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

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[[Image:soldiers.jpg]]
 
[[Image:soldiers.jpg]]
  
'''EUROPE 1615:  PRELUDE TO WAR
 
  
'''A DIPLOMACY VARIANT
+
'''EUROPE 1619 (formerly called Europe 1615)
 +
'''
 +
 
 +
A DIPLOMACY VARIANT
  
 
by Matthew Medeiros
 
by Matthew Medeiros
 +
 +
(Edited 2-26-2018)
  
  
[Play-testers needed!  Most recent update 4-9-13.  Any comments or questions please write to medeiros412@aim.com, thank you.]
+
=INTRODUCTION=
  
 +
“Had Luther and Calvin been confined before they had begun to dogmatize, the states would have been spared many troubles.”
 +
- Cardinal Richelieu
  
 +
July 31, 1619: Protestant leaders in Bohemia feared the fervent Catholic Ferdinand II, successor to Matthias, Emperor of the Holy Roman Empire, King of Bohemia and Hungary would infringe on their rights.  The Bohemian confederacy is formed seeking support and a leader.  Will the Empire’s political and military influence suppress the cause, or maybe, just maybe, events will play out very differently in the hands of shrewd diplomats at the game table…
  
'''1 INTRODUCTION
+
Europe 1619 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.  Europe 1619 is also inspired by other Diplomacy variants such as Ambition and Empire, Classic Payola, Machiavelli, Multiplicity, and Formal Diplomacy.  Europe 1619 is played with 16 players, but can be modified for less.  Each player represents one of the major and regional European powers of the early 17th century:
 +
 
 +
 
 +
1 Austria, House of Hapsburg, Holy Roman Emperor, Ferdinand II
 +
 
 +
2 Denmark, House of Oldenburg, Christian IV
 +
 
 +
3 Spain, House of Hapsburg, Philip III
 +
 
 +
4 France, House of Bourbon, Louis XIII
 +
 
 +
5 Dutch Republic, House of Orange-Nassau, Maurice of Orange
 +
 
 +
6 England, House of Stuart, James I
 +
 
 +
7 Sweden, House of Vasa, Gustav II Adolf
 +
 
 +
8 Catholic League and Bavaria, House of Wittelsbach, Maximilian I
 +
 
 +
9 Protestant Union and the Palatinate, House of Palatine-Simmern, Frederick V
 +
 
 +
10 Papacy, House of Borghese, Pope Paul V
 +
 
 +
11 Poland-Lithuania, House of Vasa, Sigismund III
 +
 
 +
12 Electorate of Saxony, House of Wettin, John George I
 +
 
 +
13 Ottoman Empire, House of Osman, Osman II
 +
 
 +
14 Republic of Venice, Doge Antonio Priuli
 +
 
 +
15 Duchy of Savoy, House of Savoy, Charles Emmanuel I
 +
 
 +
16 Transylvania, House of Bethlen, Gabriel Bethlen
 +
 
 +
 
 +
Europe 1619 utilizes the standard rules from 5th Edition Diplomacy with modifications described in this rulebook. 
 +
 
 +
 
 +
=OBJECT OF THE GAME=
 +
 
 +
The object of the game is for a power to score 25 victory points at some year in the game (or achieve the highest score by the official end of the game). The player representing that power is the winner.
 +
 
 +
=NOTES ABOUT THE GAME BOARD=
 +
 
 +
'''Large minor states:'''  Three minor states are composed of smaller provinces as shown below.  When a political status is established for a large minor state, all provinces of the state are identified as aligned or unaligned or neutral. 
 +
 
 +
''Bohemian Confederacy (BOHC)'' = Bohemia (BOH), Lusatia (LUS), Silesia (SIL), and Moravia (MOR)
 +
 
 +
''Brandenburg-Prussia (BRAP)'' = Brandenburg (BRA), and Prussia (PRU)
 +
 
 +
''Lower Saxony (LOWR)'' = Kalenberg (KAL), and Brunswick (BRU)
 +
 
 +
''Holy Roman Empire (HRE)'' = On the board, the HRE is outlined with a dull red and shadowed border.
 +
 
 +
'''Coastal provinces:'''  Holstein (HOL) has two coasts.  Moving a fleet from Copenhagen (COP) to HOL requires that the coast be specified.  HOL (EC) – HOL (WC) or visa versa is not a legal move for a fleet. Irish Earldoms (IRE) has two coast which needs to be specified when moving a fleet to that space from Munster or Ulster.  A fleet cannot move from IRE (WC) - IRE (EC) or visa versa; nor can a fleet from the Celtic Sea move to IRE (WC), and visa versa; and same is true for a move from North Atlantic (ATL) to IRE (EC).  A fleet in MID has access to MED, ANDL, and SHA; and visa versa.  A fleet in POR may move to ANDL, and visa versa. 
 +
 
 +
'''Copenhagen:'''  COP connects directly with Scania (SCA), Bornholm (BOR), Skagerrak (SKA), North Sea (NTH), Helgoland Bight (HEL), and Holstein (HOL).  Moving a fleet from BOR to SKA will require going through SCA or COP.
 +
 
 +
'''Supply centers:''' Each supply center is marked with a solid circle inscribed with a white number.  These markers (1) determine income during the Builds and Transactions Phase, (2) serves as a site for a build, and (3) are required for the Scoring Phase.
 +
 
 +
'''Confessional markers:''' Minor states will receive a Protestant marker (orange cross) or a Catholic marker (blue cross) or a Ottoman marker (green crescent moon and star) to indicate which confession has the two-thirds majority of influence in state. These markers are placed next to a minor’s home supply center when aligned, and removed when captured.  These markers are also used for scoring.
 +
 
 +
=UNITS AND TOTAL MILITARY STRENGTH=
 +
 
 +
Each army unit is represented by a square piece. Each fleet unit is represented by a narrow rectangular piece.  All units of the minor states (a.k.a., minor units) are represented by sliver-colored pieces with the abbreviated name of the minor state inscribed. Units of the powers (a.k.a, major units) are designated by color as listed below:
 +
 
 +
 
 +
'''[[Catholic Powers]]
 
'''
 
'''
  
Early in the 17th century, Europe was embroiled in a political and religious war that historians have called the Thirty Years War, a war that culminated in a large number of casualties from battle, famine, and plague.   It has been described as a clash between the Protestant factions of Germany and the Austrian and German Catholics, yet from another perspective it has been viewed as the continuation of an age-old struggle of dominance between the kings of France, the princes of Germany, and the Habsburgs of Austria.
+
Austria = RED
 +
 
 +
Spain = YELLOW
 +
 
 +
France = BLUE
 +
 
 +
Catholic League and Bavaria = CRIMSON
 +
 
 +
Papacy = DARK CYAN
 +
 
 +
Poland-Lithuania = BRIGHT CYAN
 +
 
 +
Venice = PURPLE-VIOLET
 +
 
 +
Savoy = GOLD
 +
 
 +
 
 +
'''[[Protestant Powers]]'''
 +
 
 +
Denmark = PURPLE
 +
 
 +
Dutch Republic = BROWN
 +
 
 +
England = GREEN
 +
 
 +
Sweden = ORANGE
 +
 
 +
Protestant Union and the Palatinate = BRONZE
 +
 
 +
Saxony = BEIGE
 +
 
 +
Transylvania = PALE YELLOW
 +
 
 +
 
 +
'''[[Ottoman Empire / Islamic Power]]’''
 +
 
 +
Ottoman = LIGHT GREEN
 +
 
 +
 
 +
All units have the same strength at the start of the game (with exception to the Spanish unit in Flanders). However, major and minor army units may be bolstered to have a greater-than-one strength.  This would be indicated by an inscribed number with a plus sign on the army unit or in a diamond flag for minor units.  These units will attack, defend, and support with a strength equal to one plus the value inscribed on the unit or flag.
 +
 
 +
There can be only one unit in a province at a time, and there is no limit on the strength of the unit. A power’s total military strength is the sum of all of its individual unit strengths on the board.
 +
 
 +
 
 +
 
 +
=STARTING POSITIONS AND PROVINCES=
 +
 
 +
 
 +
'''Centers and units:''' At the start of the game, each power controls one or more centers and provinces.  Some minor states will not have a supply center and unit. Those minor states with a supply center will also begin with a unit.  Refer to the map for the starting positions of the units and territorial holdings of the powers.
 +
 
 +
'''[[Home provinces are as follows:]]'''
 +
 
 +
Austria = Vienna, Slovenia, Upper Austria, Styria, Royal Hungary, Transcarpathia, Tyrol, Upper Slavonia, Kremnica
 +
 
 +
Denmark = Copenhagen, Holstein, Norway, Scania
 +
 
 +
Spain = Madrid, Andalusia, Extremadura, Valencia, Aragon, Leon, Galicia, Cantabria, Naples, Milan, Free County, Liege, Brabant, Flanders
 +
 
 +
France = Normandy, Paris, Lyonnais, Provence, Brittany, Poitou, Guyenne, Gascony, Languedoc, Dauphiny, Burgundy, Champagne
 +
 
 +
Dutch Republic = Holland, Friesland
 +
 
 +
England = London, Lancashire, York, Wessex, Ulster, Munster, Scotland
 +
 
 +
Sweden = Stockholm, Dalarna, Kalmar
 +
 
 +
Catholic League = Bavaria
 +
 
 +
Protestant Union = Palatinate, Upper Palatinate
 +
 
 +
Papacy = Rome, Marche, Romagne
 +
 
 +
Poland-Lithuania = Warsaw, Danzig, Samogitia, Riga, Posen, Lithuania, Ruthenia, Podolia
 +
 
