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The King in the North

The King in the North Rulebook

Table of Contents

Table of Contents

  • 2. Victory Conditions
    • 2.1 Sudden Victory
    • 2.2 Victory Points
  • 3. Game Components
    • 3.1 Colors
    • 3.2 Blocks
    • 3.3 Cards
    • 3.4 Other Components
  • 4. Locations
    • 4.1 Locations
    • 4.1.1 Resource Locations
    • 4.2 Cities
    • 4.2.1 Capitals
    • 4.3 Fortified Houses
    • 4.4 Ports
    • 4.5 Recruitment Locations
    • 4.6 Recruitment Boxes
  • 5. Initial Deployment
  • 6. Yearly Cycle
    • 6.1 Turn Sequence
    • 6.2 Turn Order Phase
    • 6.3 Semesters A and B
    • 6.3.1 Initiative Challenge
    • 6.4 Reinforcement Phase
    • 6.5 Siege Attrition
  • 7. Movement Phase
    • 7.1 Movement Phase in General
    • 7.2 Recruitment
    • 7.2.1 Block Placement
    • 7.3 Movement
    • 7.3.1 Movement in General
    • 7.3.2 Movement and Enemy Units
    • 7.3.3 Movement Distance
    • 7.3.4 Leaders
    • 7.3.5 Capitals
    • 7.3.6 Movement and Force Sizes
    • 7.3.7 Decoys, Partisans, and Customs Officers
    • 7.3.8 Naval Movement
  • 8. Combat
    • 8.1 Combat in General
    • 8.2 Battles
    • 8.2.1 Battle Procedure
    • 8.2.2 Cards and Deployment
    • 8.2.3 Deployment Procedure
    • 8.2.4 Initial Deployment
    • 8.3 Impact
    • 8.3.1 Impact in General
    • 8.3.2 Base Impact
    • 8.3.3 Impact Bonus
    • 8.4 Special Attacks
    • 8.4.1 Cavalry Impact
  • 9. Adjusting Control and Victory Point Markers
  • 10. Baggage Trains and Units Out of Supply
    • 10.1 Effects of Baggage-Train Barrels
  • 11. Special Rules
    • 11.1 Headquarters Card
    • 11.2 Fortified House Cards
    • 11.3 Hussars of the Princess
    • 11.4 Diego de León
    • 11.5 Special Note about Portugalete
  • 12. Special Event Cards: Explanation
    • 12.1 Carlist Cards
    • 12.2 Liberal Cards
  • 13. Optional Rules
    • 13.1 Capturing Enemy Artillery Blocks
    • 13.2 Special Deployment of Main Leaders
    • 13.3 Optional Event Cards: Breach in the Walls
    • 13.4 Morale

2. Victory Conditions

2.1 Sudden Victory

The Liberals win instantly if Don Carlos is captured in combat (the block that represents him is eliminated in a Battle or Siege).

2.2 Victory Points

Instant Victory due to difference in Victory Points.

Starting in the year 1836 A, the Carlists win instantly if, during their turn, they control 1 Port Capital (San Sebastián or Bilbao) and have an 18 VP (Victory Point) lead.

Starting in 1837 A, at any point during one of their turns, the Carlists win if they obtain a 14+ VP lead. The Carlists must also control at least one Port Capital.

Starting in 1838 A, at any point during one of their turns, the Carlists win if they control 5 Locations (Cities or Capitals), in of the these [sic] two combinations: 2 Cities and 3 Capitals or 3 Cities and 2 Capitals. One of the Capitals must be a Port.

Starting in 1836 A, the Liberals win instantly if they obtain a 20 VP lead.

Starting in 1837 A, the Liberals win, at any point during one of their turns, if they obtain a 16+ VP lead.

Either side automatically wins if it controls the enemy's 4 Recruitment Locations since the end of 1837 and following years.

Note: Both players should monitor the difference in VPs at all times during the active player's turn in case Sudden Victory is triggered.

If Sudden Victory does not occur, at the end of turn 7 (1839), each player calculates the Victory Points provided by each location under their control:

  • 3 VP for San Sebastián, Bilbao, Vitoria and Pamplona*
  • 2 VP for Logroño and all other Cities; Amezcoas and Elizondo
  • 1 VP for all other Resource Locations

The winner is the player with the most VPs and who controls at least one of the 4 Capitals (marked by '*' above). Otherwise, the game ends in a tie.

3. Game Components

3.1 Colors

The Carlist pieces are red and the Liberal pieces are blue. Blocks placed on the game board must be positioned so that only their owner can see the identity of each one.

3.2 Blocks

Infantry Blocks represent battalions of 500 to 1,000 soldiers, while Cavalry Blocks represent units of 50 to 200 mounted soldiers and Artillery Blocks batteries of 3 to 8 guns. Each block belongs to the Faction whose icon appears on the block. The strength of the block is the number of diamonds shown (1-4).

Artillery and Cavalry Blocks are represented by pictures of guns and riders, respectively. There are two types of artillery: Field and Mountain. Likewise, cavalry units are divided into light cavalry and lancers.

Artillery and Cavalry allow for special attacks.

Other blocks represent Leaders along with their personal guards and support units. These blocks depict a flag and the face of the general they represent. The majority of Leaders have only one diamond, but the most prominent members of the campaign, such as DON CARLOS, ESPARTERO or ZUMALACÁRREGUI, have two or more.

Partisans (2 on the Carlist side) represent groups of armed volunteers, while Customs Officers (2 on the Carlist side) represent groups of informants for the Carlists (see 7.3.7 for details on the latter).

Decoys (2 on the Liberal side).

Naval Squadrons (2 on the Liberal side).

3.3 Cards

Cards in this game represent the strategic capability, logistics and morale of each player's armies. The greater the number of cards in a player's hand, the greater the commitment of their troops.

Each side has their own deck of cards that can be used to do the following:

  • Bid for Turn Order (6.2)
  • Move and/or Recruit (7.3 and 7.2)
  • Carry out Forced March (7.3.3)
  • Deploy units in combat (8.2.2)

At the beginning of the game, each deck is shuffled and placed face down to form two draw piles. Players may not examine either discard pile, except their own when using a Barrel as ammunition (see 10).

When a deck is expended, shuffle all discards to form a new draw pile.

In each deck, there are 8 Special EVENT CARDS. Once used for their capability, they are removed from play. If used for Initiative or Movement, they are placed in the discard pile and may therefore be used again once drawn.

These cards show an icon to indicate when they can be used (in the Movement or Combat phases).

Other special cards exist: Fortified Houses, Headquarters, and Loyalty Challenges. When used, these cards are not removed, but rather placed as normal in the discard pile belonging to the player who used them.

Card layout (as labelled on the printed Liberal Army card): the NAME OF FACTION; an image of a regular soldier with the note "One Regular Army Block may be deployed"; the bugle, which indicates that one Regular Cavalry or Artillery Block may be deployed; and the number used to bid for Turn Order.

3.4 Other Components

  • Turn Marker & Victory Points Marker: Shows the Carlists (la Generalísima) on one side and the Liberals (the Cross of Burgundy) on the other. One is used to mark the Year, Season (First or Second Semester) as well as the player who moves first this turn, and the other to keep track of the Victory Points.
  • Impact Marker: Shows the number of points of Impact inflicted by each side during Combat, represented by its position on the Impact Track.
  • Battle Marker: Used to indicate in which Location a Battle or Siege is taking place.
  • Cubes (20 for each side): Used to represent Garrisons (6.5) and indicate control of Cities/Capitals and Resource Locations.
  • Board: Represents the North of Spain, where campaign battles took place. The board includes a map and depicts Locations in play, along with an Impact Track, Turn Marker, and Recruitment Boxes.
  • Barrels (9): Represent baggage trains carrying supplies or ammunition.
  • Three discs with the image of Don Carlos (7.1A).
  • Two cloth bags.

