  • The province containing the capital of a minor ally may only be demanded if it has been conquered and if there are no other provinces available belonging to that minor (in the peace).
  • A trade-post may be demanded (instead of a province) if D has invaded and currently has military control of it (also see Event 12).
  • A national province of a minor ally of D (as protector) previously lost may be demanded, for that minor, from E.
  • All provinces demanded must be indicated by D during the peace negotiation.
  • This condition gains 1 PP for Monarch D and costs Monarch E.
  • To this is added the "perceived value" of the province ceded:
    • 0: trade-post;
    • 1 point: province of value 0, ½ or 1 Louis;
    • 2 points: province of 2 or 3 Louis, or a Principality (regardless of its value in Louis).
  • If a Principality is demanded, it is possible to exclude one or more disputed provinces attached to it (for example negotiate Hungary with or without Banat).

Example: Prussia proposes a Status Quo Peace to Austria. Prussia demands Silésie, which it currently militarily occupies and claims. Austria accepts and demands nothing in return (it currently occupies no Prussian or Prussian allies' territory). The Peace is concluded. Prussia gains 2 Prestige Points: 0 points for the condition Territorial demanded, as it is a Status Quo peace, + 2 PP as Silésie has a value of 3 in revenue; Austria loses 2.

14.14 Prestige Demands

  • Monarch D wants glory. Demanding this condition may gain him 3 (or 5) Prestige Points, depending on the nature of the peace. Monarch E will lose as many.
  • This condition may only be demanded by only one camp and at the expense of only one enemy Monarch E, if the peace is a Compromise. Monarch D may, if he so desires, share this gain with other Monarch Ds (in the Alliance).
  • If the peace is a Compromise Peace (normal), Monarch D gains 3 PP and Monarch E loses 3.
  • If the peace is a Victorious Peace (considerable), Monarch D gains 5 PP and Monarch E loses 5.

Example: an Anglo-Prussian Alliance proposes a Compromise Peace to a Franco-Austrian Alliance, who accept to negotiate on this basis. Finally, an agreement is reached with Austria, but not France. France and Austria cannot come to an agreement and so the decision is to be taken by the majority of the Alliance. Austria has a foreign affairs minister (value 1), but so has France (value 2). France therefore successfully imposes its will and the peace is refused...

Enraged, Austria refuses to accept the French player's decision and provokes a Political Crisis by accepting the peace anyway. The Alliance is broken and both lose 2 PP.

Peace is concluded with Austria and the Anglo-Prussian Alliance.

As France refused the peace and France, England and Prussia are still at war, all lose additional Prestige (temporarily). England and Prussia have a favourable military situation (of at least 2), versus France, and so lose 2 PP. France loses 4 PP.

Austria loses none as it accepted the peace offered.

As part of the Compromise Peace Austria demands Prestige from Prussia. The Anglo-Prussian Alliance accepts this condition and as second condition Prussia offers to remove its Commercial Policy of Tax. Austria agrees and offers similar (both Austria and Prussia had chosen previously the commercial policy, Tax).

Prussia gains 2 PP for the annexation of Silésie (as it is worth 3 Louis in revenue), and 1 Point for the demand Territorial (as part of a Compromise Peace). Prussia loses 3 Points for the condition Prestige and 1 Point for the condition Commercial, given to Austria, plus a further 2 points (temporarily) for the French refusal to make Peace (net loss of Prestige of -3).

England gains 1 Point for the condition Commercial obtained from Austria, and loses 2 Points for the French refusal (net -1).

Austria gains 4 Points for the demand of the conditions Prestige and Commercial obtained from Prussia, and loses 2 Points for the loss of Silésie, 1 Point for the condition Territorial and 1 Point for the condition Commercial (net 0).

14.15 Financial Demands

  • Monarch D desires war reparations for his war effort. The amount demanded is that equal to the post war revenue of the power of Monarch E.
  • If Monarch D obtains the financial condition, he may in turn not offer or accept financial conditions to another enemy camp (if the Peace is Compromise, only one side may take/accept).
  • Monarch D gains 1 PP and Monarch E loses 1.
  • A normal financial demand is equal to the theoretical annual revenue of the giving kingdom (as per its frontiers after the peace).
  • The theoretical revenue is the total of income (normal taxation + extra income), ignoring natural disasters (plague…).
  • The sum due must be paid to Monarch D in its entirety in the following regal phase, sub-phase (b).
  • The reparations paid are deducted from any eventual interests payable by Monarch E (public debt and war loans).
  • Monarch E may immediately take out a war loan to pay all (or part) of the reparations due. This loan will count towards the indebted test after the war (15.7).
  • The resulting amount is a debt. It must be paid within three years after the peace treaty or the debtor power is considered bankrupt during the Royal Phase of the third year (see 15.11). If Bankruptcy occurs, the debt is paid in full to the creditor.

(The bullet above is printed in red type in the source; the wording is unchanged.)

14.16 Commercial Demands

  • Monarch D desires to open up new markets to its Company.
  • This demand can only be made against a Power that currently has an interventionist Commercial Policy (Tax or Monopoly, 4.7).
  • Monarch D gains 1 PP and Monarch E loses 1 PP if this condition is demanded and granted.
  • Monarch E must end its interventionist policy (with no additional loss in Prestige, 4.7-G) and henceforth adopt the commercial policy Free Trade.
  • This new commercial policy must be maintained for at least ten years (even if Monarch D and E find themselves at war at a later date).
  • If Monarch D declares war on Monarch E, the above condition is voided and Monarch E may change their commercial policy with the usual repercussions (4.7).

14.17 Military Disarmament

  • Monarch D wishes to weaken the military potential of an enemy.
  • This condition gains Monarch D 1 PP and loses Monarch E 2 PP as a normal condition. As a draconian condition, Monarch D gains 1 PP, but Monarch E loses 3 PP.
  • Monarch E must demobilise a part of his military forces in play: regiments or war fleets and a new fortress.
  • If Monarch D obtains a military condition, he may in turn not offer or accept military conditions to an enemy camp (if the Peace is Compromise only one side may take/accept).
  • A normal military condition imposes the following demobilisation requirements on Monarch E:
    • a quarter of his regiments (and disband mercenaries), or his war fleets (Monarch D to choose) in play. Monarch E selects which units are removed;
    • and the dismantling of a "new" fortress chosen by Monarch D (16.2), if stated and agreed upon in the negotiations.
  • A draconian military condition imposes the following demobilisation requirements on Monarch E:
    • half of his regiments, or war fleets (Monarch D to choose) in play. Cavalry regiments to be reduced by half too and all mercenary regiments to be disbanded. Monarch E selects which units are removed;
    • and the dismantling of all "new" fortresses chosen by Monarch D (16.2), if stated and agreed upon in the negotiations.

Example: The Franco-Dutch Alliance proposes a Victorious Peace to England. France occupies military Kent and Anglia; Holland has taken control of Leister and Mounster (two of the four Irish provinces). England controls no French or Dutch provinces. The military situation of the Alliance is 4: Anglia (2), Kent (1) and Ireland (1) (England's is 0).

France and Holland may demand a number of conditions equal to 1 + half the current military situation (1 + 4/2); a total of 3 conditions. Holland also occupies New York (note, the trade post is not included in the evaluation of the current military situation).

The Alliance demands:

1°) Territorial conditions (½ the current military situation = 4/2 = 2 provinces):

  • France demands Ireland;
  • Holland demands New York.

2°) Draconian military disarmament (in favour of France). The Alliance agrees to choose war fleets.

3°) Commercial condition (in favour of Holland).

England responds that it accepts the peace treaty and loses 2 Prestige Points for the provinces lost (Ireland being worth 3 in revenue, New York does not count as it is a trade post) + 1 PP for the condition Territory. England then loses 3 PP for the draconian Military Disarmament and 1 PP for the Commercial Demand, a total loss of 7 Prestige Points. France gains 6 Points and Holland 2 (including 1 PP for the Territorial condition, even though New York has no value).

14.18 Political Demands

  • Monarch D wishes to remove an Ally of Monarch E to his own or the minor's benefit.
  • Monarch E must renounce being the Protector of a minor country, chosen by Monarch D, who becomes the new Protector (where this is not possible, 8.2-E, the minor becomes neutral).
  • Or, Monarch D may demand the independence of a minor country previously annexed by Monarch E (8.10): all national provinces, owned by Monarchs D and E, are restored to the minor.
  • If the latter occurs, the country becomes a normal minor country again, with Monarch D as its new Protector.
  • In all cases, Monarch D may elect that the minor country becomes neutral rather than being its Protector.
  • This demand gains Monarch D 1 PP and loses Monarch E 1 PP.
  • Monarch E must also forgo any political actions (8.2) on this minor country for a minimum of ten years.

Example: Poland offers to Surrender to an Austro-Russian Alliance. Due to the favourable current military situation, the Alliance may demand up to 4 conditions.

The Alliance selects:

1°) Territorial demand (3 provinces): all of the Principality of Lithuania (for Russia), Galicja and Rutenia (for Austria).

2°) Considerable Prestige gain (in favour of Austria).

3°) Political gain of Saxony, in favour of Russia.

The Alliance passes up on the opportunity of a 4th condition to encourage Poland to accept the peace.

In face of the "harsh" conditions offered, the Polish player refuses to accept the peace. Poland loses 4 Prestige Points for the Peace failing (3 + 1, as the Alliance did not demand a fourth condition), whereas Austria and Russia lose only 2 PP (3 – 1, for the same reason). These losses are temporary.

Ultimately, if a similar peace is offered each year, Poland will not be able to hold out, unless the military situation improves dramatically, as it is losing more Prestige than the Alliance and could very quickly reach 0...

14.20 Recuperation of Prestige

  • When a power is at peace with all its former enemies, it recovers all its Temporary PP. The Temporary PP marker is reset to 0. However, the recovery is limited to 10 PP, and the resulting Prestige level cannot exceed 15.
  • This adjustment is done before the Prestige adjustment for the Peace Conditions conceded or obtained.

Example: Poland has a Prestige of 7 at the time of peace. Deciding to end the war (against all its current enemies) it accepts to Surrender. The peace conditions total a loss of 9 Prestige Points. Poland is first moved up to 15 Points, then the adjustments for the Peace Conditions are made (minus 9). Poland's Prestige is dropped to 6.

14.21 Signing a Peace Treaty

  • The signing of a peace treaty ends all hostilities between the two signing powers.
  • Each Monarch gains (or loses) Prestige according to the Peace's conditions (ceded or obtained).
  • This adjustment is made after the normal recuperation of temporarily lost Prestige (14.20).
  • Each of the powers restores enemy provinces (and trade-posts) currently militarily occupied, as well as any fortresses taken, and returns any captured generals.
  • Each fortress in an annexed province is handed over to its new owner. They may decide to dismantle it, if it is a new fortress (16.2).
  • Feudal regiments are demobilised if the power is now at peace with all other powers.

14.22 Repatriation of Armies

  • Once a peace is concluded, the armies of each Camp, currently in ex-enemy provinces, are automatically repatriated to a national province of the owner's choice.
  • If the power is still at war with another power, the repatriated armies must be placed in a province of the following order: i) in a national province free from enemy presence (22.5), ii) in a national province bordering a neutral country (power or minor country), iii) in any national province (coastal or on the border of another country) chosen by an enemy power (which enemy, is at the player's discretion).

14.23 Forced Peace

  • If all a power's provinces and fortresses are militarily occupied (22.6) by an enemy, that power is forced to offer a Surrender to the occupying power (or Alliance). The Peace may have up to 5 conditions, as chosen by the occupying power(s) and must be accepted by the surrendering player.
  • If the power forced to make peace is part of an Alliance, it may make a separate peace without breaking the Alliance (7.1), as it is a forced (involuntary) peace.

15. The State

15.0 Introduction

  • Each State must balance their annual expenditure through the raising of taxes. Increased taxes in times of war can prove to be very unpopular and may lead to revolts within a power.
  • Each State has a "public debt" which must be managed. This "public debt" represents the courts' extravagant expenditure, corruption and wastage in the various national ministries. The debt can be relieved somewhat through reforms (in times of peace), but the success of such reforms is uncertain and often unpopular (which may lead to a loss in Prestige).
  • Equally the State may resort to loans when at war. The interest on these loans must be serviced during the war, but they are paid off automatically once peace returns (without having to reimburse the capital borrowed!). However, the public debt may grow as a consequence.
  • In times of war, a Monarch may reduce the burden of taxation to calm the population, or if necessary try and raise new taxes (never popular).
  • For this section of rules it is important to remember the status of each province, either "national" (hereditary or not) and "others" (32.2).
  • The choice of taxes is made in the Regal sub-phase (a).

15.1 Regal Phase Order of Play

The administration of the State is done in the following order in the Regal Phase:

a) every power collects its taxes; when at war the taxes raised may vary (normal, lenient or oppressive) – when at peace the choice may only be "normal" taxation. b) State expenditure: 1) interests (and war reparations, if any), 2) salaries (if any), 3) maintaining military units, 4) creation of new military units. c) Depreciation of the State treasury (15.12). d) Pacification of the State's subjects, if at peace, or lenient taxes if at war. e) Recuperation of devastated provinces (from at least one turn). f) Peasant reaction test in each country at war.

15.2 Raising Taxes

  • Each Monarch raises taxes from their kingdom for the State Treasury.
  • The tax raised is equal to each province's value:
    • national provinces, in the colour of the power, have a value printed on their map;
    • all other non-national provinces making up the power have their value limited to 1 Louis regardless of the on-map printed value.
  • Each province of a Principality is taxed on the same principle as above (unless it is not connected to the kingdom, 15.3-A).
  • Note, some provinces are bi-national: Lorraine (France / Lorraine), Silésie (Austria / Prussia) etc. (32.1.1, 32.19).
  • The income of a province may be influenced by certain events: peasant agitation, revolts, enemy control (22.6), or devastation (24.13).
  • If any negative event affects a province, no tax may be raised from it.
  • The income from provinces is only restored once the negative influence has been removed, or the province has been liberated from enemy occupation.
  • If peasant agitation affects a Principality (32.9), all its provinces are affected. Only one peasant agitation counter need be placed in it.
  • Exception: The Principalities of Polish Lithuania and Austrian Hungary are done on a province by province basis.
  • Certain "natural" random events (plague…) only reduce the taxation of a province (by a third each, n°39, 40 & 41).
  • At the end of the taxation phase, if a power is at war, a peasant reaction test takes place (17), as unrest or even revolt may erupt.

Example: in 1718, France controls all its national provinces (represented by its colour). France additionally owns Lorraine and Lombardie. All French provinces are free from any negative effect (unrest, revolt…); however, an enemy Anglo-Russian army has military control of Artois.

The French player calculates his taxes: 25 Louis for his national provinces (28 - 3 for Artois) + 2 Lorraine (as it is considered a national French province once annexed by France) + 1 Lombardie (non-national province, 1 Louis maximum). Making a total tax revenue of 28 Louis.

15.3 Non-Connected Territories

  • A non-connected Principality is worth only 1 Louis in tax, regardless of the number of provinces it is made up of.
  • Ireland is considered "connected" to England.

Example: in 1700, Spain has a revenue of 14 +1 (Toscane) +1 (Naples) +1 (Lombardie) +1 (Flanders), for a total of 18 Louis. Toscane and Lombardie are worth 1 Louis each as they are not national Spanish provinces. The two Principalities (Flanders and Naples) are worth 1 Louis each as they are not connected to Spain.

15.4 Other Revenue

  • England benefits from extra revenue of 1 Louis, on top of its tax income, for its 3 American trade-posts. If any of them should be militarily occupied, in revolt (through event) or ceded to another power its revenue is lost.
  • Once an industrial revolution occurs (via the event), England receives extra revenue of 1 Louis, on top of its tax income, which will increase gradually to a maximum of 4 Louis every 5 years.
  • Russia benefits from extra revenue of 2 Louis, on top of its tax income, representing its off-map resources (Urals, Siberia, Caucasus...).
  • Turkey benefits from extra revenue of 2 Louis, on top of its tax income, representing its off-map resources (Middle-East, North Africa…).
  • Spain receives no additional revenue from its South-American empire (this is represented by Spain's Gold income).
  • Holland benefits from extra revenue of 2 Louis, on top of its tax income, representing the high levels of internal Dutch commerce.
  • Holland benefits from extra revenue of 6 Louis, on top of its tax income, representing the financial markets of Amsterdam.
  • However, this last benefit may be competed against by other maritime powers. Compare the size of the Dutch Company with that of its rivals (4.13). Holland receives:
    • 6 Louis if it owns the largest Company (unequalled);
    • 4 Louis if it has the joint largest Company;
    • 3 Louis if it has the second largest Company (unequalled);
    • 2 Louis if it has the joint second largest Company;
    • 1 Louis if it has the third largest Company (or worse).
  • Where other Companies are "competing" they receive the following bonus: the power with the largest Company gains 2 Louis (1 if equal to the Dutch, or another), the second largest (if not Holland) gains 1 Louis, others 0 Louis.

Example: in 1781, the English Company has a size of 15, the French 12 and the Dutch 12. England receives 2 Louis, France 1 Louis and Holland only receives 2 Louis (as joint second largest).

15.5 Lenient Taxation

  • A Monarch may exceptionally decide to reduce the burden of taxes on their loyal subjects, by only collecting half (rounded down) of what is normally due (excluding any extra revenue). In return, there is no unrest test in that kingdom.
  • This act additionally may automatically calm one or more peasant unrests in the kingdom (15.13).
  • The State must though borrow 5 Louis this turn to do this.
  • This act may only be performed by a power currently at war and at most every second regal phase.

Example: in 1736, the Turkish player announces he is implementing a lenient tax this turn. He receives 4 Louis (half, rounded down, of his total of 9) + 2 Louis (extra revenue): for a total of 6 Louis.

15.6 Oppressive Taxation

  • A Monarch may decide to increase the burden of taxation on his subjects, by collecting half again (rounded up) of what taxes are normally due (excluding extra revenue). However, the extra tax that can be raised is limited to 6 Louis maximum.
  • This enrages the peasant population though, who may react in a radical manner (17.4).
  • This act may be performed every turn, but only by a power that is currently at war.

Example: in 1781, the English player announces an oppressive tax for this turn. He receives 21 Louis + 6 (extra tax, half rounded up of 21 to a maximum of 6) + 1 (American trade-posts) + 4 (industrial revolution) + 2 (Company size having surpassed that of the Dutch), for a total revenue of 34 Louis, but this tyrannical act may be followed by peasant unrest…

15.7 Public Debt

  • Each State starts the game with a structure level of public debt. This represents the excesses of the Court, corruption, wastage…
  • The State pays interest according to its debt each turn (15.9).
  • The debt is variable and may increase or decrease during times of war and peace.
  • If a power has taken out war loans its public debt may increase once it goes to peace (15.8).
  • Two dice are rolled:
    • 10+ the debt increases by 5 Louis;
    • 13+ the debt increases by 10 Louis.
  • The roll is modified by:
    • +1 for each 5 Louis borrowed during the war, in excess of the first 5 (rounded up);
    • -2 for England and Holland.
  • An unmodified roll of 2, 3 or 4 automatically provokes no extra debt.
  • In a period of general peace, a State may attempt fiscal reforms to reduce its public debt, during the regal sub-phase (b). It is a delicate operation though; the State may "spend" Prestige Points to increase its chances of success (but note, whatever the result, the PP are lost).
  • Roll one die:
    • 6+ the debt decreases by 5 Louis;
    • 9+ the debt decreases by 10 Louis.
  • The dice is modified by:
    • +1 if the power has a minister (any type);
    • +1 for England;
    • +1 if the State "spent" 1 Prestige Point;
    • +3 if the State "spent" 3 Prestige Points (not cumulative with the above +1).

Example: Turkey has a debt of 20 Louis. During a war, Turkey borrows a further 15 Louis, before eventually signing a peace where war reparations are demanded. At the end of the war Turkey rolls for the effect on its public debt with a malus of +5 (+3 for the war loans and +2 for the war reparations). Turkey rolls a 3, modified to 8. Public debt increases from 20 to 30 Louis. During the following first turn of peace Turkey attempts to reduce its debt and spends 3 PP (for a +3 bonus). Turkey rolls a 4, modified to 7; the public debt is reduced to 25 Louis (30 - 5).

  • A power at peace during a period of war may attempt fiscal reforms to reduce its public debt under certain conditions:
    • the attempt must be announced during the first regal phase of the period of war;
    • if Prestige Points are spent, the power's "natural" level of Prestige is reduced for the period of war by the same amount (e.g. if a power spends 3 PP, its natural level of Prestige is reduced from 15 to 12 for the duration of the period of war) (28.2-B Prestige Adjustment Test);
    • the power must remain at peace for the whole period of war;
    • the roll to judge the success/failure of the reforms is done at the end of the period of war, just after peace conditions have been agreed.
  • No reform attempts are possible in the 1st turn of a general period of peace if a new conflict erupts that same turn. Only if there are no new wars may reforms be attempted.
  • No reforms are allowed if the period of general peace is limited to 1 year by the scenario.
  • If a power believes that their debt is spiralling out of control, an ultra-authoritarian reform may be implemented. For this, the power's Prestige must be at least 11. The Debt is reduced to 33% of the State's income (rounded up), (15.14-E), but there are significant penalties:
    • loss of 10 PP (risks attached to low Prestige, 18.15);
    • permanent malus of –25 for the calculation of "final %" at game end (31.2);
    • permanent malus of +1 to the power's Red dice in revolt tests (17.1).

15.8 War Loans

  • A Monarch may resort to borrowing money, to boost their treasury, when at war. Each Monarch may borrow from the State's own financial institutions (private banks owned by the nobles and merchants of that power).
  • A State at war may borrow at any moment, once the need arises.
  • A State may not borrow money if its Prestige is 5 Points or lower (due to a lack of confidence on behalf of the investors).
  • A State though must pay the interests of any loans (15.9), on top of those due for its public debt.
  • A State may not borrow money if it is not capable of paying the interest of the new loan with its taxes, extra revenue or other income (from an interventionist commercial policy).
  • Once a State is no longer at war, all war loans are cancelled and the capital borrowed need not be repaid.
  • However, war loans can affect public debt once peace is restored (15.7).
  • The amount borrowed should be written on the Player Aide, in the box "emprunt". This amount is known to all other players and may, at any moment, be checked.
  • Once the State is no longer at war (from the first turn of peace onwards), it may not borrow money in this fashion.
  • A State may though borrow money at the time of signing a peace (e.g. to pay war reparations, 14.15-H).

