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Prussia's Defiant Stand

Prussia's Defiant Stand Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Game Turns
  • Mapboard
    • I-a Cities
    • I-b City Control
    • I-c Game Scale
    • I-d Fog of War
    • I-e Battle Sites
  • II. Armies & Fortresses
    • II-a Block Data
    • II-b Unit Types
    • II-c Eliminated Blocks
  • III. Game Setup
    • Game Set-Up Charts
    • Card Mix
  • IV. Game Turn Mechanics
    • IV Card Phase
    • IV-a Replacements Cards
    • IV-b Movement Cards
    • IV-c Combat Cards
    • IV-d Siege Resolution Cards
    • IV-d Tsarina Health Cards
    • IV-e Winter Campaign Cards
    • IV-f Begin New Year
  • V. Command Phase
    • V-a Command Sequence
    • V-b Army Unit Activation
    • V-c Route limits
    • V-d Marshalling Forces
    • V-e Group Movement
    • V-f Force Marching
    • V-g Screening
    • V-h Stacking
    • V-i Frictions of War
    • V-j Sacking of Capitals
    • V-k Force Pools & Fortresses
    • V-k-1 Deployment
  • VI. Battle Phase
    • VI-a Field Battles
    • VI-b Pursuit
    • VI-c Retreat
    • VI-d Regroup
    • VI-e Special Combat Situations
    • VI-f Sieges
  • VII. Supply Phase
    • VII-a Supply Sources and Attrition
    • VII-b Supply Paths
    • VII-c Home Cities
    • VII-d Siege Resolution
    • VII-d-1 Siege Attrition
  • VIII. Winter Phase
    • VIII-a Winter Campaign Cards
    • VIII-b Winter Retreat
    • VIII-c Disband Units
    • VIII-d Winter Quartering
    • VIII-d-1 Winter Attrition
    • VIII-e Resolve Replacements or Commands
  • IX. Tsarina Health
  • X. Victory Determination
  • XI. Optional Rules
    • XI-a Reactions
    • XI-b Retreat During Combat
    • XI-c Shorter Game Play
  • Sequence of Play
  • Examples of Play
    • Command Phase Example of Play
    • Battle Example of Play

Introduction

One player commands the Prussian forces and the other the Austrian forces and their Holy Roman Imperial, French, and Russian allies. The object of the game is to defeat your opponent's armies and gain control of the key cities in the war.

Game Turns

The game is played in a series of years. There are five (5) GAME TURNS and one Winter Phase for each year except the first year which has only three turns followed by the Winter Phase. Each Game Turn has four (4) PHASES as follows:

  • Card Phase
  • Command Phase
  • Battle Phase
  • Supply Phase

Mapboard

The mapboard depicts Central Europe, including most of Prussia and Austria - Hungary, and parts of the Holy Roman Empire and Poland. The Prussian player sits at the western edge of the mapboard, the Austrian and Allies player at the eastern edge.

I-a Cities

Cities regulate placement and movement of army units. The numeric value under some cities represents victory points and some restrictions on army unit placement. Victory Points (VPs) are awarded immediately for control of an enemy city based on printed values of 1 through 4. The Victory Track starts at zero (0) and will slide right or left as cities change hands. All cities within the borders of Prussia and Austria are considered 'Home Cities' for their respective countries.

Home cities are significant for placement of new units (see V-k) and Supply Chains (see VII-b).

Solid lines are major routes connecting cities and dashed lines are restricted routes (see V-c).

I-b City Control

All cities are controlled by the owning country—Prussia gray, French/Imperial blue, Russia/Sweden green, Austria white—unless the city has an enemy army unit occupying it. Unoccupied cities immediately revert to the original controlling player. Fortresses control cities and must be taken to control a city, but only the besieging forces can trace supply through a city.

I-c Game Scale

The map represents regions of Central Europe. Each infantry block represents a corps of 10,000 to 15,000 men, each cavalry block about 5,000 men and horse, and each leader about 100 cannon and supply wagons (25 guns per step).

I-d Fog of War

Except when fighting a battle or conducting a siege, blocks stand upright facing the owner. Block type and strength are hidden from the opponent.

I-e Battle Sites

The major engagements are depicted on the map with crossed rifles.

II. Armies & Fortresses

The wooden blocks represent Prussian (gray), Austrian (black), French & Imperial (blue), and Russian/Swedish (green) forces. Prussian labels (gray) go on the gray blocks. Austrian white labels on black blocks, French/Imperial and Saxon blue labels on blue blocks, and Russian/Swedish green labels on green blocks. Each Fortress has two stickers per block, one with strength and one with a fortress symbol. Place one of each matching color on a block.

II-a Block Data

Blocks have numbers and symbols defining movement and combat abilities. The block diagram marks four items: Strength Points (SP), Name and Class, Movement Rating, and Combat Power (CP).

II-a-1 Strength. The number of hash marks on the top edge when the block is standing upright indicate the current strength of a block, referred hereafter as SPs. One six-sided D6 die is rolled per army unit SP. This means a four SP unit rolls four dice. A block's strength is reduced by rotating the block 90 degrees counter-clockwise to lower SP. Blocks are eliminated when reduced below their printed steps and removed from play and placed in owning player's force pool standing upright or removed from the game (see V-k).

II-a-2 Combat Power Rating. The Combat Power rating (CP) is shown in the lower right hand corner. The CP value is the hit value using one six sided die. A CP value of 4 means a hit is inflicted on the enemy for every 4 or higher rolled.

For example, a unit rated CP6 only scores a hit for each "6" rolled, but a unit rated CP3 scores one hit for each 3, 4, 5 or 6 rolled.

Cavalry CP shown is for combat against cavalry. For combat against opposing leaders or infantry classes, subtract one from the CP value shown. For example, a cavalry with a CP of 5 would score hits on 5 and 6 against cavalry and against leaders or infantry the die roll hit numbers would be 4, 5, and 6 in the charge phase.

II-a-3 Movement Rating. Movement (MP) ratings are shown in the lower left corner of a block in red. This is the maximum number of cities an army unit can move. EXCEPTIONS: Group Movement with a Leader (see V-e) and Force Marching (see V-f).

II-b Unit Types

There are 3 types (classes) of army units: leaders, infantry, and cavalry. Fortresses are units that are not army units, but are fixed locations that have a defensive SP if assaulted.

II-b-1 Fortresses. Fortresses represent strong defenses, emplaced artillery, and supply depots. They do not move, are CP1 (automatically hit for each SP) and double defense (requiring two hits per SP loss). Fortresses can be reduced in strength through assaults, siege, or if used to supply armies. Up to four (4) army units can take refuge in a besieged fortress. Fortresses cannot move and do not count toward Winter Quartering limits. They can act as a supply source for same color blocks (see VII-a). Fortresses are permanent and change hands if seized. The Allied player may not later swap a captured fortress for one of a different color.

II-b-2 Leaders. Leaders represent the generals and their staffs, artillery, and baggage trains. Leaders can command a number of other army units via Marshalling (see V-c) and Group Movement (see V-d-1). They also can support Winter Quartering (see VIII-d). A leader's MAXIMUM strength also indicates that leader's rank relative to other leaders. Rank is important in determining which leader can move other leaders. Each leader has a 'Command Limit' equal to TWO times their current strength. Leaders do not count against their limit.

Allied leaders may marshal other allied units as long as the number of allied army units does not exceed the number of the leader's same nation units in the city.

(Optional Rule) Leaders with a CP of 4 or lower also may react to battles (see XI-a).

II-b-3 Infantry. Infantry are the backbone of the armies.

Austrian Grenzer, light Infantry, have double defense (require two hits for each step reduction), unless assaulting or defending in a fortress.

II-b-4 Cavalry. Cavalry are powerful in charges against infantry and leaders and can give pursuit to defeated armies.

