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GRAND SIECLE Rules Translation by Olivier C. Counter Errata - Prestige makers lack a '+10' side. Place them above the Prestige Track on the map to indicate Prestige higher than 10. - Polish and English depots are difficult to differentiate. England has 3 depots and Poland has 2. - Same for Artillery: England has 3 Artillery trains and Poland has 2. - Some characters have wrong entry/exit dates or ratings: La Galissonière 1750, Marlborough G 1700, Saxe 1740, Vendôme 1698, Villars 1700, Wilhelm G. Dupleix and Clive have a Leadership rating of 2. 1. Sequence of play 1.0 Introduction A. In Grand Siècle, a Game Turn lasts 6 months during War Periods and 1 to 20 years during General Peace periods. B. During War Periods, each game year has two seasonal game turns: Spring season and Fall season. D. When all Powers are at peace, the War Period ends. The next turn is a General Peace turn. E. During General Peace, the sequence of play is different and there are no seasonal game turns. If war breaks out during the turn, General Peace ends at the end of the current turn. The next turn is a War turn. F. The first turn of a War Period is always a Fall season. The Spring season does not occur on the first turn of the War Period. G. For clarity, most rules are presented in their War Period version. Rules specific to General Peace are described at the end of the rules (29), but some are mentioned earlier in the rules. 1.1 War Spring season - Random Event Phase (Chapter 3) - Commercial Phase (4) - Diplomacy Phase (5) - Political Phase (6) - Royal Phase (15) - Naval Phase (20) - Military Phase (22) Fall season - Diplomacy Phase (5) - Naval Phase (20) - Military Phase (22) - Life Phase (27) - Victory Point Phase (28) 1.2 General Peace - Random Event Phase (3) - Commercial Phase (4) - Diplomacy Phase (5) - Neutrality Phase (8.8) - Political Phase (6) - Royal Phase (15) - Naval Phase (20) - Military Phase (22) - Time Phase (29) - Pacification Phase (29) - Life Phase (27) - Victory Point Phase (28) 1

Grand Siecle Rules

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Page 1: Grand Siecle Rules

GRAND SIECLERules

Translation by Olivier C.

Counter Errata

- Prestige makers lack a '+10' side. Place them above the Prestige Track on the map to indicate Prestige higher than 10.

- Polish and English depots are difficult to differentiate. England has 3 depots and Poland has 2.

- Same for Artillery: England has 3 Artillery trains and Poland has 2.

- Some characters have wrong entry/exit dates or ratings: La Galissonière 1750, Marlborough G 1700, Saxe 1740, Vendôme 1698, Villars 1700, Wilhelm G. Dupleix and Clive have a Leadership rating of 2.

1. Sequence of play

1.0 Introduction

A. In Grand Siècle, a Game Turn lasts 6 months during War Periods and 1 to 20 years during General Peace periods.

B. During War Periods, each game year has two seasonal game turns: Spring season and Fall season.

D. When all Powers are at peace, the War Period ends. The next turn is a General Peace turn.

E. During General Peace, the sequence of play is different and there are no seasonal game turns. If war breaks out during the turn, General Peace ends at the end of the current turn. The next turn is a War turn.

F. The first turn of a War Period is always a Fall season. The Spring season does not occur on the first turn of the War Period.

G. For clarity, most rules are presented in their War Period version. Rules specific to General Peace are described at the end of the rules (29), but some are mentioned earlier in the rules.

1.1 War

Spring season

- Random Event Phase (Chapter 3)- Commercial Phase (4)- Diplomacy Phase (5)- Political Phase (6)

- Royal Phase (15)- Naval Phase (20)- Military Phase (22)

Fall season

- Diplomacy Phase (5)- Naval Phase (20)- Military Phase (22)- Life Phase (27)- Victory Point Phase (28)

1.2 General Peace

- Random Event Phase (3)- Commercial Phase (4)- Diplomacy Phase (5)- Neutrality Phase (8.8)- Political Phase (6)- Royal Phase (15)- Naval Phase (20)- Military Phase (22)- Time Phase (29)- Pacification Phase (29)- Life Phase (27)- Victory Point Phase (28)

2. Prestige

2.0 Introduction

Prestige is the most important concept in the game. It represents the grandeur of a power and it is the source of Victory points.

Each Power has a prestige level, which usually starts at 15. Prestige can never be lower than 0 or higher than 20. If prestige reaches 0, the power undergoes an Internal Crisis (18.15).

2.1 Prestige Track

Prestige is recorded on the Prestige track for each power. Flip Prestige markers to their +10 side if Prestige is between 10 and 20

2.2 Prestige in danger

A power may never voluntarily undertake an action which would bring its prestige at level 5 or lower. Exception: signing or refusing a Peace is always allowed.

2.3 Minimum Prestige

A power at peace has a minimum prestige of 1. A power at war's prestige may reach 0. In this case, the power undergoes an Internal Crisis (18.15)

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A power which has just signed a Peace Treaty is considered at peace provided it is no longer at war with anyone. Consequently, its prestige cannot be lower than 1.

3. Random Events

3.0 Introduction

During each Random Event Phase, each player (even if he controls several countries) draws one random event marker from the Random Event Cup. If it is a Public event he must disclose it to other players, otherwise he may keep it secret.

3.1 Secret Events

Most events are secret. Only the drawing player may look at his event. He may keep it for later use and play it whenever he wants to.

An event is never certain. When a player plays an event, he must designate a target power, and he must roll a die. Depending on the event and the target power, the minimum die roll needed for the event to actually occur is different (see each event for details).

During the Diplomacy Phase, players may give, trade or exchange their Event Markers between themselves.

When an event is played (whether it was successful or not), it is discarded.

When the "Remise" Public Event is drawn, all event markers (whether discarded or in player's hands) are returned to the cup.

3.2 Public Events

Public events are immediately disclosed and their effects applied.

3.3 War and peace constraints

Some Public Events can only occur during Peace (resp. War) turns. If they are drawn during a War (resp. Peace) turn, they are treated as No Effect and discarded.

4. Commerce

4.0 Introduction

Commerce is an important part of the games. Each country may have a Trading Company. Only five exist at the beginning of the game (Holland, France,

England, Spain, Sweden), but others may be created. Each company has Trading Fleets and maintains an independent treasury, but the owning power may gain or lose Prestige if his company is successful.

4.1 Sequence

(a) Each power may change its commercial policy (Free-Trade, Tax, Exclusive)

(b) Each company may move its Trading Fleet (smallest company first)

(c) In each contested Resource Port, roll a die to determine who gets the profit

(d) Companies collect profits, powers collect taxes(e) Companies may simultaneously replace

Trading Fleets, or build new Trading Fleets(f) Companies simultaneously decide on their

dividend policy. Adjust prestige accordingly(g) If a Confidence Crisis occurs, make

Confidence checks now for affected companies

4.2 Objective of companies

Companies strive to make profits. Company money can be used to build or replace Trading Fleets, or to distribute dividends, which brings Prestige.

4.3 Resources

There are 12 different resource types, which can be obtained at 25 different Resource Ports (see map). Each Resource has a Profit value (2, 3 or 4 £), which depends on the nationality of the Trading Company (see table page 8 of rules)

Art Flanders, Venezia

Wood America, Latvija

Grain Napoli, Pomorze, Provence

Cotton America, India, Asya

Spice Extrem-Asia, India

Slaves Afriq

Iron Ijorie, Svealand

Manufactures Anglia, Holland

Gold Columbia, Extrem-Asia

Sugar Caribbean

Cloth Anglia, Flanders, Holland

Wine Catalunya, Gascony

Each company can only receive profits once for each resource.

4.4 Resource Ports

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Resource Ports are indicated on the map by the name of the Port and the Resource produced. Up to 6 Trading Fleets may stack at each resource port, of which a maximum of 4 may belong to the same company.

4.5 Trading Fleet movement

Trading Fleets must always be at a Resource Port. Each turn during the Segment (b) of the Commercial Phase, each company may move a number of its Trading Fleet from a Resource port to another. These moves may be of any length and may not be intercepted. However, the number of Fleets which may move during a given Phase is limited by Company:

England and Holland: 3 FleetsFrance and Spain: 2 FleetsOthers: 1 Fleet

Companies move in turn, in order of Company size, smallest company first (computed on the number of operational Trading Fleets in play). If tied, smallest Company Treasury first, then lower Prestige first.

4.6 Profit Rolls

In each Resource Port, only one Company may collect a profit. In order to determine who gets the profit, roll a die. Affect probabilities by the number of Trading Fleets each company has in the Resource Port.

Example: There are 2 English, 1 French and 1 Spanish Trading Fleets in a Resource port. Apply the following table: 1-2 England, 3 France, 4 Spain, 5-6 re-roll.

4.7 State Commercial Policy

During segment (a) of the Commercial Phase, each Power may decide on a Commercial Policy. If a Power has no Commercial policy, it is assumed to be Free-Trade (no effect).

A power may choose to apply Taxation or Exclusive Commercial policy. Such a policy may result in Casus Belli for other Powers (see 18.1).

Taxation Effects: The Power collects 1 £ for each controlled Resource Port (national or colonial(1)). Profit for the port is decreased by 1 for the benefiting company. The Power may freely keep the taxes for the National Treasury or grant all or part of them to its National Company.

(1) If all colonial dots connected to the Resource Port are controlled by the same Power (otherwise Free-Trade applies).

Exception: If Spain applies Taxation, for one of the Spanish Colonial Gold Resource Ports, the Spanish State collects all the Gold Profit if a Spanish Trading Fleet wins the profit roll. The second Spanish Colonial Gold port is treated normally.

Exclusive Effects: Same as taxation, except that the Power's Trading Fleets win all Profit Rolls in colonial(1) or national(2) Resource Ports.

A Power may change its Commercial policy at will, even to go directly from Free-Trade to Exclusive or vice-versa. However, it loses 1 Prestige Point every time it changes its Commercial Policy.

At the start of the game, all powers choose their Commercial policy, except Poland (Free-trade, see Appendix XIII), and sometimes Spain has to start the game in Exclusive.

4.8 Colonial Dots

Each Colony usually has several different Colonial Dots linked to the same Resource Port. When a single Power controls all the dots, its Commercial policy applies to the Resource Port. Otherwise, Free-Trade automatically applies.

4.9 Commercial Casus Belli

Whenever a Power aggravates its Commercial policy (i.e. changes its from Free-Trade to Taxation or Exclusive or from Taxation to Exclusive), any Power with an affected Trading Fleet has a Free Casus Belli against it. A Trading Fleet is affected if it is currently present in a Resource Port affected by the Policy Change. The Free Casus Belli must be used on the same turn it is received or it is lost.

4.10Trading Fleets and War

War prevents commerce between enemy Powers and their Trading Fleets. A Trading Fleet may occupy an enemy national or Colonial Resource Port but may never collect profit there and does not count for Profit Rolls (unless the port is militarily occupied, see below).

Whenever a Resource Port is captured by enemy troops, there are three consequences:- Free-Trade automatically applies- Profit Value decreases by 1 £ for all countries- Any belligerent power may collect profit

(Smuggling)

4.11Company Treasury

(2) If the Resource Port is connected to the Power by land (otherwise Taxation only applies).

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Every company maintains an independent Treasury. At the start of a scenario, the treasury of a Company is equal to the number of Trading Fleets it has. A company can never borrow, lend, give or receive money to or from anyone (exception: Taxation profit, see 4.7).

4.12Replacing Trading Fleets

During segment (e) of the Commercial Phase, a Company may replace Trading Fleets which have been destroyed by enemy War Fleets. The cost is 3 £. A replaced Trading Fleet is placed face-down in a National or Colonial Coastal region (neither enemy-controlled nor in rebellion). It will be turned face-up and made available for placement during next turn's Commercial Phase

If the Coastal Region becomes enemy controlled while the Trading Fleet is face-down, it is immediately eliminated.

4.13Company Structure

Each company has a Structure, which is the maximum number of Trading Fleet it can have in play. If a Company wishes to build a Trading Fleet beyond its current structure, it pays 5 £ and rolls two dice.

The construction is successful if:

- The yellow die roll is 5 or 6- The red die roll is strictly lower than the yellow die roll.

If the Power has a Navy Minister, the red die roll is automatically successful (only roll the yellow die).

A company may only make one such attempt per turn.

If the attempt is successful, the company structure is raised by 1. A new Trading Fleet is placed face-down in a National or Colonial Coastal region (neither enemy-controlled nor in rebellion). It will be turned face-up and made available for placement during next turn's Commercial Phase. If the Coastal Region becomes enemy controlled while the Trading Fleet is face-down, it is immediately eliminated.

4.14Dividend payment

During segment (f) of the Commercial Phase, each company may pay dividends to its shareholders. These dividends are lost in game terms, but may earn Prestige for the owning Power. Each player secretly writes the amount distributed by his companies. Then the amounts are simultaneously

revealed and Prestige adjusted accordingly (see below).

4.15Prestige Adjustment

National Prestige is adjusted as follows;

(a) Company paid at least twice as many £ as its structure: +1 PP

(b) Company paid no dividend -1 PP(c) Company paid more dividend than all other

companies OR paid more dividend than a company with more operational Trading Fleets in play: +1 PP

(d) Company paid less dividend than a company with less operational Trading Fleets in play: -1 PP

These adjustments are cumulative, but condition (c) and (d) cannot add or subtract more than 1 PP each.

4.16Confidence Crisis

If a company pays less dividend than its structure, or if it undergoes a High Competition, it must make a Confidence Check. Roll a die, modify by +1 if no dividend is paid, by +1 if a High Competition occurs. On 6+, the company structure decreases by 1. Eliminate one trading Fleet.

4.17High competition

High competition can be declared by any company with a structure of 8 or more. The company must pay a dividend equal to or more than three times its structure. Effects: All companies suffer a Confidence Crisis, unless they also paid a dividend equal to three times their own structure.

5. Diplomacy Phase

During the Diplomacy Phase, players may informally discuss their plans, openly or secretly. Agreements reached during this phase are not binding. This phase should be limited to 10 minutes to avoid slowing down the game

6. Political Phase

6.0 Introduction

6.1 Sequence

(a) Alliance creation and dissolution(b) Peace propositions(c) Peace treaty signatures(d) Political Control of minor Countries.(e) Declaration of War(f) Minor Country reactions(g) Territorial claims

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(h) Money Grants(i) Cession between allies

6.2 Foreign Minister

Leaders with the letter E on their counter are Foreign Ministers of special ability. Leaders with E2 on their counter are better Foreign Ministers with a 2 rating. Some Ministers are also Military Leaders or Sovereigns. Appendix XXIV gives a list of Ministers by country.

A Foreign minister gives benefits during certain political actions.

A Foreign Minister (whether E or E2) gives a bonus of +1 when rolling for Control of Minor Countries.

Like all historical leaders, Ministers must make a Life Check at certain times (see 27.1).

6.3 Navy Minister

Leaders with an M on their counter are Navy Ministers of special ability. They decrease the risk of Peasant reaction during naval recruitment (see 17.3), and make Fleet construction easier (see 4.13 and 16.16).

6.4 War minister

Leaders with a G on their counter are War Ministers of special ability. They decrease the risk of Peasant reaction during recruitment (see 17.3).

7. Alliances

7.0 Introduction

Powers may conclude Alliances among themselves, to conduct military operations together and exchange or cede provinces among them. A power may only belong to one Alliance. If a player controls two powers, they can never participate in the same alliance.

7.1 Alliance creation

An Alliance is created when two powers announce their common intention to be allied. Each of them gains one Prestige Point. Other powers may join an existing Alliance with the agreement of all Powers already in the Alliance. A power may join an alliance conditionally on the entry of another power.

7.2 Effects of alliances

- A Power may not declare war on a Power in the same Alliance (exception: 7.5).

- If a Power enters a War, any power allied with it may freely declare war on the opposite side on the same turn (without a die roll - see 18.7 and 18.8). It may also enter the war on a later turn (but then the Declaration is neither free nor automatic see 18.11).

- During War, allied powers (and their Minor Allies, see 8.6) may combine their armies and their squadrons, and move through their allies' territories (with their allies' authorization). During Peace (only), they may cede or exchange territories among them.

- If a power does not respond to a call to allies (see 18.7), it must leave the Alliance and lose 3 Prestige Points.

- If a Power leaves an alliance, its Armies and Squadrons must leave national territory of its Allies within two turns. Any units remaining after two turns are eliminated. The reverse is true.

- As long as a Power has troops on a former Ally's territory, it may not declare war on him (unless it chooses to eliminate its units first).

7.3 Political Decisions

Some political decisions concerning an Alliance must be adopted with a simple majority (>50%): peace proposition, negotiations and peace acceptation. Each ally has one vote + Value of its current Foreign Minister (see 6.2). If a Power does not abide by the decision of the Alliance, there is Political Crisis within the alliance (Loss of 2 Prestige Point for all members, see 14.4).

7.4 Common enemy

If two or more Powers (or Alliances) are at war with the same power (or Alliance), they take their turns at the same time, but their Armies and Fleets cannot combine and they cannot enter each other's territory.

7.5 Broken Alliance

If a power uses a Free Casus Belli against an Ally (see 18.1) or against a Minor Country controlled by an Ally (see 8.4), it immediately breaks its Alliance (-1 PP). It can then immediately declare war on its former Ally.

8. Minor Countries

8.0 Introduction

Minor countries include Ansbach, Baden, Bayern, Denmark, Hanover, Hessen, Lorraine, Malta, Morocco, Oldenburg, Palatinate, Portugal, Rome, Savoy, Saxony, Switzerland and Venice.

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These countries are usually neutral, but Major Powers may attempt to take control of them during the political phase (segment (d)). If a major power controls a minor country, it is termed the Protector of the minor country.

