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

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[[Image:soldiers.jpg]]
 
[[Image:soldiers.jpg]]
  
'''EUROPE 1615:  VERSION 3'''
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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)
[Play-testers needed!  Currently recruiting players at www.diplomaticcorp.com under Open Games (select Games > Open Games in the main menu).  Any comments or questions please write to medeiros412@aim.com.  Thank you.]
 
 
 
  
  
 
=INTRODUCTION=
 
=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
  
The Europe 1615 Diplomacy variant allows players to take the reins of one of the great powers of the time: Austria, France, Spain, England, Poland, and Denmark.   During the game, players deploy influence points (INFs) and orders to secure political and/or religious authority over the minor states and their units.  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.  Game begins in 1615. 
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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…
  
Standard 5th Edition rules of Diplomacy apply with modifications as described below.
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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
  
=PHASES OF THE GAME YEAR=
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3 Spain, House of Hapsburg, Philip III
  
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4 France, House of Bourbon, Louis XIII
  
1- Initial Status Check
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5 Dutch Republic, House of Orange-Nassau, Maurice of Orange
  
2- Spring Movement and Retreat Phase
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6 England, House of Stuart, James I
  
3- Summer Movement and Retreat Phase
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7 Sweden, House of Vasa, Gustav II Adolf
  
4- Fall Movement and Retreat Phase
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8 Catholic League and Bavaria, House of Wittelsbach, Maximilian I
  
5- Early Winter Adjustment Phase (Required Disbands)
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9 Protestant Union and the Palatinate, House of Palatine-Simmern, Frederick V
  
6- Late Winter Adjustment Phase (Build Phase)
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10 Papacy, House of Borghese, Pope Paul V
  
7- Scoring Phase
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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
  
=INFLUENCE=
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13 Ottoman Empire, House of Osman, Osman II
  
==Deployment of influence with submission of orders==
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14 Republic of Venice, Doge Antonio Priuli
  
Each power receives influence points (INFs) at the beginning of each year to distribute to the minor states with (or without) orders.
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15 Duchy of Savoy, House of Savoy, Charles Emmanuel I
  
==INFs available per year==
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16 Transylvania, House of Bethlen, Gabriel Bethlen
  
[[Image:INF_distr_ver10.jpg]]
 
  
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Europe 1619 utilizes the standard rules from 5th Edition Diplomacy with modifications described in this rulebook. 
  
Note:  GM will randomly determine the religious/confessional status of Poland as either Protestant or Catholic. 
 
  
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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.
  
'''Writing the orders:''' Example of the format for the submission of the INF deployment list and orders is as follows:
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=NOTES ABOUT THE GAME BOARD=
  
[[Image:submission-list_ver8.jpg]]
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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)
  
In the above example,  France deploys some INFs in the first phase as follows: 15 INFs to Wurtemburg (WUR), 15 INFs to the Rhineland (RHI), 5 INFs to Lower Saxony (LOWR), 20 INFs to the Lorraine (LOR), and 5 INFs to Savoy (SAV).  In addition to submitting orders for French units (shown in thin-bordered box), France submits orders to the units in the minor states where the INFs will be deployed to (heavy-bordered box).  Additionally, INFs may be deployed to minor states without a SC/unit, such as Franconia (FRA) and Switzerland (SWI).  Powers need not deploy all INFs in the first phase, but can spread out those deployments in subsequent phases.  INFs will continue to accumulate in the minor states with each deployment dictating the status of state.  Any unused INFs do not carry forward into the next year, and players cannot deploy more than the available INFs for the year.
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''Brandenburg-Prussia (BRAP)'' = Brandenburg (BRA), and Prussia (PRU)
  
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''Lower Saxony (LOWR)'' = Kalenberg (KAL), and Brunswick (BRU)
  
==Pliant minor states==
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''Holy Roman Empire (HRE)'' = On the board, the HRE is outlined with a dull red and shadowed border.
  
A listing of the minor states that may be influenced is given below.   
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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. 
  
'''TABLE 1: List of Pliant Minor States'''
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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.
  
[[Image:minor_v19.jpg]]
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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.  
  
'''Note:''' The Catholic powers, only, may deploy INFs & submit orders to the Papal States (PAPL) which consist of Rome (ROM) and the Marche (MAR).    Two-letter designations for each minor state are given to label the armies/fleets on the board.  Although Morocco is listed, it begins the game as a neutral state and no power can deploy INFs to this state until the Moroccan unification is passed (see SANCTIONS).
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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 capturedThese markers are also used for scoring.
   
 
  
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=UNITS AND TOTAL MILITARY STRENGTH=
  
==The Ottomans==
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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:
  
The Ottoman Empire (OTTM) spans over several provinces and has 3 units in its military service: A(RUM), A(BUL), and F(TUN).  Before the start of the game, the GM will randomly select a player to secretly control the movements of the Ottoman units throughout the game.  If other players wish to communicate with this designated player concerning the movements of the Ottoman units, they may do it through public press or confidentially through the GM.  With the elimination of the designated player, the Ottomans take a neutral status for the remainder of the game.     
 