4. Locations

4.1 Locations

A Location is a place on the map that is connected to another by a path. There are three types of paths: Main Roads (orange), Secondary Roads (brown), and Trails (white).

Locations can be:

  • CITIES: Fortified (Capitals) or unfortified (Cities).
  • TOWNS: Normal or Resource.

Additionally, some have a Fortified House.

Naval Squadron Blocks can be moved between Port Locations.

4.1.1 Resource Locations

Resource Locations represent areas of industry, agriculture, or commerce.

These Locations are marked with Garrison cubes to indicate which player controls them. The last player to move a block through a Resource Location becomes its owner.

The player with the most Resource Locations under their control receives an extra block for recruitment in the Reinforcements Phase (6.4). Resource Locations also provide VPs at the end of the game (2.2).

4.2 Cities

City Locations can be either fortified (Capitals) or unfortified (Cities). Cities can be besieged. The player who has at least one block or Garrison cube on the City controls it (so long as their opponent has none).

The player who has the most City/Capital Locations under their control receives an extra card during the Reinforcement Phase (6.4). These Locations also provide VPs at the end of the game (2.2). Oñate is considered both a City and Resource Location.

4.2.1 Capitals

The 5 provincial capitals are fortified cities. Controlling Capital Locations is of great importance for obtaining reinforcements and final victory.

In order to lay siege to a Capital, at least one Artillery Block must be deployed using a card with a Special Attack (bugle icon) (8.9.1).

Capitals also provide a movement bonus (7.3.5).

4.3 Fortified Houses

Fortified Houses are present in various Locations and provide advantages to the defenders. The blocks present cannot be Overrun, although Garrisons (7.5) can if the enemy force has a strength of 5 or more (number of diamonds). Fortified Houses cannot be besieged.

The controlling player can use the Special Event Card «Fortified House» to add 4 points of Impact in defense (11.2).

Note: Fortified Houses were a common characteristic of the war in the North. Existing structures such as thick walls and towers surrounding these large houses were often put to use. Due also to the fact that many were strategically located throughout towns, these houses were converted into strong defensive Locations.

4.4 Ports

There are 7 Port Locations in the game (indicated by an anchor icon). Some are also City/Capital or Resource Locations. Naval Squadron Blocks can move between different ports.

4.5 Recruitment Locations

Recruitment Locations are City/Capital and Resource Locations marked by the corresponding icon, blue-white for the Liberals and red-white for the Carlists, where the designated side can recruit Blocks.

4.6 Recruitment Boxes

Each player has a Recruitment Box where new Blocks are placed at the end of each Year. Later, throughout the following year, players may recruit (7.2) these forces by taking them from the Recruitment Box and putting them on the board.

5. Initial Deployment

See Playbook.

Note: the Initial Deployment is set out in the separate Playbook, which is not part of the rulebook PDF this file was transcribed from. The Playbook is not reproduced here.

6. Yearly Cycle

The game plays out over 7 Years, or turns, each comprising 2 Semesters (except the first and last year, which only have 1 Semester). A game turn includes the following steps (to be carried out in the order displayed below):

6.1 Turn Sequence

A. Turn Order Phase (6.2)

B. Semesters A and B (6.3) [Initiative Challenge in Semester B]

C. Reinforcement Phase (6.4)

D. Siege Attrition (6.5)

6.2 Turn Order Phase

Each player bids for turn order by simultaneously placing a card from their hand face up on the table. The player whose card has the highest number shown in the bottom right corner chooses who will move first for both Semesters. Place the Turn Marker in the space corresponding to the First Semester (A) showing the flag of the side that is to move first.

6.3 Semesters A and B

Each Yearly Cycle has 2 Semesters: A and B. For each Semester, the first player will carry out their movement and resolve combat, and then the second player will do the same. When Semester A finishes, move the Turn Marker to the B space and play out Semester B.

The player who went first in Semester A will also be first in Semester B, unless there is an Initiative Challenge (6.3.1).

Semester A:

I. Historical Reinforcement Phase for the first player. II. Movement Phase for the first player. III. Combat Phase for the first player. IV. Historical Reinforcement Phase for the second player. V. Movement Phase for the second player. VI. Combat Phase for the second player.

Semester B: same phases as Semester A.

If a player is not to receive Historical Reinforcements during the First Semester of the Year, simply skip this phase and move on to the next (Movement). See historical reinforcements (1.3) in the playbook.

After finishing Semester B, the Reinforcement Phase is carried out (non-Historical Reinforcements – that is, those appearing on the Turn Track). Next, advance the Turn Marker to the next Year and begin a new Yearly Cycle.

6.3.1 Initiative Challenge

An Initiative Challenge occurs at the beginning of Semester B. Follow the procedure detailed below:

The player who does not have Initiative may bid again for Turn Order by placing a card from their hand face down.

  • If the player with Initiative accepts the challenge, they choose a card from their hand and the usual procedure for determining Initiative is observed (the player with the highest card chooses who moves first). Both cards are discarded.
  • If the player with Initiative does not accept the challenge, Initiative passes to the challenging player (whose facedown card is subsequently discarded).

6.4 Reinforcement Phase

Each player receives new cards and blocks in the following manner:

  • Players discard half of their hand, rounded down. Example: if you have 9 cards, discard 4.
  • Players draw 7 cards. Whoever controls more City/Capital Locations draws an additional card. In case of a tie, no one draws an additional card.
  • Players draw at random from their bag a number of blocks as written on the Reinforcement Track on the board. Whoever controls more Resource Locations draws 1 additional block. In case of a tie, no one draws an additional block. If there are no more blocks in the bag, a player draws a Defectors Block.
  • Players place the blocks drawn in the Recruitment Box, without showing their types to the opposing player.

6.5 Siege Attrition

If there are one or more sieges still unresolved after the end of the Year, the besieging player must eliminate 1 and only 1 card of their choice from their hand. This represents losses due to attrition.

7. Movement Phase

7.1 Movement Phase in General

During the Movement Phase, a player can move none, some or all of the stacks of blocks they control on the board. A stack is all the blocks that are in the same Location. The maximum number of blocks possible in any given Location is 10 per side or 5 in Locations accessible only by trails, although this limit can be exceeded if there are blocks in transit. The number of stacks that can be moved is determined by the number of cards spent (discarded) for movement. Recruitment (7.2) and Overruns (7.5.2) can also occur in this phase.

Use of cards for movement:

At the beginning of the Movement Phase, the active player may discard cards from their hand to allow for the following types of movement:

  • 0 cards – Minimum Movement: Only 1 stack is allowed to move or 1 recruitment action allowed to be taken (7.2). In addition, the player may discard any number of cards from their hand and draw that same amount from their deck.
  • 1 card – Limited Movement: 3 stacks may be allowed to move, or 2 stacks may move and 1 recruitment action taken (7.2).
  • 2 cards – Unlimited Movement: All stacks may move and 1 recruitment action may be taken (7.2).
  • 3 cards – Total Moment: All stacks may move and 2 recruitment actions may be taken (7.2). This option can only be used once per game. (Printed as "Total Moment" in the source.)

Liberal bonuses: Two barrels may be placed in any controlled Capital Location.

Carlist bonuses:

  • A) Don Carlos goes into hiding: Don Carlos' Block can be exchanged with 2 other blocks from different Locations to create uncertainty about his whereabouts (this is the first action to be performed in the Movement Phase). Use the 3 Don Carlos discs to mark the affected Locations. It is mandatory to show Don Carlos' Block before making this exchange.
  • B) Extra movement along Trails: Stacks whose movement occurs only on Trails can move up to 3 Locations (with or without a Leader). Forced March cannot be used.