8.1 Political modifiers

Each country may have a Political Modifier when attempting to control Minor Countries. Theses Modifiers are listed below (see table page 12 of rules).

8.2 Control

Each player may make only one attempt to control a neutral (or enemy-controlled) Minor Country, even if he controls two powers. Each player secretly writes down the Power attempting to control a minor country, the name of the target minor country, and the bid amount.

Every power may also bid some money on Minor Countries they already control (to prevent other Powers taking control of them).

A Power may be the protector of any number of minor countries. A power may never bid to control a Minor Country of which it annexed a hereditary province.

During Wartime, no political control attempt may be made on a Minor Country at war (see 8.6) except under the provisions of event Alliance (Event #16)

8.3 Control checks

When all players are ready, they disclose bid amounts simultaneously. Then a Control check takes place in each target Country, in favor of the power which bid the largest amount. (in case of ties, see Appendix I). However, £ bid by the controlling power are doubled for this purpose.

If the highest bidder is the controlling power, nothing happens (unless it wants to activate the minor as an Allied Minor Country, see 8.6).

If the highest bidder is not the controlling power, it may roll two dice. National modifiers apply (see table Page 12 of the rules), and a +1 modifier applies if it has a Foreign Minister (whether it is a +1 or +2 minister, the bonus is always +1).

If the Minor Country is neutral, the bidding power becomes its new protector on a roll of 10+. Otherwise, No Effect.

If the Minor Country is already controlled, subtract the national modifier of the controlling country and

the Foreign Minister bonus (if any). If the result is 10-12, the Minor Country becomes neutral. If the result is 13+, the bidding power becomes its new protector. Otherwise, nothing happens.

Allies of the new controlling power may not refuse entry of the Minor power in their alliance (see 7.1). They must either leave the Alliance or accept the minor Country as a potential future Ally in case of War (see 8.6).

8.4 Controlling Major Powers (Protectors)

When a Power gains control of a Minor Country, it becomes its Protector and gains 1 PP (conversely, it loses 1 PP when losing control of a Minor Country).

If a Power declares war on a controlled Minor Country, its protector is automatically considered at war with the aggressor without loss of Prestige. A Controlling Power may not declare war on its Controlled minor Country, or to its Allies' Minor Countries (except case of 7.5).

A controlling power may not voluntarily lose control of a controlled minor country. Control of a Minor Country may only end through:- political control by another power- play of Alliance random event by another

power- spontaneous return to neutrality during a

General Peace turn- Military conquest of all regions in the Minor

Country by an enemy power.

If the Minor Country is at Peace, the controlling power (and its authorized allies) gets free passage for its armies in all regions in the Minor Country. It may not however end its movement in the Minor Country's territory. Likewise, squadrons of the controlling power (and its authorized allies) may stop at the Minor Country's military ports.

If the Minor Country is at War, its controlling power (and its belligerent allies) may enter and stop in the Minor Country's territory. Likewise, squadrons of the controlling power and its belligerent allies may stop at the Minor Country's military ports.

8.5 Minor countries at war

When a power enters the War, its controlled Minor Countries are checked. On a roll of 4-6, the Minor Country enters the war with its Protector (see 8.6). On a roll of 1-3 it remains neutral. There is a +1 modifier if the power has a Foreign minister (whatever its rating). The same roll is made if a

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Power at War gains control of a Neutral minor Power.

If the Minor Country does not enter the war, the controlling power may renew its request for assistance by attempting a Control roll on the Minor Country (this count as the player's action for the turn). A successful control attempt allows another die roll as above. A failed control attempt has no effect.

8.6 Minor allies

When a Minor Country enters a War with its controlling power, it is termed "Minor Ally".

When war is declared on a Minor Country, it automatically becomes a Minor Ally of its controlling power. Its Protector moves the Minor Country's Land and naval forces as if they were his forces.

A minor Ally is part of its Protector's Alliance (7.1). However, it will leave the Alliance as soon as its Protector is no longer at war. If the Protector is at war again, he may roll for Minor Country intervention as per 8.5.

A Minor Ally gets all its regiments (except those from annexed provinces), its artillery (if any, see Appendix XVIII) and its War Fleets (Denmark, Portugal, Savoy, Venice). There are no Leaders or Depots. The regiments are placed in one of their recruitment regions, owning player's choice (see 16.9).

A Minor Ally does not receive income or pay Maintenance. Each Minor Ally may recruit one unit (regiment, artillery or Fleet) per Royal Phase, free of charge. There is no peasant reaction check for doing so.

The Protector may lend Depot and/or Leaders to its Minor Ally. Specifically, he may build new depots in a Minor Ally's territory. If the Minor Ally is no longer at war, depots affected to it are eliminated, and leaders are out of the game for one turn. The Protector may pay Supply for its Minor Allies. A Minor Ally may not recruit mercenaries or build new Fleets (only replace them).

8.7 Conquest of minor allies

When all regions in a Minor Ally are under enemy control (see 22.6), the enemy Power may choose to be its new Protector during any Political Phase (automatic, no roll). If he chooses to do so, he gains 1 Political point, and the former Protector loses 1 PP. All regiments and artillery units are eliminated. Fleets change side. The Minor Country becomes a

Minor Ally for its new Protector for the rest of the current war. Hence, the new Protector may not annex any part of the Minor Country in the ensuing peace. If the occupying power declines to be the country's new Protector, nothing happens (i.e. the minor country's surviving units continue to fight alongside with their former Protector)

8.8 Neutrality attraction

Every General peace turn, during the Neutrality Phase, roll a die for each Minor Country under control of a Major power. On a result of 6, le Minor Country reverts to neutrality (it is no longer controlled by its former Protector). No PP is lost when such an event occurs.

8.9 Aggression of minor Countries

During a General Peace Turn, a Power may declare war on a Minor Country, which starts a new War period (see 18.5). It may only do so with a Casus Belli against the minor (see 18.1), and only if it is the first power to declare war.

All other European Powers (except the Aggressor's other Power) receive a free Casus Belli (see 18.1) against the Aggressor. Roll a die for each Power declaring war on the aggressor: the high roller becomes the Protector of the Minor Country (Highest Prestige breaks tie, see Appendix I) and gains 1 PP (see 8.4). Apply national modifiers and add +1 if Foreign Minister.

If all powers decline to help the Minor Country, it surrenders. The Aggressor must accept the surrender and may annex one non-capital region in the Minor Country (aggressor's choice, the region need not be claimed by the aggressor). EXCEPTIONS: If the country if a principality or has only one region, or if the Aggressor is Turkey, the Minor Country is entirely annexed. It ceases to exist. All Powers lose 2 PP (except the Aggressor, but including the Aggressor's second power).

War cannot be declared on Minor Countries during a War Turn (official errata).

8.10Existence of minor countries

A Minor Country may disappear from the game, but it may also be revived through a Peace treaty imposed on its conqueror (see 14.18). Also, new Minor Countries may appear through Random Event #20. They are described in Appendix XIV.

8.11Rome and Switzerland

These Minors never voluntarily enter a war when their Protector enters a war (no War check). All

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units of all countries may freely move through neutral Papal States (Rome and Marches), but they may not stop there. Switzerland is impassable while neutral. See Appendices XI and XII for more details regarding these Minors.

8.12Ansbach

Austria is automatically the Protector of Ansbach, but Ansbach will never become a Minor Ally, unless an Army enemy to Austria enters any region of the Holy Roman Empire (see Appendix X). Make a War Check (as per 8.5) during the next Political Phase as long as this situation exists.

9. Principalities

9.0 Introduction

Principalities may be either independent or player-owned. Player principalities may be either National or Non-National.

A principality is treated as one region for Annexation purposes. Regions in a principality may never be annexed or ceded separately (Exception: All Disputed regions except the Horde may be annexed separately without a peace treaty by provision of rule 10.1).

9.1 Player Principalities

* denotes disputed provinces.

Principality Nationality RegionsScotland England Highlands, ClydeFlanders See 16.8 Flanders, BrabantHungary Austria

See 16.8Magyarorszag, Alfold, Banat*, Esclavonia*, Transylvania*, Karpathy*

Horde See 16.8 Tataria*, Zaporojie*, Krym*

Ireland England Ulster, Connaught, Leister, Munster

Lithuania Poland Lietuva, Orly, Minsk*, Berezina*, Pripiat*.

Naples See 16.8 Napoli, Puglia, Calabria, Sicilia*, Sardinia*

Baltic See 16.8 Kurzeme*, Latvija*, Eesti*, Iljorie*

Catalogne Spain Catalunya, ValenciaGreece Larisa, Hella*

Iljorie ceases to be a Baltic region when Russia builds Saint-Petersburg and keeps Iljorie for 10 years.

9.2 Independent Principalities

Principality Nationality RegionsDenmark Fyn, JyllandNorway Denmark Telemark, MoeriPortugal Tras-Os-Montes,

AlentejoSwitzerland Valais, ShwyzRome Rome, Marches

10. Annexations

10.0Introduction

A region may not be annexed by a Power unless it is officially claimed by that Power (see 11) and it is connected to that Power (unless it is an island, see 10.1).

Exceptions:- Disputed regions can be annexed by the

disputing powers without a peace treaty (see 10.1)

- Regions which are "automatically claimed" (see 11.6) need not be connected to the annexing power.

- Colonial Dots may be annexed even if they are not claimed (via a Peace Treaty). However, they must be militarily controlled by the annexing power.

Principalities must be entirely annexed. Exception: Disputed regions within the principality may be annexed separately.

10.1Disputed regions

Kurzeme, Eesti, Latvija, Iljorie

Sweden, Russia, Poland

Esclavonia, Banat, Transylvania, Karpaty

Turkey, Austria

Podolia, Rutenia Poland, TurkeyMinsk, Berezina, Pripiat Poland, RussiaIstria Venice, AustriaIllyria Venice, TurkeySardegna, Sicilia, Corsica, Malta, Baleares, Gibraltar

Any power with a War Fleet

Skane Sweden, DenmarkTataria, Zaporojie, Krym Poland, Turkey,

Russia

During a War, a Disputing power may annex any Disputed region without a peace treaty if it occupies it for two consecutive seasons (see 22.6). Exception: all regions of the Horde must be annexed together. When a Disputed region is annexed that way, its regiments are eliminated and may be recruited by the Annexing power.

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A Disputed region may also be annexed through a Peace treaty. Note: in that case, regions part of a principality cannot be separated (see 9.0).

If a Disputed region is annexed by a third party, it is no longer considered Disputed until back in Disputing power hands.

11. Claims

11.0Introduction

At the start of the game, each Power claims a number of regions (see Player Aids and appendix XXV). A Power may publicly claim a new region during its political Phase, at the cost of 2 PP (3PP if it is a hereditary region, see Appendix XVI), provided it has a common border with its territory (or it is an island). A Power must have a War Fleet in order to claim an island.

A Power automatically has a claim to any region it lost during the game (no prestige loss), and to any region it disputes.

11.1Capital Cities

Regions containing a country's capital may not be claimed. There are four exceptions: Amsterdam may be claimed by France in some scenarios (1661-1669). Vienna may be claimed by Turkey in some scenarios (1661-1669). Saint-Petersburg may be claimed by Sweden and Poland as long as Iljorie is a Baltic region. Warsaw may be claimed after 1779. If a capital city is annexed, the capital is transferred to another city.

11.2Colonial Dots

A Colonial Dot is never claimed. It can be annexed through a peace treaty (only) by any Power which controls it.

11.3Minor countries

A Minor Country never claims any region. It can only annex its lost regions back, if its Protector obtains them through a Peace Treaty. Exception: Savoy may annex Sicilia and Sardegna if it still own Piemonte.

11.4Principalities

A Principality is considered as one region for this rule. Claiming a principality only costs 2 PP, whatever the number of regions in the Principality and makes it possible to annex it entirely.

11.5Off-map regions

Off-map regions may never be claimed, conquered of annexed by anyone.

11.6"Automatic Claims"

Some regions are automatic claims for some powers, and need not be connected to them for annexation.

- Any region in the Holy Roman Empire is automatically claimed by Austria and Prussia.

- Any region in Venice (Venezia, Istria, Illyria), Savoy (Savoie, Piemonte, Corsica), Lombardia, Toscana and Naples (Napoli, Puglia, Calabria Sicilia, Sardegna) is automatically claimed by Austria, France, Spain and Turkey

- Rome is automatically claimed by Turkey

11.7Renunciation

At the start of the political phase, a power may voluntarily announce that it ceases to claim a region. It loses one PP for doing so. A power may never cease to claim Hereditary Provinces, Disputed regions, and Automatic Claims.

12. Money grants

Major Powers may grant money to one another during segment (h). There is no limit to amounts so granted. Major Powers controlled by the same player may not grant money to each other. The only restriction is that if a power grants money to another power, the receiving power may not grant money to the granting player's second power on the same Game Turn.

13. Ceded Regions

13.0Introduction

A power may only cede one province per year.

13.1Cession

A power may cede one non-hereditary region to an Ally, provided they are both at peace. It immediately loses 3 PP and a peasant reaction check is made in the ceding power (Peasant incidents occur if Red die > Yellow die, see 17.1). The beneficiary gains 1 PP. A principality may be ceded as one region, but a power may never cede a national principality.

If Flanders is ceded to one of France, Holland or England, the other two have a permanent free Casus Belli against the receiving power.

13.2Exchange

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If two powers cede a province to each other, the effect are cumulative (peasant checks in both countries and each power loses 2 PP).

14. Peace

14.0Introduction

An Alliance or Power that is at war with another may make a Peace proposal. There are five types of Peace proposals: White Peace, Status Quo, Compromise, Victorious Peace and Surrender. If several Powers are in one Alliance, they must act as one Alliance (see 14.3).

14.1Order of Peace proposals

Peace proposals are made by each Alliance / Power in turn, during the Peace proposal segment, in order of decreasing Prestige. Each Power / Alliance may only propose one Peace to each Power / Alliance with which it is at war.

If two Powers / Alliances are at war with each other and wish to make a peace proposal to each other, only one Peace proposal is valid, in the following order of priority: Victorious Peace > Surrender > Compromise > Status Quo > White Peace. Ties are in favor of the Power with the higher Military Situation (MS, see 14.2).

If two Powers / Alliance wish to make a peace proposal to the same Power / Alliance, only one is valid. The order of priority is the same as above.

14.2Military Situation

The Military Situation (MS) of a Power / Alliance 'A' with respect to another with Power / Alliance 'B' which it is at war is defined as the number of regions of 'B' it controls.

Ignore Colonial Dots for this calculation Each Capital counts as 2 regions Each region in a minor country counts as 0.5

region. Each Principality counts as one region if fully

or partially controlled.

14.3Alliances

Alliances are always considered as one power for all Peace proposals purposes (peace proposals, negotiations, and signature). Decisions must be approved by a majority of Alliance members currently at war with the relevant enemy (see 7.3).

Exceptions: a separate peace may be caused by Random Events or Death of Sovereign.

Any Temporary Prestige loss to the Alliance applies to all its members. Prestige gain and losses due to the Peace conditions are computed separately per power.

14.4Political crisis

If a Peace proposal is accepted or refused by an Alliance, all Powers that are part of the Alliance must abide by the decision or leave the Alliance. If some Alliance members leave the Alliance, every Alliance member (including the leaving powers) currently at war with the relevant enemy lose 2 PP. They may immediately form a new Alliance between themselves (no prestige gain).

14.5White Peace

Power / Alliance A announces "White Peace" If Power /Alliance B refuses, A and B lose 1

Temporary PP and war goes on.

Effects if accepted: Peace is signed. All military units must leave enemy territory.

14.6Status Quo

Power / Alliance A announces "Status Quo" and designates one region it wishes to annex.

If Power /Alliance B refuses, A and B lose 2 Temporary PP and war goes on.

If Power / Alliance B accepts, it may designate one region of A it wishes to annex.

If A refuses, there is no Prestige loss for either side, and war goes on.

Designated regions must be occupied and claimed by the designating Power / Alliance. Furthermore, Principalities and Hereditary Territories of A or B may not be so designated.

Effects if accepted: Peace is signed. The designated regions are annexed and change hands. All military units must leave enemy territory.

14.7Compromise

Power / Alliance A announces "Compromise" and make one Peace Demand.

If Power /Alliance B refuses, A and B lose 3 Temporary PP (but see below*) and war goes on.

If Power / Alliance B accepts, it may make one Peace Demand.

If A refuses, there is no Prestige loss for either side, and war goes on.

Note: Hereditary regions may not be demanded.

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Effects if accepted: Peace is signed. A must grant a second Peace Demand to B and B must grant a second Peace Demand to A, for a total of 4 Peace Demands. All 4 Peace demands take effect immediately. All military units must leave enemy territory.

*Prestige loss adjustment: If A (resp. B) has a better MS than B (resp. A), it only loses 2 Temporary PP and B (resp. A) loses 4 Temporary PP.

14.8Victorious Peace

Power / Alliance A can only propose a Victorious peace to B if it controls at least one region in B and B controls no region in A (ignore minor countries for this purpose).

Power / Alliance A announces "Victorious Peace" and makes up to 1+(MS/2)(round up) Peace Demands on B.

If Power /Alliance B refuses, A and B lose 3 Temporary PP (but see below**) and war goes on.

Note: Hereditary regions may be demanded if claimed.

Effects if accepted: Peace is signed. All Peace Demands take effect immediately. All military units must leave enemy territory.

** Prestige Loss adjustment: If A makes less Peace Demands than 1+(MS/2) (rounded up), it Prestige loss is only -2 and B's Prestige loss becomes -4. If B is an Alliance, only those Powers in B in which A occupies at least on region (disregard Minors countries) suffer -4, other Powers in B still suffer -3.

