La Guerra de España
La Guerra de España Rulebook
Table of Contents
Table of Contents
- La Guerra de España
- 1. Components
- 2. Explanation of the Components
- 3. Number of Players
- 4. Duration and Start of the Game
- 5. Who Wins the Game?
- 6. Initial Placement of the Counters
- 7. Movement of the Counters
- 8. Combat
- 9. The Concept of "Province in Dispute" and "Own Province"
- 10. Reception of Reinforcements
- 11. Extra Combat Factors
- 12. Conversion of Garrison Counters into Army Counters
- 13. Meteorological Factor
- 14. Sequence of Play
La Guerra de España
1. Components
- A board representing peninsular Spain and North Africa, where the main combats took place, with various auxiliary tables and templates.
- Ten sheets of counters, representing the Nationalist and Republican Armies, as well as the International Brigades, the Army of Africa, the Condor Legion (German) and the C.T.V. (Italian).
- A plastic tray to store the counters once they have been punched out.
- Two auxiliary tables: one for controlling the ownership of the provinces and another for tracking the weather influences.
- One special wargame die.
- This instruction booklet.
2. Explanation of the Components
2.1. The Board
It is a map of the Iberian Peninsula and North Africa. The Balearic and Canary Islands have been removed, owing to their minor significance in the combats fought during the war. The borders of Spain with Portugal and France are marked.
On the board you will find:
- Provinces: Each with its geographical limits in red.
- Cities: Hexagons with a black five- or eight-pointed star (Madrid and Barcelona), with the name of the corresponding city. The star is always placed below the city name.
- Provincial capitals: Hexagons with a black five- or eight-pointed star, which carry the following:
- A red number, placed at the top of the hexagon, above the city name, which indicates the "population factor" of each province.
- A blue number, placed in the lower left area of the hexagon, below the city name, which indicates the "economic factor" of those provinces that have one.
- A red number, placed in the lower right area of the hexagon, below the city name, which indicates the "morale factor" of those provinces that have one.
- Rivers: Blue lines with their respective names, with no effect on play, since they are not very large and the turns last two months.
- Mountains: Zones of brown hexagons.
- Roads: Grey lines linking different cities and provinces. They are reproduced exactly from the first-class roads existing at the time.
- Port factor: Numbers in black next to an anchor, located on the sea hexagons adjacent to the city that owns them; they affect the calculation of the extra combat factors. Obviously they always correspond to coastal cities.
[Diagram: Four labelled hexagon examples showing the population factor (red, top), the port factor (black number beside an anchor, sea hexagon), the morale factor (red, lower right) and the economic factor (blue, lower left).]
- One table for resolving combats against stacks of counters in cities. On occasion, and as will be explained later, several counters may be placed on a city hexagon, one on top of another, and this table is used to resolve the combats against them.
- One table for receiving reinforcements by "population factors".
- One table for converting "garrison counters" into "army counters".
- One table for receiving reinforcements, independent of those received by "population factors".
- One naval-use table.
- One table for recording the extra combat factors.
- One numbered template from one to sixteen, for marking the turns, each turn indicating the period of the war to which it corresponds.
- Two numbered templates for tracking the "extra combat factors" of each army.
2.2. The Counters
General classification.
NATIONALIST ARMY:
- Army: Yellow background with the figures in black.
- Army of Africa: Yellow background with the figures in ochre.
- Condor Legion (German): Yellow background with the figures in red.
- C.T.V. (Comando di Truppe Volontarie — Italian): Yellow background with the figures in green.
REPUBLICAN ARMY:
- Army: Green background with the figures in yellow.
- International Brigades: Green background with the figures in black.
2.3. The Standard Counter
Counters are distinguished from one another by their different colour and by the silhouette printed on them.
The characteristics of the counters are:
- Movement factor: the number of hexagons that each counter is able to move, in any direction, at most in each turn, or simply not move. The "movement factor" is therefore the one that counters necessarily use when they are going to engage in combat.
- Displacement factor: the number of hexagons that each counter is able to move, at most in any direction, in each turn, when it is not going to enter combat. The "displacement factor" of land counters is different depending on whether it is used within the player's own provinces or "in dispute" (en litigio), as explained later.
- Readaptation movement factor: the number of hexagons, that each air counter is able to move at most, in any direction, in each turn, to relocate to hexagons of its own city, or to a hexagon adjacent to that city. It may not enter combat, nor support, when it uses it.
- Combat factor: the operational capacity of the counter, that is, the fighting power it is able to concentrate in a combat. It is used to engage combat between the different counters.
All counters (land, naval and air) have a "combat factor" of "two".
The movement factor, displacement factor and readaptation movement factor of the counters are explained in the section "Movement of the Counters".
[Counter sheet key: 1. Republican aircraft. 2. Marker for "extra combat factors" (F.E.C.). 3. Nationalist aircraft. 4. Republican army counter. 5. Republican garrison counter. 6. Nationalist garrison counter. 7. Nationalist army counter. 8. Marker for "weather zone" (ZM). 9. Republican and Nationalist naval counter. 10. Marker for a province "in dispute" (en litigio).]
