The Ottomans: Rise of the Turkish Empire, 1453-1571
The Ottomans: Rise of the Turkish Empire, 1453-1571 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 General Course of Play
- 3.0 Game Equipment
- 4.0 Setting Up
- 5.0 Sequence of Play
- 6.0 Control
- 7.0 Land Movement
- 8.0 Stacking & Forces
- 9.0 Combat
- 10.0 Cities & Siege Combat
- 11.0 Forced March
- 12.0 Forage (Supply)
- 13.0 Reinforcements
- 14.0 Random Events
- 15.0 Leaders
- 16.0 Naval Operations
- 17.0 Mercenaries
- 18.0 Special Regions
- 19.0 Stratagems
- 20.0 Agents
- 21.0 Victory Conditions
- 22.0 Special Tactics (optional)
- 23.0 Pillage (optional)
- 24.0 Colonization (optional)
- 25.0 Civilization (optional)
- 26.0 Scenarios
- Special Reinforcements
- 27.0 Charts & Tables
- 28.0 Map Errata
- 29.0 Designer Q & A
1.0 Introduction
Ottomans is a historical simulation of the rise of the Ottoman Empire in the 15th and 16th centuries. That era saw the Ottomans go from a small nation competing for survival in the Near East to a regional superpower, forming a state that lasted until the end of the First World War. To build their empire, the Ottomans conquered the remnant of the Byzantine Empire, won smashing victories over other Islamic states and twice pushed to the gates of Vienna. The design approach of this game emphasizes that chaotic situation, in which military and political alliances were constantly shifting.
2.0 General Course of Play
There are four factions in the game, each represented by a color: the Turks (Ottomans and others), the Holy League (mainly Catholic Europeans), the Orthodox (eastern Christians), and the Caliphate (a general term for the more established Islamic states). Within each faction there are individual nations. For example, the Turks include the Ottomans and the Seljuks. Each nation is distinguished by its own letter code as well as by a unique tinted stripe. Each faction is considered to be inimical (hostile) to all other factions of other colors. Nationalities within a single faction are generally considered friendly to each other.
Ottomans is designed for two to four players. Each player controls a "core nationality"; that is, one nationality within a faction of which he may never lose control. In the course of the game players may gain control of additional nationalities, some of which may be inimical to each other. For example, a player controlling the Ottomans as his core nationality might also gain control of the Hungarians. It's permissible for players to have one nationality they control attack another nationality they also control as long as the two are inimical.
Ottomans is played in a series of turns called "game turns." Within each game turn, players pick stratagem markers (which allow players to take certain political and military actions), move their forces and engage in combat. A player, while representing an individual faction, may control forces from other factions. Players will find themselves sometimes attacking forces they control, while perhaps temporarily aligning themselves with an opponent, in order to reach their final goals. Throughout each game turn, players may use stratagem markers to gain military and political advantages as well as to undermine their foes. Players receive reinforcements depending on which regions they control.
The objective of the game is to build the strongest empire. At the end of the game, players check to see which faction won the game. Victory is measured in "victory points," which are received for holding certain geographic objectives and building the strongest army. The player who contributed the most to that faction's victory wins the game. The way the game system is structured, there are endless opportunities for treachery, backstabbing and double dealing, as well as cooperation and agreement.
The sequence of play (rules section 5.0) provides a detailed outline of what occurs in each game turn. Players should study that in order to see how the game system works.
3.0 Game Equipment
3.1 The Map
The map depicts the Near East as it was in the 15th and 16th centuries.
3.11 The land area is divided into regions. Regions have several functions in the game.
(1) Units are placed in particular regions, and that determines their position on the map. (2) Movement is from region to region. (3) Regions have a value (a number) used for forage purposes to determine stacking and supply. (4) Land regions have a faction color (see 3.24).
3.12 Sea regions don't have a faction color and are always unaligned. They still do have a value.
3.13 Cities are sub-areas within regions. Critical cities have a circle around their map icons, indicating the player who occupies them gains additional stratagems and victory points.
3.14 The borders of the Papal States, the Kingdom of the Two Sicilies (Sicily and southern Italy) and Moscovy are colored differently than those of other regions. That indicates those areas may only be entered by the units designated in the text-boxes within them on the map.
Map errata as printed: The Krim region should be Turkish (reddish), not green. Counter errata as printed: "Zuristan" should be spelled "Luristan."
3.2 The Playing Pieces
The cardboard counters represent the various forces involved in this conflict. There are three general types of counters: units, representing historic armies, navies and leaders; stratagems, representing a range of military, political and economic actions as well as the treachery endemic to the era; and status markers, representing changes to the status of regions and units.
3.21 Sample Units (the unit graphics in the source file are not reproduced)
3.22 Front & Reverse. Players set up and begin play with units showing their front sides. Their reverse sides have additional information.
(1) Leaders: the reverse side has either:
- 1 = starts Scenarios 1, 3 and 4 in the indicated region.
- 2 = starts Scenario 2 in the indicated region.
- - = starts in the Stratagem Pool and is received as a reinforcement if picked.
(2) "Merc," meaning it is a mercenary unit and is received according to the mercenary rule. (3) A date indicates the turn a unit may first appear in the game. (4) Certain siege trains are printed on both sides; the reverse side is their "improved" side (see 13.0).
3.23 Summary of Unit Types
- Gendarmes: professional cavalry, including Turkish spahis.
- Feudal Array: late medieval mobilization built around heavy cavalry.
- Irregulars: mixed cavalry and infantry.
- Professional Infantry: combined arms force built around highly trained infantry and artillery.
- Militia: local troops, mainly infantry.
- Wagenburg: mobile wagon fortress.
- Siege Train: artillery, engineers and other technical troops.
- Fleet: ships plus marines.
- Leader: a single great leader or dynasty, plus staff and guards.
3.24 Faction Colors. There are four factions in the game, each represented by its own color.
- Turks: red
- Caliphate: orange
- Orthodox: green
- Holy League: blue
3.25 Name. All units have a name, which may be the region to which they belong, a mercenary title or leader.
3.26 Stratagems. Each stratagem marker has code words corresponding to the explanations in the Stratagem Explanations Chart (see 27.2). "Control stratagems" are a special type that award control of regions and forces.
3.27 Game Markers. Game markers are backprinted. Use whichever side is convenient. If you run out of markers, you may make more. Civilization markers indicate a region in which there has been development of trade, cities, the arts, etc. Colonization markers are in the four faction colors. They are used to indicate a change in the nationality (color) of a region. The "Game Turn" marker indicates the turn in progress. The "Initiative" marker indicates which player has the initiative. Pillage markers indicate a region has been pillaged.
3.3 Definition of Game Terms
Belligerent Nationalities and units are those controlled by one of the players.
Colonization involves changing one region's color to another color.
Combat is when units attack enemy units in order to destroy them and/or gain territory.
Combat Strength is the basic offensive and defensive power of a unit quantified in combat strength points. It is used for combat, pillage and conversion.
Command Value represents a given leader's command ability and force of personality. It is used to modify the strength of other units for combat, as well as to gain stratagem markers.
Control is determined by holding a nation's control stratagem marker. Such markers give control of all that nationality's forces as well as the corresponding region on the map.
Critical Cities are city symbols that are used for determining victory and other designated game actions.
Faction refers to the four general groups of nationalities in the game, each represented by a separate color.
Force refers to a group of units moving, fighting or foraging together.
Inimical refers to units of different colors, regardless of who controls them. Units of the same color controlled by different players are not inimical; however, units of different colors controlled by the same player are inimical.
Nationality is the region named on a unit. A core nationality is the nationality a player picked during set up, and therefore represents his own people. Control of your core nationality may never be lost to you during the course of a game. "Core region" is another term for expressing the same thing as "core nationality."
Non-Belligerent units are those not controlled by any player. They may not move, attack or conduct game actions.
Occupation involves having a unit in a particular region. "Undisputed occupation" is when only one player has forces in that region and all are of the same nationality. "Disputed occupation" is when more than one player, or one or more players plus non-belligerent units, have units they control in the same region.
Phase is a distinct part of a game turn. The "phasing player" is the player who is currently taking his turn. All the other players, whose turns are currently not in progress, are called "non-phasing players." For example, during the Ottoman player's turn, the Holy League player would be a non-phasing player.
Pillaging is laying waste to a region in order to destroy its ability to provide reinforcements and forage.
Stratagem Pool (or simply "the pool") is any opaque container into which are placed the various counters that must be distributed randomly at times during the game.