14.9Surrender

Power / Alliance A can only propose a Surrender to B if it controls no region in B and B controls at least one region in A (ignore minor countries for this purpose).

Power / Alliance A announces "Surrender" Power / Alliance B makes up to 1+(MS/2)

(round up) Peace Demands on B. If Power /Alliance A refuses, A and B lose 3

Temporary PP (but see below**) and war goes on.

Note: Hereditary regions may be demanded if claimed.

Effects if accepted: Peace is signed. All Peace Demands take effect immediately. All military units must leave enemy territory.

** Prestige Loss adjustment: If B makes less Peace Demands than 1+(MS/2) (rounded up), it Prestige loss is only -2 and A's Prestige loss becomes -4. If A is an Alliance, only those Powers in A in which B occupies at least on region (disregard Minors countries) suffer -4, other Powers in A still suffer -3.

14.10 Peace refusal

When a Peace Proposal is refused, A and B lose Temporary PP, which will be recovered after the peace treaty.

Note: If, following a Peace Proposal, an Alliance suffers a Political Crisis as per 14.4, only those members of the Alliance (and all members of the enemy Alliance) which refused the Peace proposal suffer the prestige Loss

14.11 Temporary Prestige

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

14.12 Peace Demands

Peace demands must be formulated in some cases. When an Alliance must decide on peace demands, the majority of its members carry the decision.

There are different types of peace demands (Territory, Prestige, Finance, Commerce, Military, Political). Only one Demand of each type may be chosen by an Alliance / Power.

There are two degrees in some Demands. If the Demanding power does not specifically choose a Major Demand, it is considered a Normal demand.

14.13 Territorial Demands

Effects:

D may demand MS/2 (round up) regions of E. The affected regions are split between the members of Alliance D (subject to a vote, a political crisis is possible).

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All annexed regions must conform to Rule 10 (Annexations) and be designated before peace is signed.

D gains 1 PP + 1 PP per region worth 0.5 £ of tax or 1 £ tax + 2 PP per region worth 2 £ of tax or more. E loses the same amount.

Note: In the case of a Status Quo, the prestige loss/gain is limited to the tax value of the regions..

14.14 Prestige Demands

Effects:

Normal: +3 PP for side D / -3PP for side EMajor: +5 PP for side D / -5 PP for side E

If E is an Alliance, only one Power in E must take the whole prestige loss. However, the resulting Gain may be split among Powers of the D Alliance.

Note: in a 'Compromise', only one side may make a Prestige Demand.

14.15 Financial Demand

Effects:

Normal: +1PP for D, -1 PP for E, D receives one year's worth of E revenue (defined as the total tax value of its post-war regions)..Major: +1PP for D, -2 PP for E, D receives two year's worth of E revenue.

The resulting amount is a debt. It must be paid within three years after the peace Treaty or the debtor power is considered bankrupt during the Royal Phase of the third year (see 15.11). If Bankruptcy occurs, the debt is paid in full to the creditor.

Note: in a 'Compromise', only one side may make a Financial Demand.

14.16 Commercial condition

Effects:

D gains 1 PP, E loses 1 PP and must apply a Free-Trade commercial policy (at no Prestige Cost). The Free-Trade policy must be kept for 10 years after the peace, unless D declares war on E.

14.17 Military Demand

Effects:

D must first choose whether the result will affect Regiments of Fleets. If D chooses Fleets, change Regiment into Fleet below.

Normal: D gains 1 PP, E loses 2 PP. E must eliminate 25% of its Regiments (E choice) and remove up to one New fortress (D choice).Major: D gains 1 PP, E loses 3 PP. E must eliminate 50% of its Regiment (E choice, but Cavalry must be affected in the same proportion as Infantry), remove up to all New fortresses (D choice), and eliminate all his Mercenary units.

Note: in a 'Compromise', only one side may make a Military Demand.

14.18 Political Demand

Effect:

E loses 1 PP, D gains 1 PP. E must either (i) grant independence to a formerly annexed minor whose capital it holds OR (ii) lose control of a Minor Country. (D choice).

D controls the affected minor power (unless it cannot or will not be its protector in which case the Minor becomes neutral).

E may not roll for political control on the affected minor country for the next 10 years (unless D declares war on E).

14.19 Two powers of a player

If two powers belong to the same player, they cannot grant Demands to each other.

14.20 Prestige recovery

When a power is at Peace with all its former enemies, it recovers all its Temporary PP. The Temporary PP marker is reset to 0. However, the recovery is limited to 10 PP, and the resulting Prestige level cannot exceed 15.

14.21 Peace treaty

Prestige adjustments due to Peace Treaties occur after temporary prestige recovery.

14.22 Army repatriation

Once peace is signed, all armies in enemy territory are repatriated to a National region (owning player choice). If the power is still at war, the destination region must be in order of priority: (i) free of enemy units (ii) adjacent to a neutral country OR (iii) coastal or frontier region of enemy player choice.

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14.23 Forced peace

When all regions and fortresses in a power are enemy occupied (see 22.6), it must Surrender and grant 5 Peace conditions (enemy choice) to an enemy Alliance /Power. It must accept everything.

15. The State

15.0Introduction

15.1Sequence

- Taxation. During war, a power may increase or decrease Taxation.

- Spending: interest payment, Pensions, Maintenance, Recruitment

- Depreciation- Peasant pacification (if at peace) or Reduced /

Increased taxation (if at war)- Devastation recovery- Peasant reaction checks (if power is at war)

15.2Taxation

Each power receives Tax revenue equal to the total tax value of its National regions (same color on the map) and non-National regions (limited to 1£ per region if non-national).

Some regions belong to several nations (e.g. Silesia, Lorraine…).

Region with Devastation, Unrest or Rebellion markers, and regions under Enemy control yield no revenue.

Note: Unrest and Rebellion markers in a Principality affect all Principality regions in the same Power, except in Polish Lithuania and Austrian Hungary.

At the end of the taxation segment, roll for Peasant reaction (see 17).

15.3Unconnected regions

If a Principality or Region is not connected to the kingdom, it cannot contribute more than £ 1 to taxation.

Ireland is considered connected to England.

15.4Other revenue

England receives 1£ if it controls its three North American Colonial Dots. This revenue is lost if one

Dot is enemy controlled or belongs to another power or is in rebellion.

Industrial Revolution (Random Event) increases English revenue (1£ to 4£).

Russia receives 2£ from off-map possessions (Siberia, Ural).

Turkey receives 2£ from off-map possessions (Middle East, Algeria).

Holland receives 2£ from its internal trade.

Holland receives 1£ to 6£ from Amsterdam financial center, depending on the size of its Trading Fleet relative to other Trading Fleets, as per the following table:

Highest structure 6 £Highest (tied) 4 £2nd highest structure 3 £2nd highest (tied) 2 £3rd highest or worse 1 £

If Holland does not receive 6£, the highest structure receives 2£ (1£ if tied with Holland), the second largest 1£ (if tied with Holland or better).

15.5Reduced taxation

When at war, a power may apply Reduced Taxation. A power may not apply Reduced Taxation during consecutive Royal Phase

Effects: the Power collects only half tax revenue (round down) and must immediately borrow 5£ (see 15.8). The Power does not undergo a Peasant Reaction Check during the next Peasant Reaction segment. Moreover, the Power may eliminate Unrest markers during the next Peasant Pacification segment (see 15.13).

15.6Increased taxation

When at war, a power may apply Increased Taxation

Effects: the Power collects additional tax revenue equal to half its current tax revenue (round up).This additional revenue may not exceed 6 £. The Power receives a penalty during the next Peasant Reaction Check segment (see 17.4).

15.7Public Debt

Each Power has a Public Debt. Interest on Public Debt must be paid every turn (see 15.8). Public Debt may increase or decrease as described below.

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If a Power borrowed money during a war (see 15.8), it must roll a die when it return to Peace, as follows:

1-4: No effect5-7: Debt increase by 5£8+: Debt increases by 10£

Modifiers: +1 for each 5£ borrowed during the war (round up)+2 (-2) if war indemnities were given (received) during the peace treaty.-2 for England and Holland.

During a General Peace turn, a Power may attempt to reduce its debt by spending PP. Roll a die:

1-5: NE6-8: Debt decreases by 5£9+: debt decreases by 10£

Modifiers:+1 if the Power has a Character with a Minister skill (any type)+1 for England+1 if 1 PP or 2 PP spent+2 if 3 PP or 4 PP spent

Note: if 5 PP or more are spent, roll on the following table (no modifier):

1-3: Decrease Debt by 5£4-6: Decrease Debt by 10£

15.8War borrowings

A Power at War may Borrow money at any time during a War turn. However, it Prestige Level must be at least 6.

Effects: make a note of borrowed amounts. The power must pay interest on these amounts until the end of the war, like Public Debt. At the end of the War, these Borrowings are canceled and need not be repaid (but they may affect Public Debt, see 15.7).

Restrictions: A Power may not Borrow if it would not be able to pay interest on its Public Debt + Previous Borrowings + New Borrowings with its current Taxation Revenue, Extra revenue and Taxes from Trading.

15.9Interest

Each power must pay 20% of its outstanding debt (Public Debt + War Borrowings) in Interest. Round factions up.

15.10 Subsides

During War, France, England and Holland ("Rich powers") may consent Subsides to any "Poor power" (all others) that is currently at war. Only one Poor power per side may receive Subsides, and it must be Allied to the Subsidizing Rich Power. However, the subsidizing Rich Power need not be at war. The Subsidizing Rich Power's prestige level must be at least 6.

Effects: The Rich power must immediately Borrow 10£ (it may do so even if it is not at War) and pay interest on this amount. The poor Power receives one Free Land unit (this counts against Recruitment limits) every turn, at no cost. Supply is automatically paid for one Army during the Attrition segment of each turn.

The aforementioned Borrowings are treated like any War Borrowings, except that they terminate (i) if the Poor power is at peace again OR (ii) if the poor Power breaks its Alliance with the Rich power. When they terminate, the Rich power must make a Debt Increase check as per 15.7.

If several Rich powers are at allied, they can split the War Borrowing among themselves in order to subsidize a Poor Power.

15.11 Bankruptcy

A Power is bankrupt if it cannot pay its expenses. Expenses are considered paid but it loses 3 PP, increases its Debt by 10 £ and receives 4 £.

15.12 Depreciation

The Treasury balance is depreciated every turn. Roll a die and decrease the Treasury by the resulting amount (round losses up).

0- 10%1 20%2 25%3 33%4+ 50%

Modifiers:England, Holland: -2Prussia, Sweden: -1Austria, Spain, France: 0Poland, Turkey, Russia: +1

15.13 Pacification

If a Power at War applied Decreased Taxation, it may now try to suppress Peasant Unrest. Roll a die on the following table. The result is the number of Unrest markers which may be removed from the

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map (owning player choice). The affected regions must be in control of the suppressing player.

1-3: 1 Region4-5: 2 Regions6: 3 Regions

During General peace, replace all Rebellion markers with Unrest markers. Then, remove one Unrest marker for every year in the turn.

15.14 Devastation recovery

During War, roll a die for each Devastation marker that has been on the map for at least one season. On a result > 3 (4 or more), remove the Devastation marker. Add a +1 modifier if the owning Power spends 3£ to help the poor.

During, General Peace, all Devastation markers are removed from the map.

16. Economics

16.0Introduction

Every power may recruit a limited number of Regiments and/.or Fleets. Mercenary regiments do not count against this limit.

France, Turkey, Russia: 5 Regiments / FleetsAustria, Poland: 4 Regiments / FleetsEngland, Spain, Holland, Sweden: 2 Regiments / Fleets

For Holland and England, 1 Fleet count as 0.5 Regiment.

These limits must be respected when the power is at peace. If a power does not respect them when at war, the probability of Peasant Reaction increases (see 17.3).

Each regiment must be recruited in its Recruitment region (on the back of the counter). Mercenary regiments and other military units may be recruited anywhere in the Power.

16.1Voluntary demobilization

A Power may voluntarily eliminate any land unit before paying for maintenance. However, this unit cannot be raised during the same game turn.

16.2Fortress dismantling

A power may voluntarily eliminate any controlled, unbesieged New Fortress.

16.3Maintenance

Each power must pay the following amounts for units to be maintained:

- Number of regiments x 0.2 £ (roundup) (ignore feudal and minor allies regiments)

- Number of fleets x 0.333 £ (round up) (ignore Minor allies fleets)

- Number of fleets at sea x 0.2 £ (round up, but limited to 3£ per turn)

- Fortresses, Depots and Artillery trains are maintained free of charge.

16.4Activating fortresses

A fortress is maintained free of charge. However, every time a power goes to War, its fortresses are Deactivated unless it pays 1£ per fortress in order to Activate them (exception: Constantinople, Malta, Gibraltar and fortresses in Colonial Dots are always Active, as are Minor Ally fortresses).

Deactivation effects: - A deactivated New Fortress is dismantled.

Remove the counter from the game.- A deactivated Old Fortress is simply ignored.

However, it may be activated during a later Royal Phase by any Power controlling the region.

When an Old Fortress is activated, place a fortress counter on its mapboard symbol. Remove it when the owning power is no longer at war.

List of Old fortresses: Abo, Amsterdam, Azow, Belgrade, Breda, Christiana, Constantinople, Copenhagen, Dantzig, Geneve, Gibraltar, Hannover, Kerson, Konigsberg, Lille, Lisboa, Magdeburg, Malta, Moskwa, Philippopoli, Porto, Prag, Rewel, Rostock, Stockholm, Toulon, Troyes, Venezia, Wien, Zurich and Saint-Petersburg (once built).

16.5New Fortress limits

Some New Fortresses start the game on-map. Additionally, each player gets one (and only one) New Fortress counter which he may build in a region belonging to one of its Powers.

If a power dismantles a New Fortress (16.0) or fails to Activate it (16.4), it may rebuild it in a region belonging to the same Power in a later turn.

16.6Feudal levies

When a power goes to War, all its feudal units are recruited free of charge. This does not trigger peasant reaction. The Reich feudal regiment may be

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placed in any Austrian region or in an Austrian-controlled German Minor country. When a feudal regiment is eliminated, it may be recruited like a regular unit (but it is cheaper, see 16.10). When the war ends, all feudal units are removed from the map.

16.7Recruitment

All powers recruit their units in order of increasing Prestige.

When a power is at peace it cannot recruit over its recruitment limits (see 16.0). When it is at War it may recruit up to three Regiments / Fleets over its limit, but it gets a +1 penalty to Peasant Reaction Checks for each additional regiment / Fleet.

If a power has a War minister (for Regiments) or Navy minister (for Fleets), one Regiment (or Fleet) is ignored for Peasant Reaction purposes (only, not for calculating the limits).

In case of peasant revolts, some recruitment may be canceled (see 17.3).

16.8Principality recruitment

- Hungarian regiments may be recruited by Austria. Turkey may recruit feudal regiments in some Hungarian regions.

- Flemish, Lombard, Tuscan, Neapolitan regiments / Fleets may be recruited by Spain and Austria

- The Neapolitan fleet does not count against the Spanish Navy (or Austrian, if created) structural limit.

- Baltic regiments may be recruited by Poland, Sweden and Russia.

- Horde regiments are recruited as per Minor Ally rules (8.6). One free Tatar regiment may be recruited free of charge during each Royal Phase by Turkey, Poland or Russia.

16.9Recruitment Regions

Some regiments have a region (or several regions) printed on the back of the counter. They must be placed in one of these regions when recruited. Mercenary units may be recruited anywhere in the power.

Units may not be recruited in a region with Rebellion marker, or under enemy control. If all recruitment regions of a Regular Regiment are devastated or under enemy control, then the Regiment may be raised like a mercenary unit (for 3£). If all recruitment regions of a Regular Regiment have been annexed by another power, the

Regiment may no longer be recruited (until the region is annexed back by its original owner).

Regiments recruited in off-map regions are placed in any adjacent on-map region.

Other restrictions:- Artillery Trains and Depots must be raised in a

region containing a friendly Army (see 22.3).- Fortresses may not be built in a region

containing another fortress (friendly or enemy).- No unit may be raised in Colonial Dots

(exception: Cuba for Spain, see Appendix XXI)

16.10 Recruitment Costs

Regular Infantry Regiment: 2£Regular Cavalry Regiment: 3£Mercenary Regiment: 3£Feudal Regiment: 1£ (free during the first feudal levy of a war)Depot: 1£Artillery train: 3£New Fortress: 4£War Fleet: 4£ (exception: Spain may build one War Fleet at Cuba every Royal Phase - see Appendix XXXI).

16.11 Annexed minors

Normally, no unit may be recruited in annexed minor Countries. However, some Minor Country regiments may be recruited by an annexing Power. They have a * printed on the back, and they are listed in Appendix XXXII.

If a minor country regiment has two Recruiting Regions, it may only be raised by a Power when both have been annexed by the Power.

16.12 Russian infantry

Before 1695, all Russian Regular regiments are considered Feudal. Preobrajenski and Semenovski regiments may not be recruited.

In 1695, Russia receives both Preobrajenski and Semenovski free of charge during the Royal Phase. During each Royal Phase thereafter (commencing in 1696), Russia may convert up to two Regular Regiments to full Regular status for 1 £. Make a not of converted regiments.

16.13 Fortress construction

A power may build a New fortress in a region in the power not under enemy control. It must own a New Fortress counter (see 16.5). The construction process takes one year. Place the Fortress face

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down on the map. During the next Royal Phase, the fortress is turned face up and becomes fully operational.

If the region comes under enemy control during the construction time, the Fortress is removed from the map.