The counters are of the following types:
- Land
- "Army": with the silhouette of a soldier in "attack position".
- "Garrison": with the silhouette of a soldier in "at attention" position.
- Naval — they bear the silhouette of a warship.
- Air — they bear the silhouette of an aircraft.
- Province control
- Nationalist: white background with the current Spanish flag.
- Republican: green background with the Republican flag.
- "Provinces in dispute": blue background with the text "en litigio" in red.
- Marker counters
- "Extra combat factor" (F.E.C.): yellow background with the letters F.E.C. in green.
- "Meteorological factor": yellow background with the letters ZM in red.
2.4. Types of Counters
Counters may be land, naval or air; all having a combat factor of value "two". This "value" has various modifiers that are explained later. In the section "Movement of the Counters" the different types of movement that each of them may have are discussed.
The quantity of each different type of counter is detailed below:
- LAND
- Army counters.
- 102 Republican Army counters.
- 97 Nationalist Army counters.
- 5 C.T.V. counters.
- 4 Army of Africa counters.
- 4 International Brigades counters.
- 1 Condor Legion counter.
- Garrison counters.
- 28 Nationalist Army counters.
- 28 Republican Army counters.
- Army counters.
- NAVAL
- 4 Republican Army counters.
- 3 Nationalist Army counters.
- AIR
- 6 Republican Army counters.
- 2 Nationalist Army counters.
- 2 Condor Legion counters.
- 2 C.T.V. counters.
- PROVINCE CONTROL COUNTERS
- 40 Nationalist counters.
- 40 Republican counters.
- 24 "provinces in dispute" counters.
- MARKER COUNTERS
2.5. The Die
The die is used to resolve combats, to determine the "meteorological factor", and to know which naval counters each Army may mobilise in each turn.
It represents the "luck factor". So that this does not become disproportionate, the special die has no "one" and no "six"; it has two "twos", two "threes", two "fours" and one "five", so that the chances of such a luck factor are more evenly balanced.
2.6. Auxiliary Tables
There is an auxiliary map called the table for the control of provinces, which represents the Iberian Peninsula and serves to record possession of the provinces. These may belong to one side or the other, or be in dispute. There is also an auxiliary table for controlling the "meteorological factor".
3. Number of Players
"La Guerra de España" admits from two to four players, always in two sides. The possibilities offered are the following:
- Two players, one with the Nationalist troops and the other with the Republicans.
- Three players, two with the Nationalist troops, dividing the front by sectors, and one with the Republicans.
- Four players, two on each side, dividing the front by sectors.
4. Duration and Start of the Game
The game is governed by the concept of the turn, which consists of the movement and complete resolution of the combats of both opponents, once each.
The game lasts 16 turns. The time taken to play a game depends on the chosen level of play:
- Basic level: The "meteorological factor" is not used, nor are the "extra combat factors".
- Intermediate level: The "extra combat factors" are used, but not the "meteorological factor".
- Advanced level: The "meteorological factor" and the "extra combat factors" are used, that is, with all the variants of the game.
Each time a turn is completed, the NAC turn-marker counter is advanced one box on the template located at the bottom of the board.
The real time taken will depend on the players' reflexes and movements; a duration of approximately two hours is normal for the basic level, and four hours for the advanced level.
Before the start of the game each player chooses a side. If there is no agreement, the choice of side is made by a die roll, the player who obtains the higher result choosing.
To decide who begins the game, a die roll is made, the player obtaining the highest numerical value starting; thereafter the same order is followed in successive turns. The order of each turn is therefore: first, the movement and resolution of combats by the player who starts the game, and then, within the same turn, the movement and resolution of combats by the other player, which completes a turn.
[Photo caption: Field howitzer with its crew; note the additional plates for the armour and protection of the crew.]
5. Who Wins the Game?
Victory in "La Guerra de España" may be obtained in the following ways:
a) By obtaining the surrender of the opponent. b) By totally annihilating the enemy. c) The player who, at the end of any turn of the game, holds 35 or more provinces wins the game. Provinces in dispute are not counted. d) If, at the end of turn 16 of the game, no one has obtained victory, the population factors of the provinces held by each player are counted, not counting the provinces in dispute. Depending on the total numerical value each player has, the following happens:
- If there is a difference of more than 30 points between the scores of the two players, the player with the higher score wins the victory and the game.
- If there is a difference of 29 points or less between the two players, no player wins the game and a tie results. The players should take this possibility into account before the start of the game, and must agree beforehand whether a tie ends the game, or whether play continues until one of the players wins under procedures a), b) or c) of this section. Without a prior agreement, a tie means the game ends with no winner and no loser.
6. Initial Placement of the Counters
Before the game begins, both players shall place their initial placement counters on the board, which are the following:
Nationalists
- Army counters: 3 in Africa; 1 in Sevilla; 1 in Burgos; 1 in Salamanca; 1 in La Coruña; 1 in Pamplona.
- Garrison counters: 1 in Córdoba; 1 in Granada; 1 in Oviedo; 1 in Huesca; 1 in Teruel; 1 in Valladolid; 1 in Cáceres; 1 in León.