3.4 Game Parts Inventory
A complete game of Ottomans includes: one 22 x 34" mapsheet; one rules folder; one set of 280 die cut cardboard counters. Players will have to provide one six-sided die.
3.5 Rules Questions
Questions regarding the rules of the game will be answered via e-mail or mail if sent to the Decision Games' office address accompanied by a stamped, self-addressed envelope and phrased such that they can be answered with a yes/no, multiple choice or short answer responses.
4.0 Setting Up
Players first decide which scenario they will play (see rules section 26.0). They then decide which faction each will command: the Turks, the Caliphate, the Orthodox or the Holy League.
4.1 Perform the Following Actions
(1) Players place all units on the map according to their nationality in the corresponding area, with the following exceptions:
(1a) Units designated as mercenaries are placed aside. They are received only if their control stratagem is played, or if scenario instructions otherwise state.
(1b) Units with dates on their reverse sides are placed aside. They enter play on the turns indicated by scenario special rules. They are also placed in their respective starting regions if the scenario begins on or after the turn on their reverse sides.
(1c) Units indicated as starting in the deadpile don't start on the map, but may be later taken as reinforcements.
(1d) Leaders are placed according to the scenario instructions.
(2) Each player picks one region control marker. That isn't done at random; each player should sort through the markers and pick the one he wants to start. (Roll the die to determine who will choose first, second, etc. High roller goes first.) That nationality is considered your "core nationality." You may never lose control of it regardless of any game events. Remove the corresponding marker from the pool of stratagems.
(3) Each player then picks at random stratagems from the pool; the number picked by each player depends on the number of players in the game: two players, eight stratagems each; three players, six stratagems each; four players, four stratagems each.
(4) See the scenario rules section (26.0) for other set up instructions.
4.2 Player-controlled units are set up in their home region. Fleets are set up in ports or sea regions adjoining the home region.
4.3 Units not controlled by any players are set up using the following priorities:
(1) In cities, if any. If there is more than one city, they must be divided as evenly as possible among them. (2) Fleets must be in ports or adjoining sea areas. (3) In the event of a dispute, one player, chosen by die roll, sets up a region's units.
4.4 Begin play with the first turn as designated by the scenario instructions. Follow the sequence of play for each turn. At the end of the last turn, check for victory. Players may by mutual agreement end the game at any time and check for victory then.
5.0 Sequence of Play
5.1 The Game Turn. Ottomans is played in successive turns called "game turns." Each game turn consists of the following phases.
(1) Initiative Phase. The player who holds the most critical cities is termed the "first player" for that game turn. He takes his turn first, followed by the other players in clockwise order (who become successively the "second player," "third player," etc.). In the event of ties, roll a die and the high roller is first player. The player with the initiative retains it throughout the remainder of the game turn, no matter if cities change occupation status. (Remember, when it's your turn you are the phasing player, and all other players are non-phasing players.)
(2) First Player Turn
(2a) Stratagem Pool Phase. The phasing player picks stratagem markers from the stratagem pool at random and takes any actions specified by them. The number picked is equal to the leader value of any one leader in his faction, plus the number of critical cities of which he has undisputed occupation (optional rules: critical cities may not be in pillaged regions), plus extra markers depending on the number of players in the game (two players, three extra markers; three players, two extra markers; four players, one extra marker).
(2b) Movement Phase. The phasing player may move all, some or none of the units he controls within the limits set by the movement rules.
(2c) Combat Phase. The phasing player may use any of the units he controls to attack enemy units. (If using the optional rules, the player may also conduct pillage and colonization.)
(2d) Forced March Phase. The phasing player may now have any or all of his leaders, along with an accompanying force, each conduct one additional move/fight sequence.
(2e) Random Events Phase. The phasing player rolls two dice (or one die twice) and consults the Random Events Table printed on the mapsheet. That will generate certain game actions governed by the random events rule. If it's a two-player game, roll twice and apply results in the order rolled. Skip this phase on the last turn of play.
(3) Second Player Turn. The second player now becomes the phasing player and conducts his own stratagem pool, movement, combat, forced march, and random events phases.
(4) Third Player Turn (if playing with three players). The third player becomes the phasing player and conducts his own stratagem pool, movement, combat, forced march, and random events phases.
(5) Fourth Player Turn (if playing with four players). The fourth player becomes the phasing player and conducts his own stratagem pool, movement, combat, forced march, and random events phases.
Note that all players complete their turns prior to the initiation of the game turn interphases.
(6) Game Turn Inter-Phases
(6a) Forage Phase. Each player checks each region to see if his forces there exceed the maximum allowed by the forage rule. If so, any excess units are eliminated, unless playing a military advance stratagem.
(6b) Reinforcement Phase. Reinforcements are placed on the map (new and replacement units). This is explained in more detail in the reinforcement section, but basically you get a number of units equal to each region's value if you both control and have undisputed occupation of that region. Skip this phase on the last turn of play.
(6c) Game Turn Indication Phase. Move the Game Turn marker to the next turn.
6.0 Control
In Ottomans, players may control units from one or more mutually hostile forces. That leads to some interesting situations.
6.1 A player controls a nation if (and only if) he currently possesses its control stratagem. He retains control of that nation until he loses possession of that stratagem. That is true regardless of who actually occupies the region on the map corresponding to the marker.
For example, the Turks may overrun the Byzantine Region and wipe out all of its units, but as long as, say, the Orthodox player has control of the Byzantine control stratagem, he (the Orthodox player) still controls the Byzantines (think of it as a court in exile or a resistance movement). The Turks could not raise Byzantine units unless they gained control of the Byzantine control stratagem.
6.11 A player does not have to immediately play a control stratagem. He may keep it face down in his hand and play it any time in the future; however, as long as it is face down in his hand it is subject to loss due to game actions that cause the loss of stratagems. Once face up, it can be lost only under the conditions described below in 6.2. When playing a control stratagem, place it face up in front of you; don't return it to the pool.
6.2 Losing Control
6.21 Control of a nationality is lost under the following circumstances: 1) if a random event calls for a revolt in its area; 2) some special stratagem causes its loss, as specified by the stratagem's explanation; or 3) the player attacks units of a nationality he controls (see 6.5).
6.22 At the instant control is lost, the following occur.
(1) If another player gains control, that player immediately places any units from that region into separate stacks in the region they occupy in any legal sized stacks. (2) If control is lost and no other player gains control, the player who formerly controlled them removes all his control markers from them. He places them, separate from all another units, in the region they occupy in any legal sized stacks. (3) If the units are in a city, they remain there if there are no other units present from any other players. If there are units present from other players, they are moved outside the city to the region in which that city is located.
6.3 Combined Actions. If a player controls forces from more than one nationality, they may be combined for movement and combat as long as they are all of the same color. They may not be combined if from different colors. For example, if a player controls both Austrian and Hungarian units, they could be stacked together, move together and fight together as they are both of the Holy League faction. But the player could not combine, say, Austrian (Holy League) and Byzantine (Orthodox), even if he controlled them both.
6.4 A player may never take any action with a force he does not control, even if it is his own color. He may never stack his units with those of another player, or with uncontrolled units, even if they were same color. See the forage rule section (12.0) for more details. For example, the Holy League player could not take any action with a Hungarian force if it were, say, controlled by the Orthodox player.
6.5 A player may attack units he controls if the forces are of different colors. At the instant a player does that, however, control of the defending force shifts to one of the other players. That is done by the non-involved players each rolling a die with the high roller gaining the marker. For example, say the Holy League player controls both the Byzantines (Orthodox) and the Seljuks (Turks). He can launch an attack by the Byzantines against the Seljuks.
If using the optional rules, a player may make colonization and pillage attacks against regions he controls without causing the loss of control markers. (Scorching earth and such were common tactics at the time.)
6.6 Attacking Non-Belligerents. If a player attacks a force not controlled by any player, sort through the stratagem pool, find the defender's control stratagem and assign it at random to any player other than the one who is conducting the attack. ("Attacks" include combat as well as optional pillage and colonization.)
6.61 Non-belligerent Passage. Units may enter non-belligerent regions without triggering belligerency; however, non-belligerent units act to block movement of units of different factions.
6.7 Players may gain and lose control of a given nationality any number of times. The control marker is always returned to the pool. Also, note that when an "out" random event occurs, the nationality's units are not removed from the map.
6.8 Control of Regions. Control of a nationality's force is distinct from occupying the nationality's region, that is, its geographic region on the map. A player has undisputed occupation of a region only if units he controls occupy the region alone. Even if a player has undisputed occupation of a region, he still can't gain its reinforcement; only the player with the control marker may do that.