  
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'''[[Catholic Powers]]
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'''
  
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Austria = RED
  
==Gain and loss of influence==
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Spain = YELLOW
  
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France = BLUE
  
Powers also receive additional INFs from the capture of a supply center (see Tables 2-A and 2-B).    This gain is maintained as long as the power captures (at the build phase) and maintains control of the minor state.  A power will lose INFs from the loss of a home supply center (after the build/adjustment phase) equal to the INF value of the supply center (see Table 2-A).  Armies of neutral minor states that occupy a home supply center will have no effect on the gain of INFs.
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Catholic League and Bavaria = CRIMSON
  
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Papacy = DARK CYAN
  
'''TABLE 2-A: List of Home Supply Centers and INF values'''
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Poland-Lithuania = BRIGHT CYAN
  
[[Image:power-provinces_v18.jpg]]
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Venice = PURPLE-VIOLET
  
'''INFs Lost''' = The number of INFs lost should the SC be captured by an opposing power.
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Savoy = GOLD
  
'''INFs Gained''' = The INFs gained with the capture of the SC.
 
  
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'''[[Protestant Powers]]'''
  
'''TABLE 2-B: List of Minor States and INF values'''
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Denmark = PURPLE
  
[[Image:minor-state-values_v3.jpg]]
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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
  
=EFFECTS OF INFLUENCE AND RULES GOVERNING THE STATUSES AND ACTIONS OF THE MINOR STATES=
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Saxony = BEIGE
  
==Rules concerning political status of minor states==
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Transylvania = PALE YELLOW
  
The minor state is marked as ALIGNED, NEUTRAL or UNALIGNED 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 powers equally invested in a minor state (50/50), the minor state will be marked as NEUTRAL and the orders submitted to those states will be ignored.  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. 
 
  
'''Capture and neutrality.''' Any minor state's army can capture a supply center and contribute to its expansion.  If the minor state is neutral, and its unit is occupying a foreign province at the adjustment phase, the minor state will not be able to capture the province.  If a minor state is unaligned it may still capture.
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'''[[Ottoman Empire / Islamic Power]]’''
  
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Ottoman = LIGHT GREEN
  
'''Dislodgment.'''  The major power cannot dislodge or support the dislodgment of the aligned minor state's unit, even if that dislodgment is unexpected.
 
  
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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.
  
'''Disbanding.''' If the home 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 Early Winter Adjustment Phase (irrespective to whether it holds a SC).  In other words, the loss of its home supply center and the resulting adjustment (disband) is performed first before the Late Winter Adjustment Phase. (Note: This rule does not apply to the Ottomans.) The capture of the minor state's home SC also leads the disbanding of all units of the state.  If the minor state has 2 or more units, and one or more of its non-home centers are captured, the aligned power will submit the orders to disband in the Early Winter Adjustment Phase.
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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 unitA power’s total military strength is the sum of all of its individual unit strengths on the board.  
  
  
'''Retreats.''' If the minor state's army is dislodged, it is then disbanded (no retreats are allowed for units of the minor states).  However, units of the Ottoman Empire are allowed to retreat and orders must be supplied by the aligned power. 
 
  
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=STARTING POSITIONS AND PROVINCES=
  
'''Alliance.''' 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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'''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.
  
'''Capture of a minor state.''' If a major power captures a minor state's home supply center, then the state is 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 or perform diplomatic attacks.  The occupying power will earn VPs for the capture of the supply center at the scoring phase, and additional INFs as mentioned above, but forfeits any VPs that could be earned from an alignment.  The captured minor state loses any alignment status, and all INFs invested in the state are held in suspension.  Any religious markers are temporarily removed.
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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
  
'''Expansion.''' The Ottomans and the minor states have the ability to expand with the capture of SCs (or provinces without SCs).  When a SC is captured by the minor state it becomes part of its dominion, although, not permanently. When the minor state is aligned, or made neutral, all acquired territories are colored accordingly on the map.  ''Additionally, any power that is aligned with the minor state, at a scoring phase, will score for the state plus a bonus.''  The aligned power is also required to submit build orders for the minor state that acquires new SCs.  Example of play:  Prussia, under the influence of Denmark, moves to occupy Mecklenburg, and captures it at the build phase of 1615.  Mecklenburg is "temporarily" eliminated from the list of pliant minor states.  Prussia builds a new army.  Denmark then scores for its alignment with Prussia and a bonus as Prussia now holds two centers.  When INFs are deployed to Prussia it affects both the Prussian state and Mecklenburg.  If Prussia has a religious marker, this is not transferred to newly acquired territories or centers, only the alignment or neutral status, or unaligned status.  If Prussia is captured, Mecklenburg becomes "liberated" and is reestablished as a pliant minor state; the INFs in Mecklenburg will need to be reevaluated for its status.  Also, in the above example, if Prussia held another power's center, such as Bohemia, then Denmark still scores for Prussia as an aligned state plus a bonus.  Using this same example, if the Prussian home center is captured, the Bohemian center will be "liberated" making a new independent minor state, given that it has not been taken by another state/power.  Note:  Any issues that are encountered by the use of these rules, resolving them is solely at the discretion of the GM. 
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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
  
===Alignment (Passable) and the Alliance System===
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Dutch Republic = Holland, Friesland
  
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England = London, Lancashire, York, Wessex, Ulster, Munster, Scotland
  
For a minor state to follow the submitted orders, the major power must satisfy two conditions:  deploy a required minimum of INFs, and solely hold the most INFs in the state (50% or greater).  For a minor state with one supply center, a power needs to invest minimally 5 INFs; for minor state with 2 centers, a power needs 9 INFs; for 3 centers, 12 INFs; 4 centers, 14 INFs; and for 5 or more centers, 15 INFs.  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.  At the beginning, the Ottomans will require a minimum of 12 INFs (3 centers) for an alignment, plus the majority rule. 
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Sweden = Stockholm, Dalarna, Kalmar
  