- Naval counters: 1 in Vigo; 1 in Cádiz.
Republicans
- Army counters: 1 in Madrid; 1 in Barcelona; 1 in Valencia; 1 in Murcia; 1 in Tarragona; 1 in Bilbao.
- Garrison counters: 1 in Málaga; 1 in Madrid; 1 in Barcelona; 1 in Jaén; 1 in San Sebastián; 1 in Santander; 1 in Cuenca; 1 in Badajoz; 1 in Mieres; 1 in Alicante; 1 in Ciudad Real.
- Naval counters: 2 in Cartagena; 1 in Barcelona; 1 in Bilbao.
Land counters must be placed on the city hexagon of each city, and naval counters on the sea hexagon adjacent to the city where those counters are received.
The Army of Africa counters may be placed on any of the hexagons of the portion of Africa on the board. They may be stacked, one on top of another, in the same hexagon.
7. Movement of the Counters
In each turn land or naval counters may move only once. Air counters may, if the player so decides, move twice per turn, since they may make one movement to engage in combat or to support, and afterwards a "readaptation movement".
The movement of a counter is given by its "movement factor" or by its "displacement factor". In the case of air counters there is also the "readaptation movement factor".
The "movement factor" is the number of hexagons, in any direction, that each counter is able to cover at most in each turn in order to engage in combat, although it may make a smaller movement or simply not move. The "movement factor" is therefore the one that the counters must necessarily use when they are going to engage in combat. This is explained further on, and it takes effect when a counter is placed on a hexagon adjacent to an enemy counter.
The "displacement factor" is the number of hexagons that each counter is able to cover at most, in any direction, in each turn, when it is not going to enter combat.
The "readaptation movement factor" is the number of hexagons that each air counter is able to cover at most, in any direction, in each turn, in order to relocate to a hexagon of its own city, or to a hexagon adjacent to that city. It may not enter combat, nor support, when it uses this movement.
"Split movement" is considered to be moving part of the "movement factor", attacking an enemy counter and then moving the rest of the "movement factor". This "split movement" is prohibited.
It is compulsory to make all movements of one's own counters first, and only then to resolve all the combats that have been engaged. Once this is done, the other player plays.
Land counters may not pass over other land counters. If a counter moving in a given direction meets another land counter on its way, whether friendly or enemy, it must go around it, but it may not pass over it, even if this means a delay on its path. This applies equally to naval counters.
Air counters may pass over any hexagon on the board, including those occupied by land, naval or air counters, except hexagons occupied by enemy air counters.
Under no circumstances may counters of both sides be in the same hexagon, except air counters, which may be placed in the same hexagon on top of enemy land or naval counters.
Once a counter has made its movement or displacement, it is immobilised until the following turn; except air counters, which in the same turn may also use their "readaptation movement factor" in addition to their "movement factor", as shown in the sequence of play.
The "control zone" of a counter is the six hexagons surrounding the hexagon in which it is located. A counter may not pass through the control zone of an enemy counter. If it does so, it must stop on the first hexagon of the enemy's control zone that it enters, and engage in combat with the enemy counter. If it is already in the control zone of an enemy counter, it may leave freely or move to another hexagon of that control zone adjacent to the one it occupies, engaging in combat with the enemy counter.
Between land and naval counters there is no "control zone".
[Figure caption: The control zone of counter "A" is the six hexagons, marked with a star, that surround it.]
When a counter enters the control zone of two or more enemy counters, it chooses which of them to attack, and may attack several of them at the same time.
Land and naval counters have a "control zone", but air counters do not.
Land counters may only be on land hexagons, or on sea hexagons when they are transported, as will be explained later. Naval counters may only be on sea hexagons; air counters may be on any type of hexagon.
In case of doubt as to whether a hexagon belongs to one province or another, it is always considered to belong to the province that occupies the greater surface of that hexagon. This applies equally when there is doubt regarding mountain or sea hexagons.
Roads and rivers have a discontinuous path, interrupted where they pass through a city hexagon. Therefore, for movement purposes, the city hexagons where this occurs are considered to be crossed by road, and the movement benefits that the road gives are also counted there.
1) Land Counters
In the game there are two different types of land counters: army counters and garrison counters.
a) Army counters
Army counters have a "movement factor" of four hexagons. Their "displacement factor" is ten hexagons when they move through provinces held by their own side. If the movement is made wholly or partly through provinces in dispute, the "displacement factor" is seven hexagons.
When a counter enters an enemy province, it immediately turns it into a province in dispute, and it is considered as such for movement purposes.
During the first three turns of the game the "displacement factor" of these counters is seven hexagons, regardless of whether they move through their own provinces or through provinces in dispute.
When landing, army counters have a "displacement factor" of five hexagons. Landing is explained later.
Movements made along a road increase the "movement factor" or "displacement factor" of the counter making them by two points. To benefit from this advantage, the complete movement must be made by road; that is, in a given turn a counter situated on a road hexagon makes all its movement along the road, and ends the turn also on a road hexagon. This increase for road movement may not be used in the first three turns of the game; it begins to apply from the fourth turn.