7.0 Land Movement
Basically, land units may move through a number of land areas equal to their mobility factor in a single phase; however, units must stop movement when entering an area containing inimical units. Naval movement is explained under the Naval Operations rule (16.0).
7.1 During the movement phase of his player turn, the phasing player may move as many or as few of the units he controls that he desires. Units move from region to region, with each region costing the moving unit one point of its total mobility allowance. Regions must share a common border to be moved across. Once a unit has been moved and the player's hand withdrawn, its movement may not be retraced or revised.
7.2 Movement is calculated in terms of mobility points. Each region entered costs a moving unit one mobility point. For example, a unit with a mobility factor of "3" could move into one, two or three regions in a single phase. Units don't have to move if the controlling player does not want them to move. (Remember, combat takes place in the combat phase, after all your units have completed their movement.)
7.3 A player may move more than one unit together as a single force as long as no unit in the force exceeds its mobility allowance. Such units must begin their movement already together in the same region. Individual units may be dropped off during a move, but no units may be picked up by a force once it has begun moving.
7.4 Restrictions. A unit may move only once per turn, unless using forced march (see 11.0). Unused movement points may not be accumulated from phase to phase or turn to turn.
7.5 Leaders. See the Leaders rules section (15.0) for the effect of leaders on movement. Note that units do not need a leader to move.
7.6 Terrain. Every region costs one mobility point to enter.
7.61 Cities & Ports. See the Cities & Sieges rules section (10.0) for details.
7.62 Seas & Ports. Land units may enter all land and city (including port) areas. They may not enter sea areas unless using naval transport. Naval units may only enter sea areas and port cities.
7.63 Straits. Land units may move across the Hellespont using land movement at a cost of one movement point to move from Byzantium to Ottomans (or vice versa). They may not do so if there is an inimical fleet in the Bosporus, even if there is also a non-inimical fleet there. Land units may also use naval transport to cross the Bosporus.
7.7 Interception. Units that enter a region containing inimical units (that is, units of another color) must cease movement there. They may leave an area that contains inimical units if they start their movement in it, but must cease movement immediately on entering another region with inimical units. A unit may move from a region containing an inimical unit directly to another region containing an inimical unit, but must stop in the region so entered. (Remember, inimical means units of another color, even if non-belligerent or controlled by the same player. On the other hand, units may move through units of the same faction even if neutral or controlled by another player.)
7.71 Units in cities don't prevent movement of units outside cities. Remember, though, units may not enter cities containing units of a different faction, or that are controlled by other players, or that are non-belligerent.
7.8 Showing Belligerent Status. Players may flip non-belligerent units face down in order to distinguish them from units that are belligerent.
8.0 Stacking & Forces
Stacking, or placing more than one unit on top of another, is generally irrelevant in the game. All units within a region controlled by a player are considered to be operating together throughout that region. Units from different players, different nationalities and factions, and inimical units may operate within the same region with no penalty. A group of units operating together in a single region or city is called a force.
8.1 Restrictions
(1) A player may never have units from different colors within a given city. (2) A player may not have his units enter a city in which there are units he does not control (that is, there are non-belligerent units or units controlled by another player in the city). He would have to attack the city and capture it first (see rules section 10.0). (3) Naval units may only transport units from the same faction that are controlled by the same player.
8.2 Units that move together move as a single force. Units in a city and others outside that city, even though they are together in a single region, can't form a single force for movement. See the Leader rule section (15.0) for details on how those units effect other units' ability to move together.
8.3 Units that attack together form a single force. Defending units always form a single force.
9.0 Combat
A player conducts combat during his combat phase (and during forced march, if any). The player conducting the combat is the attacker; the player(s) being attacked is (are) the defender(s). Attacking and defending units must be in the same region. See the siege rule (section 10.0) for modifications to this.
A player may only have his units attack units inimical to them. That may include attacking inimical units controlled by that same player, in which case the player would be both attacker and defender. Conversely, the player may not attack units controlled by other players if they are not inimical to his attacking units.
Design Note. There are strategic reasons for attacking one's own units, because of the nature of the victory conditions (see section 21.0). Players should also realize each combat in the game represents the outcome of an entire campaign, and hence the results can be quite bloody.
9.1 Combat Procedure
(1) Total the combat strength points of all involved attacking units. Remember to multiply that strength for any modifiers due to leaders, stratagems or using siege trains against cities (see 9.4). (2) Total the combat strength points of all involved defending units. Remember to multiply the strength for any modifiers due to leaders, stratagems or for defending in cities (see 9.4). (3) Divide the attacker's total strength by the defender's total strength. That gives a ratio. Round down any remainder, and that gives the final combat odds in terms of a simple ratio. (4) Compare that odds ratio with the appropriate column on the Combat Results Table (CRT, see 27.1). (5) Roll a die. (6) Cross index the die roll with the designated odds column. That gives a combat result that is immediately applied before the resolution of any other combat is begun.
9.12 Odds determination example: 15 combat points attacking 4 defending combat points gives a ratio of 3.75:1, which gives a final ratio of 3:1 after the .75 remainder is rounded down. A die is rolled and the result is two, which is a combat result of "BB."
9.13 Note that odds less than 1:1 are 0.5:1 — meaning the attacker has between 50 and 99 percent of the defender's strength — and 0.25/1 — meaning the attacker has between 25 and 49 percent of the defender's strength.
9.2 Inimical Units. Units are determined to be inimical (opposed) to each other strictly on a color basis. Units that are inimical are mutual enemies, even if controlled by the same player. Conversely, units that are colored so as not to be inimical to each other are thereby friendly to each other, even if controlled by different players (who may well despise each other).
9.22 All four colors are always inimical to each other.
9.23 A player may only attack units of one color with units of another color.
9.24 A player may combine units from the same faction in the same combat, even if they are not of the same nationality, as long as he controls all of them. A player may not combine units of different factions in the same combat. For example, a player may combine the Austrians and Bohemians in the same attack, but not the Austrians and Byzantines.
9.25 A player may attack units he controls as long as they are inimical to each other.
9.3 Attacking & Defending
9.31 All combat must between inimical units within the same region; no attacks across regional boundaries are possible.
9.32 When an attacker launches an attack, he may designate one or more inimically colored units as the target of that attack. He must attack all units of the designated color(s) even if some of them (or all of them) are controlled by himself. For example, a player controls a stack of red units in the Hungary region. There are also forces of blue and green units also in that region. The player could choose to attack only the blue units, only the green units or both the blue and the green units.
9.321 All units of attacked colors defend as one combined defense strength, with the following provision: any involved leader may use his command value only to multiply the strength of units in his own color.
9.31 (second entry as printed) Attacking is voluntary. Inimical units may coexist in the same region indefinitely without combat taking place. A player may attack only with units he controls; he may never attack with units he doesn't control.
9.32 (second entry as printed) A player may attack only in his own combat and/or forced march phases.
9.33 No attacking unit may attack more than once per player turn unless using forced march; see rules section 11.0. A defending unit may be attacked more than once per player turn, if attacked by different units, or as a result of forced march.
9.34 Combat strengths are indivisible. A single unit may not split its combat strength to attack different units.
9.35 The defender may not withhold units from combat (exception: see the optional Special Tactics rules section, 22.0).
9.36 Sequencing. Each combat is resolved one at a time, and its resolution must be completed before proceeding to the next combat. A player does not have to declare all his attacks ahead of time.
9.4 Multipliers. A force's combat strength will sometimes be multiplied by the effects of the following.
(1) Leaders: multiply all friendly units of the same color by the command value, attacking or defending. (2) Defending in cities (triple all defenders). (3) Siege train versus cities (double all attackers). (4) Military Advance stratagem (doubles attackers/defenders).
9.41 A player may use no more than one leader, and/or one siege train, and/or one military advance stratagem per each combat.
9.42 Multipliers are cumulative, but regardless of the number of otherwise applicable multipliers, a force's strength may never be multiplied more than six. For example, a force making an attack on a city with a "2" leader (x 2) and a siege train (x 2), versus city would have its strength multiplied by four. If the player also used a military advance stratagem, it would be multiplied by six, not by eight.
10.0 Cities & Siege Combat
Cities are considered to be sub-areas within their specific regions. Any attack on a city is called a siege.
10.1 Movement. Units may enter and leave cities using the normal rules of movement. It costs one mobility point to enter or leave a city. The presence of enemy units in the region surrounding a city never inhibits movement into and out of a city. See the Stacking rules, section 8.0, for stacking restrictions in cities.