Once a decision has been made on the number of cards to be discarded, the player carries out any allowed movement by moving stacks and/or recruiting blocks in any order. Cards used for movement are not placed face up.

Once a stack has been chosen to move, it may be divided and moved in two different directions.

Movement Cost (table printed on page 8 of the rulebook)

  • 0 cards: Minimum. Move 1 stack or recruit 1 block. Additionally, redraw any number of cards.
  • 1 card: Limited. Move 3 stacks OR move 2 stacks and recruit 1 block.
  • 2 cards: Unlimited. Move any number of stacks and recruit 1 block.
  • Carlist option: Hide Don Carlos and Carlists up to 3 Locations along Trails.
  • 3 cards: Total. Move any number of stacks and recruit 2 blocks.
  • Carlist option: Hide Don Carlos and Carlists up to 3 Locations along Trails.
  • Liberal option: Take 2 Barrels – Redraw any number of cards.

Bonus Movement: Base Movement: 1 Location. Main Road: +1. Leadership: +1 (Leader / Capital). Forced March: +1. Limited Logistics 7-10 blocks: -1.

Cavalry Bonus: Base Movement: +1 for stacks made up of Cavalry Blocks on Secondary Roads and on a combination of Main and Secondary Roads (with no Leader present).

Footnote to the table: Don Carlos' Block can be exchanged with 2 other blocks from different Locations to create uncertainty about his whereabouts.

7.2 Recruitment

The act of recruiting allows players to transfer blocks from the Recruitment Box to an appropriate Recruitment Location corresponding to their side.

Recruited blocks, contrary to Historical Reinforcements, may not freely move the same turn they are placed on the board. Players must discard a card from their hand (face down) in order to move blocks recruited on the same turn.

The maximum number of blocks that can enter play from the Recruitment Box and be placed in a Recruitment Location is 5 per Faction +1 Artillery Block, if available (Field or Mountain).

7.2.1 Block Placement

New blocks may only be placed in Recruitment Locations pertaining to their Faction, indicated on the map by a blue-white icon for the Liberals and red-white icon for the Carlists.

Up to 5 blocks belonging to each Faction may be placed in the appropriate Recruitment Location, as seen in the map legend. In addition, up to 2 blocks of the same or different faction (+1 artillery) may be placed in the Locations of Castro Urdiales and Elizondo.

In cases where players spend 3 cards, the 2 recruited blocks cannot be deployed in the same Location (see the following image outlining where recruited blocks may enter).

Deployment of new recruits

Liberals:

  • Foreign Legion in San Sebastián
  • Royal Guard or Regular Army in Miranda
  • Chapelgorris or Militia in Pamplona
  • Any 2 blocks in Castro Urdiales (may be from different Factions)

Carlistas:

  • Guipúzcoa en Oñate
  • Álava, Navarra y Castilla en Améscoas
  • Vizcaya en Amurrio
  • Any 2 blocks in Eliozondo (may be from different Factions)

Example: The Carlists have 1 Álava Block and 5 Navarra Blocks in the Recruitment Box. They may take 1 recruitment action and place all 5 Navarra Blocks in Amezcoas, but they would not be able to place the Álava Block. If they chose to place the Álava Block in Amezcoas, they would not be able to place the Navarra ones.

Artillery Blocks (both Field and Mountain) may be recruited in excess of the maximum number allowed, but only 1 block per turn. Players need not announce they have recruited artillery, unless they do so in Castro Urdiales or Elizondo and 2 blocks have already been placed.

If there are no more blocks in the bag and therefore a player places a Defectors Block, it may be placed in any Location (6.4).

A Recruitment Location controlled by an enemy stack of 2 or more blocks may not receive new blocks. However, a Recruitment Location controlled by an enemy stack of 1 block may receive new blocks.

Exceptions:

  • Troops under siege in a City / Capital Recruitment Location (Pamplona and Miranda for the Liberals, Oñate for the Carlists) may not receive reinforcements, but the sieging player may recruit blocks even if there are 2 or more enemy blocks present.
  • If San Sebastián is controlled or under siege by the Carlists, the Foreign Legion may be recruited in any Port Location not under siege and controlled by the Liberals.

Note: it should not be necessary for players to show each other their blocks, but if players have reasons to doubt each other and both agree, this may be done.

7.3 Movement

7.3.1 Movement in General

Movement starts from a given Location. From this Location, all blocks belonging to a player may be moved up to the limits established below. Blocks may be moved along Roads and Trails from one Location to another. Blocks beginning this phase in the same Location do not necessarily have to move along the same paths nor end up in the same Location. Some blocks may be moved together from one Location and be left behind as the rest of the stack continues on to another. The following restrictions must be observed when carrying out movement:

  • No block may be moved twice in the same turn.
  • One stack must complete their movement before another stack begins theirs.

A stack may pick up and drop additional blocks as it moves.

7.3.2 Movement and Enemy Units

Blocks that encounter enemy units must stop their movement, unless said enemy units can be Overrun (7.6).

7.3.3 Movement Distance

Base Movement distance is 1 Location. This limit can be increased by +1 if certain circumstances are true or up to 4 if all are true. These circumstances are the following:

  • Main Roads: Blocks that perform their entire movement only on Main Roads may move +1 Location.
  • Leaders - Capitals: Blocks beginning their movement from a Capital Location or in presence of a Leader may move +1 Location. This bonus does not accumulate (Leader + capital).
  • Forced March: Blocks performing a Forced March may move +1 Location.

The active player can perform a Forced March by discarding any 1 card from their hand. Forced March only applies to blocks starting and finishing their movement together. Only 1 Forced March can be performed per block/stack during the Movement Phase.

Example: A stack containing a Leader Block performs their movement entirely along Main Roads and also performs a Forced March. This stack may therefore move 4 Locations (base 1 Location + 3).

  • Trails: The Carlist Player discards 2 or 3 cards for movement. Stacks performing their movement entirely along Trails may move up to 3 Locations (without a Leader). Forced March may not be performed.
  • Cavalry with no Leader: Stacks made up entirely of Cavalry Blocks may move an additional Location on Secondary Roads (black) or a combination of Main Roads and Secondary Roads (orange and black, or vice versa). Even if they are accompanied by a Leader, this bonus does not stack, and therefore their maximum movement is still limited to 2 Locations. Forced March may not be performed.

7.3.4 Leaders

If there is a Leader Block present (including Don Carlos) in the Location where movement originates, the stack's movement distance limit is increased by +1. It is not necessary for any of the blocks in the stack to belong to the same Faction as the Leader, or even that the Leader moves with the stack. The movement bonus for having a Leader is +1, regardless of the number of Leaders present.

7.3.5 Capitals

A stack beginning their movement from one of the 5 Capital Locations has their maximum movement distance increased by +1. This movement bonus is capped at +1, even if there is more than one bonus movement multiplier (such as having a Leader and being at a Capital Location).

Example: A stack beginning their movement from San Sebastián may move to Bergara because of a movement bonus for moving along Main Roads and a movement bonus for beginning movement from a Capital Location. If this stack had a Leader present, this would not increase their maximum movement distance. In order to utilize the bonus for Main Roads, the stack's entire movement must take place along this type of path and not "veer off" onto a Secondary Road. In this case, the stack would only be able to reach Tolosa and not Lecumberri.

7.3.6 Movement and Force Sizes

The maximum number of blocks a stack can have is 10 for movement along Main Roads and Secondary Roads. Along Trails, the stack limit is reduced to 5 blocks. Barrels do not count towards these limits. From 7 to 10 blocks, the movement is reduced by 1.