 +
Saxony = Saxony
 +
 
 +
Ottoman = Edirne, Greece, Macedonia, Bulgaria, Serbia, Albania, Bosnia, Hungary
 +
 
 +
Venice = Venice, Dalmatia
 +
 
 +
Savoy = Turin, Savoy
 +
 
 +
Transylvania = Transylvania
 +
 
 +
 
 +
'''[[Home centers and starting units are as follows:]]'''
 +
 
 +
Austria = A-Vienna and A-Slovenia
 +
 
 +
Denmark = F-Copenhagen and A-Holstein
 +
 
 +
Spain = A-Madrid and F-Andalusia (However, Naples, Milan, and Flanders are build sites for Spain they are not considered home centers. Naples, Milan, and Flanders begin with armies, but A-Flanders begins with strength +1.)
 +
 
 +
France = F-Normandy, A-Paris, A-Lyonnais, and A-Provence
 +
 
 +
Dutch Republic = A-Holland and F-Friesland
 +
 
 +
England = F-London and A-Lancashire (However, Scotland is a build site for England it is not considered a home center. Scotland begins with fleet.)
 +
 
 +
Sweden = F-Stockholm
 +
 
 +
Catholic League = A-Bavaria
 +
 
 +
Protestant Union = A-Palatinate
 +
 
 +
Papacy = A-Rome
 +
 
 +
Poland-Lithuania = A-Warsaw and A-Danzig
 +
 
 +
Saxony = A-Saxony
 +
 
 +
Ottoman = A-Edirne
 +
 
 +
Venice = F-Venice
 +
 
 +
Savoy = A-Turin
  
The Europe 1615 Diplomacy variant allows players to take the reigns of one of the great powers of the time most closely involved with the Thirty Years War which commenced in 1618:  Austria, France, Spain, England, and Denmark/Sweden.  For the purposes of this game, Denmark and Sweden are treated as in a permanent alliance and controlled by one player.  The game begins in 1615, one year following the Treaty of Xanten.  The interaction of these great powers with each other and with the minor German and Italian states, vassal states of the Ottoman Empire, and other minor states will define the course of the game.    The variant adapts rules a distant game of diplomacy called Origins of World War 1 (and 2).  Game is played on two levels: military and political.  At the beginning of each year, players deploy influence factors (INFs) and initiate diplomatic attacks to secure religious and political control over the minor states.  This can impact the movements of units in the game, and victory points are assessed on both levels giving several possible paths to victory for each player.  To round out the mechanics of this variant, there is the use of ports to limit the activities of the fleets, variable-valued supply centers, and rules to take into account the situation of the Protestant-versus-Catholic conflict from the religious and political influence on the minor states.  Victory is measure by the gain and loss of victory points (VPs) through various facets of the game (military and political objectives).  Game runs for a time limit of 6 game years, and each game year is defined by a politics phase, 3 movement/retreat phases, and a build phase.
+
Transylvania = A-Tra
  
Standard 5th Edition rules of Diplomacy apply with modifications as described below.
 
  
 +
=PHASES OF THE GAME YEAR=
  
 +
1 - Diplomatic Phase
  
'''2 PHASES OF THE GAME YEAR
+
2 - Orders Phase
'''
+
 
 +
3 - Adjudication Phase
 +
 
 +
4 - Retreat and/or Disband Phase
 +
 
 +
5 - Map Adjustment Phase
 +
 
 +
6 - Builds and Transactions Phase
 +
 
 +
7 - Scoring Phase
 +
 
 +
 
 +
 
 +
=DIPLOMATIC PHASE=
 +
 
 +
==INFLUENCE AND PLACEMENT==
 +
 
 +
During the Diplomatic Phase, players discuss their plans, alliances are made, tactics decided, and declarations of war considered. When the orders for the Diplomatic Phase are submitted the format will consist of a list of INF placements, and declarations (if any, and not during the first year of game play).  INFs are discussed below.
 +
 
 +
At the start of each year Influence Points (INFs) are allotted to the powers as shown in the Influence Allocation Table (see table below). 
 +
 
 +
During this phase players will distribute their INFs to the independent minor states (see List of minor states, below). However, there is an initial placement of INFs to the minor states prior to the start of the game (see INITIAL SETUP). 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 allotted for the year, and players may not lend out INFs, or remove INFs from a state once they are placed. INFs may be placed in a minor state that possesses both a supply center and unit, and INFs may be placed in a minor state that possess neither.  As the game progresses, INFs will accumulate in the minor states.
 +
 
 +
'''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…
 +
 
 +
Order from FRANCE:
 +
 
 +
5: BRE
 +
 
 +
(means that 5 INFs of French influence will be placed in Bremen)
 +
 
 +
'''Note:''' ''Only Protestant powers can deploy INFs to the Bohemian Confederacy.''
 +
 
 +
 
 +
'''[[List of minor states that can be influenced]]'''
 +
 
 +
''Minor State, Abbreviation, Unit Label (if applicable)
 +
''
 +
 
 +
Bremen, BRE
 +
 
 +
Erfurt, ERF
 +
 
 +
Hamburg, HAM
 +
 
 +
Oldenburg, OLD
 +
 
 +
Paderborn, PAD
 +
 
 +
Pomerania, POM
 +
 
 +
Saarbrueken, SAA
 +
 
 +
Strasbourg, STR
 +
 
 +
Swiss Confederation, SWI
 +
 
 +
Trier, TRI
 +
 
 +
Wallachia, WAL
 +
 
 +
Moldavia, MOL
 +
 
 +
Ansbach, ANS, An
 +
 
 +
Bohemian Confederacy, BOHC, Bo
 +
 
 +
Brandenburg-Prussia, BRAP, Br
 +
 
 +
Catalonia, CAT,Ca
 +
 
 +
Cologne, COL, Co
 +
 
 +
Croatia, CRO, Cr
 +
 
 +
Genoa, GEN, Ge
 +
 
 +
Hesse, HES, He
 +
 
 +
La Rochelle, ROC, Hu
 +
 
 +
Irish Earldoms, IRE, Ir
 +
 
 +
Lorraine-Alsace, LOR, Lo
 +
 
 +
Lower Saxony, LOWR, Lw
 +
 
 +
Mantua, MAN, Ma
 +
 
 +
Mecklenburg, MEC, Me
 +
 
 +
Magdeburg, MAG
 +
 
 +
Modena, MOD, Mo
 +
 
 +
Sharifate, SHA, Mr
 +
 
 +
Parma, PARM, Pm
 +
 
 +
Portugal, POR, Pt
 +
 
 +
Stralsund, SRL, St
 +
 
 +
Baden-Wuerttemberg, WUR, Sw
 +
 
 +
Tunisia, TUN, Tn
 +
 
 +
Tuscany, TUS, Tu
 +
 
 +
Westphalia-Muenster, WES, We
 +
 
 +
Wuerzburg, WUE, Wz
 +
 
 +
 
 +
==INITIAL SETUP==
 +
 
 +
Before the start of the game, there’s a fixed placement of INFs for some powers: 
 +
 
 +
'''Initial INF placement goes as follows:'''
 +
 
 +
Spain = 5: POR, 1: CAT
 +
 
 +
Catholic League = 5: TRI, 5: COL, 5: WUE
 +
 
 +
Protestant Union = 5: ANS, 5: STR, 3: BRAP, 5: HES, 5: WUR
 +
 
 +
Ottomans = 1: TUN, 1: MOL, 1: WAL
 +
 
 +
 
 +
==DECLARATIONS==
 +
 
 +
Declarations allow players to declare war, to establish alliances, or to end war.  These declarations are made during the Diplomatic Phase.  Declarations are not allowed in the first year of game play. 
 +
 
 +
'''Declaration of war against another power:''' Declaration of war is announced during one Diplomatic Phase, and becomes effective in the next year.  Declaration of war is made against an opposing power and all of its aligned states. A declaration of war allows a player to attack an enemy’s unit(s) and enter an enemy’s territories.  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.  An exception to this rule is explained below under '''additional rules to observe'''. 
  
Each game year is divided in to the following phases:
 
  
1- Political and Religious Influence Phase
+
'''Alliances:''' Declaration of an alliance with another player may be announced during a Diplomatic Phase, and becomes effective the following year.  The powers involved in the making of the alliance must make the declaration for it to be official. (Example: If France, England and Spain decide to form an alliance and only Spain and England include the declaration in their orders, then Spain and England form an alliance and France will be excluded.)  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.
  
2- Spring Movement and Retreat Phase
 
  
3- Summer Movement and Retreat Phase
+
'''[[Notes on initial declarations:]]'''
  
4- Fall Movement and Retreat Phase
+
-The Protestant Union cannot form an alliance with the Catholic League.
  
5- Winter Ownership/Build/Adjustment Phase
+
-Austria and Spain begin the game in an alliance.
  
 +
-Austria and the Catholic League begin the game in an alliance.
  
'''3 POLITICAL AND RELIGIOUS INFLUENCE PHASE
+
-England and the Protestant Union begin in an alliance.
'''
 
  
At the start of the game, year 1615, each power receives a number of influence factors (INF) to use for influencing the minor states.  For subsequent years, the powers receive the INFs based on the table below.
+
-Ottomans and the Protestant Union begin in an alliance.
  
 +
-Spain and the Dutch Republic are at war.
  