10.2 Combat. Units in cities may not be attacked in combination with units outside cities in the same region, even if units of the same color on the outside are being attacked. All attacks outside cities are separate and apart from attacks on units in cities.
10.3 Siege Warfare. Attacking cities is called siege warfare. Siege warfare is executed differently than normal combat. Units in the same region as a city may attack that city using siege warfare.
10.31 Units defending in a city have their defense strength tripled (cumulative with other multipliers).
10.32 If a force defending in a city receives a "DD" combat result, it is automatically converted to a "BB" result.
10.33 If an attack succeeds in clearing all units from a city, any or all of the attacking units may advance into the city and occupy it. This is a free and optional move, but the decision to make it must be made and carried out immediately.
10.4 Units in a city may not attack units in the same region. They must move out of the city to do so.
10.5 Siege Trains. If the attacker has one or more siege trains in his force, he doubles his attack strength. This does not negate the conversion of "DD" results.
11.0 Forced March
During the Forced March phase, each leader can conduct one such march, meaning a leader and his accompanying force can move and fight again. Each force conducting a forced march must complete its movement and combat before the next force may initiate a forced march.
11.1 Procedure. Designate a leader and any units that will be accompanying him. Those units may then move and fight. That is in addition to any movement and combat that took place during the movement and combat phases of the same player turn. All forced march movement and combat follows the normal rules.
11.11 An accompanying force can consist of any or all units of the same color in the region in which the leader started the forced march. The leader simply picks them up and they all move together. At the end of the movement, they may conduct an attack. A leader may accompany another leader on a forced march, but he can't then conduct his own forced march that same phase.
11.2 Each forced march must be executed separately. Units conducting forced march combat may not combine with units not involved in the same forced march. Note this is unlike the movement and combat phases, where all forces move and then all forces fight.
11.3 Naval Leaders can initiate forced march only if moving from sea regions or ports, and can cause fleets to embark/debark land units.
11.4 Each leader may conduct only one forced march per phase. No unit can be involved in more than one forced march per player turn.
12.0 Forage (Supply)
There is theoretically no limit to the number of units players may have in a region; however, units in excess of a region's forage limit are eliminated during the forage phase of the game turn.
12.1 The forage limit of a region is equal to that region's value as shown on the map.
12.2 The forage limit in a region is determined separately for each player with units in it; the presence of enemy units in the same region does not reduce or divide its value in any way. For example, say the Turks and Orthodox both had units in a region with a value of three. The Turks could support three units and so could the Orthodox.
12.3 Leaders & Forage
12.31 A leader may provide forage for units of the same faction in a region up to his command value. A maximum of one leader per color per region may do that. For example, say the Turks had four units in a "2" value region. If they have a one value leader there, that leader can provide forage to a third unit. A fourth unit would be eliminated.
12.32 Leaders themselves never count against forage limits; you may have an unlimited number of leaders in a region with no penalty.
12.4 Cities & Forage. If there is a city in a region, it has the forage limit of the region in which it is located. That's in addition to units outside the city. If a leader is in the city, he applies his value only to units within it, and vice versa. For example, in a "3" value region a player could have three units outside the city and three units inside the city (or four in the city and three outside if there were a leader in the city).
12.5 The player with the initiative checks the forage levels for all non-belligerent units within a region, which are all treated as one force. No units can be intentionally left without forage if there are forage factors on hand to supply them.
13.0 Reinforcements
During the reinforcement phase of each game turn, eligible combat units available to be placed, or that were previously eliminated for any reason, may be put on the map. They are placed in the same region as their nationality. All units available for placement must be placed.
13.1 All units may be replaced except leaders and mercenaries. Once eliminated, leaders are permanently out of play. Mercenaries may be replaced only if the "Mercenary" stratagem is controlled, face up, by the player wanting to do so.
13.2 A unit may be replaced if either of these two conditions is in effect.
(1) There are no units in its region, OR (2) There are units in the region of the same faction color, regardless of who controls them; and there are no units of different factions colors regardless of who controls them. For example, the Holy League player could place an Austrian unit in Austria if there were a Hungarian unit controlled by a different player in that same region. He could not, though, place an Austrian in Austria if there were, say, a Byzantine unit there, even if the Byzantines were controlled by him (the Holy League player).
13.3 Units are placed regardless of who controls them. Uncontrolled units are also replaced. Placement of all units is understood to take place simultaneously but, in the interests of smooth play, the first player should go first, etc., with any uncontrolled units also placed by the first player.
13.4 If a player controls a region, he controls its units when they are replaced.
13.5 Further Restrictions
(1) A maximum of one unit per turn may be placed in a region unless there is a leader of the same faction in that region and the same player controls that leader. If there is such a leader, the player may place additional units in the area equal to that leader's value. (2) The number of units placed in a region in a game turn may not exceed that region's value. (3) If a region contains a city, arriving units may be placed inside it within the restrictions of the city stacking rule. (4) Fleets may be placed only in the sea area adjoining their region or a port in that region. (5) Units that are eliminated due to AE or DE combat results may not be replaced on the same turn they were eliminated. They are replaced normally on any following turn. Place them on the turn record track as a reminder.
13.6 Within the restrictions above, a unit may be eliminated and returned to play any number of times.
13.7 Leaders. Scenario instructions call for certain leaders to be placed in the stratagem pool. When a player picks a leader, check to see if its region is a belligerent. If it is, the player controlling that region gets control of that leader. Place him with any units of the same faction (regardless of other considerations). If nobody controls that region, the player places it with any units of the same nationality. If no units of the same nationality are on the map, return the leader to the pool.
14.0 Random Events
During the random events phase, the player rolls two dice and consults the Random Events Table printed on the mapsheet. The first die roll result determines the horizontal line to be read; the second die roll determines the vertical line to be read. Cross index the two lines and immediately apply the indicated result.
14.1 Random events are explained above the table. "Region OUT" and "Plague" events will cause players to make an additional roll on the Region Determination Table, which is also printed on the mapsheet.
14.2 Certain events will affect players other than the one whose turn is in progress.
15.0 Leaders
Leaders are special units. They have combat and mobility factors like combat units, but they provide additional bonuses to picking stratagems, movement, combat and forage.
Clarification as printed in the source: Leader counters belong to no particular nationality. They may be used with any units of the same faction (color).
15.1 Picking Stratagems. This is explained in the sequence of play.
15.2 Movement. A force does not need a leader to move.
15.3 Combat & Leaders. A force engaged in any kind of combat (including pillage and conversion) has its strength multiplied by the value of one leader involved in that combat. That's true for attacking and defending, and is in addition to providing the leader unit's combat strength, and includes multiplying the combat strength of itself. Note that a leader with a value of "1" would not change the combat strength.
15.4 Forced Marches & Leaders. See 11.0.
15.5 Forage & Leaders. See 12.3.
15.6 Reinforcements & Leaders. See 13.5.
15.7 A leader may provide his bonuses only once per phase.
15.8 Survival Checks. Leaders may be eliminated by any game action that would normally eliminate a combat unit. Make a survival check when an action calls for a leader to be killed. Roll a die and, if the result is less than or equal to the leader's command value, he isn't eliminated; instead, the owning player must place him on the nearest unit of the same nationality. If in a city that would otherwise be taken by the same combat, the leader must be placed on the nearest unit outside the city. If no such unit exists, the leader is eliminated. Leaders targeted by assassination (see 20.2) also make a survival check; see the Assassination rule for a full explanation.
15.81 Eliminated leaders may not be restored to play as reinforcements.
16.0 Naval Operations
Fleets are treated in the same way as land units, except they operate on the seas. Naval units may only be placed in or enter sea areas or port cities adjoining seas (cities with the anchor symbol).
16.1 Naval units use their combat strength in the same way as land units, except they may attack only other fleets in the same sea area or enemy units, land and naval, in a port city adjoining their sea area.
16.2 Naval leaders (those with an anchor icon on their counters) may apply their command values to naval units in the same area. They may not use their command values for units on land. Land leaders may not apply their strengths to naval combat.
16.3 Naval Transport of Land Units
16.31 Land units may be transported by naval units as follows:
(1) They must begin in a port with friendly units, or in a region containing a coastline with friendly units. The naval unit then picks up (embarks) the land unit (place the land unit under the fleet). (2) The fleet and land unit then move together. (3) The fleet unit may drop off (disembark) the land unit in any port or land region containing a coastline.
16.32 It costs a fleet unit no movement points to embark or disembark a land unit from a port. It costs the fleet one movement point to embark or disembark from a coastline.
