Difference between revisions of "Europe 1615: Prelude to War"

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=RELIGIOUS REBELLION=
 
=RELIGIOUS REBELLION=
  
If a controlled center carries an opposing confessional marker to the occupational force then the state will be considered in revolt (confessional marker replaced with red-colored marker). A revolting state does not allow an occupying power to collect income on the center.  The revolt quells after a given number of Movement and Retreat Phases.  This is determined from the value of the center or province.  For example, if the Dutch secure control of the Southern Netherlands (NET) in 1620, the state is in revolt (a Protestant power capturing a Catholic state).  NET has a value of 1; therefore, the revolt will be in effect for 1 year.  The revolt ends at the adjustment phase of 1621, at which time the red-colored marker is replaced with a black-colored marker and the Dutch begins collecting income during the Income phase of 1621.  The Dutch will be unable to collect income on NET in 1620. A revolt will immediately end if the center is "liberated" by a matching confessional unit.   
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If a controlled center carries an opposing confessional marker to the occupational force then the state will be considered in revolt (confessional marker replaced with red-colored marker). A revolting state does not allow an occupying power to collect income on the center.  The revolt quells after a given number of Movement and Retreat Phases.  This is determined from the value of the center or province.  For example, if the Dutch secure control of the Southern Netherlands (NET) in 1620, the state is in revolt (a Protestant power capturing a Catholic state).  NET has a value of 2; therefore, the revolt will be in effect for 2 years.  The revolt ends at the adjustment phase of 1622, at which time the red-colored marker is replaced with a black-colored marker and the Dutch begins collecting income during the Income phase of 1622.  The Dutch will be unable to collect income on NET in 1620 and 1621. A revolt will immediately end if the center is "liberated" by a matching confessional unit.   
  
 
''Note:'' Religious rebellion does not apply should a Protestant power capture Bohemia or Guyenne.  Immediately place a black-colored marker when the capture occurs.
 
''Note:'' Religious rebellion does not apply should a Protestant power capture Bohemia or Guyenne.  Immediately place a black-colored marker when the capture occurs.

Revision as of 16:42, 25 June 2016

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EUROPE 1615

A DIPLOMACY VARIANT

by Matthew Medeiros


INTRODUCTION

Europe 1615 is a Diplomacy variant that adopts the mechanics from Jim Dunnigan’s and Thomas N. Shaw’s diplomatic game Origins of World War 2 published in 1971. Various aspects of Europe 1615 are also inspired by other Diplomacy variants such as Ambition and Empire, Classic Payola, Machiavelli, Multiplicity, and Formal Diplomacy. In Europe 1615, a player represents one of eight European major and minor powers of the early 17th century: Austria, Denmark, Spain, France, Dutch Republic, England, Sweden, and Poland. Europe 1615 attempts to simulate the political and religious struggles of the Protestant and Catholic powers, focusing on the years leading up to and beyond the opening of the Thirty Years War, in 1618. Players compete over political and religious control of minor German and Italian states, and other states peripheral to the German theater of conflict. The player with the most points assessed at the end of the game takes victory.


BASIC TENETS OF EUROPE 1615 (HOW STANDARD DIPLOMACY RULES ARE MODIFIED)

Europe 1615 utilizes the standard rules from 5th Edition Diplomacy with noted differences described in this rulebook. What differentiates Europe 1615 from standard Diplomacy is what determines whether an ordered move or convoy into a province is permitted or restricted. This will depend on the status of the province, which can either be neutral (impassable), unaligned (passable), or aligned (conditionally passable). There are no restrictions with the water regions. It should be noted that a unit ordered to support another unit to hold or support another unit moving into a province is always allowed even if the supporting unit is restricted from entering the space it is supporting. The status of a province is dictated by a point-placement mechanic (see Influence and Placement) and by the declarations announced during the game. Another differentiating factor of Europe 1615 from standard Diplomacy is the use of a treasury. A power's military size is not set by the number of centers held, but by the amount of funds available to purchase units. Additionally, an army unit's strength may be bolstered, so that it will defend, attack, support with greater strength. Finally, unlike standard Diplomacy, control of a foreign center requires continuous occupation by the invading force. Given that standard Diplomacy has simple mechanics but complex situations, and given that Europe 1615 incorporates bidding and declarations into the Diplomacy rules set, there will be times when a situation arises that has no particular rule attached, and, therefore, it is at the discretion of the game moderator to provide the ruling.