Note:  The Ottoman Empire can never be UNALIGNED, only ALIGNED or NEUTRAL.  Hence, by default, the Ottomans are NEUTRAL. 
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Catholic League = Bavaria
  
An ALLIANCE SYSTEM is established when two or more minor states are aligned with a major power; all members of the alliance can move through the other member's territories and supply centers without capture.
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Protestant Union = Palatinate, Upper Palatinate
  
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Papacy = Rome, Marche, Romagne
  
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Poland-Lithuania = Warsaw, Danzig, Samogitia, Riga, Posen, Lithuania, Ruthenia, Podolia
  
===No alignment (passable)===
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Saxony = Saxony
  
Political status of a minor state is not established if no power has invested any INFs.  Minor state is then considered UNALIGNED.  Even if only one power has deployed INFs to a minor state but not meeting the required number of INFs, then the state is made unaligned.  Any major power or minor states may move into and/or capture the unaligned state.  Any power can support the hold of a minor state's unit even if the minor state is unaligned.
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Ottoman = Edirne, Greece, Macedonia, Bulgaria, Serbia, Albania, Bosnia, Hungary
  
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Venice = Venice, Dalmatia
  
===Neutrality (impassable)===
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Savoy = Turin, Savoy
  
If two or more powers have deployed INFs to a minor state, but none has met the minimum requirement for an alignment, the minor state is considered NEUTRAL.  Neutrality also occurs when two powers have invest equally (50/50), or if no power has a majority of INFs in the state (less than 50%).  Therefore, with a minimum of only 1 INF deployed by two or more powers to minor state, neutrality can be achieved.
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Transylvania = Transylvania
  
If the political status is NEUTRAL, no major power can enter the minor state as it violates the neutrality status.  A support, move, or convoy order may be submitted to the unit of a neutral minor state in anticipation of a change in status.    If a minor state changes to a NEUTRAL status, a major power's army or another minor state's army situated in the neutral minor state can still function to support, attack, hold, etc.  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 (since the neutral state harbors a foreign active unit, other states have the right to attack).  A major power's army or another minor state's army situated in a neutral state can receive support.    On another note, 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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'''[[Home centers and starting units are as follows:]]'''
  
==Religious/confessional status of the minor states==
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Austria = A-Vienna and A-Slovenia
  
The combined INFs remaining for Protestant powers represent the influence of the Protestants in the state.    The combined INFs of the Catholic powers represent the influence of the Catholic in the state.  The religious status of the minor state is MAJORITY if a single religious faction solely holds the minimally required number of combined INFs and 50% or more.  The minimum is dependent on the size of the minor state.  For a state that is one province in size, the required number of INFs is 5; for a 2-province minor state, the minimum is 9 INFs; for 3 provinces, 12 INFs; for 4 provinces, 14 INFs; and for 5 or more provinces, 15 INFs.    If the conditions above are not met then the state is marked as religiously NEUTRAL.  Neutrality also occurs when Catholic and Protestant influences are equally matched.  Protestant or Catholic majority is marked on the map throughout the game and becomes important during the scoring phases.  Papal States will always be marked as a Catholic majority.  Religious status for the Ottoman Empire and the Morocco do not change.  They are, for the purposes of this game, permanent Islamic states.
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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.)
  
In evaluating Protestant or Catholic majority in a minor state, first determine which faction holds the majority of INFs in the state, has the required minimum of INFs based on the size of the state, and then determine whether this faction hold 50% of more of the total INFs. 
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France = F-Normandy, A-Paris, A-Lyonnais, and A-Provence
  
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Dutch Republic = A-Holland and F-Friesland
  
==Counterbalance==
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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.)
  
In this game, the player of Poland is randomly given the confessional status of Catholic or Protestant.  If Poland is a Catholic power, this will give the Catholic powers an overall advantage in the total influence over the minor states by a factor of more than twice.  Hence, a counterbalance must be in place to maintain some form of game balance.  If total INFs of the Catholic powers in play is 2 or more times greater than the Protestant powers, then the Catholic powers cannot deploy INFs to Protestant-majority states or newly created Protestant-majority states during that time.  This situation is called “widerstand” (in German, pronounced: VEE-DAR-SHTRAUNT) and will appear at the top left corner of the map so that all players are aware of it.
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Sweden = F-Stockholm
  
If total INFs of the Protestant powers in play is 2 or more times greater than the Catholic powers, then the Protestant powers cannot deploy INFs to Catholic-majority states or newly created Catholic-majority states during that time.  This situation is called “ketzenhammer” and will appear at the top left corner of the map so that all players are aware of it.   
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Catholic League = A-Bavaria
  
At the opening of the game, if Poland is made a Protestant power, neither widerstand or ketzenhammer will be in effect since the ratio of Protestant influence and Catholic influence is close to unity.  The GM will monitor the ratio throughout the game and will put into effect widerstand or ketzenhammer based on the changes in influence (including when a power is eliminated).
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Protestant Union = A-Palatinate
  
Note:  If widerstand or ketzenhammer is in effect, diplomatic attacks are still allowed.
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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
  
==Rules concerning Christian and Muslim units==
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Ottoman = A-Edirne
  
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Venice = F-Venice
  
Christian units (whether Protestant or Catholic) will not convoy nor support a move/attack by a Muslim unit onto the Papal States (ROM and MAR) or adjacent provinces (VEN, PIA, TUS, and NAP).  All other cases where a Christian unit supports a Muslim unit to move/attack/convoy are legal.  Muslim units will not support a direct Christian attack on a Muslim unit.  Muslim units will not support a move or convoy a Christian unit into an Islamic center unless an alliance system is in place.
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Savoy = A-Turin
  
