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

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[[Image:soldiers.jpg]]
 
[[Image:soldiers.jpg]]
  
'''EUROPE 1615:  PRELUDE TO WAR'''
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'''EUROPE 1619 (formerly called Europe 1615)
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'''
  
 
A DIPLOMACY VARIANT
 
A DIPLOMACY VARIANT
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by Matthew Medeiros
 
by Matthew Medeiros
  
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(Edited 2-26-2018)
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=INTRODUCTION=
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“Had Luther and Calvin been confined before they had begun to dogmatize, the states would have been spared many troubles.”
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- Cardinal Richelieu
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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…
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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:
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1 Austria, House of Hapsburg, Holy Roman Emperor, Ferdinand II
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2 Denmark, House of Oldenburg, Christian IV
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3 Spain, House of Hapsburg, Philip III
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4 France, House of Bourbon, Louis XIII
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5 Dutch Republic, House of Orange-Nassau, Maurice of Orange
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6 England, House of Stuart, James I
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7 Sweden, House of Vasa, Gustav II Adolf
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8 Catholic League and Bavaria, House of Wittelsbach, Maximilian I
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9 Protestant Union and the Palatinate, House of Palatine-Simmern, Frederick V
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10 Papacy, House of Borghese, Pope Paul V
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11 Poland-Lithuania, House of Vasa, Sigismund III
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12 Electorate of Saxony, House of Wettin, John George I
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13 Ottoman Empire, House of Osman, Osman II
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14 Republic of Venice, Doge Antonio Priuli
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15 Duchy of Savoy, House of Savoy, Charles Emmanuel I
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16 Transylvania, House of Bethlen, Gabriel Bethlen
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Europe 1619 utilizes the standard rules from 5th Edition Diplomacy with modifications described in this rulebook. 
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=OBJECT OF THE GAME=
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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.
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=NOTES ABOUT THE GAME BOARD=
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'''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. 
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''Bohemian Confederacy (BOHC)'' = Bohemia (BOH), Lusatia (LUS), Silesia (SIL), and Moravia (MOR)
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''Brandenburg-Prussia (BRAP)'' = Brandenburg (BRA), and Prussia (PRU)
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''Lower Saxony (LOWR)'' = Kalenberg (KAL), and Brunswick (BRU)
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''Holy Roman Empire (HRE)'' = On the board, the HRE is outlined with a dull red and shadowed border.
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'''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. 
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'''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.
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'''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.
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'''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.
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=UNITS AND TOTAL MILITARY STRENGTH=
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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:
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'''[[Catholic Powers]]
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'''
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Austria = RED
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Spain = YELLOW
  
[Play-testers needed!  Any comments or questions please write to medeiros412@aim.com.  Thank you.]
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France = BLUE
  
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Catholic League and Bavaria = CRIMSON
  
=INTRODUCTION=
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Papacy = DARK CYAN
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Poland-Lithuania = BRIGHT CYAN
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Venice = PURPLE-VIOLET
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Savoy = GOLD
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'''[[Protestant Powers]]'''
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Denmark = PURPLE
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Dutch Republic = BROWN
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England = GREEN
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Sweden = ORANGE
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Protestant Union and the Palatinate = BRONZE
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Saxony = BEIGE
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Transylvania = PALE YELLOW
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'''[[Ottoman Empire / Islamic Power]]’''
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Ottoman = LIGHT GREEN
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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.
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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.
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=STARTING POSITIONS AND PROVINCES=
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'''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.
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'''[[Home provinces are as follows:]]'''
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Austria = Vienna, Slovenia, Upper Austria, Styria, Royal Hungary, Transcarpathia, Tyrol, Upper Slavonia, Kremnica
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Denmark = Copenhagen, Holstein, Norway, Scania
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Spain = Madrid, Andalusia, Extremadura, Valencia, Aragon, Leon, Galicia, Cantabria, Naples, Milan, Free County, Liege, Brabant, Flanders
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France = Normandy, Paris, Lyonnais, Provence, Brittany, Poitou, Guyenne, Gascony, Languedoc, Dauphiny, Burgundy, Champagne
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Dutch Republic = Holland, Friesland
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England = London, Lancashire, York, Wessex, Ulster, Munster, Scotland
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Sweden = Stockholm, Dalarna, Kalmar
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Catholic League = Bavaria
  
The Europe 1615 Diplomacy variant allows players to take the reins of one of the great powers of the time:  Austria, France, Spain, England, and the Scandinavian Kingdoms (Denmark and Sweden).  For the purposes of this game, Denmark and Sweden are treated as in a permanent alliance and controlled by one player.    During the game, players deploy influence points (INFs) and orders to secure political and/or religious (Protestant or Catholic) control over minor states.  The Ottoman Empire can be influenced as well, and may be controlled anonymously by any one of the players.  Victory is measured by the gain of victory points (VPs) through various aspects of the game (military conquests and political/religious objectives).  Game begins in 1615 and runs up until the end of 1620.  Each game year consists of 3 movement/retreat phases, and a build phase (and in some years, a scoring phase).
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Protestant Union = Palatinate, Upper Palatinate
  