Movements through mountain hexagons have a double cost: two points of the counter's "movement factor" or "displacement factor" must be spent for each mountain hexagon crossed. If a single point of "movement factor" is left over, it may not be used to move through mountains and is wasted.
b) Garrison counters
Garrison counters have a "movement factor" and a "displacement factor" of three hexagons; that is, the "movement factor" is equal to the "displacement factor".
They may not move through mountain hexagons, and they do not gain extra movement when displacing along a road. Garrison counters may not embark and be transported by naval counters.
[Photo caption: The meeting of two comrades.]
2) Naval Counters
In each turn, before beginning their own naval movements, each player rolls the die to determine the number of naval counters of their army that may be used in that turn, by consulting the result of the die roll on the naval-use table printed on the board.
The "movement factor" of each naval counter is 12 hexagons, plus an additional die roll made individually for each counter. (Example: if a 3 is rolled on the die, that naval counter may move 15 hexagons in this turn: 12 of "movement factor" plus 3 additional hexagons.)
Naval counters have no "displacement factor".
3) Air Counters
Air counters may perform two different types of movement in the same turn, as shown in the sequence of play. The first is the "movement factor", which serves to engage in combat with enemy air counters and to support one's own land counters; this "movement factor" is three hexagons. Afterwards comes a second movement, the "readaptation movement factor", which serves to move to a provincial capital hexagon of one's own province, or to a hexagon adjacent to it that is not a mountain; this movement is 20 hexagons.
Summary Table of Movement Factors
1) Land counters
a) Army
- "Movement factor": 4 hexagons.
- "Displacement factor": 10 hexagons, when moving through own provinces.
- "Displacement factor": 7 hexagons, when moving through provinces in dispute, or through own provinces and provinces in dispute in the same turn.
- "Displacement factor": 5 hexagons, when landing.
During the first three turns of the game the "displacement factor" is 7 hexagons, whether they move through their own provinces or through provinces in dispute.
Movement modifiers:
- Movement by road: increases the "movement factor" or "displacement factor" by two points. This applies only from the fourth turn of play.
- Mountain hexagons: double cost; two points of "movement factor" or "displacement factor" must be counted for each mountain hexagon crossed.
b) Garrison
- "Movement factor": 3 hexagons.
- No "displacement factor".
They may not move through mountain hexagons, nor embark on naval transport. They have no road increment.
2) Naval counters
- "Movement factor": 12 hexagons plus an additional die roll.
- No "displacement factor".
3) Air counters
- "Movement factor": 3 hexagons.
- "Readaptation movement factor": 20 hexagons.
- No "displacement factor".
When the "meteorological factor" is used, the corresponding modifications indicated there must be applied to the counters they affect.
7.1. Naval Transport
Only land army counters may be transported.
Each naval counter may transport up to two of its own land counters. These must be picked up at any own port (an own coastal city hexagon) and disembarked likewise at any own port. They may embark at ports in provinces in dispute, but they may not disembark there.
The cities that have port status on the board are the following:
- San Sebastián
- Bilbao
- Santander
- Gijón
- La Coruña
- Pontevedra
- Vigo
- Huelva
- Cádiz
- Algeciras
- Málaga
- Almería
- Cartagena
- Alicante
- Valencia
- Castellón
- Tarragona
- Barcelona
While they are being transported, the land counter or counters lose their mobility and their combat capacity. If the transporting naval counter is destroyed, the counters it carries are destroyed too.
To embark, they may use the "displacement factor" that corresponds to them: if they move through their own provinces it is 10 hexagons (from the fourth turn), and if they move wholly or partly through provinces in dispute it is 7 hexagons.
When a land counter disembarks it may use a "displacement factor" of five hexagons, if it is not going to fight; or a "movement factor" of four hexagons, if it is going to enter combat that turn.
What cannot be done in the same turn is to board a transport, be carried, disembark and move again; that is, in no case may a land counter move twice in the same turn. If a land counter embarks in a turn, having moved in order to embark, it may be disembarked by the naval counter in that same turn, but it remains in the port (the land hexagon where it disembarks) and may not move until the following turn.
If a land counter is on an own port hexagon and, in that turn, embarks and afterwards disembarks, it may move from the own port hexagon where it has disembarked.
In a single turn no more than two land counters of the same player may be in a naval transport situation together.
7.2. Naval Transport from Africa to the Peninsula through the Strait of Gibraltar
Nationalist naval counters may be placed on the sea hexagon of the Strait of Gibraltar, which is adjacent to the land hexagon of the city of Algeciras, and act as a "bridge" for the passage of their own land counters.
Nationalist land counters located on any of the land hexagons of North Africa may pass across the Strait through their own naval counter acting as a "bridge", in the same turn, without disembarking at Algeciras, using a "displacement factor" of five hexagons if they are not going to enter combat, or a "movement factor" of four hexagons if they are going to fight.
Only two land counters may pass per turn.
[Photo caption: Machine gun in an anti-aircraft firing position.]
8. Combat
The "combat factor" is the operational capacity of the counter, that is, the fighting power it is able to concentrate in a combat. It is used to engage combat between the different counters.
All counters (land, naval or air) have a "combat factor" of "two". Counters fight their enemies using their "combat factor".
