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A.W.E.

Azure Wish Edition S.A.R.L (3D: 9rueMandar 75002 Paris Game Designer. Philippe THIBAUT
PREAMBLE BEFORE TO START... ...reading the rules, we wish to inform you once again that this extension cannot be played alone and that a copy of the EUROPA UNIVERSALIS game is necessary. This extension includes : - 273 counters (260 square ones: leaders, detachments, various markers - 13 manufacture round - shape counters); - 1 rule booklet with new set of rules, variants and scenarios,

EXTENSION EUROPA UNIVERSALIS N1 WARNING

This extension is an addition to the EUROPA UN1VERSALIS game and cannot be used alone. You must possess one copy of the game to make full use of this product!
1. COUNTERS
New counters of this extension use the same type and description as per the standard game. New types of counters are also included and their description is given hereafter (more details in the specific point of the rules pertaining to them).
1.1 THE NEW TYPES OF COUNTERS The brand new types are the forts, missions, missionaries, sepoys. The other counters included in this extension are identical to those of the basic game. F. Native Allies They are identical to French Land Detachments counters and bear an identification number and the names "Quebec" or "Grand Lacs". G. New Industries The new industries are identical to those of the basic game. They are used by Prussia, Sweden and also some other major countries (England, France, Rossya, etc...) H. New Diplomatic markers They are used for the new minors states included in this extension, as well as for some major countries when playing a campaign game with less than 6 players.

A. Forts

TABLE OF CONTENTS
1. Counters 2. Forts 3. Missionaries & Missions 4. Governors 5. Sepoy 6. Natives allies 7. Minor states 8. New Combat rules 9. Game with less than 6 players 10. Historical Monarchs

The front of the counters bears the Fort symbol, as well as its combat value of 5. A.1 The back bears the same symbol, but with an indication that the fort is under construction. There is no combat value on the back side B. Missionaries They are represented by a monk symbol, with a name. They all bear the value 3.0.0., indicating their capacities of maneuver, fire and shock. They also bear a numerical indication (-1, -2 or -3) corresponding to their bonus on natives (See 3 below). C Missions They are printed on the back of the missionaries counters. The mission symbol is accompanied by a value of 2, indicating the mission defense value. D. Governors They are similar in aspect to the Conquistadors counters, with information on their ranks, combat values and the name "Governor" to identify them. E. Sepoys They are identical to Land Detachments counters and bear an identification number and the name "Sepoy".

2. FORTS
Forts represent all kind of light fortification works build by European settlers overseas to defend and protect their colonial possessions, or to ensure correct supply of their units in the Restof-the-World. Their use is similar to that of fortresses in the basic game, although they are slightly less powerful on defense.
2.1 PRESENTATION As for fortresses, the number of Forts counters offered in the extension is the maximum limit of usable counters for a given player. A. Placement Forts may be constructed anywhere on the Rest-of-the-World map only (Not in Europe in any case), with a maximum of 1 Fort per province. B. Stacking A maximum of 1 Fort may stack in a given Rest-of-the-World province. However, the Fort marker is not counted in the stacking limit of colonies / trading-post, or military units in the province (same as fortresses).

2.2 FORTS CONSTRUCTION

As fortresses, Forts must be build to become operational. However, Forts construction process is different from that of fortresses. Forts are built during the military phase. The procedure is as follows: A.1 At the end of a military round, any land detachment of the player that is located in a friendly or empty province of the Rest-of-theWorid map may build a Fort. A.2 To do so, the detachment must have not moved at all during the ongoing round. A3 A Fort marker is then placed in the concerned province, with the detachment, and its "under construction" side up, upside down A.4 At the conclusion of the following round, the Fort marker is placed upside up, still with its "under construction" side up. A.5 On the next following round (i.e. second round after the start of the construction process), the Fort marker is turn back to its front, showing it fully completed (combat value is now visible) A Fort cannot be constructed if, during any one or more of the 3 rounds of its construction process (see above), the detachment building the Fort has moved, for any reason. B.1 If the military phase ends before the construction process of the Fort is over, consider it automatically constructed at the start of the redeployment phase.
23 FORTS AND MOVEMENT B. Particular cases A. Procedure

Forts are considered and treated as Level #0 fortresses, which means its level gives no modifier to the besieger either in siegeworks action or in assault, and no bonus for the attrition of besieged forces.

C. Values of forts

C.1 The combat value of Forts in assault is / in the fire step for Renaissance technology and 5 in the shock step for that same technology. This value becomes 5 in both the fire and shock steps for all other technologies, except the Medieval Missionaries and missions represent the efforts and religious actions undertaken technology where, of course, there is no fire step. C2 Fort morale is always veteran. C.3 An unconstructed - fort has no combat value and is thus ignored completely if combat is taking place in its province. Fort are captured as fortresses. A player may replace a captured fort marker with one of its own, at no cost, and, as a difference to the case of fortresses, no factor must be detached to recomplete the garrison of a captured fort
E. Destruction of forts D. Capture of forts

3. MISSIONARIES & MISSIONS

Forts may be destroyed during any round by their owner if the said owner needs the counter to be used elsewhere (same as for fortresses) E.1 It can also be destroyed (i.e. removed from the map) by a player that has just captured the fort and do not wish to keep it on the map where it is currently located.
2.5 MAINTENANCE OF FORTS

by the players outside of Europe to extend the influence of their religion to their colonial possessions, develop them and insure greater degree of control on their overseas territories (natives, colony or trade development, etc...) or even their Rest-of-the-World supply. Missionaries and missions are on the two sides of the same counter and only one role per counter may be assumed during play. Once placed, a mission cannot be moved. Only France, Spain, England and Portugal dispose of missionaries and missions, in different quantities.
3.1 MISSIONARIES

As for Forts and fortresses, the number of counters per player is the game absolute limit.
A. Placement and availability

Missionaries are freely available each turn during the redeployment phase, at the rate of a maximum of 1 per turn. A.1 Missionaries are drawn at random, 1 maximum per turn and up to the maximum number of counters available. A.2 They are placed during the military leaders redeployment phase in any one of the following: a city of the player (in Europe), on an already existing colony, mission, fort or trading-post of that player in the Rest-of-theWorld map, or else in a province adjacent to the above. A maximum of 1 missionary may be located in one single province of the Rest-of-the-World map. They may, however, be freely stacked with a mission or any other type of counters except missionaries.
C. Name and functions of Missionaries B. Stacking

Forts being equivalent to fortresses, consider that the maintenance of a fort is 1D$ per turn.
2.6 FORTS AND CONTROL COLONIES AND TRADING-POSTS OF

As fortresses, Forts block enemy units movement (see movement rules).


A. Supply

Forts arc considered as supply sources, but only for land and naval detachments. A.1 Forts do not supply armies and fleets. A.2 Forts located in a discovered coastal province, even if empty of colony or trading-post is considered as a port
2.4 FORTS AND COMBATS

Fort being equivalent to fortresses, colonies and trading-posts on which a fort is located are not considered captured as long as the fort is not itself captured and/or destroyed and the enemy player must be the only one to have units on the concerned colony or trading-post, or has captured the said fort

Forts being similar to fortresses, units of the Fort owner may take refuge inside Forts and may be besieged here by their opponents. The following modifications are to tie taken into account. Forts may only shelter detachments, as a consequence, armies may not take refuge into forts
B. Siege or blockade of a fort A. Shelter capacities of forts

All missionaries bear a name (given as an identification of the "religious order" they belong to, or their real name) and the following indications: C.1 The values 3.0.0 (movement, fire, shock) are printed on missionaries counters. However, they cannot attack (combat values are usable only when defending, if stacked with a land detachment). They have a movement value which is used for attrition tests on units traveling along with them in the Rest-of-the World only (not cumulative with that of another leader).