'''Table of INF Allocation per Year
 
'''
 
  
[[Image:inf-v5.jpg]]
+
'''Armistice:'''  Players at war may use the Diplomatic Phase to announce an armistice to officially end hostilities. The armistice becomes effective in the following year.  The powers wanting to end war must make the declaration for it to be official. (Example: If the Dutch are at war with England and only England declares an armistice, but not the Dutch, then no official armistice is passed.)
  
Each player then establishes influence over the minor states by distributing some or all the INFs.  Any unused INFs are placed in the power’s home box for later use.  A power can place any amount.  Additionally, a power may place INFs in another power’s home box (purpose is explained below).  Points accumulate each year and change with the results of the “diplomatic attacks” (as discussed below).  Points placed in the home box may be re-deployed in following years.  However, those points already deployed cannot be moved.  A listing of the minor states that may be influenced is given in the table below. 
 
  
 +
'''[[The Papacy:]]''' The Papacy can declare war against any power. However, no Catholic power can declare war on the Papacy unless any one of the following events has occurred:
  
'''Table of Pliant Minor States
+
- The Papacy captures a center. 
'''
 
  
[[Image:minor_v3.jpg]]
+
- If the Papacy is allied with a Catholic power that is at war or declares war on another Catholic power, then the Papacy may be the recipient of a declaration of war from any Catholic power.
  
 +
- If the Papacy supports an attack on a Catholic power, then it may be the recipient of a declaration of war from any Catholic power. 
  
'''Diplomatic Attacks'''
 
  
The GM publishes the distribution of INFs in the first year to present the statuses of the minor states.   However, diplomatic attacks commence in the second year (1616) of gameplay after the second distribution of INFs takes placeNo diplomatic attacks are performed in the first year.   Once the players have had a chance to review and negotiate over the second INF distribution and publication done for 1616, players may choose to perform diplomatic attacks.    Each player may choose to conduct a diplomatic attack only once per phase against INFs of another power in one minor state.   The player chooses a state where he/she has invested INFs, and then directs an attack against any other player’s INFs also present in that state (one attack against another power)Additionally, if 5 or more INFs of one power have been placed in another’s home box, the power has earned diplomatic immunity.  With diplomatic immunity, a power is protected from diplomatic attacks from the power where INFs have been placed.  To negate the effect of diplomatic immunity, the affected power must eliminate or reduce the number of INFs of the opposing power to less than 5 with diplomatic attacks.  
+
'''Sequence of declarations:''' If two players are in an alliance, then come into conflict, the alliance must first be officially ended before war is declared against each other. If two players are at war, and then find that an alliance would be beneficial, the conflict must first officially end before the alliance can be formedExample: France and England are at war in 1623, but decide to end war and form an alliance. Then the announcement to end war occurs in 1624, becomes effective in 1625. In 1626 (or any year thereafter), England and France can now make a declaration of an alliance to be effective in the subsequent yearIt’s important to note that in 1625 until when an alliance comes into effect, France and England are neither at war or in an alliance, and this will prevent a move or convoy of one power into the territories and aligned states of the other.
  
The decisions of the players are then communicated at the same time to the GM, much like the simultaneous submission of orders for units.  Each player submits multiple orders to perform diplomatic attacks, where each order indicates the name of minor state and the target of the attack, but only one will be followed for reasoned described in the next paragraph.  Diplomatic attacks are submitted in secret to the GM, however, players may discuss these attacks, may make promises, but no one is obligated to adhere to any agreements. 
 
  
The national order of attacks is as follows: Spain, France, England, Denmark/Sweden, and Austria.  GM consults the Diplomatic Attack Table shown below, to determine outcome of the attacks.    Additionally, the French player must submit an alternative order because it is possible that the first ordered attack is unable to be performed due to lost INFs from a Spanish attack.  The English player must submit 2 alternative orders if the first ordered attack is unable to be performed due to lost INFs from a French attack.  As such, the GM consults the first alternative order of the English, and if this undoable the GM consults the second alternative order.  Denmark must submit 3 alternative orders, and Austria must submit 4, for similar reasons.  Since Spain goes first in the national order of the diplomatic attacks, there is no need for Spain to submit alternate orders. 
+
==RESULTS, ALIGNMENTS AND CONFESSIONAL MARKERS==
  
 +
The referee presents the results of the Diplomatic Phase by reporting the status of each minor state to the players with a table, and the map color-coded.  The referee also reports which declarations successfully pass.
  
'''Diplomatic Attack Table
+
'''[[Every minor state has one of three alignment statuses at the end of the Diplomatic Phase:]] 
 
'''
 
'''
  
[[Image:DAT_v2.jpg]]
+
'''UNALIGNED:''' A minor state without INFs is considered unaligned (grey-colored). Unaligned states are passable during the Order Phase, and may be occupied/captured.
 +
 
 +
'''ALIGNED:''' If a power holds more than 50% of all INFs placed in the minor state, then the minor state is considered aligned to the power, and passable or impassable during the Order Phase depending on the declarations that have been made.  The minor state will then follow any order submitted to the minor state’s unit(s) by the power it is aligned to. 
 +
 
 +
'''NEUTRAL:''' 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 the Order Phase.  Neutral states can maintain units and maintain control of foreign provinces. 
  
  
Diplomatic attacks are determined by a random throw of 3 six-sided dice.  If players are uncomfortable with accepting the GM’s account of “unseen” dice rolls, players and GM may utilize stock market prices for a given day as a means of generating random numbers.  Note: In the case where the ratio of INFs of the attacker to the defender is equal to or greater than 5-to-1, then no roll is performed, and defending INFs are removed.  
+
'''CONFESSIONAL MARKERS:'''  A confessional marker (colored cross) can only be placed on a minor state’s home supply center during the Map Adjustment Phase when A) only the power(s) of one religious confession holds all of the INFs in that state; or B) when the power(s) of one religious confession holds twice as many INFs in the minor state as the other religious confessions.  When a minor’s home center is captured, the marker is removed.
  
'''Optional approach to diplomatic attacks:'''  Since diplomatic attacks introduce a random element to the game,  they may be handled by resolving all attacks with an exchange (EX).  This negates the use of dice rolls to resolve the attacks.  The use of this method should be decided at the start of the game and agreed upon by all players.   
+
''Catholic majority = blue cross''
  
 +
''Protestant majority = orange cross''
  
'''How The Minor States Are Politically Marked After The Diplomatic Attack Phase
+
''Ottoman majority = green crescent moon and star''
'''
+
 
 +
=ORDER PHASE=
  
At the end of the diplomatic attack phase the following is considered:
+
==MOVEMENT==
  
Political status of the minor state is not established if there are 4 or less total INFs present.
+
'''Effects of declarations:''' During the Order Phase players write and submit movement orders for their units on the board and for those minor units that are aligned to their power.  A unit cannot be ordered to move into the territorial domains of an opponent and/or any minor states aligned to the opponent, unless either a declaration of war or an alliance is in effect between the two powers.  Declaration of war is not required for a major unit or minor unit to move into an unaligned minor state (colored grey).  Any unit may support holds, convoys, or support movement into a province with or without a declaration of war (as long as the support is legal; e.g., an army cannot support into a water region). It should also be noted that a unit can support another unit into a space even if the supporting unit cannot move into that space due to official declarations in place or due to alignment status.  Movement into an aligned province (i.e., as to cause a standoff) is restricted unless a declaration of war or an alliance is in effect.
  
Political status of the minor state is NEUTRAL if no single major power holds 2/3 or more of the total INFs present in the minor state.   
+
'''Rules for alliances:''' A member of an alliance CAN move freely through the territories and centers of an ally; this includes aligned minor states of the ally.  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 major unit on an allied unit 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).   
  
Political status of the minor state is ALIGNED if a single major power holds 2/3 or more of the total INFs present in the minor state, and has invested minimally 5 INFs. Minor states marked as ALIGNED are essentially in allegiance with the major power holding the most influence as specified above.
 
  
 +
'''Water regions:''' Water regions cannot be aligned, and are thus always passable; but the movement rules regarding units and the declarations as described above must be observed.
  
'''How The Minor States Are Marked With Regard To Religious Influence
 
'''
 
  
The combined INFs remaining for England and Sweden/Denmark represent the political influence of the Protestant factions in the province.    The combined INFs of Austria, France and Spain represent the political influence of the Catholic factions in the province.  Control of a province by either the Protestants or Catholics is determined by the following:
+
'''Additional rules to observe:'''
  
Religious status of the minor state is not marked if there are less than 10 INFs present.  
+
1- Any minor unit is automatically disbanded if dislodged, even if the unit has greater than one strength.
  
Religious status of the minor state is DUALITY if no single religious faction holds 2/3 or more of the total INFs present in the minor state.  (DUALITY would suggest that the government and populace are composed of both Protestant and Catholic membersThe minor state is not swayed in any particular direction.)
+
2- A power cannot attack, dislodge, or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpectedAn 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.]
  
Religious status of the minor state is CONTROLLED if a single religious faction holds 2/3 or more of the total INFs present in the minor state, and a minimum of 10 INFs are present for that faction.  (CONTROLLED refers to nearly exclusive dominance of one religion in the government and populace.)
+
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/provinces during the Map Adjustment Phase.
  
 +
4- At the end of a movement phase, units should be checked on whether they can maintain their positions in a foreign province.  Use the following guidelines:
  
'''Benefit of the Political Status of the Minor States
+
4a- If the province is neutral, the foreign unit must retreat, or disband if no valid retreat can be made. 
'''
 
  
If the political status is ALIGNED, the major power that holds the 2/3-or-more majority of INFs in the state is afforded the benefit of submitting HOLD or SUPPORT orders to the minor state's unit.  
+
4b- If the province is aligned with a power that the foreign unit is not at war with or not allied with, then the foreign unit must retreat, or disband if no valid retreat can be made.
  