Cavalry use their printed CP value against other cavalry units in the charge phase and use a CP value of six (6) in melee against other cavalry on the BATTLE BOARD (see VI-a-2). The Russian Cossack block is unique and can move three (3) cities.

II-c Eliminated Blocks

Eliminated army blocks due to combat or attrition are returned to owning player's force pool except leaders which are permanently removed from play unless they were disbanded while in supply. Eliminated fortresses are set aside for future use.

Note: If a leader is removed from play due to combining with another unit (see VI-c and VII) while out of supply or under siege, it is permanently removed from play.

III. Game Setup

Campaign Game: Refer to the back of the battle board card for game setup. All army units deploy at full strength and fortresses at their stated strength. Units are placed upright facing their owner's side of the board. All areas of the map are in play except the French and Russian start areas, which Prussia may never enter, and Sweden until it is at war. The fortress at Thorn, the Saxon unit and fortress at Dresden, and the Bavarian units are in play. France, Russia, and Sweden enter the war on Turn 3 of 1757 using the forces noted on the deployment card. Note that the Austrian cavalry Brettlach deploys with the French when they enter the war. Players may want to set these forces up in their start areas during game setup to speed up play.

'Desperate Times' Scenario: The shorter scenario begins in the 4th round of 1757. Players begin with four (4) cards and the VP track is set at three (3) for Prussia holding Dresden.

Free Deployment: If players want to try different starting strategies in the Campaign Game, they can use free deployment with these restrictions.

  • Only one leader per city with no more troops than their command limit.
  • Each Prussian fortress must have at least one army unit.
  • Austria must deploy at least two infantry units in each fortress.
  • French/Imperial and Russian/Swedish entry are unaffected.
  • Saxony starts normal.
  • Fortresses start unaffected.

Game Set-Up Charts

The printed set-up charts list each start location, the blocks placed there with their steps, and the entry box. "Start" means the block is placed on the map at setup; "Available" means the block goes into the owner's force pool; "1757 Start, 3rd Game Turn" means the block enters the war on Turn 3 of 1757.

Prussia – Campaign Game (3rd Turn 1756)

Start LocationBlocksStepsEntry
BerlinFrederick (Leader)4Start
BerlinManteuffel (Inf)4Start
BerlinTresckow (Inf)3Start
BerlinDriesen (Cav)4Start
BerlinWurttemburg (Cav)4Start
BerlinZieten (Cav)4Start
Breslau

Prussia – Scenario: Desperate Times (4th Turn 1757)

Start LocationBlocksStepsEntry
BreslauFortress3Start
BreslauTresckow (Inf)3Start
CoselFortress2Start
CoselForcade (Inf)4Start
GlogauBevern (Leader)3Start
GlogauKanitz (Inf)4Start
Glogau

Allies – Campaign Game (3rd Turn 1756)

ForceStart LocationBlocksStepsEntry
AustriaBaldSiskovics (Inf)4Start
AustriaBrunnFortress2Start
AustriaBrunnDaun (Leader)3Start
AustriaBrunnNostitz (Cav)4Start
AustriaBudapestGrenzer x2 (Lt. Inf)3 eachStart

Allies – Scenario: Desperate Times (4th Turn 1757)

ForceStart LocationBlocksStepsEntry
AustriaBrunnFortress2Start
AustriaBrunnD'Aix (Inf)4Start
AustriaGabelCharles (Leader)4Start
AustriaGabelDaun (Leader)3Start
AustriaGabelArenberg (Inf)4Start

Card Mix

The card mix is printed as follows (Commands shown as first number Allies, second Prussia):

  • 3 - Command Prussia 3 / Allies 4
  • 1 - Command Prussia 2 / Allies 4
  • 4 - Command 3 for both sides
  • 4 - Command Prussia 2 / Allies 3
  • 15 - Command 2 for both sides
  • 4 - Command Prussia 1 / Allies 2
  • 2 - Command 1 for both sides

Cards are shuffled and dealt out face-down. The Campaign Game begins on TURN 3 and both Players start with 4 CARDS. At the beginning of each subsequent YEAR Players get seven (7) CARDS with possible exceptions below.

(1) If a player's capital is occupied by the other player at the start of any year, that players receive one less card for the year.

(2) Starting in the 1760 card phase, Prussia also receives two (2) fewer cards if the Allied player is winning in Victory Points on the victory track. Once this condition is met this limit is permanent and represents the loss of British support.

Players also suffer an immediate loss of one (1) card, their choice, the moment enemy units seize their Capital (see Sacking V-j). Example: If Berlin is occupied by Austria or its allies and the Allied player is winning in Victory Points at the start of 1760, then Prussia would only receive four (4) cards for the year—a three Card reduction.

(The printed Command value on each card is shown in the card's top-left corner, the higher number for the Allies and the lower for Prussia. The 33 card titles and event texts are printed on the cards themselves and are not reproduced in the rulebook text.)

IV. Game Turn Mechanics

IV Card Phase

There are thirty-three (33) cards in the game. All Cards have a Command value in left hand corner from 1 to 4. When played in the Card Phase, these are used for movement, bringing in army units from a player's force pool, or adding steps to friendly fortresses. The higher number is for the Allies, the lower for Prussia.

All Cards have different events that may be played during movement, combat, supply, fortress siege resolution, Tsarina's health, or Winter Phases. When played as an event, ignore the Command value. When played as Commands, ignore the event. Five (5) of the Cards also have Replacement values printed on them where players may choose to play either as a Command card or replacement card for their steps to friendly supplied army units.

Each turn players may select a Card to play and place it face down. Playing of a card is not mandatory, but if no card is played, no Commands can be taken by that player. The Allied player is the first to place a card face down or announce intention to pass that turn. The cards are then revealed and the player with the lowest card decides who goes first this turn – Player 1.

Ties allow the Prussian player to decide who goes first. If a card is played as Replacements, that player is Player 1. If both players play Replacements, the Allied player announces first how they are playing the card – Commands or Replacements. If both players play their cards as replacements, the Prussian player is Player 1.

Neither cards nor Commands can be accumulated for future use. Once cards are played during a turn for events, they are removed from play for that year until all cards are re-shuffled dealt for a new year.

Note: Players start with extra cards per Game Year, but multiple plays of events in a year could leave a player with no cards later in the year.

Optional Rule: For a shorter game see XI-c.

IV-a Replacements Cards

The five (5) Replacements cards provide three (3) to five (5) steps of Replacements. These may be added to any friendly army unit(s), not fortresses, located in supplied, unbesieged cities (see VII). They may be added in any combination, i.e. all steps to one army unit or steps to multiple army units in different locations. Replacements cards are always resolved first, unless played as a Command card.

IV-b Movement Cards

Six (6) cards have events that affect movement of army units. Two (2) cards give a +1 die roll modifier to force marching (see V-f). Players could play both cards to modify one force march attempt gaining a +2 to the die roll. Two (2) allow an army group to ignore the restricted route limits (see V-c), both could be played for two groups. Two (2) cards allow two (2) army groups to attack or defend in the first round (see VI). Both could be played to allow up to four groups to attack or defend together.

IV-c Combat Cards

Thirteen (13) of the cards also have events printed on them to modify combat. These cards can be played during any field battle (not fortress assaults)—only one card per player per battle in any round, except the Great Redoubt and Surprise cards that must be played in the first round. The attacker always announces first if they are playing a combat card then the defender. Cards are revealed simultaneously.

IV-d Siege Resolution Cards

Three of the cards can be used to affect sieges (see VII-d). Text on the cards explain when to play them. Players may play multiple cards to affect a single siege.

IV-d Tsarina Health Cards

(Printed as "IV-d" in the source a second time; kept as printed.)

Two (2) cards allow players to modify the die roll + or – 2 for the Tsarina's Health roll starting in 1761 (see IX). This is done before the roll and before the first turn's card phase. The Allied player announces first if they are playing a card followed by the Prussian player. Players may play multiple cards to modify the die roll.