7.3.7 Decoys, Partisans, and Customs Officers

The Liberal player has two Decoys Blocks at their disposal while the Carlist player has two Partisans and two Customs Officers Blocks. At the beginning of the game, these blocks may be placed in any Location where there is at least 1 friendly block.

These 3 types of blocks may move as if they were cavalry (up to 2 Locations on Main/Secondary Roads).

Customs Officers, when encountering a Liberal stack, may look at the block(s) comprising it. Afterwards, the Customs Officers Block is removed from play.

Partisans may be shown in order to apply their effects in a battle (not during a siege). If the Carlist player decides to use them, the Partisan Block must be the first block shown (as attacker or defender). The Liberal Player must discard a card of their choice. The Partisans Block is then removed from play immediately. If the Partisan Blocks are not revealed in combat, they are the last blocks to be eliminated when selecting losses.

Example: If there are blocks in a battle (Faction-specific ones and Partisans) and blocks must be eliminated due to losses sustained, the two Faction-specific blocks are eliminated and the Partisans may escape without being revealed. Elimination of Partisans in battles or sieges does not affect the amount of cards drawn afterwards (see 8.10).

Partisans and Customs Officers count towards the number of blocks needed in order to Overrun an enemy stack and also towards preventing their own stack from being Overrun.

If a Partisans or Customs Officers Block is the last block inside a besieged city or capital, it must be revealed and then removed from play.

Note: Partisans were groups of armed volunteers who fought for the Carlists. The Customs Officers were informants and tax collectors loyal to the Carlists.

7.3.8 Naval Movement

Naval Squadron Blocks can move freely between Port Locations during any Semester, but when used to transport Blocks, this is considered to be one of the Movements allowed by discarding and therefore counts towards the limit. Each Naval Block can transport up to 2 army Blocks. Army Blocks being transported by Naval Squadron Blocks must begin their Movement in the same Port Location as the Naval Blocks and end their Movement in the same Port Location where the Naval Blocks end theirs, and may not move across land in the same Semester they were transported by sea.

A Naval Squadron Block may only perform one sea Movement per Semester (move from one Port Location to another). Players may not move a Naval Block to a Port then use that same Block to transport troops to another Port.

If the Carlists control Portugalete, Naval Blocks may not move to Bilbao.

7.4 Naval Squadrons

Only the Liberal player has Naval Squadron Blocks.

The 2 Anglo-Spanish Naval Squadron Blocks enter play during Semester B of 1834 and are placed in any Port Location free of enemy blocks (Garrison cubes do not count).

Squadrons have 3 functions:

  • Blockading Ports: A Port City Location under Carlist control is considered to be blockaded if there is a Naval Squadron Block in the same Location. In case of siege, the Liberals gain +1 point of Impact without needing to use a card (only 1 point of Impact is added regardless of the number of Naval Squadron Blocks).
  • Combat support: 1 Naval Squadron Block present in a Port City can Bombard enemy troops during combat. To do this, simply discard any Faction-specific card (with a bugle icon). The Naval Squadron Block adds +2 points of Impact (max support from 1 Naval Squadron Block only).
  • Troop transport: 1 Naval Squadron Block may transport up to 2 Blocks from one Port Location to another, even if the destination port is under Carlist control. This action may not be performed in Semester B of 1834, when the Naval Squadron Blocks enter play.

Naval Squadron Blocks never suffer losses in combat. Neither may they perform attacks on their own (they support any combat initiated by land troops).

7.5 Garrisons

Either side may leave a Garrison cube (representing about 50-100 men) in any Location. These cubes may be placed upon arriving to a Location free of enemy blocks or after moving a stack through a Location. During their turn, players may remove any Garrison cubes and relocate them to other Locations. The idea behind leaving Garrison cubes is to maintain control of Locations and stop the advance of small contingents of enemy troops.

Any force, including one with only 1 diamond, automatically eliminates an enemy Garrison upon entering their Location. Additionally, an enemy force may continue moving after Overrunning a Garrison if it has:

  • 3 or more diamonds and the Location is a town.
  • 5 or more diamonds and the Location is a city or has a Fortified House.

Otherwise, the stack must detain their movement after eliminating the enemy Garrison.

Example: A stack comprising 2 blocks with a strength of 4 arrives at Amurrio, a Location containing a Fortified House, where there is an enemy Garrison. The stack must stop their movement. The Garrison is eliminated.

A player performing an Overrun must demonstrate that their blocks have the necessary strength (number of diamonds) required. To do so, they must show their opponent only the blocks necessary to fulfill this condition, keeping the rest of their blocks hidden (if any).

Eliminated Garrison cubes may be used again, but each side only has 12 total at their disposition.

7.6 Overruns

7.6.1 Overruns in General

Overruns occur when one force is much stronger than another, and may happen during movement or when blocks perform a Retreat (8.8.6). In order to perform an Overrun, a player must have at least 4 times more blocks than the enemy force. Each block's individual strength is not taken into account.

7.6.2 Overrun Procedure

Overruns are resolved immediately. Units being Overrun are eliminated and the player performing the Overrun suffers no losses. If an Overrun occurs during movement, blocks performing the movement that causes the Overrun may continue moving. Any forces already committed to fighting in a particular Location also offer their strength in Overrunning an enemy force.

7.6.3 Cities and Fortified Houses

Enemy Blocks in a City/Capital or Location with a Fortified House cannot be Overrun.

7.6.4 Mountainous Areas

Blocks located in Mountainous Areas cannot be Overrun.

8. Combat

8.1 Combat in General

Combat occurs after all moves have been made, and must be declared at each place on the board where there are blocks from both sides. The active player declares each battle one at a time, and combat is resolved immediately after each of these declarations.

Combat will be either a battle or a siege – the latter if there are forces inside a city. After combat is resolved in one Location, the active player selects a new one until all possible combat is resolved.

8.2 Battles

8.2.1 Battle Procedure

Combat is resolved as a battle if neither force is inside a City or Capital. Deploying (8.2.2) produces points of Impact (8.3). The side that manages to cause more points of Impact wins the battle. All blocks involved in a battle remain hidden until they are deployed. Once the battle is over, the revealed blocks that are not eliminated are hidden again.

The active player (the attacker) starts the battle by making the first deployment. Then, the defender can respond (see Initiative (8.5)).

When the battle is over, the side that has caused the highest number of Impact points is the winner. If there is a tie for points of Impact, the defender wins.

8.2.2 Cards and Deployment

Cards are used to deploy blocks in battles. Each card may deploy 1 block and Double Cards from the same Faction may deploy 2 blocks. Each card used to deploy a block must show the same Faction as the block deployed.

Exception: cards from any Faction may be used to deploy Artillery (Special Attack cards with a bugle icon), Guerrillas, Requetés, Hussars of the Princess, Carabineers, and Defectors.

No card may be used twice in the same battle. Neither may any one block be deployed twice.

8.2.3 Deployment Procedure

The active player plays a card from their hand face up and chooses 1 block from their attacking force that matches the card's Faction (blocks already deployed may not be chosen again). They then show the chosen block by placing it face up next to their attacking stack. The card is placed face up on the active player's side of the board. Then, the active player tallies the points of Impact inflicted by this deployment and adjusts the Impact Marker on the Impact Track accordingly. If there are many blocks, put them off the board and place the battle marker in the locality.

8.2.4 Initial Deployment

Up to 2 Leader Blocks may be deployed without the need to play a card, but only if during this battle no other deployment has occurred requiring the use of a card. Leaders deployed without the use of a card are immune to any Loyalty Challenges (8.6). Additionally, 1 Artillery Block may also be played without the use of a card if that side has not already deployed a block requiring the use of a card. Artillery in battles only add 1 strength (8.4.2).