16.14 Artillery construction limits

Each power is limited in the number of Artillery Trains it may have in play at the same time. The limits are given in Appendix XXXVII.

16.15 War Fleets replacement

A power may replace War Fleets which have been destroyed during the game. A replaced War Fleet is placed face-down in a National region (neither enemy-controlled nor in rebellion). It will be turned face-up and made available for placement during next turn's Royal Phase

If the Coastal Region becomes enemy controlled while the War Fleet is face-down, it is immediately eliminated.

16.16 Navy structure

Each Navy has a Structure, which is the maximum number of War Fleet it can have in play. If a Power wishes to build a War Fleet beyond its current Navy structure, it pays 5 £ and rolls two dice.

The construction is successful if:

- The yellow die roll is 5 or 6- The red die roll is strictly lower than the yellow die roll.

If the Power has a Navy Minister, the red die roll is automatically successful (only roll the yellow die).

A Power may only make one such attempt per turn.

If the attempt is successful, the Navy structure is raised by 1. A new War Fleet is placed face-down in a National Coastal region (neither enemy-controlled nor in rebellion). It will be turned face-up and made available for placement during next turn's Royal Phase. If the Coastal Region becomes enemy controlled while the War Fleet is face-down, it is immediately eliminated.

17. Revolts

17.0Introduction

During wars, the peasant may create unrest and revolts due to heavy taxes or recruiting policy.

17.1Peasant reaction checks

Roll two dice for each Power at war. If Red die > Yellow die, there is a peasant reaction to taxes. If the modified Yellow die=6 there is a peasant reaction to recruitment. In all other cases, nothing happens.

17.2Reaction to taxes

If Red die > Yellow die, check the following table:

Red die Minus Yellow die Result0 or less NE1 1 Unrest Marker2 2 Unrest Markers3 3 Unrest Markers*4 2 Unrest; 1 Revolt*5 1 Unrest, 2 Revolts**: if Red die=5 or 6, one Principality must be chosen in one exists with at least one friendly controlled region in it. The result applies to all regions in the Principality (except Austrian Hungary regions and polish Lithuania regions which are treated individually).

Modifiers: Holland, Prussia and Sweden may cancel one Revolt or Unrest marker.

The result is the number of affected provinces, chosen in the following order of priority:- Apply * result if applicable (choose

Principality)- Place Revolt markers in calm regions (no

Unrest)- Place markers in National region with no

enemy presence- Place marker in controlled National region- If several markers are to be placed, one of them

must be placed in a higher revenue region compared to the others (but this never forces a power to place a marker in its capital)

Uncontrolled region may never be chosen. Gibraltar and Malta may never be chosen. If two Unrest markers are placed in the same region, place a Revolt marker instead.

17.3Reaction to conscription

If the modified Yellow die is equal to or greater than 6, there is a reaction to recruitment. The modifiers (DRM) depend on the number of units recruited this turn over the limit (units include regular regiments and fleets, NOT mercenaries):

- France, Turkey, Russia: +1 for 6, +2 for 7, +3 for 8

- Austria, Poland: +1 for 5, +2 for 6, +3 for 7

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- Prussia: +1 for 4, +2 for 5, +3 for 6- Holland, Spain, England, Sweden: +1 for 3, +2

for 4, +3 for 5.

Fleets count as 1/2 unit for England and Holland.

If a power has a War minister (for Regiments) or Navy minister (for Fleets), one Regiment (or Fleet) is ignored for Peasant Reaction purposes (only, not for calculating the limits).

If the modified Yellow die is equal to or greater than 6, draw a number of recruited counters (Regiments and Fleets) equal to 1+DRM. - if a regiment is drawn, place an Unrest marker

in its recruitment region. The regiment may not be recruited and is returned to the pool (Recruitment costs are lost).

- if a Fleet is drawn, place an Unrest marker the coastal region where the Fleet was to be built. The Fleet may not be recruited and is returned to the pool (construction costs are lost).

The owning player chooses the affected region if more than one. If the region is part of a principality, the entire principality suffers Unrest (exception: Austrian Hungary regions and Polish Lithuania regions are treated independently).

17.4Heavy taxes

If the power applied Heavy taxation in the preceding revenue phase (see 15.6), the red die is automatically considered to be '6'. Additionally, a -1 modifier applies to the yellow die.

17.5Effects of Unrest and Revolts

Both Unrest and Revolt markers prevent the owning player from collecting tax revenue in the affected region. Additionally, a region with a Revolt marker is militarily controlled by the Revolt marker and its intrinsic militia strength. No power may exert military control on the region as long as the Revolt exists.

17.6Rebel militia

Each revolt marker has an intrinsic Militia which is considered a foreign presence for all powers. The affected region may no longer recruit regiments or collect taxes. If there is a fortress, it remains under control of the power.

Any army may attack the Revolt marker, provided it contains a leader. There is no Search die roll and the battle only lasts one round. The Revolt is beaten if it undergoes two Losses during the combat. There is no PP loss for a failure, and the attacking army does not have to retreat. Army morale, artillery and

cavalry are ignored for the combat. Only the leader's value is taken into account if the leader is on its revealed side (see 21.5). An unrevealed leader may not be revealed during such a combat. The Revolt marker fires back on the 1-2 column of the CRT (see 24.5). There is no devastation roll after the combat, however, if the revolt is beaten the region is automatically devastated.

An army may attack enemy armies and a rebellion marker in the same game turn as long as it is victorious. It decides in which order it does so.

18. War

18.0Introduction

A War is a state of military conflict between two opposing Sides. Each Side may include several powers, some of which may be Allied to one another. Allied powers may never belong to opposing Sides.

Two or more Wars may exist at the same time, but no power may be involved in more than one War at the same time.

Sequence of play (follow once for each War):

- Determine free Casus Belli- Determine normal Casus Belli- First Declaration of Wara) Call to Alliesb) Interventions of other powersc) War with Minors- Other First Declaration of War: repeat steps

a)b)c) above until all Wars have been started.

18.1Casus Belli

A power needs a Casus Belli in order to make a DoW (Declaration of War) on another power. There are two types of Casus Belli: Free CB and Normal CB.

A power 'A' has a Normal CB against power 'B' if one of the following is true:- 'A' claims a region belonging to 'B' (see

Appendix VIII). This is a permanent Normal CB.

- 'A' is allied to a power which has been at war for at least one season with power 'B'. This is valid as long as the war lasts.

A power 'A' has a Free CB against power 'B' if one of the following is true:- 'B' aggravates its commercial policy (from Free

Trade to Tax of Exclusive, or from Tax to

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Exclusive) AND one of 'A's fleets is affected by the new policy. (Immediate use only)

- 'B' attacks an unprotected minor country (Immediate use only)

- Random event (Immediate use only)- 'A' is allied to a power which has just entered

war against 'B' (Immediate use only).- Flanders belong to Holland, England or France

(Permanent CB for the other two powers)- 'B' attacks Rome and 'A' is a Catholic power

(see Appendix IX)- 'B' is Poland and abolishes Liberum Veto

(Immediate use only for Prussia, Sweden, Russia and Austria - see Appendix XIII).

18.2Declaration of War

If a power has a Free Casus Belli it may make a DoW immediately. If a power wants to exercise a Normal CB it must first roll a die:

1-4: DoW does not occur5-6: DoW effective. State of war exists. The DoWing power loses 3 points of Temporary Prestige.

Apply a modifier if the power has a Foreign Minister (see 6.2).

Restrictions:- A power may only make on DoW attempt per

conflict per turn- Once at war, a power may no longer make any

DoW until the end of the current war.

18.3Poland

Poland is weakened by its Constitution (Liberum Veto edict). Consequently, Poland cannot make a DoW (even with a Free Casus Belli) on a Christian power (all European powers are Christian except Turkey), unless at least two powers among Russia, Prussia, Austria and Sweden agree to it.

See also Appendix XIII. If Liberum Veto is abolished, this rule is ignored for the rest of the game.

18.4Defining Sides

Each state of war may only exist between two sides. If two powers are at war against the same power, they belong to the same side (even if not allied).

When a power enters a war, it is automatically at war with all powers in the other side. Hence, a triangular war never occurs.

Allied powers may never be in opposing sides. (Exception see 7.5).

18.5Determination of the First DoW

The first DoW must be determined in order to find out who is at war with whom.

- first, all powers with Free CB indicate if they intend to use them

- a power with a Free CB gets the first DoW. If several powers have a free CB (or if nobody has), roll a die, modified by the power's Foreign Minister. The high roller declares first. In case of tie see Appendix I.

18.6Chain reaction

When a power B is declared war upon, it may immediately declare war on another power C against which it has a CB. C must be neutral and not allied with B. C may then do likewise and so on until the DoWed power is not able or willing to DoW anybody.

During this chain reaction process, no power may ever be at war with one of its allies. Any DoW which would result in such a state may not be made (exception: see 7.5).

Whenever a DoW is made against a major power, it may be extended to any of its protected Minor Countries (see 8.6).

18.7Call to Allies

When war has been declared, any belligerent power 'A' may call any of all of its allies. If an allied power fails to answer a Call to Allies, it loses 3 PP and must leave the Alliance.

However, if war was declared by power A using a Normal CB (not Free CB), it may not Call to Allies.

Order of answers to Call to Allies:- Powers without Foreign minister, then in

increasing Foreign Minister rating.- Lowest prestige first- Random

Reminder: all Allies of a belligerent power, get a free CB against their ally's enemy (see 18.1).

18.8Other Allies

After all Calls to Allies have been resolved, powers which are allied to a belligerent power but have not been Called may choose to DoW.

18.9Intervention of Foreign powers

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When all Allied have determined their attitudes, any power that is not currently involved in the current conflict and not allied with any side may DoW any side if they have a relevant Casus Belli. Follow the order indicated in 18.5 if needed.

18.10 DoW against minors

When all powers have determined their attitudes, any involved power may declare war to minor countries which are either neutral or controlled by the opposing side. If war is declared on a neutral Minor, it becomes Protected by a power in the opposing side (see 8.9).

The order of DoW against Minor is lower prestige first (roll a die if ties).

18.11 Entering a War on later turns

Only powers allied to a belligerent may enter a conflict that started on a previous turn. They must have a Normal CB to do so (if they have a Free CB against the relevant power, they may use it instead).

Other powers (neutral and not allied with any belligerent power) may never enter a conflict once it has started unless they manage to become allied to a belligerent power.

18.12 Two powers of a player

A player's two powers may be at war against each other.

18.13 Parallel Wars

Once the first War is totally resolved, any neutral power with a Free CB may start another War. Repeat the whole procedure, with a restriction: a power may only be involved in one War at the same time. Consequently,- you may not DoW a power that is already at

war in another War.- You may not Call an Ally that is already at war

in another War.

Two powers involved in different wars are considered neutral to each other.

18.14 Limits to war declarations

Once a power is at peace, it may no longer initiate a new War until a turn of General Peace has passed. It may join an existing War by rule 18.11. However, a power may not reenter a War in which it was previously involved, because you must respect the signed Treaties.

18.15 Zero prestige

If a power's prestige level reaches 0, the following occurs:- It must immediately increase its Public Debt by

10£ (see 15.7) and does not receive the money.- Its prestige level is set back to 5

19. Initiative

19.0Introduction

Each turn, one Side has the initiative for the turn.

19.1Determination of Initiative

Roll a die, with a +1 modifier for the Side which contains the Power with the highest Prestige. Ties go to the power with the highest Prestige (if tied Prestige re-roll).

During the first Military Phase in a War turn following a DoW, the power which initiated the War (First DoW) automatically gets initiative.

19.2Effects

The Side with Initiative chooses who plays first in the Naval Phase and in the Military Phase. The choice may be different for each phase. The choice is made at the beginning of the relevant phase.

Decisions are made by majority votes within the Side with Initiative. If tied, higher prestige decides.

20. Naval Phase

20.0Introduction

Fleets may move alone or as stacks. A stack of Fleets is called a Squadron.

20.1Sequence

The Side with Initiative chooses who plays first. Side A is the first Side to play, Side B the second side to play.

I Neutral Players moveII Invasions preparations- by Side A- by Side BIII Side A Operations- Squadron formation- Sequential Squadron movement (and resulting

interception)- Battles- Prestige adjustment

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- Privateers (se 20.14).IV Invasion resolutions (simultaneous)

20.2The Seas

The sea is divided into Areas. Each Area may contain any number of Fleets or Squadrons (friendly, enemy or neutral).

Colonial Seas are indicated in dark blue. They are all connected to the 4 westernmost European seas (Oceanus Septentrionalis, Sinus Vasconus, Oceanus Austri, Maritimae Barbarum) for movement purposes (not for interception).

20.3Admirals

Some powers get Naval Leaders. Naval Leaders provide bonuses when they are stacked with 5 Fleets or less: +1 to interception rolls, -1 to enemy interception rolls, +1 for wind gauge.

Any 5 Fleets stacked with a Naval Leader may hit on 4-6 instead of 5-6 (except English and Dutch squadrons see 20.11).

Naval Leaders have a Life Expectancy and must undergo a Life Check at certain dates (see 27.1).

Peter the Great is the only Sovereign with a Naval ability. When the English admiral Duke of York becomes king of England as James II, he loses his Admiral ability. Note: Dupleix and Clive have no Naval Leader ability. The anchor on their counters indicates that they have Leader abilities in India instead of America (see 21.12).

20.4Squadron formations

Fleets must start their movement segment stacked together in order to move together. During the squadron formation segment, players may reorganize their squadrons within a given port or sea Area.

20.5Naval Movement

Each squadron moves from sea Area to sea Area or port. It may move any number of Areas until it reaches its destination. A squadron may pick up another squadron which has not moved yet in a port or sea area on its way.

A squadron may drop off some of its Fleets along its way. The dropped off Fleets may no longer move for the phase. However, they may be intercepted separately in their drop off area.

If a squadron is intercepted (see 20.8), its movement is interrupted and a naval battle is

resolved immediately. It the moving squadron is not defeated, it may continue moving.

Movement restrictions:- a Squadron may not move to Colonial Seas

unless the Power has a Trading Company- A Squadron may not leave a Colony in the

same turn it enters it. A squadron may not leave the European sea zone in the same turn it enters it.

- War fleets may not enter Resource areas (Sugar, Wood… areas)

- If there is a disagreement as to the actions of a multi-national Squadron, the decision belongs to (i) the Naval leader (ii) the power with the most fleets in the squadron. Disagreeing powers may split off from the squadron.

- Turkish, Savoyard, Venetian, and Neapolitan Fleets may not leave the Mediterranean (including Mare Nigritum)

- Danish Fleets may only enter Mare Brittanicum, Mare Germanicum and Sinus Botnum.

- Portuguese Fleets may not enter Colonial Seas.

20.6Aegean / Black Sea

A squadron may only move from Mare Aegium to Mare Nigritum (and vice versa) if the power holding Constantinople agrees.

20.7Trading Fleets operations

Trading Fleets are considered to be in the surrounding sea Area for Military purposes. They are exposed to Privateer attacks (see 20.14). Friendly War Fleets in the same sea Area may not support the Trading Fleets, only intercept enemy War Fleets before they can attack the trading Fleets.

Trading Fleets are always attacked separately and may not fire back.

20.8Interception

There are two types of Interception, Reaction (during the enemy Naval Phase) and Going to the Enemy (during the Friendly Naval Phase).

Reaction:

A friendly squadron may intercept enemy squadrons at sea during the enemy Naval Phase. The intercepting Squadron must be in the same or adjacent sea Area as the intercepted squadron, or in a military port in the sea Area. Interception must be declared immediately. If interception is successful, place the intercepting squadron in the sea area of interception and resolve combat immediately. If the

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moving squadron is not defeated, it may continue its movement.

Each squadron may only make one interception attempt during the enemy Naval Phase. If several Squadrons intercept the same squadron they may not combine for naval battle. Resolve as many combats as needed.

Note: a squadron at sea which does not move during its friendly naval phase may be intercepted.

Going to the Enemy

A friendly squadron may intercept enemy squadrons at sea during the friendly naval Phase. The intercepting squadron must end its naval movement in the same sea Area as the intercepted squadron.

Each friendly squadron may only make one interception attempt during the friendly Naval Phase. If several Squadrons intercept the same squadron they may not combine for naval battle. Resolve as many combats as needed

20.9Interception rolls

An interception succeeds on a roll of 4-6. Apply the following cumulative modifiers:

+1 If Intercepted squadron is leaving a military port and intercepting squadron is in surrounding sea area.+1 If Intercepting squadron includes a Naval Leader and less than 5 Fleets-1 If intercepting squadron includes more than 5 Fleets-1 If Intercepted squadron includes a Naval Leader and less than 5 Fleets-1 If Intercepting squadron is Reacting from an adjacent sea area-1 If Intercepting squadron is Reacting from a military port (exception: if port is Gibraltar and intercepting a move in the Strait, modifier is +2 not -1).

If an intercepting squadron is Going to the Enemy against a squadron which is attempting an invasion into an uncontrolled region (see 20.16), ignore all modifiers above. The interception is successful on an unmodified roll of 2-6.

If intercepted squadron is in a colonial sea, the intercepting squadron must be in the same sea or the attempt is automatically unsuccessful.

20.10 Military Ports

Some coastal regions (denoted by anchor symbols on the European map) and all colonial Dots are Military Ports. The military port may be used by the owning power and all its allies. When a squadron is in port, place it on the map in the coastal region. Whenever a Military port is captured, all squadrons in port are immediately placed in the adjacent sea area (owning player choice if several adjacent areas).

A squadron in a military port may not be intercepted. A squadron in a military port may only intercept (in reaction) enemy squadrons in the adjacent sea area, and suffers a modifier of -1 for doing so (see 20.9).