SETTING OBJECTIVES AND VICTORY CONDITIONS

Before the start of the game, players should select three objectives for their power, and submit this to the referee. The referee will maintain this list in secrecy and will reveal it at the end of the game. During the game a player is allowed the option to modify the objectives list at any time at a penalty of 50 points for each objective they wish to change. At the final scoring phase, players receive points for meeting those objectives (see SCORING GUIDELINES). When deciding on the list the player should select one military objective, one political objective, and one strategic objective. Military objectives are basically occupational objectives. For example, France may consider the occupation of the Southern Netherlands as a military objective. Political objectives consist of alignments. For example, Austria may want Saxony aligned by the end of the game. And finally, the strategic objective has flexibility in its shaping. In keeping it simple, the strategic objective can be another military or political objective chosen by the player. However, the player may be creative and consider other options. For example, Austria may consider the elimination of the Danish player as an objective, or Sweden may consider preventing Poland from having any influence in Brandenburg as an objective, or France would see to it that Savoy gains Genoa. Players are allowed some creative freedom in deciding the strategic objective, but the final approval is at the discretion of the referee.

PHASES OF THE GAME

Europe 1615 is played over 15 game years. Each game year is divided into the following 3 phases:


1 = Movement, Retreat, and Adjustment Phase

2 = Income Phase

3 = Build Phase


BASIC METHOD OF GAME PLAY

INFLUENCE AND PLACEMENT

Each year Influence Points (INFs) are allocated to the powers as shown in the Influence Progression Table. Players will distribute their INFs to the independent minor states (see List of Minor States). Players should use all INFs available for the year and may not save unused INFs for the following year. Players cannot distribute more INFs than available for the year, and players may not lend out INFs or remove INFs from a state once they are placed. As the game progresses, INFs will accumulate in each state where they are deposited, and can only be removed or decreased by a diplomatic attack.

To place INFs in a particular minor state, the player must submit an order in the following syntax:

number of INFs: [minor state]

An example of this is 5: BRA, which mean that 5 INFs will be placed in Brandenburg.

In addition to placing INFs, the player may also submit an order to the unit or units of the minor state.

Maghreb states: Maghreb states cannot be influenced or units moved until the Ottomans make first successful move.

Protestant restriction:' Protestant powers cannot deploy INFs to the Papal States and to Bavaria.

‘’’Catholic restriction:’’’ Catholics cannot deploy INFs to the Palatinate.


THE DIPLOMATIC ATTACK

A diplomatic attack is when a player selects one state where he/she has deployed or will be deploying INFs and then directs a "political" attack against another player/power that also has INFs invested there. The diplomatic attack may be ordered along with the placement of INFs. Each player is allowed to submit only one diplomatic attack order per year and only during the Movement and Retreat Phase. The order should indicate the minor state of interest and the target (opponent) of the attack. Typical syntax for the order of the diplomatic attack:

[minor state] > [power]

An example of this is BRA > FRANCE, which means that which ever power submits this order it directs a diplomatic attack against French influence in Brandenburg.

Placement of INFs is determined first before diplomatic attacks are resolved. Diplomatic attacks are resolved by a MUTUAL REDUCTION in the total INFs invested in the state. In the attack, the power with the lesser number of INFs placed removes all INFs and the power with larger number of INFs placed loses equal amount. If multiple attacks are ordered within a minor state, then the sequence of attacks is resolved based on the ATTACK ORDER (see Influence Progression Table).

ALIGNMENTS

The referee only adjudicates the moves AFTER the placement of INFs and the resolution of diplomatic attacks. After which the referee reports to the players the statuses of the minor states, presented in a table, as well as in color-coding on the map, and the results of the adjudication of moves based on those new statuses. A state aligned with a power can be thought of as a protectorate or a dependent of that power.


UNALIGNED

A minor state without INFs is considered unaligned (grey-colored). Unaligned states are passable during a Movement and Retreat Phase, and may be occupied.


ALIGNED

If a power holds minimally 50% of all INFs placed in the minor state, then the minor state is considered aligned to the power, and passable or impassable depending on the declarations that have been made. The minor state will then follow any order submitted to the state’s unit by the power it is aligned to.


NEUTRALITY

For two or more powers equally invested in a minor state, the minor state will be marked as neutral (white-colored). Or if 3 or more powers are invested in a minor state, and no one power holds the required 50% for an alignment, then the state is also considered neutral. Neutral states are impassable during any Movement and Retreat Phase. Neutral states can maintain units and maintain control of foreign provinces.