15.9 Interest

  • Public debt and war loans generate significant interest payments, which must be met.
  • Interest due, each regal phase, is equal to 20% of the total public debt and war loans (rounded up).
  • However, public debt interest due is reduced by 1 Louis for each minister (war, marine or foreign affairs) currently in play for that power.
  • Note: this reduction applies to the interest, not the total public debt or war loans (it is therefore only a temporary reduction, due to the ministers' abilities).
  • A power may choose to lose -1 Prestige Point in exchange for paying 1 Louis less interest.

Example (cont.): Turkey had a public debt of 20 Louis. It is therefore paying currently 4 Louis in interest each regal phase. During a war, Turkey borrows a further 15 Louis, which means total interest due is now 7 Louis (4 for the debt + 3 for the war loan). At the end of the war, Turkey rolls a dice to see the effect of the war loan on its debt (5.7) and gets a 5, modified by +3 (for the 15 Louis war loan), making 8. The public debt has increased by 10 to 30 Louis. Turkey must now pay 6 Louis in interest.

In the ensuing general peace, Turkey decides to impose a fiscal reform (during the regal phase (b)). A 3 is rolled, the debt decreases by 5 Louis to 25; interest payments will now be 5 Louis a turn. But this cost 5 Prestige Points…

A few turns later, Turkey receives the minister Kürprülü, who can fill two posts: foreign affairs and war ministries. Turkey's interest payments are reduced to 3 Louis as long as Kürprülü (5-2) remains in play (or until there is a change in the public debt).

  • If a hereditary province is under enemy military control (22.6), the interest payable is divided by three (as the government no longer has access to all its revenues). Note: hereditary provinces ceded are excluded.
  • War reparations are to be deducted from interest due.

Example: A power must pay 5 Louis in war reparations. Currently interest on public debt is 8 Louis; this turn the power need only pay 3 Louis (8 - 5) interest.

15.10 Subsidies

  • Subsidies refer to financial help that some powers may offer to others.
  • When at war, certain powers may receive subsidies from the rich western European powers, France, England and Holland.
  • All powers*, except the above 3, may benefit from subsidies.

*Only players; minor countries may not receive subsidies.

  • Only one power per Alliance may receive subsidies.
  • A subsidising power (England, France or Holland) may only offer subsidies to an ally, currently at war. The subsidising power immediately takes out a war loan of 10 Louis (for an annual additional interest expense of 2 Louis). The subsidising power does not actually receive the 10 Louis; they are considered to be spent covering the costs of the subsidy (see benefits below).
  • The subsidising power may take out this war loan even if it is not currently at war itself, as an exception to the standard war loan rules.
  • To conduct this action, the subsidising power must have a Prestige of at least 5 Points. Should the subsidising power's Prestige fall below 5 Points at a future time, the subsidy remains in place.
  • The subsidising power must continue to pay the additional interest as long as its ally remains at war, unless the Alliance is terminated.
  • At the end of the war, as for all other loans, the subsidising power need not reimburse the capital borrowed (15.8); however, the loan may increase its public debt (15.7).
  • Should an Alliance be terminated, and the subsidising power is at peace, the subsidising power immediately tests to see if its public debt is increased (15.7). If the subsidising power is currently at war, the test is only carried out once the power itself makes peace.
  • The power receiving the subsidy benefits from the following two advantages:
    • it may recruit any land unit, each turn, without paying its cost.
    • the supply of one army (of the receiving player's choice) is automatically paid for supply tests (23.2).
  • If the free unit chosen is a regiment (other than a mercenary one), it will still count against the recruitment limit for that turn (16.0-E).
  • If several of the subsidising powers are Allied, they may share the cost of the subsidy and reduce it accordingly.

Example: England, Holland and Prussia are allied. A war erupts in 1756 between Prussia and Austria. England and Holland, not involved in the conflict, choose to subsidise Prussia. They share the costs of the subsidy: 5 Louis each. Prussia may recruit as a result one mercenary regiment, without cost, each regal phase, and one Prussian army may also benefit from free supply each turn. England and Holland both pay 1 Louis interest for their loan until the end of the war. Once it is over and all are at peace, the public debt increase test is done (15.7).

15.11 Bankruptcy

  • A State is declared bankrupt (in peace) if it is incapable of meeting its expenses. It immediately loses 3 PP, but this loss allows it to meet its costs (e.g. devaluation of the currency or taking out loans from the nobility – fictive that is).
  • The State declared bankrupt increases its public debt by 10 Louis, but only receives 4 Louis into its treasury.

15.12 Depreciation

  • Due to inflation, wastage etc., a state's treasury suffers depreciation each regal sub-phase (c).
  • One dice is rolled for all powers, though the result may be modified for some (see below):
RollLoss
0 or less1/10 (10%)
11/5 (20%)
21/4 (25%)
31/3 (33%)
4+1/2 (50%)
  • Modifiers:
    • -2: England, Holland
    • -1: Prussia, Sweden
    • 0: Austria, Spain, France
    • +1: Poland, Russia, Turkey
    • -1: having a minister (any position)
  • Losses are rounded up.
  • Company treasuries suffer no loss due to depreciation.

15.13 Pacification

  • If a kingdom benefits from lenient taxation (15.5), one (or more) "peasant unrests" may be pacified.
  • Roll a Pacification Test; the below number indicates the number of provinces that are pacified:
    • 1-3 = (1), 4-5 = (2), 6 = (3)
  • The choice of provinces is at the player's discretion, from amongst their State's provinces (under their military control).
  • The pacification of revolts takes place in the regal sub-phase (d).
  • In a period of general peace, "rebellion" counters are automatically converted to "peasant unrest" in each province.
  • For each year of the peace, one "peasant unrest" counter may be removed.

15.14 Devastation Recovery

  • Provinces that have been devastated (pillaged…) return to normality over time.
  • A recovery roll is made for each province devastated for at least one season. This occurs in the sub-phase (e) of the regal phase.
  • On a roll of a 4 or more the province returns to normality; otherwise it remains devastated (test again the following regal phase).
  • The roll is modified by +1 if the Monarch (to whom the province belongs) pays 3 Louis (before the roll, naturally...) to assist the recovery.
  • All devastated provinces return to normality once general peace is restored.
  • Once a province returns to normality, the devastation marker is removed.

16. Economics

16.0 Introduction

  • Each State needs to manage its resources to achieve their goals.
  • Everything has its cost, be it to buy or maintain (armies, fleets, fortresses…) which needs to be financed, without the State going bankrupt.
  • The enlistment of men at times of war into regiments (regular or feudal) and war fleets is poorly accepted (like the raising of taxes) by the peasant population and may lead to unrest.
  • Exception being mercenary regiments (which are more expensive but not made up from the local population).
  • Every power has a different recruitment limit for regiments (excepting mercenaries) and war fleets, depending on its size: 2 (England, Spain, Holland, Sweden), 3 (Prussia), 4 (Austria, Poland), 5 (France, Russia, Turkey).
  • When at peace, a power may not exceed the above limits. However, when at war, it is allowed but at a greater risk of causing unrest.
  • Each regiment, regular or feudal, must be raised in its native province (certain regiments may have two), indicated on the flip side of the counter. Other military units and mercenary regiments may be raised freely in any province in the kingdom.
  • The cost of creation is variable, depending on the type of unit raised: infantry and depots are fairly cheap, cavalry and artillery trains less so, and war fleets and fortresses quite expensive. Feudal regiments are free when raised for the first time (being paid for by their local lords).
  • Fortresses and war fleets require one year's construction before being operational.
  • There are two types of fortress: "old" (permanent, indicated on the game map by a "²") and "new" (created by the State and destructible).
  • The total number of military units that may be mobilised is limited only by the number of counters available to each power. Artillery trains are limited to begin with, increasing in number over the years (to simulate the gradual development of artillery trains during the period of the game). War fleets are limited too, by the size of the Marine (but can be expanded over time).
  • Destroyed military units may be reconstructed during a later regal phase.

16.1 Voluntary Demobilisation

  • Voluntary demobilisation is allowed and is free. Players may remove one or more land military units, before paying for maintenance.
  • However, demobilised units may not be recreated that same turn. The same type of unit may be raised, as long as it is a different counter.

16.2 Dismantling Fortresses

  • A new fortress (16.0) may be voluntarily dismantled at the same time as land units are being demobilised, on the condition that it has not been captured by an enemy, nor is currently being besieged (25.1).

16.3 Maintenance

  • The maintenance of armies is equal to the total number of regiments in play (excluding feudals and minor allies) divided by 5 (rounded up).
  • Feudal regiments cost nothing to maintain, as do minor allied units, as they are paid for by either the local lords, or the minor country itself.
  • The maintenance of war fleets is equal to the total number of fleets in play divided by 3 (rounded up). Minor allied fleets are not included as they are paid for by the minor country.
  • Maintenance costs for war fleets at sea:
    • 1 to 5 fleets: 1 Louis;
    • 6 to 10 fleets: 2 Louis;
    • 11+ fleets: 3 Louis.
  • War fleets in port (military or not) are maintained for free.
  • The maintenance of a depot or artillery train is free.

Example: in 1766, Turkey (at war) pays maintenance on its forces:

  • 1 Louis for its 4 regiments (non-feudal, 4/5 rounded up);
  • 2 Louis for its 4 war fleets (4/3 rounded up), they are all at sea.

Total: 3 Louis in maintenance.

16.4 Activating Fortresses

  • A fortress costs no maintenance during times of peace.
  • When a power goes to war, a maintenance of 1 Louis per fortress must be paid during the first subsequent regal phase to activate a fortress (representing the stocking up of gunpowder…). Fortresses in trade-posts (32.7) need not pay any activation cost.
  • If an "old" fortress is activated, place a fortress marker on the playing map to represent this. If it is not activated, it may be activated during any following regal phase (by paying the 1 Louis).
  • As long as an "old" fortress is not activated, it is militarily ignored. If the enemy gains military control of the province (22.6), they may activate the fortress for themselves.
  • "Old" fortresses belonging to minor allies are automatically activated by the minor, at no cost to the protector. It is not necessary to place a fortress counter on the fortress (however, for clarity it may be useful).
  • If a "new" fortress is not activated during this phase, it is considered dismantled and the fortress counter is removed from play.
  • Once activated, there are no other costs for the maintenance of a fortress (as there are none in times of peace). The activation cost is though to be paid each time a power goes to war.
  • During the course of a war, the activation of "old" fortresses can only be done when there is no enemy presence in the province.

16.5 Fortress Limits

  • The number of "old" fortresses is fixed as those indicated (by a "²") on the game map.
  • The below is the list of "old" fortresses: Abo, Amsterdam, Azow, Belgrad, Breda, Christiana, Constantinople, Copenhagen, Dantzig, Genève, Gibraltar, Hannover, Kerson, Konigsberg, Lille, Lisboa, Magdeburg, Malta, Moskwa, Philippopoli, Porto, Prag, Rewel, Rostock, Stockholm, Toulon, Troyes, Venezia, Wien, Zürich + Saint Pétersbourg (once built).
  • Note, Constantinople, Gibraltar and Malta are considered "natural" fortresses (32), which are permanently active (at no cost). Trade-posts also benefit from permanent fortresses (32.7).
  • Once at peace again, all fortresses are deactivated and counters placed on "old" fortresses are removed from play.
  • Certain powers start with one or more "new" fortresses in play. The counters are to be placed as indicated in the scenario rules.
  • Every player receives one (and only one) extra fortress counter which can be used to build a new fortress.
  • If a power dismantles a "new" fortress (16.0) or does not activate one (16.4), the fortress may be rebuilt as a "new" fortress in another province of his (and only his).

16.6 Feudal Levies

  • Once a power goes to war, it may raise all its feudal levies at no cost. This raising of levies does not generate any unrest.
  • Each feudal regiment is placed in its province of origin (or that of the player's choice if two possible).
  • Austrian feudal regiments ("Reich") may be placed in any Austrian, or minor German ally, province (see Austria power card) controlled by Austria.
  • If a feudal regiment is destroyed during the war, it may be raised again; however, the player will have to pay for it.
  • For any subsequent raising of a feudal regiment (after the first free one) an unrest test must be made.
  • Peace restored, all feudal regiments are demobilised and removed from the game map (they may be raised freely again if a new war erupts).

16.7 Recruitment

  • Each power simultaneously conducts all recruitment during the regal sub-phase (b).
  • If a power is at peace, it may not exceed its regiment or war fleet recruitment limit, as indicated on each power's Player Aide (16.0). For England and Holland, a war fleet counts as ½ for recruitment purposes (rounded up).
  • If a power is at war, it may exceed its recruitment limit but will suffer a negative modifier (proportional to the excess) for any unrest test (17.1). The maximum malus is limited to +3 (beyond this it is not possible to raise military units).
  • If a power currently benefits from a Minister of War (for regiments) or a Marine Minister (for war fleets), it receives a beneficial modifier for any unrest tests due to conscription: counting one regiment or/and war fleet less. However, having a minister does not change the maximum number of regiments/war fleets that may be recruited.
  • Where any disagreement arises during the recruitment process (e.g. one player waiting to see what another has purchased), it is done in reverse order of Prestige (33.1).
  • Should a peasant revolt erupt due to a conscription test (at the end of the regal phase), certain military units raised may have to be disbanded (17.3).

16.8 Principality Recruitment

  • Hungarian regiments may be raised by Austria. Turkey benefits from its own feudal Hungarian regiments, which may be raised in certain provinces.
  • The Flemish, Lombard, Tuscan and Neapolitan regiments (and Neapolitan war fleet) may be raised by both Austria and Spain.
  • The Neapolitan war fleet does not count against the maximum size of the Spanish fleet (or Austrian if created).
  • The Baltic States regiments may be raised by the following powers in possession of the province: Sweden, Russia or Poland.
  • The Horde is an autonomous Principality. Recruitment of its regiments is done as for a minor country (8.6): a Tartar regiment may be raised for free each regal phase by (only) Turkey, Poland or Russia.

16.9 Recruitment Provinces

  • Each national regiment has a province of origin (indicated on the flip side of the counter). Once raised, the military conquest of this province by an enemy has no effect on the regiment.
  • Certain regiments have two provinces of origin; they may be raised in either (the player's choice).
  • "Foreign" mercenary regiments have a different recruitment process. They may be raised in any national province in the powers (but are more costly to raise).
  • Military units may not be raised in provinces in the kingdom that are neither in revolt, nor under enemy military control (22.6).
  • A national regiment, whose province of origin* is currently militarily occupied by an enemy (22.6) or in revolt, may exceptionally be raised under the same conditions as a mercenary regiment (in any national province not in revolt or under enemy military control, at a cost of 3 Louis). It retains though its status as a national regiment with regards to all other rules once raised.
  • A national regiment, whose province of origin* has been annexed by a foreign power, is demobilised and may not be raised by the State (until that province is reannexed to the kingdom).

*or both provinces of origin (for regiments that have two).

  • Regiments raised in off-map provinces (Siberia, Urals, Egypt, Syria etc…) appear in the corresponding off-map squares on the game map (22.12).
  • Restrictions on raising other military units are: Artillery trains and depots may only be raised in national provinces containing friendly troops (22.3). A fortress may not be constructed in a province already containing one (friendly or enemy).
  • No military unit may be raised in a trade-post (exception being Cuba for Spain, 32.14).

16.10 Cost of Recruitment

  • Military units have a variable cost depending on their type:
    • A regular infantry regiment costs 2 Louis.
    • A regular cavalry regiment costs 3 Louis.
    • A mercenary regiment (infantry or cavalry) costs 3 Louis.
    • A feudal regiment (infantry or cavalry) costs nothing the first time it is raised (at the start of a war). It costs 1 Louis each time it is recreated during the same war.
    • A depot costs 1 Louis.
    • An artillery train costs 3 Louis.
    • A "new" fortress costs 4 Louis.
    • A war fleet costs 4 Louis.
  • Note: Spain may reconstruct a war fleet in Cuba (32.15), each regal phase, at a cost of 1 Louis.

16.11 Supplementary Regiments

  • A power that annexes provinces belonging to a minor country (or the entire country) may not normally raise any military units in them.
  • Exception: Certain provinces of minor countries, when annexed, may provide "supplementary" regiments to their new owner that may be raised by the controlling power paying the cost of raising it. These regiments are identifiable as they have an asterisk (*) on the counter. A complete list can be found below.
  • If a regiment has two provinces of origin, it may only be "supplementary" if both provinces have been annexed by the same power.

Regiments from annexed minors:

  • Baden: 1 (Jaeger)
  • Bavaria: 1 (Nurnberg)
  • Denmark: 1 (Alborg) + 2 (Nyborg, Norge) if Swedish control
  • Hanover: 1 (King's legion) for England only (32.17)
  • Hessen: 1 (Damstadter)
  • Kleve: 1 (Kleven)
  • Morocco: 1 (Spahis)
  • Naples: 1 (Napoli) + all others for Spain and Austria
  • Pfaltz: 1 (Saarregiment)
  • Savoy: 1 (Torino)
  • Saxony: 1 (Gard Grenadier)
  • Venice: 1 (San Marco)

Milanese, Flemish, Tuscan and Neapolitan regiments (except Napoli) may only be recruited by Spain and Austria.

16.12 Russian Infantry

  • Before 1695 all regular Russian infantry regiments are in effect feudal and the two regiments Preobajenski and Semenowski are unavailable.
  • In 1695, the Russian player receives, for free, the two regiments (Preobajenski and Semenowski) during the regal phase. These two regiments are considered as regulars.
  • The Russian player may convert two infantry regiments from feudal* to regular each regal phase at a cost of 1 Louis per regiment, from 1696.

*Excluding the "true" feudal regiments, which may not be converted, ever.

  • The Russian player should note on his Player Aide the names of all regiments "converted".

16.13 Fortress Construction

  • A "new" fortress may be constructed in any province of a kingdom, not occupied by enemy forces (22.5) and where there is not already a fortress. If the power does not have an available fortress counter none may be built (16.5).
  • To build a fortress takes one whole year. During this time, the fortress marker should be placed face down in the province where it is being built. At the start of the next regal phase, the fortress marker is flipped over and it becomes operational.
  • If an enemy militarily occupies a province where a fortress is being built, the fortress is destroyed.

16.14 Artillery Train Limit

  • Artillery developed historically over the period of the game. The number of artillery trains available to each power increases during the game. The maximum artillery units a power may have in play at any time is indicated on each Player Aide, split into sub-periods of 20-40 years (see Power Card).

16.15 Rebuilding War Fleets

  • A State may reconstruct war fleets sunk during the course of the game.
  • A war fleet being reconstructed is placed face down in any coastal province of the kingdom (not in revolt or under enemy military control, 22.6). At the start of the next regal phase the counter is flipped and the war fleet becomes operational.
  • If an enemy militarily occupies the coastal province where the war fleet is being rebuilt, the war fleet is destroyed.

16.16 Navy Size

  • The size of each power's navy is quite limited. Constructing new war fleets is hazardous (to avoid excessive inflation in the number of war fleets in play).
  • At the start of the game, each power's navy has a limited maximum, usually that of the number of war fleets it starts with (indicated in each scenario).
  • Once a power attempts to construct a new war fleet above this limit, it must pay 5 Louis then roll a dice to see if the fleet is created or not.

*On the condition that the navy is currently at maximum (all war fleets sunk having been already reconstructed, or in the process thereof).

  • The attempt is successful if:
    • the Yellow dice is 5+;
    • the Red dice is lower than the Yellow.
  • If not, the Louis are spent but no construction takes place.
  • Having a Marine Minister currently in play allows the player not to roll the Red dice (6.3), only the result of the Yellow dice counts. This is the Marine Minister's primary function in the game (idem for commercial fleets, 4.13).
  • If a new war fleet is created the maximum Navy size of that power is definitively increased by one. The player should note this on his Player Aide in the box "Marine de Guerre". The ultimate limit of each Navy is the number of counters provided, for that power, in the game.
  • The new war fleet being created is placed face down in any coastal province of the kingdom (not in revolt or under enemy military control, 22.6). At the start of the next regal phase the counter is flipped and the war fleet becomes operational.
  • If an enemy militarily occupies the coastal province where the war fleet is being rebuilt, the war fleet is destroyed.

16.17 Creating a War Navy

  • If a power without any War Fleet wants to build its first War Fleet as per Rule 16.16 (thereby creating its Navy), the cost is 10 Louis (5 Louis with a Naval minister).

17. Revolts

17.0 Introduction

  • If a power is at war, the peasant population of provinces paying for the war effort (through taxes) may demonstrate their protest through sporadic revolts.
  • They also do not appreciate the recruitment for the army or navy…
  • A revolt reaction test (two dice) is rolled by the power at war. If the roll is (unfortunately) successful, a revolt breaks out in the kingdom.
  • A revolt may be considered as either "unrest" or a "rebellion". To indicate the nature of the revolt a counter is placed in the province showing what it is, and stays until the revolt is pacified (15.13).
  • Unrest becomes a rebellion if there is already an unrest marker in the province.
  • Reminder: if a power is at peace, no revolt reaction test needs to be done. Taxes are raised only as "normal" and recruitment of regiments and war fleets is limited.

17.1 Revolt Reaction Test

  • Revolt reaction tests (two dice) are performed by kingdoms at war.
  • The roll takes place in the regal sub-phase (f).
  • If the Red dice is higher than the Yellow dice, the peasant population reacts to the taxation.

Note: Holland, Prussia and Sweden have an advantage due to their small size (see table).

  • If the Yellow dice is equal to 6 or more, the peasant population reacts to the raising of regiments (or war fleets); other units do not count. This dice may be modified by excessive raising of regiments or war fleets (each power having its own recruitment "tolerance" level, 16.0).
  • Any other result and the peasant population remains peaceful.
  • Powers test in reverse order of Prestige (flip a coin if equal).