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Transylvania = A-Tra
  
  
=THE DIPLOMATIC ATTACK=
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=PHASES OF THE GAME YEAR=
  
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1 - Diplomatic Phase
  
'''First phase:'''  A diplomatic attack order may be submitted in the first movement phase, even before INFs are deployed. 
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2 - Orders Phase
  
'''Purpose:'''  Diplomatic attacks offer players an opportunity once per phase (whether successful or unsuccessful) to potentially alter the results of the INF deployment and thus a minor state’s status.  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.  Diplomatic attacks are not performed in the Ottoman Empire. 
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3 - Adjudication Phase
  
'''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 per phase during any movement phase to perform a diplomatic attack in a minor state.  The order should indicate the minor state of interest and the target of the attack.    Typical syntax for the order of the diplomatic attack:
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4 - Retreat and/or Disband Phase
  
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5 - Map Adjustment Phase
  
MINOR STATE > MAJOR POWER
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6 - Builds and Transactions Phase
  
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7 - Scoring Phase
  
'''Sequence of attacks:'''  The sequence of attacks is dependent on the number of INFs received for the year, basically from least influential to most influential (weakest power, in terms of INFs, has priority). In cases of ties, differentiate based on number of supply centers; and if tied on SCs, differentiate by score from the previous year.  If in the first year, then the order of priority is: (1) England attacks first (least influential), then (2) Austria, (3) Denmark, (4) Poland, (5) France, and finally (6) Spain (most influential).   
 
  
'''Effect:'''  Diplomatic attacks are resolved by a MUTUAL REDUCTION. In the attack, the power with the lesser number of INFs invested removes all and the power with larger number of INFs invested 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. 
 
  
'''Example of play:'''  England deploys 5 INFs to the LOR.  France deploys 10 INFs to the LOR, and Spain deploys 10 INFs in the Spring of 1615.   
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=DIPLOMATIC PHASE=
  
Example of the orders submitted to the GM:
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==INFLUENCE AND PLACEMENT==
  
[[Image:example-orders-DA_v7.jpg]]
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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.
  
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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). 
  
Spain needs the alignment with the Lorraine (LOR), then negotiates with England who agrees to assist. England submits an order for a diplomatic attack against France in the LOR during the Summer of 1615.   France, however, submits an order to attack Spain.  Since England is first in sequence before France,  and France before Spain, the result is that England commits and 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 by 5.   The LOR is then left aligned with Spain as Spain has sole influence over LOR.  Any order submitted to the LOR from Spain will be followed.
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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:'''
  
=THE FORCED MARCH=
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number of INFs: [minor state]
  
<<under construction>>
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An example of this is…
  
 +
Order from FRANCE:
  
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5: BRE
  
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(means that 5 INFs of French influence will be placed in Bremen)
  
=RESOLVING ORDERS=
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'''Note:''' ''Only Protestant powers can deploy INFs to the Bohemian Confederacy.''
  
  
'''Steps in resolving the orders at the beginning of each phase:'''
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'''[[List of minor states that can be influenced]]'''
  
'''(Step 1)''' GM distributes INFs to the minor states as indicated in the deployment lists submitted by the players. 
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''Minor State, Abbreviation, Unit Label (if applicable)
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''
  
'''(Step 2)''' GM next determines the results of the diplomatic attacks keeping in mind any diplomatic immunities.
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Bremen, BRE
  
'''(Step 3)''' GM next determines the status of each minor state. 
+
Erfurt, ERF
  
'''(Step 4)''' GM then resolves the orders; publishes the statuses of the minor states and the adjudication. 
+
Hamburg, HAM
  
 +
Oldenburg, OLD
  
=SCORING PHASE=
+
Paderborn, PAD
  
'''Earning Victory Points (VPs) Based on Alignment/Religious Status of the Minor States and the capture of SCs'''
+
Pomerania, POM
  
Victory points are awarded at the end of each year.  Scoring depends on the capture of SCs (beyond home supply centers), and a reward system based on the alignment  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 or another minor state.''  It will be up to the players to weigh the benefits and drawbacks of capturing a minor state’s supply center. 
+
Saarbrueken, SAA
  
 +
Strasbourg, STR
  
'''Explanation and Examples'''
+
Swiss Confederation, SWI
  
Reviewing TABLE 3, below: If Saxony is aligned with Austria, then Austria can garner 383 VPs at the scoring phase. 
+
Trier, TRI
  
'''TABLE 3: Objectives table showing VP values of minor states, and VP awards for an alignment with a minor state'''
+
Wallachia, WAL
  
[[Image:new-objectives_v4.jpg]]
+
Moldavia, MOL
  
'''Note:''' No points are garnered for NEUTRAL minor states.   
+
Ansbach, ANS, An
  
 +
Bohemian Confederacy, BOHC, Bo
  
If Denmark captures Saxony, Denmark can earn 112 VPs at a scoring phase (TABLE 3), as well as INFs.  Saxony is then withdrawn from the list of pliant minor states.  No power (including Denmark) can garner points on the alignment of the minor state from that point in time onwards.  If Austria should capture Saxony, Austria can then gain the INFs and VPs.  VP values for the home supply centers are given in TABLE 4. 
+
Brandenburg-Prussia, BRAP, Br
  