 +
4c- If the province is aligned with a power that the foreign unit is at war with, then the foreign unit captures the province. 
  
'''Rules Concerning Political Status of Minor States
+
4d- If the province is aligned with a power that the foreign unit is allied with, then the foreign unit remains in the province (no capture occurs).
'''
 
  
If the political status is not established, any major power may attack and occupy the state.
+
5- A major or minor unit occupying an ally’s province may be attacked if the attacking unit is at war with the ally.  (Example: England is allied with Spain, and allows English unit to occupy Flanders, a Spanish territory.  Dutch are at war with Spain but not with England.  Dutch units may attack English unit in Flanders. If the Dutch were allied with England, the unit cannot be attacked.)
  
If the political status is NEUTRAL, no major power can attack or enter the minor state as it violates the neutrality status.    This also applies to retreating units: a retreating unit cannot enter a neutral state.  Neutral units cannot receive support.  Treat NEUTRAL minor states much like the impassable Switzerland of standard Diplomacy.
+
6- When a minor unit captures a province or supply center, then the province or supply center is colored according to the status of the minor state during the Map Adjustment Phase.
  
If the political status is ALIGNED, the major power (to which the minor state is ALIGNED to) is not allowed to attack the minor state's unit.  If no unit is present in the minor state, the major power (to which the minor state is ALIGNED to) may enter freely.
 
  
GM will always remind players if a violation will occur with orders submitted, and will request changes.  If no changes are submitted then those orders that will cause a violation will be ignored or set to HOLD. 
+
==SECURING CONTROL OF A CAPTURED FOREIGN CENTER==
  
 +
For a power or a minor state to capture and maintain control of a foreign province or foreign center, it must maintain occupation.  If the province is no longer occupied at the end of the Order Phase, it immediately reverts back to its independent status after the Map Adjudication Phase. 
  
'''Rules Concerning Religious Status of Minor States
+
A captured minor state CANNOT be influenced by any power (that is, INFs cannot be placed while it is held by a foreign enemy unit). However, all INFs presently invested in the state are held in suspension, not removed or altered.  A power may relinquish control of a center or province or minor state to reestablish its independent status by simply removing its occupational unit.  When a minor state is liberated, the INFs that were held in suspension are put back into effect, and its political status reestablished, and its unit rebuilt (if it has a center).  If a territory of a power is taken by a foreign unit, and then later liberated, the territory is restored to the domain of that power/state. Example: Normandy is captured/occupied by an enemy English unit. England then withdraws leaving Normandy unoccupied. Normandy is restored to France at the Map Adjustment Phase.  This rule applies to minor states as well.  For example, if Kalenberg, which is part of Lower Saxony (home center at Brunswick), is captured by a foreign unit and then later liberated, it is restored back to Lower Saxony.  This also applies to:
'''
 
  
If the religious status of the minor state is not set or has a DUALITY status, then any major power may attack and occupy the state, but with restrictions set by the political status.
+
- Lusatia, Silesia, and Moravia (as part of the Bohemian Confederacy)
  
If the religious status is CONTROLLED, any major power with the same religion that attacks and occupies the state forfeits the gain of VPs from the capture of the supply center (if present).
+
- Prussia (as part of Brandenburg)
  
 +
Additionally, if a minor’s home center is captured, its provinces are colored grey at the Map Adjustment Phase, and made passable during the Orders Phase. 
  
'''Consequences Of When A Major Power Attacks And Occupies A Minor State
+
'''Occupation by proxy:''' A power can substitute an aligned minor unit for its unit in a foreign province, or an ally’s unit, or a unit aligned with the ally, and thus the power may still maintain control of the province or center.
'''
 
  
If a major power attacks and occupies a minor state that does not have a status or is marked as ALIGNED with another power, followed by change in ownership at the build phase, no other major power may place INFs in that state during the coming political and religious influence phase.  The minor state is now considered the DOMINION of the occupying power.  Diplomatic attacks are still allowed by all powers, but the owning power is exclusively allowed to place INFs in the state.  However, another power may still garner bonus VPs from the religious status at the end of the game if the status is maintained. 
 
  
If an opposing religion has control of the minor state, the major power that now owns the minor state will be unable to build on the site until the religious status is changed to DUALITY.  If the minor state is ALIGNED with another power, the supply center is unable to provide for a new build until the status is changed to NEUTRAL.  For the given situations above the minor state is considered to be in REVOLT as a result of the religious and political opposition.  Revolting states will be marked on the map.
+
==MOVING A BOLSTERED UNIT==
  
 +
A unit with bolstered strength is not treated as multiple units when moving on the board, but as a single unit with strength greater than 1. The unit cannot be split apart (however, its strength may be reduced by a retreat), nor can it merge with others. The bolstered 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 or as a flag in the case of minor 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 (labeled with +9), and 5 for a minor unit. Additionally, the support provided by a bolstered unit can be broken by an attacking unit (or the combined strength of attacking units) in a one-to-one reduction (i.e., if a unit supporting with strength of 2 is attacked by a unit of strength of 1, then the support given will be rated at 1).
  
'''Rule concerning the Papal States'''
 
  
Papal states are considered ALIGNED to all Catholic powers.
+
==RETREATS==
  
 +
Un-bolstered army units cannot retreat. Fleet units cannot retreat.  A bolstered army unit can retreat if a legal space to retreat to is available.  When a bolstered army unit is forced to retreat, it loses one unit of strength. If a bolstered army unit is dislodged but unable to retreat, it is completely removed from the board.
  
'''How Victory Points Are Acquired Based On The Religious Statuses Of The Minor States
+
=BUILDS AND TRANSACTIONS PHASE=
'''
 
  
Victory points are awarded at the end of the game depending the religious situation of the minor states as shown in the Objectives Table and VP Awards.
 
  
 +
==WEALTH AND INCOME==
  
'''Objectives Table and VP Awards
+
Each player begins with an empty treasury. Wealth is measured in treasury points or TPs (players may settle on a particular currency name for the period such as millions of ducats, millions of florins, or millions of talers). During the Builds and Transactions Phase all players receive income (as TPs) from home centers, and from captured foreign centers (value within a black circle as shown on map), and captured foreign provinces valued at 1 TP each.
'''
 
  
[[Image:objectives_v3.jpg]]
+
'''Protestant Union and the Catholic League:''' The Protestant Union and the Catholic League receive income from aligned states as well, but only from those states within the HRE.  Example: If the Catholic League maintains the alignment of Wuerzburg and Cologne, it receives 1 and 3 TPs, respectively, from those aligned states for a total of 7 TPs (this includes the income from Bavaria) at the Builds and Transactions Phase.
  
Example:  If at the end of the game Saxony is Catholic controlled, then Austria can garner 14 VPs for the religious status; France can garner 5 VPs, and Spain, 3 VPs.  However, if by the end of the game Saxony is Protestant controlled, then England can garner 7 VPs and Denmark/Sweden can receive 14 VPs.   
 
  
 +
==LOANS==
  
'''5 MOVEMENT PHASE
+
This game allows for players to loan TPs to other players. If a player gives a loan, then the player should expect a repayment on an agreed upon time without interest, in parts or full (or a player may lend TPs without repayment).  If a player gives a loan, he/she may demand an interest payment along with repayment. These scenarios are monitored by the referee, but not enforced by the referee, and the recipient of a loan is not penalized for defaulting.  All of these transactions are conducted during this phase and reported by referee at the conclusion of the phase. 
'''
 
  
Orders are submitted in the same manner as in standard Diplomacy.  A HOLD or a SUPPORT order can be submitted to units in minor states that are ALIGNED with a player's power. 
 
  
Fleets can only move into or support a move into a coastal province that has a port (anchor).  Fleets are allowed to convoy armies to any coastal province whether or not a port is present.  Certain orders on fleets are deemed illegal based on the location of the port.  These are given below:
 
  
F(ADR)-NAP
+
==COST TO BUILD==
  
F(BAL)-HLS
+
During this phase players may purchase units based on the Military Cost Table.  The cost to add one additional unit 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 new units that may be added is limited by the treasury and unoccupied home centers. To calculate the cost to add more than 1 unit during this phase, the player must assess the cost of one additional unit after one unit has been purchased.  No power can have more than 15 units on the board (or a combined military strength greater than 15).  For total strength of a military, just count up all the strengths of the units of a power on the board.
  
F(BAL)-SKA
 
  
F(NTH)-COP
+
'''Military Cost Table'''
  
F(COP)-HLS
+
[[Image:MILITARY-TABLE_1619-2.jpg]]
  
F(MEC)-HLS
 
  
F(ATL)-SCO
+
Example: France wishes to add two units during the income and build phase. At a military strength of 4 (4 units each with a strength of 1), it will cost 9 TPs to add one more unit.  To add the second unit, France considers the new size of the military at 5 units.  From 5 to 6 units, it would cost an additional 15 TPs, provided that the purchase does not put France below 0 TPs in the treasury. If that is the case, then France cannot build the second unit.
  
F(ATL)-IRE
+
'''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 only.  The unit must be on a home center or a captured foreign center or an allied center for its strength to be bolstered.
  
F(CEL)-SCO
+
Note: The bolstering of a unit in a foreign center reflects the local voluntary enlistment, local conscription or the hiring of mercenaries commonly practiced during this period of time.
  