After deploying the first Faction-specific block with the use of a card, deploying 1 Leader Block is no longer free and therefore requires the use of a card pertaining to their Faction in order for them to join the battle. In this case, Don Carlos, Ceballos, Diego de León, Zumalacárregui and Espartero may be deployed with the use of any Faction card.

If no block can be played for free (that is, without the use of a card), the attacker chooses a card from their hand to deploy the first block (or blocks if using a Double Card). Once this is done, the defender performs their first deployment (first by deploying any blocks for free, or, if not applicable, through the use of a card). Deployment continues until both players cannot or decide not to deploy any more blocks.

8.3 Impact

8.3.1 Impact in General

Impacts are registered on the Impact Track using the colored discs corresponding to each side. Players register their Impacts separately. At the start of the battle, remember to add any points of Impact caused by a lack of supply (10).

8.3.2 Base Impact

The base Impacts caused by a deployed block is equal to the number of diamonds shown, which amounts to between 1 and 4.

8.3.3 Impact Bonus

1 extra point of Impact is added for each block pertaining to the same Faction (on the same side) already deployed in the current battle. This bonus is not applicable to Defectors or Guerrillas Blocks.

8.4 Special Attacks

8.4.1 Cavalry Impact

Cards with a bugle icon in the corner allow for a Special Attack. When used to deploy a Cavalry Block, this Special Attack takes effect. Apart from the base Impacts caused by the number of diamonds, 2 additional points of Impact are added to represent the cavalry charge, and a further 2 points of Impact are also added for each additional block deployed by the same side that shows the type of attack (explained below in more detail).

If a Cavalry Block is deployed without the use of a Special Attack card, additional points of Impact are not registered for the cavalry charge. Additional points of Impact for Special Attacks are not taken into account during sieges (8.9.4).

8.4.2 Artillery Impact

In general, Field Artillery Blocks deployed during sieges with the use of a card with Special Attack add 3 points of Impact (as indicated on the right side of the block). When deployed in a Battle (on the open field), they only add 1 point of Impact (as indicated on the left side of the block).

Deploying the first Field Artillery or Mountain Artillery Block in battle is free (only 1 free block if able to choose from more than one) so long as no other blocks have been deployed previously with the use of a card during the same battle.

The first Mountain Artillery Block deployed in a Mountainous Area or Location accessible only by Trails may be deployed for free and adds 2 points of Impact. If deployed later in the battle, a card from any Faction may be used, and it does not need to be a card with a Special Attack icon.

Field Artillery may not be deployed in Mountainous Areas or Locations accessible only by Trails.

8.4.3 Naval Squadron Impact

Naval Squadron Blocks may provide fire support in a battle taking place in its current Port Location. Any Faction card with the Special Attack icon may be used to deploy the Naval Squadron Block, which provides 2 points of Impact (maximum of 1 Naval Squadron Block per Battle).

8.4.4 Fortified House Impact

A player using the Fortified House card action while defending adds 4 points of Impact if they control a Location with a Fortified House or 2 points of Impact if there is no Fortified House in that Location (11.2). This is not applicable to battles occurring in capitals.

8.4.5 Double Cards – Same Faction

Double Cards allow the deployment of 1 or 2 blocks that coincide with the Faction shown on the card. Blocks are deployed one after the other (meaning the second block provides the +1 Impact Bonus for pertaining to the same Faction as the first block deployed with this card). Players using a Double Card to deploy blocks that can be deployed by any card (Leaders, Guerrillas, Requetés, Hussars of the Princess, Carabineers, and Defectors) may not deploy a second block.

8.4.6 Dual Cards – Different Factions

Dual Cards allow players to deploy 1 block belonging to either of the Factions shown, but not 2 blocks (which is the case for the Faction-specific Double Card).

8.4.7 Carlist Defensive Terrain Cards

Carlist faction cards with a shield and a number 6 in the lower left indicate that the Carlists are defending in known terrain and gain the advantage of eliminating an opposing block with every 6 hits instead of every 7. This benefit does not apply if the Carlists are the attackers.

8.5 Initiative

The player currently losing the battle has the Initiative (that is, the player who has the fewest points of Impact registered, or the attacker in case of a tie). That player then has the opportunity to deploy blocks one after another until losing the Initiative. Once lost, Initiative passes to the other player.

Initiative continues to change from one player to the other until the player who currently has the Initiative declares that they will not deploy any more blocks. When this occurs, Initiative then passes to the other player permanently, who may then deploy as many blocks as they like or are able to. When this player also declares they have finished deploying blocks, the battle is over.

Once a player declares they have finished deploying blocks, they may not decide later in the battle to continue deployment. However, they may still play Loyalty Challenge cards (8.6) against blocks deployed by the other player.

Example of a Battle (diagram on page 14 of the rulebook)

  • 1st Deployment: Carlists – Zumalacárregui, no card required: 4 Impact. Liberals – Artillery block, no card required: 1 Impact (left diamond).
  • 2nd Deployment: Carlists – Navarra (Double card, 2 blocks): 5 Impact (2 for 1st block, 2 for 2nd block, +1 for previously deployed Navarra block). Liberals – Guardia Real, using the bugle card: 3 Impact (1 for diamond, 2 for cavalry charge activated by bugle icon).
  • 3rd Deployment: Carlists – Guipúzcoa: 2 Impact (cavalry charge not applied, no bugle). Liberals – Legión Auxiliar Extranjera, using the bugle card: 5 Impact (1 for diamond, +2 for cavalry charge with bugle, +2 for repeating cavalry charge).
  • 4th Deployment: Carlists – Requeté, deployed with any Faction card: 4 Impact. Liberals – Chapelgorris / Legión Extranjera: 4 Impact (3 for diamonds, +1 for previously deployed Legion).

Totals: Carlists 15 Impact, Liberals 13 Impact.

The Carlists win the Battle with a difference of 2 points of Impact. Every 7 points of Impact eliminates an enemy block and the loser must eliminate an additional block. Therefore, the Liberals lose 3 blocks and the Carlists only 1. The number of cards newly drawn is equal to the number used to deploy: 3 each. In addition, for every 2 blocks eliminated a player draws another card. The Liberals therefore draw a total of 4 cards.

8.6 Challenge Cards: Loyalty or Defection

8.6.1 Procedure

Challenge cards are used to test the loyalty of the troops participating in the battle. The Liberals have 2 of these cards while the Carlists have 3. Each side may only use one Loyalty Challenge card per battle.

These cards are played out of turn, immediately after the opposing player has deployed a block, in order to challenge said unit's loyalty. Playing a Loyalty Challenge card could lead to one of two outcomes:

  • If the player who has just deployed the block is able to show another card from their hand that can be used to deploy that same block, the unit in question remains in the battle, having proven loyal to their side. The card used to refute the Loyalty Challenge card returns to the player's hand. Both sides return their cards to their hands.
  • If the challenged player cannot produce the required type of card, then the block defects and is removed from the battle. This means any points of Impact it would have caused are not taken into account. When the battle is over, the defecting block is removed from play. In its place, a new Defectors Block matching the opposing side's color is taken.

Defector Blocks may be deployed with any Faction card. The Loyalty Challenge card is considered played and is discarded.

Figure captions (rulebook p. 13): Defectors from the Liberals who have joined the Carlists; Defectors from the Carlists who have joined the Liberals; Eliminated block; New block which is added to the ranks of the Liberal army.