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Papacy = Rome, Marche, Romagne
  
Standard 5th Edition rules of Diplomacy apply with modifications as described below.
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Poland-Lithuania = Warsaw, Danzig, Samogitia, Riga, Posen, Lithuania, Ruthenia, Podolia
  
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Saxony = Saxony
  
=PHASES OF THE GAME YEAR=
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Ottoman = Edirne, Greece, Macedonia, Bulgaria, Serbia, Albania, Bosnia, Hungary
  
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Venice = Venice, Dalmatia
  
1- Spring Movement and Retreat Phase
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Savoy = Turin, Savoy
  
2- Summer Movement and Retreat Phase
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Transylvania = Transylvania
  
3- Fall Movement and Retreat Phase
 
  
4- Winter Ownership/Build/Adjustment Phase
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'''[[Home centers and starting units are as follows:]]'''
  
5- At the end of 1616, 1618, and 1620 there is an additional phase called the Scoring Phase. 
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Austria = A-Vienna and A-Slovenia
  
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Denmark = F-Copenhagen and A-Holstein
  
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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.)
  
=DEPLOYMENT OF INFLUENCE POINTS WITH SUBMISSION OF ORDERS=
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France = F-Normandy, A-Paris, A-Lyonnais, and A-Provence
  
Each power receives influence points (INFs) at the beginning of each movement phase to distribute to the minor states with (or without) orders.
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Dutch Republic = A-Holland and F-Friesland
  
==INFs Available per Movement Phase==
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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.)
  
[[Image:INF_distr_ver6.jpg]]
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Sweden = F-Stockholm
  
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Catholic League = A-Bavaria
  
'''Protestant Powers:''' Scandinavia and England.
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Protestant Union = A-Palatinate
  
'''Catholic Powers:''' Spain, Austria, and France.
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Papacy = A-Rome
  
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Poland-Lithuania = A-Warsaw and A-Danzig
  
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Saxony = A-Saxony
  
'''Writing the orders:''' Example of the format for the submission of the INF deployment list and orders is as follows:
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Ottoman = A-Edirne
  
[[Image:submission-list_ver3.jpg]]
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Venice = F-Venice
  
In the above example,  France deploys 16 INFs to Wurtemburg (WUR), 16 INFs to the Rhineland (RHI), 5 INFs to Lower Saxony (LOW), 25 INFs to the Lorraine (LOR), and 6 INFs to Savoy (SAV).  In addition to submitting orders for French units (shown in thin-bordered box) in Normandy (NOR), Paris (PAR), Guyenne (GUY), and Provence (PRO), France submits orders to the units in the minor states where the INFs will be deployed to (heavy-bordered box).  In future phases, France can continue to submit orders to those minor states without continued deployment of INFs.  However, the success of the orders will depend on the allegiance of the states, and those rules are discussed in the section on the status of the minor states.  Additionally, INFs may be deployed to minor states without a SC/unit such as, for example, Franconia (FRA).  INFs will continue to accumulate in the minor states with each deployment. 
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Savoy = A-Turin
  
'''Note:''' Any unused INFs do not carry forward into the next phase. 
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Transylvania = A-Tra
  
  
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=PHASES OF THE GAME YEAR=
  
A listing of the minor states that may be influenced is given below. 
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1 - Diplomatic Phase
  
==List of Pliant Minor States, SC Values, and INF values==
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2 - Orders Phase
  
[[Image:minor_v14.jpg]]
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3 - Adjudication Phase
  
'''Note:''' The Catholic powers, only, may deploy INFs & orders to the Papal States (PAP) [consists of Rome (ROM) and the Marche (MAR)].  Poland (POL) consists of the provinces of Warsaw (WAR), Danzig (DAN) and Posen (POS), therefore, their statuses will match POL.  Lithuania (LIT) consists of Samogitia (SAM) and Vilnius (VIL).  Two-letter designations for each minor state are given to label the armies/fleets on the board.   
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4 - Retreat and/or Disband Phase
  
'''SC Values:'''  These values essentially rank the importance of a supply center (or province, where there is not a SC).  INF value,  victory points for the capture, and other rewards are calculated from the SC values. 
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5 - Map Adjustment Phase
  
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6 - Builds and Transactions Phase
  
==Influencing the Ottoman Empire and the Barbary States==
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7 - Scoring Phase
  
The Ottoman Empire (OTE/Ot) is treated much like the pliant minor states, however, the Empire spans over several provinces and has 4 units in its military service: A(SAL), A(SER), F(GRE), and A(BUL).  As a whole, INFs may be deployed to the Ottoman Empire with corresponding orders.  The GM keeps the deployment of INFs to the Ottoman Empire secret, and only reveals the actions of the units in the adjudication (or whether the Ottoman Empire is neutral).    The Barbary States consist of Morocco (MOR), Algiers (ALG/Al), and Tunis (TUN/Tn), and INFs can be deployed to each separately.     
 