Only 1 detachment is sufficient to besiege a fort ( the 10:1 siege ratio rule is not applicable).

C2 A missionary gives a bonus de +1 to some colonial actions (just as Conquistadors do), which is limited to side (-) colony or tradingpost placement or improvement attempts (not available for side + ones). C.2.1 This bonus is not cumulative with that of a conquistador / governor present on the said colony or tradingpost. C.3 A missionary also bears a value of -1, -2 or -3 on the counter. This value is usable as a bonus on the Conquistador Table when a missionary is stacked with a conquistador who is currently making use of this table. C4 A missionary may be removed from play during the military leaders placement phase, as the player owning the counter sees fit.
D. Missionaries and Movement

A.2 A mission may be freely stacked with forts, fortresses, colonies or trading-posts, in the limit of A.1 above. A.3 Missions counters being on the back of missionaries, the limit of missions depends also on the number of missionaries currently on the map. One mission may supply the equivalent of one land or naval detachment maximum. Missions cannot supply armies or fleets.
B. Supply by missions

3.5 PORTUGUESE & SPANISH MISSIONS A. Spain

Spanish missions, once placed on the map; cannot be voluntarily removed from the game, unless the Spanish player loses 5 VP for each such mission removed. A.1 Each Spanish mission is considered as having a 5I veteran colonial militia in addition to its intrinsic defense value of 2. A.2 The Spanish player must place 1 mission per Area where he possess colonies, and this until 1614 included, unless he is Protestant. A.3 For each such Area where he has colonies but no mission, he loses 5 VP per turn this situation still applies. A4 For the above rule, consider the areas of CUBA, HAITI and ANTILLES as one and the same area for mission placement purposes. The Portuguese player must place 1 mission on its first colony in Asia or lose 25 VP. Once placed, this mission cannot be removed. Other Portuguese missions may be removed at the cost of 2 VP each. B.1 Portuguese missions give a bonus of +2 on each trading-post placement attempts (not colonies) in Asia and +2 for colonies (not trading-posts) in America. The bonus is +1 for both colonies and trading-posts in all other areas.
3.6 FRENCH MISSIONS B. Portugal

C. Missions and Combats

Mission have a combat value of 2 (in fire step, from Renaissance technology, in shock step in any technology), but it may be used defensively only. C.1 However, control or conquest of a mission is not required to control a colony or a trading-post on which the mission is located. C.2 Mission moral is always veteran. C.3 Missions also give a bonus of +2 to the player in case of natives attacks, following a * result (i.e. a failure) on the colonies and/or trading-post placement attempts in an Area where the mission is located This bonus also applies in case of an attack following a natives reaction to the player's military presence. Note : However, a net result of (1) on the said table is still a failure and the missions bonus do not apply.
D. Missions and Colonization

A missionary may travel alone (capacity = 12 MP) and possess no intrinsic combat value. It is eliminated if attacked when alone in a Rest-of-the-World province.
3.2 ENGLISH MISSIONARIES A. Number & Religion

Only one single English missionary counter is usable during the whole game if the English player is Catholic. If England is Protestant, it may fully used its two missionaries markers. Consider those missionaries as representing in fact the various Puritans, Quakers and other Protestant groups that favored English emigration overseas. English Protestant missionaries may add their +1 bonus to all colonial actions on colonies / trading-posts, including side (+) ones. In addition, this special bonus may be cumulated with that of an English mission (if present).
33 PORTUGUESE MISSIONARIES AND SPANISH B. Particular aptitudes

Missions give a bonus to colonization attempts as follows: D.l. A mission gives a bonus of +1 to all colonization attempts or to trading-post placement attempts (see particular cases # 3.5, 3.6 and 3.7 below) in each of the provinces part of the same area the mission is located in. D.2. This bonus is not cumulative with that of a missionary (except English Protestant missionaries). Opposedly, it is cumulative with that of a conquistador (or a governor) if one is present on the concerned colony or trading-post in the same
E. Destruction of Missions

French missions give a bonus of +2 to all diplomacy die-rolls on natives in the areas where they are located, as well as a bonus of +2 for native detachments (see. 6. below).

A. Removal of missions

If Protestant, The Spanish player may use "Jesuite" missionaries only (all other are not available). Portuguese missionaries may only be Catholic.

The French player may remove his missions without penalty. If Catholic, the French player dispose of all his missions. If Protestant, he may use a maximum of 2 missions only.
3.7 ENGLISH MISSIONS

B. Availability and Religion

3.4 MISSIONS

A mission is a permanent religious establishment. The mission symbol is on the back of the missionary counter. The "2" value indicated on the counter represent the mission defense value. Missions are placed on the map during the redeployment phase, in a province currently occupied by a missionary unit Once place, a mission cannot be moved anymore (see 3.5 and following for possible exceptions). A.1 There can be no more than 1 mission maximum per province in the Rest-of-lheworld, no mission in Europe, and a maximum of one mission (per player) in the same Area of the Rest-of-the-World map.
A. Placement and stacking of Missions

Missions may be destroyed by their owners (see Spanish exception below) if the said owner needs the counter, as a missionary or a mission elsewhere (same as for fortresses). However, missions counters are only removed during the redeployment phase. E.1 Missions may also be destroyed at the end of a military round if occupied and captured by enemy units of a different religion. E.2 A player of the same religion may wish to keep the captured mission, in which case (if he still possess mission counters) he may replace the mission counter by one of his owns at the start of the following redeployment phase (otherwise the mission is destroyed).

If England is Protestant, its missions give a bonus of +2 to all colony placement attempts in areas where the missions are located . In addition, they also give a malus of -2 to all colony / trading-posts placement attempts of all other players in the same areas.
A. Removal of Missions

The English player may never remove missions once they are placed on the map.
B. Availability and Religion

If Catholic, the English player may dispose of only 1 mission. If Protestant, he may use its maximum of 2 missions.

5. SEPOYS
3.8 MAINTENANCE OF MISSIONS

A mission has a maintenance cost of 1 D$ per turn.


3.9 MISSIONS AND VICTORY POINTS

Each mission brings 1 VP to Spain in 1792 (Grand Campaign only). It brings 2 VP to France and 3 VP to England at the same date. Each Portuguese mission bring 3 VP to the Portugal/Rossya player in 1559 (Grand Campaign only).

Sepoys are special type of colonial troops levied temporarily or permanently on the Asian local population ( mostly in India in the XVlllth Century) by their major colonial powers. In that game, only France, England and Nederland may have Sepoys.
5.1 RAISING SEPOYS Sepoys may only be raised by France, England or Nederland, and this only in determined areas, as follows: A. Geographical Constraint Sepoys may only be raised in colonies or trading-posts of the above mentioned players that are located in India and/or Asia, excluding Siberia and Middle-East. A.1 Sepoys may not leave the geographical zones where they are raised. In particular they cannot be used in Europe, Africa, Siberia or America. B. Time Constraint The above players may raise Sepoys only after the political event "Disappearance of the Mogul Empire" has occurred, or after 1730 included (whichever comes first). C. Maximum of Sepoy levies A maximum of 1 Sepoy detachment may be raised per turn in the same colony or trading-post for the concerned players. The maximum of Sepoy detachments per player is 5.
5.2 COST OF SEPOYS

Sepoys are not included in the count of military units when checking for native revolts against the players military presence, under the provision they are the only land military units of the player present in the concerned area.
5.5 SEPOYS AND DUPLEIX

5.4 SEPOYS AND NATIVE REVOLTS

4. GOVERNORS
Governors represent some particularly able individuals that may sometime appear to enhance colonial possessions developments. They appear in the game through the Economic random events. The said event rules are modified as follows.
4.1 ARRIVAL OF GOVERNORS

Sepoys raised in a colony or trading-post where the French conquistador "Dupleix" is present become automatically veterans upon levy and are maintained as such for only 1 D$ per detachment, as long as they remain stack with that French leader (conquistador).