(These orders are also not legal in reverse.)
+
'''Minor states:''' Minor states build based on the number of centers it holds:  The maximum allowable number of units that a minor can maintain is equal to number of centers it holds (that is the home center and captured foreign centers). A new build is allowed if the home center is unoccupied. A minor state will AUTOMATICALLY build if it holds more centers than units (irrespective of the strengths of its current units).  Coastal minor states will by default build fleets, but the aligned power may indicate the preferred unit to the referee.
  
Additionally, certain army movements are allowed without the use of a convoy, and given below:
+
'''Bolstering the strength of a unit for a minor state:'''  A power may bolster a unit for a minor state.  The minor state does not necessarily need to be aligned with the power, but it must be aligned to a power, and not unaligned or neutral.  The cost to bolster is calculated in the same manner as building/bolstering a new unit for a power (see above).  The minor’s unit to be bolstered must be on a center for it to occur. There is no limit on the number of bolsters. In subsequent Builds and Transactions phases, the minor’s bolstered units are not counted as part of the power’s overall military strength.
  
(1) movement and support between GRA and FEZ.
+
'''Ottoman fleet:'''  The Ottomans may build a fleet in Edirne (EDI). This fleet can only move to Greece to have access to the Mediterranean regions.
  
(2) movement and support between SIC and NAP.
+
=ELIMINATION=
  
(3) movement and support between IRE and SCO
+
A power that does not control any of its original home centers (that is, all home centers have been captured by foreign enemy units) at the end of an Order Phase it is considered eliminated, irrespective of controlled/captured foreign centers.  When a power is eliminated, all units are disbanded at the Map Adjustment Phase, and the foreign centers that were held are then liberated, restoring them as independent minor states, and to their pre-occupational status.  INFs from the eliminated power are removed from all minor states on the board where the power had deployed to during the game, and the statuses of these minor states reevaluated. 
  
(4) movement and support between SCA and COP
+
'''Rules about elimination for Spain and England:'''  Spain is eliminated if Madrid and Andalusia are both captured. Flanders, Milan, and Naples become new independent states that may be influenced.  If both London and Lancashire are captured, then England is eliminated and Scotland becomes a new independent state.
  
Units of minor states that are dislodged are immediately disbanded.
+
Double elimination rule:  If an attacking power captures the remaining home centers of an opposing power at the same time during a movement phase the opposing power captures the remaining centers of the attacking power, then both powers are eliminated.  
  
  
'''7 OWNERSHIP/BUILD/ADJUSTMENT PHASE
+
=SCORING PHASE=
'''
 
  
The player occupying a foreign supply center prior to the build phase may waive the change in ownership of the center.    This may be arranged by the player (and communicated to the GM) to avoid depriving a center from an ally.    Once the decision is made no reversal is allowed until the next build phase. 
+
'''Referee scores the players individually during the Scoring Phase as follows:'''
  
Each supply center available during the build phase provides the resources to field 1 army or 1 fleet (as in standard diplomacy).  Players may build new units on any owned and unoccupied center with restrictions explained in section 3.  Owned ports may be used as a build site for fleets whether or not it is a supply center.
+
1- For each captured foreign supply center the player earns 1 point for each point of value for the center.  
  
If a supply center of a minor state is unoccupied and has yet to change ownership, a new unit is built.
+
2- For each corresponding confessional marker present on the board the player earns 1 point.
  
 +
3- For each lost home supply center the player loses 1 point for each point of value for the center.
  
'''Starting Position of Units'''
 
  
France:  A(PAR), A(TOU), A(PRO), F(GUY), F(BRI)
 
  
Spain:  F(GAL), A(MAD), A(CAT), A(MIL), A(SPA)
 
  
Austria:  A(BOH), A(CRO), A(VIE)
+
'''Austria and Bohemia:''' If Austria captures Bohemia and holds on to it, Austria gains an additional 5 victory points. Bohemian center is double-bordered to remind other players of this bonus for the player of Austria.
  
EnglandA(SCO), F(LON), A(GLO)
+
First player to reach 25 points wins the game regardless of the year. However, the game officially ends at the Scoring Phase of 1648, with highest scoring player taking victory.  Note: A player cannot claim victory if he/she has any outstanding loans.  In case of ties, players may agree to extend the game by one or more years to break the tie, or call a draw. If an extension of the game beyond 1648 is agreed upon, no further allocations of INFs will occur, and the Diplomatic Phase is skipped in the years following 1648.
  
Denmark/Sweden:  F(SWE), A(COP), A(HOL)
 
  
All major powers begin with one unit less than the number of supply centers available.  If there are no losses in supply centers by the build phase of 1615, then each major power is entitled to new build. 
+
=MODIFICATIONS FOR A GAME WITH LESS THAN 15 PLAYERS=
  
Each minor state begins with a unit with exception to SWI, POS, and LOR.  The Papal states begin with units, and these unit support each other throughout the gameOf the Barbary States, TUN and ALG begin with units (these units are in permanent HOLD throughout the game). Units of unmarked and NEUTRAL minor states cannot be convoyed. 
+
'''14 PLAYERS:''' Convert the Papacy into an independent minor state. Reduce its Rome center value to 3No Protestant power can deposit INFs to the Papacy, and Ottomans cannot deposit INFs to the Papacy.
  
 +
'''13 PLAYERS:''' Modify the Papacy as described above, and then convert Saxony into an independent minor state.  Reduce its center value to 3.  Both the Union and the League will each have 1 INFs invested in Saxony to start.
  
 +
'''12 PLAYERS:''' Modify the Papacy and Saxony as described above.  Convert Savoy into an independent minor state.  Reduce Savoyard home center value to 3.  Only Catholic powers will be allowed to deposit INFs to Savoy.  France begins with 1 INF in Savoy.
  
'''8 VICTORY POINTS ADJUSTMENT
+
'''11 PLAYERS:''' Modify the Papacy, Saxony, and Savoy as described above.  Convert Venice into an independent minor state.  Reduce Venetian home center value to 3.  Only Catholic powers will be allowed to deposit INFs to Venice.
'''
 
  
Victory is measured by the accumulation of Victory Points (VPs) at completion of the gameBonuses are received based on the religious/political situations and military operationsPenalties can be assessed based on certain operations as wellThese changes are listed below:
+
'''10 PLAYERS:''' Modify the Papacy, Saxony, Savoy, and Venice as described above. The Catholic League is removed as a playable power.  Convert Bavaria into an independent minor state.  Keep Bavarian home center value at 3.  Only Catholic powers will be allowed to deposit INFs to BavariaAustria begins with 3 INFs in Bavaria and 1 INF in SaxonyThe Protestant Union begins with 3 INFs in Bohemia, and 1 INF in SaxonyThe Protestant Union and Austria cannot form an alliance during the game.
  
Bonuses that affect all powers: (1) gain of a supply center beyond home centers= VP value of supply center, a +3, +9, or +15 as indicated on the map; (2) loss of a supply center= VP value of supply center a -3, -9, or -15 as indicated on the map.
+
=PLAY-TESTERS=
  
Additional bonuses can be garnered at the end of the game for completed objectives.  These objectives are listed in the Objectives Table and VP Awards. 
+
My gratitude to the following individuals for their time in play-testing of and making suggestions for this variant:
  
 +
Frank Martin
  
'''9 VICTORY CONDITIONS
+
Jeff Wyatt
'''
 
  
At the opening of 1621, the player with most VPs wins the game.  If there is a tie between any two players, then the game will resume for another year, and VPs reassessed at the opening of 1622.  This will continue until a break in the tie.
+
Daithi Walshe
  
 +
George Atkins
  
'''Optional: Alliances and Victory
+
Adam Bagley
'''
 
  
Two players, before the start of 1618, may form an alliance.  This is a permanent agreement and is communicated to the GM and announced to the other players.  Alliances do not change the rules of the game, but affects victory condition.  It is possible for two alliances to form in the game.  At the end of the game, an alliance wins if the combined VPs of the two allies exceed the total VPs of the other three players (or the other alliance and the fifth player).  Alliances are bound to this rule to the end, so it is possible that a single unaligned player can (1) win the game with a minimum amount of VPs by bringing about a balance of power between two alliances; or (2) exceeding the other two unaligned players in total VPs given the only alliance cannot meet the condition above. 
+
Jonathan Langman
  
Note: INFs cannot be transferred between allies.
+
Bryan Laferriere
  
 +
Christian Schanner
  
'''10 ALTERNATE WAYS TO PLAY
+
Brian Diffell
'''
 
  
Setup for less than 5 players:
+
Shane Cagney
  
2-player game: The version can be played as a Thirty Years War simulation.  One player controls Spain and Austria, while the other player controls France, England, and Denmark. 
+
Poul Hurup Lund-Andersen
  
3-player game: One player controls Spain, another controls Austria, another plays England and Denmark.  France is neutral and French territory cannot be entered.  Before build/adjustment in 1617 each player rolls dice.  France joins player with highest roll in 1618. 
+
Matthew Kelly
  
4-player game: One player controls Spain, another controls Austria, another plays France, and one for Denmark and England. 
+
Michael Walters
  
 +
Ewoud Wiering
  
'''HISTORICAL NOTES
+
Chris Lee
'''
 
  
Wikipedia entry:  http://en.wikipedia.org/wiki/Thirty_Years'_War.
+
Chun Wang Lau
  
 +
Andrew Port
  
'''REFERENCES/ACKNOWLEDGEMENTS
+
Mark Utterback
'''
 
  
History, concepts, and rules adapted from:
+
Max Victory
  
Standard Diplomacy by Allan Calhamer
+
Steven Caponigri
  
1648 by Charles Feaux de le Croix
+
Aaron Havas
  
Ambition and Empire by B. M. Powell and Jeff Kase
+
Greg Bim-Merle
  
Formal Diplomacy by E. Sabatine and Edi Birsan
+
Hugh Polley
  
Origins of World War 1 by Jim Dunnigan
+
Leonard Saffer
  
Origins of World War 2 by Jim Dunnigan and Thomas Shaw
 
  
The Thirty Years War by C.V. Wedgwood
 
  
 +
=TABLES, RECORDING SHEETS, AND MAP=
  
 +
==Europe 1619 Map and Starting Positions==
  
[[Image:map_v3.jpg]]
+
This is a small low-resolution preview of the actual map.   Actual full resolution of the map is 5800 x 5800. 
  