Example: Russia raises taxes, but no regiments. It rolls two dice and obtains a 6 on the Yellow and a 5 on the Red. Nothing happens, as even though a 6 has been rolled on the Yellow dice as no regiments (or war fleets) were raised it is ignored.

17.2 Revolts due to Taxation

  • If the population reacts against the taxation (Red higher than Yellow), consult the Unrest table to determine the number of provinces affected.
  • The player chooses which provinces are affected by a revolt, depending on the following priorities:
    • if a "*" is rolled, a Principality must be chosen;
    • if a "R" is rolled, a province currently calm without any rebels (E below);
    • a national province not currently occupied by enemy units (22.5);
    • a national province still belonging to the State (22.6), but can currently be occupied by enemy units (22.5);
    • if there are several revolts, one province chosen must have a higher revenue than the others (if possible), excepting the capital;
    • any other province in the kingdom.
  • A province militarily controlled by an enemy (or in rebellion) may not be chosen.
  • If the player obtains a "T", an unrest erupts in a province. If a province already in unrest is selected, a rebellion breaks out.
  • If the player obtains an "R", the province affected must be (in priority) a province that is currently calm.
  • Certain provinces are grouped in Principalities (32.9). If a revolt affects one of them, it affects all provinces in the Principality*. Only one rebellion counter need be placed to represent this.

*Exception: Austrian Hungary and Polish Lithuania are done on a province by province basis.

  • If a "*" is in the result, a Principality must be chosen first in priority order (see above), even if there is an enemy presence, or military occupation, in some of its provinces (if all are occupied the Principality may not be chosen).
  • Certain provinces may never be chosen: Gibraltar and Malta (as they have revenue of 0).
  • If there are no more counters available, the Unrest does not occur.

Example 1: Poland collects tax and raises 3 regiments. Two dice are rolled, 2 on the Yellow and 6 on the Red. The result reads "1R 2T *" as reaction to the taxes (and no reaction for the conscription). As there is a "*", a Principality must be chosen as priority (excluding Lithuania): Poland controls Kurzeme, which is a province in the Principality Baltic States (even though other Baltic States provinces belong to other countries). Poland places a rebellion there.

Poland places unrest in Wolyn and Rutenie, respecting that one of the provinces selected has higher revenue than the others: Kurzeme (1) > (½) for the other two.

Example 2: England collects tax without mobilising any units. A roll of 5 Red and 2 on the Yellow gives: "3T *" as the reaction to taxes.

As a "*" has been rolled a Principality must be chosen: the choice is between Ireland and Scotland (England chooses Ireland and places one counter to represent the 4 Irish provinces).

Next England placed an Unrest in Northumberland and Kent. One of the three selected having a higher revenue than the others, Ireland (3) > (2) for the other two.

17.3 Revolts due to Conscription

  • The population reacts against conscription if the Yellow dice is 6 or higher, regardless of the result on the Red dice.
  • The Yellow dice is modified by the number of regiments (excluding mercenaries) and war fleets raised. The modifier is different for each kingdom, depending on the population's tolerance (and taking into effect the size of the kingdom).
  • The tolerance level of each power is indicated on the Player Aide (and 16.0). For England and Holland, a war fleet counts only as ½ (rounded up).
  • A war minister allows a power to raise one additional regiment, not counted in the total raised. This is the principal role of the War Minister (6.4). Should a revolt occur, this regiment is excluded from any result.
  • A Marine Minister allows a power to raise one extra war fleet, not counted in the total raised (6.3). Should a revolt occur, this war fleet is excluded from any result.
  • Each player counts the number of regiments/war fleets raised that turn and checks against their Player Aide for the modification to the Yellow dice.
  • If the Yellow dice is 6 or more, there is a reaction to the conscription. The player randomly picks one of the regiments (and war fleets) raised that turn, plus a number equal to the modifier (if any).
    • Unrest erupts in the province of origin of the regiment picked (as indicated on the flip side of the counter). Where a regiment has two provinces of origin, the player may choose which suffers the unrest (on condition that he militarily controls both provinces and they are part of the kingdom).
    • If the province already has an unrest counter in it, a rebellion breaks out.
    • If the province affected is part of a Principality, the unrest applies to all provinces (except Austrian Hungary and Polish Lithuania).
    • Reminder: mercenaries are ignored and may not be chosen, as they have no impact on the local population as far as conscription goes.
    • If a player has constructed several war fleets, he should note down in which coastal provinces they are being (re)built. If an unrest occurs, only one of these provinces can be affected (chosen randomly).
    • If the selected war fleet has been built in Cuba, the war fleet is not built (but there is no unrest).

Example: war breaks out in 1722, Spain decides to raise 4 regular infantry regiments (2 in Flandre / Brabant, 1 in Catalonia and one in Castille) as well as a war fleet (in Cuba), a total of 5 units (Spain's wartime maximum). Spain currently has the minister Albéroni. Spain additionally raises 1 artillery train and 2 mercenary regiments in Lombardy. All this costs 18 Louis (4*2 + 1 + 3 + 3*2).

The Spanish player tests for revolts (taxes are "normal"). He rolls a 5 on the Red dice and 5 on the Yellow dice. There is therefore no reaction to taxation (Red is not higher than Yellow). However, there is a reaction to the conscription, as the Yellow dice is modified by +1 to equal 6 (it would be +3, but Albéroni is both war minister and marine minister allowing Spain to build one regiment and one war fleet for free).

As there is unrest due to the conscription, the Spanish player must draw two units (basic of 1, plus an additional 1 for the modification to the roll) from those raised (the regiment in Castille and the war fleet in Cuba are ignored as these are the "free" units raised by Albéroni). The Spanish player draws the two regiments raised in Flandre, provoking a rebellion to erupt (2 unrests). As Flandre is part of a Principality, the rebellion extends to Brabant, also; neither of the regiments are recruited…

17.4 Revolts against Oppressive Taxation

  • If a Monarch chooses oppressive taxation (15.6), a special revolt roll is made.
  • Only the Yellow dice is rolled and modified by –1 as the reaction to the oppressive taxes. The Red dice is automatically a value 6.

Example: The Spanish player selects oppressive taxation and additionally builds two regiments. Only the Yellow dice is rolled, and a 6 is obtained. The result is therefore:

  • 1 revolt due to the Conscription (6 on the Yellow dice),
  • 1 revolt (1 T) for the taxes (Red dice 6, Yellow dice 5 – as modified by –1).

17.5 Effects of a Revolt

  • Unrest in a province cancels all income from it (15.2). An unrest becomes rebellion if a province already in unrest is affected again.
  • A province in rebellion ceases to be controlled by the power and is considered "occupied" by the native population in the form of a "militia" (fictive), equivalent to enemy military occupation (22.6).

17.6 Rebel Militia

  • The rebel militia* is hostile to everyone and considered an enemy presence in a province (22.5) for all armies (*represented by the rebellion counter).
  • A rebel province provides no tax income, nor may military units be raised there. It will only return to normality once the rebel militia have been eliminated.
  • Any fortresses in the province stay in control of the power.
  • Only an army (friendly or enemy) commanded by a general may fight the rebel militia. No "finding" roll is necessary (22.14). Any battle lasts only one round.
  • To defeat the militia, at least two losses must be inflicted on them in combat. If not successful, it is not considered a military defeat (no loss of Prestige and the rebellion continues).
  • Troop morale, cavalry or artillery superiority are all ignored. Only the value of the commanding general is taken into account as a modifier (as long as he is recognised – face up, 21.5).
  • A non-recognised general may not profit from this combat to become "recognised" (21.5).
  • Losses inflicted on the militia are not cumulative from turn to turn. The militia inflict losses on the column [1-2] of the combat table (24.5). No devastation roll is made after combat against a militia.
  • If defeated by the militia, the attacking army is not forced to retreat.
  • If an army defeats the rebel militia, the province is pacified, but automatically becomes devastated (24.13).
  • An army that successfully fights rebel militia (province pacified) may fight normally against any enemy present in the same province. The player may equally choose to attack any enemy present in the province first, before fighting the rebel militia.

18. War

18.0 Introduction

  • A state of war exists between two powers once one declares war on the other. To declare war, the initiating power must have an official "casus belli" (a motive justifying the declaration) against the power it wants to declare war on.
  • A casus belli may be "free", due to an event played or certain particular situations (18.1), which allows the power to declare war without losing Prestige. If not, (18.1), the declaring power loses 3 Prestige Points and must roll to see if the declaration is successful.
  • The initial conflict may, due to a chain reaction of alliances, spread and turn into a European-wide war, with both sides split into two opposing camps.
  • When going to war, a power automatically goes to war with all powers in the opposing camp.
  • The camp initiating the war moves first in the first turn.
  • All paradoxical or absurd situations should be avoided (e.g. "triangular" war, allies becoming enemies…). Therefore the importance of the first conflict as it determines who is at war with who.
  • Several conflicts may occur simultaneously; however, no power actively engaged in one war may become involved in another. A power can only be involved in one conflict.
  • Reminder: the order of the political sub-phase of war declarations:
    1. free casus belli,
    2. first declaration of war – chain reaction – call to allies – "external" intervention – war on minors,
    3. other conflicts? (idem to 2.)
  • Reminder: A period of war* always starts in the fall (as following on from a period of peace).

18.1 Casus Belli

  • A power requires a casus belli to declare war on another power.
  • A casus belli may be "free" (no loss in Prestige to the declaring power) or "non-free" (requiring a roll to be successful and the loss of 3 Temporary Prestige Points).
  • In the following rules, power "A" has a casus belli against another power "B".
  • Free Casus Belli:
    • Power B hardens its commercial policy (Free trade to tax or monopoly, tax to monopoly): power A receives an immediate* casus belli only if it possesses a commercial fleet in a zone affected by the commercial policy;
    • Power B attacks a minor country with no protector (immediate* casus belli);
    • Power A benefits from a random event which allows him a free casus belli against a power of his choice (immediate* casus belli);
    • Power A is allied to a Power A+ who has had war declared on it by Power B. Whether Power A+ calls allies or not, Power A has an immediate casus belli;
    • Flanders (Flandre, Brabant) are owned by: France, England, or Holland (permanent casus belli permanent for the other two);
    • Rome is attacked by Power B (permanent casus belli, only if A is catholic, 33.5);
    • Poland decides to revoke the edict Liberum Veto (33.6) (immediate* casus belli for Russia, Prussia, Sweden and Austria).

*Valid for the following declarations phase.

  • Non-Free Casus Belli:
    • Power A officially claims a province belonging politically to the kingdom of Power B (32.5) (permanent Non-Free casus belli for B);
    • Power A is allied to a Power A+ who has been at war for at least one season with Power B (casus belli valid as long as the war lasts).

18.2 Declaration of War

  • A power must have a casus belli to declare war on a foreign power.
  • If the casus belli is free, no dice roll is needed.
  • If the casus belli is non-free, a roll is needed to see if the declaration is successful (internal resistance to the war…).
  • To declare war a roll (unless free) of 5 or more is needed on one dice to persuade the Monarch / court / population. This roll is modified by the current Foreign Affairs Minister value (6.2), if any.
  • A temporary loss of 3 Prestige Points is applied (unless a free casus belli) only if the roll is successful.
  • A power is limited to one (and only one) attempt each turn.
  • Once at war, a power may not declare war on another (or their minors).
  • EXCEPTION: If Poland wishes to declare war on any Power except Turkey, it must first obtain permission from two of its four neighbours (Russia, Prussia, Sweden and Austria) (33.6).

18.4 Opposing Belligerent Camps

  • To facilitate the game, only two camps may be at war in the same conflict. All members of an Alliance therefore belong to the same "Camp", on the principle that "my enemy's enemies are my friends".
  • Being in the same Camp does not mean being allied (7.4).
  • Once entering a war, a power is automatically at war with all powers in the opposing Camp.
  • "Triangular" wars (A is at war with B, who is at war with C, who is at war with A) therefore cannot exist.
  • Allies may never find themselves in opposing Camps (exception 7.5).

18.5 The Origin of European Conflict

  • The order of the initial declaration of war must be rigorous and precise, as several powers may be competing to initiate a conflict.
  • All powers benefiting from a free casus belli (against a power) may play random events before proceeding to the determination of the declaration of war.
  • The first declaration of war goes to (in order):
    • the power with a free casus belli (whether by random event or other, 18.1);
    • if several powers have free casus bellis (or if none have), the power rolling highest on a dice modified by the Foreign Affairs Minister value (if equal, 33.1).

18.6 Call to Allies

  • Once war has been declared, each side may call allies. This call is free and may be limited to certain allies (of the player's choice). All allies called benefit for that turn from a free casus belli against the opposing enemy Camp.
  • The allied powers called are obliged to answer by: declaring war on the enemy (at no loss of Prestige) or leaving the Alliance (losing 3 Prestige Points and not 1, for their lack of assistance to an ally in danger).
  • If a Power has declared war and lost Prestige (non-free casus belli), it may not call its allies for assistance (its allies not being convinced of the justifications of the war). The Power's allies do though benefit from a free casus belli for this turn, but it is at their discretion if they use it or not.
  • The order of answering calls is:
    • allies without foreign affairs ministers in play, then those with ministers in reverse value (lowest to highest) (6.2);
    • in reverse order of Prestige (dice if equal).

18.7 Other Allies

  • Other allied powers who were not "called" may declare to join the war, even if they have not been invited.
  • Such declarations are done at no loss of Prestige, nor do they need a roll; however, they only take place once all "called" allies have answered. Then in the order indicated in 18.6 above.

18.8 Intervention of "External" Powers

  • Once all declarations of war have been made, other powers, not allied to any power on either side, may in turn declare war on either Camp.
  • All powers with a free casus belli may declare war, without loss of Prestige, against a power in either Camp. If the power does not have a casus belli it must succeed a roll to declare war and lose 3 points of Prestige if successful (18.2).
  • The order of these declarations (if any) is as described in 18.5 above.

18.9 Particular Cases

  • During the course of the declarations of war, any paradoxical situations are forbidden: two allied powers finding themselves in opposing Camps…
  • Any declaration of war causing such an eventuality is cancelled (exception 7.5).

18.10 War against Minors

  • Once all powers have finished their declarations of war, each player may declare war on any minor countries controlled by an enemy power.
  • Declarations of war on non-controlled minor countries, or those controlled by powers not involved in the war, are forbidden.

18.11 Entry into an Ongoing War

  • Only allied powers (of either of the belligerent powers) may declare war during it.
  • This declaration is not free and a successful roll is required (and the loss of 3 Temporary PP, 18.2), unless the power benefits from a free casus belli against the opposing Camp.
  • All other powers (neutral, or allied to none of the belligerents) may join the war after it has started. They may though ally themselves to one of the powers involved and then attempt to join the war (see paragraph above).

18.13 Parallel Conflicts

  • It is possible that there is more than one conflict active at the same time.
  • A parallel conflict may take place once all the declarations of the first war have been entirely resolved.
  • The new conflict is resolved in exactly the same manner, but is subject to some limitations during the declarations phase: No power may be engaged in more than one conflict. A declaration against a power already at war is therefore not possible.
  • A power engaging in a new conflict may not call an allied power already engaged in another conflict.
  • The belligerent powers in Camp A of the second conflict play their military phase at the same time as Camp A in the first conflict (idem the two Camp B's). The various Camps ignore each other with regards to rules concerning commercial operations, military and naval. They are considered "neutral" by the other powers in the parallel conflict.
  • Several parallel conflicts may therefore occur simultaneously, completely separated from other conflicts.

18.14 State of War Limitations

  • Once a power goes to peace, it may not initiate a new conflict (historically powers going to war immediately after going to peace were very rare). They must wait until a turn of general peace has been played.
  • However, if a parallel conflict exists, the power may try and participate if it can only do so through 18.11, and at an additional cost of 3 permanent PPs in addition to the 3 Temporary PPs.
  • If a power makes peace in one conflict, it may never rejoin that same war, even if it is still active and it has the opportunity to (18.11), as once a peace is signed it must be respected.

18.15 Zero Prestige

  • A power at war whose Prestige reaches zero suffers important internal disruption. To calm the population the State must make significant concessions to its nobles and bourgeoisie to continue the war effort (privileges, debts, advantages of all sorts etc…).
  • Once Prestige reaches 0, the State must increase its public debt by 10 Louis (15.7). The State does not receive any of this; it is considered to be transferred immediately to the population.
  • In return the Prestige of the power increases automatically to 5.
  • It is dangerous for a power to see its public debt inflated in such a manner. To avoid the cycle of reaching 0 Prestige, increasing public debt to return to 5, then falling again to 0, it is recommended that the power thinks of making peace!
  • Reminder: once Prestige is at 5 points or lower, no loans may be taken out.

18.16 Limitation of Hostilities

  • If, in a period of general peace, a conflict erupts, the war (in a military sense) only starts the following turn (once the period of war is in force). The military phase follows all declarations of war and in a period of general peace is played without any powers being able to leave their territory (or their minor ally's). No battles, naval or land, or pirate attacks may take place.
  • If, in a period of war, a power joins a conflict, it may only move its troops in national provinces or previously annexed provinces or provinces controlled militarily by its allies and its minors during the turn of DoW. Fleets have no limitations.

Example: in 1728, Europe is at general peace. Three Alliances exist: Spain - France; Sweden - Russia; Austria - Holland - England.

  1. Free casus belli: Spain successfully plays random event n°3 "Incident Frontalier" (Border incident) against Austria, a neighbour of Savoy, of which Spain is the protector. Sweden in turn activates a free casus belli against Russia, due to the latter's new commercial policy (introducing tax) affecting a Swedish commercial fleet. This causes their Alliance to end and the loss of 1 PP for each side (7.5).

  2. 1st declaration of war: Spain and Sweden must see which declares war first (both having free casus belli's). Each side rolls a dice, modified by their foreign minister. Spain rolls a 4, modified to 5, due to having Albéroni as minister. Sweden rolls a 1 (no foreign minister so no modifications). Spain therefore goes first and declares war on Austria. Savoy automatically becomes a Spanish minor ally as it is at the origin of the casus belli used by Spain.

  3. Chain reaction: Austria announces it is not declaring war on any other major powers (ending the chain reaction).

  4. Call to allies: Austria (who has no foreign affairs minister) calls its allies first and calls England, but not Holland. England responds and declares war on Spain. Spain may now call its allies and asks France for assistance, who accepts and declares war on Austria. Calling to Allies is finished; however, Holland uses its alliance to Austria to declare war on Spain (even though not called).

The two camps at war are: Austria – England – Holland against Spain – France (and Savoy).

  1. External intervention: only Turkey announces its intention of declaring war (on Austria). It benefits from a non-free casus belli (claims Hungary), so must succeed a roll. It rolls a 2, which is a failure. No declaration of war occurs.

  2. War on minors: France declares war on Bavaria (pro-Austrian) and Austria declares war on Venice (pro-Spanish). Both minors now become minor allies of their respective protectors.

The declarations phase is now finished.

  1. Other Conflict: Sweden, who activated a free casus belli against Russia, may now declare war. The procedure is the same as for the first conflict, except all the powers involved in the first war may not now participate in this second war.

  2. Attitude of controlled minors (next phase): England tests Hannover; France tests Pfaltz (8.5), both successfully.

  3. The turn of general peace continues. The various belligerent powers may not yet leave their national territory (they must wait until the following turn to do so, when the period of war is in effect).

19. Initiative

19.0 Introduction

  • Each military phase a calculation to see which Camp has the "initiative" for that turn is made. This is done based on each Camp's Prestige.
  • The Camp with the initiative selects which of the two Camps moves first in both naval and land phases.

19.1 Initiative Determination

  • Each Camp rolls a dice, modified by +1 for the Camp that has the highest Prestige.
  • Where equal, the advantage is given to the Camp with the power that has the highest Prestige (random if still equal).
  • During the first turn of a period of war, the initiative is automatically given to the Camp whose power declared war first (the origin of the conflict).

Example: Europe is at general peace. During the political phase, Turkey declares war on Poland. In the following military phase, no initiative need be calculated as neither side may leave their national territory (it is still during the turn of general peace). The following turn starts a period of war, now the initiative must be determined: it automatically goes to Turkey as that is the power that declared war at the origin of the conflict.

The next turn onwards, it will be given to whichever Camp has the higher Prestige (or randomly if equal).

19.2 Effect of having the Initiative

  • The Camp having the initiative chooses to play first or second in both naval and land phases. The choice may be different in each phase and is announced at the start of each phase.
  • For an Alliance this decision is made by the majority (7.3). If equal, the allied power with the highest Prestige chooses (diced if equal).

Example (cont.): the Franco-Spanish Camp automatically has the initiative in the first turn of the conflict (in the period of war), as Spain is the power that declared war at the origin of the conflict.

The following turn (the 2nd), France is the power with the highest Prestige, amongst those at war. The Franco-Spanish Camp therefore benefits from a +1 in the initiative roll. They roll a 5, modified by +1 becomes a 6. The Austrian player rolls a 6. As it is equal, the initiative is awarded to France as it has the highest Prestige.

During the naval phase (and land phase) the Franco-Spanish players will decide who moves first, via a majority decision.

20. Naval Phase

20.0 Introduction

  • Commercial conflict often ends in open war, with as prize the domination of the seas, only now through other means.
  • Certain powers dispose of a national Navy: all those with a Company and Turkey. The other powers start with none, but may create one during the course of the game (16.17).
  • Certain minor countries also have Navies: Denmark, Portugal, Savoy and Venice. Naples, despite its different status, also has one.
  • Navies consist of war fleets, capable of both fighting each other and convoying armies. Each war fleet represents a dozen ships of the line (or galleys) and carries the name of its flagship.
  • War fleets may move alone, or grouped (for greater combat efficiency). The term "squadron" is employed here to define a stack of war fleets (even if the stack only consists of one counter).
  • The success of maritime operations is never sure, as the enemy must be intercepted before combat can occur. Naval battles also tend to be indecisive with small losses for each side.
  • However, English and Dutch squadrons do possess a combat advantage.
  • Certain powers receive admirals, permitting them several advantages.
  • Squadrons may find refuge in military ports, to protect them from the enemy (unlike commercial fleets which are always vulnerable, being constantly at sea).
  • The war at sea is played in the naval phase of each season (after the regal phase in the spring, and the diplomatic phase in the fall).
  • Losses (depending on their size) will have a positive or negative effect on Prestige.