16.33 A naval unit may conduct more than one transport per phase as long as it has sufficient movement points remaining. A land unit may not otherwise move in the same phase it uses naval movement, nor may it be transported by a naval unit more than once per phase. Exception: land units may be transported more than once per turn by conducting a forced march. Each such marker entitles it to being naval transported one extra time in the forced march phase.
16.34 Each fleet unit may transport one land combat unit plus any number of leaders.
16.4 Land units may remain embarked on naval units at the end of a turn.
16.5 Naval units and embarked land units are affected by forage. Fleet units in ports use that land region's value, while units at sea use that sea region's value.
16.6 Naval Combat. Naval combat between opposing fleets at sea is conducted like land combat. Land units being transported by naval units add their combat strength to each side's total. Only admirals (naval leaders) multiply strengths (including those of transported land units).
16.61 Land units may attack naval units in a port. That is resolved as a siege.
16.7 Amphibious Assault. Fleets may not normally attack units on land, with the following exception: Naval units may attack a port from an adjoining sea region, which is executed as normal siege combat.
16.71 Transported land units may add their combat value to the assault; however, they do not disembark unless they get a result that allows an advance after combat. Siege trains may provide their multiple to the combat.
16.72 Use the multipliers of admirals, not land leaders, for naval units and transported units in the attack.
16.8 Fleets occupying ports are treated as land units, except they may only move/withdraw out to sea. Fleets attacking ports are also treated like land units, and may advance after combat into the port if they win the combat.
16.9 If a fleet is eliminated for any reason (combat or otherwise), any unit it is transporting is also lost. Leaders make survival checks.
17.0 Mercenaries
Mercenaries is a general game term for units that were more independent in nature, or at least were not attached to any one nationality. Each mercenary unit has a historic identification that corresponds to a control stratagem with the same identification.
Mercenary units include: Swiss, Landsknechts, Knights of St. John (cavalry and fleet), Black Band, Cossacks, Mamluks, Ghazis, Qizilibashis, Janissaries (1, 2 and 3), Bashi Bazouks (1 and 2).
17.1 A player gains control of a mercenary unit if he gains control of its corresponding control stratagem. Place the unit in the same region or city as any other unit of the same faction. The control marker is placed face up in front of the player.
17.2 A player loses control of a mercenary unit if either of the following occur.
(1) For some reason he loses its control stratagem. In that event, the unit is eliminated and will become controlled by the next player to gain its control marker. (2) The unit is eliminated. In that case, the unit's control stratagem is returned to the pool and the next player who gains control of the stratagem gains control of the mercenary unit.
Scenario instructions may call for uncontrolled mercenary units to be deployed on the map (for example, the St. John 1 unit). In that case, the first player to gain the unit's control stratagem gains control of the unit. If a player attacks an uncontrolled mercenary, one other player chosen at random gains its control if the unit survives the combat.
17.3 Eliminated mercenary units are not returned as replacements. Instead, they are placed aside and can only be received again if their control marker is picked.
17.4 Andrea Doria is a Holy League mercenary leader. Place him aside. He is received if a player picks the Andrea Doria control marker. If he's eliminated, his control marker is permanently removed from play.
18.0 Special Regions
The Papal States, the Kingdom of the Two Sicilies, Moscovy and certain islands have special rules governing them.
18.1 Papal States. Only Papal units may be placed in or enter the Papal States region. Also note Rome is a critical city.
18.2 Spain & the Kingdom of the Two Sicilies
18.21 Regardless of any other consideration, the Spain control stratagem may never be played before the 1500-09 turn. If picked prior to that turn, the player may keep it face down in front of him.
18.22 The player who gains control of the Spain control stratagem also gains control of the Kingdom of the Two Sicilies (Sicily and southern Italy). They are home territories for Spanish units. Only Spanish units may be placed in or enter the territory of the Kingdom of the Two Sicilies. The Spanish 2-1 unit may be placed on Malta on the initial turn of placement.
18.23 Spain may never be chosen as a core nationality. This is a simplification of a complicated historical situation. The Spanish Hapsburgs gained control of the Kingdom of the Two Sicilies and used the region as a staging area.
18.3 Moscovy. Only Muscovite units may be placed in or enter the Moscovy region.
18.31 Moscovy may be chosen as a core nationality only in scenarios starting in 1500-09 or later.
18.4 Small Islands. Malta, Rhodes, Crete and Cyprus have no control markers and so are never controlled by players; however, they still may be occupied by units. Malta and Rhodes are both cities, and therefore only one faction's units may be in them at any one time.
18.41 No units may enter Malta until the Spain control stratagem is in play. Then it's open for the remainder of the game, even if the Spain control is lost. At the instant Spain enters the game, the Spanish 2-1 unit is placed on Malta.
18.5 Tyrrhenian Sea. Only Spanish and Papal units may enter the Tyrrhenian Sea. They may never conduct any kind of combat there.
19.0 Stratagems
Players may play stratagems at designated points in the game turn to attempt to gain various advantages.
19.1 Players receive stratagems as a result of the following: 1) during the stratagem phase of the player turn; 2) due to certain combat results; and 3) due to certain agent operations results; and 4) due to certain random events.
19.11 Stratagems are generally picked at random. Exceptions are noted in the rules and on the Stratagem Explanations Chart (27.2).
19.2 Players lose stratagems as a result of certain events: 1) due to certain combat results; and 2) due to certain agent operations results.
19.21 Stratagems scheduled to be lost are picked at random by the player and returned to the pool. If some game action calls for a player to lose stratagems and he has no more to lose, there is no additional effect.
19.3 Players keep their stratagems face down in front of them. They may examine them, but the other players may not. Control markers, once played, are thereafter kept face up in front of the player. Other stratagems are expended on being played. Exception, see "Espionage," a form of agent operation (20.0).
19.4 A player may never have more than 15 stratagems face down in his hand. Face up control stratagems don't count against that limit. A player may at any time return stratagems to the pool without having played them.
20.0 Agents
Agents are a special type of stratagem and require a detailed explanation. A player can use his agents to conduct any of six types of Agent Operations: 1) assassination, which is used to eliminate leaders; 2) espionage, which is used to examine enemy stratagems; 3) coup, which is used to remove a control marker; 4) treachery, which is used to cause an enemy player to lose stratagems and possibly gain them for yourself; 5) diplomacy, which is used to gain control of regions; and 6) defense, whereby an agents can be used to defend against attack by enemy agent operations.
20.1 All agent operations are executed in the same way. In general, at any time in any game turn, during any player turn, any player may declare an agent operation (but see 20.11 below). Play is temporarily suspended while it is executed. The player designates any one other player as the target and declares which type of agent operation is occurring. Both involved players then secretly select how many of their agent markers they will commit to the operation. The attacking player must play at least one agent; the defending player may play none, some or all of his agents.
Both players simultaneously reveal the number of agents each has involved. Roll a die and add to that result the number of attacking agents. Subtract from that result the number of defending agents. Cross index the modified die roll result with the declared type of agent attack operation. Apply the result. Outcomes are explained on the Agent Operation Table (printed on the mapsheet).
Regardless of the result, all agents involved in the operation are returned to the stratagem pool.
20.11 A player may declare no more than one agent operation during any one phase.
20.2 Backstabbing. A player may attempt an assassination against a leader he controls who is inimical to the color of his core nationality. In that case, no defending agents may be used, but if a "Retaliation" result occurs, every other player is allowed to draw a stratagem from the pool.
20.3 Diplomacy. Diplomacy is executed in the same manner as other agent operations, except it is used to target a single neutral nationality.
21.0 Victory Conditions
(Printed as "21.1" in the source heading; the sub-rules below are numbered as printed.)
Victory is a different thing in Ottomans. Players are fighting for their civilization (that is, for their faction as an entity). Consequently, whoever contributes the most to their faction's ultimate victory wins the game. Under certain circumstances, however, merely being able to survive is enough to win. At the end of a game of Ottomans, players check to see which faction, if any, has won an "Imperial Victory" (meaning that faction has established a viable empire). They then check to see which player contributed the most to that winning faction's victory, and he is the winner. If no faction has won an imperial victory, players check for "Survival Victory."
21.1 At the end of the game, check the map to see which faction, if any, has units occupying 51 percent or more of the critical cities on the map (that is, eight or more). That is regardless of who controls the units, and includes neutral units. If one faction occupies at least 51 percent of the critical cities, that civilization has won the game. (That includes critical cities in pillaged regions.)
21.11 Imperial Victory. If one faction occupies at least 51 percent of the critical cities, each player gains victory points for the following:
- +4 if you undisputedly occupy Constantinople.