If a foreign unit is trapped in a neutral state/province after the adjudication, the unit must withdraw, as in retreat, to an adjacent province. If the unit is unable to withdraw to a province, validly, the unit disbands.


CONFESSIONAL MARKERS AND CONDITIONAL MARKERS

If Protestant powers solely hold the INFs in a minor state then a Protestant confessional marker (orange-colored cross) can be placed in the state. If Catholic powers solely hold the INFs in a minor state then a Catholic confessional marker (blue-colored cross) can be placed on the state. If both Protestant and Catholic powers hold INFs in a minor state, then a confessional marker is placed only when one confession holds twice the number of INFs over the other in the state.

If a state carrying a confessional marker is captured by a unit matching the confession of the state, then the confessional marker is replaced with a tolerant marker (white-colored cross). If the state has an opposing confessional marker to the occupational unit, then a religious rebellion will be in effect, and a rebellion marker (red-colored cross) is placed.


SPECIFIC RULES REGARDING MINOR STATES

(1) Units of minor states are automatically disbanded if dislodged.

(2) A power cannot dislodge or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpected. An attack by a power on an aligned minor unit does not cut support. [Example: Hesse is aligned with France. France cannot cut the support of a Hessian unit nor support the dislodgment of that unit.]

(3) The capture of a minor state's home center leads to the disbanding of all its units, and the relinquishing of control of any foreign centers/states during the Adjustment Phase.

(4) If a power's unit occupies any center of an aligned minor state, and the minor's alignment changes during an adjudication, the power's unit must disband only if the minor's new alignment is with a power that is not at war with or allied to the occupying power, and only if the unit cannot withdraw, as in retreat, to an adjacent province, validly. Apply this rule to minor units as well. If the minor's new alignment is with a power that is at war with the occupying power, the occupying unit validly captures the province.

If the minor’s new status is neutral, then the minor unit must disband if not on a home or controlled center.


(5) Movement impediment: There are certain situations when a minor unit will not follow the order of an aligned power. Movement impediment is determined ex post adjudication, that is, after the movement/activities of adjacent units to the minor's home center are adjudicated. Enemy units adjacent to the minor's home center impedes movement of the minor's unit. These rules do not apply to a foreign center held by the minor state; if ordered to move from a foreign center the unit will commit. Nothing restricts the minor unit from following a support order, except in an automatic defense. Adjacent allied units do not restrict movement. Allowed movement: A minor unit may move from its home center when there are no adjacent enemy units (and this does no include the province where movement is directed); otherwise, movement is restricted. Automatic defense: Minor units are obligated to defend the home center. If an enemy unit is adjacent to the unoccupied home center of a minor, the minor unit, if adjacent, will return to the home center. If the minor has two or more units adjacent to the threatened home center, one unit will move the others will support the move (in deciding which unit will move go by alphabetical order of the provinces, i.e., FRA moves and SAX supports). Minor units no longer adjacent to the home center will commit to the aligned power's order. If the minor state has two or more units and one occupies the threatened home center, the unit on the home center will hold, and the others if adjacent with support the hold.

DECLARATIONS AND MOVEMENT

Declarations allow players to declare war, announce alliances, or end war. During any Movement or Retreat Phase no power or aligned minor states of that power can move into the territorial domains of an opponent power and its aligned states unless a declaration of war is made or an alliance is established. All declarations must be submitted during a Movement and Retreat phase and recorded in the adjudication. The declaration then becomes effective during the next year's Movement and Retreat Phase. Declarations do not restrict movement on the open seas; water regions are always contested. Declarations have no affect on diplomatic attacks (i.e., a power can perform a diplomatic attack against an ally).

Declaration of war against another power: Declaration of war with another player may be announced during a Movement and Retreat phase, and becomes effective in the next year's Movement and Retreat Phase. Declaration of war is made against an opposing power and its aligned states. Therefore, if a power wishes to attack an opponent-aligned minor state, whether directly or indirectly with an aligned minor unit, it must declare war on the power that the targeted minor state is aligned to. If no declaration of war has been made, this is what is allowed: (1) Declaration of war is not required for a power or minor state to move against an unaligned minor state. (2) A unit may support holds, convoys, or support movement into a province without a declaration of war. (3) Movement into a province (i.e., as to cause a standoff) is restricted unless a declaration of war is in effect or an alliance has been made.

Note: All these rules assume that the status of a province does not change after the adjudication. It is quite possible that an ordered move into an unaligned province, for example, may fail if the status of the province changes during the adjudication.