All coastal regions are also civilian ports, which offer no protection against interception. A fleet in a civilian port is considered at sea.

20.11 Naval Battles

Naval Battle between squadrons occurs as a result of interception. For battles against Trading fleets see 20.14.

Procedure:

a) Wind Gauge: each side rolls a die. High roller gets Wind Gauge (resolve ties as per Appendix I). A naval leader gives a bonus of +1 for this roll provided he commands 5 Fleets or less. b) Broadside: the side with the Wind Gauge fires his ships. Roll a die for each Fleet counter: 5 or 6 is a Hit and eliminates an enemy Fleet counter. Losses are removed immediately.c) The side without the Wind Gauge fires his ships (same procedure)

Note: English and Dutch Fleets, and up to 5 Fleets per naval leader, hit on 4,5 or 6.

Losses are chosen by the owning player. For multi-national squadrons, losses must be in proportion of nationalities.

The side with the most losses loses the battle. The other side wins the battle. If losses are equal, the battle is a draw (no loser, no winner).

A beaten squadron must proceed as follows: if it is carrying an Army, it must return to its embarkation port. Other wise, it must return to the nearest Allied Military port (or civilian port, if no Military port is reachable). If no port is available, the squadron is eliminated (losses are added to those of the Naval battle for prestige purposes).

20.12 Leader casualty

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After any Naval battle, roll two dice for each involved naval leader. On a roll of 11 or 12, it is removed from the game.

20.13 Prestige

The winner of a naval battle gains Prestige as follows:

- the defeated squadron lost 1 Fleet counter (minor battle): +1 PP

- the defeated squadron lost 2 or more Fleet counters (major battle): +2 PP

- the defeated squadron lost at least 2 more Fleet counters than the winner did.: +1 PP

The loser loses as many PP as the winner gains.

If a squadron is multi-national, Prestige is gained or lost in priority:a) by the power which had a naval leaderb) by the power which had more Fleets involved

(if ties see Appendix I)Minor Fleets are considered as their protector's Fleet for prestige purposes.

All other nationalities involved in a battle gain or lose 1 PP if the Battle was a major battle.

20.14 Privateers

During its friendly movement Phase, a Fleet may attack enemy Trading Fleets. The Fleet is on a Privateer mission. It may not:- be stacked with any other Fleet- have attempted interception during the same

Movement Phase- be involved in an Invasion.

Move the Privateer fleet to the sea area of the Trading Fleets which are to be attacked. Roll a die for each Trading Fleet present. On a roll of 6, it is sunk and 1 £ is paid to the State treasury of the privateer. Note: no interception roll is made. No PP is gained or lost for this. Surviving trading Fleets remain where they are.

20.15 Transport

A squadron may carry land units from friendly port to friendly port. Each fleet counter may carry one regiment, one artillery unit or one depot. Cavalry regiments count as two regiments.

The transporting fleet moves to the embarkation port and hence to the destination port. It must end its move in the destination port. The destination port must be a friendly controlled Military or Civilian port. The transporting fleet may not conduct interceptions.

If some Fleets are eliminated while carrying troops and there are not enough fleets left to carry all transported units, the excess land units must be eliminated (owning player choice).

Colonial transport: transport to (or from) Europe from (or to) a Colony is dangerous. Roll a die for each transported unit (except leaders): on 5-6 it is eliminated (if Africa, Caribbean, America). If Columbia, India, Extreme-Orient, it is eliminated on 4-6.

Transport between colonies is not permitted, only transport between colonial dots within a colony (no attrition roll).

Only Units of a Power with a Commercial Fleet may move land units to the colonies.

20.16 Invasion

An Invasion is a special Transport, in which the destination port is an enemy-controlled region. Invasions follow the rules of transport with the following restrictions:- Squadron and Army must start their movement

in the same port.- The squadron may not split into several

invasion fleets- Interception against an invading fleet which is

adjacent to its target region is easier (see 20.9)

Invasions take place during the Invasion segment. Invasion is announced and the invading fleet is placed next to its target coastal region. It may not move or intercept for the rest of the naval phase. The transported units must stay on board until the end of the naval Phase. They are put ashore during the Invasion resolution segment. Thus, the other side has time to react to the invasion.

An invading army must be put ashore as one Army. If it is defeated in the following military phase, it must evacuate to the Fleets (see 24.11). The invading squadron must return to the embarkation port with the defeated army.

20.17 Neutrals

Neutral powers may move their naval units during the Neutral segment of the Naval Phase. They move in order described in Appendix III.

21. Leaders

21.0Introduction

Unless indicated otherwise, all leaders in this chapter are Army generals.

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21.1Leader pool

Unrevealed leaders are drawn at random from a pool of seven leaders: three 0, three 1 and one 2, plus any unrevealed historical (named) generals.

Unnamed leaders killed in battle are put back into the pool. Named Leaders are removed from the game when killed. Captured generals (24.11) are freed when peace is signed.

As soon as a power is at peace, all generals are put back into the Leader pool. Revealed named leaders are put aside. When the power returns to war, it will follow the recruitment procedure for its leaders.

21.2Recruitment

When a power enters a war, it rolls a die:

1-4: 2 Leaders5: 3 Leaders6: 4 Leaders

If the power is pensioning its officers or giving land to its nobility, it gets additional recruitment rolls (see 21.10 and 21.11).

Draw the required number of Leaders at random in the Leader pool. However, one is automatically drawn from the available unrevealed named leaders (see 21.5 and 21.6).

Additionally, each power receives all its revealed named leaders and may bring his Sovereign on the map if desired.

21.3Initial leader set up

Recruited leaders are placed face-down with any national army by the owning player. Their identity and rating are hidden to all players. Revealed named leaders are placed face-up by the owning player.

Each belligerent power places its leaders in turn, in increasing Prestige levels.

21.4Leader transfers

Leaders may be voluntarily removed from the map at the start of any Military Phase. The removed leader may be placed with any national or Minor Ally army during the next Military Phase.

21.5Revealing leaders

An unrevealed Leader is turned face up if:

- it commands an army during a battle (see 24.1) AND

- the battle is not a Skirmish

A revealed Leader remains on its face up side until the end of the war.

21.6Historical (Named) leaders

Some Leaders are named. They become available for their power between certain dates which are indicated on their counter.

When a power enters a war, the first recruited general must be an unrevealed named Leader, if any is available. The remaining unrevealed named Leaders remain in the Leader pool.

A named leader is permanently removed from the game if he is killed in battle (24.12), disgraced (Random Event 35 and 36) and when he fails his Life checks (27.1).

A named leader's rating is reduced to 0 (zero) if it is used in a Colonial Dot. Exception: Montcalm and Wolfe in America, as well as Dupleix and Clive in India, have a rating of 2. They cannot be used elsewhere.

21.7Ministers

Some Leaders are also Ministers. When they become available, they appear immediately as Ministers (even if they are not used as Leaders).

If the owning Power uses the Personality as a Leader, he keeps his Minister ability, but the counter is placed face down (until revealed) to represent the Leader role. Take note of the minister ability while the counter is face down.

21.8Sovereigns

Any Sovereign may be used as a Leader. All sovereigns have a military rating of 0 (except William of Orange, John III, Peter the Great, Charles XII and Frederick II, see 21.9).

If the Sovereign is recruited, it is placed face up with any national army. A sovereign must remain with a national army (not Minor Ally). He is always the commander, even if an abler Leader accompanies him. A Sovereign retains his Minister abilities while used as a Leader.

As long as the Sovereign is at war, no National army may merge with other armies if the Sovereign does not command at least 5 national regiments (including mercenaries), or half (rounded up) of

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national regiments in play (whichever threshold is less).

If a Sovereign loses (or wins) a Major Battle (24.0), its power loses (or gains) 1 additional PP. It a Sovereign is killed or captured, 3 additional PP are lost (see 24.11).

If a captured Sovereign refuses a peace proposed by its capturing power (see 14.0), it loses 2 additional temporary PP.

If a Sovereign dies during a battle, its power must propose a Compromise Peace to all its enemies during the next political Phase (it may exceptionally make a separate peace, see 14.7).

If, for any reason, a Sovereign is underage (under 15), a Regent (27.3) takes his place until he is 15. After that age, the Sovereign may use his Leader/Minister abilities.

21.9Military sovereigns

There are 5 military sovereigns. They are treated like normal leaders, except during their first battle as Army commander. Roll a die

1-2: rating 03-4: rating 15: rating 26: rating 2 (3 for Charles XII and Frederick II)

William of Orange is always a 0 leader during his first battle as Army commander.

After the first battle, the leader rating becomes the value indicated on the counter.

21.10 Officer Pensions

During the Spending segment of the Royal Phase, a Power may decide to pay Pensions to its Officers. Roll a die and pay the resulting amount from the National treasury. It may then roll another die:

1: 2 leaders received2-3: 3 leaders received4-6: 4 leaders received

The leaders are taken from the current leader pool. The pool is an absolute limit to the number of Leaders which may be in play. When peace is signed, these leaders go back to the leader pool like any other leader.

If a power enters a war and is paying pensions, it gets an additional leader recruitment roll on the following table, with a modifier of -1 for each revealed named Leader in play:

1: 2 leaders received2-3: 3 leaders received4-6: 4 leaders received

Costs: every Spending Segment thereafter (even if peace has been signed), the power must roll one die and pay the resulting amount.

At the end of every Royal Phase in general Peace turns, each power may roll a die. On 5-6, all its pensions are canceled.

Restriction: a power may not be paying more than 2 Pensions at the same time.

A power may both pension officers and grant lands at the same time.

21.11 Land grants to nobility

During the Spending segment of the Royal Phase, a Power may decide to grant land to its nobility. It must currently be applying Free-Trade (if not, it may immediately switch to Free-Trade at the cost of 1 PP) It may then roll A die:

1: 2 leaders received2-4: 3 leaders received5-6: 4 leaders received

The leaders are taken from the current leader pool. The pool is an absolute limit to the number of Leaders which may be in play. When peace is signed, these leaders go back to the leader pool like any other leader.

If a power enters a war and is still granting lands, it gets an additional leader recruitment roll on the following table, with a modifier of -1 for each revealed named Leader in play:

1: 2 leaders received2-4: 3 leaders received5-6: 4 leaders received

At the end of every Royal Phase in general Peace turns, each power may roll a die. On 5-6, the obligation to apply Free-Trade is lifted. The Power is no longer granting land to its nobility, but may do so again later.

A power may both pension officers and grant lands at the same time.

21.12 Colonial leaders

Montcalm and Wolfe in America, as well as Dupleix and Clive in India, have a rating of 2. They cannot be used elsewhere. Dupleix and Clive have

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no Naval ability, the anchor on their counter only denotes that they are used in India.

If these personalities are used as leaders, they don't go through the Leader pool. Once available, they can immediately be placed face-up on any friendly colonial dot.

21.13 Minimum leadership

If a power is currently Pensioning Officers and Granting Land to Nobility, and has no leader left on the map other than its Sovereign, it receives a 0-rated leader with any of its armies (see 21.4).

22. Military Phase

22.0Introduction

A regiment represents approximately 5000 soldiers.

22.1Sequence

I) Movement of Neutrals

II) Side A Operationsa) Army formation segmentb) Movement segment (and Side B reactions)c) Attrition segmentd) Search (Side A, then Side B)e) Battles (including devastation rolls)f) Prestige adjustment g) Siege resolutionh) Winter quarters (in Fall season only)

III) Side B operations: same as above

22.2Regions

The European map is divided in Regions. A region may contain up to 2 Armies per side. Exception are denoted by a *. They are Alsace, Roussillon, Savoia, Malta, Fyn, Zeeland, Brabant, Pfaltz, Thuringen, Schleswig, Hesses, Stralsund, Gibraltar; Crna Gora, Steyr, Ulster, Connaugh, Leister, Mounster.

During the Winter Quarter Phase, only one side may remain in each region (the other must go to Winter Quarter elsewhere).

22.3Army formation

All regiments stacked together (and any accompanying Leaders, artillery units and depots) are one Army. Leaders, artillery units or depots may never be alone. They must always be with a national or Minor ally regiment or they are removed from the map.

Each Army moves independently during the movement phase. All armies must be determined during the Army formation segment.

Limited Intelligence: only the owning player may inspect the content of an Army. Only the size of the stack and the top counter are visible.

22.4Royal Army counters

Royal Army counters may be substituted for large stacks to avoid cluttering the map.

22.5Enemy Presence

There is Enemy Presence in a region when an enemy Army or fortress (even if besieged) is in the region. A revolt counter is considered an enemy army for all powers.

22.6Military control

A region is normally controlled by its legitimate power. It may change side from time to time.

If the following conditions are met at the end of any enemy player turn:- an enemy Army is in a friendly region AND- no unbesieged friendly army is in the region

AND- no unbesieged friendly fortress is in the region

the region becomes enemy controlled. However, if the siege of a fortress in the region is lifted before it is successful, control reverts immediately to the previous owner.

Exception: a invading army cannot take control of a region on the player turn it lands. Control changes hands at the end of the following player turn (friendly or enemy).

22.7Depots and Artillery

Depot and Artillery units must always be stacked with a friendly regiment, or they are eliminated.

22.8Operational movement

Land units move from adjacent region to adjacent region, up to the number of Movement Points (MP) it has. Cavalry regiments have 4 MP, Infantry regiments 3 MP, Artillery 2 MP and Depots 1 MP. All units stacked with Marlborough, Charles XII or Frederick II have always 3 MP if they move together (even depots and Artillery trains). Each region costs 1 MP.

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Land movement may never cross neutral territory (exceptions: controlled minor neutrals, see 8.4, and see 22.9).

An army may pick up other armies on its way if they have not already moved. Likewise, several armies ending their move in the same region may combine in one Army (see Appendix XXIV). An Army may drop off regiments on its way, but these regiments must stop moving immediately.

An army may move through regions which are already fully stacked (two armies present) but may not stop there.

An Army must stop moving as soon as it enters a region with enemy presence (22.5). An Army that starts its move in a region with enemy presence may move away. However, an army starting its movement in a region with an enemy fortress (whether besieged or unbesieged) may not move directly to an enemy controlled region (it must first enter a friendly controlled region).

Leaders move with their army. They cannot move by themselves (but see Leader transfers 21.4).

An Army which has just been disembarked in a friendly port may move. An invading army may not move during the turn it invades.

22.9Holy Roman Empire, Poland, Lorraine

If a power or minor country member of the Holy Roman Empire is at war, then its allies and enemies may move through all regions in the HRE and Poland even if they are neutral.

France, its allies and enemies may move through Lorraine even if it is neutral.

Note: rule 22.9 cannot be invoked by any power to stop its movement in or retreat after battle into a neutral region within HRE, Poland or Lorraine, only to move through them.

22.10 Movement to colonial Dots

There are two ways a land unit may move to Colonial Dots: by sea (Transport and Invasions) and by land from a connected Dot.

Special rule: in America, movement between Quebec or Charlestown and New Orleans is dangerous. Roll a die for each unit (except leaders): it is eliminated on 5-6. Add +1 modifier if destination Dot is enemy controlled.

22.11 Strategic movement

Every power may move any one army by strategic movement each turn. Strategic movement gives that army an unlimited movement allowance. This costs 3 £.

Restrictions:- the army may not contain more than 3

regiments (and any number of Artillery or Depots)

- the army must contain one nationality only- the army may not start its move in or enter an

enemy-controlled region, a foreign national region, or a region with enemy presence,

- it may not have been sea transported or have invaded in the preceding Naval Phase

- it may not drop off or pick up units, nor merge with other friendly armies.

- If it is intercepted (see 22.13 reaction) it must stop its movement.

22.12 Off-map movement

There are five Turkish off map regions and two Russian off-map regions. They are impassable to all units, but units may be raised there. When a regiment is raised off-map, place it on its recruitment region (see name on map). The number indicated on the region is the number of seasons during which the regiment must stay off-map before entering the map in Estwa (for Russia) or Asya (for Turkey).

At the end of each season, the regiment advances one region.

Off-map units may also use strategic movement. They may combine, even if starting in different regions. The combined army is placed in its arrival region and can then continue moving.

Turkish units may also use naval movement. A friendly squadron must move to Mare Occidentalis (for Algeria), Mare Tyrreneum (for Tunisia) or Mare Aegium (for all other off map regions).

22.13 Reaction

Reaction occurs during the enemy movement phase. Only an army containing a leader may use reaction. Each such army may only make one reaction attempt per turn. There are two types of reaction: interception and withdrawal.

An army may try to react against an enemy army which enters its region or any adjacent region (in the latter case, only interception is possible, not withdrawal). Reaction must be declared immediately. If the moving army moves away, the opportunity is lost.

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Procedure: roll a die, adding the leader value. Reaction succeeds on 5-6.

Interception: the intercepting army must immediately move to the region occupied by the moving army and attack it. No search roll is made.

Withdrawal: the reacting army retreats (as per 24.11) to an adjacent region. The moving army must stop moving.

A reacting army may not combine with another friendly army.

22.14 Search

In order to engage in battle, an army must find its opposing army. Only armies commanded by a leader may search. Search is always voluntary (exception: Recklessness, see Random Event 43).

A player may search in any region with one of its armies and an enemy army. The phasing player declares all search attempts, then the non-phasing player does likewise.

If both armies are searching for each other, success is automatic.

An Army may search for up to two enemy armies provided it defeats the first one before searching for the second. Two armies may search for one enemy army, but each resulting combat is resolved separately (in announced order).

A Search is successful on a roll of 4-6. Add the leader value to the die roll. A search always fails on an unmodified die roll of 1.