  
  
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=DIPLOMATIC PHASE=
  
=EFFECTS OF INFLUENCE AND RULES GOVERNING THE STATUSES AND ACTIONS OF THE MINOR STATES=
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==INFLUENCE AND PLACEMENT==
  
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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.
  
==Status of the Minor States==
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At the start of each year Influence Points (INFs) are allotted to the powers as shown in the Influence Allocation Table (see table below). 
  
The minor state is marked as ALIGNED, NEUTRAL or UNMARKED depending on how the major powers invest INFs in the minor state.  Minor states marked as ALIGNED are in allegiance with the major power holding the most influence (50% or more of the total INFs deployed to the state) and will follow the orders submitted by the power. For two or more powers equally invested in a minor state, the minor state will be marked as NEUTRAL and the orders submitted to those states will be ignored.
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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.
  
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'''To place INFs in a particular minor state, the player must submit an order in the following syntax:'''
  
'''Minimum # of INFs for an alignment:'''
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number of INFs: [minor state]
  
Minor States & Barbary States = 5 INFs
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An example of this is…
  
Ottoman Empire = 15 INFs
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Order from FRANCE:
  
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5: BRE
  
'''The required percentage of INFs for gaining the alignment of the Ottoman Empire per year:'''
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(means that 5 INFs of French influence will be placed in Bremen)
  
[[Image:alignment-otto-req_v4.jpg]]
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'''Note:''' ''Only Protestant powers can deploy INFs to the Bohemian Confederacy.''
  
  
'''Explanation:''' The political status of the minor state is ALIGNED if a single major power holds 50% or more of the total INFs present in the minor state and has minimally 5 INFs invested.  Orders submitted by the power to any aligned state will be followed by the unit of the state (where ever it is on the board) and reported in the adjudication.  The allegiance of the Ottoman Empire, in 1615, requires that a major power holds 90% or more of the total INFs present and minimally 15 INFs invested. The GM keeps the aligned major power for the Ottoman Empire secret.  Political status of a minor state is not established if there are less than 5 INFs present.  Minor state is then considered UNMARKED.  (If there are less than 15 INFs in the Ottoman Empire, its status will default to NEUTRAL; this rule also applies to the Barbary States when there are less than 5 INFs present.)    After submission of orders and INF deployment, the GM publishes the results, which powers have deployed to which states and whether the orders submitted are followed or not, but does not reveal the actual number of INFs deployed by each power; instead, the percentage of INFs held is published. 
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'''[[List of minor states that can be influenced]]'''
  
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''Minor State, Abbreviation, Unit Label (if applicable)
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''
  
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Bremen, BRE
  
==Rules Concerning Political Status of Minor States==
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Erfurt, ERF
  
GM evaluates the INF deployment lists of each power, the accumulation of INFs in each minor state, and then determines their statuses.  This is published with the adjudication.  In resolving the orders, the GM considers the following:
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Hamburg, HAM
  
'''(1)''' If the political status is not established (UNMARKED), any major power may move into and/or capture the minor state.
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Oldenburg, OLD
  
'''(2)''' If the political status is NEUTRAL, no major power can enter the minor state as it violates the neutrality status.  Neutral units within neutral states cannot receive support.   
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Paderborn, PAD
  
'''(3)''' If the political status is ALIGNED, the unit of that minor state will follow the HOLD, SUPPORT, MOVE/ATTACK, or CONVOY order submitted by the major power that holds the majority of INFs in the minor state (if no order is submitted the unit holds by default).  The major power cannot dislodge or support the dislodgment of the aligned minor state's unit, even if that dislodgment is unexpected.  Additionally, the major power may SUPPORT the unit's HOLD or MOVE (other powers may SUPPORT the unit as well).  If no unit is present in an ALIGNED minor state, any major power may enter the state freely.  For a power aligned with the Ottoman Empire, the GM keeps the player/power anonymous, but orders are published in the adjudication.  Communications with the Ottoman Empire should be conducted by public white/grey press or through the GM.  Major power aligned with the Ottoman Empire is responsible for ordering retreats and builds. 
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Pomerania, POM
  
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Saarbrueken, SAA
  
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Strasbourg, STR
  
==Other Rules Concerning the Minor State and Its Army/Fleet==
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Swiss Confederation, SWI
  
'''Capturing a SC:'''  The minor state's army cannot capture a supply center.  It can prevent scoring should the army occupy a minor state that is aligned with another power at the scoring phase.  It can also temporarily prevent the gain of INFs by an opposing power should it occupy an owned supply center of the opposing power (minor state's unit does not affect the gain of INFs with an aligned power).  However, the units of the Ottoman Empire are able to capture supply centers and contribute to its expansion.
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Trier, TRI
  
Example:  Saxony is aligned with Scandinavia.  Saxon army occupies Vienna in Summer of 1618 and maintains occupation into Winter/build of 1618.  Austria will be unable to utilize the INFs from Vienna (equal to value of the SC) in the Spring of 1619.  However, Austria has not lost the supply center, and if Austria can dislodge the Saxon army, then the INFs will be made available in a subsequent phase. 
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Wallachia, WAL
  