Naval Phase Order of Play

(The source prints this heading without a number: "20.Naval Phase Order of Play".)

  • The Camp holding the initiative has the choice of moving first, or letting their opponents move first (19). To simplify, "Camp A" is the Camp playing first and "Camp B" the Camp moving second.
  • Naval operations are played in the naval phase in the following order:

I. Neutrals move (simultaneously)

II. Invasion preparations (if any) a) by Camp A b) by Camp B

III. Normal operations: Camp A performs steps a) to e), then Camp B does likewise: a) forming squadrons, b) squadron movement, sequential (and interception attempts by the enemy) c) battles d) Prestige adjustments e) privateers (20.14)

IV. Invasion resolutions: Camps A and B (simultaneous)

20.2 The Seas

  • The maritime part of the game map is divided into "seas", each distinctive from the other. A sea may contain an unlimited number of squadrons (allied, enemy or neutral).
  • The seas near the Colonies are shown in darker colours. They are connected* to the four westernmost European seas (Oceanus Septentrionalis, Sinus Vasconus, Oceanus Austri, Mariatae Barbarum).

*This connection is only for movement and not for interceptions; the distances are too great for that.

20.3 Admirals

  • Certain powers receive admirals (as shown on their Power Card).
  • These give certain benefits:
    • +1 to intercept* an enemy;
    • -1 when an enemy is intercepting*;
    • +1 for wind advantage*.

*Only where the squadron commanded by the admiral is at most 5 war fleets.

  • War fleets commanded by an admiral succeed in firing on a 4 or more (unless English or Dutch, 20.11).
  • However, a large squadron (more than 5 war fleets) commanded by an admiral does not fully benefit from this advantage: the first 4 fire as indicated, but the 5th fleet only fires as normal (6th or greater for English or Dutch squadrons).
  • Each admiral has a life expectancy and must undergo a "life test" from a certain age (27.1).
  • The Czar PIERRE le Grand (Peter the Great) is the only Monarch to have values as an admiral (in addition to his other values).
  • The English admiral Duke of York is removed from play once he becomes Monarch (Jacques II). He no longer has any values as an admiral, being king is his new main role…
  • The anchor symbol on DUPLEIX (France) and Clive (England) does not bestow any admiral values. It is merely there to indicate that their general values (2) apply to India and not America (21.12).

20.4 Forming Squadrons

  • To belong to the same squadron, the war fleets must start their movement in the same stack.
  • It is possible to merge several squadrons into one large one; the decision must be made, and announced, before any naval movement occurs.
  • The formation of squadrons takes place in the naval sub-phase, Formation (III a).

20.5 War Fleet Movement

  • A squadron has no movement limit. It may reach all destinations in one turn. It is moved from one sea to the next until its destination is reached. During its movement it may enter or exit any military or commercial port. Once its movement is declared finished, it may no longer move and the player moves his next squadron fully (and so on).
  • A squadron may be "picked up en route" (at sea or in port) by another squadron currently moving on condition that it has not yet moved. The newly formed squadron may continue its movement as normal. Squadrons may also join, if they finish their movement in the same sea zone, or port.

Note: In both cases the player need not unite the squadrons; it is his decision.

  • If a squadron is intercepted by an enemy (20.8), its movement is momentarily interrupted and a naval battle is immediately resolved. If the squadron is not defeated, it may continue its movement.
  • A moving squadron may leave any number of its war fleets in a sea zone. The war fleets dropped off now form a new squadron and may no longer move (note: they may be intercepted separately as soon as they leave the original squadron). The original squadron may continue its move (or remain as a separate stack in the same sea zone). There is no limit to the number of squadrons that may be dropped off.
  • Movement takes place in the naval sub-phase Movement (III b).
  • A squadron should not be placed in the commercial boxes on the board ("wood", "sugar"...); these are reserved only for commercial fleets. Squadrons should be placed beside these boxes to avoid confusion if Privateering.
  • If there is any disagreement between allies regarding the actions of a squadron (composed of different nationalities), the decision is that of 1) the admiral, 2) the player with most war fleets (if equal, 33.1). The players may though simply split up the squadron (and either move separately or remain in the same sea zone as two stacks).
  • There are certain geographical restrictions:
    • Turkish war fleets and those of Mediterranean minors (Savoy, Venice and Naples) may not leave the Mediterranean (composed of all Mediterranean seas and the Mare Nigritum).
    • Idem for Denmark: its war fleets are limited to Mare Brittanicum, Mare Germanicum and Sinus Botnum.
    • Portugal has no European restrictions, but may not move to any Colonial sea.

20.6 Bosphorus

  • A squadron may move from the Mare Aegium to the Mare Nigritum (and back) on condition that Turkey* gives its permission.

*More specifically, the power currently controlling Constantinople.

20.7 Commercial Fleets

  • A commercial zone, even though reserved for commercial fleets, is considered an integral part of the surrounding sea zone. As a result commercial fleets are always considered at sea, exposed permanently to enemy "privateers" (20.14).
  • Friendly squadrons in the same sea zone may not directly help commercial fleets of their Camp. They may only try and intercept the enemy before they attack the commercial fleets.
  • Commercial fleets are attacked separately, even if several are in the same sea zone. And they may not fight back…

20.8 Interception

  • To engage an enemy squadron in battle, they must first be intercepted (a roll is necessary). The decision to intercept is always voluntary.
  • A squadron may intercept an enemy in two occasions:
    • "engaging the enemy" (during their movement);
    • or "in reaction".

*"Engaging the enemy"

  • The intercepting squadron must finish its move in the same sea zone as the enemy.
  • This type of interception occurs in the naval sub-phase Interception (c).
  • The squadron may only attempt to attack one enemy squadron.
  • Different squadrons may attempt, separately, to intercept the same enemy squadron.
  • However each interception (and the ensuing combat) is resolved separately in sequential order.

*"In Reaction":

  • A squadron may attempt an interception in reaction to an enemy squadron's (only one) movement (starting sea zone inclusive). The intercepting fleet must be in the same sea zone, a port attached to that sea zone or the sea zone adjacent (but not adjacent port).
  • If the squadron successfully intercepts, it is placed in the same sea zone as the squadron it intercepted*. A battle ensues immediately. The enemy squadron may continue its movement if it is not defeated.
  • No squadron, friendly or enemy, may join with any other squadrons present in the sea zone before the battle (unlike land interception).
  • To attempt a reaction interception, the squadron must announce its decision as soon as it has the opportunity to do so.
  • An enemy squadron at sea, that has not moved that movement sub-phase, may still be intercepted "in reaction".

20.9 Interception Roll

  • An interception is successful if a result of 4 or more is obtained. It is modified by:
    • +1 the squadron is leaving a port and the intercepting squadron is already at sea;
    • +1 if the intercepting squadron is commanded by an admiral*;
    • -1 if the intercepting squadron consists of more than 5 war fleets;
    • -1 if the intercepted squadron is commanded by an admiral*;
    • -1 if the intercepting squadron (in reaction) is in an adjacent sea zone;
    • -1 if the intercepting squadron (in reaction) is in a port.

*And if the squadron has at most 5 war fleets.

  • Gibraltar is a special case: a squadron in port in Gibraltar has a +2 modifier to intercepting enemy squadrons passing the Straits (instead of a -1 as above).
  • A squadron "engaging the enemy" intercepts on a 2 or more any enemy squadrons attempting a naval invasion (20.16), ignoring any above listed modifications.

Note: this does not include transporting troops to a friendly port.

  • If an enemy squadron is in a Colonial Sea, the intercepting squadron must be in the same sea zone. Otherwise interception is impossible.

Example: in 1742, Spain is at war with England. A Spanish fleet composed of 4 war fleets leaves the (civilian) port in Sicilia and moves successively through Mare Tyrrheneum and Mare Occidentalis, then attempts to pass the Straits to the Atlantique. England announces that its squadrons based in Gibraltar will try to intercept. The English squadron is composed of 6 war fleets, commanded by the admiral ANSON. The English player rolls a dice and obtains a 3 +2 (Gibraltar) -1 (6 or more fleets), resulting in a 4, a successful interception. However, ANSON offers no particular advantage as he is commanding 6 war fleets.

  • Certain coastal European provinces, as well as all Colonial trade-posts have a military port (anchor symbol on the map, at sea beside the province that has the port). The port is accessible to squadrons of its controlling player (22.16) as well as those of its allies.
  • A squadron in a military port is safe from the enemy. It may not be intercepted (however is at greater risk of interception upon exiting the port).
  • In the port, a squadron may attempt to intercept in reaction enemy squadrons in the sea adjacent to the port, though with a negative modifier of –1 (20.9).
  • To show that a squadron is in a military port, it should be placed in the province (having no effect on armies present).
  • If a military port is captured by an enemy (22.6) the squadron is simply moved (without possible interception) to the adjacent sea zone (squadron's player's choice if several).
  • In every coastal province there is a civilian port, where a squadron may be stationed. This though offers no protection and squadrons in them may be attacked by enemy squadrons (as if at sea).

20.11 Naval Battles

  • After a successful interception, a naval battle occurs (during movement phase if it has been interrupted by a successful "reaction" interception). Should commercial fleets be attacked there is a different procedure, as it is not a "real" battle (20.14).
  • The order of a naval battle is as follows:
    • a) wind advantage: each side rolls a dice, which-ever obtains the higher result wins wind advantage (if equal, 33.1). The roll is modified by +1 if the player has an admiral, unless he commands 6 or more fleets.
    • b) firing: the player with wind advantage fire all his fleets first.
    • c) response: after removing any losses, the enemy (second player) return fire.
  • A die is rolled for each war fleet firing. A 5 or more is needed to sink an enemy war fleet.
  • English and Dutch war fleets, or squadrons commanded by an admiral (except from the 6th war fleet on, 20.3), have an advantage in firing: they inflict damage on a 4 or more.
  • Losses are chosen by the player receiving them. For squadrons of mixed nationality, losses are proportional to the number of war fleets.
  • The Camp with most losses is declared the "loser", the other the "winner". If equal losses there is no winner or loser.
  • The losing squadron must immediately move in the following manner:
    • If transporting an army (transporting or invading, 20.15 and 20.16), the squadron must return to the port where the army in question embarked.
    • If not, the squadron must go to the nearest allied military port (if no military ports available then the nearest civilian port).
    • The winner remains at sea, or continues their move, if intercepted in reaction.
  • If no port is available to the losing squadron (unlikely), it is scuttled and these losses are added to those taken during the firing phase.

Example (cont.): the two players roll a dice for the wind advantage roll; both obtain 5 (ANSON's bonus does not apply as he commands 6 fleets). As it is equal, Spain fires first as it has the higher Prestige.

The Spanish player rolls four dice: 5, 6, 1, 4 – sinking two English war fleets. Next the English player replies with his remaining 4 war fleets and rolls: 3, 3, 4, 1 – sinking one Spanish war fleet. The defeated English squadron must move to Gibraltar (the nearest friendly English military port). The undefeated Spanish squadron may continue on its way (it was intercepted during movement).

20.12 Admiral Casualties

  • After each naval battle a roll of two dice is made for each admiral: on an 11 or more the admiral has been killed and is removed from play.

20.13 Prestige

  • For both winner and loser there are Prestige implications, depending on the size of the naval battle:
    • *small battle: defeated squadron lost only 1 war fleet: winner gains 1 PP, loser loses 1 PP.
    • *large battle: defeated squadron lost at least 2 war fleets: winner gains 2 PP, loser loses 2 PP.
  • The winner gains (and loser loses) 1 additional PP if the difference in war fleets lost is 2 or more.
  • If one of the squadrons is made up of different nationalities, the Prestige gained (or lost) apply to the player who had (in order):
    • the admiral,
    • the most war fleets (if equal, 33.1).
  • Any allies (who had at least 1 war fleet present) gain (or lose) 1 PP if a large battle was won (or lost).
  • A squadron belonging to a minor ally wins (or loses) Prestige for its protector.
  • If a squadron is forced to be scuttled, these losses are added to those of the battle.

20.14 Privateers

  • Attacks on enemy commercial fleets are separate to normal naval combat.
  • To attack commercial fleets, a war fleet or "privateer" must act alone and may not:
    • be stacked with other war fleets,
    • have attacked or attempted to intercept an enemy squadron,
    • be involved in an invasion.
  • A war fleet acting as a privateer must be placed in a commercial zone occupied by at least one enemy commercial fleet.
  • The privateer moves and attacks normally, however, does not need to roll for interception. A commercial fleet is sunk on a fire roll of 6 (regardless of the nationality of the privateer).
  • A privateer may attack all enemy commercial fleets in the same commercial zone. Each though is rolled for separately.
  • Commercial fleets attacked do not respond.
  • Commercial fleets that survive a privateer attack, remain in the commercial zone (they do not need to find refuge in military ports). No prestige is won or lost, nor is there any "winner", for privateer actions.
  • For each commercial fleet sunk a "booty" of 1 Louis is received. This is paid directly to the treasury of the attacking power.

Example: in 1760, Holland is at war with France. The Dutch player sends war fleets to the sea of América, where there are already French squadrons (of 2 fleets). He does not attack either French squadron, so as to be able to attack as a privateer.

Aware of the danger, the French player decides to intercept the Dutch war fleet, but fails (rolling a 1).

In the sub-phase III e) Privateers, the Dutch player attacks the enemy commercial fleets in the wood commercial zone (2 French commercial fleets). The Dutch player chooses one of the fleets and rolls a 6, it is destroyed. He now attacks the second but rolls a 2, no effect. Lastly, the Dutch player receives 1 Louis as booty for his treasury.

20.15 Transporting

  • A squadron may transport an army to any friendly military or civilian port.
  • Each war fleet may carry only one military unit (infantry regiment, artillery train or depot).
  • A cavalry regiment requires two war fleets to be transported.
  • The squadron must first call into the port where the army is awaiting transport, then move to the destination port, where it must end its movement.
  • The squadron moves and fights normally, however, may not itself voluntarily intercept enemy units while transporting.
  • If during the course of its movement the squadron is involved in a naval battle and suffers losses (therefore no longer having enough war fleets to transport all the units) the player must destroy any excess land units (his choice).
  • The squadron must disembark the transported army in a friendly military or civilian port.
  • Transporting to Colonies see 32.8.

20.16 Invasions

  • Invasions are when an army is transported to an enemy coastal province, rather than a friendly port.
  • Due to the complicated logistics of such an action (this is the 18th century), invasion moves, by each Camp, are done before any normal naval movement.
  • The conditions are as naval transport (20.15) with the following applicable too:
    • the squadron and army must begin their movement in the same port,
    • the squadron may not split into several stacks to carry out several different invasions,
    • the act of carrying out an invasion leads the squadron to be more easily intercepted (roll of 2 or more) in the sea zone from which the invasion is being launched.
  • All invasion movements happen in the naval sub-phase II, Invasion Preparations.
  • The invasion may only be carried out into an enemy coastal province (or trade-post), which has been announced to all other players once the squadron has finished its movement. The squadron should be placed clearly beside the chosen province. It may not move (nor intercept) in the following naval sub-phase, movement.
  • At the end of the naval phase, III h), the invasions of each Camp are simultaneously carried out. Each transported army is disembarked into the pre-announced province and must remain in one stack.
  • If an invading army is beaten in any ensuing combat, it is obliged to reembark (24.11), the squadron and army are then immediately moved back to the port they came from, without any possibility of interception.

20.17 Neutrals

  • Neutral powers (not involved in any wars) may freely move their squadrons. These movements are simultaneous (if disagreements, 33.3).
  • All neutral movement is concluded in the naval sub-phase I, Neutrals, before the two warring Camps play.

21. Generals

21.0 Introduction

  • Each power has at their disposition generals to lead their armies. Generals have unequal strategic values (from 0 to 3). No power knows the value of their general before his first battle as they are all placed face down on the board. At the start of their first battle the general counters are flipped and their values are those printed on the counter.
  • The recruitment of generals is done automatically and for free each time a power goes to war. The power receives a number of generals (2 to 4) and the player places these randomly (face down) in their "pool of generals".
  • A power may also receive certain "historical" generals. The Player Aide of each power indicates these historical generals and the period during which the power may benefit from them. These generals remain unknown (face down) until their first battle in the same fashion as the other anonymous generals.
  • If a power wants to recruit additional generals (on top of those received for free), it must:
    • either pay them a "salary" (quite expensive);
    • or "distribute wealth to the nobles", effectively establishing a commercial policy of free trade (4.7-D).

In each case for an indeterminate period.

  • In all cases, generals are only available for as long as the period of war lasts. Once it is finished, they are returned to the pool of generals (21.1 & 21.6). A new war will result in new generals being drawn from the pool.
  • A Monarch may also lead their armies, as an unexperienced general, but with certain restrictions and risks (21.8).
  • However, certain Monarchs were militarily experienced: the stathouder GUILLAUME d'Orange (William of Orange), the king of Poland JEAN III Sobieski, the Czar of Russia PIERRE le Grand (Peter the Great), the king of Sweden CHARLES XII and of course the king of Prussia FREDERIC II (Frederick the Great).
  • Each general has a life expectancy and must conduct a survival test at a predetermined age (27.1).
  • Generals that are made available during a war can be recruited as normal if drawn during the war with Pensions increase or Redistribute wealth.

21.1 Pool of Generals

  • The general counters recruited are drawn randomly, face down, from a "pool" of seven generals of varying values – three of 0, three of 1 and one of 2 – plus potentially any historical generals. Each power maintains its own pool.
  • Generals killed are returned to the power's pool, unless historical, in which case they are removed from play once killed. Any generals captured (24.11) are freed once peace is made with the capturing power.
  • Once a power returns to peace, all generals are "thanked" and returned to the pool. Once again at war generals are drawn (as described above) from the power's pool. Known historical generals (who have been flipped already, 21.5) are placed in their own separate pool.

21.2 Recruitment

  • At the start of each war, those powers involved dice to see how many generals they receive.
  • One die is rolled:
    • 1-4 = (2), 5 = (3), 6 = (4).
  • If the power is still paying salaries (21.10) or/and distributing wealth (21.10 & 11), it gets additional recruitment rolls, though -1 for each historical general known and recruited automatically.
  • Translator's note (as printed in the source, shown in red there): "Does is roll randomly again or are there a fixed number of extra generals?"
  • From the number of generals to be received, one is drawn in priority from the available historical generals (21.6) who has not yet commanded during the game (21.5).
  • Already known historical generals (from a previous war), still available, are automatically recruited on top of those received.
  • Recruitment takes place at the end of the political sub-phase War (f).

21.3 Initial Placement

  • The recruited generals are placed face down (except already known historical ones, 21.6) on any of the power's national armies (several may be placed on the same stack). No player therefore yet knows the identity of the generals or their values.
  • Known historical generals are placed separately, at the player's choice.
  • The actual placement of generals takes place once all powers have finished their recruitment. Each power placing their generals, one by one, in reverse order of prestige (dice if equal).

21.4 General Redeployment

  • Each general may, during the course of a war, be redeployed. To do this, the general is removed from the game board at the start of the military phase and may be placed the following season on any other army: either national, of mixed nationality or of a minor ally.

21.5 Revealing a General's Value

  • A general is turned face up (discovering his value) if the two following conditions are met:
    • he is in command of a stack during a battle (24.1);
    • the battle is not a "skirmish" (at least 2 regiments of each enemy Camp involved).
  • A revealed general remains so until the end of the current war.
  • Other generals present (but not in command of the stack) are not revealed.

21.6 Historical Generals

  • Certain generals are "historical": each general being available during a period of the game, indicated on the counter (and on the Player Aide of each power).
  • During general recruitment (once a power goes to war), the 1st general recruited must be a historical general who has not yet commanded an army (and therefore whose values are not yet known), if any. If there are several, one is selected randomly.
  • Other available not known historical generals are mixed into the general pool and treated as those until they become "known".
  • Once a historical general is "known" (after having commanded during a battle), he is automatically recruited, face up, each time the power goes to war, in addition to any other generals recruited.
  • A historical general is definitively removed from play if killed in combat (24.12), disgraced (See random events n°35 & 36) or once his life expectancy is reached (27.1).
  • The majority of historical generals have a value of 2, some 1 and only Marlborough a 3.
  • A historical general is a value 0 if used in the Colonies, whatever his printed value.

21.7 General-Ministers

  • Certain historical generals are additionally ministers. Their functions of general and minister are compatible.
  • Once these historical characters become available, they automatically appear as a minister (even if not yet drawn as general).
  • If the power uses the character as a general (in which case they are mixed into the pool of generals), they maintain their ministerial functions and modifiers. The counter is used to represent the character as general (face down if not yet revealed) so it is advised to note down their ministerial values (Power Card).

21.8 Monarchs

  • A Monarch may lead an army in person as a "general"; however, this may lead to certain political risks (defeat in battle, capture or death).
  • A Monarch has in principle a strategic value of 0, exceptions being GUILLAUME d'Orange, JEAN III, PIERRE le Grand, CHARLES XII, et FREDERIC II, 21.9).
  • A Monarch is "recruited" in addition to any other generals (counter with crown) and is placed directly face up on any national army.
  • A Monarch may only command national armies (and not those of a minor ally). The Monarch takes command even if there is a more competent general in the stack (unless another, more competent Monarch, 24.1).
  • A Monarch may also have competencies as a minister. If so, they are maintained even if the Monarch is at war as a general.
  • As long as a Monarch is at war as a general, no national armies may merge (22.8) unless the Monarch commands at least 5 national regiments (including mercenaries) or at least half the available national army (rounded up), whichever is less. This constraint is lifted if the Monarch is captured.
  • Once a Monarch wins a "large" battle (24.0) that power gains 1 additional Prestige Point (or losses if the reverse).
  • If a Monarch is captured or killed during the course of a battle, 3 extra PP are lost (24.11).
  • If a captured Monarch refused a peace proposed by his gaoler (14.0), he loses 2 extra (temporary) Prestige Points on top of those normally lost for the failure of the peace.
  • If a Monarch dies during a battle, a Compromise Peace must be offered by that power to all its enemies in the next political phase (the power may exceptionally make a separate peace to its allies in this case, 14.7).
  • A Monarch may personally go to war whenever he feels like it during the course of a conflict.
  • The departure (and return) of the Monarch is decided during the regal sub-phase (b) Expenditure. A Monarch may make as many "visits to the front line" as he wishes during a war.
  • A Monarch returns to his palace once he no longer has any national regiments under his command (unless captured, 24.11).