IV-e Winter Campaign Cards

Two (2) of the cards allow players to choose between playing as Commands during any turn or the Winter Phase for new army units, or as the Winter Campaign event. One card is restricted to Prussia only; the other may be played by either side. The restrictions are printed on the card (see VIII-a). The Prussian player could play both cards to move two groups. If both players play the Winter Campaign as an event, the Prussian player decides who goes first.

IV-f Begin New Year

After the Winter Phase (see VIII), players check for automatic victory (see X). Players collect and re-shuffling all cards and deal out the allowed 4 to 7 cards for each player. Note key events for the year:

  • 1757, turn 3 – Russia, Sweden, and French/Imperial allies enter war. See setup chart.
  • 1760, before turn 1 – Prussia receives +1 VP if still in the war. This VP is awarded before determining if Prussia has lost British support.
  • 1761, turn 1 – Allied player rolls 2 dice for the death of Tsarina Elizabeth with an eight (8) or higher resulting in Russian and Sweden leaving the war. (see IX)
  • 1762, before turn 1 – Prussia receives another +1 VP if still in the war.

V. Command Phase

The number on the Command cards, 1-4, determines the number of Commands a player can perform per Game Turn. For each Command, a player can choose to activate a leader for movement, activate a single army unit for movement, save Commands to build steps on supplied, unbesieged fortresses, or bring army units onto the map from a player's forcepool. Infantry and cavalry units from the forcepool are placed at full strength at the cost of one (1) Command point for infantry, two (2) for cavalry, and three (3) for leaders. (See V-h-1 for restrictions on placement of army units from the forcepool. Printed as "V-h-1"; the deployment restrictions are numbered V-k-1 below.)

Maintaining a siege, assaulting a fortress, or attempting a breakout does not cost a Command.

V-a Command Sequence

Commands are performed in order of:

  1. Identify Leaders or units for activation. (see V-b) Player 1 then Player 2 tips desired army units face down.
  2. Player 1 rolls 2 dice and consults the Frictions of War table. (see V-i)
  3. Player 1 marshals and moves activated army units. (see V-b)
  4. After all movement, Player1 uses any saved command points to place new units or adds fortress steps. (see V-k)
  5. Player 2 repeats steps 3 and 4.

V-b Army Unit Activation

Using the number of Commands available for the given turn, Player 1 chooses which if any leaders or single army units to activate by placing them face down. Multiple leaders and/or army units in the same city may be activated. Player 2 then repeats step. Note: Players do not announce the purpose of the activation whether Marshalling or Movement.

Allied leaders can move army units of other nations as long as the allied units do not outnumber the leader's own nationality units, not counting the leader block.

V-c Route limits

All routes between cities, solid and dashed, cost one (1) movement point. Solid lines allow up to nine (9) blocks to move between cities and dashed lines up to five (5) blocks per movement, retreat, and regroup stages. The limit applies separately to each side and once reached, no other units may use the route for the current stage.

Prussia cannot enter the Russian and French Start Areas, or Stralsund until Sweden enters the war. Both players may freely move through Poland (green) and Holy Roman Empire (blue) areas. The Polish fortress at Thorn is in play from the start and may be attacked or besieged.

V-d Marshalling Forces

For each unbesieged leader activated, Players may choose to move a number of army units equal to the leaders' command limit (see II-b-2) to join that leader. The leader cannot move if marshalling. Units can only be marshaled to a location within their movement limit, including force marching, and cannot stop short unless failing a force march attempt. Only leaders of lower command value (see II-b-2) may be called to marshal. Marshalling blocks can move through cities containing friendly sieges, but cannot pass through enemy controlled or contested cities unless the enemy blocks are already screened (see V-g). Marshalling blocks may leave a city containing enemy blocks as long as sufficient screening forces remain (one army unit per enemy unit).

Army units also may marshal to a contested city, but they show up as reserves in the second battle round. Once complete the marshalling leader and marshaled forces cannot move again in the current turn.

Example: Austrian leader Nadasty (max strength of two) cannot marshal Charles or other Austrian leaders. Russian leader Fermor (command limit 8) can marshal eight (8). If he marshaled four (4) Russian army units (or 4 started in the city with Fermor) he could also marshal four (4) Austrian or French army units.

A group can either move as one with the leader using the leader's movement rating, or can disperse army units from the group to different cities in any combination desired. Note that infantry units can move two (2) cities without force marching if their entire movement is with a leader that has an MP allowance of 2. Allied leaders Charles (Austria), Apraxin (Russia), and Soubise (France) are the only leaders with a MP of one (1).

Players can drop army units off as the group moves to its final destination, but cannot pick up army units. A group may freely move through other friendly units and cities, including those under siege by friendly units.

V-e Group Movement

Instead of marshalling, players may form a group with each activated leader and army units that begin their turn in the same city up to the leader's command limit (see II-b-2). For example: Browne at three (3) SP could move six (6) army units plus himself or seven (7) total. Other leaders of lower command limit may be included in the group.

V-f Force Marching

Army units may force march one extra city when marshalling, dispersing, making an independent move, or moving with a leader. Players first identify all units and destination they are attempting to force march, move to the regular allowed city, then roll for each unit individually to see if they make their final destination. Roll one (1) die for each force marching unit and apply the result as defined below:

  • 1: unit takes a step loss and does not complete the move
  • 2-3: unit takes a step loss but completes the move
  • 4-6: completes the move without loss

Infantry that accompany a leader with an MP of two (2) may move two cities and then attempt to force march only if they continue to move as a group with the leader who is also attempting to force march. Cavalry with leaders that have an MP of one (1) and attempt to force march do not roll.

Note: Dispersed units can force march, but they do not receive the leader's movement bonus unless they stay with the leader. Thus infantry blocks cannot move two (2) cities with a leader and then break off to force march to an additional city.

V-g Screening

A Player's army units may pass through or leave a city containing enemy units, including fortresses, but must screen all enemy units by leaving behind an equal number of army units. If army units are leaving a city where multiple enemy army groups are attacking, only a screening force for the main attack is required. A besieged fortress and any army units within do not affect movement and do not require screening forces. A screening force also is not necessary if breaking off a siege where all of the enemy units are inside the fortress.

Example: The allies have a fortress and 2 army units in Dresden. The Prussian player forms a group and moves to Dresden. The group could either stop, or drop off at least 3 army units to screen the 3 enemy units and continue moving into Austria.

V-h Stacking

There are no stacking limits except inside fortresses where up to four (4) blocks can take refuge. There are, however, Wintering Quartering limits (see VIII-d).

V-i Frictions of War

Player 1 rolls 2 dice and consults the Frictions of War (FoW) table. Named leaders cannot move or disperse army blocks in the current turn, but can marshal.

Frictions of War Table

Two DiceResult
2Spies provide valuable intelligence. Austrian player may examine Blocks in any one City of their choice.
3Spies provide valuable intelligence. Prussian player may examine Blocks in any one City of their choice.
4LeWaldt (Pr), Browne (Au) can Marshal forces, but cannot move
5Bevern (Pr) can Marshal forces, but cannot move
6Charles (Au) can Marshal forces, but cannot move
7Apraxin (Ru) can Marshal forces, but cannot move
8Soubise/Saxe-Hild (Fr/Imp) can Marshal forces, but cannot move
9Daun (Au) can Marshal forces, but cannot move
10Fermor (Ru), Keith (Pr) can Marshal forces, but cannot move
11Bad weather delays attacks. Both players movement allowed, but no Force Marching. Blocks cannot engage enemy Blocks, but can enter unoccupied enemy Cities. No new sieges, and no assaults allowed in existing sieges. No fortress steps this turn.

Note: The FoW table shows the difficulties of command and control during this period and the timidity or cautiousness of certain commanders. It also allows for weather to upset the best of plans. There is no FoW roll the 1st turn of a game.