'''Disbanding:''' If the supply center of a minor state is captured when the state's army is positioned elsewhere on the board, the army is disbanded at the build phase.  If the minor state's army is dislodged, it is then disbanded (no retreats allowed).  However, units of the Ottoman Empire are allowed to retreat and orders must be supplied by the aligned major power. 
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Moldavia, MOL
  
'''Movement:'''  A major power may move into its ALIGNED state if the army is not present, but cannot capture the supply center as long as it is aligned. 
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Ansbach, ANS, An
  
'''Concerning neutrality:'''  If minor state changes to a neutral state, a major power's army situated in the minor state can still function to support, attack, hold, etc., however, if the army maintains its position into a build phase, it is then interned and disbanded.  If the army moves out of the neutral state, no other army can enter, but while holding its position in the neutral state it is open to attack and dislodgment (neutral state harbors an active power's unit, so other powers have the right to attack).    If the minor state becomes neutral after its army has moved, the state's army holds its position where ever it is on the board, and is disbanded if dislodged.  Neutral army's position may be supported if it is not in its state of origin. 
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Bohemian Confederacy, BOHC, Bo
  
'''Capture of the minor state:''' If a major power captures a minor state's supply center, then the state is permanently withdrawn from the list of pliant minor states.  It can no longer be influenced; no power, including the occupying power, will be able to deploy INFs to the minor state.  The occupying power will earn VPs for the capture of the supply center at a scoring phase (if still in control), and additional INFs as mentioned above, but forfeits any VPs that could be earned from the Objectives Tables.  If the minor state was marked as religiously controlled, it retains that status even after being captured; however, it loses any alignment status, and all INFs invested in the state are locked in as is.  Religious control is still subject to the changing percentage threshold by year.   
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Brandenburg-Prussia, BRAP, Br
  
'''Note:''' All SCs of the Ottoman Empire must be captured for the state to be eliminated from the list. 
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Catalonia, CAT,Ca
  
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Cologne, COL, Co
  
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Croatia, CRO, Cr
  
==Religious Status of the Minor States==
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Genoa, GEN, Ge
  
The combined INFs remaining for England and Scandinavia represent the influence of the Protestant factions in the state.    The combined INFs of Austria, France and Spain represent the influence of the Catholic factions in the state.  Control of a province by either the Protestants or Catholics is determined by the following:  The religious status of the minor state is CONTROLLED if a single religious faction holds the minimally required percentage of the total INFs present for the given year, and has minimally 10 INFs invested (see table below).  If the condition above is not met then the state is marked as religiously NEUTRAL.  Religious control is marked on the map throughout the game and becomes important during the scoring phases, and the build phases.  Papal States will always be marked as Catholic controlled.  Religious status for the Ottoman Empire and the Barbary States do not change.  They are, for the purposes of this game, permanent Islamic states.
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Hesse, HES, He
  
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La Rochelle, ROC, Hu
  
'''Percent Requirement by Year for the Religious Control of a State:'''
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Irish Earldoms, IRE, Ir
  
[[Image:control-req_v7.jpg]]
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Lorraine-Alsace, LOR, Lo
  
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Lower Saxony, LOWR, Lw
  
In evaluating the religious control of a minor states first determine which faction holds the majority of INFs in the state and then determine whether the required percentage is met based on the table above; otherwise the religious status is marked as neutral.  Example:  Saxony has 60% INFs held by the Protestants, and 40% held by the Catholics in 1618.  Although the Protestants have the majority they do not meet the required 62% and thus the state is marked religiously neutral. 
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Mantua, MAN, Ma
  
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Mecklenburg, MEC, Me
  
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Magdeburg, MAG
  
=GAIN AND LOSS OF INFLUENCE=
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Modena, MOD, Mo
  
Powers also receive additional INFs from the capture of a supply center (see table of pliant minor states and INF values).    This gain is maintained as long as the power captures (at the build phase) and maintains control of the minor state.  Losses can also occur as follows:
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Sharifate, SHA, Mr
  
'''(1)''' If the captured supply center of a minor state is controlled by the opposition religion (Catholics versus Protestants), no gain in INFs is possible until a change in the religious status occurs.
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Parma, PARM, Pm
  
'''(2)''' A power will lose INFs from the loss of a home supply center (after the build/adjustment phase) equal to the VALUE of the supply center. 
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Portugal, POR, Pt
  
'''(3)''' If an owned supply center is occupied by a minor state's army that is aligned with another power by the Winter/build phase, then INFs cannot be gained from that supply center in subsequent phases until the army is dislodged.  (Armies of neutral minor states will have no effect on the gain of INFs.)
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Stralsund, SRL, St
  
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Baden-Wuerttemberg, WUR, Sw
  
'''List of Home Supply Centers, SC Values, and INF Values'''
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Tunisia, TUN, Tn
  
[[Image:power-provinces_v12.jpg]]
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Tuscany, TUS, Tu
  