 +
Catalonia, CAT,Ca
  
'''TABLE 4: VP values of home supply centers'''
+
Cologne, COL, Co
  
[[Image:home-SC-values_v3.jpg]]
+
Croatia, CRO, Cr
  
 +
Genoa, GEN, Ge
  
 +
Hesse, HES, He
  
'''Scoring from Religious Markers'''
+
La Rochelle, ROC, Hu
  
At the scoring phase, each Protestant power receives 50 VPs for each Protestant marker on the board.  This rule also applies to Catholic powers and Catholic markers (however, Catholics cannot score on the Papal States as they are permanently marked Catholic).
+
Irish Earldoms, IRE, Ir
  
 +
Lorraine-Alsace, LOR, Lo
  
'''Bonus scoring for alignments'''
+
Lower Saxony, LOWR, Lw
  
As a minor state expands, the value of the alignment award increases.  For each gain of a new center by a minor state, the alignment award for that minor state increases by 50 VPs. 
+
Mantua, MAN, Ma
  
 +
Mecklenburg, MEC, Me
  
 +
Magdeburg, MAG
  
'''Scoring Metric'''
+
Modena, MOD, Mo
  
For scoring purposes, each year is referred to as a ROUND.  GM determines the score for each power during the scoring phase. It is possible for a power to score VPs on the alignment multiple times (this also applies to the capture of supply centers).  Highest scoring power is designated the winner of the round. If ties occur for the top score, then no winner is declared for the round.     
+
Sharifate, SHA, Mr
  
 +
Parma, PARM, Pm
  
=EARLY WINTER PHASE=
+
Portugal, POR, Pt
  
- Disband all units of any minor state that its home center has been captured.
+
Stralsund, SRL, St
  
- Disband all units of any power that has been abandoned.
+
Baden-Wuerttemberg, WUR, Sw
  
 +
Tunisia, TUN, Tn
  
 +
Tuscany, TUS, Tu
  
=BUILD/ADJUSTMENT PHASE=
+
Westphalia-Muenster, WES, We
  
'''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.  The decision must be made prior to the build phase (preferably fall phase).  Once the decision is made no reversal is allowed until the next build phase.  Provinces without SCs held by a major power at the build phase are annexed to the power automatically, unless it is an ALIGNED state to the power that occupies it.   
+
Wuerzburg, WUE, Wz
  
  
'''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.  Builds are not allowed in captured home SCs of the Ottoman Empire or Morocco.  Protestant powers cannot build in a captured Catholic power’s SC, and the same rule applies to Catholic powers with captured Protestant SCs. 
+
==INITIAL SETUP==
  
 +
Before the start of the game, there’s a fixed placement of INFs for some powers: 
  
'''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 or other minor state, a new unit is automatically built if the original unit was previously disbanded.  This includes those centers, shown above, that do not provide builds for conquering armies/states.
+
'''Initial INF placement goes as follows:'''
  
 +
Spain = 5: POR, 1: CAT
  
 +
Catholic League = 5: TRI, 5: COL, 5: WUE
  
=ABANDONMENT / CIVIL DISORDER=
+
Protestant Union = 5: ANS, 5: STR, 3: BRAP, 5: HES, 5: WUR
  
When a power is abandoned, and the GM is unable to find a replacement, then power will be dissolved at the winter phase.  Each remaining center becomes a pliant minor state, and the GM will list the values of these states as aligned states.  All other provinces are left as unaligned passable states. See ELIMINATION AND EFFECTS OF for rules regarding the influence distributed by the abandoned power. 
+
Ottomans = 1: TUN, 1: MOL, 1: WAL
 
 
  
  
=SPECIAL NOTES ABOUT MOVEMENT ON THE BOARD=  
+
==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. 
  
Army units and fleets may freely move between IRE and SCOT, between SIC and NAP, and between ANDL and SUL. Holstein (HOL) has two separate coasts and players must specify which side their fleet moves to.   
+
'''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.
  
=SANCTIONS=
 
  
 +
'''[[Notes on initial declarations:]]'''
  
Sanctions or game modifiers will either give an advantage or handicap to a power, establish a restriction, or strengthen a minor state.  Sanctions are established before the beginning of the year (during the build/adjustment phase), and the rules stated in the sanction/modifier supersedes the general rules discussed above except the counterbalances.  Players will submit a preference list (or ballot), and GM will determine which modifier or modifiers will be put into effect based on the list and the votes that are cast.  Players may negotiate on these modifiers.  Each player has a certain number of votes to cast on a ballot of three chosen modifiers before each year, except before the first year.  Beginning in the second year Spain has 12 total votes to cast, France has 12, Austria has 11, Poland has 11, Denmark has 11, and England receives 11.  As the number of centers for a power increases, the number of votes available increases as well (see table below on available votes).  Votes are cast either in favor or against the modifier.  There is no maximum that a modifier can receive, and the minimum must be 1 vote in favor or against. An example of a submission:
+
-The Protestant Union cannot form an alliance with the Catholic League.
  
 +
-Austria and Spain begin the game in an alliance.
  
AUSTRIA'S BALLOT
+
-Austria and the Catholic League begin the game in an alliance.
  
+5  =  Wallenstein
+
-England and the Protestant Union begin in an alliance.
  
+3  =  Swedish intervention
+
-Ottomans and the Protestant Union begin in an alliance.
  
-3  =  Bohemian revolt
+
-Spain and the Dutch Republic are at war.
  