22.15 Capitals

Capital cities are indicated in red on the map. The capital is captured whenever control of the region is established. If a fortress is built in the region, it protects the capital, which may then only be taken by siege.

Losing a capital costs 2 PP (exception: 1 PP for Stockholm, Berlin and Warsaw). 1 PP is gained for recapture (nothing for Berlin, Stockholm and Warsaw).

Losing a minor ally capital city costs 1 PP. Recapture yields 1 PP.

Russia has two capital cities: Saint Petersburg (see 9.1) and Moscow. Losing one costs 1 PP each. Recapturing them gains nothing.

22.16 Ports

Military ports are denoted by anchors on the map. A military port is captured when the region becomes enemy controlled. Exception: if the region has a fortress, a military port is only captured when the fortress is successfully besieged. Fortresses do not protect civilian ports. When a port is captured, any Fleet in it is placed in the adjacent sea area (no interception).

If a military port and a capital are in the same region, the military port is in the capital (see 2.15), unless the region also contains a Commercial port. In that case, the commercial port is in the capital and the Military port is outside.

Exception: Genoa is not in the Savoie capital (Torino). If a fortress is present, it protects Torino rather than Genoa.

22.17 Neutral operations

Neutral powers may move their armies within national territory, Colonial Dots and controlled minor countries. They move during the Neutral segment, before the belligerents take their turns. They are obviously not subject to reaction.

23. Attrition

23.0Introduction

23.1Attrition checks

Each power rolls a die for Attrition. The result affects all Armies which contain more than 1 regiment. Regiments in their recruitment regions are ignored, as are Artillery units and Depots.

Modifiers:

+1 if 5 to 12 regiments in Army+2 if more than 13 regiments in Army+1 if enemy presence in the region (22.5)+3 if Army is isolated (not in or adjacent to a friendly or friendly-controlled region)+1 if the region is devastated+1 if in Arctic zone (see Appendix XXVI) in Fall season, except for Russian or Swedish armies (see Appendix XXIII).-1 if Army contains a Depot-1 if Army is in supply (see 23.2).

If modified die roll is 5-7, the affected army loses 20% (round up) of its regiments. If the modified die roll is 8+, it loses 33% (round up) of its regiments. Losses are chosen by the Army commander.

23.2Supply

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An Army is considered in Supply if:- it is within the national territory of all its

constituting regiments, OR- the owning power (of any involved nationality,

if several) pays 1£ (per Army) from its national treasury.

24. Battles

24.0Introduction

There are three types of battles:- Skirmish: the smaller side has 1 regiment- Minor battle: the smaller side has 2 to 4

regiments- Major Battle: the smaller side has at least 5

regiments

24.1Command

If there are several leaders with an army, the commanding leader is (i) any Sovereign present (if several, chosen by agreement of involved parties or Appendix I) (ii) any Leader present (chosen by agreement of involved parties or Appendix I)

24.2Morale Levels

- Feudal regiments and Tatar regiments (Horde) have a Morale level of 1

- Swedish and Prussian regular and mercenary regiments have a Morale level of 3

- All other regiments have a Morale level of 2.

Before Frederick II becomes Sovereign of Prussia, the Morale Level of Prussian Regiments is 2 outside Prussian territory.

At the start of a battle, Army morale levels are computed. An Army morale level is 2 unless Morale 3 (or Morale 1) units make up for more than 50% of the regiments; in that case, the Army morale level is 3 (or 1).

24.3Tactical modifiers

- The side with the better Leader rating gets a positive modifier equal to the difference in ratings

- The side with twice as many Cavalry regiments as the other gets a +1 modifier if it rolls 4-6 on a modified die roll (modifiers: -1 if over 50% feudal cavalry, +1 if thrice as many cavalry regiments, -1 for the Turks against Montecuccoli, Prinz Eugen and Turkenlouis).

- The side with twice as many Artillery trains as the other gets a +1 modifier if it is defending. Note: all Artillery trains in excess of half the

number of regiments (round down) is ignored for this purpose.

- The side with the lower Morale gets a negative modifier equal to the difference in Morale levels.

Add up all Tactical modifiers for each side. However, a side cannot have more than a net +1 modifier if it has no Leader or a 0 or 1 rated Leader. A side cannot have more than a net +2 modifier if it has a 2 or 3 rated leader.

24.4Battle

Battles are resolved sequentially, one at a time. Each Battles lasts for a number of rounds. During each round, each side fires at the other simultaneously.

24.5Fire combat

Each side rolls a die, modified by the net tactical modifier.

Number of firing regimentsDie 1-2 3-4 5-9 10+0- 0 0 0 01 0 0 0 12 0 0 1 13 0 1 1 14 0 1 2 25 1 1 2 36+ 1 2* 3* 3** including 1 Cavalry unit if present

Each side takes losses simultaneously with the following constraints:- losses must be taken among regiments whose

Morale level is at least equal to the Army Morale level

- if * result, one loss must be a cavalry regiment (if any is present)

- half the losses (rounded up) must be taken in the most represented nationality, then in decreasing order.

24.6Subsequent rounds

At the end of every round (starting on the second round), an army may decide to retreat. Players must decide simultaneously (use the retreat/battle counters).

If one player chooses "retreat", the other side is victorious. If both sides retreat, the defender is considered victorious and does not retreat. A retreating side must make a Rout check (24.8)

24.7Demoralization

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An Army is Demoralized when it has suffered more losses in the battle (in regiments) than its Moral Level + Leader Value.

If both armies reach their demoralization level on the same round, only the one with the most losses in the battle is demoralized at this round.

Effects: a Demoralized Army may have to make a Rout Check if it continues the battle (see 24.8).

24.8Rout check

If an Army chooses to retreat (see 24.11), it rolls a die. On 6, it Routs (Limited Rout see 24.10).

If a Demoralized Army suffers a loss (at least one Regiment) it must either- retreat (Partial Rout on 5-6).- fight (Full Rout on 4-6).

Whenever both armies are Demoralized, the attacker must check first for Rout. If he routs, the defender does not have to check.

24.9Victory

The battle is over if (in order of priority):- an army is eliminated- an army retreats- an army is Routed

The other army is declared victorious. If none of these conditions applies, a new round starts. If both armies are eliminated, the battle is a draw.

24.10 Routs

There are three types of rout depending on the cause of the Rout (see 24.5)- Limited Rout: the loser loses half (round up) its

Artillery trains and half (round up) its depots. The victor may fire once on the routed force on the 1-2 column.

- Partial Rout: the loser loses half (round up) its Artillery trains and half (round up) its depots. The victor may fire once on the routed force on the 1-2 column, shifting one column right for every 2 enemy cavalry regiments.

- Full Rout: the loser loses all its Artillery trains and depots. The victor may fire once on the routed force on the 1-2 column, shifting one column right for every 2 enemy cavalry regiments and adding +2 to the die roll.

Tactical bonuses are ignored when firing on a routing force. After Rout is resolved, the losing force may retreat.

24.11 Retreat

A retreating army must leave the region in which the battle took place. It must move in priority:- to an adjacent, friendly controlled region

without enemy unit (22.5), which is closer to its national territory (if several nationalities, owning player choice).

- to a friendly controlled region without enemy unit (22.5), which is closer to its national territory (if several nationalities, owning player choice) and which can be reached by movement through neutral minor countries

- to any adjacent region (victorious player choice). It must then take an Attrition check unless it contains 1 regiment only.

If the defeated army was invading, it must return to its ships and go back to a friendly port. No interception is possible.

24.12 Leader casualty

If a Leader is alone in a region due to his Army being eliminated in battle, he is captured. If the Sovereign is captured, the owning power loses 3 PP.

At the end of a battle, roll two dice for each leader. On 12, he dies (unnamed leaders go back to the pool, named leaders are removed from the game). If the leader is a Sovereign, roll a third die. On 4-6 he dies, on 1-3 he is wounded and the counter is removed from the map until the Sovereign decides to reenter the war. In both cases, the owning power loses 3 PP.

24.13 Devastation

Roll a die for each non-devastated in which a battle took place this turn. It is devastated on 6 (if skirmish), 5-6 (minor battle), or 4-6 (major battle). If several took place in a region during a turn, it is devastated on 4-6 (roll once).

24.14 Prestige

The victorious side gains:Skirmish: 0 PPMinor Battle: 1 PPMajor Battle: 2 PP

The victorious side gains 1 more PP if he lost at least 4 less regiments than the defeated side.

The defeated side loses the same number of PP as the victor gained.

If an army is multi-national, Prestige is gained or lost by the power which had the leader. All other nationalities involved in a battle gain or lose 1 PP if

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the Battle was a major battle, but only if the other nationality is a different player.

Minor regiments are considered as their protector's regiments for prestige purposes.

25. Siege

25.0Introduction

25.1Siege

An enemy fortress may be besieged when a friendly army is alone in a region (i.e. no enemy army is outside the fortress). The state of siege must be announced during the Siege segment.

Roll a die for each Siege; On a roll of 6 or more, the fortress surrenders. Apply the following modifiers:

+1: Besieging force has an Artillery Train+2: if French Leader Vauban is besieging-1: if French Leader Vauban is besieged

When a fortress surrenders, the besieger may immediately raze it (16.5). The besieged army receives Honors of War. It is removed from the game, to reappear in a national region without enemy units (see 22.5 - if no such region exists it is eliminated) during the friendly movement phase of the next game turn. It cannot move on the turn it reenters play.

A besieging army may be attacked by relieving armies without a Search Roll (the besieging army may still use Reaction movement in order to avoid combat as per 22.13).

The siege is interrupted if the besieging army chooses to lift it or loses a battle.

25.2Retreat into fortresses

If an enemy army enters a region containing a friendly fortress, a friendly army in the region may immediately retreat into the fortress provided it does not contain more than one regiment (and any number of Artillery trains or depots). This is not considered reaction and does not necessitate a die roll.

The retreating army may no longer be attacked, although it may be besieged.

26. Winter Quarters

26.0Introduction

All Fall season turns end in a Winter Quarters Phase.

26.1Winter withdrawals

If a phasing army is in a region:- whose fortress is enemy-controlled and

unbesieged (unless there are no other enemy units in the region) OR

- whose fortress is friendly controlled and besieged OR

- without fortress and enemy controlled,

It must make a winter withdrawal towards a region

- whose fortress is friendly-controlled and unbesieged OR

- whose fortress is enemy controlled and besieged OR

- without fortress and friendly controlled,

If no such region exists, the army may remain in its current position, but it must make an additional Attrition Check.

27. Leader casualties

27.0Introduction

27.1Life Checks

At the end of every turn, during the Life phase, each power must make a Life check. Roll one die. On a roll of 6, a personality must make a Mortality Check.

Roll a second die for affected category:1: Sovereign2-4: Army and Naval leaders (including Minister-Leaders)5-6: Ministers

If there are several personalities in the category, draw at random.

Mortality check: roll a die, on 5-6 he dies.

Additionally, every personality must make a Mortality check when he reaches his end date, and every turn thereafter.

During General peace turns, there are no Life Checks. However, all personalities whose end date is past by more than two years are removed from the game.

27.2Death of Sovereigns

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If a Sovereign dies this way, a new Sovereign is taken from the list (see Appendix XXXVI). If the former Sovereign was at war, the new Sovereign may be placed with the late Sovereign's Army.

27.3New sovereign

Determine the new Sovereign's age on the table (Appendix XXXVI). If the new Sovereign is under 15, Regency is set up. As long as the new sovereign is under 15, he may not use his abilities.

28. Victory points

28.0Sequence

- Calculate new Victory points for each player- Make all Prestige adjustments

28.1VP Calculation

Each turn, each power receives an additional number of VP equal to its current Prestige Level. Increase the current VP total by this number.

28.2Prestige adjustment

Roll a die: on 5 or 6, all powers are affected by Prestige adjustment. On 1-4; only those powers which are at peace are subject to Prestige adjustment.

Effects:

If Prestige Level > 18: lose 2 PPIf Prestige Level > 15: lose 1 PPIf Prestige Level < 15: gain 1 PP

29. General peace

29.0Introduction

A turn of General Peace lasts 1 to 20 years. All phases are played simultaneously by all players (in cases of dispute, see Appendix III). Below is a summary of the main differences between General Peace turns and War turns, phase by phase.

29.1Political Phase

If certain powers want to declare war, the order of War Declaration is very important (see 18.5).

29.2State Phase

- No War Borrowings are allowed.- All devastated markers are removed from the

map.

- Powers which give Pensions roll a die. On 5+, Pension payments end (whether there is one or two, see 21.10).

- Powers which granted land to the nobility roll a die. On 5+, the prohibition on Commercial policy is lifted (see 21.11).

- If war has been declared during the preceding Political phase, generals of power at war are drawn at random and placed on the map (see 21.2).

29.3Military and Naval Phase

All players move simultaneously their land and naval units. The movement allowance of all units is doubled. All unnamed leaders are returned to the pool. Armies must end their movement in a national region. Even if war has been declared during the preceding political phase, land units may not leave their national territory.

29.4Time phase

One 20-sided die is rolled and the result is the number of years which have gone by in the turn. The game resumes at the new date. If no war has been declared, a new turn of General Peace occurs until war breaks out, or the French Revolution occurs, or the year 1800 is reached.

29.5Pacification Phase

All Revolts markers are replaced by become Unrest. Then, a number of Unrest makers equal to the number of years in the turn are removed from the map.

29.6Life Phase

There is no Life test. However, all Characters which are 2 or more years beyond their Life Test Date are removed from the game.

29.7VP Calculations

The number of Victory Points is equal to the current prestige level times the number of years in the turn.

29.8Prestige adjustment

At the end of the General Peace turn, the Prestige of all Powers goes back 1 PP per year towards the equilibrium Prestige level of 15.

29.9Peace to War

When War is declared during the political phase of a General peace turn, the General peace turns continues until the end of the turn sequence. During this turn's military phase, Powers at war may not

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move their forces out of their territory (see 29.3). The next turn starts directly in Fall Season, and the Side which started the war automatically has Initiative for this turn.

30. French Revolution

30.0Introduction

30.1Revolution check

Starting in 1750, a Revolution Check is made at the end of each General Peace Phase. Roll a 20-sided die. Modify it by +4 it the United States exist as an independent state (see event 12b) and +4 if France suffered a bankruptcy on this turn or the preceding turn.

If the modified result is equal or greater than the number in the table below, the French Revolution occurs. The game ends and Victory is calculated.

Year Die Roll >=1750-54 201755-59 191760-64 181765-69 171770-74 161775-79 151780-84 141785-89 131790-94 121795-99 11

31. Victory

31.0Introduction

Every turn, each Power receives a number of VP (Victory Points) equal to its Prestige level. These VP are accumulated from turn to turn.

31.1End of Game procedure

The game ends when the French Revolution happens (see 30) or when 1800 is reached.

Each Power's VP total is affected by a coefficient which is equal to 100%

+4%+value% Per possessed region* outside national borders (see Appendix VIII)

-4%-value% Per non-possessed region** within national*** borders

-2%-value% Per non-possessed hereditary region (this is in addition to the

preceding) -4%-structure%

For England and Holland if a power with a Commercial Fleet owns Flanders. (- Structure of the Commercial Fleet)

+6% Per possessed Colonial Dot of different color

-6% Per non possessed Colonial Dot of same color****

+3% Per controlled minor country+2 x structure %

National company structure*****

+structure % Navy structure+10% For England if it crushed the

American revolution (see Random Event 12)

+10% For Austria or France it the Spanish dynasty is same nation (see Appendix XL)

* Principality count for one region (see 9)** Ignore Disputed regions in a Principality (see Appendix VIII)*** Including multi-national regions**** Except American Dots for England if they are independent (see event 12)***** +4 x structure is Company is largest and has at least 4 more structure than the second largest.

31.2Winner

Victory Total = Accumulated VP total x Final %

Add up totals for a player’s powers. The winner is the player with the highest total.

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Grand Siècle: Random Events

1, 2, 3: Border Incident (Peace)

You get a Free CB against a power with a common border with your power or with a controlled minor country (in that case, the minor country automatically activates if War is declared).

Event roll: 2+ (all powers)

4, 5: Commercial War (Peace)

You get a Free CB against a power with a Trading Fleet in the same Resource port as one of your Trading Fleets

Event roll: 2+ (all powers)

6,7: Bribe Minister

Pay 1D6 £. If the event roll is successful, cancel one voluntary political decision among:- Change of trading policy- New Alliance- Declaration of War (unless Free CB was used)- Any one Army movement- Any one Squadron movement- Pensions- Land Grants to nobility- Recruitment in any one region

Event roll (depends on target power): 6 (Holland), 5+ (England, Austria, France, Prussia, Sweden), 4+ (Spain), 3+ (Poland), 2+ (Russia, Turkey).

8: Increased Commercial Demand (Public)

Income from all resource types increases by 1£ next commercial phase. Tax not affected.

9: Decreased Commercial Demand (Public)

Income from all resource types decreases by 1£ next commercial phase (treat 0 as 0.5£ and round the sum up). Tax not affected.

10: Perfidy

You can either:- cancel the PP loss due to breaking an Alliance,

OR- break an alliance and make a separate peace

(lose 3 PP). You can then reenter the same war on any later turn, on any side, with a Free CB. This is an exception to Rule 18.14.

Event roll (depends on the power playing the event): 5+ (Austria, Spain, France, Poland), 4+

(Holland, Russia, Sweden), 3+ (Prussia, Turkey), 2+ (England)

11: Forced Peace (War)

Any enemy power must accept an immediate Status Quo peace. Even if this results in a separate peace, the target power needs not break its alliance and loses no PP.

Event roll (depends on target power): 5+ (Austria, Spain, France, Prussia, Russia, Sweden), 4+ (Poland), 3+ (Holland, England, Turkey).