Example: The Carlist player deploys a Vizcaya Block with 3 diamonds. The Liberal player then plays a Loyalty Challenge card against this block. The Carlist player does not have any more Vizcaya Faction cards in their hand, so this block is eliminated and its points of Impact are not taken into account. After the battle, the block is removed from play and substituted for a blue Defectors Block which will fight for the Liberal side.

New Defector Blocks are added to players' armies at the beginning of their turn during the next Semester. Therefore, if the battle took place in Semester A, any Defectors Blocks would be placed during their next turn in Semester B. If the battle took place in Semester B, they would be placed in Semester A of the following year. Defectors Blocks may be placed in any Location that already has at least 1 friendly block, except inside a besieged City/Capital.

Blocks immune to Loyalty Challenges: The following blocks are immune to Loyalty Challenges: Leaders, Hussars of the Princess, Requetés, Guerrillas, Carabineers, Defectors, artillery, and Naval Squadrons. Any block deployed with the Headquarters card is also immune.

8.6.2 Loyalty and Double Cards

Loyalty Challenge Cards may be used to challenge blocks deployed by Double Cards. Only 1 additional card must be shown to refute this challenge, even though 2 blocks were deployed. If the challenge is successful, neither of the blocks participates in the battle but only 1 Defectors Block is taken.

8.7 Losses

8.7.1 Determining Losses

After a battle, both sides must take losses according to points of Impact received. Players lose 1 block for every 7 points of Impact made by their opponent (always rounding down). The losing side then loses 1 additional block.

Retreating stacks cannot be Overrun before retreating, but an Overrun can occur after retreating (8.8.6).

8.7.2 Impact in Mountainous Areas

Several Locations on the board have this icon, indicating them as Mountainous Areas. Battles taking place in these Locations favor the Carlists in such a way that the Liberals must accrue 8 points of Impact in order to eliminate 1 Carlist block. Mountain Artillery from both sides cause 2 points of Impact in Mountainous Areas and also in any Location that is only accessible by Trails.

8.7.3 Selecting Losses

The attacker suffers losses first, and then the defender. Players choose which of their own blocks are eliminated. Players must select as losses those blocks that were deployed in the battle before choosing any that were not. All blocks chosen as losses are shown to the opposing player. Customs Officers and Partisans are always the last blocks that can be chosen as losses.

8.7.4 Effects of Losses

Blocks lost in combat are removed from the board and cannot be used again. They are kept to the side, in view of both players. Each player draws 1 card for every 2 blocks lost, not counting Customs Officers and Partisans.

8.8 Retreats

8.8.1 Retreats in General

The loser of a battle must move their remaining forces to a Location adjacent to where the Battle took place. The defender may retreat into a City or Capital present in the Location where the battle occurred (8.8.5). There is no limit to the size of the force that may be moved together when retreating.

The retreating stack must retreat as one force and to the same Location.

8.8.2 Attacker Retreats

The attacker must retreat to the Location where the attack originated, if possible (if attacking forces came from different Locations, choose one of these). If not, they may retreat to any Location.

8.8.3 Defender Retreats

The defender retreats, if possible, to a Location that does not contain enemy units and may not retreat to a Location where the attack (or part of the attack) originated (Garrisons are ignored). If no such Location exists, the defender may retreat to any other contiguous Location by any type of path, even a Location from which attacking enemy forces originated and/or a Location containing enemy blocks (8.8.6). In either of these two last situations, the defender loses an additional block.

Leaders and cavalry may move up to 2 Locations when retreating (1 if by Trail).

8.8.4 Artillery

A defeated army that retreats may not take Artillery Blocks it had deployed during the battle. These blocks are removed from play, and count as losses when determining the number of cards drawn at the end of the battle.

8.8.5 Retreats into a City or Fortified House

If a battle occurs in a City or Capital Location, retreating units may take refuge inside the corresponding City/Capital. This is only a valid retreat option for the side that controlled the city or capital before the battle. The retreating player may leave up to 2 blocks inside a city, or up to 3 if it is a capital. If there are any blocks left over, they may retreat to another Location, but not to a Location from which attacking enemy forces originated or one containing enemy blocks. If there is no such Location, all remaining blocks are removed from play.

8.8.6 Retreats into Combat

It is possible for a retreat to cause another battle (or Overrun). If this occurs, resolve the battle/Overrun and its consequences. The retreating force is considered to be the attacker for this new battle, but the attacking player must eliminate a block (8.8.3). If the retreating force enters a Location of an existing battle, the retreating blocks are added to the force already present.

It is possible for retreating blocks to join a friendly force besieged inside a City/Capital. This would then turn a siege into a battle.

8.8.7 Retreats before Combat

A Carlist stack comprising 4 or fewer blocks may retreat from a battle Location to a Location one space in the opposite direction of the attacking force. A Carlist force of 5 or more blocks may also retreat, but doing so would result in the loss of 1 block (Carlist player's choice). Only one of this type of retreat is allowed per Semester (A and B). It is not possible to retreat to a Location containing enemy blocks (and therefore initiate a battle).

A stack belonging to the Liberals and comprised solely of Cavalry and/or Leader Blocks may retreat 1 space. Only one of this type of retreat is allowed per Semester (A and B).

In either case, the retreat occurs before the battle, once all movement is performed (and before the use of cards to deploy blocks). Blocks in retreat must move as a group (including any artillery), they may retreat in a different direction from which the attack originated and these blocks must avoid Locations containing enemy blocks. If this is not possible, retreat before a battle is not allowed. Active blocks must remain in the Location where the retreat occurs.

Use of the Headquarters Card also allows a retreat before combat to occur (see 11.1).

8.9 Siege Combat

8.9.1 Sieges in General

When combat occurs in a City/Capital Location, one side may opt to remain inside the corresponding City/Capital. If this is the case, the battle becomes a siege. A force must control a City/Capital to be able to remain inside it. The side controlling the City/Capital is the one that had forces present in the Location before combat occurred.

There are two types of sieges: that which takes place in a city, and that which takes place in a capital.

8.9.2 Declaring Blocks Inside or Outside

Blocks may be inside or outside a City/Capital. The number of blocks that may be present inside a city is limited to 2, whereas for a capital this limit increases to 3. When combat is declared, and not before, the side controlling the City/Capital may choose whether their units are inside or outside. If they remain outside, a battle occurs; if they are declared inside, a siege. A force made up of more than 2 blocks in a City Location, and more than 3 in a Capital Location, must always choose to remain outside. It is not possible for some blocks to withdraw into the City/Capital and others to remain on the field.

Players may declare a force to be outside even if they had declared them inside during a previous phase.

If a player declares their force to be inside a City/Capital, a siege occurs in this Location during the current phase.

8.9.3 Siege Procedure

The attacking player has initiative during the siege and there is no limit to the number of blocks that can be deployed. During a siege, the defending player may only play cards with Special Attacks to deploy artillery.

During sieges, only up to 2 Leader Blocks from the attacking player may be deployed without the use of cards.

For each siege, players follow these steps in the order listed:

  • A. The attacker deploys (7.2.3) as many blocks as they wish. The first block deployed with a card must be Field Artillery in the case of sieging a capital, but this is optional in the case of sieging a city.

Example: A siege occurs in the Capital Location Vitoria. The sieging player deploys 1 Leader without using a card. They may not deploy Infantry or Cavalry Block yet. Because it is a capital, it is necessary for them to deploy at least 1 Artillery Block using a card with a Special Attack (the bugle icon). If the sieging player cannot do this, then they may not even initiate the siege.

Example: A siege occurs in the City Location Miranda. The sieging player deploys 1 Leader without using a card, and then may go on to deploy any other type of block. However, they must first deploy an Artillery Block (using a Special Attack) if they wish to benefit from the rule that every 7 points of Impact eliminates an enemy block (see D below). Otherwise, they may keep deploying other types of blocks, but would need 8 points of Impact to eliminate each enemy block.