One or several counters may engage in combat against one or several enemy counters, provided they are within their "control zone". Before the die is rolled, it must always be indicated which counters attack and which are attacked.
Combats are resolved with the die (the "luck factor"). When engaging in combat, the attacking player rolls the die and multiplies the number obtained by the "combat factor" of their counter, thus producing a value. The defender does the same, obtaining a second value for its counter. The higher of the two values gives victory to the counter that obtained it, the other counter being defeated and eliminated from the game. In case of a tie, the die is not rolled again, and both counters remain in play. Eliminated counters are removed from the board.
When several counters attack one enemy counter, their "combat factors" are added together, and the sum is multiplied by the value obtained on the die.
Several counters may attack several enemy counters at the same time, provided that all of them are adjacent to one another, attackers and defenders alike. When there are no stacks in that combat, this possibility is reduced to two against two. Stacking of counters is explained later, and consists of having several counters in the same hexagon.
In a player's turn, each counter may move only once (except air counters, as explained above) and fight only once. If the counter is attacked during the opponent's turn, it naturally defends itself, rolling the die.
Land counters located on mountain or city hexagons increase their "combat factor" by one point when defending, that is, when attacked. In the case of stacks, the increase applies to each of the counters located in the city.
Land counters may fight only against enemy land counters, and naval counters only against enemy naval counters.
Air counters may fight against enemy air counters, or support own land counters.
In attack (own attacking phase), an air counter may fight against another enemy air counter or support an own land counter, but not both in the same turn; and afterwards, in defence (enemy attacking phase), an air counter may support an own land counter. For this reason, an air counter in a turn may fight or support in its own attacking phase, and afterwards in that same turn it may support in defence an own land counter in the enemy's attacking phase.
[Diagram caption: The "light" counters have moved. Counter A attacks counter B, and the air counter may attack the dark air counter, or support counter A in its attack on counter B. But never both.]
[Diagram caption: In the result of the combat, counter A defeated B and the air counter defeated the dark air counter. The dark counters C and D, in their movement phase, have moved to attack counter A, and the aircraft supports its counter A in defence. The resulting combat factor is 4 for the attacking (dark) counters and combat factor 3 (2 from the land counter + 1 from the "support" of the air counter) for the defending (light) counter.]
Each air counter may support only one own land counter.
Air counters may support own land counters in attack or in defence, provided these are at most three hexagons away from the air counter that supports them. The supported land counter increases its "combat factor" by one point. This additional factor is added to its "combat factor".
Several air counters may support a single counter. In this case, as many points are added to the "combat factor" of the supported counter as there are air counters supporting it, at one point per air counter. It must always be specified which air counters are supporting, and which counter they support.
The accessory combat factors of land counters (whether from being on a mountain or city hexagon, or from the support of own air counters) are cumulative; so one and the same counter located on a city or mountain hexagon (note that no city hexagon is located in a mountain zone) and at the same time supported by an own air counter would increase its "combat factor" by two points.
In this game stacking is permitted (grouping of own counters, placed one on top of another in the same hexagon); for land counters in cities, the maximum number of land counters that may be stacked in a single hexagon depends on the type of city:
- City that is not a provincial capital: 2 counters
- Provincial capital: 3 counters
- Madrid and Barcelona: 4 counters
In no case may land counters be stacked in hexagons that are not cities, except in those of North Africa, as stated above.
Likewise, air counters may be stacked in any hexagon, up to a maximum of two counters per hexagon.
In one and the same hexagon there may at the same time be own land and air counters, without exceeding the maximum permitted for each type.
Combats Against Stacks of Counters in Cities
These are the only exception to the combat mechanics described above, and they are resolved using the combat resolution table printed on the board.
On the horizontal line are shown the differences between the combat factors of the attackers and the defenders; in the vertical column, the difference in the die roll (between attacker and defender).
When the combat factors are counted, the support points of the supporting air counters must be taken into account.
When a combat is engaged against a stack of land counters in a city, the first step is to add together the combat factors of the different attacking counters, including the support bonus points of the attacking air counters. Then the combat factors of the defending counters are added together (taking into account the increase that the counters have in their "combat factor" for being in a city, as well as the increases for support from own air counters, if any). Once this is done, the difference between the combat factors of the attacking and defending counters is calculated, and that difference is located on the horizontal line.
Next, the die is rolled: first the attacker, then the defender, carrying out the same operation and finding the difference between the scores obtained with the die by the attacking player and the defending player; the difference in score for the attacking player is located on the vertical column.
The intersection on the table of the box that marks the difference between the combat factors, with the box that marks the difference between the die scores, is what indicates the result of the combat, which may be, depending on the case:
- AP 1, AP 2, AP 3 (attacker loses): reflects the losses of the attacking player, who may lose 1, 2 or 3 own counters in the combat, according to whether it is AP 1, AP 2 or AP 3, respectively.
- DP 1, DP 2, DP 3 (defender loses): reflects the losses of the defending player, who may lose 1, 2 or 3 own counters in the combat, according to whether it is DP 1, DP 2 or DP 3, respectively.