- +2 points for every other critical city you occupy undisputedly.
-
- the value of each region you occupy undisputedly.
Cities in pillaged regions and pillaged regions count as one victory point. Civilization markers add one victory point to the value of regions. The Papal States, the Kingdom of the Two Sicilies, and Moscovy all count.
21.12 "Occupy undisputedly" for the purposes of the rule above is defined as: 1) only units you control are in the region; and 2) those units are of the same faction as the winning faction; and 3) there are no units controlled by other players, or that are neutral or of factions other than the winning faction in the region, even if you control them.
21.13 The player with the most victory points is considered to have won the Imperial Victory. Note the player winning the game does not have to have a core region of the same faction that won the game. For example, a player who chose, say, the Byzantines as his core nationality could still win the game if the Turks win and he has the most points for Turkish units.
21.2 Survival Victory. Should no civilization win the game, check for this kind of victory. Each player gains:
- +2 if you occupy Constantinople undisputedly.
- +1 point per other critical city you occupy undisputedly.
-
- the value for each region of the same color as your core nationality that you occupy undisputedly with units of the core nationality's color.
-
- 50 percent of the value of each region not in their core nationality's color you occupy undisputedly with units of your core nationality's color (total all then divide by two).
Pillaged regions count as one point, and civilization markers add one to the value of their regions.
21.12 (second entry as printed) "Occupy undisputedly" for "Survival Victory" is defined as: 1) only units you control are in the region; and 2) those units are of the same color as your core nationality; and 3) there are no units controlled by other players, or that are neutral, or are of nationalities other than the color of your core nationality, in that region.
21.13 (second entry as printed) A player wins a survival victory if he has more survival victory points than the total value of all the regions in his core nationality's color at the start of the game, even if they were occupied by somebody else at the start. More than one player may win a survival victory. A survival victory is not as good as an imperial victory.
22.0 Special Tactics (optional)
22.1 Retreat Before Combat. The defender has the option to retreat before combat when his units have higher mobility than the attacker. This option must be exercised immediately, and only if the defending units meet the prerequisites.
22.11 Retreat before combat is declared by the defender after the attacker has declared his attack but before the die is rolled. To retreat before combat, all units in the defending force must have a mobility factor greater than the highest single mobility factor in the attacking force. The defender simply moves his units into an adjacent region according to the usual rules of movement.
22.12 Don't count leaders among the attacking force for determining which unit has the highest mobility factor. Leaders may retreat before combat if otherwise qualified.
22.13 Units that retreat before combat follow the normal rules of withdrawal (see the CRT, 27.1). Units in cities may not retreat before combat.
22.14 Both land and naval units may retreat before combat; however, units in cities may never retreat before combat.
For example, the defending force has three units, with mobility factors of "4," "3" and "2." The attacker has one unit with a mobility factor of "3." The defending force couldn't retreat before combat. If, however, all defending units had mobility factors of "4," they could do so.
22.2 Professional Soldiery. The following units are "professionals." All units with professional infantry or gendarmes icons. All siege trains when showing their improved sides (Game Turn 6 and after).
22.21 Professional units may conduct forced marches (11.0) without a leader. Simply expend a military advance stratagem and any, some or all professional units of the same color in the same region may be formed into a single force and conduct a single move/fight sequence. Non-professional units may not be combined with them in the special forced march. Of course, there is nothing to stop professional units from participating in normal forced marches with other units.
Design Note. The rule above accounts for the differences in the "eastern" and "western" ways of warfare, as well as the growing professionalism of the armies of those times. Non-professionals tended to go home after a campaign season, or after their feudal obligation was up, while professionals could stay in the field indefinitely.
22.3 Leaders & Forced Marches. A leader and an accompanying force may conduct a number of forced marches equal to that leader's command value each forced march phase. Each forced march consists of one move/fight sequence. Each leader must complete all of his forced marches before the next leader initiates one. Combat units may conduct more than one forced march per phase as long as it is with the same leader.
21.31 (numbered as printed in the source, under 22.3) Professional units (see 21.4) that accompany a leader on a forced march don't get their one free forced march in that phase, and vice versa. For example, a leader with a command value of "2" could move/fight and then move/fight again. Or he could move and fight just once, or move then move-fight, or any other combination.
23.0 Pillage (optional)
Pillage is a special type of combat that allows a player to reduce a region's value to one. (If its value is already one, it remains one; if its value is zero, it remains zero.) That is done by attacking the region's value.
23.1 Prerequisites
(1) There may be no units in the region not controlled by the player. (2) If the region contains any cities, the player must have at least one unit he controls in each of those cities. (3) The region may not already be pillaged. (4) Sea regions may be pillaged, but only by fleet units, which represents piracy.
23.2 Pillage is executed exactly like normal combat, except:
(1) Total the strength of:
- one leader in the region;
- add +1 for each combat unit in the region, regardless of their actual strengths;
- add +1 for each military advance stratagem expended.
(2) Compare that total to the value of the region, which is used as the defense strength. (3) Roll on the CRT. A result of DE means the province has been pillaged. Place a pillage marker as a reminder. The pillaging player immediately draws a number of stratagems equal to the total of the region's value, plus two for each critical city and one for every other city. Remove any civilization markers in the region. (4) Any result other than DE means a local revolt has occurred, and every player other than the attacker picks a stratagem from the pool.
23.3 Effects of Pillage
(1) A pillaged region has a value of "1" (or zero) for all game purposes until the marker is removed. (2) Reinforcements may not normally be placed in a pillaged region; however, if a leader of the same faction is in the region, one unit maximum may be placed.
23.4 A region may only have a pillaged marker removed by the play of an administration stratagem.
24.0 Colonization (optional)
Colonization is a special type of combat that allows a player to change a region's color to the color of the units making the attack. It is done by attacking the region's value. Colonization represents a wide range of religious proselytizing, outright colonization and other such efforts.
24.1 Prerequisites
(1) The player conducting the colonization attempt must have only the units of one color in the region. (2) All units in the region must be controlled by that player, unless those units are the same color of the colonizing units. (3) If the region contains any cities, the player must have at least one unit he controls in each of those cities. (4) Seas may never be colonized.
24.2 Colonization is executed like normal combat, except:
(1) Total the strength of:
- one controlled leader in the region;
- add +1 for each combat unit in the region, regardless of their actual strengths;
- add +1 per administration stratagem expended.
(2) Compare that total to the value of the region, which is used as the defense strength. (3) Roll on the CRT. A result of DE means the region has been colonized. Place an appropriate colored control marker on it. In addition, all units of that region are now considered to be of that color. (4) A result of AE means the locals are not happy, and every player other than the attacker picks one stratagem from the pool.
25.0 Civilization (optional)
Civilization markers are placed as the result of the play of an administration stratagem in a region. It is done at the end of any reinforcement phase. Expend the administration stratagem and place a civilization marker in any region in which the player has at least one leader he controls.
25.1 Prerequisites. The region in which a civilization marker is to be played may not be pillaged, nor may it have a civilization marker.
25.2 Effects. While on the map, civilization increases the value of its region by one for all game functions. It otherwise has no effect on play. The marker remains on the map until the region is pillaged, at which point it's returned to the pool.
26.0 Scenarios
Each scenario represents a different historic situation. Players select one scenario and set it up, playing it through the period indicated under "Game Length." They should also check rule section 4.0 for general set up instructions.
Clarification as printed in the source (Scenarios, Special Reinforcements 1.0(2) and 2.0(2)): When playing Scenarios 3 and 4, Leaders with a "1" on the reverse side (a) remain in the pool in the 1500-09 turn if they have not been picked; (b) remain on the map if they have been picked; i.e., the turn of the 16th century does not mean that "1" leaders are automatically removed from play. All "2" Leaders are placed in the pool on the 1500-09 turn.
Scenario 1: Rise of the Ottomans
This scenario covers the period of Ottoman expansion, which included their capture of Constantinople.
1.0 Game Length. 1450-59 through 1470-79 (three game turns).
2.0 Core Nationalities
(1) The player who chooses the Ottomans as his core nationality also gains the following control stratagems: Emirates, Rumelia. (2) If a player chooses Austria as his core nationality, he also gains the following control stratagem: Tyrol. (3) If a player chooses Venice as his core nationality, he also gains the following control stratagem: Dalmatia. (4) If a player chooses the Byzantines as his core nationality, he also gains the following control stratagem: Papacy. (5) If a player chooses Poland as his core nationality, he also gains the following control stratagem: Lithuania. (6) If a player chooses Egypt as his core nationality, he also gains the following control stratagem: Syria. (7) Players may not choose as a core nationality a nation that is indicated as starting under the control of another player's core nationality.