* The Prussians must remove a full strength four SP infantry from the map and set it aside. If none are available, remove the strongest four SP unit. This unit will go back to the force pool if another '12' is rolled. This can happen a number of times in a game.

V-j Sacking of Capitals

The instant Berlin or Vienna is controlled by enemy units, the owning player loses one card of their choice – no effect if the player is out of cards. The losing player does not have to show the other player their discarded card. This immediate one card loss can occur only once in a Game Year, but can happen multiple times throughout the war. In addition, there is a one (1) card reduction at the start of a new year if their Capital remains in enemy hands.

V-k Force Pools & Fortresses

Each player maintains a separate Force Pool of army units standing upright toward them. After a player has completed all movement, they may use any unused Command Points to place army units, depending on their cost, and deploy them at full strength as below. Players choose which army units to deploy, but units cannot be deployed into embattled or besieged cities. The allied player may choose which nation to draw. Except for leaders, eliminated army units go back into the force pool for future drawing.

V-k-1 Deployment

Only one army unit may be deployed in a friendly, uncontested, supplied (see VII-a,b), and unbesieged home city per turn. If no city is available, then a deployment is not allowed. The Command could be forfeit if unable to expend building up a fortress. Limited to the above restrictions, deployments also are restricted by class of units to:

  • Leaders in any 3 VP or higher friendly home city
  • Cavalry in any 2VP or higher friendly home city
  • Infantry in any friendly home city
  • Russian army units deploy in their start area and are not limited in the number per turn, or in Warsaw if Russia controls Konigsberg with a limit of one per turn.
  • French and Imperial army units deploy in their start area and are not limited in the number per turn.
  • Saxon army in any friendly blue city.
  • Swedish army in Stralsund if not occupied by Prussia.

V-k-2 Fortresses

Players may use a Command Points to add one (1) step to any friendly controlled fortress city free of enemy units. The fortress must be able to trace supply to another supply source (see VI-a,b). Multiple fortresses may receive a step, but only one (1) step per city in a game turn. The supply status is checked at the moment a Player wishes to add the step.

VI. Battle Phase

Battles occur when opposing army units are in the same city after both players complete all movement, except ongoing sieges (see VI-a-2). Player 1 determines the order of battles to be fought, resolving each before starting the next battle. After all mandatory battles and Player 1's chosen fortress battles, Player 2 may select any fortress assaults or breakouts.

If multiple groups or army units are entering a battle from different routes, the owning player announces which route is the main attacking force. All units that entered along that route up to the route limit enter the battle together, even if they started in different cities. Units using other routes will arrive in subsequent rounds, one route per round owning player's choice. For example, if three routes are used to attack a city, one route is chosen as the main attack, one as reinforcement for the start of round two (2) and one for the start of round three (3).

Player 2 may reinforce a battle started by Player 1 in the same way with the defending units in the attacked city as the main force and reinforcing units arriving in subsequent rounds based on the number of roads used.

Note: Because both players move before combat, in some battles Player1 is the Defender, while in others Player2 is Defender.

VI-a Field Battles

Battles are fought in combat rounds until one army retreats or is eliminated. To resolve a battle, deploy opposing forces on the battle board (back of the set up chart). Leaders and infantry are placed face up in their respective columns opposite opposing forces. Combat is resolved in each column before moving to the next column starting with opposing leaders, then infantry, then cavalry.

A round of combat ends when all columns have conducted their turn. Battles are not limited in the number of turns they may be fought. The defender's leaders and infantry go first in the first round unless the attacker played a card allowing their units to fire out of order. Cavalry remain standing upright in Form-up box and are not engaged – meaning face up and subject to combat hits. Cavalry versus cavalry is handled as a separate battle and combat is simultaneous.

Second round reserves go in the reserve box standing upright until deployed at the start of the second or subsequent rounds. Place additional reserves staggered standing upright behind the battle board until it is their round to enter the battle.

VI-a-1 Combat Cards. Attacker announces any intent to play a combat card, then defender. When both are ready, cards are revealed simultaneously. Only one combat card per side can be played in a battle, but during any round except the Great Redoubt and the Surprise cards which must be played in the first round.

All combat cards only affect the round they are played. If combat cards conflict where both players play a card that allows them to fire first, resolve in favor of the defender. For example the attacker plays infantry fire first and the defender "Surprise" to withdraw, the defender's card takes precedence.

Note: The "Surprise" and "Great Redoubt" cards are played in the first round. If the defender plays the "Surprise" combat card, it allows retreat before combat without pursuit. The "Great Redoubt" can only be played in defense. The attacker and defender may play the Stout Defense card. Note that only Prussia may play the Oblique Order card as a combat card.

VI-a-2 Combat Round Sequence. First round, defender fires or retreats first with leader units, rolling dice equal to the unit's current SP and hitting on each die equal to their CP value or higher. During all rounds of combat, hits scored come off strongest face-up enemy units across all columns, except cavalry on cavalry. When two or more units share the highest strength, the owner chooses which to reduce. Cavalry in form-up are not subject to combat losses until they charge.

Note: The term engaged hereafter means those units face up and part of the battle, excluding cavalry in Form-up, reserves, or retreated units that are face up behind the battle board.

The round sequence, as printed, is:

  1. Attacking leaders now fire or retreat. If defending leaders retreated, hits would come off any enemy infantry.
  2. Defender infantry now fire or retreat, followed by attacker infantry. Hits come off strongest face-up enemy units across all columns.
  3. Attacker announces how many cavalry units are charging, followed by defender. Players do not have to charge with cavalry and may keep them unengaged (standing upright and hidden) in form up. Charging cavalry must engage an equal number of the opponent's charging cavalry. Any additional cavalry may choose to charge enemy cavalry or the enemy's leaders and infantry. This would place them in the separate charge column where they are now subject to fire from enemy leaders and infantry. They cannot target individual units or classes. Cavalry versus cavalry combat is simultaneous. Cavalry in the charge phase against enemy leaders and infantry receive a -1 CP bonus (see the battle board). Cavalry in form-up may retreat from the battle.

If at the end of any combat round cavalry are unopposed in either the cavalry versus cavalry column or the cavalry versus army column, they immediately return to form-up and are available to charge in the next combat round.

Example 1: Three (3) attacking cavalry units move from form up to charge to engage in combat. One (1) defending cavalry unit moves from form up to charge to engage in combat. The attacking player has two (2) units above parity and may choose to have one or both engage in the cavalry combat or have one or both engage against defending leader/infantry classes. He chooses to fire two (2) against the one (1) defending cavalry and one (1) against leaders/ infantry. Both sides' cavalry units fire and apply hits simultaneous. Hits scored by the one (1) attacking cavalry unit firing at the defending leader/ infantry classes would be applied to the highest units in those classes, defender's choice. Defending leader/infantry would not return fire until their turn in the next round of combat.

Example 2: Prussia has three (3) cavalry units against two (2) Austrian cavalry in the first round and the Prussian player sends one (1) against the Austrian army. In the second round an Austrian cavalry shows up as reinforcement. If the Austrian cavalry elects to charge, they could charge the Prussian cavalry or the Prussian Leader/s, Infantry, and the cavalry unit that charged the Austrian army in the previous turn, because there still is parity in the cavalry column. If the Austrian player charged the Prussian cavalry and the Prussian player pulled his cavalry back to form up in a subsequent round and charged again, he would have to engage the Austrian cavalry if they still have equal or more cavalry.