The player who loses counters chooses which of them are to be eliminated, and these are removed from the game.
In certain circumstances, as will be seen in the table, both players lose counters.
9. The Concept of "Province in Dispute" and "Own Province"
The province is the basic geographical unit for controlling the territory.
A province is considered to be the property of a player if that player held it at the start of the game; or if, during the game, the player occupies the capital hexagon of a province that was owned by the other player or that was "in dispute", with at least one own land counter, which must remain on the capital hexagon that turn without moving; it is also necessary that there be no enemy counter in the rest of the hexagons of that province.
When there are land counters of both sides (Nationalist and Republican) in a province, it is considered to be "in dispute". If a province is "in dispute" at the start of the game, it will remain in that situation until it passes into the ownership of one of the two sides.
Air and naval counters are not used to conquer provinces or to place them "in dispute".
Provinces "in dispute" do not belong to either side.
When a province belongs to one side, it continues to be theirs, even if there is no own land counter in any of its hexagons, as long as there are no enemy land counters within the limits of that province. The moment there is a single enemy land counter in that province, it becomes "in dispute". And if, with no counters of the owning player there, the counter referred to in the previous example is placed in the capital of the same province, it passes to the ownership of the new player, who has taken it.
9.1. Control of Province Ownership
Control of province ownership is carried out with the auxiliary table, on which all the Spanish provinces of the peninsula are listed.
Before the game begins, a province-control marker counter is placed on each province of the auxiliary map, there being three different types: 1) Nationalist, 2) Republican and 3) "in dispute". The ownership of the provinces at the start of the game is as follows:
- Provinces owned by the Nationalist side: Alava, Avila, Burgos, Cádiz, La Coruña, León, Logroño, Lugo, Navarra, Orense, Palencia, Pontevedra, Salamanca, Sevilla, Soria, Valladolid, Zamora.
- Provinces owned by the Republican side: Albacete, Alicante, Almería, Badajoz, Barcelona, Castellón, Ciudad Real, Cuenca, Gerona, Guadalajara, Guipúzcoa, Jaén, Lérida, Madrid, Málaga, Murcia, Santander, Tarragona, Toledo, Valencia, Vizcaya.
- Provinces in dispute: Asturias, Cáceres, Córdoba, Granada, Huelva, Huesca, Segovia, Teruel, Zaragoza.
This distribution is a faithful reflection of the situation that resulted after the events of July 1936.
The province-control markers on the auxiliary table must be updated as changes occur, at the moment they happen, so that at every point it is known what situation each province is in.
[Photo caption: Russian-made tankette.]
At the end of each turn the auxiliary table is updated again, placing the marker counters that indicate the provinces of each side and those in dispute, so that in this way each side receives the reinforcements corresponding to it, according to the "population factors" of the provinces it owns.
The board shows the following for each province: 1) "Population factor" (all provinces have it); 2) "Economic factor"; 3) "Morale factor"; 4) "Port factor". These last three are factors used to calculate the "extra combat factors", and only some provinces have them.
Land counters may move freely through their own provinces.
Each counter may place only one enemy province "in dispute" per turn.
The same counter may never pass through an enemy province in a single turn: that is, first that province is placed "in dispute" in one turn, and only in the following turn may the counter go on to the next enemy province. However, if a counter places a province "in dispute", and later in that same turn that province, already "in dispute", is crossed by another counter of the same player, this is permitted.
[Map: Province-control reference map of Spain, with the legend PROVINCIAS NACIONALES (Nationalist provinces), PROVINCIAS REPUBLICANAS (Republican provinces) and PROVINCIAS EN LITIGIO (provinces in dispute).]
Various examples follow, using the province-control map, in order to clarify what has just been explained.
- A Republican Army land counter located in the province of Madrid may, in one turn, move to the province of Avila, placing it "in dispute". In the following turn it could move on to the province of Salamanca, placing that in dispute.
- A Republican Army land counter located in the province of Vizcaya could not, in a single turn, pass through the province of Alava and be placed in that of Logroño, since, as explained above, in that turn it would place Alava "in dispute"; in the following turn it could then pass to Logroño.
A single counter may, under no circumstances, place two provinces "in dispute" in a single turn.
- A Nationalist Army land counter located in the province of Burgos could, in a single turn, pass through the province of Segovia, since that was already "in dispute" beforehand, and be placed in the province of Guadalajara.
10. Reception of Reinforcements
In each turn, at the stage indicated in the sequence of play, each player may receive reinforcements in two different ways:
- Turn reinforcements: as indicated in the table on the board, these are fixed reinforcements that are received regardless of the number of own provinces held. They may be received on any hexagon of an own provincial capital, or on another hexagon adjacent to it.
- Reinforcements by "population factors": as shown in the "reception table for reinforcements by population factors" printed on the board. Depending on the turn of the game, a player receives one land reinforcement counter for each determined "value" of population factors. (Example: on the second turn the Republican receives one land reinforcement counter for every 18 population factors, and the Nationalist one for every 14 factors.) This table is printed on the board, and it indicates the "value" applicable to each opponent in each turn.