Alliances: Declaration of an alliance with another player may be announced during a Movement and Retreat Phase, and becomes effective in the following year's Movement and Retreat Phase. All potential members involved in the alliance must make the declaration for it to be official. Alliances allow the following: (1) A member of an alliance CAN move freely through the territories and centers of another ally; this includes aligned minor states of the member. A member of an alliance CANNOT dislodge or support the dislodgment of an ally’s unit (including the aligned minor units of the ally), even if that dislodgment is unexpected. An attack by a power on an ally does not cut support. This also applies to minor states aligned with the ally. Allies cannot capture each other's centers or the centers of their aligned states, but may occupy those centers (see Occupation by Proxy). Breaking from an alliance can be initiated by any member of the alliance and declared during one Movement and Retreat Phase and made effective in a subsequent year's Movement and Retreat Phase. If a power occupies a home center of a former ally the year after the declaration of separating from the alliance, the power's unit must move from the home center or disband. Liability: In an alliance, a power is not held liable if an ally declares war against another power. For example, if France and Denmark are allies, and France declares war against England, Denmark will not be at war with England, unless a declaration of war is made by Denmark or England against the other.

Declaration of surrender: A player may surrender to an opposing power to save his position in the game. A surrender made in one Movement and Retreat Phase becomes effective in a following year's Movement and Retreat Phase. Surrender comes at a price. The victorious power can levy an indemnity against the surrendering power. This would be an agreed upon sum between the two parties. The indemnity should be divided equally between members of a victorious alliance.

Armistice: Players at war may use any Movement and Retreat phase to announce an armistice to officially end hostilities. The armistice becomes effective in the following movement phase.

SECURING CONTROL OF A CAPTURED FOREIGN CENTER

For a power or a minor state to maintain control of a foreign province, it must maintain occupation of the province. If the province is no longer occupied at the end of the Adjustment Phase, it immediately reverts back to its independent status. A controlled minor state cannot be influence by any power; however, all INFs invested in the state are held in suspension, not removed or altered. A power may relinquish control of a state/province to reestablish its independent status by simply removing its occupational unit. When a state is released, the INFs that were held in suspension are put back into effect, and its political status reestablished.

Occupation by proxy: Since a power or minor needs to maintain occupation of a foreign province to maintain control, how can a power/minor maintain control if the occupational unit needs to move? You can substitute an aligned minor unit or an ally’s unit for your occupational unit in a foreign province, then you may still maintain control of the province.

Transferring control: During the Adjustment Phase, if there is occupation by proxy, you may transfer control of the province to the minor or another power that occupies it. This is done by simply making a public announcement. However, the reverse cannot take place, i.e., a minor state cannot transfer control of a province to a power.

Relinquishing control: If a territory of a power (or minor state) is taken by a foreign unit, and then later foreign-control is relinquished, the territory is restored to the domain of that power/state. Example: Brittany is occupied by an enemy English unit. England then withdraws leaving Brittany unoccupied. Brittany is restored to France. This rule applies to Bremen which is part of Lower Saxony; Pomerania, as part of Brandenburg; the Marche, part of the Papal States; and any of the many provinces of the Ottomans. Only for specific centers will a new independent state be formed after control is relinquished. These states/centers are Norway, Southern Netherlands, Kingdom of Naples, Guyenne (becomes the Huguenot Stronghold), and Bohemia. For example, if Norway is occupied by an enemy Swedish unit, and Sweden then withdraws leaving Norway unoccupied. Norway becomes a new separate state that can be influenced; it is not restored to the Danish domain.

RELIGIOUS REBELLION

If a controlled center carries an opposing confessional marker to the occupational force then the state will be considered in revolt (confessional marker replaced with red-colored marker). A revolting state does not allow an occupying power to collect income on the center. The revolt quells after a given number of Movement and Retreat Phases. This is determined from the value of the center or province. For example, if the Dutch secure control of the Southern Netherlands (NET) in 1620, the state is in revolt (a Protestant power capturing a Catholic state). NET has a value of 2; therefore, the revolt will be in effect for 2 years. The revolt ends at the adjustment phase of 1622, at which time the red-colored marker is replaced with a black-colored marker and the Dutch begins collecting income during the Income phase of 1622. The Dutch will be unable to collect income on NET in 1620 and 1621. A revolt will immediately end if the center is "liberated" by a matching confessional unit.