  • B. The defender may use Artillery Blocks to counter the attack if cards with the Special Attack icon are used to deploy them. Each Artillery Block deployed this way subtracts 3 points of Impact from the Attacker's Impact total. If the Attacker manages to accrue enough Impact to eliminate at least one block, the defender does not have to choose the deployed Artillery Block as losses.
  • C. If Artillery Blocks are used during a city siege, then 1 defending block is eliminated for every 7 points of Impact accrued. If the attacker does not deploy artillery, then 8 points of Impact are needed to eliminate 1 defending block.
  • D. If Artillery Blocks are used during a city siege, then 1 defending block is eliminated for every 7 points of Impact accrued. If the attacker does not deploy artillery, then 8 points of Impact are needed to eliminate 1 defending block. (Step D is printed with the same wording as step C in the source.)

If sieging a capital with artillery, still 8 points of Impact are needed to eliminate each defending block. It is not possible to siege a capital without artillery.

Field Artillery provides a strength of 3 for each one deployed. Once the attacker has finished deploying, the defender takes losses. No losses are inflicted on an attacking force during a siege.

The attacker may never initiate a siege if they are not able to accrue the minimum points of Impact to eliminate at least 1 defending block.

  • E. The defender chooses which block(s) they lose. Blocks eliminated in a siege are revealed to the opposing player.
  • F. If all defending blocks inside a City/Capital are eliminated, the City/Capital is taken and now belongs to the player who initiated the siege. If the besieged force is solely comprised of Decoys Blocks (in the case of the Liberals) or Customs Officers and/or Partisans (in the case of the Carlists), these Blocks are revealed to the opposing player and eliminated. The Attacking player then takes control of the City/Capital.
  • G. If not all defending blocks have been eliminated, blocks from both sides are allowed to coexist in the same Location. When this occurs, the side controlling the City/Capital is considered to be under siege. So long as blocks from both sides continue to be present in the same City/Capital Location, the side that does not control the City/Capital may declare a siege in this Location during each subsequent Combat Phase in which both forces continue to coexist there.
  • H. The defending player draws 1 card for each block they lose. Decoys, Customs Officers, and Partisans do not count for this effect.

8.9.4 Siege Restrictions

Siege combat has the following restrictions:

  • Special Attacks for cavalry and squadrons have no effect.
  • The Carlist player may not use Partisans Blocks.
  • Neither side may use Loyalty Challenges.

8.9.5 Blocks under Siege

Blocks under siege may not move outside the City/Capital, but they may sally forth and initiate a battle in an attempt to break the siege (this does not count as movement). Blocks belonging to a force laying siege may abandon the Location during the controlling player's Movement Phase. If all blocks laying siege abandon the Location, the siege is considered to be over.

If other blocks enter a City/Capital Location containing an enemy besieging force, all blocks present in the Location participate in the battle. However, if the besieged player loses the battle, only the originally besieged blocks may remain inside the City/Capital. Any battle occurring in any Location always includes all blocks present in that Location; the existence of a City/Capital is irrelevant.

8.10 Card Replenishment

Players draw cards after resolving any battle or siege (after taking losses and performing retreats, but before any battle that may be caused by a retreat). After each battle or siege, both sides discard all cards used to deploy blocks during combat and redraw the same number of cards from their corresponding decks. In addition, both sides draw 1 extra card for every 2 blocks they lost during a battle (rounding down). After a Siege, the defender draws 1 extra card for each block they lost. Decoys, Customs Officers, and Partisans lost during battles/sieges are not taken into account when determining the number of cards drawn after resolution.

9. Adjusting Control and Victory Point Markers

Each time a player takes control of a Location that provides Victory Points (Capital/City and Resource Locations), players must adjust their cubes in the corresponding columns. The VP Marker must also be moved to its corresponding space in the Victory Points Table. Players must also keep in mind Sudden Victory conditions starting from the Years indicated in the VP Table.

Note: When one player takes control of a Location from another, they essentially receive twice the amount of Victory Points that Location normally provides: they gain those amount of points while the opposing player loses them. For example, if the VP marker is on space 6 in favor of the Liberals and the Carlists take control of Logroño, the VP Marker moves down 4 points to the 2 space in favor of the Liberals.

10. Baggage Trains and Units Out of Supply

Carlist blocks are always in supply in any Location on the board. However, Liberal blocks are considered to be out of supply if they are in a Location accessible only by Trails.

When Carlist units participate in a battle against an out-of-supply stack belonging to the Liberals, the first Carlist block deployed deals an additional 2 points of Impact against the Liberal force.

Barrels representing baggage trains do not count towards stack limits or movement restrictions.

10.1 Effects of Baggage-Train Barrels

If a Liberal stack contains a Barrel, it may be used as supply or ammunition:

  • As supply, Barrels negate the additional Impact sustained during combat in Locations accessible only by Trails.
  • As ammunition, Barrels can be used in combat. The Barrel is eliminated and in exchange, the player who controls it may take one of the last 3 Faction-specific cards in their discard pile (not applicable to Special Events or other special cards). Barrels may only be used this way if the card taken from the discard pile is then subsequently used to deploy a block or blocks corresponding to the Faction indicated on the card. If the Carlists win a battle where there is a Barrel belonging to the Liberals, the former may take it as spoils and use it as ammunition in a later battle.

11. Special Rules

11.1 Headquarters Card

Both players have a Headquarters Card in their deck. This card can be used in 3 ways:

  • In combat to deploy a block belonging to any friendly Faction (including those with Special Attacks, see 8.4). This block is immune to Loyalty Challenges. It also adds 2 points of Impact in addition to those the deployed block already provides.
  • In combat to refute a Loyalty Challenge put forward by the opposing player. Both the Loyalty Challenge and Headquarters Cards are then considered to have been played and are subsequently discarded.
  • At the beginning of a battle, after all enemy movement has been performed, in order to allow a friendly stack to retreat from the place of battle before the battle begins. If the retreating stack has 4 or fewer blocks, it may retreat in a different direction from which the attack originated to a Location up to 2 spaces away. If the stack is larger, it may only retreat one space. No combat occurs and the Headquarters card is considered to have been played and is subsequently discarded.

11.2 Fortified House Cards

Fortified House Cards can be played by the defender in any battle that takes place in any Location, except for a Capital. Only one of these cards may be played per battle. When the Location in question also has a «Fortified House» icon, this card provides the defender with an additional 4 points of Impact. These points of Impact are added to those caused by any blocks deployed during the battle. If this card is played during a battle taking place in a Location without the «Fortified House» icon, it only provides an additional 2 points of Impact.

The Attacker may not use a Fortified House Card during combat.

11.3 Hussars of the Princess

This block represents an elite cavalry unit and may be deployed with any card (no Special Attack card is needed). There is no cavalry charge bonus. During sieges, it only provides 2 points of Impact instead of 4.

11.4 Diego de León

This leader belonging to the Liberals can join a battle without the use of a card, just like any other Leader, and also has the ability to deploy another block from any Faction without the need to use a card. The additional block deployed by Diego de León may also be a Cavalry Block with Special Attack, Hussars, or Carabineers. He may not deploy an Artillery Block.

11.5 Special Note about Portugalete

If the Carlist player controls the city of Portugalete on the coast, the Liberal player may not move Naval Squadron Blocks via the estuary to Bilbao. This restriction is also put in place if Portugalete is under Liberal control but under Siege by Carlist troops.