  1. (Optional rule see XI-b) At the end of a combat round any army units reduced 1 SP immediately retreat except cavalry in the charge phase. Cavalry in the charge box are committed to move to melee. Place retreated units battle board face up for possible post battle pursuit. Unopposed cavalry from a cavalry battle immediately return to Form-up.
  2. Start round two. Both players deploy any second round reserve units to their respective areas. If a battle is over before they arrive and enemy units remain, they begin a new battle as the attacker. If not already played or a new battle is beginning, attacker announces intent to play Combat card, followed by defender. Reveal simultaneously.
  3. Leader class fire is now simultaneous. Attacker announces if any leader is going to retreat, then defender. In either case, the retreating units do not fire but are subject to combat hits. Either player can roll first and keep track of hits. Once both players have rolled, apply any hits to strongest face up units – including cavalry that charged the army (leaders and infantry).
  4. Infantry simultaneous fire – resolved same as leader fire. If either side declares all infantry are retreating, the other side adds +1 to their printed CP, but sixes always hit.
  5. Both players move any cavalry in the charge box to the melee box. Any cavalry in Form-up can now charge, attacker initiates first then defender. Now resolve cavalry combat simultaneously. Cavalry in melee against cavalry are reduced to CP 6, hitting only on sixes. Cavalry versus leaders and infantry now hit on CP5, regardless of printed CP value.
  6. Again retreat any 1 SP units if using the optional rule and place unengaged cavalry in Form-up – cavalry without opposition in their column or enemy leaders or infantry to fight.
  7. Start round 3. Deploy any third round reserves. If allowed, play combat cards. Repeat simultaneous fire sequence from Round 2. Cavalry in melee may move to Form-up, attacker moves first then defender, or stay in melee. Move any cavalry in charge to melee, and if desired any cavalry in Form-up to charge.
  8. Repeat rounds of combat until one army is cleared from the battle board.

Note: During the cavalry phase of each round of combat, the attacker announces how many cavalry in the form up box are charging followed by the defender. As long as both sides have parity in the currently engaged cavalry versus cavalry column, any additional cavalry may choose to charge against the opposing force's leaders and infantry.

VI-b Pursuit

The first to surrender the field is defeated and all units that participated in the combat, even if they retreated during a round of combat, are subject to pursuit, losing one (1) step for each cavalry block the victor has above the number of the defeated army's cavalry. Steps come off strongest units, owner's choice. If a battle ends before reserves arrive, any reserve cavalry does not participate in pursuit.

VI-c Retreat

Adhering to route limits, a defeated army must retreat to the nearest friendly controlled, supplied city or cities (see VII-a,b) free of enemy units, including besieged, or into a friendly fortress if located in the embattled city. They may never retreat to an embattled city, but may have to retreat through one. If there is no friendly supplied city to retreat to, the army retreats to the nearest friendly city.

The retreating units will lose steps off the strongest units equal to the cumulative number of unbesieged enemy units and cities they must pass through to reach the friendly city, including those in a pending battle. Owner chooses the destination and path if they have multiple options. If there are multiple leaders, then each can retreat to a different friendly city with any assigned army units.

Note: For a mixed allied army any friendly controlled city must be in supply for all nations to be a valid destination, otherwise the mixed allied army will have to split up and retreat units to their nation's nearest friendly controlled, supplied city, or friendly city if none are supplied.

VI-d Regroup

Any of the victor's retreated units from the battle, if using the optional retreat rule XI-b), rejoin the army and the victor may combine like class units steps (see VII) and regroup any or all units in the victory city in any combination to any adjacent friendly uncontested cities or existing friendly sieges. Route limits apply. Regrouping is only allowed after field battles.

VI-e Special Combat Situations

If one side only has cavalry in a battle and the cavalry does not charge by the end of the first battle round or the only forces left are cavalry that did not charge, that Player's units retreat and any of that Player's reserve units start a new battle as the attacker. If a battle occurs between two cavalry forces and neither side charges, the attacker must retreat and is subject to possible pursuit (see VI-b).

If at any point in a battle one side only has cavalry and both sides engage in a cavalry battle, the opposing player's leaders may fire on the cavalry in their charge phase only before they move to melee.

Grenzer are light skirmishing infantry and require two hits for each SP loss. Partial hits are reflected with a half rotation of the unit and carry over into the next round of combat. Resolve future hits first on already partially hit units. The Stout Defense card also gives a designated infantry unit, non-Grenzer, double defense and this unit takes all hits for that round of combat from enemy leaders, infantry, and any cavalry that may have charged the army. Any partial hits on a Stout Defense card play are ignored after the first round of combat.

VI-f Sieges

If the defending player has a fortress in the city under attack, the defender may choose to deploy some or all army units in the fortress before revealing units. Up to four (4) army units can take refuge in a fortress. Any army units left outside of the fortress must fight a field battle, after which if the attacker wins he may choose to assault the fortress that turn (see VI-e-1).

If there is no field battle, or after a field battle, all attacking reinforcing units arrive before the attacker has to declare a siege, assault, or retreat. The Attacking player has three choices; besiege the fortress, assault, or retreat. Only one unit is needed to begin a siege regardless of the number of enemy army units in the fortress. If the attacker does not besiege or assault, all attacking units must retreat (see VI-c).

Except for the fortress, besieged army units are not revealed unless assaulted, but all besieging units are revealed. If the defender deploys into the fortress before combat or retreats during the battle before defender's reserves arrive, then the reserve force becomes the attacker and the units that retreated into the fortress cannot participate in the battle.

Note: Friendly army units that join an existing siege are not revealed until the combat phase.

VI-f-1 Fortress Assault. After resolving any field battle, the attacker may declare an assault. Fortress assaults last until either the attacker breaks off the assault or takes the fortress. The attacker selects up to six (6) army units to assault with and must declare if any cavalry are participating in dismounted capacity. If so, the cavalry are deployed as infantry at CP 6. Assaulting Grenzer lose their double defense bonus.

All defending army units, up to four (4), in addition to the fortress defend. Fortresses fire in the leader/artillery class at CP1 (automatic hits). They also require double hits (two hits for every step loss) and give all defending blocks a double defense bonus, except Grenzer who now use fortress defense only. Defending cavalry also deploy as infantry at CP 6. Cavalry rules and pursuit do not apply for either side.

All partial hits carry from round to round of combat, but are ignored if the assault is called off. Units with partial hits take first hits then losses come off the next strongest units. Defender fires first by class on round one, with subsequent rounds simultaneous by class. At the beginning of each combat round the attacker may replace units in the battle with fresh units from attacker's same city. The limit of six (6) attackers still applies.

Combat cards are not used. If using the optional retreat rule, the moment attacking units are reduced to one (1) SP they will break off the assault and resume their siege position. They cannot be recommitted. There is no retreat for the defender.

Note: Using the optional retreat rule a one SP unit could be committed to an assault, but would break off combat at the end of the round and could not be recommitted.

The attacker also can break off an assault by retreating units during their turn to fire until all attackers have disengaged. If the attacker ends the assault, then the siege continues.

The moment a fortress is eliminated; all remaining defenders immediately surrender and are returned to owning player's force pool. A captured fortress is replaced with a fortress of capturing nation's color at one SP. Allied player may choose nationality color if a mixed allied army captured the fortress. The captured nation's fortress unit is returned to their force pool for future use.

VI-f-2 Fortress Breakout. Players may choose to attempt a breakout of a siege starting the turn after the siege begins and if the besieging player has not already declared an assault. All defending army units can participate, but the fortress provides no combat support and the battle is fought as a normal field battle, except now the besieging player is the defender. The breakout player may support the battle with a relief force and the besieging player may reinforce. If multiple routes are used to enter the city, players still declare their main force and reserve force, but the main relieving force may start the battle in the first round with those forces already in the city. The breakout Player needs to keep the forces separate because if the breakout fails, all original besieged units return to their fortress and the relief force retreats to a friendly supplied city or cities (see VI-c).

Note: Any army units that regrouped to a besieged fortress are considered reserves and arrive in the 2nd Round.

VII. Supply Phase

After all battles are fought, players can combine steps of same nationality (color block) and like class army units, owner's choice, and place eliminated units in their force pool. Russian Cossacks cannot combine with cavalry and Austrian Grenzer light infantry cannot combine with regular infantry. Army units do not have to be in supply to combine, and can be under siege. Both players now check for supply and apply any attrition for unsupplied units.