6. NATIVES ALLIES

Event N42 GOVERNOR is modified as follows (use the Event text below):
The player receives a governor ( choose at random between its ?1 and ?2 sides, on the "Gouverneur" counter). The Governor must be placed on an already existing colony or trading-post of the player in one single area. The governor is considered as a conquistador but is not allowed to leave the area in which it was originally placed. Governors give a bonus to the colony/trading-post placement attempts equivalent to their maneuver value, valid for the colony / trading-post on to which the governor is currently placed.

Native allies are only available in the following areas: QUEBEC and GRAND LACS, and for the French player only.
5.1 LEVY OF NATIVE ALLIES

4.2 - GOVERNOR

Native Allies are levied by France only, and in the areas of QUEBEC and GRAND LACS exclusively, according to the following rule: During each logistics phase, a native ally detachment is levied on a modified die-roll of 7 or more. Modifiers This die-roll is modified by the movement value of the highest ranking French general, conquistador or governor in the concerned area, as well as by +2 if a French mission is present in that same area. There are other constraints, namely: A. Diplomatic Constraint To be able to raise Native Allies in an area, the French player must have not eliminated any single native in the said area, and must possess in the said area at least one of either a colony, mission, trading-post or fort. A.1 Native allies received are placed on any stack of French land units, colony, mission, trading-post or fort in the said area. B. Geographical Constraint Native allies may only be used in the area where they were raised, or any other area adjacent to that said area.
6.2 ALLIES AND COMBATS

Sepoy detachments cost 5 D$ to build They are considered as conscripts. A. Maintenance Sepoy maintenance is 1 D$ per detachment as

Governors also give, in addition to the above,


a bonus of +1 to the die-roll for all other colony or trading-post placement attempts in the same area. Governors remain in play a maximum of 2 turns and doit must be removed from play on the leaders removal phase that follows its second consecutive turn on the map.

conscripts, and 3 D$ per detachment as veteran.


5.3 SEPOYS AND COMBAT

Sepoys possess the same land technology than the player who owns them. Sepoy detachments have a maximum capacity of 9I, 1C and are used as all other land detachments of the players. A. Incorporation of Sepoys in Army counters Sepoys may be incorporated to player's army counters, without restriction. However, clearly identify Sepoy units inside the corresponding army counters. A.1 In such a case, for each Sepoy detachment thus incorporated in an army, 1 Sepoy detachment counter is removed from play and is unavailable until all incorporated Sepoys (every group of 10 SP for each such detachment) until eliminated from the army content

4.2. Governors ranking Governors are always ranking first in hierarchy in their "own" areas, unless a conquistador, general or admiral of higher rank is currently present and the player decides that the latter is the actual commander in chief. In such a case, the Governor is automatically the second in command, unless another leader of higher rank is there and placed in command above the governor, and so on.

Native allies are land detachment with 10I veteran. They are considered as having the same technology as French units.
A. Ambush Bonus

A stack of French detachments including at least 1 native ally detachment receives an exceptional combat bonus of +2 to its fire step die-roll if the combat takes place in a forest or mountain province, provided that the said province is wild, i.e. no side (+) colony is present in the said province.

When native allies detachments are present in a stack, the said stack receives a bonus of +3 to its retreat before combat die-roll, but only if terrain is forest or mountain and concerned province does not contain a side (+) colony. C Victory Celebration When native allies are part of a victorious stack, they are immediately removed from that stack at the end of the current round (they go back to their villages to celebrate...). C.l They come back into play on the closest French colony, trading-post or mission to the province where the victory took place, at the start of the second round following that victory, unless the military phase is over before they return.
6.3 REMOVAL OF NATIVE ALLIES

B. Retreat Bonus

USA
United States of America

Rest-of-the-World map
RELIGION: Protestant TECHNOLOGY: Latin Europe

PREFERENCES: France**, Turkiye, Rossya, Nederland, Habsburg, Rossya, Espana, England * *: If France possess one or more colonies in North America, take England instead. No diplomacy allowed on that minor state
DIPLOMATIC STATUS:

It is created following a defeat of the Heir player in event N3 of period 1700-1759 "The War of the Spanish Succession". Consider that the provinces of NAPOLI, POUILLES, SICILIA, MESSINA and SARDINIA are not attributed to the Austria / Habsburg minor (or Austrian player) but are shared as follows: SARDINIA is now a province of the SAVOIA minor. The other provinces are constituting the Kingdom of Naples

B. The Kingdom of Naples

As per areas concerned by event n4 - Period 1760-1792 Total Income = 100+ ( fixed by that rule)
BASIC FORCES:

PROVINCES/INCOME: * upon creation

NAPOLI
Kingdom of Naples RELIGION: Catholic TECHNOLOGY: Latin Europe

Native allies are removed from play automatically at the end of the turn (redeployment phase) when they entered play (i.e. the turn they were raised). They become available again on the following turn logistics phase as long as the conditions for their appearance and levy are valid, and a modified die-roll of 7+ is made for them.
A. Final removal

One Army (+), 2 land detachments (9I, 1C Csc), 1 naval detachment with 5N, 1 general ? USA - Militias in each Colony.

PREFERENCES: Austria (Habsburg), Espana, England, France, Rossya, Nederland, Turkiye


DIPLOMATIC STATUS: -40

One commercial fleet side (+) with 4 levels in


the STZ closest to USA
FORCE CONTENT: All Land Technologies:

Royal Mariage (MR) = 6 - Subsidies (SU) = Military Alliance (Am) = 2 Expeditionary Corps (CE) = 5 Entry In War (EG) = 8 Vassalisation (Va) & Annexation (An) = *

Army (+) de 50I, 5C, 6 Art Naval Detachment with 5 N

All Naval Technologies:

Native allies are removed from play forever when all natives from their area of origin have been eliminated, or when the French player has eliminated one or more of the said natives in the concerned area, or else when the French player no longer possess any trading-post, colony or fort in that area (provided he used native allies before disappearing from that area).

Fidelity: 10 PROVINCES/INCOME: * upon creation


B. Sweden and Denmark

impossible

In the campaign scenarios 1615-1664 and 1700-1759, Sweden may never control Denmark and have the diplomatic marker of that country on its track. B.1 Sweden may however play diplomatic actions on Denmark to remove it from the diplomatic track of another player, until it manage to make the marker reach the "Les Neutres" (Neutral) box.

Napoli (10), Pouilles (3), Sicilia (5), Messina (3) Total Income = 26 2 land detachments, 1 naval detachment (use marker of another minor), 1 level of fortress
FORCE CONTENT: All Land Technologies: BASIC FORCES:

Land Detachment with 9I,1C

Naval Detachment with 5N


B. Kingdom of Grenade

All Naval Technologies:

7. MINOR STATES
Some minor states from the basic game are slightly modified by the following rules. New minor states are also included and may appear in the game when the conditions for their intervention in the game are met.
7.1 MODIFICATIONS TO EXISTING MINOR STATES

7.2 NEW MINOR STATES

The following minors are new in the game and do not exist in the basic version:

A. Corsica

It is created following a revolt success in event N10 of period 1560-1614 "Revolt in Sierra Nevada".

Corsica may enter play as a new minor following event N14 of period 1560-1614 "Revolt in Corsica".