 +
[[Image:map_1619-6.jpg]]
  
  
[[Image:marked_v2.jpg]]
+
==Influence Allocation Table==
  
 +
[[Image:INFLUENCE-TABLE_1619-2.jpg]]
  
'''Example image of how the religious/politics phase changes the statuses of the minor states and relationship of those states with the major powers.'''
 
The new map above was generated after the first political and religious influence phase where each player distributed INFs to the unmarked minor states.  As a result: Ireland, Mecklenburg, Brandenburg, and Westphalia are all aligned with England and all Protestant controlled.  Svebia (Swabia), Saxony, and Prussia are all aligned with Denmark/Sweden, but only Svebia is Protestant controlled.  The United Netherlands is aligned with Spain; and Venice, Lower Saxony, Bosnia, and Transylvania are aligned with Austria.  Additionally, Transylvania is Catholic controlled.  The neutral states are the Rhineland (dual religious status), Lorraine, and Savoy (both Lorraine and Savoy are Catholic controlled).  Remaining minors states are left unmarked.  Now the players must decide how to maneuver units and negotiate agreements in this newly drawn map, keeping in mind the position of neutral states and those states that are Protestant or Catholic controlled.
 
  
 +
==Influence Tracker==
  
 +
[[Image:influence-tracker_1619-1.jpg]]
  
[[Image:provinces_v4.jpg]]
+
[[Image:influence-tracker_1619-1-p2.jpg]]

Latest revision as of 16:46, 10 February 2019

Soldiers.jpg


EUROPE 1619 (formerly called Europe 1615)

A DIPLOMACY VARIANT

by Matthew Medeiros

(Edited 2-26-2018)


INTRODUCTION

“Had Luther and Calvin been confined before they had begun to dogmatize, the states would have been spared many troubles.” - Cardinal Richelieu

July 31, 1619: Protestant leaders in Bohemia feared the fervent Catholic Ferdinand II, successor to Matthias, Emperor of the Holy Roman Empire, King of Bohemia and Hungary would infringe on their rights. The Bohemian confederacy is formed seeking support and a leader. Will the Empire’s political and military influence suppress the cause, or maybe, just maybe, events will play out very differently in the hands of shrewd diplomats at the game table…

Europe 1619 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. Europe 1619 is also inspired by other Diplomacy variants such as Ambition and Empire, Classic Payola, Machiavelli, Multiplicity, and Formal Diplomacy. Europe 1619 is played with 16 players, but can be modified for less. Each player represents one of the major and regional European powers of the early 17th century:


1 Austria, House of Hapsburg, Holy Roman Emperor, Ferdinand II

2 Denmark, House of Oldenburg, Christian IV

3 Spain, House of Hapsburg, Philip III

4 France, House of Bourbon, Louis XIII

5 Dutch Republic, House of Orange-Nassau, Maurice of Orange

6 England, House of Stuart, James I

7 Sweden, House of Vasa, Gustav II Adolf

8 Catholic League and Bavaria, House of Wittelsbach, Maximilian I

9 Protestant Union and the Palatinate, House of Palatine-Simmern, Frederick V

10 Papacy, House of Borghese, Pope Paul V

11 Poland-Lithuania, House of Vasa, Sigismund III

12 Electorate of Saxony, House of Wettin, John George I

13 Ottoman Empire, House of Osman, Osman II

14 Republic of Venice, Doge Antonio Priuli

15 Duchy of Savoy, House of Savoy, Charles Emmanuel I

16 Transylvania, House of Bethlen, Gabriel Bethlen


Europe 1619 utilizes the standard rules from 5th Edition Diplomacy with modifications described in this rulebook.


OBJECT OF THE GAME

The object of the game is for a power to score 25 victory points at some year in the game (or achieve the highest score by the official end of the game). The player representing that power is the winner.

NOTES ABOUT THE GAME BOARD

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

Bohemian Confederacy (BOHC) = Bohemia (BOH), Lusatia (LUS), Silesia (SIL), and Moravia (MOR)

Brandenburg-Prussia (BRAP) = Brandenburg (BRA), and Prussia (PRU)

Lower Saxony (LOWR) = Kalenberg (KAL), and Brunswick (BRU)

Holy Roman Empire (HRE) = On the board, the HRE is outlined with a dull red and shadowed border.

Coastal provinces: Holstein (HOL) has two coasts. Moving a fleet from Copenhagen (COP) to HOL requires that the coast be specified. HOL (EC) – HOL (WC) or visa versa is not a legal move for a fleet. Irish Earldoms (IRE) has two coast which needs to be specified when moving a fleet to that space from Munster or Ulster. A fleet cannot move from IRE (WC) - IRE (EC) or visa versa; nor can a fleet from the Celtic Sea move to IRE (WC), and visa versa; and same is true for a move from North Atlantic (ATL) to IRE (EC). A fleet in MID has access to MED, ANDL, and SHA; and visa versa. A fleet in POR may move to ANDL, and visa versa.

Copenhagen: COP connects directly with Scania (SCA), Bornholm (BOR), Skagerrak (SKA), North Sea (NTH), Helgoland Bight (HEL), and Holstein (HOL). Moving a fleet from BOR to SKA will require going through SCA or COP.

Supply centers: Each supply center is marked with a solid circle inscribed with a white number. These markers (1) determine income during the Builds and Transactions Phase, (2) serves as a site for a build, and (3) are required for the Scoring Phase.

Confessional markers: Minor states will receive a Protestant marker (orange cross) or a Catholic marker (blue cross) or a Ottoman marker (green crescent moon and star) to indicate which confession has the two-thirds majority of influence in state. These markers are placed next to a minor’s home supply center when aligned, and removed when captured. These markers are also used for scoring.

UNITS AND TOTAL MILITARY STRENGTH

Each army unit is represented by a square piece. Each fleet unit is represented by a narrow rectangular piece. All units of the minor states (a.k.a., minor units) are represented by sliver-colored pieces with the abbreviated name of the minor state inscribed. Units of the powers (a.k.a, major units) are designated by color as listed below:


Catholic Powers

Austria = RED

Spain = YELLOW

France = BLUE

Catholic League and Bavaria = CRIMSON

Papacy = DARK CYAN

Poland-Lithuania = BRIGHT CYAN

Venice = PURPLE-VIOLET

Savoy = GOLD


Protestant Powers

Denmark = PURPLE

Dutch Republic = BROWN

England = GREEN

Sweden = ORANGE

Protestant Union and the Palatinate = BRONZE

Saxony = BEIGE

Transylvania = PALE YELLOW


'Ottoman Empire / Islamic Power

Ottoman = LIGHT GREEN


All units have the same strength at the start of the game (with exception to the Spanish unit in Flanders). However, major and minor army units may be bolstered to have a greater-than-one strength. This would be indicated by an inscribed number with a plus sign on the army unit or in a diamond flag for minor units. These units will attack, defend, and support with a strength equal to one plus the value inscribed on the unit or flag.

There can be only one unit in a province at a time, and there is no limit on the strength of the unit. A power’s total military strength is the sum of all of its individual unit strengths on the board.


STARTING POSITIONS AND PROVINCES

Centers and units: At the start of the game, each power controls one or more centers and provinces. Some minor states will not have a supply center and unit. Those minor states with a supply center will also begin with a unit. Refer to the map for the starting positions of the units and territorial holdings of the powers.

Home provinces are as follows:

Austria = Vienna, Slovenia, Upper Austria, Styria, Royal Hungary, Transcarpathia, Tyrol, Upper Slavonia, Kremnica

Denmark = Copenhagen, Holstein, Norway, Scania

Spain = Madrid, Andalusia, Extremadura, Valencia, Aragon, Leon, Galicia, Cantabria, Naples, Milan, Free County, Liege, Brabant, Flanders

France = Normandy, Paris, Lyonnais, Provence, Brittany, Poitou, Guyenne, Gascony, Languedoc, Dauphiny, Burgundy, Champagne

Dutch Republic = Holland, Friesland

England = London, Lancashire, York, Wessex, Ulster, Munster, Scotland

Sweden = Stockholm, Dalarna, Kalmar

Catholic League = Bavaria

Protestant Union = Palatinate, Upper Palatinate

Papacy = Rome, Marche, Romagne

Poland-Lithuania = Warsaw, Danzig, Samogitia, Riga, Posen, Lithuania, Ruthenia, Podolia

Saxony = Saxony

Ottoman = Edirne, Greece, Macedonia, Bulgaria, Serbia, Albania, Bosnia, Hungary

Venice = Venice, Dalmatia

Savoy = Turin, Savoy

Transylvania = Transylvania


Home centers and starting units are as follows:

Austria = A-Vienna and A-Slovenia

Denmark = F-Copenhagen and A-Holstein

Spain = A-Madrid and F-Andalusia (However, Naples, Milan, and Flanders are build sites for Spain they are not considered home centers. Naples, Milan, and Flanders begin with armies, but A-Flanders begins with strength +1.)