21.9 General-Monarchs

  • The value of a General-Monarch (king of Poland JEAN III Sobieski, Czar of Russia PIERRE le Grand, king of Sweden CHARLES XII, king of Prussia FREDERIC II and the stathouder of Holland GUILLAUME d'Orange) is uncertain during his 1st battle (note skirmish) (if in command) even if printed on the counter. A dice is rolled to establish the value:
    • 1-2 = 0, 3-4 = 1, 5 = 2, 6 = 2*.

*3 for CHARLES XII and FREDERIC II.

GUILLAUME d'Orange is always a value 0 during his first battle.

  • After his first battle, his reputation grows and his value is that as printed on the counter.
  • JEAN III and PIERRE le Grand each are value 2.
  • CHARLES XII and FREDERIC II are each geniuses, with a military value of 3.
  • GUILLAUME d'Orange is an average general with a value of 1.
  • All other Monarchs have a value 0 as generals.
  • Note, JEAN III is firstly a Polish historical general only, Sobieski. He becomes king on the death of MICHEL I.
  • Idem for the admiral Duke of York who becomes king of England JACQUES II on the death of CHARLES II (20.3).
  • Idem for the minister HEINSIUS, who becomes stathouder of Holland on the death of GUILLAUME d'Orange (he has military value of 0 once Monarch).

Frontal Assaults

Some leaders (Villars, Peter the Great, Daun) are better when defending.

  • When Marlborough is attacking Villars, roll a die. On a 4-6, the French Army gets the +1 Leadership bonus instead of the English Army receiving it.
  • When Charles XII is attacking Peter the Great, roll a die. On a 6, the Russian Army gets the +1 Leadership bonus instead of the Swedish Army.
  • When Frederick II is attacking Daun, roll a die. On a 5-6, the Austrian Army gets the +1 Leadership bonus instead of the Prussian Army.

21.10 Payment of Salaries

  • A power may recruit additional generals by paying "salaries" for an indeterminate period of time.
  • This additional recruitment is decided during the regal sub-phase b), Expenditure.
  • This decision allows the power to receive an extra 2 to 4* generals, from those available in the pool.
  • These salaries cost automatically 1 to 6 Louis (dice roll) to the power's treasury each regal sub-phase b), Expenditure.
  • The salaries are still to be paid, even if all generals recruited in this fashion have been killed or captured, or the power has returned to peace (widows, descendants...).
  • Every power is limited to a maximum of 2 salary payments at the same time (at a cost of 2d6 Louis per regal phase).
  • Once peace is restored, the generals (like all others) are thanked and returned to the pool.
  • At the end of each regal phase h), during a period of general peace only, a dice is rolled. On a result of 5 or more the power may end all salary payments (be there one or two).
  • If a power returns to war and is still paying salaries, it benefits from an additional roll* for generals (or two if the power decides to pay more salaries) but this time with a negative modifier of –1 per known historical general recruited.
  • *A dice if rolled:
    • 1 = (2), 2-3 = (3), 4-6 = (4).

A power may not recruit more generals than it has in its pool.

21.11 Redistributing Wealth

  • A Monarch may distribute wealth to the nobles of his kingdom to receive in exchange (without need to pay any salaries) between 2 to 4* additional generals from those available in the pool.
  • This distribution of wealth is decided on during the regal sub-phase (c), Expenditure.
  • The Monarch must choose a commercial policy of Free Trade (4.7) to satisfy the interests of the nobility (who in turn will pay the general's salaries). If a Tax or Monopoly commercial policy is currently in force, the Monarch must immediately change it (losing 1 PP in the process, 4.7).
  • Once peace is restored, these generals like all others, are thanked and returned to the pool.
  • At the end of each regal sub-phase (f) during a period of general peace a dice is rolled. On a score of 5 or more the Monarch may again freely chose a new commercial policy. The Monarch may in a future war again "redistribute wealth".
  • If a power returns to war and is still operating the Free Trade policy, it benefits from an additional roll* for generals but this time with a negative modifier of –1 per known historical general recruited.
  • *A dice if rolled:
    • 1 = (2), 2-3 = (3), 4-6 = (4).

A power may not recruit more generals than it has in its pool.

  • A power may simultaneously recruit additional generals by paying salaries and redistributing wealth. Both are done independently of each other and in no order of importance.

21.12 Colonial-Generals

  • The generals Dupleix, Montcalm (France), Clive and Wolfe (England) are colonial generals who may act respectively in the Colonies America and Indias.
  • Their values as generals is 2 but may not be used elsewhere. The anchor only distinguishes those that can operate in the Indias from those that can operate in Amérique (they have no admiral capabilities).
  • These characters, if used as generals, are not mixed into the pool. As soon as one of these characters appears historically on the power's Player Aide, he is placed immediately face up in either the Indias or America (depending on which it is) and may assume command.

21.13 Minimum of Generals

  • If by mischance a power has no more generals on the board (after having resorted to both salaries and wealth distribution), it still benefits from the right to have a minimum of generals.
  • The power receives, for free, a general of value 0, that may be placed on any of its armies (21.4). It may additionally use its Monarch… (21.8).

Example: in 1768, Sweden declares war on Russia. Both sides roll for their generals. Sweden rolls a 3, allowing it to choose 2 generals from its pool (containing a total of 7 anonymous Swedish generals). He places both face down on two army stacks.

The Russia player firstly receives automatically SOUWAROV, a known historical general (from a previous war). He then rolls the dice and obtains a 1, also 2 generals. Russia has decided to distribute wealth so benefits from a second roll. He gets a 5, which is an extra 4 generals for a total of 6 (4 + 2).

He first draws an unknown historical general from those face down: PANINE, POTEMKINE and RUMIANTZEW. Once this draw is made, the other two are mixed in with the other generals in the pool and 5 are drawn randomly. He then places his 6 unknown generals and SOUWAROV on his armies.

22. Military Phase

22.0 Introduction

  • In a period of war political conflicts are settled by force. Powers resort to their armies: infantry or cavalry regiments, artillery trains, depots, fortresses and generals.
  • Military operations are done in the military phase of each season (after the naval phase).
  • The Camp with the initiative decides which of the two Camps moves 1st (19).
  • For playability most historical regiments are not represented. Instead each regiment represents around 5 or 6 being made up of around 5,000 men (instead of the more historical figure of less than 1,000). Each regiment carries the name of its province of origin. Each artillery train is a grouping of 50 canons. A depot representing supplies (wagons, cattle…).
  • Regiments may move alone or in stacks (for more efficiency in combat). The term "army" is employed here to represent a stack of regiments (be it one or many).
  • Artillery trains and depots must always be stacked with regiments. If not they are removed from play.
  • Military success is never guaranteed. One must first find the enemy then beat them…

22.1 Military Phase Order of Play

I. Neutrals move (simultaneously)

II. Military operations: Camp A performs steps a) to g), then Camp B does likewise. Camp A being the side playing first as decided by the Camp with the initiative.

  • a) formation of armies,
  • b) movement of armies, one after the next (and enemy reaction if any),
  • c) attrition of armies,
  • d) search for enemy (to engage in battle), firstly the moving Camp, then the non-moving,
  • e) battles:
    1. calculate modifiers,
    2. calculate losses,
    3. remove losses,
    4. end of the round,
    5. retreat or a new round (back to 1),
    6. test for general survival,
    7. devastation,
    8. new battle?
  • f) adjustment of Prestige,
  • g) siege resolution.

III. Winter quarters (in the fall only).

22.2 Provinces

  • The land portion of the map is divided into distinct "provinces".
  • A province may contain up to two armies per Camp.
  • Certain small provinces may accommodate only one army per Camp, those with an asterisk. These are: Alsace, Roussillon, Savoia, Malta, Fyn, Zeeland, Brabant, Pfaltz, Thüringen, Shleswig, Hessen, Stralsund, Gibraltar, Crna-Gora, Steyr, Ulster, Connaugh, Leister, Mounster.
  • In the sub-phase winter quarters (in fall), only one Camp may remain in a province (the armies of the other Camp must withdraw, unless besieged).

22.3 Formation of Armies

  • To be part of the same army, units must begin their movement stacked together.
  • Each army must be made up of at least one regiment. Artillery trains, depots and generals may never be left without a regiment (22.7). An army may voluntarily abandon its artillery trains or depots to become more mobile (22.8). They are then removed from the game, unless they have the possibility to join another army* (if accepted and in the same province).

*National or composed of Ally to power.

  • It is allowed to split a large army into several smaller ones; the decision to split must be made before any movement is undertaken.
  • The composition of an army is only known to those players who have at least one unit in the stack. The general counter being placed at the top of any stack (24.1). The army is revealed to all as soon as it engages in a battle.
  • Only visible to all is the size of the stack and the general on top.

22.4 "Royal Army" Counters

  • Each power has at its disposition a "royal army" counter that may be used to replace any stack (to facilitate moving pieces around the map board).
  • The army stack is removed from play and placed to one side. It is however considered to be where ever the royal army counter is.
  • At any moment the player may replace his royal army counter by the stack of units it represents (and vice versa).

22.5 Enemy Presence

  • There is an "enemy presence" in a province if there is an enemy army or fortress (even if besieged).
  • Reminder: a rebellion is also an enemy presence, as the province is "occupied" by the hostile militia.

22.6 Military Control

  • A province is normally controlled militarily by the power who is its legitimate owner.
  • However, if an enemy is the sole possessor of an army in a province, and is besieging any friendly fortress present, that province becomes militarily controlled by the enemy.
  • To maintain military control of an official enemy province, a player must control (or be besieging) any fortress present, or leave at least one army present.
  • Control is decided once these conditions are met, even at the end of the enemy in question's turn (during the military phase). The invaded player may not therefore have a chance to react to the change of control in a province.
  • Exception: if an enemy has disembarked (invaded) a friendly coastal province, the control is decided after the end of all movement (friendly included). The invaded player may therefore attempt to react and avoid losing control of the province.
  • Enemy military control ceases once:
    • a friendly force meets the two above conditions to control the province (see above),
    • the enemy no longer possesses an army in the province (unless they control the fortress, if any).
  • If an enemy ceases to besiege a friendly fortress, before capturing it, they lose military control of the province.
  • Reminder: A province in rebellion is no longer considered controlled by its original power (17.6).

Example: in 1756, Prussia and Austria are at war. A Prussian army enters Austrian Silésie where there are two Austrian armies and a fortress. The Prussian army beats the two Austrian armies then besieges the fortress, without success. Prussia now has military control of Silésie. In his turn, the Austrian player sends an army to save Silésie and succeeds in beating the Prussians, who must retreat to Brandebourg. The siege of the fortress broken, the military control of Silésie returns to Austria.

22.7 Depots and Artillery Trains

  • Depots and artillery trains must always be accompanied by a friendly regiment.
  • If a depot (or artillery train) is not accompanied by a regiment, it is immediately demobilised.

22.8 Operational Movement

  • Armies have a limited movement each turn. This limit is that of the slowest unit in the stack. Cavalry regiments have 4 movement points (MPs), infantry regiments 3 MPs, artillery trains 2 MPs and depots 1 MP.
  • Armies move from one province to the next until they reach their destination, using all (or part) of their potential movement.
  • Each province entered costs 1 MP.
  • An army may only enter national, allied or enemy provinces (it may never enter provinces of neutral powers or minors) (exception x.xx).
  • Reminder: a minor country that is does authorise its protector, and allies if the protector allows, to cross its territory, but never to remain there.

Note: the source text reads "a minor country that is does authorise" at this point; the sense (a minor's protector may cross its territory but not remain there) is as printed.

  • An army may cross the Papal States and sometimes the Holy Roman Empire and Poland even if they are neutral (32.18).
  • An army must stop its movement once it enters a province containing an enemy presence (22.5). During the course of its movement it may enter, or leave, any friendly fortress.
  • An army may be stopped during its movement by an enemy army which successfully intercepts (22.13).
  • Once an army finishes its movement it may no longer move and the player proceeds to the next army (and so on…).
  • An army moving may pick up and assimilate another army that has not yet moved. Armies may also be joined into one stack if they finish their movement together in the same province. In both cases the armies are considered to "concentrate" their forces.
  • Concentration occurs when several armies merge during the movement phase. Concentration is forbidden during Strategic movement (22.11) and when a Sovereign is at war and does not command at least 5 regiments in that province (or half the regiments in province, rounded up).
  • It is possible to "drop off" units from an army as it crosses provinces. Armies thus detached may not move again.
  • An army may enter a province already containing the maximum authorised armies (22.2) on condition that it either joins with one or keeps moving.
  • An army entering, or already in, a province where there is an enemy fortress (even if besieged), may not move directly to another enemy controlled province. It must first enter a friendly controlled one.
  • If there is a disagreement between allies over the action of a mixed stack, the general in command decides (24.1); however, the allied units may leave the army stack (as if "dropped-off").
  • A general is part of the army and moves with it. He may be voluntarily removed from the map board at the start of movement, to be replaced the following season on another army containing at least one national regiment (or that of a minor ally).
  • An army that has been landed (through invasion) into an enemy coastal province may not move again that turn. However, an army transported to a friendly military port may move normally.

22.10 Moving within a Colony

See 32.8.1.

22.11 Strategic Movement

  • Every power may strategically move one (and only one) of its armies, which differs significantly from normal movement.
  • The use of strategic movement allows one army to potentially have unlimited land movement. Certain limitations though apply.
  • An army made up of allied units may not move in this fashion; only an army consisting entirely of one nationality (national or mercenary regiments).
  • The army that strategically moves may only consist of a maximum of 3 regiments (including depots or artillery trains).
  • This movement costs 3 Louis.
  • The army may not start in an enemy province*, nor enter one during its move. The army must start and end its move in friendly (national or allied) provinces, with no enemy presence (22.5).

*An enemy province here includes enemy provinces under friendly military control (22.6) and friendly provinces with an enemy presence (22.5).

  • The moving army may not "concentrate" (22.8) or "drop off" its regiments either during its move, or in its destination province. It may also not have been transported (or invaded) during the player's naval phase.
  • The army may not continue its strategic movement if it is attacked by an enemy (due to an enemy interception, 22.13).

22.13 Reaction to Movement

  • An enemy may try and react to any land movements to either attack (intercept) or withdraw.
  • Only an enemy army commanded by a general may attempt to intercept.
  • The army may only attempt one interception per turn (successful or not).
  • An enemy army may try and intercept if:
    • your army enters the same province,
    • enters an adjacent province.
  • An enemy army may attempt to withdraw if you enter the province it is in.
  • The reaction attempt must be announced immediately by the opponent once the opportunity arises.
  • An enemy army may not attempt to intercept if it currently occupies a province in which the fortress is still friendly (even if besieged).
  • Reaction movement by an enemy succeeds on a roll (modified by the value of the general, if face up) of a 5 or more.
  • Interception: if an enemy army successfully intercepts, it is placed in the same province and a battle takes place immediately (no search necessary, 22.14). If the enemy fails to intercept, nothing happens. The intercepting army is considered to be the attacker.
  • No army may be "counter intercepted" (intercepted while carrying out an interception). No supply test is carried out before the battle; it will occur in the following sub-phase.
  • Each army, friendly or enemy, may concentrate with armies already present in the province before the battle (unlike a naval interception).
  • Exception: If a friendly army enters a province (where there is an enemy army) to concentrate with a 2nd army already there, the enemy may not intercept this moving army.
  • Withdrawal: if an enemy army successfully withdraws, the friendly army moving into the province must end its movement there (regardless of MPs remaining).
  • An enemy army, whether withdrawing or intercepting, may drop off units in the province it started in. The general in command however must move with the army.

Example: a French army commanded by Condé is in Artois. The Alliance (England, Holland and Austria) move first. The Alliance moves through Flandre and enters Artois. The French player does not announce any reaction attempts. A Dutch army then moves into Artois and concentrates with the English army. The French player may not attempt to intercept the Dutch army as it is concentrating with the already present English army.

22.14 Reaction "to the Sound of the Cannon"

  • Once a battle starts, both Camps may try and have nearby armies intervene, by marching to the "sound of the cannon".
  • Armies, enemy or friendly, in the same or adjacent province, commanded by a general, may try and intervene.
  • A reaction test is made by the army: it succeeds if the result is equal to 5 or more. The dice is modified by:
    • +1 if the army is present in the same province as the battle, or started in the same province as any intercepting army.
    • +? Value of commanding general (if face up).
  • A 1 is always automatically a failure.
  • If successful, the army is mixed (and moved if in adjacent province) with the friendly army already involved in the battle.
  • Armies in adjacent provinces, where there is an enemy fortress (besieged or not), may never attempt to intervene.

Example (cont.): An Austrian army moves into Champagne, adjacent to Artois. The French player announces that he will attempt to react and intercept the Austrian army. He rolls a 3, modified to 5 (Condé +2), a success. The French army is moved to Champagne, leaving 1 regiment in Artois. A battle starts immediately in Champagne between the French and Austrian armies.

The Anglo-Dutch army in Artois attempts to react and follow the French army to Champagne (it may, as it has a general). The English general is still unknown. He must roll a 5+ with a bonus of +1 (as they are starting in the initial province of the French intercepting army). He rolls a 4 +1 = 5, a success. The Anglo-Dutch army is moved to Champagne and concentrated with the Austrians.

In Champagne, the French player has a second army; however, it may not attempt to intervene in the battle as it has no general.

The battle will therefore be the French army of Condé (the intercepting army) versus the Austrian and Anglo-Dutch armies.

22.15 Searching

  • In each Military Operation's sub-phase d), Search for Enemy, both Camps may attempt to locate enemy armies.
  • To engage in a battle with an enemy army, the army must first be "found" (a search roll is necessary).
  • To attempt to search, the army must be commanded by a general.
  • The decision to search is always voluntary (except through random event n°43).
  • Both Camps may announce a search attempt wherever there is an enemy army in the same province (the player whose general is commanding the army decides), during the sub-phase Search for Enemy.
  • The moving Camp announces all search attempts first, then the non-moving Camp may do likewise.
  • If two armies are searching each other in the same province they find each other automatically (no search roll necessary).
  • An army in a fortress may not be attacked; it may only be besieged (25.2).
  • An army may successively attack two enemy armies in the same province on the condition that it has found and defeated the first, before attempting to search for the second.
  • Two different armies may attempt to search for the same enemy army. However, each search (and ensuing combat) is resolved separately (in the order announced).
  • A search attempt is successful on a roll of 4 or more. The roll is modified by:
    • +? Value of the commanding general (if face up).
  • A roll of a 1 is always a failure, regardless of modifiers.
  • If successful, both Camps may attempt to have other armies "march to the sound of cannon" in the ensuing battle (22.14 above).

22.17 Ports

  • Military ports are identifiable by an anchor on the map. Civilian ports are not; there is considered to be one per coastal region. Commercial ports also exist, linked to the commercial zones; however these are not represented in the game.
  • A port is considered captured once an enemy takes military control of a province (22.6).
  • If there is a fortress in the province, it is considered to be protecting the military port, which can now only be taken by siege (25). A fortress does not protect civilian or commercial ports.
  • Once a military or civilian port falls into enemy hands, any squadrons in it are immediately moved to the adjacent sea zone (without interception).
  • If a capital and military or commercial port are present in the same province, the port is considered to be inside the capital (22.15). If both ports exist, the commercial port is considered inside, the military port outside.
  • Exception: the military port of Gênes is separate to the capital of Savoy (Torino in the province Piemonte). If a fortress is present, it is considered to be protecting the capital and not the port.

22.18 Neutrals

  • Neutral Powers (not involved in the conflict) may move their forces and are not subject to any kind of reaction (as they are not enemy).
  • They may only move their armies in national territory, to their trade-posts (or back) or to cross minor countries they control (8.4).
  • Neutral Powers move before either Camp at war moves, in the sub-phase "I. Neutrals Move".

22.19 Limitation of Hostilities

  • If in a period of general peace, a conflict erupts, the state of war, from a military perspective, only starts the following turn (when the period of war comes into effect). The military phase following any declarations of war (in the period of peace) is played, however, no powers at war may leave their territory (nor can minor allies). No battles, naval or land, or privateer attacks may take place.
  • If in a period of war, a power joins a war, it may only move its forces in its national territory or provinces controlled militarily by it or its allies that turn (same for its minor allies). Squadrons have no limitation.

23. Attrition

23.0 Introduction

  • Each turn armies may suffer from desertions, sickness… All such losses are taken into consideration under the term "attrition" and are calculated based on movements in the sub-phase Attrition II c.
  • An attrition roll is made per army to establish the losses suffered during that turn. Attrition tends to be higher if an enemy is present (more desertions, less supplies available) or if an army is very big (greater risk of epidemics…).

23.1 Calculation

  • Important: Regiments in their province of origin, depots and artillery trains are ignored for attrition tests. They may not be selected as losses either.
  • Only armies consisting of at least 2 regiments are tested for attrition.
  • Each power rolls a dice per army (> 2 regiments). The result is modified as follows:
    • +1 if the army is "big" (at least 5 regiments);
    • +2 if the army is enormous (at least 13 regiments, not cumulative with above);
    • +1 if enemy present (22.5);
    • +3 if army is isolated*;
    • +1 if province is devastated;
    • +1 if army is currently in an Arctic province (32.10) in fall, not applicable to Russian and Swedish armies (if they make up half, rounded up, of national regiments);
    • -1 if army has at least one depot;
    • -1 if army is supplied (23.2).

*Army is not in or adjacent to a friendly province, or enemy province under friendly military control (22.6); sea links do not apply.