  
In the above example Austria submits a ballot with its 11 total votes distributed in the following manner: the Wallenstein modifier is given 5 votes in favor; 3 votes in favor of the Swedish intervention; and 3 votes against the Bohemian revolt (Austria anticipates that others will likely put votes into this modifier and decides to preempt).   
+
'''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.)
  
  
==Available votes==
+
'''[[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. 
  
'''INFs = votes'''
+
- 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. 
  
27 & down = 0
+
- 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. 
  
28-29 = 1
 
  
30-31 = 2
+
'''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.
  
32-33 = 3
 
  
34-36 = 4
+
==RESULTS, ALIGNMENTS AND CONFESSIONAL MARKERS==
  
37-38 = 5
+
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.
  
39-41 = 6
+
'''[[Every minor state has one of three alignment statuses at the end of the Diplomatic Phase:]] 
 +
'''
  
42-44 = 7
+
'''UNALIGNED:''' A minor state without INFs is considered unaligned (grey-colored).  Unaligned states are passable during the Order Phase, and may be occupied/captured.
  
45-48 = 8
+
'''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. 
  
49-53 = 9
+
'''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. 
  
54-59 = 10
 
  
60-66 = 11
+
'''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.
  
67-77 = 12
+
''Catholic majority = blue cross''
  
78-92 = 13
+
''Protestant majority = orange cross''
  
93-121 = 14
+
''Ottoman majority = green crescent moon and star''
  
122 & up = 15
+
=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. 
  
==Consolidation of ballots==
+
'''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). 
  
The GM will consolidate the ballots from each player.  Each vote in favor of a modifier cancels each vote against it.  If a modifier receives the highest number of favorable votes, overall, it is put into effect for the coming year. A vote count of zero means the modifier is ignored.  If 2 or more are equally ranked at the top of the list then the GM will put into effect those modifiers for the coming year.  Once placed into effect, the modifier or modifiers will be listed at the top left corner of the board.  Modifiers are semi-permanent effects on the game, with some having conditions for cancellation that are given in the description, and all modifiers can be subject to cancellation by a player motion. 
 
  
 +
'''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.
  
==Special units==
 
  
Some modifiers refer to specific units on the board marked by a letter.  There is the Kejserkrigen unit (K), Austrian/Wallenstein unit (W), Bavarian/Maximilian unit (B), Swedish unit (S) when built, Saxon (N) unit, and the Dutch unit (D) when built. 
+
'''Additional rules to observe:'''
  
 +
1- Any minor unit is automatically disbanded if dislodged, even if the unit has greater than one strength.
  
==Description of sanctions/modifiers:==
+
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.
  
Note:  Modifiers may overlap.  It is at the discretion of the GM to resolve the overlapping of rules.   
+
4- At the end of a movement phase, units should be checked on whether they can maintain their positions in a foreign provinceUse the following guidelines:
  
 +
4a- If the province is neutral, the foreign unit must retreat, or disband if no valid retreat can be made. 
  
===Recognized sovereignty of unaligned states (global restriction)===
+
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. 
  
Unaligned minor states cannot be captured.  They are, however, still passable.
+
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.
  
===Polish sphere of influence (Polish advantage)===
 
  
 +
==SECURING CONTROL OF A CAPTURED FOREIGN CENTER==
  
Only Poland may deploy INFs to LOWR, LIVN, BRA, MOL, and PRADiplomatic attacks are still allowed.
+
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)
  
===Dutch intervention===
+
- Prussia (as part of Brandenburg)
  
Only the most influential power is allowed to deploy INFs to the Dutch provinces.  In case of a tie, the power with the higher score has precedence.  All Dutch units gain the ability to retreat.  If the Dutch have a newly acquired contingent/unit (D), this unit can move, attack, defend, or support with the strength of two units.  This modifier does not apply to any additionally acquired army units beyond the first acquired army (D).  If the Dutch army (D) is dislodged and disbanded, it can be rebuilt.  The Dutch army (D) may be convoyed.  This modifier is in effect as long as the Dutch Provinces is an independent pliant state.  If captured, the modifier cancels, but may be voted on again should the Dutch be liberated later in the gameDiplomatic attacks are still allowed.
+
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.
  
===Anti-Protestant Scotland (Protestant handicap)===
 
  
Protestant powers cannot deploy INFs to Scotland.  This modifier is not available or cancels when widerstand comes into effect.  Diplomatic attacks are still allowed.
+
==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).
  
===Richelieu's diplomacy (French advantage)===
 
  
French immune to diplomatic attacks.  Only France can deploy INFs to WES, SAV and LOR.
+
==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=
  
===Kejserkrigen (Danish advantage)===
 
  
Only Denmark may deploy INFs to Lower Saxony.  Lower Saxon army (K) moves, attacks, supports, and defends with the strength of two units.  All Lower Saxon units gain the ability to retreat.  Convoying of the dual-strength Lower Saxon army (K) allowed.  If the Lower Saxon army (K) is dislodged and disbanded, it can be rebuilt.  Diplomatic attacks are still allowed.
+
==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.
  
===Huguenot rebellion (French handicap)===
+
'''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.
  
French cannot build in GUY.  French restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states. This modifier is not available or cancels when ketzenhammer comes in to effect.  Diplomatic attacks are still allowed. 
 
 
  
 +
==LOANS==
  
===Bohemian revolt (Austrian handicap)===
+
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. 
  
Austria cannot build in BOH.  Austria restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states.  This modifier is not available or cancels when ketzenhammer comes in to effect.  Diplomatic attacks are still allowed.
 