3.0 Starting Forces
(1) Leaders
(a) Place all leaders with "1" printed on their reverse sides in their regions on the map. (b) All leaders with a "-" on their reverse are placed in the stratagem pool (except Selim II). All Leaders with a "2" on their reverse, along with Selim II, are put aside and never enter play.
(2) Deploy all non-mercenary combat units on the map, with the following exceptions.
(a) Place in the deadpile the following units: Papal Gendarmes, Byzantine Militia, Achaean Gendarmes, Iraqi Siege Train, Iraqi Fleet, Persian Fleet, Persian Siege Train, Egyptian Siege Train. Those units may be replaced normally. (b) Spanish and Muscovite units, the German Professional Infantry, the Austrian Gendarmes and the Grenzer unit are not available in this scenario.
(3) Mercenaries.
(a) Ottomans start with control of the Janissary 1 and 2 units (place in Bursa or Thessalonica). (b) St. John unit 1 begins on Rhodes. (c) If any player chooses Egypt as a core region, he starts with control of the Mamluks (place in Egypt). (d) All other mercenary units are off map and placed only if a player picks their control marker. (e) Landsknechts units 1 and 2 are not available in this scenario. Remove those units along with their control stratagems.
(4) Other units.
Place one Venetian 2-1 on Crete and one on Cyprus.
4.0 Special Rules
(1) One player must choose Ottomans as their core region. (2) No Byzantine unit may be deployed in the city of Thessalonica. The player who chose the Ottomans can deploy up to three Ottoman, Emirate, Rumelian and/or Janissary combat units plus one Ottoman leader in Thessalonica. (3) The Ottomans automatically have the initiative on Game Turn 1. (4) Siege Trains. All siege trains begin with their front (weaker) sides showing.
Scenario 2: Suleiman the Magnificent
This scenario covers the time of the sultan whose reign saw the first siege of Vienna, the capture of Baghdad and the epic, though unsuccessful, siege of Malta.
1.0 Game Length. 1520-29 through 1560-69 (five game turns).
2.0 Core Nationalities
(1) The player who chooses the Ottomans as his core nationality also gains the following control stratagems: Emirates, Trebizond, Georgia, Kurdistan, Syria, Egypt, Byzantium, Rumelia, Achaea, Albania, Serbia, Walachia. (2) If a player chooses Austria as his core nationality, he also gains the following control stratagems: Spain, Bohemia, Tyrol, Croatia (remove the Holy Roman Empire stratagem from play). (3) If a player chooses Venice as his core nationality, he also gains the following control stratagem: Dalmatia. (4) If a player chooses Poland as his core nationality, he also gains the following control stratagem: Lithuania. (5) If a player chooses Moscovy as his core nationality, he also gains the following control stratagem: Russian Principalities. (6) If a player chooses Persia as his core nationality, he also gains the following control stratagems: Azerbaijan, Luristan. (7) Players may not choose as a core nationality a nation indicated as starting under the control of another player's core nationality.
3.0 Starting Forces
(1) Leaders
(a) Place all leaders who have a "2" on their reverse side on the map in their regions. (b) The following leaders are permanently out of play: Beyazid, Selim I, Kaietbai, Uzan, Jehan, Abu Said, Haidar, Constantine, Skanderbeg, Brankovic, Vlad, Hunyadi, Matthias, Frederick, Maximilian. (c) Place all other leaders in the pool.
(2) Deploy all non-mercenary combat units on the map, with the following exceptions:
(a) Place in the deadpile: the Bohemian Wagenburg, all Byzantine units, the Achaean Gendarmes and fleet, the Trebizond fleet, the Spanish fleet, the Egyptian feudal array and fleet, the Syrian feudal array and fleet. Those units may be replaced normally. (b) The following units are received as special reinforcements on the turns indicated: the Austrian Gendarmes, Moscovy Professional Infantry, and Grenzer unit.
(3) Mercenaries
(a) Ottomans start with control of the Janissary 1, 2 and 3 units (place in Byzantium). (b) St. John unit 1 begins on Rhodes. (c) If any player starts with control of Austria, he also starts with control of Landsknecht unit 1 (place in Austria). (d) If any player starts with control of Persia, he also starts with control of the Qizilibashi unit (place in Persia). (e) All other mercenary units are off map and placed only if a player picks their control stratagem.
(4) Other Units
(a) Place one Venetian 2-1 on Crete and one on Cyprus. (b) Place all Spanish units other than the 2-1 in the Kingdom of the Two Sicilies. (c) Place the Spanish 2-1 on Malta, but only if Spain starts as a belligerent.
4.0 Special Rules
(1) One player must choose Ottomans as his core region. (2) If this is a two-player game, the non-Ottoman player picks an additional eight stratagems prior to the start of play. (3) Spain and Moscovy have entered play. (4) Siege trains are placed on with their strong side showing. (5) If using optional rules: place Turkish colonization markers in the Byzantium and Trebizond regions. (6) If using optional rules: place a civilization marker in the Byzantium region.
Scenario 3: The Grand Turk
This scenario covers the period from the capture of Constantinople to the Siege of Vienna.
1.0 Game Length. 1450-59 through 1520-29 (eight game turns).
2.0 Core Nationalities. Same as Scenario 1.
3.0 Starting Forces. Same as Scenario 1.
4.0 Special Rules. Same as Scenario 1, plus use the special reinforcements rule given below.
Scenario 4: The New Empire
This scenario covers the entire period up to the Battle of Lepanto.
1.0 Game Length. 1450-59 through 1570-71 (13 game turns).
2.0 Core Nationalities. Same as Scenario 1.
3.0 Starting Forces. Same as Scenario 1.
4.0 Special Rules. Same as Scenario 1, plus use the special reinforcements rule given below.
Special Reinforcements
1.0 Initial Setup
(1) The following units are not placed during setup, nor are they received as reinforcements, unless the scenario begins on or after the date of their initial appearance: Landsknecht 1 and 2, Austrian Gendarmes, German Professional Infantry, all Spanish units, all Muscovite units, the Grenzer unit. (2) Leaders with a "1" on their reverse are used only in Scenario 1. Leaders with a "2" on their reverse are only used in Scenario 2. Other Leaders are received according to scenario instructions. (3) All siege trains are initially placed with their front (weaker) side showing unless the scenario begins on 1500-09 or later.
2.0 Initial Appearance
Turn 4 (1480-89). At the start of the turn add the Landsknecht 1 and 2 control stratagems to the pool. The Landsknecht 1 and 2 units are now available if the corresponding stratagem is picked.
Turn 6 (1500-09). At the start of the turn:
(1) Flip all siege trains so their strong side shows. They use those higher strengths for the remainder of the game. (2) Place all leaders that have a "2" on their reverse into the stratagem pool, as well as Selim II. They are now available as reinforcements if picked. (3) Place the Spain and Moscovy control markers in the pool. All Spanish units are now available for play. The Moscovy feudal array and siege train units are also available. (4) Add the German Professional Infantry to the deadpile; it may be chosen as a reinforcement starting with this turn.
Turn 10 (1540-49). At the start of the turn add the Austrian Gendarmes to the deadpile; it may be chosen as a reinforcement starting with this turn.
Turn 11 (1550-59). At the start of the turn add the Muscovite Professional Infantry to the deadpile; it may be chosen as a reinforcement starting with this turn.
The Grenzer unit is a special Austrian reinforcement. Place it in the deadpile at the start of the first reinforcement phase in which any fortress in Hungary or Croatia is occupied by any Turk or Caliphate unit(s). It is received as a normal reinforcement in Austria, and may be received on any turn thereafter regardless of fortress occupation.
27.0 Charts & Tables
Note: the Combat Results Table (27.1), the Random Events Table and Region Determination Table, and the Agent Operation Table are printed on the mapsheet and are not part of the rules text in the source file; they are not reproduced here. Section 27.2 is transcribed below.
27.2 Stratagem Explanations Chart
Unless otherwise indicated, stratagems are played during any phase of the owning player's turn. Stratagems are returned to the pool upon being played.
Administration. This may be played in the following ways:
(1) Play any time any game action or event would cause the loss of a region's control stratagem. Play of this stratagem negates the loss. (2) Remove one pillage marker from any one region containing at least one friendly controlled unit. (3) Optional rules. Place one civilization marker on the map.