GRENADE
Kingdom of Grenade RELIGION: Muslim TECHNOLOGY: Islam

CORSICA
Independent Corsica RELIGION: Catholic TECHNOLOGY: Latin Europe DIPLOMATIC STATUS:

Those minors are already included in the Annexes handbook. Replace those descriptions by the ones below.
A. The United States

PREFERENCES: Turkiye, France, Nederland, England, Rossya, Espana


DIPLOMATIC STATUS:

PREFERENCES: France, Nederland, Turkiye, England, Rossya, Espana No diplomacy on this minor state. Corsica (3) Total Income = 3
BASIC FORCES:

No diplomacy allowed on that minor state


PROVINCES/INCOME: * upon creation

They appear in the game following a successful revolt of the English colonies in America. Their new description and characteristics are as follows:

Sierra Nevada (3) Total Income = 3


BASIC FORCES:

PROVINCES/INCOME: * upon creation


1 land detachment

2 land detachments
FORCE CONTENT: All Land Technologies:

FORCE CONTENT: Alt Land Technologies:

Land Detachment with 9I,1C

Land Detachment with 10I

C Revolted principalities

Some specific provinces, when they revolt successfully, may become independent minor states on which no diplomacy is allowed. Those minor states are automatically created on the turn where all their basic provinces (see descriptive list below) at least contain one side (+) revolt and/or all the cities in those same provinces are in revolt.

FORCE CONTENT: All Land Technologies: Land Detachment with 9I, 1C C.4 Ukraine

Fire and Shock die-rolls are modified as usual for leaders, terrain, etc...

C Die-roll modifiers

D. Procedure

UKRAINYA
PREFERENCES: Sverige (if a player in that game), Turkiye, France, Nederland, Espana, England, Rossya
DIPLOMATIC STATUS: RELIGION: Orthodox TECHNOLOGY: Europe Orthodox

Roll both dice and check if any (or both) side broke morale at the conclusion of the Fire step, in which case the battle still goes on but the breaking side is already considered as defeated (even if the opposing side is broken during the shock step) unless it completely destroys its opponent Losses are expressed in numerical values such as 1/2, 1, 11/2 ...etc. At the end of the battle, all these values are added together, for each participating side. F.1 Losses are indicated on the basis of battles involving 2A+ ; for all inferior size stacks, please refer to the "Variable Losses" chart, designed to adjust (downgrade) losses to the actual size of the stack. F.2 There are also cases where a player may inflict more losses to its opponent, namely: - Turkish stacks may inflict 1 or 2 additional losses in the Shock step if they involved 1 or 2A+ (but only if they inflicted Shock losses) ; this being valid for the first 3 periods of the game (1492-1614). - French, Prussian, Austrian (Habsburg) or Russian stacks inflict 1/2 extra loss in both Fire and Shock steps if they involved 2A+ from 1700 onwards - same for English stacks from 1760 onwards. Forces of both sides are adjusted thanks to the "Result" chart. This chart indicates what remains in the stack upon the conclusion of the battle, based on forces engaged at the start of the battle and losses incurred during the same. G.1 Explanations: There are 2 lines on the chart for enter forces made of 2A+ or 1 single A+: * if the single A+ (or the 2A+) are filled up to at least 75% of their maximum content (rounded up), use the 1st line; * if 1 army holds less than 75% of its maximum content, use the 2nd line G.2 Result "-10" (2A+ & 1 loss) indicates that the concerned player only loses 10 SP. G.3 When the indication states that an A+ army becomes an A- army, this army loses 50% of its content, or becomes a D if the final size is less than 11 SP (and all artillery is lost). G.4 When an A- becomes a D, its content is now 10 SP, i.e. half the content of the former A- ( if less than 10 SP, round up). G.5 A result showing a "1/2" inflicts an additional 5 SP loss. G.6 A single stack may not inflict more losses than its own size in terms of D equivalent (A(+) = 2A(-) = 4D).
G. Losses calculation and Implementation E. The combat losses chart

C.1 Sicilia

No Diplomacy Allowed On That Minor State


PROVINCES/INCOME: * upon creation

SICILIA
PREFERENCES: France, Nederland, Turkiye, England, Rossya, Espana
DIPLOMATIC STATUS: RELIGION: Catholic TECHNOLOGY: Latin Europe

Kharkow (8), Donetsk (6), Ukranya (10) Total Income = 24 2 detachments land
FORCE CONTENT: All Land Technologies: BASIC FORCES:

Land Detachment with 10C

No diplomacy allowed on that minor state


PROVINCES/INCOME: * upon creation

Sicilia (5), Messina (3) Total Income = 8


BASIC FORCES:

1 land detachment

FORCE CONTENT: All Land Technologies:

Land Detachment with 10I C2 Catalogne

CATALUNYA
RELIGION: Catholic TECHNOLOGY: Latin Europe DIPLOMATIC STATUS:

C.5 Other cases concern forces of the French Protestants, English Royalists and Jacobites. Consider that in the events that make them appear, revolt detachments are replaced by those of the nationality provided in that extension. C.5.1 English Royalists and Jacobites use the same "Royalists" counters. C.5.2 Royalists, Jacobites and Protestants automatically receive 1 naval detachment with 5N on their first turn of appearance, plus any reinforcement receive during the regular course of the event.

8. NEW COMBAT RULES

PREFERENCES: France, Nederland, Turkiye, England, Rossya, Espana


No Diplomacy Allowed On That Minor State Catalunya (6) Total Income = 6
BASIC FORCES: FORCE CONTENT: All Land Technologies:

PROVINCES/INCOME: a creation

1 land detachment, 1 level of fortress

These rules are used for speeding up the game, or as variants or options for the regular game. Choice to use them or not is left to the players. Only the land and assault combat are concerned, rules for naval combat and siege remain the same..
8.1 SPEEDING UP LAND COMBAT

Land Detachment with 9I, 1C C.3 Ireland

This new alternating system is faster as there are no calculation of Fire or Shock values to be made during battle, and losses are calculated at the end of the battle (and not during its course).
A. Duration

EIRE
RELIGION: Catholic TECHNOLOGY: Latin Europe PREFERENCES: France, Nederland, Espana, Turkiye, Rossya, England DIPLOMATIC STATUS: No Diplomacy Allowed On That Minor State PROVINCES/INCOME: * upon creation Ulster (7), Connaught (4), Monmouth (4), Pale (4),Kildare(5) Total Income = 22 BASIC FORCES: 2 land detachments

Combat lasts only 1 round, and each player rolls two dice (one for the Fire step, the other for the Shock step) and both Fire and Shock are solved simultaneously. For both Fire and Shock, the concerned column of the CRT is determined as usual, i.e. using the players opposing technologies.
B. Technologies and CRT Columns