  • If the modified result is 5 – 7, the army tested loses 20%** of its regiments, which are removed from play.
  • If the modified result is 8 or more, the army tested loses 33%**.

**Losses rounded up.

  • The losses of a mixed (allied) army are chosen by its commander (24.1).
  • After attrition is completed, an army may at last do battle with its forces left…

Example: in fall 1741, the Polish player (at war with Russia) announces that he will pay for the supply of his three armies, containing a number of regiments. All his other regiments are dispersed alone around Poland. He rolls the dice for his attrition, a 5. He examines each of his armies:

  • the 1st is composed of two regiments, one of which is in its province of origin. This regiment is ignored so the army is effectively composed of only 1 regiment. It cannot suffer attrition, and the Polish player does not need to pay for supply.
  • the 2nd is composed of 4 regiments and is in Galicja (a Polish province). The dice is modified by –1 (supply) to a 4. No attrition is suffered (just).
  • the 3rd is composed of 13 regiments, isolated behind the Russian lines in Moscowia, which is devastated, besieging the fortress that is protecting Moscou. The dice is modified by -1 (supply) +2 (enormous army) +1 (enemy presence: the besieged fortress) +3 (isolated army) +1 (devastated province) +1 (cold province), a total of 12. The army loses 33%, 5 regiments (rounded up). The effects of the Russian winter are being felt…

23.2 Supply

  • Within national territory an army is automatically, and freely, in supply. Thus benefiting from a –1 to its attrition roll.
  • Outside national territory, supply must be paid for at the cost of 1 Louis per army. It is advised to do so to benefit from that precious –1 bonus.
  • A mixed (nationality) army is never automatically or freely in supply, wherever it is. Its supply must be paid, though any ally present may do so.
  • The army of a minor ally is considered supplied in its national territory, unless it is a mixed army. Outside its borders, the protector must pay for its supply.

24. Battle

24.0 Introduction

  • There are 3 types of battles:
    • skirmish: combat between weak/small forces (armies of 1 regiment each);
    • small battle: combat between medium forces (2 to 4 regiments each);
    • large battle: major combat (each army being at least 5 regiments strong).
  • Battles tend to be expensive and indecisive.
  • However, Prussian and Swedish armies have an advantage in combat (due to their superior morale). Inversely, feudal regiments are at a disadvantage having a lower than average morale. A higher morale often minimises losses.
  • Having a superior general, or benefiting from cavalry or artillery superiority, gives the player a tactical advantage during the course of the battle.
  • The gain (or loss) of Prestige due to a battle is measured by the losses suffered.

24.1 Commanders

  • When several generals are present in an army, or when an army is of mixed nationalities, the command of the army is given to (in order of importance):
    • any Monarch present;
    • any general present;
    • the choice of allies in other cases (several or no Monarchs or generals present).
  • In cases of disagreement, 33.1. Once attributed, the commander remains in charge for the whole turn.
  • Reminder: an unknown general only reveals his values if in command and when the battle is not a "skirmish" (at least 2 regiments on each side).

24.2 Morale

  • All regiments have in principle a morale of 2, except:
    • feudal regiments, who have a morale of 1, as well as Tatar regiments (Horde);
    • Swedish and Prussian regular and mercenary (both infantry and cavalry) regiments, who have a morale of 3.

Example: Baltic States regular infantry regiments, enrolled in the Swedish army, have a morale of 2, as they are not of Swedish nationality.

  • As long as the Prussian king FREDERIC II (Frederick the Great) is not on the throne, the morale 3 for Prussian regiments is only applicable in Prussian territory. (Abroad they have a morale of 2.)
  • The morale of each army is calculated at the moment the battle starts. Each side counts up the number of regiments of each morale (3, 2 or 1). The largest group normally being the morale of the army (if equal, the average morale).
  • If all three morale categories are present, the value of the highest (lowest) morale is only taken if the number of regiments with the highest (lowest) morale outnumber those in the other two categories. If this is not the case, then the average morale is taken, 2.
  • Artillery trains, depots and any fortresses present are ignored.

24.3 Tactical Modifiers

  • Bonus for best general: the army commanded by the best general benefits from a tactical bonus on its dice roll each round equal to the difference in values of the two generals (an army without a general is by default a value 0).
  • However, in certain cases this bonus is reversed (Frontal Assault (21.9)):
    • CHARLES XII attacking PIERRE le Grand
    • FREDERIC II attacking DAUN
    • MARLBOROUGH attacking VILLARS
  • Cavalry Superiority: an army that has at least twice as many cavalry regiments may benefit from a tactical bonus of +1.
  • The cavalry superiority bonus is not automatic; a roll of a 4 or more is needed, modified by:
    • -1 if the majority of cavalry present are feudal (at least 50%);
    • +1 if the cavalry superiority is triple that of the enemy;
    • -1 for Turkish armies fighting armies commanded by Montecucculi, Prinz Eugen or Türkenlouis (Austrian generals).
  • Artillery Superiority: an army that has at least twice as many artillery trains may benefit from a tactical bonus of +1.
  • The artillery bonuses can only be applied to the defender, never the attacker. However, a certain parity of infantry to artillery must apply. If the ratio of artillery is greater than 1 artillery train to 2 infantry regiments, the excess is ignored (e.g. a French army has 5 infantry regiments and 3 artillery trains; only two artillery trains will count towards calculating this bonus).
  • Both artillery and cavalry superiority bonuses are cumulative.
  • However, if both opposing armies have one of these bonuses (one cavalry, the other artillery), neither side benefits from the +1 (they cancel each other out).
  • The sum of bonuses is limited to the ability of the commanding general: to +1 if he is worth 0 or 1; to +2 if he is worth 2 or 3.

Example: A value 0 Swedish general commanding 3 regiments (morale 3) and an artillery train attacks a value 1 Polish general with 5 feudal cavalry regiments (morale 1). The Swedish player does not benefit from his artillery superiority, as he is attacking. The Polish player may have a cavalry superiority; he rolls a dice and gets a 5 (unmodified as –1 for the majority being feudal cavalry, +1 for having three times as many cavalry – 5 vs 0). The Poles do get the bonus +1. They also get a +1 bonus for superior general (1 vs 0), a potential total of +2. Unfortunately, the Polish player's bonuses are limited to +1 as the value of the general is 1 (to have the +2 bonus he would have needed a general of value 2 or 3).

  • Morale Bonus: the army having the better morale inflicts a negative tactical modifier on its enemy, equal to the difference in morale value (24.2).

Example (cont.): The Swedish army having a better morale (3 versus 1) inflicts a negative modifier of -2 on the Polish army. In total the Swedish army has no bonus, the Polish a negative modifier of -1 (+1-2).

  • Bonuses (and their modifiers) for cavalry, artillery and morale are recalculated after each round of combat where losses are taken.

24.4 Battle

  • Battles are resolved in the sequential order that they were declared. Once the first one is resolved, the players proceed to the next battle and so forth…
  • Each battle consists of successive rounds, during which each Camp fires simultaneously (dice modified by any bonuses or negative modifiers, see above) to inflict casualties on the enemy.

24.5 Calculation of Casualties

  • Each Camp rolls a dice simultaneously to determine the losses inflicted on the enemy. The dice is modified by any bonuses or negative modifiers. See casualty table.
  • Each Camp then removes its losses as follows:
    • a regiment must have a morale at least equal to that of the army;
    • if a "*" is indicated, losses must include a cavalry regiment (if any);
    • half the regiments (rounded up) must be chosen from the nationality having the greatest number of regiments present (then in descending order).
  • If allies cannot agree on the split of losses, the losses are determined (after the above constraints) randomly.
  • Losses are applied at the end of each round.

24.6 Next Round ?

  • After each round from the 2nd onwards, an army may decide to retire from combat. Each Camp takes a counter "retraite/bataille" (retreat/battle) and places it hidden in front of them. Both Camps' counters are then revealed simultaneously.
  • If a player chooses "retraite", the opposing army is declared the winner (if both armies decide to retreat, the winner is the defender and only the attacker actually retreats).
  • The retreat of an army may, occasionally, turn into a rout (24.8).

24.7 Demoralisation

  • An army is demoralised if it takes too many casualties during a battle. This depends on its morale and the value of its general.
  • Demoralisation is reached if the army's losses (in regiments) is superior to the value of its morale plus the value of its general.
  • If the two armies reach their demoralisation level in the same round, only the one having taken more casualties since the start of the battle is considered demoralised that round (if equal, the smaller army).
  • A demoralised army fights normally, but risks routing if the battle continues.

24.8 Routing

  • An army may break and rout if it retreats, or is demoralised and continues to fight.
  • If an army chooses to retreat (24.11), a dice is rolled. On a 6, the retreat turns into a rout. The winner automatically launches a pursuit (24.10).
  • If an army is demoralised and suffers a loss (1 or more regiments) during a subsequent round, a rout is possible. The player must choose between:
    • continuing the battle,
    • or retreating.
  • If the player decides to retreat, a dice is rolled and on a 5 or more, the retreat turns into a rout. The winner automatically pursues (24.10).
  • If the player chooses to continue the battle, a rout test is immediately done (one dice); on a 4 or more, the army breaks and routs.
  • If the army breaks, the winner automatically pursues (24.10).
  • Once both armies are demoralised, both must perform rout tests, the attacker first (if they break, the defender is declared the winner and need not test).

24.9 Victory ?

  • The battle ends if (in the following order) one of the armies is destroyed, retreats or routs. The army still on the field is declared the winner.
  • If none of the above conditions apply, a new round of combat takes place.
  • If both armies mutually annihilate each other (no surviving regiments), there is no winner or loser (and any generals involved are recuperated the following turn, 21.4).

24.10 Routing

  • A rout leads to the destruction of a part, or all, of the army's artillery trains and depots. The routing army also automatically suffers a pursuit, where only the winning army gets to inflict losses on the routing army.
  • The losses suffered depend on the level of rout, of which there are 3 types: limited pursuit, partial rout or complete rout.
    • Limited pursuit: The defeated army is not demoralised. It loses half (rounded up) of all artillery trains and depots. Pursuing forces fire on the [1-2] column with no modification to the dice.
    • Partial Rout: The defeated army is demoralised, but the general has ordered a retreat at the end of a round. It loses half (rounded up) of all artillery trains and depots. Pursuing forces fire on the [1-2] column, adding one column for each pair of surviving cavalry regiments, with no modification to the dice.
    • Complete Rout: The defeated army is demoralised and breaks in combat. It loses all artillery trains and depots. Pursuing forces fire on the [1-2] column, adding one column for each pair of surviving cavalry regiments and a +2 modifier to the dice.
  • In all cases any bonuses or negative modifiers from the combat are not taken into account.
  • After these final casualties are taken into consideration, the routing army may finally retreat from combat (24.11), presuming there are survivors…

24.11 Retreat

  • After a battle and once rout losses are calculated (24.10), the losing army must retreat towards its lines of communication: an adjacent friendly province with no enemy presence (22.5) of the player's choice, closer to his national territory (in the case of an allied army the choice can be of any of the nations' territory).
  • The army may, if the above is not possible, pass through a minor (neutral) country to reach the friendly province. This movement is done ignoring the movement potential of the army in question.
  • If neither of the above is possible, the retreating army must move to any adjacent friendly province, of the victor's choice, suffering an immediate supplementary attrition roll (23.1), unless the army consists only of 1 regiment, in which case no attrition roll is done. For the attrition roll the army cannot be considered supplied.
  • For invasions only, the retreating army must reembark onto the squadron that it came from and return to a friendly port (20.16-G). No naval interception is allowed on this retreating stack.
  • A defeated general, whose army has been wiped out (no regiments left) in battle, or the ensuing rout, is considered captured. If it was a Monarch, that power immediately loses 3 Prestige Points.

24.12 Leader Casualties

  • After each battle, both generals roll two dice to see if they were wounded. On a roll of a 12, the general is killed. If it is an unnamed general, he is returned to the pool. If a named historical general, he is removed from the game.
  • If the general was a Monarch, a second dice is rolled: 1-3 he is wounded and is returned to his palace; 4-6 the Monarch dies (21.8-J). In either case the power loses 3 Prestige Points.

24.13 Devastation

  • The effects of a battle may additionally devastate the province, reducing the revenue thereof (15.2-D).
  • For each (non-devastated) province in which a battle or skirmish took place, a dice is rolled. The result is modified by the size of the battle:
    • +1 for a small battle
    • +2 for a large battle

On a roll of a 6 or more the province is devastated.

  • If several battles occurred, regardless of size, the dice is only modified by +2, ignoring the above.
  • A province in rebellion that is recaptured automatically becomes devastated.

24.14 Prestige

  • The winner of a battle gains Prestige in line with the size of the battle (24.0):
    • *skirmish: no Prestige gained or lost.
    • *small battle: the winner gains 1 PP.
    • *large battle: the winner gains 2 PP.
  • The winner gains an additional 1 PP if the difference in regiments lost is 4 or more (rout included).
  • The loser loses as much Prestige as the winner has gained.
  • If an army is of mixed nationality, the Prestige won (or lost) is only applied to the power of the commanding general (24.1). Any allies (who had at least 1 regiment present) only win (or lose) 1 Prestige Point if it was a large battle. Otherwise there is no effect. This only applies if the allied armies belonged to different players.
  • The army of a "minor ally" engaged in a battle gains (or loses) Prestige for its protector.

Example: in 1788, a Polish army, commanded by KOSCIUSZKO, attacks a Prussian army in Ostpreussen.

  • Prussian army: general value 0, 6 infantry regiments, 2 cavalry regiments, 2 artillery trains, 1 depot, morale 3. Demoralisation point 3 (0+3).
  • Polish army: general value 2, 5 feudal cavalry regiments, 1 saxon infantry regiment (allied minor), 3 infantry regiments, 3 feudal infantry regiments, 2 artillery trains, 1 depot, morale 1. Demoralisation point 3 (2+1).

The Polish army has no bonuses (+2 for general cancelled by –2 for morale); idem for the Prussians. There is no cavalry superiority bonus (as the Poles already benefit from their maximum bonus of +2, even though cancelled) and no artillery superiority bonus for the Prussians (as they both have 2 artillery trains).

The battle starts:

  • 1st round: the Prussian rolls a 4 on the 5-9 column (8 regiments) and inflicts 2 losses; the Poles roll a 6 on the 10+ column (12 regiments) and inflict 3 losses (1 cavalry). The Prussian player chooses to lose 2 infantry and 1 cavalry regiments; the Polish player removes 2 feudal infantry regiments.

  • 2nd round: the Prussian rolls a 4 on the 5-9 column (5 regiments) and inflicts 2 losses; the Poles roll a 1 on the 10+ column (10 regiments) inflicting 1 loss. The Prussian chooses to lose another infantry regiment, the Polish player removes his last feudal infantry regiment and a regular infantry regiment.

  • Demoralisation: both armies have reached their demoralisation limits (4 losses each). As they have reached it at the same time, only one will be demoralised this turn: with equal losses (4), the Prussians are demoralised as they are the smaller army.

  • New round ?: both players select either battle/retreat (counter) and reveal simultaneously their choice. Both choose "battle".

  • Rout test: The Prussian player must test for his army (as they are demoralised). He rolls a 4, his army breaks…

  • Rout: As the Prussian army is demoralised, it is a complete rout. Firstly the Prussians lose their two artillery trains and depot, then the Poles pursue on the 5-9 column (due to having 2 pairs of cavalry regiments, move two columns up) with +2. The Polish player rolls a 2, plus 2, is a 4: the Prussians lose 2 more regiments.

  • Retreat: the Prussian army, not adjacent to any friendly provinces (Ostpreussen is surrounded by hostile Polish provinces) and with no other option, retreats to Kurzeme (chosen by the Polish player). It must conduct an additional attrition test. The Prussian player rolls a 3, +1 (enemy army present) +3 (isolated), for a total of 7: 20%. The Prussians lose another regiment, from the starting 8, only one remains.

  • Leader casualties: both players now roll for their generals. Neither rolls a 12, so both survive.

25. Sieges

25.0 Introduction

  • Fortresses that are activated during wars (16.4) have the primary function of disrupting an enemy's advance.
  • "Old" fortresses are indicated on the game map by a "²" symbol.
  • Reminder: once an "old" fortress is activated, a fortress counter should be placed on the map.
  • "New" fortresses may be dismantled if captured (16.0-J).

25.1 Sieges

  • An enemy fortress may be besieged once a friendly army is in a province with no enemy presence, ignoring any enemy forces inside the fortress (25.2).
  • All sieges must be publicly announced in the sub-phase f), siege, of the military phase.
  • No search roll is necessary to begin besieging an enemy fortress.
  • For each established siege a die is rolled, on a modified score of 6+, the fortress is captured:
    • +1 if the besieging army has an artillery train;
    • +2 (-1) if the French general "Vauban" is besieging (or besieged).
  • Once a "new" fortress surrenders, the besieger must immediately decide to either dismantle (16.5) or maintain (becoming the controller) the fortress.
  • The besieged army (if any) is granted "honours of war" and evacuated: removed temporarily from the game map, reappearing next turn (in the movement phase of the player's Camp) of any national province with no enemy presence (22.5). It may not move during this next turn. If it may not reappear (all national provinces have an enemy presence), it is destroyed.
  • A besieging army may be attacked by any enemy army entering the province without any need for the enemy to roll a search test.
  • Exception: the besieging army may still attempt a "reaction test" to withdraw (22.13), if commanded by a general.
  • The siege is terminated if the besieging army voluntarily lifts the siege or is beaten (by an enemy army entering the province).

25.2 Refuge in a Fortress

  • An army consisting of only 1 regiment (with or without artillery trains or depots) is allowed to find refuge in a friendly fortress (if any in the province) the moment an enemy army enters the province.
  • This decision must be announced immediately upon the enemy's entry into the province (it is not a "reaction movement", 22.13).
  • The army in the fortress may not be attacked by the enemy, but risks being besieged (25.1), in which case it may no longer leave the fortress unless relieved by another army breaking the siege or the siege being voluntarily lifted.

Example (cont.): the Polish army besieges Königsberg. The Polish player rolls a dice and obtains a 5, modified by +1 (as he has an artillery train) results in a 6: the fortress is captured.

26. Winter Quarters

26.0 Introduction

  • In each fall, the military phase of each Camp ends with a sub-phase "winter quarters".

26.1 Withdrawal

  • At the sub-phase winter quarters, friendly armies that have not succeeded in taking military control of an enemy* province are obliged to withdraw to a friendly province.
  • Note: If the province contains an enemy fortress but not enemy army, the friendly army must either besiege the fortress (but do not roll for the siege in this phase) or withdraw.
  • If there is no adjacent friendly** province (the army is either isolated or has invaded), the army may remain in the province; however, it must take an immediate attrition test.

*The province is "enemy" if:

  • the fortress in the province is enemy controlled and not besieged;
  • the fortress in the province is friendly but is currently besieged by an enemy;
  • the enemy was the last to have military control (22.6) of the province (if no fortress present) and still possesses at least one army in the province, if it officially formed part of the friendly Camp.

**The province is "friendly" if:

  • the fortress of the province is friendly and not besieged;
  • the fortress is enemy but besieged by a friendly army;
  • a friendly army was the last to exercise military control (22.6) of the province (if no fortress present) and still possesses at least one army in the province, if it officially formed part of the enemy Camp.

Example: at the end of the military phase of the fall in 1709, France (at war) is in the following situation:

  • an army commanded by VILLARS in Austrian Flandre besieging the fortress (from the previous season); also in Flandre is a Dutch army and an Anglo-Austrian army;
  • an army commanded by VENDOME in Austrian Brabant; also in Brabant is an Austro-Bavarian army (having military control of the province).

In Flandre, as the French army is besieging and has not been dislodged, the French player has military control of the province. The enemy armies must therefore withdraw to set up their winter quarters; they move to Zeeland.

In Brabant, the French army does not yet have military control of the province and must therefore withdraw to either Champagne or Lorraine (if pro-French).

27. Leader Death

27.0 Introduction

  • All Monarchs, generals, admirals and ministers have varying life expectancy, based on a given date.
  • Once a character reaches their life expectancy age, they must survive a "life test" each year.

27.1 Life Test

  • If a life test is necessary, a dice is rolled per character affected: they die if the result is 5 or more.

Example: in 1789, the Russian general POTEMKINE reaches his life expectancy age; in the life phase he must test to see if the character survives: the Russian player rolls a dice and obtains a 4; his general survives for another year.

This test is repeated each following year, 1790, 1791 etc…

  • In a period of general peace, there are no life tests; all characters exceeding their life expectancy by 2 years or more are automatically removed from the game (without a roll).

Example: a period of general peace jumps to 1714; the French king LOUIS XIV is therefore still alive as his "life expectancy date" is 1713. If peace had continued to 1715 (or more), he would have died automatically (1713 + 2 = 1715).

27.2 Death of a Monarch

  • If a Monarch dies, a new Monarch accedes to the throne. The order of descendancy and the name of the new Monarch is indicated on the Power Card of each power.
  • There are no consequences for a Monarch dying naturally (unlike through random event "Assassinat" (assassination), see n°31, or due to a fatal wound in combat, 24.12).
  • If the Monarch was at war (21.8), the new Monarch may (at the player's choice) be placed directly on the, now commanderless, army, or in the palace.

27.3 New Monarch

  • The list of Monarchs "in waiting" is indicated on the Power Card of each power; their birth date is included to determine when they can accede to the throne.
  • It may occur that a Monarch, not yet born or under the minimum age of 15, accedes to the throne. In such a case a Regency is established in their name. If a Regency is established the power does not benefit from any bonuses due to the king's abilities (as a minister or general) until the Monarch reaches the age of 15. The Regent may take command of an army, if so their military value is 0*.

28. Victory Points

28.0 Order of Play

This phase is played in the following order:

a) each power calculates their victory points (VP) simultaneously and adds them to their (existing) total; b) each power adjusts their Prestige, simultaneously.

28.1 Calculating Victory Points

  • In the phase Victory Points, at the end of each year, each player's victory points (VPs) are calculated and gained simultaneously.
  • Their total corresponds with the level of Prestige the power at that time.
  • The annual VPs are added to each power's existing VP total and the new total is noted in the relevant power's square on the VP page.