12: Nantes Edict Revocation / American Revolution (Peace, Public)

The first time this event is drawn, play Nantes Edict Revocation, the second time play American Revolution.

a) Nantes Edict Revocation: the King of France revokes the Edict of tolerance to the Protestants. Apply the following rules:

- France immediately loses 3 PP and £ 15 (or increases its Public Debt by the amount it cannot pay from its Treasury). Holland receives £ 10 and Prussia receives £ 5.

- Protestant major powers (see Appendix IX) immediately break any Alliance with France at no PP cost (see 7.1). No Alliance between France and Protestant Powers is allowed for the next 10 years.

- France immediately loses control of all its Protestant minor allies. France cannot do any political action on Protestant minor countries for the next 10 years.

b) American Revolution

Boston, Charlestown and New York colonial dots attempt a revolt. Any power with a War Navy and a Trading Company receives a Free Casus Belli against England.

Roll a die for starting American troops:1-3: 3 regiments4-5: 4 regiments6: 5 regiments

America receives one additional regiment every turn. America is considered a minor country (see 8.6).

Place all three American leaders (including WASHINGTON) face down with American units. Note that WASHINGTON appears whatever the date of the revolt. His age is not determined. If all

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American Generals are eliminated, the American 0-General comes back as reinforcement.

Roll a die for each Fort in the Colonial Dots: 1-4 Loyalist 5-6 American.

The American Revolution ends when all three Colonial Dots are militarily controlled (22.6) either by the Rebels and their Allies or by England.

If the Americans win, the three Dots become independent as the United States of America. They can no longer be annexed by anyone. American policy is absolute neutrality. Apply Free Trade in their commercial ports. Note that the French Revolution is now more likely.

If the English win, the three Dots remain English. England receives a 10% VP bonus at the end of the game (see 31.3).

This Event can only take place once. However, if the Event is drawn but the Event Roll fail, the Event remains in play until it effectively takes place.

If England tries to cede any of the three Dots before this Event is drawn, the American Revolt occurs immediately on 2+. If the Revolt fails the cession occurs normally. If the Revolt does not occur the ceded Dot may no longer be affected by this event (unless it becomes English again). If the Revolt occurs later, and is successful the owning player may sell the Dots to the United States for £ 15. If England has ceded the three Dots before this Event is drawn, treat as No Effect.

Event Roll: 3+ (if England has a commercial policy) 5+ (if England applies Free-Trade)

13: Dutch Resistance (War)

If one of its national regions is invaded, the Dutch player may open the dykes in Holland and/or Zeeland, provided he has military control. Effects:

- Holland loses 3 PP and £ 10.- Holland’s debt increases by £ 20.- The affected region(s) becomes impassable and

devastated until the next General Peace. They can only be reached by Naval Transport or Invasion (see 20.15 and 20.16).

- Dutch units and their Allies may immediately take refuge in Dutch coastal cities, but they will not be able to move out by land until the next General Peace.

- Enemy units and remaining Dutch-Allied units must retreat one region away and lose half their forces (round up by unit type).

Only the Dutch player may make the decision, even if the Event is played by another power.

Event Roll: 2+

14: Mutiny in Fleet (War)

Play against a foreign naval squadron at start of the Naval Phase. Effects:- no movement or interception (only retreat into

a friendly port if defeated)- units in the squadron hit on 6 only

Event roll 3+ (all; -1 drm is an Admiral is in the Squadron).

15: Native Attacks (Public)

Roll 2 dice for affected area:

2: Caribbean3-5: America6-8: India9-10: Africa11: Far East12: Colombia

Then choose randomly between Colonial Dots in the area.

Effects: a native army (randomly 1 to 3 regiments, Morale 1) attacks the colonial Dot (at least one militia, see Appendix V). The attack is automatically successful and a battle takes place. The Morale modifier is ignored and no voluntary retreat is possible.

If the natives win, they besiege the Fort. If it falls, the owning power loses 2 PP and the use of the colonial Dot. The natives will always accept combat if attacked.

16: Minor Country Alliance (War)

Play during the Control segment (Political phase). You may try to gain control of a Minor country even if it is currently at war, provided you haven’t annexed a hereditary region, with a +3 bonus (cumulative with other bonuses).

Event roll: 2+ (all powers)

17, 18, 19: Peasant Unrest

Play against a power during the Peasant reaction segment. It gets a +2 modifier to the red die for the turn.

Event roll: 2+ (all powers)

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20: Nationalist Revolts (Public, War)

Roll 2 dice for affected regions:

2: Valachie (Moldova)3-4: Scotland (Clyde, Highlands)5: Catalogne (Catalunya, Valencia)6: re-roll one die: 1-4 Naples (Napoli, Calabria, Puglia), 5-6 Flanders (Flandre, Brabant)*.7: Hungary (Magyarorzag, Alfold, Karpaty, Esclavonia, Banat, Tranylvania)8: Ireland (Connaught, Munster, Leister, Ulster)9: Horde (Tatarie, Zaporojie, Krym)10: Italy (Lombardia, Toscana)11: Ukraine (Ukrajina)12: Greece (Hellas, Larisa)s* If any of Denmark/Norway or Lithuania or any other minor country have been annexed, roll among them instead.

If the affected regions belong to different powers, decide randomly where the source of the revolt is. Regions which are not in the same power have only 33% chance of revolting (roll as a group).

Place a Revolt counter on all affected regions. All regiments originally recruited in the affected region are eliminated. They can be recruited by the Revolt along with any ethnic regiment in future turns. Place 2 eligible regiments on the map immediately. The revolt receives 1 additional regiment every turn (even if its original region is not military controlled). Check fort control: 1-4 loyal 5-6 revolt.

The revolt is crushed when all revolting regions are military controlled by the original power during a General Peace turn.

The revolt wins if the original power- makes peace and accepts a special political demand demanding independence instead of a minor country (if the revolting regions are transferred the revolt continues), OR- grants independence during a War turn (the power must be at peace)

If the revolt wins it forms a new minor country. All foreign troops must withdraw outside its borders. See Appendix XIV for bonuses. The former controlling power gets a permanent Free CB against the minor country.

21, 22: Mercenary Recruitment (War)

Mercenaries only cost £ 1 per recruited unit for a turn. Play during the royal Phase.

Event roll: 2+ (Prussia), 3+ (England, Holland, Sweden), 4+ (Austria, Spain, France, Poland, Russia), - (Turkey).

23, 24, 25: Efficient Management (War)

Each taxed region (or principality) contributes £ 1 additional to the State (computed after all modifiers).

Event roll: 2+ (Prussia, France with Colbert), 4+ (England, Holland, Sweden), 5+ (Austria, Spain, France), 6 (Russia, Poland, Turkey)

26: Inheritance (Peace)

You can annex a minor country (see below). The country must not currently belong to a major power.

England: HannoverSpain: Portugal*France: LorrainePrussia: SchleswigSweden: Denmark*Turkey: Maghrib**: These inherited countries have a 1-in-3 chance of reverting to being independent every time your sovereign dies.

A power can only play this event once. Once a power is inherited, it cannot b subjected to a Political Action until it is independent again.

Event roll: 3+

27: Succession Crisis (Peace, Public)

Ignore this event if drawn at the same time as the Spanish Succession Crisis. A power may only get this event once: if the affected power has already had a succession crisis, then Poland is affected instead (unless the Liberum Veto has been revoked – treat as no effect).

Roll first for the affected power (2 dice):

2: France (Austria, England, Spain)3-4: Spain (France, Austria)5-7: Poland (Austria, Russia, Sweden, Prussia)8-11: Austria (France, Spain)12: England (France, Holland, Spain)

The potential Pretenders are indicated in bracket. The potential Pretender with the highest prestige (die roll in case of tie) may choose to declare war on the affected country using a Free CB and become the Pretender. If the highest prestige declines to declare war, the next highest prestige gets the Free CB, etc. until a potential Pretender declares war (otherwise the event is void).

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The affected power may accept the Pretender to avoid war. In that case the affected power must:- leave its current Alliance (involuntarily)- ally itself with the Pretender- remain allied to the Pretender as long as its

Sovereign is alive (effects as in Weak Alliance in Appendix XL) unless it plays Perfidy.

If the affected power refuses the Pretender, war occurs normally, but if the Pretender achieves Compromise, Victorious Peace or Surrender, he may impose its Pretender as a Prestige Demand (normal or major). Then- if the affected power accepts the Prestige

Demand, see preceding paragraph for effects- if the affected power rejects the Prestige

Demand, the Pretender loses 2 PP.

If the Pretender becomes Sovereign, its Mortality Check date is Current Year + 2 + D20. He replaces the former Sovereign in the order of succession.

Special Cases (Austria, Poland)

Austria: if Austria is the affected power, the Pretender may choose a minor country among Bavaria, Palatinate or Saxony as Pretender to the Imperial Crown. The minor becomes a minor ally of the Pretender and will not break its alliance until the end of this war (even if totally conquered or if even 16 is played).

If Austria loses the war, it gets additional penalties:- additional 2 PP loss for the loss of the Imperial

Crown- -1 to all positive political bonuses within the

Holy Roman Empire- the minor becomes Holy Roman Emperor and

receives the Reich regiment.

Austria has a 50% chance of regaining the Imperial Crown every time the Emperor dies. If it does, it regains 2 PP, the political bonuses and the Reich regiment.

Poland: starting with the second Polish Succession Crisis, use the rules below instead (unless the Liberum Veto has been revoked in which case the event is void)

Second Polish Crisis: Russia, Prussia and Austria get a Free CB against Poland. The following regions become Disputed: Minsk, Lietuva, Orly, Pripiat (Poland/Russia), Pomorze (Poland/Prussia), Rutenia and Galicja (Poland/Austria). However, those regions can only be annexed when peace is signed (whatever the type of peace).

Third Polish Crisis: as Second Crisis, with the same regions plus Podolia (Poland/Russia), Kujawie, Poznan (Poland/Prussia).

Fourth Polish Crisis: as Third Crisis, plus Wolyn (Poland/Russia), Mazowja (Poland/Prussia), Podlasie (Poland/Austria). Mazowja can only be annexed if Poland disappears.

28: Policy of Reunions (Peace)

You may declare a policy of Reunions during the Diplomatic Phase. Effects:

- all powers have a Free CB against you- you receive a Free CB against any power

provided you claim one of its regions.- you must enter war this turn (either by

declaring war or by being declared upon)- you can annex any claimed region if you have

military control during the Cession phase. No PP are lost or gained by these Reunions

- if the original owner regains military control, the Reunion is canceled at no PP loss/gain.

- The Reunion policy is in effect until you are at peace with all powers.

When Peace is signed, you can trade or keep these Reunions like any other of your regions, with two exceptions:

Exception 1: if you return the Reunions to their original owner, there is no PP gain/loss for either side.Exception 2: if you suffer Victorious Peace or Surrender you must return all Reunions to their original owners.

Once Peace is signed, the Reunion policy ends and the Regions are treated like all other regions.

Event roll: 2+ (France under Louis XIV), 4+ (Turkey), 5+ (Austria, France, Spain, Poland, Prussia, Russia, Sweden), 6 (England, Holland).

29: Secret Cabinet

You may cancel one random event (excluding Public events) which has just been played by another power, BEFORE the event roll is made.

Event roll (playing power): 3+ (France, England), 4+ (Austria, Spain, Holland, Prussia, Russia, Sweden), 5+ (Poland, Turkey).

30: Religious Fanaticism

Play against any power (including your own). The affected power:

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- may not ally itself to “heretical” powers (belonging to another religion as per appendix IX),

- must leave any Alliance which includes heretical powers,

- receives a free CB against any heretical power,- increases PP gain/losses for battles against

heretical forces (+2 PP if major battle, +1 PP if normal battle, nothing for skirmish)

At the end of each year, Religious Fanaticism ends on a die roll of 1 or 2.

Event roll (depend on affected power): 2+ (Spain), 4+ (Turkey), 5+ (Austria, France, Poland, Russia), 6 (England, Holland, Prussia, Sweden)

31: Sovereign Assassinated

Play against a major power. If it succeeds, its Sovereign dies. That county must then offer a Status Quo peace to all powers with which it is at war and apply Free-Trade (at no PP loss).

It may conclude a Separate Peace without breaking the Alliance (because it is involuntary).

Event roll (depends on affected power): 4+ (Turkey, Russia), 5+ (Austria, Spain, France, Poland, Sweden), 6 (England, Holland, Prussia, Russia under Catherine II or Peter I)

32: Court Pressures (War)

Play this against a major power. That power must immediately EITHER distribute land to the nobility (21.11) OR pensions to its Generals (21.10) OR lose 3 PP (affected power choice).

Event roll (depends on affected power): 3+ (Turkey, Poland, Russia), 4+ (Spain, France), 5+ (England, Austria, Prussia, Sweden), 6 (Holland)

33: Secret Police

You may cancel one random event that has just been played by another power against you, BEFORE the event roll is made.

Event Roll: 4+ (Turkey, Sweden, Poland, Spain), 3+ (England, France, Holland, Austria, Prussia, Russia).

34: Leader Emigration (War)

Your may designate one unnamed non-Sovereign leader on the map. This general is transferred to your army.

Turkey may not play this event and this event may not be played against Turkey.

Event Roll: 4+ (All powers except Turkey)

35, 36: Leader disgraced (War)

Play during the Royal Phase. You may designate one non-Sovereign character (Minister or leader). That leader is removed from the map until the affected power is at peace with all powers. If the affected character is an unnamed or unrevealed leader, put it back in the Leader pool.

Event Roll (depends on affected power): 5+ (England, Austria, Prussia, Sweden, Holland), 4+ (France, Poland), 3+ (Spain, Russia, Turkey).

Event Roll Modifier: +1 if the affected character has just suffered a defeat when commanding an army or squadron.

37: Military Inefficiency (War)

Play at start of a Military phase. One enemy Army or squadron may not move, react or attack for the duration of the season. It may still defend normally and retreat after combat.

Event Roll (depend on affected nationality): 5+ (Prussia, Sweden, Holland), 4+ (England, Austria), 3+ (Spain, France, Poland, Russia, Turkey).

38: Reckless Leader (War)

Play at start of the enemy movement phase: you may move one enemy leader and his army for that movement phase. The affected leader must move toward an enemy army (containing more than one regiment, if possible) and try to attack it.

Event Roll (depends on affected leader's nationality): 6 (Prussia), 5+ (England, France, Austria, Holland, Sweden), 4+ (Spain, Poland), 3+ (Russia, Turkey)

39: Plague (Public)

Roll a 20-sided die:

1: All powers except France, England and Holland2: Re-roll 1-2 England, 3-4 France, 5-6 Holland3-4: Austria5-6: Spain7-9: Poland10-11: Prussia12: Sweden13-16: Russia17-20: Turkey

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The affected power loses a third (round up) of its region revenue (excludes extra revenues and commercial taxes) until the Discard Random Event is drawn. Leave the Plague Marker on the affected power until the Discard Event is drawn.

Event Roll: 4+ (All powers)

40, 41: Famine (Public)

Roll a 20-sided die:

1: England2-3: Austria4-5: Spain6-8: France9: Holland10-11: Poland12-13: Prussia14: Sweden15-17: Russia18-20: Turkey

The affected power loses a third (round up) of its region revenue (excludes extra revenues and commercial taxes) during the next revenue phase (only). Discard the event marker immediately. Note: this is cumulative with any Plague event (in that case, lose two thirds of your revenue).

42: Propaganda (War)

Play after a battle: prestige adjustments do not apply. No side gains or loses prestige.

Event Roll (depends on defeated leader's nationality): 5+ (Sweden, France, Austria, Spain, Holland), 4+ (Poland, Russia, Prussia, Turkey), 3+ (England).

43: Boldness (War)

Play at the end of your player turn. One of your armies may move again and initiate a search and battle. Only enemy armies that have not made a reaction action yet may react to its move.

Event Roll: 5+ (Turkey, England, Holland, Russia), 4+ (Austria, Spain, France, Poland), 3+ (Prussia, Sweden), 2+ (Any army with a 3-rating Leader).

44: Scorched Earth (War)

Play at the beginning of the Battle phase. You may voluntarily devastate up to three friendly-controlled regions. You lose 1 PP per voluntarily devastated region.

Event Roll: 5+ (England, Austria, Poland, Prussia, Sweden), 4+ (Spain, France, Holland), 3+ (Turkey), 2+ (Russia).

45: Naval leader

One of your powers (your choice) receives a Naval Leader. His Life check is = current year +2 + 20-sided die roll.

Event Roll: 6 (Poland, Prussia, Austria), 5+ (Russia, Turkey), 4+ (Sweden, Spain), 3+ (France, England, Holland).

46: Minister

One of your powers (your choice) receives a Minister. Roll a die: 1-4 Foreign minister, 5 War Minister, 6 Navy Minister. His Life check is = current year +2 + 20-sided die roll.

Event Roll: 5+ (Turkey, Poland), 4+ (Sweden, Russia, Spain, Prussia), 3+ (Austria, France, Holland), 2+ (England).

47: Wound (War)

Play just before resolving a naval or land battle: the enemy leader is considered to have a leadership rating of '0' for that battle.

Event Roll: 4+ (All Powers)

48: English Industrial Revolution (Public, Peace)

England receives an additional income of 1£ per turn. This additional income automatically increases by 1£ every 5 years until it reaches 4£.

Event Roll: 3+ (England)

49: Commercial Depression (Public)

Your Trading Company must make a Defiance check with a +1 modifier per eliminated Trading Fleets. On 6+, the Structure decreases by 2 (Adjust your number of Trading Fleets accordingly).