France = F-Normandy, A-Paris, A-Lyonnais, and A-Provence

Dutch Republic = A-Holland and F-Friesland

England = F-London and A-Lancashire (However, Scotland is a build site for England it is not considered a home center. Scotland begins with fleet.)

Sweden = F-Stockholm

Catholic League = A-Bavaria

Protestant Union = A-Palatinate

Papacy = A-Rome

Poland-Lithuania = A-Warsaw and A-Danzig

Saxony = A-Saxony

Ottoman = A-Edirne

Venice = F-Venice

Savoy = A-Turin

Transylvania = A-Tra


PHASES OF THE GAME YEAR

1 - Diplomatic Phase

2 - Orders Phase

3 - Adjudication Phase

4 - Retreat and/or Disband Phase

5 - Map Adjustment Phase

6 - Builds and Transactions Phase

7 - Scoring Phase


DIPLOMATIC PHASE

INFLUENCE AND PLACEMENT

During the Diplomatic Phase, players discuss their plans, alliances are made, tactics decided, and declarations of war considered. When the orders for the Diplomatic Phase are submitted the format will consist of a list of INF placements, and declarations (if any, and not during the first year of game play). INFs are discussed below.

At the start of each year Influence Points (INFs) are allotted to the powers as shown in the Influence Allocation Table (see table below).

During this phase players will distribute their INFs to the independent minor states (see List of minor states, below). However, there is an initial placement of INFs to the minor states prior to the start of the game (see INITIAL SETUP). 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 allotted for the year, and players may not lend out INFs, or remove INFs from a state once they are placed. INFs may be placed in a minor state that possesses both a supply center and unit, and INFs may be placed in a minor state that possess neither. As the game progresses, INFs will accumulate in the minor states.

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…

Order from FRANCE:

5: BRE

(means that 5 INFs of French influence will be placed in Bremen)

Note: Only Protestant powers can deploy INFs to the Bohemian Confederacy.


List of minor states that can be influenced

Minor State, Abbreviation, Unit Label (if applicable)

Bremen, BRE

Erfurt, ERF

Hamburg, HAM

Oldenburg, OLD

Paderborn, PAD

Pomerania, POM

Saarbrueken, SAA

Strasbourg, STR

Swiss Confederation, SWI

Trier, TRI

Wallachia, WAL

Moldavia, MOL

Ansbach, ANS, An

Bohemian Confederacy, BOHC, Bo

Brandenburg-Prussia, BRAP, Br

Catalonia, CAT,Ca

Cologne, COL, Co

Croatia, CRO, Cr

Genoa, GEN, Ge

Hesse, HES, He

La Rochelle, ROC, Hu

Irish Earldoms, IRE, Ir

Lorraine-Alsace, LOR, Lo

Lower Saxony, LOWR, Lw

Mantua, MAN, Ma

Mecklenburg, MEC, Me

Magdeburg, MAG

Modena, MOD, Mo

Sharifate, SHA, Mr

Parma, PARM, Pm

Portugal, POR, Pt

Stralsund, SRL, St

Baden-Wuerttemberg, WUR, Sw

Tunisia, TUN, Tn

Tuscany, TUS, Tu

Westphalia-Muenster, WES, We

Wuerzburg, WUE, Wz


INITIAL SETUP

Before the start of the game, there’s a fixed placement of INFs for some powers:

Initial INF placement goes as follows:

Spain = 5: POR, 1: CAT

Catholic League = 5: TRI, 5: COL, 5: WUE

Protestant Union = 5: ANS, 5: STR, 3: BRAP, 5: HES, 5: WUR

Ottomans = 1: TUN, 1: MOL, 1: WAL


DECLARATIONS

Declarations allow players to declare war, to establish alliances, or to end war. These declarations are made during the Diplomatic Phase. Declarations are not allowed in the first year of game play.

Declaration of war against another power: Declaration of war is announced during one Diplomatic Phase, and becomes effective in the next year. Declaration of war is made against an opposing power and all of its aligned states. A declaration of war allows a player to attack an enemy’s unit(s) and enter an enemy’s territories. 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. An exception to this rule is explained below under additional rules to observe.


Alliances: Declaration of an alliance with another player may be announced during a Diplomatic Phase, and becomes effective the following year. The powers involved in the making of the alliance must make the declaration for it to be official. (Example: If France, England and Spain decide to form an alliance and only Spain and England include the declaration in their orders, then Spain and England form an alliance and France will be excluded.) 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.


Notes on initial declarations:

-The Protestant Union cannot form an alliance with the Catholic League.

-Austria and Spain begin the game in an alliance.

-Austria and the Catholic League begin the game in an alliance.

-England and the Protestant Union begin in an alliance.

-Ottomans and the Protestant Union begin in an alliance.

-Spain and the Dutch Republic are at war.


Armistice: Players at war may use the Diplomatic Phase to announce an armistice to officially end hostilities. The armistice becomes effective in the following year. The powers wanting to end war must make the declaration for it to be official. (Example: If the Dutch are at war with England and only England declares an armistice, but not the Dutch, then no official armistice is passed.)


The Papacy: The Papacy can declare war against any power. However, no Catholic power can declare war on the Papacy unless any one of the following events has occurred:

- The Papacy captures a center.

- If the Papacy is allied with a Catholic power that is at war or declares war on another Catholic power, then the Papacy may be the recipient of a declaration of war from any Catholic power.

- If the Papacy supports an attack on a Catholic power, then it may be the recipient of a declaration of war from any Catholic power.


Sequence of declarations: If two players are in an alliance, then come into conflict, the alliance must first be officially ended before war is declared against each other. If two players are at war, and then find that an alliance would be beneficial, the conflict must first officially end before the alliance can be formed. Example: France and England are at war in 1623, but decide to end war and form an alliance. Then the announcement to end war occurs in 1624, becomes effective in 1625. In 1626 (or any year thereafter), England and France can now make a declaration of an alliance to be effective in the subsequent year. It’s important to note that in 1625 until when an alliance comes into effect, France and England are neither at war or in an alliance, and this will prevent a move or convoy of one power into the territories and aligned states of the other.


RESULTS, ALIGNMENTS AND CONFESSIONAL MARKERS

The referee presents the results of the Diplomatic Phase by reporting the status of each minor state to the players with a table, and the map color-coded. The referee also reports which declarations successfully pass.

Every minor state has one of three alignment statuses at the end of the Diplomatic Phase:

UNALIGNED: A minor state without INFs is considered unaligned (grey-colored). Unaligned states are passable during the Order Phase, and may be occupied/captured.

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

NEUTRAL: 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 the Order Phase. Neutral states can maintain units and maintain control of foreign provinces.


CONFESSIONAL MARKERS: A confessional marker (colored cross) can only be placed on a minor state’s home supply center during the Map Adjustment Phase when A) only the power(s) of one religious confession holds all of the INFs in that state; or B) when the power(s) of one religious confession holds twice as many INFs in the minor state as the other religious confessions. When a minor’s home center is captured, the marker is removed.

Catholic majority = blue cross

Protestant majority = orange cross

Ottoman majority = green crescent moon and star

ORDER PHASE

MOVEMENT

Effects of declarations: During the Order Phase players write and submit movement orders for their units on the board and for those minor units that are aligned to their power. A unit cannot be ordered to move into the territorial domains of an opponent and/or any minor states aligned to the opponent, unless either a declaration of war or an alliance is in effect between the two powers. Declaration of war is not required for a major unit or minor unit to move into an unaligned minor state (colored grey). Any unit may support holds, convoys, or support movement into a province with or without a declaration of war (as long as the support is legal; e.g., an army cannot support into a water region). It should also be noted that a unit can support another unit into a space even if the supporting unit cannot move into that space due to official declarations in place or due to alignment status. Movement into an aligned province (i.e., as to cause a standoff) is restricted unless a declaration of war or an alliance is in effect.

Rules for alliances: A member of an alliance CAN move freely through the territories and centers of an ally; this includes aligned minor states of the ally. 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 major unit on an allied unit 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).


Water regions: Water regions cannot be aligned, and are thus always passable; but the movement rules regarding units and the declarations as described above must be observed.


Additional rules to observe:

1- Any minor unit is automatically disbanded if dislodged, even if the unit has greater than one strength.

2- A power cannot attack, 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/provinces during the Map Adjustment Phase.

4- At the end of a movement phase, units should be checked on whether they can maintain their positions in a foreign province. Use the following guidelines:

4a- If the province is neutral, the foreign unit must retreat, or disband if no valid retreat can be made.

4b- If the province is aligned with a power that the foreign unit is not at war with or not allied with, then the foreign unit must retreat, or disband if no valid retreat can be made.

4c- If the province is aligned with a power that the foreign unit is at war with, then the foreign unit captures the province.

4d- If the province is aligned with a power that the foreign unit is allied with, then the foreign unit remains in the province (no capture occurs).

5- A major or minor unit occupying an ally’s province may be attacked if the attacking unit is at war with the ally. (Example: England is allied with Spain, and allows English unit to occupy Flanders, a Spanish territory. Dutch are at war with Spain but not with England. Dutch units may attack English unit in Flanders. If the Dutch were allied with England, the unit cannot be attacked.)

6- When a minor unit captures a province or supply center, then the province or supply center is colored according to the status of the minor state during the Map Adjustment Phase.