 
  
  
===Anti-Hapsburg campaign (Spanish/Austrian handicap)===
+
==COST TO BUILD==
  
Austria and Spain restricted from deploying INFs to DUT, TRA, RHI, SAX, and SAVThis modifier is not available or cancels when ketzenhammer comes in to effectDiplomatic attacks still allowed.
+
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 purchasedNo 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.  
  
  
===Dano-Swedish rivalry (Danish handicap)===
+
'''Military Cost Table'''
  
Denmark restricted from deploying INFs to SWE and LIVN.  Diplomatic attacks are still allowed.
+
[[Image:MILITARY-TABLE_1619-2.jpg]]
  
  
===Swedish-Polish rivalry (Polish handicap)===
+
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.
  
Poland restricted from deploying INFs to SWE and LIVN.  Diplomatic attacks are still allowed.
+
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.
  
===Wallenstein (Austrian advantage)===
+
'''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.
  
Austrian/Wallenstein army (W) moves, attacks, supports, and defends with the strength of two units. If the Wallenstein army (W) is dislodged and disbanded, it cannot be rebuilt, and the modifier will no longer be available for subsequent years.
+
'''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=
  
===English diplomacy (English advantage)===
+
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. 
  
England immune to diplomatic attacks. Only England can deploy INFs to LOWR, POR, RHI, DUT, and SCOT.  
+
'''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.
  
===Olivares's diplomacy (Spanish advantage)===
 
  
Spain immune to diplomatic attacks.  Only Spain can deploy INFs to POR, DUT, and CAT. 
+
=SCORING PHASE=
  
 +
'''Referee scores the players individually during the Scoring Phase as follows:'''
  
===Swedish (Gustav's) intervention===
+
1- For each captured foreign supply center the player earns 1 point for each point of value for the center.
  
Deployment of INFs to Sweden is solely permitted to the power with highest influence.  In case of a tie, the power with highest score has precedence.  Swedish units may retreat.  If the Swedes have a newly acquired army (S), this unit can move, attack, defend, or support with the strength of two units.  This modifier does not apply to any additionally acquired army units beyond the first acquired army (S).  If the Swedish army (S) is dislodged and disbanded, it can be rebuilt.  The Swedish army (S) may be convoyed.  This modifier is in effect as long as Sweden is an independent pliant state.  If captured, the modifier cancels, but may be voted on again should the Swedes be liberated later in the game.  
+
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.
  
===Bavarian (Maximilian's) intervention===
 
  
  
Deployment of INFs to Bavaria is solely permitted to the power with highest influence.  In case of a tie, the power with highest score has precedence.  Bavarian units may retreat.  The Bavarian unit (B) can move, attack, defend, or support with the strength of two units.  This modifier does not apply to any additionally acquired army units beyond the first army (B).  If the Bavarian army (B) is dislodged and disbanded, it can be rebuilt.  The Bavarian army (B) may be convoyed.  This modifier is in effect as long as Bavaria is an independent pliant state.  If captured, the modifier cancels, but may be voted on again should the Bavarians be liberated later in the game.
 
  
 +
'''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.
  
===Saxon (Johann Georg's) intervention===
+
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.
  
  
Deployment of INFs to Saxony is solely permitted to the power with highest influence.  In case of a tie, the power with highest score has precedence.  Bavarian units may retreat.  The Saxon unit (N) can move, attack, defend, or support with the strength of two units.  This modifier does not apply to any additionally acquired army units beyond the first army (N).  If the Saxon army (N) is dislodged and disbanded, it can be rebuilt.  The Saxon army (B) may be convoyed.  This modifier is in effect as long as Saxony is an independent pliant state.  If captured, the modifier cancels, but may be voted on again should the Saxons be liberated later in the game.
+
=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.
  
===Enforced neutrality (global restriction)===
+
'''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.
  
All powers are barred from deploying INFs to any neutral minor states or newly formed neutral minor statesDiplomatic attacks are NOT allowed in the neutral minor state.
+
'''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 SaxonyThe 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=
  
===Irish Catholic rebellion (English handicap)===
+
My gratitude to the following individuals for their time in play-testing of and making suggestions for this variant:
  
 +
Frank Martin
  
England unable to build in Ireland.  England restricted from deploying INFs to Catholic-majority states or newly formed Catholic-majority states.  This modifier is not available or cancels when widerstand comes in to effect.  Diplomatic attacks are still allowed.
+
Jeff Wyatt
  
 +
Daithi Walshe
  
===Moroccan unification===
+
George Atkins
  
 +
Adam Bagley
  
Moroccan neutrality lifted; all powers may deploy INFs to Morocco. 
+
Jonathan Langman
  
 +
Bryan Laferriere
  
===Ottoman civil disorder===
+
Christian Schanner
  
 +
Brian Diffell
  
Ottoman units hold.  Ottoman territory passable.  This modifier cancels when an Ottoman center is captured or immediately when an Ottoman unit is dislodge.
+
Shane Cagney
 
  
 +
Poul Hurup Lund-Andersen
  
===Player motion to cancel or remove a modifier===
+
Matthew Kelly
  
Each player has one opportunity in the entire game to rescind/remove a modifier whether in effect or not.  Player must present the proposed cancellation/removal to the GM during spring, summer, or fall phase to be listed before the winter phase; then the player may cull the support of other players to include the motion on their ballots.  If successful, the motion not only cancels the modifier in question, but removes it entirely from the future ballots. 
+
Michael Walters
  