VII-a Supply Sources and Attrition

A supply source for a nation is its Capital or Start area, plus Budapest for Austria, Stralsund and Warsaw for Sweden and Russia, and Konigsberg for Prussia (see supply depot symbols on map). The French Start Area is a supply source for French/Imperial and Saxon blocks. A two (2) step or stronger friendly fortress can be a supply source to any and all same nation colored army units that can trace a valid path to the fortress. If a fortress is used as a supply source during the supply check phase, it immediately loses a step. Once reduced to 1 step it cannot be used for supply and is no longer a supply source. Fortresses under siege on a supply source are considered cut off from the source and will need to use their steps for supply, if available.

Note: A besieged fortress may provide supply to all friendly besieged units regardless of nationality by taking a step loss and may lose an additional step to siege attrition. A fortress itself does not suffer supply attrition.

VII-b Supply Paths

Both players now simultaneously assess their supply status and assign attrition to units out of supply. Each army unit must be able to trace a supply path along routes and through cities to a supply source. The path cannot be traced through a city that enemy units control or besiege. The path must either pass through home cities, friendly cities for the allies, or enemy cities occupied by at least one unit of the same color (including cities besieged by friendly units). For example, a Russian unit may only trace a supply path through Prussian cities that have a Russian unit, not Austrian.

Note: Supply check is simultaneous. Even though a city could revert to enemy control due to loss of army units, it would not impact the tracing of a supply path until the next turn.

Leaders take a step loss to support units occupying the same city up to the leader's command limit. Any and all units above their limit, owning Player's choice, and units with no leader take a step loss. For example, a three (3) step leader and eight (8) army units are in a city out of supply. The Leader would take a step loss to cover six (6) units and two (2) units of the Player's choice would also take a step loss. Leaders lost through supply attrition are permanently removed from game play.

Players may play the Supply Cache card to avoid supply attrition for units in one city. Multiple Supply Cache cards may be played.

VII-c Home Cities

Prussia (gray) is only friendly to Prussian units. Austria (yellow), Poland (green), and Holy Roman Empire (blue) are friendly to all Allied units. For a unit to trace supply through a city not friendly to that nation, it must have a unit to garrison and guard the supply line (a friendly, non besieged fortress counts).

Note: A friendly non-besieged fortress controls the city. A besieging force controls a city for supply chain purposes. The allies may need to have a unit from multiple nations in an enemy city for supply tracing purposes.

VII-d Siege Resolution

Siege resolution begins the second turn of a siege. After Supply determination phase, Player 1 rolls one (1) die for each friendly besieged fortress that started the turn under siege with a modified seven (7) resulting in that garrison surrendering. Player 2 repeats step.

If a fortress does not surrender, and it is besieged by at least one (1) leader unit, then its strength is reduced by one step but never below one (1). If a fortress surrenders, its garrison is eliminated (see II-c), and control switches to the capturing player at current strength. The captured fortress is returned to the loser's fortress pool and replaced with one of the capturing nation's color. If the allies have a mixed force of nations besieging a fortress, the Allied Player may choose which nation's fortress to use.

Siege Modifiers

  • +1 for each step a fortress is below 4 steps. Example: a one (1) step fortress would add three (3) to the die roll.
  • +2 if the besieging player played a Disease Card before rolling.

All modifiers are cumulative.

VII-d-1 Siege Attrition

Beginning with the second siege turn, the besieger loses one step each turn the siege continues. Losses are taken from the strongest army unit. Note that the defenders take losses in the supply phase.

VIII. Winter Phase

After the fifth turn Players resolve the Winter Phase. It is not a regular turn. Players first select and reveal if they have a card to play and announce if for Replacements, Commands, or the Winter Campaign card. If Players have the Winter Campaign card, the Allied player announces first if they are playing as the event or saving the commands for force pool draws, followed by the Prussian player. The Winter Campaign card event goes first unless both Players play it, then Prussia decides who goes first. There is no Friction of War roll. Player order follows normal rules of low card decides, but Replacements go first. Resolve the Winter Phase in the following order:

VIII-a Winter Campaign Cards

Resolve the Winter Campaign card/s if played as the event. This allows a leader and units up to his command limit to make a normal move and conduct any resulting combat. There is no force marching and no new sieges. Fortress assaults are allowed only for the leader or units moved, but if they fail the attacker retreats per retreat rules. Use regular combat, retreat and regroup rules. Combat cards may be played if available.

VIII-b Winter Retreat

Using normal supply rules (see VII-a,b), determine if a city or army are in supply. All out of supply army units except those under siege must retreat to the nearest supplied city suffering attrition per retreat rules (see VI-c). A two-step fortress used as a supply source does not take a step reduction during this phase. Since the supply check is simultaneous, a situation could arise where both players have cut each other off from supply. In that case both would calculate the retreat destinations and assign step losses before moving army units.

If players have multiple destination options, they may choose which one to use. If a player does not have a supplied city to retreat to, they retreat to their nearest home city applying retreat losses as necessary. There is no effect if already in a home city. Players also may play the Supply Cache card to avoid Winter Retreat. To maintain a siege, an army must be in supply. Route limits do not apply during a winter retreat.

VIII-c Disband Units

After checking for valid supply, Players may disband any supplied and unbesieged blocks, returning them to their force pool.

VIII-d Winter Quartering

Armies are limited to the highest quartering limit available per city. A city can quarter one (1) army unit, a fortress four (4) army units, a leader its Command value. Only one leader may be used for quartering per city, but other leaders may be present. Mixed army command rules apply (see II-b-2). Besieging forces must use a Leader's quartering limit because they do not own the city.

VIII-d-1 Winter Attrition

Players eliminate all army units their choice that exceed the quartering limit.

VIII-e Resolve Replacements or Commands

Player 1 plays Replacements or Commands for new units per placement rules (see IV-a) followed by Player 2. Players may not add steps to fortresses during the Winter Phase.

IX. Tsarina Health

Starting at the beginning of 1761, if neither player has won the Allied player rolls for the Tsarina's Health after card deal. The Allied player first announces if they intend to play a Tsarina Health card followed by the Prussian player. The first year a roll of eight (8) or higher results in the Tsarina's death and Russia and Sweden dropping out of the war. Each subsequent year a +1 is added to the dice roll. This is cumulative and the next year a +2 is to the die roll, meaning a six or higher will result in Russia dropping out of the war.

Once out of the war, all Russian and Swedish army units are immediately removed from play and all Prussian territories and Fortresses under Russian or Swedish only control immediately revert back to Prussian control. Replace any fortresses with equal SP Prussian fortresses. If Prussia never conquered Stralsund, it is now off limits to game play.

X. Victory Determination

The game starts with the Victory Track on zero (0). At the end of each game year determine if either side has won a decisive victory. This is the last step after the Winter Phase steps are complete. The Allied player receives victory points (VP) equal to the value of red outlined cities held in Prussia, and Prussia receives VP equal to those held in Austria, Saxony, and Sweden plus one (1) VP each in 1760 and 1762 if still in the war.

The Allied player wins a decisive and automatic victory if Austria has ten (10) or more VP at the end of a game year, while the Prussian player wins a decisive and automatic victory if Prussia has nine (9) or more VP. If there is no Automatic Victory, advance the Game Turn marker.

If the Tsarina dies, the game ends after the next card play. If the Tsarina does not die, the game ends after the Winter Phase in 1763. The side with more VPs wins in either situation. In case of a draw Prussia wins a Marginal Victory.

XI. Optional Rules

XI-a Reactions

Leaders with a CP value four (4) or less may join an adjacent embattled city as long as the leader and any accompanying army units did not move, marshal, disperse, or already fight a battle that turn. Reactions are defensive moves and may not be used if their side initiated the battle. A reaction force is handled as reserves and appears in the second round of combat.