example:. 1A(-)(=2D) may only inflict a "2" result at best; and 2A(+) (=8D) may inflict any kind of loss. Then, pursuit takes place and the Turkish player rolls an 8 under column E. modified by +1 H Special Cases (Manoeuvre differential of the leaders), -2 for the A detachment (D) is ignored during the strength of the river, i.e. a net result of 7. or "l 1/2n extra losses stack determination process at the start of the battle if its contents is 4 SP or less. However, such a D is Therefore, the Hungarians have suffered "4" valued as "1/2D" as far as losses are concerned. losses, leaving them down with one "D"... (containing 10 SP). All his A+ army content has H.1 An A- is considered as a D for the strength of been eliminated. the stack determination if its content is less than 10 SP. Same as above for losses. 8.2 SPEEDING UP ASSAULT COMBAT This new alternating system is faster as there are H.2 A Turkish Pasha is valued as 1 D for the no calculation of Fire or Shock values to be made strength of the stack determination, or zero if the during battle, and losses are calculated at the end Turkish player has already involved 1 or 2 other D of the battle (and not during its course). (be it Turkish or minor, or allied). However, a pasha is valued as 1D for loss-taking purposes (whatever A. Duration its strength). Combat lasts only 1 round, and each player rolls two dice (one for the Fire step, the other for the I. Pursuit Shock step) and both Fire and Shock are solved When one side breaks, the other side rolls for simultaneously. pursuit in the usual manner and add all extra losses incurred by that pursuit to those inflicted during B. Technologies and CRT Columns combat For both Fire and Shock, the concerned column of the CRT is determined as usual, i.e. using the I.1 Pursuit losses are added to combat losses and players opposing technologies. all are applied together once the full combat is over. B.1 However, the besieged player may either use Example: Battle of Mohacs the normal combat table or the "breach" combat table, depending on his current situation The Turkish player posses 2A+ (both filled up to at least 75% of their maximum content), both with C Die-roll modifiers veterans, his technology is Renaissance and his Fire and Shock die-rolls are modified as usual for morale is 3. They are led by sultan Soliman 3.3.1. leaders, terrain, fortress size, etc... and attack through a river. D. Procedure The Hungarians posses 1 A+ and 1D, both Roll both dice and check if any (or both) side veterans, and their technology is Medieval, their broke morale at the conclusion of the Fire step, in morale is 2. They are led by an Hungarian which case the assault still goes on but the breaking side is already considered as defeated general 2.2.2. (even if the opposing side is broken during the Tlie Turkish player rolls his 2 dice and obtains an 8 shock step) unless it completely destroys its on the blue die (Fire) under column C, modified by opponent +1 (Fire differential of the leaders), -1 for the river: he inflicts -1 to the opponent's morale (and D.1 The besieger losses are expressed in terms of values, such as 1/2, 1, 11/2... etc. no loss, due to Renaissance status). At the end of the assault, all losses are summed He then rolls also an 8 on the red die (Shock) up. under column A, modified by -2 for the river, giving a final modified result of 6: -I morale loss D.2 The besieged players losses are expressed in and 11/2 strength loss (+1 extra loss as the Turks terms of reduction of the fortress size, on the posses 2A+ and date is 1526). The Hungarians Resistance table. break... D.3 Losses are indicated on the basis of battles The Hungarians roll one single die as they are not involving 2A+ ; for all inferior size stacks, please allowed Fire ( technology is Medieval). They refer to the "Variable Losses" chart, designed to obtain a 7 for Shock, under column B, modified by adjust (downgrade) losses to the actual size of the +1 (Shock differential of the leaders). i.e. a net stack. result of 8 : They inflict -I morale loss and 21/2 strength loss (reduced by -1/2 due to variable D.4 There are also cases where a player may inflict more losses to its opponent, namely. strength modification as their stack size is A+ D). The Turks won the battle as the Hungarians broke. The Turks suffered "2" losses, which, according to the Losses Chart gives: "A+ A-". The Turkish player places one of his A+ upside down into an A-, and there losses half of its content (53/2 = 27). i.e. 27I. - Turkish stacks may inflict 1 or 2 additional losses in me Shock step if they involved 1 or 2A+ (but only if they inflicted Shock losses) ; this being valid for the first 3 periods of the game (1492-1614). D.6 For the besieger only, a natural unmodified die-roll of (1) is always a failure. On the contrary, a natural unmodified die-roll of (10) cannot suffer any negative modifier (malus - all type of modifier

cumulative) ; but may be modified by positive modifier (bonus).


E. Assault losses

Losses are expressed in terms of Resistance step loss for the fortresses. E.1 If, when the Assault is concluded the Resistance of the fortress is reduced to 0, the besieger wins and takes the fortress. Note: This is only valid if the besieger still has available units to occupy the fortress. NB: Besieged units inside a fortress are ignored and destroyed if the fortress is taken by an assault The combat chart used by the besieged player depends on the status of the fortress, namely if there is a breach or not F.1 The besieger losses are expressed in terms of values, such as 1/2, 1, 1 1/2 ... etc., which are to be deducted from the fortress level. At the end of the assault, all losses are summed up. F.2 When there is no breach: * Losses are indicated on the basis of a level 3 fortress. For a fortress of another level, please refer to the "Variable Loss" chart, to downgrade or upgrade losses in both Fire and Shock * Result "O2" only concerns fortresses of level 4 or 5 ; meaning in that particular case 1/2 or 1 loss. F.3 When there is a breach, proceed as above but take into account the various changes on the assault table. H Besieger losses Forces of the besieger assaulting the fortress are adjusted thanks to the "Assault Result" chart. This chart indicates what remains in the besieger stack upon the conclusion of the battle, based on forces engaged by the besieger at the start of the battle and losses incurred during the same. H1 Explanations: There are 2 lines on the chart for either forces made of 2A+ or 1 single A+: * if the single A+ (or the 2A+) are filled up to at least 75% of their maximum content (rounded up.), use the 1st line; * if 1 army holds less than 75% of its maximum content, use the 2nd line H.2 Result "-10" (2A+ & 1 toss) indicates mat the concemed player only loses 10 SP. H.3 When the indication states that an A+ army becomes an A- army, this army loses 50% of its content, or becomes a D if me final size is less than 11 SP (and all artillery is lost). H.4 When an A- becomes a D, its content is now 10 SP, i.e. half the content of the former A- ( if less than 10 SP, round up). H.5 A result showing a "1/2" inflicts an additional 5 SP loss.
F. The Defense of the Fortress

EL6 A single stack may not inflict more losses than its own size in tarns of D equivalent (A+=2A-=4D). example: 1A- (=2D) may only inflict a "2" result at best; and 2A+ (=8D) may inflict any kind of loss.

The Turkish player rolls his 2 dice: he obtains a 6 on the blue dice (Fire), modified by +3 (Fire differential of die leaders), and therefore obtains a 9 (NB: fortress level is not deducted in case of breach) and inflicts a -2 loss to the Knights L Special Cases fortress morale (no possible loss as technology is A detachment (D) is ignored during the strength of the Renaissance). stack determination process at the start of the battle if He also rolls a 7 on the red die (Shock), modified its contents is 4 SP or less. However, such a D is valued as "1/2D" as far as losses are concerned by +2 (Shock differential of the leaders), bringing a 9 net modified result: -2 morale loss and 2 level L1 An A- is considered as a D for the strength of loss (+1/2 loss as there are 2A+, Turks are the stack determination if its content is less than 10 involved and time is 1525). The fortress breaks its morale (which is sufficient to capture it), and, in SP. Same as above for losses. addition, its resistance is reduced to 0... L2 A Turkish Pasha is valued as 1 D for the strength of the stack determination, or zero if the At the same time, the Knights roll their 2 dice. An 1 Turkish player has already involved 1 or 2 other D is obtained on the Breach Assault table, no (be it Turkish or minor, or allied). However, a pasha modifier: No Effect is valued as 1 D for loss-taking purposes (whatever its strength). Then a 8 is obtained on the red die (Shock), unmodified: 1/2 loss. Example: Assault on Rhodes (See details from the original example in the Basic Rules) 1) The Turks launch their 1st assault (no Breach). The resistance value of the fortress is 3 (equal to its level). There are 2A+ (each with at least 75% of its maximum content), veterans, tech. Renaissance, morale 3. led by Ali Bey 4.4.3. The Knights control a level 3 fortress, veteran status, tech. Renaissance, morale 3, and are led by their "Grand Mditre" 1.1.1. The Turkish player rolls his 2 dice: he obtains a 6 on the blue dice (Fire), modified by -3 (Level of the fortress) +3 (Fire differential of the leaders), and therefore inflicts a -I loss to the Knights fortress morale (no possible level loss as technology is Renaissance). He also rolls a 2 on the red die (Shock), modified by -3 (fortress level) +2 (Shock differential of the leaders), bringing a 1 net modified result : no effect... At the same time the Knights roll their 2 dice. An 8 is obtained on the assault table, no modifier: a -2 loss to the Turkish morale is inflicted (and no strength loss as technology is Renaissance). Then a 5 is obtained on the red die (Shock), unmodified : I loss and -I loss to the Turkish morale (The Turks have received 3 morale losses and therefore break!) The Turkish player failed his Assault: he suffered also "I" loss, which, as per the Besieger Loss Table gives a result of: "-10". Therefore 10 SP are removed from one of the Turkish armies.
2) The Turks launch their 2nd assault (this time with a breach).