28.2 Adjusting Prestige

  • After calculating VPs and before starting the next game year a dice is rolled to see if there is an adjustment. If the roll is 5 or more the Prestige of all powers is adjusted simultaneously. If less than 5, only those powers currently at peace adjust their Prestige.
  • The Prestige adjustment varies depending on its current value:
    • if over 18, it drops 2 points;
    • if over 15, it drops 1 point;
    • if below 15, it rises 1 point.

Note: this is to bring all players towards an average of 15.

29. General Peace

29.0 Introduction

  • Reminder: a turn in a period of war is 6 months; in a period of general peace, a turn may last 1 to 20 years. This only applies to the Grand Campaign Scenario; in most scenarios a turn of general peace only lasts 1 year (some scenarios have a general peace lasting 1-6 years).
  • Before determining the "duration" of a turn of general peace, the players complete simultaneously in principle each phase of the turn (unless there are disagreements, 33.3).
  • Below are the principle differences, that are specific to a turn of general peace, to that of general war (1.2).

29.1 Political Phase

  • If any player has the intention of starting a new European conflict, the order of declaring war is of primary importance (18.5).

29.2 Regal Phase

  • No war loans are allowed.
  • All devastated provinces return to normality.
  • All powers that are paying General's salaries test (5 or more) to see if they need to keep paying (21.10).
  • All powers that have Redistributed Wealth test (5 or more) to see if they can change their commercial policy.
  • If war has been declared in the preceding political phase, the powers affected select their generals and place them on the game map (21.2).

29.3 Military or Naval Phase

  • Players move simultaneously their naval units, followed by simultaneous land movement.
  • The movement capacity of armies is doubled.
  • Generals of powers that were at war the previous turn are replaced in their respective pools (except historically known generals).
  • All armies must finish their moves in a national province or military controlled province.
  • Even if war has been declared in the preceding political phase, no army may leave its national or military controlled territories (except Prussia, which may move to/from its unconnected provinces Kleves or Ostpreussen). No naval battle or privateer attack may take place.

29.4 Temporal Phase

  • This phase determines the length of the period of peace.
  • A "time" dice (20 sided) is rolled, the result indicates the number of years passed for that turn.
  • The game restarts on this new date. If no war has been declared, a new general turn of peace occurs and again the dice will be rolled to see how many years have passed. This continues until a war or the French Revolution occur, or the year 1800 is reached.

29.5 Pacification Phase

  • All rebellions in powers' provinces are automatically pacified and are reduced to unrest.
  • A number of unrest counters are removed from play for each power, equal to the number of years of that turn of general peace (Minimum of 1).

29.6 Life Phase

  • There are no life tests. Any character that has exceeded their "life expectancy" date by 2 years is automatically removed from play (with no test necessary).

29.7 Calculating Victory Points

  • The number of VPs gained for each power is equal to the level of Prestige multiplied by the number of years passed.

29.8 Prestige Adjustment

  • At the end of the turn of general peace, each power's Prestige is readjusted.
  • If the Prestige of the power is inferior to 15, each year of the general peace turn increases the power's Prestige by 1 to a maximum of 15. If the power's Prestige is superior to 15, the reverse applies to a minimum of 15.

29.9 From Peace to War

  • Once war is declared between powers in a political phase, the period of general peace only ends once that turn is completed. Inbetween the turn continues normally as above.
  • In the military phase of the turn, the powers at war may not leave their national or militarily controlled territories (29.3).
  • The following turn starts as the fall in a period of war, with the Camp at the origin of the conflict automatically having the initiative.

Example: in 1745, Prussia and Austria (the only powers at war) make peace, thus ending the period of war at the end of that turn.

The following turn starts as a period of general peace. At the start of the diplomatic phase Poland announces it is revoking the "Edit du Liberum Veto" (33.6) and plays (successfully) the random event n°25 "Political de Réunion" (playable only in a period of general peace). All other powers now have a free casus belli against Poland.

In the neutrality phase, every power tests for their minors and unluckily for Holland, Pfaltz returns to neutrality (Holland is no longer its protector).

In the political phase Prussia, Austria and Russia ally and profit from the free casus belli offered by Poland to declare war on it. Poland has no major power allies, so can call nobody. All powers then test for their minor countries and only Saxony joins its protector (Poland).

As the war was declared during a turn of general peace, the turn continues until its conclusion.

In the regal phase, the powers at war rearm normally (no recruiting above the normal capacity allowed as it is still a turn of general peace); no war loans are allowed (as not a turn of war yet). Each power may attempt reforms to diminish its Public Debt.

Russia and Poland may freely raise their feudal regiments in their provinces of origin.

In the military phase, no power may move its forces outside its national territory. Both sides though profit to move their armies towards their frontiers.

In the time phase, a 20 sided dice is rolled to see how long the period of peace lasted. A 9 is rolled, thus the next turn will start at 1754.

Then, in the last phase, each power gains VPs, multiplying their Prestige by 9 (number of years passed) and adds this to their total accumulated Victory Points.

Lastly, as the year is now 1754 a Revolution Test is done (see below).

30. Revolution

30.0 Introduction

  • The French revolution is an event that ends the game if it occurs prior to its end date of 1800. This event is not certain (it may not happen at all). It will though only occur in a period of general peace.
  • The event cannot happen prior to 1749. From 1750 onwards the risk of the French Revolution erupting increases, especially when the French king LOUIS XVI comes to the throne.

30.1 le Test de la Révolution

  • From 1750, a revolution test is performed at the end of each turn of general peace. A d20 is rolled; the French Revolution erupts if the modified result is 20 or more:
    • +1: for each 5 years from 1755,

Note: the source prints no further entries between the "+1" line and the "+4" lines below; none are supplied here.

  • +4: if France has gone bankrupt this turn or last,
  • +4: if the United-States exist and as long as it is independent (see event n°12-b).
  • If the French Revolution erupts, the game ends and the players immediately proceed to calculate their total victory points to determine the winner (31).

Example: a turn of general peace ends in 1789. At the end of the turn a Revolution Test is made. A d20 is rolled and the result is a 9. This is modified by +4 (United-States exists) for a total of 13. The French Revolution erupts and the game ends.

31. Victory

31.0 Introduction

  • This is the aim of every player.
  • Prestige is the basis for accumulating Victory Points (VPs). Every turn (year) each power accumulates a number of VPs equal to its Prestige.
  • The total of each power's current VPs is to be indicated on the VP Page, visible to all.
  • Then, at game end, the VPs of each power are "adjusted" (sometimes significantly) depending on the power's final situation. The adjusted figure is used to determine the game winner.

31.1 Game End

  • The game ends once the French Revolution erupts (30) or once the year 1800 is reached.
  • Each power adjusts their current VP level by a percentage ("Final %") depending on their current political situation.

31.2 Final %

The final % of VPs is equal to 100% plus or minus the following:

  • +4 + value of each province* officially possessed outside national territories,
  • -4 - value of national province** officially not possessed,
  • -6 - value x2 of national hereditary provinces officially not possessed,
  • +6 per trade-post¤ officially possessed (excluding starting trade-posts),
  • -6 per starting trade-post¤¤ officially not possessed,
  • -4 -? For Holland and England, if any other power with a Company possesses Flandre (for Holland, England applies and vice versa), the negative is increased by the size of the other's Company,
  • +3 per minor country controlled,
  • +? Size of Company x2¤¤¤,
  • +? Size of Navy,
  • +10 for England if it has successfully defeated the American War of Independence (see event n°12-b);
  • +10 for Austria or France if their dynasty reigns over Spain (33.11);
  • +10 possession of Gibraltar, applies only to England or Spain;
  • -33 Country made ultra-authoritarian reform.

*Principalities count as one province only (32.9). **Ignore disputed provinces of a Principality (32.3). ¤Including multi-national colonies. ¤¤Except American trade-posts for England if they have become independent (American War of Independence successful, see event n°12-b). ¤¤¤Monopoly: if the Company is the largest and is at least 4 more in size than the second largest, x4 instead of x2.

  • The "value" of a province is the number indicated on the game map.

31.3 The Winner

  • The final VPs for each power is VPs accumulated at game end x Final % (value rounded down).
  • Each player's final VPs is the sum of the two countries they played.
  • The winner is the player with the highest VP total; others follow in descending order of total VPs.

32. Map

32.1 Provinces

Is the basic area on the European map.

32.1.1 National Territories

  • National provinces have the Powers' colour.
  • A conquered Province or Principality may never yield more than 1 Louis in tax revenue per turn (like unconnected regions).
  • Within national territory an army is automatically, and freely, in supply. Thus benefiting from a –1 to its attrition roll.
  • Bi-national Provinces include Lorraine (France, Lorraine), Schlesien (Prussia, Austria) and Minsk (Poland, Russia).
  • National principalities include Hungary (Austria), Lithuania (Poland), Catalogne (Spain), Ireland and Scotland (English) and are considered National Territories.
  • Lost National Territories are always Disputed (10).

32.1.2 Hereditary Provinces

Hereditary Provinces have laurel around the Province tax value.

PowerHereditary provinces
EnglandAnglia, Northumberland, Cornwall, Kent, York, Wales
AustriaCechy, Osterreich, Morava, Tirol, Steyr
SpainAndalusia, Aragon, Asturias, Castilla, Estramaduras, Galicia, Grenada, Leon, Murcia
FranceBerry, Bretagne, Bourgogne, Vendee, Champagne, Gascogne, Guyenne, Ile de France, Languedoc, Auvergne, Normandie, Provence
HollandHolland, Zeeland
PolandGalicja, Podlasie, Mazowzse, Cujavie
PrussiaBrandenburg, Ostpreussen, Magdeburg
RussiaWelikia, Moskwia, Orel, Smolenskia, Estwa, Nowgorod, Twer
SwedenOstragotland, Norrland, Svealand, Vastergotland
TurkeyAsya, Shqiperia, Trakya, Rumm Illi

For minor countries:

  • One-region countries: only region

  • Denmark (Fyn, Jylland), Portugal (Alentejo, Tas-Os-Montes), Rome (Roma, Marcha), Switzerland (Valais, Schwytz)

  • Savoie (Piemonte, Savoia), Saxony (Sachsen, Thuringen), Bavaria (Bayern, Main), Venice (Venezia)

  • A hereditary province cannot be voluntarily ceded.

  • A Power cannot attempt to become Protector of a minor from which it has annexed a hereditary province (32.2).

  • A power may never renounce claims to its hereditary provinces.

  • If a hereditary province is under enemy military control (22.6), the Interest needed to be payed each turn is divided by three (RU) (as the government no longer has access to all its revenues).

  • It costs 3 PP to claim a hereditary province.

32.1.3 Disputed Provinces

  • Disputed Provinces are marked on the map by an aura around the tax value of the province.
  • A number of "disputed" provinces exist. These provinces are considered claimed automatically by the powers disputing them and may therefore be annexed without a peace treaty after two turns of military control.
  • The provinces are:
    • the Baltic States provinces: Kurzeme, Latvija, Eesti and Ijorie (9.1) by Sweden, Russia and Poland;
    • Hungary méridionale: Esclavonia, Banat, Transylvania, Karpaty by Austria and Turkey;
    • Poland méridionale: Podolia, Rutenia by Poland and Turkey;
    • Lithuania orientale: Minsk, Bérézina, Pripiat by Poland and Russia;
    • the Côtes Dalmates: Istria by Venice and Austria, Illyria by Venice and Turkey;
    • the Morée grecque: Hellas by Venice and Turkey;
    • the Iles méditerranéennes: Sardegna, Sicilia, Corsica, Malta, Baléares, and Gibraltar (considered as an island) by any power with a war fleet;
    • the Scanie scandinave: Skane by Sweden and Denmark;
    • the Horde tatare: Tatarie, Zaporojié, Krym by Russia, Turkey and Poland.
  • During a war, it is sufficient for a power to maintain military control (22.6) of the disputed provinces for a period of 2 consecutive seasons for them to be annexed. Exception: the Horde tatare may only be annexed in its entirety; one therefore must control all its provinces.

Example: if Austria has annexed Rutenia through a peace treaty, Poland and Turkey may no longer dispute the province…

  • If a province is thus annexed, the native regiment(s) of the province are removed from the game (they may be raised by the conquering power in the following regal phase).
  • A disputed province may also be annexed through a peace treaty (note, certain such provinces belong to Principalities, in which case they may not be annexed individually, 9.0-B).

Example: During the "Great Northern War" Russia conquers and annexes Latvi. Later, Sweden surrenders and cedes to Russia the Principality "Baltic States", which Russia claims. In effect the provinces Eesti and Ijorie still controlled by Sweden (but not Kurzeme which is Polish). The Principality Baltic States is now split into two: one is Russian (Latvija, Eesti, Ijorie), the other Polish (composed of only Kurzeme).

32.4 Capitals

  • The capitals of the different countries are clearly identified on the map (written in red, beside a small red square).
  • A capital is captured once an enemy has taken military control of the province (22.6).
  • If a fortress is in the province, it is considered to be protecting the capital, which can now only be taken by siege (25).
  • The loss of a capital normally costs 2 Prestige Points. Only 1 of which is regained if it is recaptured.
  • Russia has two capitals: Saint Pétersbourg (32.9) and Moscou. The loss of either costs the Russian player 1 Prestige Point; their recapture gains the Russian player no Prestige.
  • Prussia, Poland and Sweden only lose 1 Prestige Point for the loss of their Capital (but gain none once recaptured).
  • The loss of a minor ally's capital costs 1 Prestige Point to its protector. This point is regained once the capital is recaptured militarily.
  • Russia may create Saint Petersburg during any Royal Phase if it has annexed Ijorie and builds (or has built) a fortress there.
  • If Russia is at war with Sweden or Poland, the creation is precarious: if enemy units capture the fortress, it is automatically razed and Saint Petersburg is not built.
  • The creation of Saint Petersburg is definitive once Russia is at peace with Sweden and Poland. It becomes the capital of Russia (with Moscow) and Ijorie becomes a Russian national region (it is no longer Baltic). The fortress becomes an Old Fortress.

32.5 Territorial claims in 1700

PowerClaimed provinces
EnglandHanover (if inherited), Magdeburg (if Hanover inherited)
AustriaBosnija, Srbija, Romaneasca, FLANDERS, Galicja, Rutenia, Italian States, Holy Roman Empire States
SpainFranche-Comté, Artois, Roussillon, Lorraine, Italian States, Maghrib, Zeeland
FranceCatalunya, FLANDERS, Lorraine, Pfalz, Italian States
Holland-
PolandBerezina, Briansk, Smolenskia, Ukrajina, Ostpreussen, Moldava
PrussiaPomorze, Morava, Poznan, Schlesien, Holy Roman Empire States
RussiaFinland, Karelija, Podolia, LITHUANIA
SwedenBerezina, Pommern, Pomorze, Welikia, Nowgorod, DENMARK
TurkeyUkrajina, HUNGARY, Italian States

Capital letters (FLANDERS) indicate principalities. Lost National and Disputed Provinces are automatically claimed.

32.6 Commercial Zones

  • Each commercial zone is represented by a square situated "at sea" on the game map, linked to a commercial port in a coastal region (or, for Colonial Trade, to trade posts). Its name and the symbol of the product available being indicated.

  • In total there are 25 commercial zones (16 in Europe, and 9 in the rest of the world), each one representing the commerce of one product. Certain zones are linked to the same commercial port (as in the case of Anglia, Flandre and Holland) or to the same colonies (America, India, and Extrem-Orient).

  • The tradeposts of a colony are linked to the same commercial zone.

  • A commercial zone may hold up to 6 commercial fleets, of which a maximum of 4 may belong to the same Company. All commercial fleets present are to be stacked in one pile.

  • Art: Flanders, Venezia

  • Bois (Wood): America, Latvija

  • Céréale (Cereals): Napoli, Pomorze, Provence

  • Coton (Cotton): America, India, Asya

  • Epice (Spice): Extrem-Asia, India

  • Esclave (Slaves): Afriq

  • Fer (Iron): Ijorie, Svealand

  • Manufacture: Anglia, Holland

  • Or (Gold): Colombia, Extrem-Asia

  • Sucre (Sugar): Caraïbes

32.7 Trade-Posts

  • Trade-Posts exist in the Colonies sub-maps as squares with the Trade-Post name in it. Each Trade-Post contains a permanent fortress, which has no maintenance cost and cannot be razed. Each Trade-Post also contains an intrinsic militia regiment (no counter provided). If it is eliminated in combat, it will be recruited for free in the next royal phase provided the original controlling power still has a presence in the Trade-Post.
  • Stacking limits in Trade-Posts are two armies per side.
  • A Trade-Post may never recruit military units (exception Cuba, see 32.15) nor generate tax. Commercial fleets may be built on Trade-Posts.
  • Starting in 1750, England may recruit 1 American Regiment in an American Trade-Post (Charlestown, New York or Boston) over its recruitment limit, at normal cost. An American Regiment may never leave America. This capability is lost when event 12b "American Revolt" occurs, unless and until England defeats the Revolt.
  • A tradepost need not be claimed to be annexed through a peace.
  • However, it is necessary to have military control for two turns (22.6) before annexation (10.0).

32.8 Colonies

  • Each Colony is made up of several trade-posts, linked to the same commercial zone.
  • As long as the trade-posts belong to different powers, no interventionist commercial policies are allowed. Free Trade reigns (involuntarily) whatever the commercial policies of the various states.
  • Once all trade-posts (linked to the same commercial zone) are under the control of one player, then an interventionist commercial policy may be implemented in that zone (for example the case of Columbia, where in 1700 all trade-posts are under Spanish control).

32.8.1 Transporting to Colonies

  • Transporting to or from the Colonies is dangerous. The transported army may suffer losses during the long crossing (storms, sickness…).
  • These losses depend on the destination (and the starting port). A dice is rolled for each military unit transported (ignoring generals). The unit is lost if the result is:
    • 5+ for Afriq, Caraïbes or America;
    • 4+ for Columbia, Indias & Extrem-Orient.
  • Transporting from one Colonial area to the other is forbidden.
  • However, transporting between trade-posts in the same Colonial area is allowed (and with no risk of losses as above).
  • Only the military forces of a power which has a Merchant Company may be transported to the Colonies.

32.8.2 Moving in Colonies

  • An army may move to a Colonial trade-post in two manners:
    • by departing from another trade-post in the same Colony, if a communication route exists (black line between trade posts);
    • by naval invasion (20.16);
    • by Naval Transport.
  • In America, the movement between Nouvelle Orléans (New Orleans) and Québec or Charlestown is dangerous (bad terrain, natives…). A dice is rolled for each unit (except generals) that tries to move: on a 5 or more the unit is destroyed. The dice is modified by +1 if the trade-post being moved to is under enemy control.

32.8.3 Fleet Movement to Colonies

  • A squadron may move to the Colonies if the power has a Company.
  • A squadron may not return from the Colonies (Afriq, Caraïbes, America, Colombia, Indias, Extrem-Orient) the same turn it gets there; it can only return the following turn. A squadron may move to the Colonies from any of the four westernmost European seas (20.2) or from another Colony.
  • Likewise, a squadron moving from a Colony to a European sea zone may not return that same turn to (any of) the Colonies.

32.9 Principalities

Introduction

  • A Principality is a grouping of several provinces. It may either be an independent Principality State or belong to a player.
  • Player Principalities may be either:
    • national (where the provinces are national provinces of the player); in this case the nationality of the Principality is known;
    • non-national.
  • Principality-States belonging to minor countries or are themselves minor countries.
  • A Principality has the exception that its provinces may not be annexed or ceded separately; they form a common block (except in rare circumstances: some provinces may be "disputed").
  • When a province in a Principality is target of a Rebellion or Unrest, it affects the entire Principality instead (except Hungary).
  • The full list is: Baltic States, Catalonia, Denmark, Scotland, Flanders, Greece, Hungary, Horde, Ireland, Lithuania, Naples, Norway, Portugal, Rome and Switzerland.
  • In certain Principalities some provinces are considered "disputed" and these may be annexed separately during the course of a war (without the need for a peace treaty), or in a peace treaty.

Player Principalities

  • Scotland: Highlands, Clyde. Is an English Principality.
  • Flanders: Flandre, Brabant. Special Rules for Spain and Austria (16.8-B).
  • Hungary: Magyarorzag, Alföld + the disputed provinces Banat, Esclavonia, Transylvania, Karpaty (10.1). Special Rules for Austria and Turkey (16.8-A).
  • Horde: disputed provinces Tatarie, Zaporojié, Krym (10.1). Special Rules for Turkey, Russia and Poland (32.19).
  • Ireland: Ulster, Connaugh, Leister, Mounster. Is an English Principality.
  • Lithuania: Lietuva, Orly + disputed provinces Minsk, Bérézina, Pripiat (10.1). Is a Polish Principality.
  • Naples: Napoli, Puglia, Calabria + disputed provinces Sicilia, Sardegne. Special Rules for Spain and Austria (16.8-B and C).
  • Baltic States: disputed provinces Kurzeme, Latvija, Eesti (10.1) + Ijorie. The province Ijorie is considered as a Baltic States province. It ceases to be so if Russia:
    • builds Saint Petersburg (32.4) and officially holds Ijorie for a period of 10 years.
    • Special Rules for Sweden, Russia and Poland (16.8-D).
  • Catalonia: Catalunya, Valencia. Is a Spanish Principality.
  • Greece: Larisa + disputed province Hellas (10.1).

Principality States

  • Denmark: Fyn, Jylland
  • Norway: Telemark, Moeri. C'est une Principality danoise.
  • Portugal: Alentejo, Tras-Os-Montes.
  • Switzerland: Valais, Shwytz (32.20).
  • Rome: Roma, Marcha (32.19).

32.10 Arctic Weather Zone

  • The Arctic weather zone covers Norway, Sweden, the Baltic States (Eesti, Latvija, Kurzeme, Ijorie), Russia, and Lithuania (Lietuva, Minsk, Orly, Pripiat).
  • Effects: +1 to attrition die rolls unless the army contains at least 50% Swedish / Russian regiments.