There are only four leaders in the game who can react, Frederick, Henry, Loudon and Nadasty. Players may react to enemy army units that moved into a friendly city with a fortress, but not to an existing siege, even if a fortress is being assaulted. Player 1 announces all reactions for the current battle and assigns blocks to the leader/s reacting, followed by Player 2. Command limits and route limits apply. If player's forces lose before a reacting force arrives, a new battle begins with the reacting force as the attacker.

XI-b Retreat During Combat

As explained under the combat rules, at the end of a round of combat all units reduced to one (1) SP retreat except cavalry in the charge phase. They must proceed to the melee phase before retreating. Place retreated units behind the battle board face up until the battle is over. Cavalry that retreated in an earlier round of combat count for the total available cavalry for both the victor and loser of a battle. This rule is more historical as battles were rarely ones of annihilation.

XI-c Shorter Game Play

For a shorter game, draw six (6) cards per year and play four turns with the fifth turn a winter phase. The game still starts the 3rd turn of 1756 with four (4) cards drawn, but there are only two (2) turns before the winter phase.

Sequence of Play

(Printed summary chart.)

Card Phase

  • Deal 4-7 Cards, Lowest Card or Replacement Card decides who is Player 1, Prussia decides ties

Command Phase

  • Player 1 activates Leaders and/or units for Movement or Marshalling—place face down—then Player 2
  • Player 1 roll on Frictions of War table with (2) dice and apply results (except on 1st turn of a game)
  • Player 1 Moves and Marshals and places any new units followed by Player 2. Solid line road limited to nine (9) blocks, dashed line road five (5) blocks.
  • Force Marching: Individual Blocks—roll 1 die, 1- fails to reach destination and loses a step, 2-3 makes move but loses a step, 4-6 no effect. Frederick gets +1 die roll bonus.

Battle Phase

  • Player 1 decides order of Battles to be fought, announces any Fortress assaults or breakouts
  • Player 1 possible Leader reaction (optional rule) followed by Player 2, (Units cannot react if moved or fought).
  • Players decide if eligible units will retreat into available Fortresses
  • Players reveal units one battle at a time
  • Combat Cards (only 1 combat card per player per battle any round except Great Redoubt and Surprise cards). Effects last only for one round.
  • Fire by class Leader/Fort, Infantry, and Cavalry defender first by class in round 1 then simultaneous
  • Retreat defeated armies to a fortress, or an adjacent friendly controlled city, or nearest supplied city
  • Victor may combine steps and regroup to friendly adjacent uncontested cities, or friendly sieges

Supply Phase

  • Players may combine steps of like class units
  • Players examine supply of friendly army units and take 1 step reduction for Leaders and unsupported units. May use a fortress step, leader step, or Supply Cache card if available.
  • Resolve all Sieges. A modified roll of seven (7) results in surrender. Play Disease card before rolling

Winter Phase

  • Card Phase: Winter Campaign—resolve any resulting combat per normal rules—no force marching or new sieges
  • Players make special supply check and may disband supplied, unbesieged units only
  • Players must retreat unsupplied army units except those under siege and remove excess quarter army units
  • Card Phase: play Replacements or Commands per normal rules except no new fortress steps

Check Tsarina Health

  • Start of 1761, after card deal Allied player announces intent to play Tsarina Health card followed by Prussia. Roll 2 Dice, eight (8) or higher and Russia immediately withdraws from War—Prussian territory occupied by Russians only immediately reverts to Prussian control including fortresses at the current strength
  • Each turn add +1 to rolls

Victory Determination – Last step at the end of each game year.

  • Austria wins Decisive Victory if it has 10 or more VP. (Printed as "10 of more VP"; read as "or more" in this transcription.)
  • Prussia wins Decisive Victory if it has 9 or more VP.
  • Card play after Tsarina dies or end of 1763 highest number of VP wins, but Prussia wins if VP track is at zero (0).

Examples of Play

Command Phase Example of Play

The Prussian player has played a 2 command card (A). The Austrian player has played a 4 command card (B). The Prussian player decides he will be Player 1, moving first. The Prussian player uses the 2 commands, not the event from the card. He activates Henry, who is in Kustrin, and will add one infantry unit from the force pool and place it in Berlin after he completes his movement.

The Austrian player decides to use his card for the 4 commands. He activates Charles in Dresden, Browne in Brux, and Apraxin in Ostrowo. For the fourth command the Austrian player will add a step to the fortress at Olmutz (I).

The Prussian player now rolls for the Frictions of War, the result is a 7. Apraxin may not move (C) but may marshal forces (CC). The Prussian player conducts his movement. With Henry activated he will take 2 infantry and 1 cavalry and move from Kustrin to Priebus (D). He places an infantry unit from the force pool into Berlin with the second command (E).

The Austrian player moves Charles from Dresden to Priebus with 2 infantry and 2 cavalry (F). Browne moves with one infantry and one cavalry from Brux to Gabel to Dresden (G), and will force march to Priebus (H), and play an Effective Force March card (HH) as an event.

The Austrian player on this move is attacking Henry in Priebus. Henry would be the defender as he arrived in the city first. Because Charles and Browne used the same road to enter the battle and did not exceed the road limit of nine (9), they enter the battle together.

(The letters A through HH refer to the printed example diagram, which is not reproduced here.)

Battle Example of Play

In this battle example, the Allies played a 3 Command card and the Prussians a 1 Command card. Prussia choses to have the Allies go first. The Allies activated 3 leaders: Loudon, Fermor, and Browne. Prussia activates Frederick. The Allies roll 2 dice for the Frictions or War Table and roll a 9—Daun, but the Allies did not activate him. The Allies now move the units with the 3 leaders as groups and attack Breslau using 3 routes. Loudon with 4 infantry and 2 cavalry from Dresden, Fermor (Russia) with 5 infantry and 3 cavalry from Posen, and Browne with 2 infantry and 2 cavalry from Prague across the restricted dashed route from Koniggratz—limited to 5 blocks. Player 2 now moves and Prussia decides to reinforce the battle with Frederick from Kustrin, bringing another leader, 4 infantry and 3 cavalry to Breslau. Prussia's Schwerin with 3 infantry and 1 cavalry plus the fortress are already at Breslau and are the defender.

Battle Phase: Players resolve the battle at Breslau with Prussia first declaring if any units will take refuge in the fortress. Prussia decides all will stay out to fight a field battle. Up to four units could have gone in the fortress. The Allies declare Loudon the main group, though they can choose any of the groups; and chose Fermor for round 2 and Browne round 3. Prussia's Frederick will arrive in round 2. Players set up units on the battle board with leaders and infantry face up and cavalry in Form up. Reserves are set up for round 2 and round 3. Note this example uses a custom battle board and labels, but the units are the same in strength and type as the production version. Follow the numbered steps in the example below.

Round 2: Deploy round 2 reserves with leaders and infantry face up and cavalry in Form up. Combat is now simultaneous. Dice examples and assessed hits are not shown this round, but players can set up the mock battle to follow along.

Round 3 (not shown): Deploy round 3 reserves the same as in round 2. Both sides have played battle cards for this battle and may not play another one. Resolve the battle round the same as in round 2 with cavalry in melee having the choice to return to Form up or remain in melee. Cavalry in the charge phase must advance to fight at least one round in melee. The battle is fought further rounds until one side is eliminated or decides to retreat.