A.2 CAMPAIGN 1520-1559 / Mini = 3 Withdraw (1) England, (2) Venezia, (3) Portugal A.3 CAMPAIGN 1560-1614 / Mini = 4 Withdraw (1) Rossya, (2) France A.4 CAMPAIGN 1615-1664 / Mini = 3 Withdraw (1) England, (2) Rossya, (3) Turkiye, (4) Sverige A.5 CAMPAIGN 1665-1699 / Mini = 4 Withdraw (1) England, (2) Rossya A.6 CAMPAIGN 1700-1759 / Mini = 4 Withdraw (1) Espana, (2) Austria, (3) Turkiye A.7 CAMPAIGN 1740-1792 / Mini = 2 Withdraw (1) Espana, (2) Rossya, (3) Austria, (4) Prussia NB: For France in the 1560-1614 campaign, use Spain diplomatic marker. It is played exactly like with minor states, with the exception that the reaction die-roll of the absent countries is modified by a permanent +3 modifier. Exception : From 1680 onwards, this modifier do not apply to England in case of an action from the Dutch player in Campaign scenario 1665-1699 (to simulate the close relationships between England and Nederland under William of Orange). B.1 Some absent countries may be controlled partially by players at the start of some campaigns, as follows (all other countries are starting neutral): CAMPAIGN 1520-1559 : Spain: Military Alliance (Am) with England; France : Military Alliance (Am) with Venezia. CAMPAIGN 1615-1664: - France : Military Alliance (Am) with Sverige. CAMPAIGN 1665-1699: - France : Expeditionary Corps (CE) with England
B. Diplomacy on Absent Countries

The Turkish players wins the assault; the fortress broke its morale and he did not, and, in addition, he reduced the fortress resistance to 0. He suffered "1/2" loss in doing so, leading to a -5 SP loss which he removes from one of his armies.

9. GAMES WITH LESS

THAN 6 PLAYERS
It is often very difficult to have 6 players together for a campaign. This variant offers rules to simulate the absence of some countries / players in some campaigns. Absent countries will be dealt with just like minor states and, therefore, diplomatic markers are provided for them.
9.1 PRESENTATION
For each absent country, a list of countries that do not participate in a given campaign is provided hereafter. A campaign that requires a minimum number of players for the major countries is indicated with the "mini =" mention close to its title.

The fortress resistance is now reduced to 1.

CAMPAIGN 1700-1759: A. Campaigns The concerned campaigns list, with the - France: Entry In War (EG) with Espana; countries to withdraw from play in priority, is - England: Entry In War (EG) with Austria; . Sweden : Military Alliance (Am) with the following: Turkiye. A.1 CAMPAIGN 1492-1519 / Mini = 3 CAMPAIGN 1740-1792 : Withdraw (1) England, (2) Venezia, (3) - France : Royal Mariage (MR) with Espana & Portugal Military Alliance (Am) with Prussia; - Austria : Military Alliance (Am) with Rossya; - England : Military Alliance (Am) with Austria.

Apply the same procedure as for a peace with a minor, with an additional modifier of -4 for each of the absent countries.
9.2 "ACTIVITY" COUNTRIES OF ABSENT

C Peace with Absent Countries

To simulate the "activity" of the absent countries is delicate. To avoid excess, the best solution is simply to take as start situation that which is described in the next campaign list for all the following domains : Colonies, Trading-posts Commercial fleets, FTI and DTI
9.3 BASIC FORCES AND REINFORCEMENTS OF ABSENT COUNTRIES

All those events are applied as described, knowing that an absent country will always choose conflict and declare war if offered the opportunity to do so in the event. If a player is victim of an external action of an absent country that he controlled, he loses the diplomatic marker of that country to the benefit of the highest ranking player in the preference list (see 9.5 below) of the absent country. B.1 Some absent countries may also declare war by their own without any player intervention. To represent this, apply the procedure described in the 1740-1792 campaign scenario for Turkey against Austria or Russia. B.2 This procedure is extended to all absent countries, towards 1 or 2 neighboring countries qualified as "targets". See 9.5 list below for the various "Targets". B.3 Exception : Portugal may never consider Spain as a "Target" once the Tordesillas treaty is signed, or until after 1664.
C. Technologies of absent countries

B. Foreign or External Events

B. Campaign 1560-1614 PAYS (1): ROSSYA RELIGION: Orthodox TECHNOLOGY: Orthodox Europe PREFERENCES: England, France, Nederland, Espana, Sverige, Turkiye TARGETS: Turkiye PAYS (2): FRANCE RELIGION: Catholic TECHNOLOGY: Latin Europe PREFERENCES: Nederland, Turkiye, England, Espana, TARGETS: England, Espana C. Campaign 1615-1664 PAYS (1): ENGLAND RELIGION: Catholic TECHNOLOGY: Latin Europe PREFERENCES: Espana, France, Venezia, Turkiye, Portugal TARGETS: Espana, France PAYS (2): ROSSYA RELIGION: Orthodox TECHNOLOGY: Orthodox Europe PREFERENCES: England, France, Nederland, Espana, Sverige, Turkiye TARGETS: Sverige, Turkiye PAYS (3): TURKIYE RELIGION: Muslim TECHNOLOGY: Islam PREFERENCES: France, Nederland, England, Sverige, Espana, Habsburg TARGETS: Espana, Habsburg PAYS (4): SVERIGE RELIGION: Protestant TECHNOLOGY: Latin Europe PREFERENCES: France, Nederland, TARGETS: Habsburg, Nederland D. Campaign 1665-1699 PAYS (1): ENGLAND RELIGION: Protestant TECHNOLOGY: Latin Europe PREFERENCES: France, Espana, Turkiye, Nederland, Rossya TARGETS: Espana, Nederland PAYS (2): ROSSYA RELIGION: Orthodox TECHNOLOGY: Orthodox Europe PREFERENCES: France, Nederland, Espana, Sverige, Turkiye TARGETS: Turkive E. Campaign 1700-1759 PAYS (1): ESPANA RELIGION: Catholic TECHNOLOGY: Latin Europe PREFERENCES: France, Austria, England, Rossya, Sverige, Turkiye TARGETS: England, France (Austria if Habsburg dissociated from Spain and France heir of the Succession)

In general, absent countries possess a basic force for the concerned campaigns that is equivalent to that listed in their At Start Forces for the regular campaign.
A. Modifications to the reinforcements dierolls '

Absents countries receive a permanent modifier of + 4 to all their reinforcements die-rolls. A.1 No other modifier is taken into account for their reinforcements. A.2 They always receive reinforcements each turn they are active in a war, no matter how many minors under a player control already have received reinforcements.
9.4 ABSENT COUNTRIES AND EVENTS

Their "at start" technology is given in the concerned campaign The progression of those countries technological markers takes time at the same moment than that of the minor entity they belong to. See list 9-5 below.
9.5 CONTROL AND PREFERENCES OF ABSENT COUNTRIES

Political events in campaigns where there are some absent countries are modified as follows:

A. Internal or domestic Events

All events concerning a purely domestic problem (such as a Civil War) are ignored. Attacks by minors on absent countries are considered as domestic events and, during that time, the concerned minor is ineligible for diplomatic action by players or involvement in a war. In addition, there are the following restriction: A.1 When a domestic event occurs on a absent country, the diplomatic marker of that country is immediately placed in the "Les Neutres" box A.2 No diplomacy is possible on the absent country for the duration of the event (if described in the event); or for 3 consecutive turns if nothing is indicated. For the events "The time of Troubles" in Rossya, duration is 5 turns and "Wars of Religion" in France is 6 turns. A.3 If such a domestic event occur and the absent country is currently at war, it automatically make a white peace with the player(s) with whom it is currently at war. That white peace cannot be refused and the said absent country cannot be declared war upon during the length of the domestic event.