32.11 Off-Map Provinces

  • Certain Russian and Turkish regiments are raised in "off-map" provinces (Oural, Egypte, Syrie, etc.). "Off-map squares", situated beside these countries (two Russian beside Estwa and five Turkish beside Asya), represent these provinces.
  • In these squares is printed either a number and the province's name (or just a name). A regiment raised in an off-map province is placed in the corresponding square (as printed on the back of the regiment).
  • The number in these squares indicates the number of seasons the regiment is off-map, before entering via Estwa or Asya (representing both the distance and speed of the regiment in question).
  • Each season the counter is advanced one square (e.g. from 3 to 2 to 1 to Estwa or Asya).
  • Off-map regiments may be moved strategically in the following manner:
    • They may be combined into one army (even if they begin in different squares).
    • This new army is placed firstly in its entry province (Estwa or Asya – for interception purposes) before continuing its strategic movement (seaborne).
  • All off-map Turkish regiments may also be transported by sea.
  • Amongst the 5 Turkish off-map squares, one is special, representing Northern Africa. No number is printed on it and the 2 regiments that may be raised there (Berber, Algérie, and Duar el Dey, Tunisie) must be transported. These two regiments may not be strategically moved.
  • To transport an off-map Turkish regiment, a squadron simply sails to Mare Occidentalis (for Algérie), Mare Tyrreneum (for Tunisie) or Mare Aegium (for all others), then returns to a friendly military port.
  • No army (or squadron) may enter the off-map provinces (except the Turk when transporting).

32.12 Anspach

  • Anspach is a conglomeration of small German States, with no particular political identity.
  • Anspach is automatically under the protection of Austria, but will never become its minor ally unless a province of the Holy Roman Empire (HRE, 32.16) is invaded by an enemy (to Austria) army.
  • A "Minor countries at war" roll is needed (8.5) during the following political phase (as long as this situation exists). This action is free and does not count as the Austrian player's political action for that turn.
  • The above is voided if Austria itself has declared war on a Minor German state (as long as this war lasts).

32.13 Bosphorus

  • A squadron may move from the Mare Aegium to the Mare Nigritum (and back) on condition that the power controlling all three of Trakya, Asya and Constantinople.

*More specifically, the power currently controlling Constantinople.

32.14 Constantinople, Gibraltar, Malta

Constantinople, Gibraltar, Malta contain a fortress which is always activated at no cost and cannot be razed.

32.15 Cuba

Spain may build a War Fleet at Cuba every turn, for 1 Louis. If Spain cedes Cuba, it may transfer this capability to another Trade Post in America, Caribbean, or Columbia.

32.16 Finland and Sweden

There is no land link between Sweden and Finland (the northern route being too hazardous for armies).

32.17 Hanover

When Hanover becomes English (Random Event 26), Hanover becomes an English Hereditary Province and its regiments become English. If England loses Hanover, the King's Legion counter becomes an English Mercenary regiment (until England recovers Hanover).

32.18 Holy Roman Empire

  • For game purposes, the Holy Roman Empire includes all regions within Schleswig, Hanover, Oldenburg, Kleve, Baden, Tirol, Osterreich, Morava, Schlesien, Brandenburg, Pommern, Stralsund (inclusive).
  • If a country and a member of the Holy Roman Empire is at war: this country, its allies and enemies may cross all provinces of the HRE (or Poland, if neutral), even if these are not involved in the conflict (independently of their opinion).
  • This though in certain conditions: the armies may never finish their movement, or retreat into a neutral country (member of HRE or Poland).
  • A player may intercept an enemy in a province of a neutral country of the HRE (or Poland, if neutral) on condition to evacuate the province after the battle. The winner retreating first, without taking any extra losses to the province from which it came.
  • If Poland and Saxony are at war, not necessarily in the same Camp, their allies and enemies may cross any province of the HRE to move from Poland to Saxony (or the inverse). Apply the above conditions.

32.19 Horde Tatarie

  • Is disputed by Poland, Russia and Turkey.
  • The Horde tatare is a principality that may only be annexed in its entirety; one therefore must control all its provinces for two turns.
  • The Horde is an autonomous Principality. Recruitment of its regiments is done as for a minor country (8.6): a Tartar regiment may be raised for free each regal phase by (only) Turkey, Poland or Russia.

32.20 Lorraine

  • If France is at war: this country, its allies and enemies may cross all provinces of the Lorraine and Poland, even if these are not involved in the conflict (independently of their opinion).
  • This though in certain conditions: the armies may never finish their movement, or retreat into Lorraine.
  • A player may intercept an enemy in Lorraine on condition to evacuate the province after the battle. The winner retreating first, without taking any extra loses to the province from which it came.

32.21 Rome

  • Rome prefers to stay neutral, and never voluntarily join in a war on behalf of their protector (as minor allies – no roll may be made).
  • The Papal States (Roma and Marcha) may be traversed by all powers (though they may not be stopped in).
  • If a non-Catholic power is at war against the Rome Minor Country, or annexed Roma or Marcha regions, all Catholic powers have a permanent Free CB against that power.
  • If a Catholic Power (or a Power allied to a Catholic Power) liberates Roma or Marcha, Rome becomes independent and controlled by its liberator. If another Power (non-Catholic, not allied to Catholic) liberates Rome, it may do so, but has no obligation to do so.
  • A Catholic power may never DoW Rome nor claim Roma or Marcha.
  • Rome never spontaneously becomes a Minor Ally of its protector (as per 8.6). It becomes a Minor Ally if it is DoWed or if it has just been liberated. The Papal regiment may never leave Papal territory.

32.22 Switzerland

  • Switzerland prefers to stay neutral, and never voluntarily join in a war on behalf of their protector (as minor allies – no roll may be made).
  • Switzerland never spontaneously becomes a Minor Ally of its protector (as per 8.6). It becomes a Minor Ally if it is DoWed.
  • No power may (even its protector) enter its territory while Switzerland is neutral.
  • Switzerland's protector may recruit up to one Swiss regiment as a Mercenary. If it is eliminated, it may be recruited again. If Switzerland enters a war, becomes politically neutral or changes its protector, the Mercenary regiment goes back to Switzerland immediately.
  • Switzerland is impassable unless war has been declared on the minor itself.

32.23 Passable Straits

  • An Army may move between Jylland and Fyn even if an enemy Squadron is in Sinus Sundae.
  • An Army may move between Sweden and Fyn provided no enemy Squadron is in Sinus Sundae.
  • An Army may move between Trakya and Asya with the agreement of the power controlling all three of Trakya, Asya and Constantinople.
  • Other straits are impassable to armies.

33. Appendices

33.1 Resolving Ties

Ties are resolved in order of decreasing prestige, then by rolling a die.

33.2 Rounding

Round up or down, as described in the rules.

33.3 Order of Play

If the order of movement is not mentioned (neutral movement for example), mover in decreasing order of Prestige. However, a higher prestige power may always choose to play after a lower Prestige power.

33.4 Interpreting the Rules

If a rule is ambiguous, interpret it in the sense of the designer's obvious intent. [Translator's note: good idea!]

33.5 Religions

Powers:

  • Austria, Spain, France and Poland are Catholic
  • England, Holland, Prussia and Sweden are Protestant
  • Russia is Orthodox
  • Turkey is Moslem

Minors:

  • Denmark, Hessen, Hanover, Oldenburg, Pfaltz, Saxony are Protestant
  • Morocco is Moslem
  • All others are Catholic

33.6 Poland and Liberum Veto

See Polish Power Card.

33.7 Political Modifiers (Table on the left)

They are applicable in case of Random Event 20 "Nationalist Revolt" or if a minor is created from a peace condition.

Regionanauesfrhopoprrusutu
Catalogne-+1+1+2------
Clève-+2+1+1+1---+1

33.8 Kingdom of Prussia

See Austrian and Prussian Power Card.

33.9 Turkish Peril

See Turkish Power Card.

33.10 Bonaparte (optional rule)

See French Power Card.

33.11 The War of Spanish Succession

When the Spanish King Charles II dies (or at the start of the 1700 scenario), the Spanish player must choose a French or Austrian successor. Procedure:

  • the Spanish player designates either Austria or France as Successor;
  • the designated Successor player chooses a policy (Integrity, Dismembering or Partition).

Effects:

  1. Integrity, French Successor
  • Spain keeps all its regions
  • Spain and France enter a Strong Alliance (see Alliance below)
  • France gains 5 PP
  • If Spain applies Exclusive Trade policy, French Trading Fleets may treat it as Taxation policy.
  • France and Spain abandon some of their claims (see Ceding Claims below)
  • Austria, England and Holland have a Free CB against France
  1. Dismembering, French Successor
  • France annexes Flanders (Flandres, Brabant), Tuscany and Lombardy
  • France gains no PP (even for the annexations)
  • Spain and France enter a Weak Alliance (see Alliance below)
  • France and Spain abandon some of their claims (see Ceding Claims below)
  • Austria, England and Holland have a Free CB against France
  1. Partition, French Successor
  • France annexes Tuscany
  • Austria annexes Flanders (Flandres, Brabant), and Lombardy
  • France and Austria gain 1 PP each
  • Spain and France enter a Weak Alliance (see Alliance below)
  • France and Spain abandon some of their claims (see Ceding Claims below). Spain abandons its claim to Flanders (no PP loss).
  • Austria has a Free CB against France. If Austria declares a war, it does not get its share, which remains Spanish.
  • In case of war, England and Holland have a Free CB against either France or Austria (their choice)
  1. Integrity, Austrian Successor
  • Spain keeps all its regions
  • Spain and Austria enter a Strong Alliance (see Alliance below)
  • Austria gains 5 PP
  • Spain must apply a Free Trade policy.
  • France has a Free CB against Austria
  • In case of war, England and Holland have a Free CB against either France or Austria (their choice)
  1. Dismembering, Austrian Successor
  • Austria annexes Flanders (Flandres, Brabant), Lombardy and Naples (Napoli, Puglia, Calabria, Sicilia, Sardegna).
  • Austria gains no PP (even for the annexations)
  • Spain and Austria enter a Weak Alliance (see Alliance below)
  • France has a Free CB against Austria
  • In case of war, England and Holland have a Free CB against either France or Austria (their choice)
  1. Partition, Austrian successor
  • France annexes Naples (Napoli, Puglia, Calabria, Sicilia, Sardegna) and Tuscany
  • Austria annexes Lombardy
  • France and Austria gain 1 PP each
  • Spain and Austria enter a Weak Alliance (see Alliance below)
  • France has a Free CB against Austria. If France declares a war, it does not get its share, which remains Spanish.
  • In case of war, England and Holland have a Free CB against either France or Austria (their choice)

Alliances

Weak Alliance
  • Spain may not voluntarily do anything which would break the Alliance, except playing Random Event 10 Perfidy.
  • Only the Successor may Call Spain if a War starts.
  • Spain may not make peace without the agreement of the Successor player (but Spain loses no PP if it refuses a Peace due to the Successor's refusal).
  • The Alliance becomes Normal when the Spanish King dies.
Strong Alliance

The same as Weak Alliance except as below.

  • The Successor may take control (i.e. decide on their movement and combats) of half (round up) Spain's military forces (including fleets) (Successor's choice of which). He must indicate which ones in the Regal Phase of the turn. The Successor, not Spain, gains and loses PP for battles fought by the units he controls.
  • Spain may not demobilize troops without the Successor's agreement.
  • Spain may not modify its trade policy without the Successor's agreement.
  • The Alliance becomes Weak when the Spanish King dies.

The War of Succession

Spain is automatically Called and enters the war with the Successor. If Holland enters the war against the owner of Flanders, it immediately gains control of the Fortress in Flanders.

The armies of the Rival side have a +1 modifier to attrition die rolls in Spain (+3 in Castilla). The modifier does not apply in Catalunya if it has revolted.

If an army of the Rival side containing at least 3 regiments enters Spain (excluding Baleares or Gibraltar), there is a 33% chance that Catalogne (Catalunya and Valencia regions) will revolt. See random event 20. The Rival side controls Catalan regiments. Roll every turn at the start of the Spring as long as the situation exists.

Peace (if War of Succession occurs)

Exceptionally, the following regions may be freely exchanged or ceded during the Peace Treaty outside normal Peace conditions: Gibraltar, Baleares, FLANDRES (Flandre, Brabant), Lombardy, Tuscany, NAPLES (Napoli, Puglia, Calabria, Sicilia, Sardegna). Likewise, the Trade policy of Spain may be re-negotiated. No PP is gained or lost for these special peace conditions.

If Spain gives a Victorious Peace Demand to the Rival side, the Spanish King changes. The Rival Side becomes Successor. Prestige losses are split between Spain (3 PP) and the former Successor (2 PP).

If Spain cedes (or does not recover) Flanders, it ceases to claim them (no PP loss).

If the Catalans have revolted (see above), the revolt ceases, whatever the result of the war.

Ceding Claims

If Spain chooses France (or if France gets the Succession after a war), France and Spain abandon some of their claims with no PP loss: France abandons its claim to Catalunya. Spain abandons its claims to Franche-Comté, Lorraine, Artois, Roussillon.

If, following a War of Succession, Austria becomes the Successor, the claims are reestablished (no PP loss).

Glossary

  • Annexed Region: A Region outside Powers National Colour that is under legal control (not just militarily controlled).
  • Camp: Each side in a War.
  • Claimed Provinces: See Territorial Claims.
  • Connected Provinces: Provinces that can trace a land route to controlling power through controlled Territories.
  • Disputed Provinces: See 32.3.
  • Hereditary Provinces: See 32.2.
  • Interventionist commercial policy: Tax or Monopoly.
  • Line of communication: National provinces/territories are provinces in the colour of the power 32.1.1. Non-National provinces/territories are provinces that are not in the colour of the power.
  • National regiments: include all regiments controlled by a power raised in National provinces (whether regular, feudal, mercenary or from an annexed minor country).
  • Region: Province or Principality.
  • Revolt: Unrest or Rebellion.
  • Territorial Claims: See 32.5.
  • Territorie: Province or Principality.

Recommended Errata (House Rules)

As printed in the source under this heading.

  1. A Power may not refuse a peace if doing so would bring its Prestige Level under 5.
  2. Normal (Non-Free) Casus Belli: ignore the second case (being allied to a power at war), only the first one is a Normal CB.
  3. Rule 18.11, entry during a War: in order to enter during a war, a power must be allied to a side's powers AND have a CB.
  4. Sweden should be strengthened in some way.
  5. Compromise peace: if Power A refuses Power B's Conditions, Prestige losses DO apply.
  6. Control of minor powers: Add the following modifiers depending on the Prestige Level of the Power trying to take control of the minor power. Prestige 0-5: -4; Prestige 6-10: -1; Prestige 11-15: 0; Prestige 16-20: +1.

Rationale for these changes

  1. Prevents 'Total War' syndrome.
  2. Otherwise it is too easy to bring your friends (particularly your other power) into a current war. Example: France and England are allied in a War against Austria. They want to bring their second power (Poland and Turkey) into the war on their side. Easy! France and England break their alliance, France allies with Turkey and England allies with Poland. Beginning next turn, Poland and Turkey may enter the war against Austria.
  3. See 2. Above.
  4. Russia is too strong. In all reported games, Charles XII is crushed in the opening moves of the Northern War.
  5. Otherwise, Power B could easily refuse the peace and avoid the prestige loss simply by demanding an unacceptable condition (such as major military Condition).
  6. Prevents Minor countries from entering a war alongside a collapsing country.

Errata

There were a few errors while printing:

  • the mention +10 does not appear on the back of the Prestige markers: to indicate that the prestige has +10, place the marker on the prestige track; to indicate that it is worth between 1 and 9, place the marker just under the track, under the box corresponding to its value.
  • the English and Polish depots are difficult to distinguish: the English has 3 and the Polish 2.
  • ditto for their artillery: the English have 3 and the Pole 2.
  • there are date errors or certain indications are missing for some characters: La Galissonière 1750, Marlborough "G" 1700, Saxe 1740, Vendôme 1698, Villars 1700, Wilhelm G; Dupleix and Clive are generals of value 2.
  • 4.12 Rebuilding Commercial Fleets
  • 4.13 Company Size
  • 4.14 Paying Dividends
  • 4.15 Prestige Adjustment
  • 4.16 Crisis in Confidence
  • 4.17 Aggressive Competition
  • 4.18 Creating a Trading Company
  • 4.19 Company Bankruptcy
  • 8.13 Minor Artillery Units
  • 8.14 Minor War Fleets
  • 14.13 Territorial Demands
  • 14.14 Prestige Demands
  • 14.15 Financial Demands
  • 14.16 Commercial Demands
  • 14.17 Military Disarmament
  • 14.18 Political Demands
  • 14.20 Recuperation of Prestige
  • 14.21 Signing a Peace Treaty
  • 14.22 Repatriation of Armies
  • 14.23 Forced Peace
  • 15.12 Depreciation
  • 15.13 Pacification
  • 15.14 Devastation Recovery
  • 16.12 Russian Infantry
  • 16.13 Fortress Construction
  • 16.14 Artillery Train Limit
  • 16.15 Rebuilding War Fleets
  • 16.16 Navy Size
  • 16.17 Creating a War Navy
  • 18.14 State of War Limitations
  • 18.15 Zero Prestige
  • 18.16 Limitation of Hostilities
  • 20.13 Prestige
  • 20.14 Privateers
  • 20.15 Transporting
  • 20.16 Invasions
  • 20.17 Neutrals
  • 21.12 Colonial-Generals
  • 21.13 Minimum of Generals
  • 22.14 Reaction "to the Sound of the Cannon"
  • 22.15 Searching
  • 22.17 Ports
  • 22.18 Neutrals
  • 22.19 Limitation of Hostilities
  • 24.12 Leader Casualties
  • 24.13 Devastation
  • 24.14 Prestige
  • 32.9 Principalities
    • Introduction
    • Player Principalities
    • Principality States
  • 32.10 Arctic Weather Zone
  • 32.11 Off-Map Provinces
  • 32.12 Anspach
  • 32.13 Bosphorus
  • 32.14 Constantinople, Gibraltar, Malta
  • 32.15 Cuba
  • 32.16 Finland and Sweden
  • 32.17 Hanover
  • 32.18 Holy Roman Empire
  • 32.19 Horde Tatarie
  • 32.20 Lorraine
  • 32.21 Rome
  • 32.22 Switzerland
  • 32.23 Passable Straits
    • Weak Alliance
    • Strong Alliance
  • The War of Succession
  • Peace (if War of Succession occurs)
  • Ceding Claims
  • Example (cont.): Austria and England wish to quit the Anglo-Austro-Spanish Alliance. This provokes the dissolution of the Alliance as Spain now finds itself alone. Austria and England announce immediately the formation of a new alliance. They are now considered allies (note, they do not gain any additional Prestige for this as they were already in an alliance). Spain now finds itself alone and loses 1 Prestige Point (this can be regained if Spain allies itself to a new power or existing alliance).
  • -
    -
    -
    -
    R
    -
    -
    Régions Baltes-----A-AA---
    Horde Tatare-----A^-A^-A^--
    Hongrie Méri.-A-------A--
    Pologne Mérid.-----A---A--
    Lituanie Orie.-----A-A----
    Moré Grecq.---------A-A
    Côtes Dalmat.-A¤-------A¤-A
    Scanie Scandi.--------A-A-
    Îles Méditerr.A*A*A*A*A*A*A*A*A*A*--
  • Going to peace allows powers to rebuild their nation and economy, but one's Prestige is adjusted depending on demands or concessions awarded.
  • An unmodified roll of 1 is always a failure.
  • Failure has no other effect but the loss of Prestige (if spent).
  • A power may also try and impose its fiscal reforms. In this case there is no roll for success; the Debt automatically reduces by (roll a dice):
    • 1-3: 5 Louis
    • 4-6: 10 Louis
  • However, such an action will cost the State 5 Prestige Points. Powers may only resort to this action if it currently has a minimum of 6 Prestige Points.
  • All military units raised in a province that goes into unrest are cancelled. The money is though spent and not recovered.
  • If there are no more unrest counters available, no unrest occurs.
  • Each Monarch has a predetermined life expectancy and must undergo a life test (27.1).
  • If, due to circumstances, a Monarch accedes to the throne at a young age a regent reigns (27.3) until the Monarch reaches the age of 15. From when he is considered adult, takes power and may profit from any talents he has as a minister and/or general.
  • An army commanded by a general with a value of 3 - MARLBOROUGH, CHARLES XII or FREDERIC II – always has a movement potential of at least 3, even if it contains depots and/or artillery trains.
  • An army is never blocked; should it find itself isolated in a province with an enemy fortress, it may always move one province in the direction of its national supply at the cost of an extra immediate supply roll.
  • A neutral (or one that has just entered a war) may always cross neutral (or at war) countries to reach its national territories, if these are split into several distinctive parts (as in the case of Prussia with Kleves and Ostpreussen).
  • Devastation: Ostpreussen has the location of a large battle (+2). The Prussian rolls a 4, +2 is a 6, the province is devastated (a devastation marker is placed).

  • Prestige: the Polish player wins 2 PP and the Prussian loses 2. A brilliant victory for KOSCIUSZKO! No Prestige is won by the Saxon regiment, as it is played by the Polish player who commanded in the battle.

  • Siege ?: the Polish player, now alone in Ostpreussen, announces he is besieging the fortress of Königsberg in the province.

  • This is only possible if the province in question belongs politically to one of the disputing powers. Otherwise, the province may only be annexed through a peace treaty.
  • Tissu (Cloth): Anglia, Flanders, Holland

  • Vin (Wine): Catalunya, Gascogne

  • -
    Ecosse--+2+2+1---+1-
    Flandres+1+2+2+1+1-----
    Grèce-+2+1+1---+3--
    Hongrie-+1+1+2-+2-+1-+2
    Horde-+1---+1-+2-+2
    Irlande+1-+2+2+1-----
    Lituanie-+1---+3+2+2+2+1
    Lombardie-+2+2+1------
    Naples+1+2+2+1------
    Toscane-+2+2+1------
    Ukraine-----+2-+1+2+2
    Valachie-+2---+2-+2-+1
  • Trade Zone: The product space for trade.
  • Unit: Regiments, Artillery, Depots and War ships.