Note: Religious rebellion does not apply should a Protestant power capture Bohemia or Guyenne. Immediately place a black-colored marker when the capture occurs.

RETREATS AND THE COMBAT ATTRITION RULE

Units cannot retreat (applies to both fleets and armies) if dislodged. However, a multi-strength army unit can retreat if an open space is available and one that is not in rebellion. When a multi-strength army unit is forced to retreat, it loses one unit of strength. If a multi-strength unit is dislodged but unable to retreat, it is completely removed from the board. Even if the retreating unit can overpower an adjacent unit, the retreat is still not valid.

BUILDING A NEW UNIT AND THE MULTI-STRENGTH UNIT

During the Income and Build Phase players may “purchase” units based on the Military Cost Table. The cost to add one additional unit/strength is equal to a value based on the current strength of the military. The power must have an unoccupied home center for a new build to be allowed. The number of units that may be added is limited by the treasury and unoccupied home centers. To calculate the cost to add more than 1 unit/strength during this phase, the player must assess the cost of one additional unit after one unit/strength has been purchased. No power can have more than 15 units on the board (or a military strength greater than 15). For total strength of a military, just count up all the strengths, i.e., Austria has a total military strength of 2, although only one multi-strength unit is on the board to start (see below on Bolstering the strength of a unit).

Example: France wishes to add two units during the Winter Income and Build Phase. At a military size/strength of 3 units, it will cost 4 units of wealth to add one more unit. To add the second unit, France considers the new size of the military at 4 units. From 4 to 5 units, it would cost an additional 8 units of wealth, provided that the purchase does not plunge France below 0 units of wealth in the treasury. If that is the case, then France cannot build the second unit.


Bolstering the strength of an army unit: In the same manner as building a new unit, a player may increase the strength of an army unit. The unit must be on a home center for its strength to be bolstered. (Additionally, a unit on an aligned state's home center may be bolstered as well; i.e., French unit moves into the French-aligned Savoyard center, France may bolster the strength of that unit.) In the same manner as above, one needs to determine the overall strength of the military and then find the cost of adding a new unit or increasing the strength (see table). A unit with bolstered strength is not treated as multiple units when moving on the board, but as a single unit with greater strength than 1. The unit cannot be split apart (however, its strength may be reduced by a retreat), nor can it merge with others. The multi-strength unit moves, attacks, defends, and supports with the greater strength. When a unit has greater strength this is depicted on the board with plus sign and value on top of the unit. So a unit with a strength of two is shown with a +1 on the top; a unit with a strength of 3 is shown with a +2 on top, etc. The maximum that a unit may be bolstered to is 10. Additionally, to break the support of a multi-strength unit, the attacking unit (or combined strength of attacking units) must match the strength of the multi-strength unit being attacked. If the attacking unit(s) fail to break the support, the multi-strength unit will still support with full strength. Some units on the board begin as multi-strength units, i.e., Spain begins with a unit with a strength of 3 in the Southern Netherlands.


Minor states: When a minor state becomes aligned, it will automatically build a unit (if its home center is not occupied). Coastal states will by default build fleets, but the aligned power may indicate the preferred unit. The strength of a minor state's unit cannot be bolstered. Minor states build based on the number of centers it holds: Number of units that a minor can maintain is equal to number of centers it holds (that includes the home center).

INCOME PHASE AND WEALTH

Each player begins with a treasury with 10 units of wealth (players may settle on a particular unit name for the period such as millions of ducats, millions of florins, or millions of talers). During the Income and Build Phase all players receive income (or tribute) from home centers and controlled centers. A home center under foreign occupation is in revolt if the occupier’s confession is opposing, and thus, does not provide income until the revolt has ended. For a home center or any controlled centers, the power receives funds equal to the value of the center as shown on the map.


Value of the centers:

dot enclosed by circle = 1

star enclosed by one circle = 2

star enclosed by two circles = 3


Loans: This game allows for players to give or receive loans. Players may give grants as well without repayment. If a player gives a loan, then the player should expect a repayment on an agreed upon time without interest, in parts or full. If a player gives a loan, he/she may demand an interest payment along with repayment (range of 1%-50%). These scenarios are monitored by the referee but not enforced by the referee and the recipient of a loan is not penalized for defaulting. However, if a player wishes to enforce the loan and/or the interest on the loan, then all parties must agree on the involvement of the referee to monitor whether or not the recipient is penalized for defaulting. The referee can also give loans (a maximum of 25 units of wealth) with fixed interest rate of 25%, and penalizes when the recipient defaults. The Papacy can never give loans only grants of wealth.