Reinforcements may not be received in the "control zone" of enemy counters. They must be received on the hexagon of an own provincial capital, or another adjacent to it, from any of the provinces whose population factors, added together, have given the right to that reinforcement counter.
For every two army reinforcement land counters, one garrison land counter is received; therefore, of every three land reinforcement counters, two must be army counters and one a garrison counter.
For the counting of "population factors", only those of own provinces located in the same zone may be added together; that is, provinces in which there is continuity by drawing an imaginary line between them. The imaginary line may be as winding as desired, and it is not interrupted by enemy or disputed provinces. The reinforcement counter is placed in one of those provinces. That is, each time the "population factors" needed to receive a reinforcement counter are counted, the counter is placed in one of the provinces which, with the sum of their "population factors", have given the right to receive that reinforcement counter. Afterwards, if "population factors" are left over (example: if the sum is 20 and the reinforcement counter is received with 18, the two remaining may be used by adding them to the uncounted population factors of adjacent own provinces), they may be used in the adjacent provinces.
In the case of isolated provinces whose population factors do not add up to the number needed to receive a reinforcement counter, their population factors may not be used to receive reinforcements in other zones.
EXAMPLE: If in the second turn of the game the province control stood as shown on the province-control map, and the Republicans received one reinforcement counter for every 18 population factors and the Nationalists one for every 14 factors, reception of reinforcements would be as follows:
Republicans: In the North (Santander, Vizcaya and Guipúzcoa) they would receive no reinforcements, since they do not total 18 population factors (they have only 11 factors between them); likewise they could not receive reinforcements in Málaga, being isolated from other provinces under Republican control.
Starting from the Northeast they would receive the following reinforcements: one counter in Gerona or Barcelona (3 factors from Gerona plus 17 factors from Barcelona). The two remaining factors, plus the 3 of Lérida, the 3 of Tarragona, the 3 of Castellón and the 10 of Valencia, give the possibility of receiving another counter in any of those provinces. Next, with the 3 remaining factors, plus the 3 of Cuenca, the 2 of Guadalajara and the 13 of Madrid, another reinforcement counter would be received in any of those provinces. With the 3 remaining factors, the 5 of Toledo, the 7 of Badajoz and the 5 of Ciudad Real, another reinforcement counter would be obtained in one of those provinces. With the 2 remaining factors, the 6 of Jaén, the 3 of Albacete, the 5 of Alicante and the 6 of Murcia, one more reinforcement counter would be achieved in any of those provinces. With the 4 remaining factors and the 3 of Almería, no further land reinforcement counter would be achieved, as they do not total 18 population factors. In this way the Republican player would receive 5 land reinforcement counters in that turn (4 army and 1 garrison).
Nationalist: In the South (Sevilla and Cádiz) they could not receive reinforcement counters, having only 13 population factors and needing 14.
Starting from the Northwest they would receive the following reinforcements: adding together the 7 population factors of La Coruña, the 5 of Pontevedra and the 5 of Lugo, they would receive one land reinforcement counter in any of those provinces. With the 3 remaining factors, the 4 of Orense, the 4 of León and the 3 of Zamora, they would achieve another reinforcement counter in one of those provinces. Adding together the 3 population factors of Salamanca, the 2 of Avila, the 3 of Valladolid, the 2 of Palencia, the 3 of Burgos and the factor of Soria, they would obtain another reinforcement counter in any of those provinces, and could receive no other reinforcement counter in Logroño, Alava and Navarra, as they do not total 14 population factors (they have only 6 factors).
The population factors of the provinces in dispute (Asturias, Segovia, Cáceres, Córdoba, Huelva, Granada, Zaragoza, Huesca and Teruel) are of no use to either opponent.
The Nationalist player would therefore receive 3 land reinforcement counters (2 army and 1 garrison).
In every turn, reinforcements by "population factors" are received as explained above, the player who moves first placing them first.
11. Extra Combat Factors
For the determination of the "extra combat factors" (F.E.C.), in each turn and at the stage marked in the sequence of play, each player adds together the "economic factors", the "morale factors" and the "port factors" of their own provinces, thus obtaining a numerical value, which is marked on the extra-combat-factor accounting table printed on the board. Provinces in dispute count for neither player. The "morale" and "port" factors of provinces which at the start of the game belonged to one player, and during the game passed to the control of the other player, count as negative F.E.C., that is, they are subtracted from the player who lost those provinces, in the turn in which they are lost.
Therefore, provinces that have "morale factor" and "port factor" not only count as positive F.E.C. for the player who holds them, but also count as negative F.E.C. for the player who, having held them at the start of that turn, has lost them. Example: if the Republican player loses Bilbao and Madrid, 10 F.E.C. are subtracted from them in that turn (5 for the "morale factor" of Madrid, 2 for the "morale factor" of Bilbao and 3 for the "port factor" of Bilbao). Afterwards, if those provinces are lost by the Nationalist player, those F.E.C. points are subtracted from the Nationalist player in the turn in which they are lost.
Each player starts the game with zero F.E.C., and begins to count them from the second turn of play.