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Westphalia-Muenster, WES, We
  
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Wuerzburg, WUE, Wz
  
=THE DIPLOMATIC ATTACK ORDER=
 
  
'''First phase:'''  Diplomatic attacks are not performed in the first movement phase. 
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==INITIAL SETUP==
  
'''Purpose:'''  Diplomatic attacks offer players one opportunity per phase to potentially alter the results of the INF deployment.  Basically, a player will select one state where he/she has deployed or will be deploying INFs and then directs an attack against another player/power that also has INFs invested there.  A second attack order is allowed for manipulating INF deployment in the Ottoman Empire, only.  
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Before the start of the game, there’s a fixed placement of INFs for some powers:  
  
'''Submission:''' The decision of a player is then included with the submission of the INF deployment lists to the GM.  Each player submits only one order to perform a diplomatic attack in a minor state where the order indicates the abbreviation of minor state and the target of the attack.  A second optional order is allowed, only, to attack within the Ottoman Empire, and this order is not revealed in the adjudication.    Typical syntax for the order of the diplomatic attack:
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'''Initial INF placement goes as follows:'''
  
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Spain = 5: POR, 1: CAT
  
MINOR STATE > MAJOR POWER
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Catholic League = 5: TRI, 5: COL, 5: WUE
  
OTTOMAN EMPIRE > MAJOR POWER (optional second order)
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Protestant Union = 5: ANS, 5: STR, 3: BRAP, 5: HES, 5: WUR
  
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Ottomans = 1: TUN, 1: MOL, 1: WAL
  
'''Ottoman Empire:'''  Diplomatic attacks within the Ottoman Empire are not published with the adjudication.  The results of the diplomatic attacks are only revealed to the players involved in the conflict.  The diplomatic attack within the Ottoman Empire would be considered a blind attack since it is never revealed which powers are deploying INFs and submitting orders to the Ottomans. 
 
  
'''Sequence of attacks:'''  The sequence of attacks is dependent on the number of INFs received for the phase, basically from least to greatest.  Therefore, in the Summer of 1615, the sequence is: (1) England attacks first, then (2) Austria, (3) Scandinavia, (4) France, and finally (5) Spain.  In cases of ties, follow the sequence of the previous phase. 
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==DECLARATIONS==
  
'''Effect:''' Diplomatic attacks are resolved by a MUTUAL REDUCTION. In the attack, the power with the lesser number of INFs removes all and the power with larger number of INFs loses equal amount.   It is also the only time when the GM reveals the numbers of INFs distributed to states in question, where diplomatic attacks are occurring.   
+
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.   
  
'''Example of play:'''  England deploys 5 INFs to the LORFrance deploys 10 INFs to the LOR, and Spain deploys 5 INFs.  
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'''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 toAn exception to this rule is explained below under '''additional rules to observe'''.
  
Example of the orders submitted to the GM:
 
  
[[Image:example-orders-DA_v3.jpg]]
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'''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.
  
  
England submits an order for a diplomatic attack against France in the Lorraine (LOR).  France, however, submits an order to attack Spain, and Spain submits an order to attack England.  Since England is first in sequence before France,  and France before Spain, the result is that England loses all INFs in LOR, and France is reduced to 5 INFs.    Since INFs remain for France, the result of the French attack against Spain is that both French and Spanish INFs are reduced to zero.  Spain is unable to perform its attack against England due to the lack of INFs (both England and Spain have zero INFs remaining), and so Spain's order is reported as FAILED.  LOR is then left unmarked if no other INFs are present.  Any orders submitted to the LOR from France, England, and Spain are ignored in the adjudication of that phase. 
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'''[[Notes on initial declarations:]]'''
  
 +
-The Protestant Union cannot form an alliance with the Catholic League.
  
'''Steps in resolving the orders at the beginning of each phase:'''
+
-Austria and Spain begin the game in an alliance.
  
'''(Step 1)''' GM distributes INFs to the minor states as indicated in the deployment lists submitted by the players.
+
-Austria and the Catholic League begin the game in an alliance.
  
'''(Step 2)''' GM next determines the results of the diplomatic attacks.
+
-England and the Protestant Union begin in an alliance.
  
'''(Step 3)''' GM next determines the status of each minor state.
+
-Ottomans and the Protestant Union begin in an alliance.
  
'''(Step 4)''' GM then resolves the orders; publishes the statuses of the minor states and the adjudication.
+
-Spain and the Dutch Republic are at war.
  
  
=SCORING PHASE=
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'''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.)
  
'''Earning Victory Points (VPs) Based on Alignment/Religious Status of the Minor States and the capture of SCs'''
 
  
Victory points are awarded at three periods in the game. Scoring depends on the capture of SCs (beyond home supply centers), and a reward system based on the alignment and religious status of the minor states.  ''It is important to note that this rewards system only applies for minor states that have not been captured by a major power.''  It will be up to the players to weigh the benefits and drawbacks of capturing a minor state’s supply center. 
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'''[[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. 
  
==TABLE 1: Objectives Table and VP Awards for Alignment==
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- 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. 
  