  • V-k-2 Fortresses
  • Fortress
    3
    Start
    BreslauSchwerin (Leader)3Start
    BreslauForcade (Inf)4Start
    BreslauPennavaire (Cav)4Start
    CoselFortress1Start
    CoselDiericke (Inf)3Start
    GlogauBevern (Leader)3Start
    GlogauMoritz (Inf)4Start
    GlogauPreussen (Inf)4Start
    GlogauSeydlitz (Cav)4Start
    KonigsbergFortress3Start
    KonigsbergLeWaldt (Leader)2Start
    KonigsbergKanitz (Inf)4Start
    KonigsbergDohna (Inf)3Start
    KonigsbergSchorlemer (Cav)4Start
    KustrinFortress1Start
    KustrinRetzow (Inf)4Start
    MagdeburgFortress3Start
    MagdeburgBrunswick (Inf)4Start
    MagdeburgWedel (Inf)3Start
    StettinFortress3Start
    StettinBraunschweig (Inf)4Start
    Force PoolHenry (Leader)4Available
    Force PoolKeith (Leader)2Available
    Manteuffel (Inf)
    4
    Start
    GlogauRetzow (Inf)4Start
    GlogauDriesen (Cav)4Start
    GlogauPennavaire (Cav)4Start
    GlogauZieten (Cav)4Start
    DresdenFortress2Start
    DresdenDiericke (Inf)3Start
    KonigsbergFortress3Start
    KustrinFortress1Start
    MagdeburgFortress3Start
    MagdeburgBrunswick (Inf)4Start
    MagdeburgWedel (Inf)3Start
    MagdeburgWurttemburg (Cav)4Start
    StettinFortress3Start
    TorgauFrederick (Leader)4Start
    TorgauLeWaldt (Leader)2Start
    TorgauBraunschweig (Inf)4Start
    TorgauDohna (Inf)3Start
    TorgauSchorlemer (Cav)4Start
    Force PoolHenry (Leader)4Available
    Force PoolSchwerin (Leader)3Available
    Force PoolKeith (Leader)2Available
    Force PoolPreussen (Inf)4Available
    Force PoolMoritz (Inf)4Available
    Force PoolSeydlitz (Cav)4Available
    AustriaBudweissD'Aix4Start
    AustriaFreistadtKheul (Inf)4Start
    AustriaGabelArenberg (Inf)4Start
    AustriaGrazLoudon (Cav)4Start
    AustriaKoniggratzHadik (Cav)3Start
    AustriaOlmutzFortress2Start
    AustriaOlmutzNadasty (Inf)4Start
    AustriaPisekMarschall (Inf)4Start
    AustriaPragueFortress3Start
    AustriaPragueBrowne (Leader)3Start
    AustriaPragueColloredo (Inf)4Start
    AustriaPragueSerbelloni (Cav)4Start
    AustriaPresbergO'Donnell (Cav)4Start
    AustriaViennaFortress4Start
    AustriaViennaCharles (Leader)4Start
    AustriaViennaLucchese (Cav)4Start
    AustriaForce PoolLoudon (Leader)4Available
    AustriaForce PoolNadasty (Leader)2Available
    AustriaForce PoolThurheim (Inf)4Available
    AustriaForce PoolGrenzer x2 (Lt. Inf)3 eachAvailable
    Thorn PolandFortress3Start
    RussiaRussia Start BoxApraxin (Leader)41757 Start, 3rd Game Turn
    RussiaRussia Start BoxBakhman (Inf)41757 Start, 3rd Game Turn
    RussiaRussia Start BoxGalitzin (Inf)41757 Start, 3rd Game Turn
    RussiaRussia Start BoxGrenadier (Inf)31757 Start, 3rd Game Turn
    RussiaRussia Start BoxSaltykov (Inf)41757 Start, 3rd Game Turn
    RussiaRussia Start BoxCossacks (Lt. Cav)41757 Start, 3rd Game Turn
    RussiaRussia Start BoxDeniken (Cav)41757 Start, 3rd Game Turn
    RussiaRussia Start BoxGaugreben (Cav)41757 Start, 3rd Game Turn
    RussiaStralsundFortress31757 Start, 3rd Game Turn
    RussiaStralsundEhrensvard (Leader)21757 Start, 3rd Game Turn
    SwedenStralsundSweden41757 Start, 3rd Game Turn
    RussiaForce PoolFermor (Leader)4Available
    RussiaForce PoolRumiantsev (Leader)3Available
    RussiaForce PoolRumiantsev (Inf)3Available
    RussiaForce PoolTchernishev (Inf)4Available
    SaxonyDresdenFortress2Start
    SaxonyDresdenSaxony (Inf)3Start
    BavariaMunichBavaria (Inf)2Start
    French & H.R.E.StartSoubise/Saxe-Hild (Leader)41757 Start, 3rd Game Turn
    French & H.R.E.StartLorges (Inf)41757 Start, 3rd Game Turn
    French & H.R.E.StartMontboissier (Inf)31757 Start, 3rd Game Turn
    French & H.R.E.StartNicolay (Inf)31757 Start, 3rd Game Turn
    French & H.R.E.StartSt. Germaine (Cav)31757 Start, 3rd Game Turn
    French & H.R.E.StartBroglie (Cav)31757 Start, 3rd Game Turn
    French & H.R.E.StartHesse-Darms (Inf)31757 Start, 3rd Game Turn
    French & H.R.E.StartHohenzollern (Cav)31757 Start, 3rd Game Turn
    French & H.R.E.StartBrettlach (Cav) Austria31757 Start, 3rd Game Turn
    AustriaGabelColloredo (Inf)4Start
    AustriaGabelGrenzer x2 (Lt. Inf)3 eachStart
    AustriaGabelKheul (Inf)4Start
    AustriaGabelNadasty (Inf)4Start
    AustriaGabelSiskovics (Inf)4Start
    AustriaGabelLucchese (Cav)4Start
    AustriaGabelNostitz (Cav)4Start
    AustriaGabelO'Donnell (Cav)4Start
    AustriaGabelSerbelloni (Cav)4Start
    BavariaGabelBavaria (Inf)2Start
    AustriaKoniggratzHadik (Cav)3Start
    AustriaOlmutzFortress2Start
    AustriaOlmutzThurheim (Inf)4Start
    AustriaPragueFortress3Start
    AustriaPragueMarschall (Inf)4Start
    AustriaViennaFortress4Start
    AustriaViennaLoudon (Cav)4Start
    AustriaForce PoolBrowne (Leader)3Available
    AustriaForce PoolLoudon (Leader)4Available
    AustriaForce PoolNadasty (Leader)2Available
    AustriaForce PoolGrenzer x2 (Lt. Inf)3 eachAvailable
    Thorn PolandFortress3Start
    RussiaRussia StartApraxin (Leader)4Start
    RussiaRussia StartFermor (Leader)4Start
    RussiaRussia StartBakhman (Inf)4Start
    RussiaRussia StartGalitzin (Inf)4Start
    RussiaRussia StartGrenadier (Inf)3Start
    RussiaRussia StartSaltykov (Inf)4Start
    RussiaRussia StartCossacks (Lt. Cav)4Start
    RussiaRussia StartDeniken (Cav)4Start
    RussiaRussia StartGaugreben (Cav)4Start
    RussiaStralsundFortress3Start
    RussiaStralsundEhrensvard (Leader)2Start
    SwedenStralsundSweden4Start
    RussiaForce PoolRumiantsev (Leader)3Available
    RussiaForce PoolRumiantsev (Inf)3Available
    RussiaForce PoolTchernishev (Inf)4Available
    French & H.R.E.LeipzigSoubise/Saxe-Hild (Leader)4Start
    French & H.R.E.LeipzigLorges (Inf)4Start
    French & H.R.E.LeipzigMontboissier (Inf)3Start
    French & H.R.E.LeipzigNicolay (Inf)3Start
    French & H.R.E.LeipzigSt. Germaine (Cav)3Start
    French & H.R.E.LeipzigBroglie (Cav)3Start
    French & H.R.E.LeipzigHesse-Darmstadt (Inf)3Start
    French & H.R.E.LeipzigHohenzollern (Cav)3Start
    French & H.R.E.LeipzigBrettlach (Cav) Austria3Start
    12France defeats British and Hanoverians – Frederick dispatches Brunswick (remove a 4 step Inf from play. If already implemented and rolled again, place block back in force pool.*