THE OTTOMANS

The Ottomans have a special set of rules for movement. Before the start of the game, the referee will randomly select a Protestant power to secretly move the Ottoman units. Additionally, at least two more players will be secretly selected as alternates to control the Ottomans. These players are collectively called the 1st, 2nd, and 3rd HANDLERS. All players may place INFs into the Ottoman Empire, but only the handlers can submit orders. The Ottomans only move when aligned to a power, and Ottoman units hold when unaligned or neutral. Units do not disband when unaligned. Any foreign territories held by Ottoman units remain in Ottoman control even if neutral or unaligned. During the course of the game, if the first handler does not have the alignment of the Ottomans his/ her orders are followed if and only if the Ottomans are aligned with a power. The orders submitted by the other handlers are ignored. If the first handler fails to submit orders, then the orders submitted by the second handler will be followed; or the third handler's if the second handler fails to submit. If the first handler gains the alignment of the Ottomans, then his/her orders are ignored, and the orders of the second handler are used only (and as stated before, third handler's orders are used if second handler fails to submit). If this situation occurs, the first handler is no longer able to order the Ottomans and a new handler is randomly selected. The 2nd handler is promoted to the 1st, the 3rd handler is promoted to the 2nd, and the newly-selected player takes 3rd. The process is then repeated if the newly-promoted 1st handler gains the alignment of the Ottomans. If any power gains the alignment of the Ottomans, then the Ottomans are treated as an ally. Apply the rules of alliances in this case. Ottomans build automatically in the same manner as the minor states. The Ottoman units are also bound to the movement restrictions described above for minor units.


ELIMINATION

A power that is no longer in control of all its home centers is considered eliminated, irrespective of controlled foreign centers. When a power is eliminated, all units are disbanded at the Winter Adjustment Phase, and the foreign centers that are held are liberated restoring them as pliant minor states and to their pre-occupational status. INFs from the eliminated power are removed from all minor states where the power has invested, and the statuses of these minor states reevaluated.

Important rules about elimination:

(1) Denmark is eliminated if both Copenhagen and Schleswig-Holstein (SLG) are captured. Norway becomes an independent state.

(2) Austria is eliminated if Vienna and Slovenia are taken. Bohemia becomes an independent state.

(3) Spain is eliminated if Madrid and Galicia are captured. Southern Netherlands, and Naples become independent states.


MID-GAME AND FINAL SCORING

Game ends at the opening of 1630. Referee may score players mid-game, say, 1625, so that they can gauge their progress, save revealing the objectives. On the year that the game ends, the referee tallies the final score based on the guidelines shown in the Scoring Guide. Player with the highest score wins the game. In case of ties, players may agree to extend the game to break the tie, or call a draw.


NOTES ABOUT THE BOARD

Large states: Several minor states are composed of smaller provinces as shown below. When a political status is established for these states, all provinces of the state are identified as aligned or neutral.

Lower Saxony (LOWR) = Bremen & Brunswick-Lunenburg

Poland (POLN) = Danzig, Posen, Warsaw, Ruthenia, Samogitia, Podolia, and Lithuania

Papal State (PAPL) = Marche and Rome

Brandenburg (BRA) = Kurmark (KUR) and Pomerania (POM)

Ottoman Empire (OTT) = Rumelia, Greece, Bulgaria, Serbia, Albania, Bosnia, and Wallachia.

Coastal province: Schleswig-Holstein (SLG) has two coasts. Moving a fleet from Copenhagen to SLG requires that the coast be specified. SLG (EC) – SLG (WC) or visa versa is not a legal move.

PLAY-TESTERS

My gratitude to the following individuals for their time in play-testing of and making suggestions for this variant:


Christian Schanner

Brian Diffell

Shane Cagney

Poul Hurup Lund-Andersen

Matthew Kelly

Michael Walters

Ewoud Wiering

Chris Lee

Chun Wang Lau

Andrew Port

Mark Utterback

Max Victory

Steven Caponigri

Aaron Havas

Greg Bim-Merle

Hugh Polley

Leonard Saffer


TABLES AND MAP

Europe 1615 Map and Starting Positions

Map v2015-3.jpg


Influence Progression Table

INFLUENCE-TABLE v2015-2b.jpg


Military Cost Table

MILITARY-TABLE v2015-2.jpg


Scoring Guidelines

SCORING-TABLE v2015-3b.jpg

List of Minor States

STATES v2015-3.jpg