[[Image:objectives-half_v6.jpg]]
 
  
 +
'''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.
  
  
==TABLE 2: Objectives Table and VP Awards for Alignment AND Religious Control of Minor States==
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==RESULTS, ALIGNMENTS AND CONFESSIONAL MARKERS==
  
[[Image:objectives_v18.jpg]]
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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.
  
==TABLE 3: Victory Point Value for the Capture of a Minor State or Province==
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'''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. 
  
[[Image:SC-VP_v5.jpg]]
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'''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.
  
==Explanation and Examples==
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''Catholic majority = blue cross''
  
Reviewing the tables above: If Saxony is aligned with Austria, then Austria can garner 148 VPs at the scoring phase (TABLE 1).  If Saxony is aligned with Austria AND Catholic controlled, then Austria can garner 295 VPs at the scoring phase (TABLE 2).  The only situation where Austria cannot garner points from the alignment and/or Catholic control is if Saxony is occupied by an army of another minor state (one that is not aligned with Austria).
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''Protestant majority = orange cross''
  
If Scandinavia captures Saxony, Scandinavia can earn 75 VPs at a scoring phase (TABLE 3).  Saxony is then withdrawn from the list of pliant minor states.  No power (including Scandinavia) can garner points on the alignment or religious control of the minor state from that point in time onwards.  If Saxony is Catholic controlled at the time when Scandinavia captures the supply center, then Scandinavia gains the 75 VPs at the scoring phase, and gains a new build, but is unable to garner the INFs from the capture until a change in the status.  (This scenario can be thought of as a Catholic state under Protestant occupation; the state is in revolt and influence cannot be gained by the occupying power.) 
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''Ottoman majority = green crescent moon and star''
  
'''Quick note on religious control and INFs:'''  Since the percent threshold for religious control increases with each year, there will be a point in time when the Catholics will lose control of the state.  For example, if the Catholics hold, say, 75% of the INFs in Saxony when it is captured by Scandinavia in Winter of 1618, beginning Summer of 1619, only then will Scandinavia be able to gain the INFs for the capture of Saxony; the Catholics are no longer in control in Summer 1619 (82% required).  And, although the Catholics are not in control of Saxony in Spring of 1619, Scandinavia still does not gain the INFs before the start of Spring of 1619 since the status just prior to the submission of orders takes into account the Catholic control when Saxony was captured (Winter 1618 versus Spring 1619; Catholics are still in control just prior to the Spring of 1619).  It is also important to note that this rule does not apply to home centers:  If Scandinavia should capture, say, Normandy, a Catholic-held territory, it is not prevented from gaining INFs. 
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=ORDER PHASE=
  
 +
==MOVEMENT==
  
'''Note:''' No points are garnered for NEUTRAL minor states.  
+
'''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). 
  
  
==Scoring Metric==
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'''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.
  
Three cumulative scoring sessions are done: one at the end of 1616, another at the end of 1618, and the other at the end of the game.  Therefore, it is possible for a power to score VPs on the alignment and/or religious control of a minor state 3 times (this also applies to the capture of supply centers).  A player can still score, for example, on the religious control of a minor state in the first-half of the game, even after losing the control in the second-half, as the VPs gained at each scoring phase are permanent.    Based on this system of scoring, players are ensured a score for his/her efforts in the game, regardless of the final outcome of the game (unless the player is eliminated: see below under ELIMINATION AND EFFECTS OF). 
 
  
 +
'''Additional rules to observe:'''
  
'''Scoring phases in the game:'''
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1- Any minor unit is automatically disbanded if dislodged, even if the unit has greater than one strength.
  
[[Image:scoring_v2.jpg]]
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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.
  
'''Checklist:'''  During the scoring phase, the following questions should be evaluated to determine the overall score of a power.
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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:
  
'''(1)''' Did the power acquire/capture any new supply centers?
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4a- If the province is neutral, the foreign unit must retreat, or disband if no valid retreat can be made. 
  
'''(2)''' Are there any minor states aligned to the power? 
+
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.
  
'''(3)''' Are there any minor states aligned to the power and under religious control?
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4c- If the province is aligned with a power that the foreign unit is at war with, then the foreign unit captures the province. 
  
'''(4)''' Are there any minor states aligned to the power but occupied by an army of another minor state that is not aligned with the power? 
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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.)
  
=BUILD/ADJUSTMENT PHASE=
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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.
  
'''Waiving the capture of a supply center:'''  The player occupying a major power's supply center, or a minor state's supply center, or a province at the build phase may waive the capture of the supply center or province.    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.  Provinces or states held by a major power are absorbed into the power, unless it is an ALIGNED state to the power that occupies it.   
 