SECURING CONTROL OF A CAPTURED FOREIGN CENTER

For a power or a minor state to capture and maintain control of a foreign province or foreign center, it must maintain occupation. If the province is no longer occupied at the end of the Order Phase, it immediately reverts back to its independent status after the Map Adjudication Phase.

A captured minor state CANNOT be influenced by any power (that is, INFs cannot be placed while it is held by a foreign enemy unit). However, all INFs presently invested in the state are held in suspension, not removed or altered. A power may relinquish control of a center or province or minor state to reestablish its independent status by simply removing its occupational unit. When a minor state is liberated, the INFs that were held in suspension are put back into effect, and its political status reestablished, and its unit rebuilt (if it has a center). If a territory of a power is taken by a foreign unit, and then later liberated, the territory is restored to the domain of that power/state. Example: Normandy is captured/occupied by an enemy English unit. England then withdraws leaving Normandy unoccupied. Normandy is restored to France at the Map Adjustment Phase. This rule applies to minor states as well. For example, if Kalenberg, which is part of Lower Saxony (home center at Brunswick), is captured by a foreign unit and then later liberated, it is restored back to Lower Saxony. This also applies to:

- Lusatia, Silesia, and Moravia (as part of the Bohemian Confederacy)

- Prussia (as part of Brandenburg)

Additionally, if a minor’s home center is captured, its provinces are colored grey at the Map Adjustment Phase, and made passable during the Orders Phase.

Occupation by proxy: A power can substitute an aligned minor unit for its unit in a foreign province, or an ally’s unit, or a unit aligned with the ally, and thus the power may still maintain control of the province or center.


MOVING A BOLSTERED UNIT

A unit with bolstered strength is not treated as multiple units when moving on the board, but as a single unit with strength greater than 1. The unit cannot be split apart (however, its strength may be reduced by a retreat), nor can it merge with others. The bolstered 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 or as a flag in the case of minor 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 (labeled with +9), and 5 for a minor unit. Additionally, the support provided by a bolstered unit can be broken by an attacking unit (or the combined strength of attacking units) in a one-to-one reduction (i.e., if a unit supporting with strength of 2 is attacked by a unit of strength of 1, then the support given will be rated at 1).


RETREATS

Un-bolstered army units cannot retreat. Fleet units cannot retreat. A bolstered army unit can retreat if a legal space to retreat to is available. When a bolstered army unit is forced to retreat, it loses one unit of strength. If a bolstered army unit is dislodged but unable to retreat, it is completely removed from the board.

BUILDS AND TRANSACTIONS PHASE

WEALTH AND INCOME

Each player begins with an empty treasury. Wealth is measured in treasury points or TPs (players may settle on a particular currency name for the period such as millions of ducats, millions of florins, or millions of talers). During the Builds and Transactions Phase all players receive income (as TPs) from home centers, and from captured foreign centers (value within a black circle as shown on map), and captured foreign provinces valued at 1 TP each.

Protestant Union and the Catholic League: The Protestant Union and the Catholic League receive income from aligned states as well, but only from those states within the HRE. Example: If the Catholic League maintains the alignment of Wuerzburg and Cologne, it receives 1 and 3 TPs, respectively, from those aligned states for a total of 7 TPs (this includes the income from Bavaria) at the Builds and Transactions Phase.


LOANS

This game allows for players to loan TPs to other players. If a player gives a loan, then the player should expect a repayment on an agreed upon time without interest, in parts or full (or a player may lend TPs without repayment). If a player gives a loan, he/she may demand an interest payment along with repayment. These scenarios are monitored by the referee, but not enforced by the referee, and the recipient of a loan is not penalized for defaulting. All of these transactions are conducted during this phase and reported by referee at the conclusion of the phase.


COST TO BUILD

During this phase players may purchase units based on the Military Cost Table. The cost to add one additional unit 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 new units that may be added is limited by the treasury and unoccupied home centers. To calculate the cost to add more than 1 unit during this phase, the player must assess the cost of one additional unit after one unit has been purchased. No power can have more than 15 units on the board (or a combined military strength greater than 15). For total strength of a military, just count up all the strengths of the units of a power on the board.


Military Cost Table

MILITARY-TABLE 1619-2.jpg


Example: France wishes to add two units during the income and build phase. At a military strength of 4 (4 units each with a strength of 1), it will cost 9 TPs to add one more unit. To add the second unit, France considers the new size of the military at 5 units. From 5 to 6 units, it would cost an additional 15 TPs, provided that the purchase does not put France below 0 TPs 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 only. The unit must be on a home center or a captured foreign center or an allied center for its strength to be bolstered.

Note: The bolstering of a unit in a foreign center reflects the local voluntary enlistment, local conscription or the hiring of mercenaries commonly practiced during this period of time.

Minor states: Minor states build based on the number of centers it holds: The maximum allowable number of units that a minor can maintain is equal to number of centers it holds (that is the home center and captured foreign centers). A new build is allowed if the home center is unoccupied. A minor state will AUTOMATICALLY build if it holds more centers than units (irrespective of the strengths of its current units). Coastal minor states will by default build fleets, but the aligned power may indicate the preferred unit to the referee.

Bolstering the strength of a unit for a minor state: A power may bolster a unit for a minor state. The minor state does not necessarily need to be aligned with the power, but it must be aligned to a power, and not unaligned or neutral. The cost to bolster is calculated in the same manner as building/bolstering a new unit for a power (see above). The minor’s unit to be bolstered must be on a center for it to occur. There is no limit on the number of bolsters. In subsequent Builds and Transactions phases, the minor’s bolstered units are not counted as part of the power’s overall military strength.

Ottoman fleet: The Ottomans may build a fleet in Edirne (EDI). This fleet can only move to Greece to have access to the Mediterranean regions.

ELIMINATION

A power that does not control any of its original home centers (that is, all home centers have been captured by foreign enemy units) at the end of an Order Phase it is considered eliminated, irrespective of controlled/captured foreign centers. When a power is eliminated, all units are disbanded at the Map Adjustment Phase, and the foreign centers that were held are then liberated, restoring them as independent minor states, and to their pre-occupational status. INFs from the eliminated power are removed from all minor states on the board where the power had deployed to during the game, and the statuses of these minor states reevaluated.

Rules about elimination for Spain and England: Spain is eliminated if Madrid and Andalusia are both captured. Flanders, Milan, and Naples become new independent states that may be influenced. If both London and Lancashire are captured, then England is eliminated and Scotland becomes a new independent state.

Double elimination rule: If an attacking power captures the remaining home centers of an opposing power at the same time during a movement phase the opposing power captures the remaining centers of the attacking power, then both powers are eliminated.


SCORING PHASE

Referee scores the players individually during the Scoring Phase as follows:

1- For each captured foreign supply center the player earns 1 point for each point of value for the center.

2- For each corresponding confessional marker present on the board the player earns 1 point.

3- For each lost home supply center the player loses 1 point for each point of value for the center.



Austria and Bohemia: If Austria captures Bohemia and holds on to it, Austria gains an additional 5 victory points. Bohemian center is double-bordered to remind other players of this bonus for the player of Austria.

First player to reach 25 points wins the game regardless of the year. However, the game officially ends at the Scoring Phase of 1648, with highest scoring player taking victory. Note: A player cannot claim victory if he/she has any outstanding loans. In case of ties, players may agree to extend the game by one or more years to break the tie, or call a draw. If an extension of the game beyond 1648 is agreed upon, no further allocations of INFs will occur, and the Diplomatic Phase is skipped in the years following 1648.


MODIFICATIONS FOR A GAME WITH LESS THAN 15 PLAYERS

14 PLAYERS: Convert the Papacy into an independent minor state. Reduce its Rome center value to 3. No Protestant power can deposit INFs to the Papacy, and Ottomans cannot deposit INFs to the Papacy.

13 PLAYERS: Modify the Papacy as described above, and then convert Saxony into an independent minor state. Reduce its center value to 3. Both the Union and the League will each have 1 INFs invested in Saxony to start.

12 PLAYERS: Modify the Papacy and Saxony as described above. Convert Savoy into an independent minor state. Reduce Savoyard home center value to 3. Only Catholic powers will be allowed to deposit INFs to Savoy. France begins with 1 INF in Savoy.

11 PLAYERS: Modify the Papacy, Saxony, and Savoy as described above. Convert Venice into an independent minor state. Reduce Venetian home center value to 3. Only Catholic powers will be allowed to deposit INFs to Venice.

10 PLAYERS: Modify the Papacy, Saxony, Savoy, and Venice as described above. The Catholic League is removed as a playable power. Convert Bavaria into an independent minor state. Keep Bavarian home center value at 3. Only Catholic powers will be allowed to deposit INFs to Bavaria. Austria begins with 3 INFs in Bavaria and 1 INF in Saxony. The Protestant Union begins with 3 INFs in Bohemia, and 1 INF in Saxony. The Protestant Union and Austria cannot form an alliance during the game.

PLAY-TESTERS

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

Frank Martin

Jeff Wyatt

Daithi Walshe

George Atkins

Adam Bagley

Jonathan Langman

Bryan Laferriere

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, RECORDING SHEETS, AND MAP

Europe 1619 Map and Starting Positions

This is a small low-resolution preview of the actual map. Actual full resolution of the map is 5800 x 5800.

Map 1619-6.jpg


Influence Allocation Table

INFLUENCE-TABLE 1619-2.jpg


Influence Tracker

Influence-tracker 1619-1.jpg

Influence-tracker 1619-1-p2.jpg