12. Special Event Cards: Explanation

12.1 Carlist Cards

  • «El Abuelo» Cannon: Allows the use of the «El Abuelo» Artillery Block: place it with a friendly stack. Also allows it to be deployed during a siege without the use of a card.
  • Snow-covered Fields: in any non-City/Capital Location where you are the defender, the opposing player must accrue 9 points of Impact in order to eliminate each of your blocks. If this card is played before «Cavalry Charge» (Liberals), it takes precedence. If «Cavalry Charge» is played before, this card allows the deployment of a block with a Special Attack. If «Snow-covered Fields» is played, «Cavalry Charge» may not be played.
  • Lancer Charge: one enemy block may be eliminated with 6 points of Impact if this card is played and at least one Lancer Cavalry Block is deployed (with or without the Special Attack) during the battle.
  • Local Informants: the opposing player shows you their hand of cards.
  • Forced Levies: If played, you do not discard a card to pay for movement during the Movement Phase. Also, before performing movement, you may recruit 4 blocks from the Recruitment Box and place them in 4 different Locations (max. 1 Block per Location) that are not currently under siege by the Liberal player. This card cannot be used in the last two Years of the game (1838-1839).
  • Guerrillas: play this card before your Movement Phase to deploy the 3 Guerrilla Blocks in any non-City/Capital Location (max. 2 per Location).
  • Siege Mortar: If sieging a city and at least one Artillery Block is deployed, play this card to add 4 points of Impact.
  • Blown Bridge: An enemy stack moving to any one Location may not end their movement there, and must instead move back to the previous Location one space before its intended destination. The Liberal player may not use Forced March to reach their intended destination. This card may not be used in 1839.

12.2 Liberal Cards

  • Under Cover of Night: play this card during a battle when both sides have played at least 2 cards. Night falls and the battle ends. The player having accrued the least Impact must retreat. In case of a tie, the attacker retreats. May only be played if you are the defender. Blocks are eliminated according to points of Impact accrued, as per usual, but the player who lost does not eliminate an additional block.
  • Defensive Battery: Applicable only to City and Capital Locations. If defender in a battle, add 4 points of Impact. If under siege, negate 3 enemy points of Impact.
  • Field Promotion: You may place on any location on the board the Ceballos leader block. May only be played if 2 Liberal Leaders have been eliminated.
  • Bayonet Charge: Each own Infantry Block deployed adds 1 point of Impact.
  • Cavalry Charge: You may deploy a Cavalry Block, belonging to any Faction, using its Special Attack.
  • Canister Shot: If at least 1 Artillery Block has been deployed, add 2 points of Impact.
  • Fortification: Play at the beginning of a siege taking place in a City Location where you are the defender. The attacker must accrue 8 points of Impact to eliminate each defending block. This card is only valid during the turn it is played and must be played before the siege begins.
  • Cavalry Pursuit: Play after a battle you have won in which you deployed at least 1 Cavalry Block (with or without Special Attack). The opposing player must eliminate 1 additional block.

13. Optional Rules

13.1 Capturing Enemy Artillery Blocks

Artillery Blocks deployed by the defeated player in a battle are not removed from play. In this variant, the victorious player may choose to capture them as spoils of war and use them in future clashes.

If using this variant, players must remove 1 Field Artillery Block and 1 Mountain Artillery Block from their respective bags during Setup and Starting Deployment.

13.2 Special Deployment of Main Leaders

Don Carlos, Zumalacárregui y Espartero. Given these Leaders play an important role throughout the game, their untimely elimination could swing the balance of power significantly or lead to a Sudden Victory. This optional rule is designed to mitigate these effects.

All three of these Leaders may be played at any point during a battle without the use of a card (it is not necessary to deploy them at the beginning to avoid playing a card). Because deployed blocks must be chosen first when selecting losses, this variant allows players to think more carefully about using them in battle and not have to worry about deploying them first when the outcome of the battle is least predictable but Leaders can be played for free.

13.3 Optional Event Cards: Breach in the Walls

If mutually agreed to, players add to their decks the card «Breach in the Walls.» This card provides for an added level of tension to the game since, when used, it negates the defensive bonus an enemy stack receives for being inside a city or capital during a siege – thereby forcing them onto the open battlefield.

This is an event for those players who wish to add an extra level of excitement to the game. Players may decide for just one of them to add the card to their decks, giving that side an advantage, or both may do so. Either way, add the card(s) to the corresponding deck(s) at the beginning of the game.

This card may be used as any other Event Card: for Initiative or movement. If used in this way, it is discarded; whereas, if used as an Event, it is removed from play.

13.4 Morale

Historical background: both sides during the First Carlist War saw their morale boosted by victories on the battlefield or successful sieges. A particularly high morale could potentially instill one side with such fervor during battle that they would inflict more casualties on the enemy. Likewise, an especially low morale on one side would negatively affect their troops' fighting ability on the battlefield and during sieges.

Setup: there is a Morale Track on the VP board with values from +1 (at the top) to -1 (on the bottom), with several neutral «0» spaces. If both players agree to play with this variant, each one places one of their colored cubes (red or blue) in the neutral «0» space situated in the center of the Morale Track.

Change in Morale: every time one of the following occurs during the game, Morale will change:

  1. If the victor of a battle accrues 14+ points of Impact.
  2. If a city or capital is taken after a successful siege.

A player achieving one of the above adjusts their Morale by moving their cube one space up (in the direction of the +1 value). The opposing player (the one who just lost a battle in which they received 14+ points of Impact, or who just lost a City/Capital) adjusts their Morale by moving their cube one space down (in the direction of the -1 value).

This means that each time one of the above occurs, there is a simultaneous change in Morale for both players in the opposite direction: the victorious player will see the morale of their troops boosted while the defeated player's armies lose morale.

Cubes may not advance beyond the two ends of the track, but may move back to the center.

Morale Value Effects: the effects of the three separate values on the Morale Track are detailed below:

  • «+1»: players that have a cube in this space add 1 to their total points of Impact during each battle or siege.
  • «0»: no effect.
  • «-1»: players that have a cube in this space reduce their total points of Impact by 1 during each battle or siege.
  • 7.4 Naval Squadrons
  • 7.5 Garrisons
  • 7.6 Overruns
  • 7.6.1 Overruns in General
  • 7.6.2 Overrun Procedure
  • 7.6.3 Cities and Fortified Houses
  • 7.6.4 Mountainous Areas
  • 8.4.2 Artillery Impact
  • 8.4.3 Naval Squadron Impact
  • 8.4.4 Fortified House Impact
  • 8.4.5 Double Cards – Same Faction
  • 8.4.6 Dual Cards – Different Factions
  • 8.4.7 Carlist Defensive Terrain Cards
  • 8.5 Initiative
  • 8.6 Challenge Cards: Loyalty or Defection
  • 8.6.1 Procedure
  • 8.6.2 Loyalty and Double Cards
  • 8.7 Losses
  • 8.7.1 Determining Losses
  • 8.7.2 Impact in Mountainous Areas
  • 8.7.3 Selecting Losses
  • 8.7.4 Effects of Losses
  • 8.8 Retreats
  • 8.8.1 Retreats in General
  • 8.8.2 Attacker Retreats
  • 8.8.3 Defender Retreats
  • 8.8.4 Artillery
  • 8.8.5 Retreats into a City or Fortified House
  • 8.8.6 Retreats into Combat
  • 8.8.7 Retreats before Combat
  • 8.9 Siege Combat
  • 8.9.1 Sieges in General
  • 8.9.2 Declaring Blocks Inside or Outside
  • 8.9.3 Siege Procedure
  • 8.9.4 Siege Restrictions
  • 8.9.5 Blocks under Siege
  • 8.10 Card Replenishment