Agent. Play during any player turn. See rule section 20.0 for procedures and effects.
Alliance. Play during any combat phase. This allows the player to combine units from different factions in the same combat (as an exception to the usual combat rules). The units must all be controlled by the player. Leaders may still only multiply the combat strengths of units of their own color.
Crusade/Jihad. Play if (and only if) any other player controls at least eight of the critical cities on the map. The player who plays this stratagem rolls a die and immediately picks that number of stratagems.
Control (Mercenary). Play during a reinforcement phase. This has the code for a mercenary unit. The player immediately gains control of that mercenary unit. Place it in the same region as any other unit of the same faction. If no such region exists, the unit is not received. If the marker is gained as a result of treachery, the mercenary remains in place but is now controlled by the new player. The player retains this marker until some game event would cause it to be returned to the pool or given to another player.
Control (Region). The player gains control of the specified nation and all its forces. See rule section 6.0 for details. The player retains this marker until some game event would cause it to be returned to the pool or given to another player.
French Alliance. The player may have any other player who has the Spain control stratagem return it to the pool (and that player loses control of Spain).
Holy Roman Empire. This may be played only if the player has Austria as his core nationality, and only if this is a turn starting 1500-09 or later. The player gains the Spain, Bohemia, Tyrol, and Croatia control stratagems (even if controlled by other players or in the pool). This marker is then permanently removed from play.
Honors of War. The attacker plays prior to any attack on a city. For this one combat, change results of BB and DD to the defending units withdrawing into the region surrounding the city; neither side takes any losses and the attacker may advance into the city. Other combat results remain unchanged. Units defending on Malta or Rhodes are moved to any coastal region on an adjoining sea the defender desires (this move does not require any fleet).
Jesuits/Sufis. Play at any time during any player turn (but not during an inter-phase). The player may reroll any single die roll and the second roll stands.
Kaisar-i-Rum. This can be played in one of two ways, but only if the player has at least one leader he controls in Constantinople: (1) During his Stratagem phase, he may roll one die and pick that number of stratagems in addition to those would normally receive. OR, (2) During the Reinforcement phase, the player receives a number of extra reinforcements equal to the leader's value. These units must be of the same faction as the leader, must be placed in the Byzantium region (but do not have to be Byzantine units), and are placed after all other reinforcements are received. These units may be in excess of the region value [13.5(2)]; otherwise [13.0] applies.
Medicis/Vizier. Play at the end of the player's stratagem pool phase. The player may exchange this stratagem for any stratagem in the pool. The player sorts through the pool and picks the one he wants.
Military Advance. This may be played in the following ways:
(1) Enhanced Movement. Play during the player's movement or forced march phase. This increases the mobility of a single force by one for movement. (2) Tactical Advantage. Can play at any time after any combat is declared but before the die is rolled. The player doubles the strength of his force for any one combat. This may not be used in colonization or pillage. (3) Supply Train. Play during any forage phase. This places in supply all units a player controls in one region. (4) Forced March (optional rules only). Professional units may conduct a forced march without a leader; see 21.2.
Portuguese in the East. If any player(s) controls Persia, Iraq or Egypt, they must pick at random two of their face down stratagems and return them to the pool. That's two maximum, regardless of how many of those regions the player(s) control.
Trade Agreement. The player designates any one other player. If the other player agrees, both players roll a die and pick that number of stratagems from the pool.
Truce. This is played in any friendly movement or forced march phase. The player may move one force through regions containing inimical units without having to stop for the remainder of the phase. This may not be used to enter cities containing inimical units; however, the moving force may not conduct any kind of combat for the remainder of the phase.
Uprising. Play during the player's reinforcement phase. The player may place reinforcements for any one nationality he controls even if the region in which it would be placed is occupied by inimical units or is pillaged. Other rules of placement still apply.
Urban's Gun. Play during any combat phase in which the player is attacking a city and the attacker has at least one siege train unit in his force. This triples the combat strength of all attacking units (instead of doubling).
Weather. Play any time in any other player's movement, combat or forced march phases. Roll a die. On a 1-3 there is no effect. On a 4-6 the player may prevent one unit (or force of units moving together) from moving (this may be done any time in the move), or prevent one attack after it has been declared but before the die has been rolled.
White Sheep Confederation. Play during the player's reinforcement phase. The player may take one eliminated irregular unit of any Turkish nationality he controls and place it on any Turkish or Caliphate area on the map (not necessarily its own nationality). This is in addition to other reinforcements.
28.0 Map Errata
The two-word phrase printed in northwest Italy should read: "NO ENTRY."
On the Game Turn Record Track, the heading in the box beneath the first one presently reads: "Tur 60-69." That should instead be: "Turn 2: 1460-69"
29.0 Designer Q & A
Questions and answers as printed in the source; "Q" entries are the player questions and the indented replies are the designer's answers.
Q. Joe, I assume this means that there is no MP cost to the fleet to embark/debark units in this way. e.g., if the Ottomans have a fleet in the Aegean, they could embark units (one at a time) from the city on the west coast of the Ottomans region (can't recall the name) and land them in Thessalonica, at no cost.
A. Correct, if the fleet and the unit are both in port.
Q. Or, alternatively, embark them in the region itself, at a cost of 1 MP per unit. Am I understanding this correctly?
A. Correct. In this case, the unit would move from/to the land and to/from the fleet.
Q. Could I sit on the "Portugese in the East" stratagem if I had Egypt and didn't want to lose some stratagems? Does not say to play immediately.
A. Correct. If it does not say "play immediately", then hold until played.
Q. Also, if you pick a stratagem leader that is not yours, can you re-pick a new stratagem
A. No.
Q. or are you out of luck?
A. Correct!
Q. 1. Stratagems say to play in your turn unless otherwise indicated, but for control of regions, is this just during your turn or immediate if you get one?
A. Any time in the friendly turn.
Q. Plus some clarification on when stratagems are played: immediate, during your turn or during any phase of any turn might be helpful (some stratagems are clear, some are not - unless as otherwise indicated, you only play during your turn).
A. Unless stated otherwise in the explanation, played at any point in your turn. Do you have questions about specific markers?
Q. 2. Can naval units retreat before combat if their movement is greater than the attacker?
A. Yes. They are treated in all respects like land units, except for being able to move at sea, being able to transport units, etc.
Q. 3. Using agents against a non belligerant entails a plus one (one agent, no defense?) on the die roll?
A. Correct. You can use any number of Agents vs. a neutral.
Q. 4. Do coups only affect face down stratagems or all stratagems held by the target player?
A. Face down only. See [6.11, third sentence].
Q. 5. For military advances in combat, is there any sequence? I've been playing that you add them on an ad hoc basis - the defender throws one in, then the attacker counters, or vice virsa.
A. Correct. Imagine a series of maneuvers going on below the scale of the game.
Q. 6. As far as movement, if all combat units are in cities, a force entering a region can keep going if they want? (no interception?)
A. Yes. Cities are sub-areas, in effect.
Q. 7. Related to above, once you are in a region, even with field armies outside of the cities, you can attack any city you want? (with the scale of the game this makes sense).
A. Yes.
Q. 1. Regarding Naval movement, it seems like it is better to have land combat units in an area and not the port to maximize movement - the previous questions by others tried to bring this out. If you move to pick up a unit in a port, move back to the sea area then to another port, and back it costs 4 movement. Whereas you could transport two other units from region to region (not using ports) the same time though the fleet.
A. This is correct. There are many smaller ports on a coastline not shown on the map.
Q. 2. Regarding sea movement, I've been playing that the land unit must stop in the sea area if there are inimical sea units (interception). Correct? (if land movement is from a region without a port and another fleet is in the sea area).
A. No, because technically the fleet would be picking up the unit from the coast, then moving on. Now, if they were to move into another area containing a fleet they could be intercepted.
Q. 3. I realize this is a game, but can you just sail past Constaninople with a naval unit if the city is occupied by inimical units?
A. Yes.
Q. 4. As in the Seven Years war, assume that no Stratagems are received in combat against non-belligerants?
A. The instant you attack someone, they become a belligerent in Ottomans. The situation is different in 7YWW where the provision applies to minor powers (there, the idea is to prevent a player from racking in a pile of Stratagems by running amok over the little guys).
Q. 5. Can you use an alliance in Forced March? (think not since it says only forced march units can do anything, but alliance says any combat).
A. Yes, if other Forced March prerequisites are met.
Combat Results Table (correction). The second sentence of the BB result paragraph (1) should read: "the other player must eliminate a number of combat strength points equal to at least the total strength points just eliminated on the other side."
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