As for minors, use a preference list for the control of absent countries involved in wars with players. This list may vary according to the played campaigns. Religion and corresponding minor entity technology is also indicated hereafter.
A. Campaigns 1492-1519 & 1520-1559 PAYS (1): ENGLAND RELIGION: Catholic TECHNOLOGY: Latin Europe PREFERENCES: Espana, France, Venezia, Turkiye, Portugal TARGETS: France, Espana PAYS (2): VENEZIA RELIGION: Catholic TECHNOLOGY: Latin Europe

PREFERENCES: Espana, England, Portugal, Turkiye

France,

TARGETS: Espana, Turkiye (France during the Wars in Italy) PAYS (3): PORTUGAL RELIGION: Catholic TECHNOLOGY: Latin Europe PREFERENCES: Espana, England, Venezia, Turkiye, France TARGETS: France, Turkiye

PAYS (2): AUSTRIA RELIGION. Catholic TECHNOLOGY: Latin Europe PREFERENCES: England, Rossya, Sverige, France, Turkiye TARGETS: France, Turkiye PAYS(3):TURKIYE RELIGION: Muslim TECHNOLOGY: Islam PREFERENCES: France, England, Sverige TARGETS: Rossya, Austria F. Campaign 1740-1792 PAYS (1): ESPANA RELIGION: Catholic TECHNOLOGY: Latin Europe PREFERENCES. France, Austria, England, Rossya, Prussia TARGETS: England, Austria PAYS (2): ROSSYA RELIGION: Orthodox TECHNOLOGY: Orthodox Europe PREFERENCES: England, France, Austria Prussia TARGETS: Prussia, Turkiye PAYS (3): AUSTRIA RELIGION: Catholic TECHNOLOGY: Latin Europe PREFERENCES: Before 1750 - England, France - After 1750 - France, England TARGETS: France, Prussia PAYS (4): PRUSSIA RELIGION: Protestant TECHNOLOGY: Latin Europe PREFERENCES: Before 1750 - France, England - After 1750 = England, France TARGETS: Austria, France

10. HISTORICAL MONARCHS


This variant gives the list of all the "historical" monarchs per country represented in the game by the various players. The values of those monarchs have been established in terms of game system, i.e. in ADM, DIP and MIL values Note however that this variant may alter the play and flow of the game, in the way that it gives a little too much "historical" hindsight to the players.
10.1 PRESENTATION For each country of the game, the lists below give the "historical" monarchs names, dates and length of reign (modified for game play) and the ADM/DIP/MIL values of the same. A. Length of reigns Historical lengths have been slightly adapted and modified to fit with the game system (i.e. some monarchs with 1 year reigns may have been purposely omitted). Times of troubles, regencies and civil wars have been also included and adapted. B. Events Some game events that brought about the "historical" monarchs are listed and must occur at the indicated game turn, in replacement of 1 regular political event each. B.1 Similarly, ignore all Excellent Ministers, Decease of the Heir to the Throne, Crisis of madness of the Monarch events, as well as all events relevant to monarchs or ministers. Just re-roll for another event. C Phase de Decease of the Monarchs This whole phase is canceled with this variant. C1 Similarly, on the turn of appearance of a new monarch, do not apply the 1 level of stability loss mandated by the regular rules. 10.2 FRANCE Turns 1-2 : CHARLES VII = 5/7/9 Turns 3-5: LOUIS XII = 6/5/8 Turns 6-12: FRANCOIS I = 5/8/9 Turns 13-14: HENRI II = 6/7/6 Turns 15-15 : FRANCOIS II = 3/3/4 Turns 16-17: CHARLES IX = 4/4/3 Turn 18 : First War of Religion event in France (mark off 1 box, then proceed normally on following turns). Turns 18-20: Regency of Marie de Medicis = 4/8/4 Turns 21-24: HENRI IV = 9/9/9 Turns 25-26 : Regency of Catherine de Medicis = 4/7/5 Turns 27-31: LOUIS XIII = 6/6/7 - Use the 9/9/9 values for Richelieu as a prime minister on Turns 28-32 Turns 32-34: Regency of Anne of Austria. Use the 7/8/7 values for Mazarin as a prime

minister on turns 32-33 and use value 4/3/6 on turn 34, with Event Fronde en France on turn 34. Turns 35-45: LOUIS XIV = 8/6/9 - Use the 9/7/9 value for Colbert as prime minister on Turns 39-42 and apply Event Colbertian Mercantilism on turn 40. Use value 6/5/8 on turns 43-45 Turns 46-48: Regency of Philippe d'Orleans. Use value 8/6/5 Turns 49-57: LOUIS XV = 5/5/6. Use value 7/8/7 for Fleury as prime minister on turns 50-52 Turns 58-End: LOUIS XVI = 3/7/7 10.3 ENGLAND Turns 1-4 : HENRI VII = 7/5/6 Turns 5-12: HENRI VIII = 6/7/7 Turns 13-14: MARY I = 5/6/6 Turns 15-23: ELIZABETH I = 8/8/6 Turns 24-27: JAMES I = 6/5/7 Turns 28-32: CHARLES I = 4/5/7 Turn 32 : English Civil War (mark off 1 box, then proceed normally on following turns). Turns 33-34: CROMWELL = 7/8/9 Turns 35-39: CHARLES II = 6/3/6 Turns 40 : JAMES II = 6/5/5 - Event Jacobite Rebellion (N 12) on turn 41. Turns 41-43: WILLIAM III = 7/9/7 Turns 44: ANN = 8/6/7 Turns 45-48: GEORGE I = 5/5/6 Turns 49-54: GEORGE II = 7/5/6 -Event Jacobite Rebellion on turn 51 - Event William Pitt on turns 54 to 56 Turns 55-End: GEORGE III = 7/3/6 10.4 ESPANA Turns 1-5 : FERDINAND & ISABELLA = 6/4/7 Turns 6: PHILIPPE I = 6/5/8 Turns 7-13: CHARLES QUINT = 6/9/8 Turns 14-22: PHILIPPE II = 6/7/7 Turns 23-26 : PHILIPPE III = 4/5/4 Turns 27-35: PHILIPPE IV = 7/6/3 Turn 29 : Event Olivares until turn 35 Turns 36-42: CHARLES II = 3/5/3 Turn 43 : War of the Spanish Succession Dissociation with the Habsburg - French Heir Turns 43-51: PHILIPPE V = 5/6/6 Turns 52-54: FERDINAND IV = 5/4/6 Turns 55-60: CHARLES III = 5/5/5 Turns 61: CHARLES IV = 5/3/7 10.5 TURKIYE Turns 1-5 :BAYEZID II = 6/6/8 Tums 6: SELIM I = 6/5/8 Turns 7-15: SOLIMAN = 7/9/8 Turns 16-17: SELIM II = 6/6/6 Turns 18-21 : MURAD III = 3/3/4 Turns 22: MEHMED III = 4/4/3 Turns 23-25: AHMED I = 4/5/4 Turns 26: MUSTAFA I = 3/4/3 Turns 27: OSMAN II = 6/6/7 Turns 28-30: MURAD IV = 5/4/5 Turns 31-32: IBRAHIM I = 4/6/5 Turns 33-39: MEHMED IV = 5/4/6 - Event Koprulu on turns 35 to 39 included Turns 40: SULEYMAN II = 4/4/4 Turns 41: AHMED III = 5/5/6 Turns 42-43: MUSTAFA II = 6/4/5 Turns 44^8: AHMED III = 5/5/4 Turns 49-53: MAHMUD I = 4/3/3 Turns 54: OSMAN III = 3/4/3