  
'''Concerning supply centers:'''  Each supply center controlled 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 unoccupied home supply center or captured supply center of a minor state (as long as the minor state is not controlled by an opposing religion).  Owned/controlled home ports may be used as a build site for fleets (anchor symbol on map).  Builds are not allowed in captured home SCs of the Ottoman Empire or the Barbary States.  Protestant powers cannot build in a captured Catholic power’s SC or port, and the same rule applies to Catholic powers with captured Protestant SCs or ports. 
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==SECURING CONTROL OF A CAPTURED FOREIGN CENTER==
  
'''Re-building a minor state's army:'''  If a supply center of a minor state is unoccupied and has yet to be captured by a major power, a new unit is built if the original unit was previously disbanded.   
+
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:
  
=STARTING POSITION OF UNITS=
+
- Lusatia, Silesia, and Moravia (as part of the Bohemian Confederacy)
  
'''France:'''  A(PAR), A(NOR), A(GUY), F(PRO)
+
- Prussia (as part of Brandenburg)
  
'''Spain:'''  F(GAL), A(MAD), A(LUX), A(MIL), A(NET)
+
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. 
  
'''Austria:'''  A(BOH), A(SLO), A(VIE)
+
'''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.
  
'''England:'''  A(BRI), F(LON), A(LVR)
 
  
'''Scandinavia:'''  F(STO), A(DEN), A(SCA), F(NWY)
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==MOVING A BOLSTERED UNIT==
  
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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).
  
'''Starting Deficit:'''  Each power starts with one unit less than the number of home supply centers.
 
  
'''Total Supply Centers:''' 24 home SCs + 25 minor state SCs + 4 Ottoman SCs = 53.
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==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.
  
=ELIMINATION AND EFFECTS OF=
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=BUILDS AND TRANSACTIONS PHASE=
  
Any player who has been eliminated based on standard Diplomacy rules, cannot continue receiving nor deploying INFs for the remaining years, and all scores are ceded.  INFs of the eliminated power that have been deployed to all minor states are removed and the statuses of the minor states reassessed at the next phase (this includes captured minor states, where the removal of INFs may impact the religious status; and includes the Ottoman Empire and Barbary States, where the alignment can change). 
 
  
 +
==WEALTH AND INCOME==
  
=VICTORY CONDITIONS=
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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.
  
At the end of 1620, the player with most VPs wins the game.  If there is a tie in VPs  between the two top-ranked players, then victory will depend on the player with the most supply centers; if there is a tie on SCs, then victory will depend the player with the most INFs.  
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'''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 HREExample: 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.
  
'''Automatic Protestant Victory:''' Protestant powers have two possible conditions for an automatic win.  (1)  A Protestant power that captures Rome (ROM) will have an automatic victory, irrespective of the scores.  (2)  If the Ottoman Empire should capture ROM, the Catholic powers are defeated, and victory goes to the Protestant power with the highest score. 
 
  
'''Optional Alliances and Victory Conditions:'''  Two players, before the start of 1618, may form an alliance.  This is a permanent agreement and is communicated to the GM and declared 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 unallied 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 unallied players in total VPs given the only alliance cannot meet the condition above. 
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==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. 
  
  
=Assigning of Powers=
 
  
Players will use a Blind Auction Bidding to have powers assigned by the GM.  A description of the method is given at http://www.playdiplomacy.com/forum/viewtopic.php?f=412&t=27988.  Modifications: (1) Each power should receive minimally 5 points from the 100 points allocated to each players.  (2) In cases of ties, GM will check which player registered into the game first, and this player will be given priority. 
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==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.
  
  
=REFERENCES/ACKNOWLEDGEMENTS=
+
'''Military Cost Table'''
  
History, concepts, and rules adapted from:
+
[[Image:MILITARY-TABLE_1619-2.jpg]]
  
  
'''Core Rules'''
+
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.
  
Standard Diplomacy by Allan Calhamer (Rest in peace!)
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'''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.
  
'''Adapted Map Structure, Unit Positions, and Supply Centers'''
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'''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.
  
1600 by Tommy Larsson
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'''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.
  
1648 by Charles Feaux de le Croix
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'''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=
  
'''The Influence of Minor States and Units'''
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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. 
  
Ambition and Empire by B. M. Powell and Jeff Kase
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'''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.
  
Classic Payola by Manus Hand and John Woolley
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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.
  
  
'''Status of States and Their Treatment; Victory Points and Time Limit'''
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=SCORING PHASE=
  
Formal Diplomacy by E. Sabatine and Edi Birsan
+
'''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.
  
'''How to Handle the Ottoman Empire'''
+
2- For each corresponding confessional marker present on the board the player earns 1 point.
  
Juggernaut Diplomacy by Tim Snyder and Jamie Drier
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3- For each lost home supply center the player loses 1 point for each point of value for the center.
  
  
'''Diplomatic Attacks, Optional Alliances and Victory Conditions, and Scoring System'''
 
  
Origins of World War 1 by Jim Dunnigan
 
  
Origins of World War 2 by Jim Dunnigan and Thomas Shaw
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'''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.
  
'''First Session Play-testers'''
 
  
Mark Utterback, Max Victory, Steven Caponigri, Aaron Havas, and Greg Bim-Merle.
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=MODIFICATIONS FOR A GAME WITH LESS THAN 15 PLAYERS=
  
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'''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.
  