Event Roll: 2+ (All Powers).

If a player's two powers have a trading Company roll a die. On 1-4, the larger structure is affected, on 5-6 the smaller is. Owning player choice if same structure.

50: Arsenal activity

You may rebuild half (round up) your eliminated Fleets (whether Trading or War Fleets).

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Event Roll: 3+ (All powers)

51, 52: Inflation (Public)

You treasury is immediately halved. (round up). Your trading company is unaffected. Your recruitment costs increase by 1£ per unit for this turn (except Feudal regiments recruitment and Fortress activation costs). Maintenance costs are unaffected.

53: National Resurgence (War)

If your national territory has been invaded, you may recruit one regiment (infantry or cavalry) in each controlled Hereditary region (including Hungary for Austria).

Event roll: 5+ (Turkey, Russia), 4+ (England, France, Prussia, Sweden), 3+ (Holland, Poland), 2+ (Spain, Austria)

54: Discard (Public)

All players reveal their secret Random Events markers and discard them. All public events drawn this turn are ignored and discarded. Put all Random Events markers together and draw one for each player. (if Discard is drawn again repeat the procedure)

Grand Siècle: Appendices

I - Resolving ties

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

II - Rounding

Round up or down, as described in the rules.

III - Order of play

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

IV - Interpreting the rules

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

V - Colonial Dots

Each Colonial Dot contains a permanent fortress, which has no maintenance cost and cannot be

razed. Each Colonial Dot also contains an intrinsic militia regiment (no counter provided). If it is eliminated in combat, it may be recruited in the next royal phase provided the original controlling power still has a presence in the Dot.

A Dot may never recruit military units (exception Cuba, see XXXI) nor generate tax. Commercial fleets may be built on Colonial Dots.

VI - Creating a Trading Company

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

VII - Company Bankruptcy

When a Company has no Trading Fleet left and may no longer rebuild one (Treasury <3£), its owning power may declare it bankrupt.

Effects:- its structure becomes 0- the company no longer exists (no PP

adjustment for dividends every turn). The power is considered to have no Trading company.

- the power loses 3 PP

VIII - Region status

Relative to its current owner, a region may be either national (either hereditary or not) or conquered.

Bi-national region include Lorraine (France, Lorraine), Schlesien (Prussia, Austria) and Minsk (Poland, Russia).

National principalities include Hungary (Austria), Lithuania (Poland), Catalogne (Spain), Ireland and Scotland (English).

A conquered region may never yield more than 1£ in tax revenue per turn (like unconnected regions).

IX - Religions

Powers:

- Austria, Spain, France and Poland are Catholic- England, Holland, Prussia and Sweden are

Protestant- Russia is Orthodox- Turkey is Moslem

Minors:- Denmark, Hessen, Hanover, Oldenburg,

Palatinate, Saxony are Protestant

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- Morocco is Moslem- All others are Catholic

X- Holy Roman Empire

For game purposes, the Holy Roman Empire includes all regions within Schleswig, Hanover, Oldenburg, Kleve, Baden, Tirol, Osterreich, Morava, Schlesien, Brandenburg, Pommern, Stralsund (inclusive).

XI - Rome

If a non-Catholic power is at war against the Rome Minor Country, or annexed Roma or Marcha regions, all Catholic powers have a permanent Free CB against that power.

If a Catholic Power (or a Power allied to a Catholic Power) liberates Roma or Marcha, Rome become independent and controlled by its liberator. If another Power (non-Catholic, not allied to Catholic) liberates Rome, it may do so, but has no obligation to do so.

A Catholic power may never DoW Rome nor claim Roma or Marcha.

Rome never spontaneously becomes a Minor Ally of its protector (as per 8.6). It becomes a Minor Ally if it is DoWed or if it has just been liberated. The Papal regiment may never leave Papal territory.

XII - Switzerland

Rome never spontaneously becomes a Minor Ally of its protector (as per 8.6). It becomes a Minor Ally if it is DoWed.

No power may (even its protector) may enter its territory while Switzerland is neutral.

Switzerland's protector may recruit up to one Swiss regiment as a Mercenary. If it is eliminated, it may be recruited again. If Switzerland enters a war, becomes politically neutral of changes its protector, the Mercenary regiment goes back to Switzerland immediately.

XIII - Poland and Liberum Veto.

The political regime in Poland is very weak due to the Liberum Veto law. As long as Liberum Veto is in effect, the following rules apply:

- Poland may not DoW any power other than Turkey, unless it gets the authorization from two different players among those controlling Sweden, Prussia, Russia and Austria.

- Poland must always apply a Free-Trade commercial policy.

- If Warsaw is enemy-controlled, Poland must accept any White Peace offered by the controlling power

Exception: during the first turn of the 1700 scenario, Poland only needs one player's agreement to DoW Sweden.

The Polish player may abolish Liberum Veto during the Diplomatic Phase of any General Peace turn (except the first turn of scenario 1700). In that case, Sweden, Prussia, Russia and Austria get a Free CB against Poland. If war is declared, the following rules apply:- roll for each Polish province: 1-3 NE, 4-5:

Unrest, 6: Revolt.- Roll once for each Polish Feudal regiment: 1-3

NE (available immediately), 4-6 not available immediately (but may be raised later normally).

- If Poland gives a Normal Prestige Peace Condition in the ensuing Treaty, Liberum Veto is reestablished.

- If all regions and fortresses in Poland become enemy occupied, Poland must accept any Compromise in which the first Peace Demand is a Normal Prestige Peace Condition. If may not demand a first Peace Condition in exchange, contrary to the normal Compromise procedure.

XIV - Political Modifiers

See table page 11. They are applicable in case of Random Event 20 Nationalist Revolt.

XV - Kingdom of Prussia

If Austria is both allied to Prussia and at war with any power, the Austrian Player may offer the Royal Title to Prussia. In that case, Prussia must designate an Army with at least 5 regiments and one Artillery unit. Austria may use that Army as an Austrian army for the duration of the war: it is considered Austrian for all purposes including Prestige losses and leadership. The Prussian player need not replace any losses.

When the war ends, the Army returns to Prussian territory. Prussia gains 5 PP and Austria loses 1 PP.

XVI - Hereditary regions

England Anglia, Northumberland, Cornwall, Kent, York, Wales,

Austria Cechy, Osterreich, Morava, Tirol, Steyr

Spain Andalusia, Aragon, Asturias, Castilla,

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Estramaduras, Galicia, Grenada, Leon, Murcia

France Berry, Bretagne, Bourgogne, Vendee, Champagne, Gascogne, Guyenne, Ile de France, Langudeoc, Auvergne, Normandie, Provence

Holland Holland, ZeelandPoland Galicja, Podlasie, Mazowzse, CujaviePrussia Brandenburg, Ostpreussen;

MagdeburgRussia Welikia, Moskwia, Orel, Smolenskia,

Estwa, Nowgorod, TwerSweden Ostragotland, Norrland, Svealand,

VastergotlandTurkey Asya, Shqiperia, Trakya, Rumm Illi

For minor countries:- One-region countries: Only region- Denmark (Fyn, Jylland), Portugal (Alentejo,

Tas-Os-Montes), Rome (Roma, Marcha), Switzerland (Valais, Schwytz)

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

XVII - Hanover

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

XVIII - Minor Artillery units

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

XIX - Minor War Fleets

Denmark has 3 War Fleets, Portugal 2, Savoy 1 and Venice 1. If the country is annexed, its fleets are removed from the game (until the country is independent again as per 8.10).

Naples (not an independent minor) has a War Fleet if it is Austrian- or Spanish-controlled.

Danish Fleets may never leave Mare Britannicum, Mare Germanicum and Sinus Botnicum. Fleets of Naples, Savoy and Venice may never leave the Mediterranean (including Mare Nigritum). Portuguese Fleets may not leave the European seas.

XX - Passable Straits

- An Army may move between Jylland and Fyn even if an enemy Squadron is in Sinus Sundae

- An Army may move between Sweden and Fyn provided no enemy Squadron is in Sinus Sundae

- An Army may move between Trakya and Asya with the agreement of the power controlling all three of Trakya, Asya and Constantinople.

- Other straits are impassable to armies

XXI - Bosphorus and Dardannelles

- A Squadron may move between Mare Nigritum and Mare Aegium with the agreement of the power controlling all three of Trakya, Asya and Constantinople.

XXII - Movement Allowance

Movement points may not be saved from turn to turn. Reaction movement and retreats cost no Movement point.

XXIII - National Regiment

National regiments include all regiments controlled by a power (whether regular, feudal, mercenary or from an annexed minor country).

XXIV - Army concentration

Concentration occurs when several armies merge during the movement phase. Concentration is forbidden during Strategic movement (22.11) and when a Sovereign is at war and does not command at least 5 regiments (or half the regiments in play, rounded up).

XXV - Territorial claims in 1700

England Hanover (if inherited), Magdeburg (if Hanover inherited)

Austria Bosnija, Srbija, Romaneasca, FLANDERS, Galicja, Rutenia, Italian, States, Holy Roman Empire States

Spain Franche-Comté, Artois, Roussillon, Lorraine, Italian States, Maghrib, Zeeland

France Catalunya, FLANDERS, Lorraine, Pfalz, Italian States

Holland -Poland Berezina, Briansk, Smolenskia,

Ukrajina, Ostpreussen, MoldavaPrussia Pomorze, Morava, Poznan, Schlesien,

Holy Roman Empire StatesRussia Finland, Karelija, Podolia,

LITHUANIASweden Berezina, Pommern, Pomorze, Welikia,

Nowgorod, DENMARKTurkey Ukrajina, HUNGARY, Italian States

Capital letters (FLANDERS) indicate principalities.

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XXVI - Arctic weather zone

The Arctic weather zone covers Norway, Sweden, the Baltic States (Eesti, Latvija, Kurzeme, Iljorie), Russia, and Lithuania (Lietuva, Minsk, Orly, Pripiat).

Effects: +1 to attrition die rolls unless the army contains at least 50% Swedish / Russian regiments.

XXVII - Constantinople, Gibraltar, Malta

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

XXVIII - Frontal Assaults

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

- When Marlborough is attacking Villars, roll a die. On a 4-6, the French Army gets the +1 Leadership bonus instead of the English Army receiving it

- When Charles XII is attacking Peter the Great, roll a die. On a 6, the Russian Army gets the +1 Leadership bonus instead of the Swedish Army

- When Frederick II is attacking Daun, roll a die. On a 5-6, the Austrian Army gets the +1 Leadership bonus instead of the Prussian Army

XXIX - Turkish Peril

When Turkey annexes a region, a Feudal regiment may be recruited in the region. Use the corresponding Feudal counter if available or the lettered Feudal counters (A, B, C; D).

XXX - Bonaparte (optional rule)

France gets the Bonaparte Leader (3 rating) in 1795

XXXI - Cuba

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

XXXII - Regiments from annexed minors

Baden: 1 (Jaeger)Bavaria: 1 (Nurnberg)Denmark: 1 (Alborg) + 2 (Nyborg, Norge) if Swedish controlHanover: 1 (King's legion) for England only (see XVII).Hessen: 1 (Damstadter)

Kleve: 1 (Kleven)Morocco: 1 (Spahis)Naples: 1 (Napoli) + all others for Spain and AustriaPalatinate: 1 (Saarregiment)Savoy: 1 (Torino)Saxony: 1 (Gard Grenadier)Venice: 1 (San Marco)

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

XXXIII - Naval Leaders

See table page 14

XXXIV - Ministers

See table page 14

XXXV - Leaders

See table page 14

XXXVI - Sovereigns

See table page 15

XXXVII - Artillery units

1661-99 1700-25 1726-50 1751+England 2 2 3 3Austria 4 5 6 7Spain 3 4 4 4France 6 7 8 9Holland 2 2 2 2Poland 2 2 2 2Prussia 2 3 4 4Russia 2 5 6 8Sweden 3 4 4 4Turkey 4 4 4 4

XXXVIII - Creating a War Navy

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

XXXIX - Creating Saint-Petersburg

Russia may create Saint Petersburg during any Royal Phase if it has annexed Iljorie and builds (or has built) a fortress there.

If Russia is at war with Sweden or Poland, the creation is precarious: if enemy units capture the

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fortress, it is automatically razed and Saint Petersburg is not built.

The creation of Saint Petersburg is definitive once Russia is at peace with Sweden and Poland. It becomes the capital of Russia (with Moscow) and Iljorie becomes a Russian national region (it is no longer Baltic). The fortress becomes an Old Fortress.

XL - The War of Spanish Succession

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

France as Successor- the designated Successor player chooses a

policy (Integrity, Dismembering or Partition)

Effects:

1. Integrity, French Successor- Spain keeps all its region- Spain and France enter a Strong Alliance (see

Alliance below)- France gains 5 PP- If Spain apply Exclusive Trade policy, French

Trading Fleets may treat it as Taxation policy.- France and Spain abandon some of their claims

(see Ceding Claims below)- Austria, England and Holland have a Free CB

against France

2. Dismembering, French Successor- France annexes Flanders (Flandres, Brabant),

Tuscany and Lombardy- France gains no PP (even for the annexations)- Spain and France enter a Weak Alliance (see

Alliance below)- France and Spain abandon some of their claims

(see Ceding Claims below)- Austria, England and Holland have a Free CB

against France

3. Partition, French Successor- France annexes Tuscany- Austria annexes Flanders (Flandres, Brabant),

and Lombardy- France and Austria gain 1 PP each- Spain and France enter a Weak Alliance (see

Alliance below)- France and Spain abandon some of their claims

(see Ceding Claims below). Spain abandons its claim to Flanders (no PP loss).

- Austria has a Free CB against France. If Austria declares a war, it does not get its share, which remains Spanish.

- In case of war, England and Holland have a Free CB against either France or Austria (their choice)

4. Integrity, Austrian Successor- Spain keeps all its region- Spain and Austria enter a Strong Alliance (see

Alliance below)- Austria gains 5 PP- Spain must apply a Free Trade policy.- France has a Free CB against Austria- In case of war, England and Holland have a

Free CB against either France or Austria (their choice)

5. Dismembering, Austrian Successor- Austria annexes Flanders (Flandres, Brabant),

Lombardy and Naples (Napoli, Puglia, Calabria, Sicilia, Sardegna).

- Austria gains no PP (even for the annexations)- Spain and Austria enter a Weak Alliance (see

Alliance below)- France has a Free CB against Austria- In case of war, England and Holland have a

Free CB against either France or Austria (their choice)

6. Partition, French successor- France annexes Naples (Napoli, Puglia,

Calabria, Sicilia, Sardegna) and Tuscany- Austria annexes Lombardy- France and Austria gain 1 PP each- Spain and Austria enter a Weak Alliance (see

Alliance below)- France has a Free CB against France. If France

declares a war, it does not get its share, which remains Spanish.

- In case of war, England and Holland have a Free CB against either France or Austria (their choice)

Alliances:

Strong Alliance:- Spain may not voluntarily do anything which

would break the Alliance, except playing Random Event 10 Perfidy

- Only the Successor may Call Spain if a War starts

- Spain may not make peace without the agreement of the Successor player (but Spain loses no PP if it refuses a Peace due to the Successor's refusal)

- The Successor may take control (i.e. decide on their movement and combats) of half (round up) Spain's military forces (including fleets). He must indicate which ones in the Royal Phase of the turn. The Successor, not Spain, gains and loses PP for battles fought by the units he controls.

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- Spain may not demobilize troops without the Successor's agreement

- Spain may not modify its trade policy without the Successor's agreement

- The Alliance becomes Weak when the Spanish King dies

Weak Alliance- Spain may not voluntarily do anything which

would break the Alliance, except playing Random Event 10 Perfidy

- Only the Successor may Call Spain if a War starts

- Spain may not make peace without the agreement of the Successor player (but Spain loses no PP if it refuses a Peace due to the Successor's refusal)

- The Alliance becomes Normal when the Spanish King dies

The War of Succession:

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

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

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

Peace (if War of Succession occurs)

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

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

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

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

Ceding Claims

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

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

XLI - American Colonists

Starting in 1750, England may recruit 1 American Regiment in an American Dot (Charlestown, New York or Boston) over its recruitment limit, at normal cost. An American Regiment may never leave America. This capability is lost when event 12b "American Revolt" occurs, unless and until England defeats the Revolt.

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Recommended errata (house rules)

1. A Power may not refuse a peace if doing so would bring its Prestige Level under 5

2. Normal (Non-Free) Casus Belli: ignore the second case (being allied to a power at war), only the first one is a Normal CB.

3. Rule 18.11, entry during a War: in order to enter during a war, a power must be allied to a side's powers AND have a CB.

4. Sweden should be strengthened in some way.5. Compromise peace: if Power A refuses Power

B's Conditions, Prestige losses DO apply 6. Control of minor powers: Add the following

modifiers depending on the Prestige Level of the Power trying to take control of the minor power. Prestige 0-5: -4, Prestige 6-10: -1 Prestige 11-15: 0, Prestige 16-20: +1

Rationale for these changes

1. Prevents 'Total War' syndrome2. Otherwise it is too easy to bring your friends

(particularly your other power) into a current war. Example: France and England are allied in a War against Austria. They want to bring their second power (Poland and Turkey) into the war on their side. Easy ! France and England break their alliance, France allies with Turkey and England allies with Poland. Beginning next turn, Poland and Turkey may enter the war against Austria.

3. See 2. Above4. Russia is too strong. In all reported games,

Charles XII is crushed in the opening moves of the Northern War

5. Otherwise, Power B could easily refuse the peace and avoid the prestige loss simply by demanding an unacceptable condition (such as major military Condition).

6. Prevents Minor countries from entering a war alongside a collapsing country.

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