Turns 55-57: MUSTAFA III = 4/6/4 Turns 58-60: ABDULAHMID I = 5/4/6 Turns 61: SELIM III = 4/3/7 Turns 15-19 : IVAN IV = 8/4/9 Turns 20-22: Regency & troubles - use values = 4/5/7 Turn 23: Event Times of Troubles Turns 23: BORIS GODUNOV = 5/8/4 Turns 24: DIMITRI = 3/4/5 Turns 25 Regency & troubles - use values = 3/3/3 Turns 26-31: MICHEL ROMANOV = 6/5/6 Turns 32-33: ALEXIS = 5/4/5 Turns 34-37: BASIL = 6/5/7 Turns 38-40: SOPHIE = 4/3/4 Turns 41-47: PIERRE I = 9/9/9 - Apply event Peter the Great from turn 42 Turns 48-50: CATHERINE I = 5/7/6 Turns 51: PIERRE II = 4/3/4 Turns 52-54: ELIZABETH I = 7/6/6 Turns 55: PIERRE III = 3/3/5 Turns 56-End: CATHERINE II = 7/9/8 Event Potemkine on turn 57 10.7 PORTUGAL Turns 1:JOAO II = 8/5/7 Turns 2-6: MANOEL I = 8/6/8 Turns 7-13: SEBASTIEN I = 8/4/4 Turns 14-End: SEBASTIEN II = 6/5/6 Turns 1-2 : VENIERO = 8/6/6 Turns 3: BARBARIGO = 7/5/5 Turns 4-6: LOREDANO = 6/5/7 Turns 7: ZORZI = 6/7/5 Turns 8: GRIMANI = 6/7/6 Turns 9-10 : GRITTI = 7/7/4 Turns 11:LANDO = 5/7/8 Turns 12-13: DONA = 679/4 Turns 14: TREVISANI = 6/7/5 Turns 15End: PRIULI = 7/8/5 Turns 15-19 : WILLEM = 7/8/8 Turns 20-26: OLDENBARNEVELD = 8/7/7 Turns 27-35: DE WTTT = 8/7/7 Turns 36-40: WILLEM III = 7/9/7 Turn 41-End :HENSIUS = 5/9/5 Transfer in Austria on turn 43 Turns 43 : FERDINAND III = 7/8/8 Turns 44: LEOPOLD = 8/5/3 Turns 45-50: CHARLES VI = 5/5/8 Turns 51-58: MARIA-THERESA = 8/8/7 Event Kaunitz on turn 56 Turn 59: JOSEPH II = 9/8/7 Turn 60: FRANCOIS II = 7/5/5 SVERIGE 1615-1664 Turns 26-28 : GUSTAVE ADOLPHE = 9/8/9 Turns 29-34: CHRISTINE & OXENSTIERNA = 6/8/8 SVERIGE 1700-1759 Turns 43-46: CHARLES XII - 5/6/9 Turns 47-End: AMALIA = 7/6/5 PREUSSEN 1740 Turn 51-59 : FREDERICK II = 9/8/9 Turns 60-End: FRIEDRICH-WILHELM = 7/4/5
10.11 PREUSSEN & SVERIGE 10.10 HABSBURGS / AUSTRIA 10.9 NEDERLAND 10.8 VENEZIA 10.6 ROSSYA

* On the Habsburg side, add in Magyar general Ludwig Scenario N12: * On the French side, add in the 5th round reinforcement general Bernard * On the Protestants side, general Gabor and 2 detachments with 10C veterans each (Hungarian counters) are added and placed on the map in Transylvania on a die-roll of 7+ in the diplomatic phase. Scenario N16: * On the Polish side add on the largest stack the general Patkul * On the Swedish side, add general Ponatiowski (Swedish side up) with Swedish arrny 1 Scenario N 17: * On the Protestants side, add general Coligny on the Protestant army Scenario Nl 8: * On the Russian side, add admiral Jones on the fleet in Black Sea. Modifications brought, scenario per scenario, according to new rules and counters are as follows: C.1 Campaign 1492-1519 and Grand Campaign 1492-1792 TURKIYE: General Grand Vizier C2 Campaign 1520-1559 ESPANA: 1 fort and 1 mission on colony Havana, 1 missionary on colony Panama, 1 missionary en Spain, 1 fort on colony PortoRico PORTUGAL: 1 fort on colony Luanda, 1 fort on colony Beira, 1 mission and missionary St-Francois on colony Goa TURKIYE: General Grand Vizier, Admiral Adnan C3 Campaign 1560-1614 ESPANA: 1 fort and 1 mission on colony Havana, 1 missionary on colony Panama, 1 missionary en Spain, 1 fort on colony PortoRico, Conquistador Da Vaca and 1 missionary on colony Nueva Castilla
FRANCE: General Montmorency TURKIYE: General Grand Vizier C Campaign Scenarios

11. SCENARIOS
Scenarios hereafter present all modifications to be brought to the original scenarios of the basic game to incorporate the new units and rules presented in this extension. Also included are 5 new scenarios for the game.
11.1 MODIFICATIONS TO EXISTING SCENARIOS

Scenario N 5 : * On the USA side, replace all minor generals 3?. 2? and 7? by the following USA generals Arnold, Lafayette and USA 4? * On the English side, place Conquistador Carleton on colony Maine, and replace the reinforcement generals 1? and 3? by Burgoyne and Howe respectively. In all Battle scenarios where Turks are present, add general Grand Vizier, unless otherwise stated hereafter. Scenario N 1 : * On the English side, replace general Oranje (Dutch counter) by general William III Scenario N3 : * On the Hungarian side, replace minor general 2? by Hungarian general Louis Scenario N4: * On the French side, add on the largest stack the general Montmorency Scenario N5: * On the Habsburg side, add on the largest stack the general Ludwig Scenario N7: * On the Habsburg side, add in Vienna (Wien) general Starfiemberg and in Salzburg general Ludwig * On the Turkish side, general Grand Vizier is added and placed on its Kara Mustafa side Scenario N8 : * On the Russian side, add on the largest stack the general Lefort Scenario N 10: * On the Royalist side, use general James II instead of the King ScenarioN11 : * On the French side, add in Flanders general Boufflers, in Alsace general Tallard, in Ile de France general Berwick, in Bretagne admiral Duguay-Trouin * On the English side, add in Wessex admiral Keppel * On the Prussian side, add in Berlin general Dessau
B. Battle Scenarios

A Solitaires Scenarios

PORTUGAL: NB: Portugal is a minor country in this campaign - 1 fort on colony Luanda, 1 fort on colony Beira, 1 mission on colony Goa, 1 mission on trading-post Macao, 1 fort on colony Belem, 1 fort on colony Natal, 1 fort on trading-post Timor

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