'''Political and Military History'''
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'''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.
  
The Thirty Years War by C.V. Wedgwood
+
'''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.  
  
Wikipedia entry:- http://en.wikipedia.org/wiki/Thirty_Years'_War.
+
'''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.
  
Britannica entry:- http://www.britannica.com/EBchecked/topic/592619/Thirty-Years-War.
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'''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:
  
=Europe 1615 Map and Starting Positions=
+
Frank Martin
  
[[Image:map_v22.jpg]]
+
Jeff Wyatt
  
[[Image:pol-map_v2.jpg]]
+
Daithi Walshe
  
+
George Atkins
=List of Provinces and Minor States=
 
  
[[Image:provinces_v24.jpg]]
+
Adam Bagley
  
 +
Jonathan Langman
  
 +
Bryan Laferriere
  
=EXAMPLE OF PLAY (Spring 1615)=
+
Christian Schanner
  
 +
Brian Diffell
  
Here is an example of Spring 1615 influence and order submissions and the adjudication:
+
Shane Cagney
  
 +
Poul Hurup Lund-Andersen
  
'''SPRING 1615 INF DEPLOYMENT LISTS AND ORDERS'''
+
Matthew Kelly
  
 +
Michael Walters
  
[[Image:sample-spring1615-orders_v1.jpg]]
+
Ewoud Wiering
 
  
 +
Chris Lee
  
GM inputs the INF values into a table to generate a tally sheet:
+
Chun Wang Lau
  
[[Image:sample-tally-sheet_v1.jpg]]
+
Andrew Port
  
 +
Mark Utterback
  
GM then generates percent values.  Determines the statuses of the minor states, and which orders will be followed or ignored.  This sheet will be presented to the players:
+
Max Victory
  
[[Image:sample-tally-sheet-percent_v2.jpg]]
+
Steven Caponigri
  
 +
Aaron Havas
  
GM resolves the orders based on the statuses of the minor states.  Adjudication sheet is as follows:
+
Greg Bim-Merle
  
 +
Hugh Polley
  
'''SPRING 1615 ADJUDICATION'''
+
Leonard Saffer
  
  
[[Image:sample-spring1615-adjudication_v1.jpg]]
 
  
 +
=TABLES, RECORDING SHEETS, AND MAP=
  
 +
==Europe 1619 Map and Starting Positions==
  
'''Appearance of the map:'''
+
This is a small low-resolution preview of the actual map.  Actual full resolution of the map is 5800 x 5800. 
  
[[Image:sample-map-spring1615_v2.jpg]]
+
[[Image:map_1619-6.jpg]]
  
  
'''Comments:'''
+
==Influence Allocation Table==
  
The map depicts the statuses of the minor states and final positions of the units.  Orange crosses indicate Protestant-controlled states and blue crosses indicate Catholic-controlled states.  For example, DUT is Protestant-controlled due to the influence from England and Scandinavia.  Scandinavia holds the most influence in DUT with 66% of the total INFs.  Scandinavia's order for DUT S NWY-NTH is followed, but fails since Spain supports NET-DUT, dislodging the fleet (it is also disbanded as no retreats are allowed with the units of minor states; exception to the Ottoman Empire).
+
[[Image:INFLUENCE-TABLE_1619-2.jpg]]
  
Three neutral German states (colored off-white) appear since no power has a majority of influence in those states.  Had there been any orders submitted to those states, they would have been ignored.  Scandinavia's DEN-MEC fails, even with support, due to the established neutral MEC.  Ottoman Empire and the Barbary States are also neutral since no power submitted influence or orders to those states. 
 
  
Poland is aligned with Austria, and all three provinces (DAN, POS, and WAR) are colored to depict this.  Poland is not Catholic-controlled, however, since the number of Catholic INFs (all deployed by Austria) did not meet the required 10 INFs.  Hungary has received INFs from both Austria and England, however, England gains the alignment and the state is Protestant-controlled, since England (a Protestant power) holds 53% of the total INFs.  England's order HUN-PRE is followed, but causes a standoff with SLO-PRE. 
+
==Influence Tracker==
  
Should Spain maintain its hold of DUT up until the Winter/build phase of 1615, DUT will fall into Spanish control, and no power, including Spain, will ever be able to garner points on an alignment with DUT or on religious control. DUT would be eliminated from the list of pliant minor states for the remainder of the game.  If Spain can maintain control of DUT up until the first scoring phase, then Spain will garner points for the capture.  If DUT retains its Protestant status by the Winter/build of 1615, Spain will be unable to gain INFs from the capture in the Spring of 1616 or onwards depending on whether the religious status is maintained (see example under Scoring section).   
+
[[Image:influence-tracker_1619-1.jpg]]
  
Next movement phase, the GM will continue to add INFs to the tally sheet based on the next set of INF submissions, will re-evaluate the statuses of the minor states,  and resolve the next set of orders.  Now that INFs have been deployed, players are given the option of including diplomatic attacks in their submissions for the next movement phase.
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[[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