For every ten F.E.C., one point is added to the "combat factor"; only "one" point may be used per combat, not per counter taking part in that combat. That is, if there is a combat of three own land counters against two enemy land counters (six own combat factors against four enemy), if each player used ten points of their F.E.C. to increase their combat factors by one point, it would become seven against five.
In each combat the attacking player is the first who must state whether or not they use F.E.C. in a given combat, and afterwards the defender.
F.E.C. may be used in any type of combat (land, air or naval), both at the moment of attacks in a turn and in defence in that same turn, and may even be kept for subsequent turns.
The F.E.C. accounting table printed on the board has 100 spaces per player, numbered from −20 to +79. In each turn each player places the F.E.C. marker counter on the space corresponding to the F.E.C. they hold, moving it back ten spaces each time they use them. Example: if they have 54 and use 10 in a combat, they would have 44.
F.E.C. not used in one turn may be accumulated and used in successive turns; negative values also accumulate for the next turn. No player may hold more than 79 positive F.E.C., nor fewer than 20 negative F.E.C.
[Photo caption: Heavy 122 mm long-range cannon.]
12. Conversion of Garrison Counters into Army Counters
From the third turn of the game, players may, if they wish, convert their own garrison counters into army counters.
The maximum number of conversions is set out in the table on the board; from the seventh turn each player may make an unlimited number of conversions. For every two garrison counters, one army counter is received; the garrison counters are removed from the board and the army counter is placed on any of the two hexagons where those counters were located. If these were stacked in a city, the army counter must be received in that city.
The garrison counters must be in the same zone of own provinces, as explained in the section on "reception of reinforcements"; two garrison counters separated by provinces in dispute or enemy provinces may not be converted together. Using the province-control map of these instructions, and supposing that the game had a distribution of provinces as shown on the "map", the following examples are given:
- The Republican player could convert two of their own garrison counters, located in Gerona and Almería, into one army counter, and place it in either of those two provinces, since there is continuity of own provinces between the two.
- The Republican player could not convert two garrison counters located in Jaén and Málaga into one army counter, since they are separated by provinces in dispute.
- The Nationalist player could convert two garrison counters located in La Coruña and Navarra; but could not convert them if one were in Cádiz and the other in Avila, for the reasons given above.
13. Meteorological Factor
The use of the meteorological factor is optional, so before the game begins the players must decide whether or not they will use it.
To determine the influence of the "meteorological factor", the auxiliary table of meteorological influences is used. On it, Spain is divided into five meteorological zones, marked with the letters A, B, C, D and E. From the second turn of the game, and at the stage marked in the "sequence of play", a die roll must be made for each of them, where a meteorological factor may have influence.
The horizontal line shows the turns of the game and the vertical column shows the different meteorological zones. The box where the two columns intersect in the table indicates whether, in that turn, there may be meteorological influence in a given zone and what it will be, should the die roll produce that influence. Thus, in the second turn of the game only one die roll is made, for meteorological zone "B"; if a "two" is obtained, the corresponding modifications shown on the template are applied. In the third turn a die roll is made for each of the following zones: A, B, C and D.
The modifiers apply only to the counters located in the affected meteorological zone.
Each box with meteorological influence shows the following:
[Diagram: Four rows of an influence box, reading from top to bottom "2", "−2 FM", "−1 FC", "FóC", each with an arrow to a numbered key.]
- The number to be obtained with the die in order to apply these modifiers to the counters of that meteorological zone.
- Reduction of the "movement factor" for all the counters of that meteorological zone.
- Reduction of the "combat factor" for the attacking counters of that zone.
- This box is directly related to the previous one. It specifies the reduction of one "combat factor" for each counter of that meteorological zone (F), or the reduction of one "combat factor" for each combat in that zone (C).
Blank boxes indicate that there is no meteorological influence in that zone in a given turn, so no die roll is needed to define the "meteorological factor" in that zone.
When there is meteorological influence in a given zone, a "meteorological factor" marker counter (ZM) is placed in the corresponding box of the auxiliary table, indicating in this way that in that zone the modifications shown there must be applied to all land counters. At the end of the turn the marker counters are removed.
14. Sequence of Play
The sequence of play is as follows:
First turn
- Placement on the board of the initial placement counters of both players.
- Placement of the province-control counters on the auxiliary table.
- Movement and resolution of combats, first by the player who obtains the higher score on a die roll.
- Movement and resolution of combats by the other player.
Subsequent turns
- Reception of reinforcements by "population factors", for both players.
- Reception of reinforcements by table, for both players.
- Conversion of garrison counters into army counters.
- Accounting of the "extra combat factors".
- 4.1) "Economic factor".
- 4.2) "Morale factor".
- 4.3) "Port factor".
- 4.4) Deduction of the negative "extra combat factors" held by each player. This gives the definitive value of the F.E.C.
- Determination of the "meteorological factor" in each "meteorological zone", if this variable is being used.
- Movement and resolution of combats by the player who moves first, decided by die roll in the first turn.
- Movement and resolution of combats by the other player.
- Readaptation movements of the air force.
- 8.1) By the player who moves first.
- 8.2) By the other player.
- Placement on the auxiliary table of the province-control counters, in accordance with the new situation that has resulted.