 +
Ewoud Wiering
  
 +
Chris Lee
  
 +
Chun Wang Lau
  
 +
Andrew Port
  
=ELIMINATION AND EFFECTS OF=
+
Mark Utterback
  
 +
Max Victory
  
A power is eliminated when its all of its centers have been captured.  Any player who has been eliminated cannot continue receiving nor deploying INFs for the remaining years, and all scores are ceded.  INFs of the eliminated power (or abandoned power) that have been deployed to all minor states are removed after the scoring phase, and the statuses of the minor states reassessed at the opening phase of the year (Status Check).    All remaining provinces of the eliminated power are to be left unmarked and passable. 
+
Steven Caponigri
  
 +
Aaron Havas
  
 +
Greg Bim-Merle
  
=VICTORY CONDITIONS=
+
Hugh Polley
 
 
 
 
'''Victor by rounds:'''  The power that wins 7 rounds (not necessarily consecutive rounds) takes immediate victory.
 
 
 
 
 
'''Automatic Protestant victory:'''  A Protestant power that captures Rome (ROM) will have an automatic victory, irrespective of won rounds. 
 
 
 
  
'''Victory by agreement:'''  If a game plays for a too extended period of time, and no clear victor is in sight, players may agree to stop the game and allow the GM to call a winner.  This must be a unanimous agreement.  GM could select a winner based on number of won rounds or if there are ties for most rounds won, then GM selects winner based on accumulated score.
+
Leonard Saffer
  
  
  
=CONDITIONS TO FORCE AN AUTOMATIC DRAW=
+
=TABLES, RECORDING SHEETS, AND MAP=
  
 +
==Europe 1619 Map and Starting Positions==
  
Under certain conditions, a player or players may salvage a losing situation by forcing a draw. Draw conditions are given below.
+
This is a small low-resolution preview of the actual map.   Actual full resolution of the map is 5800 x 5800.  
  
 +
[[Image:map_1619-6.jpg]]
  
'''Elimination of Protestant powers:''' If all Protestant powers are eliminated, all remaining Catholic powers draw irrespective of won rounds.
 
  
 +
==Influence Allocation Table==
  
'''Elimination of Catholic powers:''' If all Catholic powers are eliminated, all remaining Protestant powers draw irrespective of won rounds.
+
[[Image:INFLUENCE-TABLE_1619-2.jpg]]
 
 
 
 
'''Ottoman expansion into Europe:''' Should the Ottomans acquire and hold 6 Christian centers (for a total of 9 centers or more), a draw is reached between the remaining powers irrespective of won rounds.
 
 
 
 
 
'''Ottoman capture of Rome:''' With the capture of Rome by an Ottoman unit, remaining Protestant powers draw irrespective of won rounds.  If only one Protestant power remains it forces a draw between all remaining powers.
 
 
 
 
 
=OPENINGS, STRATEGIES AND TACTICS=
 
 
 
<<under construction>>
 
 
 
 
 
=DESIGN NOTES=
 
 
 
<<under construction>>
 
 
 
 
 
 
 
=ASSIGNING 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. 
 
 
 
 
 
 
 
=REFERENCES/ACKNOWLEDGEMENTS=
 
 
 
 
 
History, concepts, and rules adapted from:
 
 
 
 
 
'''Core Rules'''
 
 
 
Standard Diplomacy by Allan Calhamer  (Rest in peace!)
 
 
 
 
 
'''Adapted Map Structure, Unit Positions, and Supply Centers'''
 
 
 
1600 by Tommy Larsson
 
 
 
1648 by Charles Feaux de le Croix
 
 
 
 
 
'''The Influence of Minor States and Units'''
 
 
 
“Ambition and Empire’’ by B. M. Powell and Jeff Kase
 
 
 
“Classic Payola’’ by Manus Hand and John Woolley
 
 
 
“Intimate Diplomacy" by Adrien Baird and Steve Doubleday
 
 
 
 
 
'''Status of States and Their Treatment; Victory Points and Time Limit'''
 
 
 
“Formal Diplomacy" by E. Sabatine and Edi Birsan
 
 
 
 
 
'''How to Handle the Ottoman Empire'''
 
 
 
“Juggernaut Diplomacy’’ by Tim Snyder and Jamie Drier
 
 
 
 
 
'''Diplomatic Attacks, Victory Conditions, and Scoring System'''
 
 
 
“Origins of World War 1’’ by Jim Dunnigan
 
 
 
“Origins of World War 2’’ by Jim Dunnigan and Thomas Shaw
 
 
 
 
 
'''Political and Military History'''
 
 
 
“The Thirty Years War’’ by C.V. Wedgwood
 
 
 
“The Thirty Years War: Europe’s Tragedy’’ by Peter H. Wilson
 
 
 
Wikipedia entry:-  http://en.wikipedia.org/wiki/Thirty_Years'_War.
 
 
 
Britannica entry:- http://www.britannica.com/EBchecked/topic/592619/Thirty-Years-War.
 
 
 
 
 
'''Play-testers'''
 
 
 
My gratitude to the following individuals for their time in play-testing of this variant:
 
 
 
Christian Schanner
 
 
 
Ewoud Wiering
 
 
 
Chris Lee
 
 
 
Chun Wang Lau
 
 
 
Andrew Port
 
 
 
Mark Utterback
 
 
 
Max Victory
 
 
 
Steven Caponigri
 
 
 
Aaron Havas
 
 
 
Greg Bim-Merle
 
 
 
  
  
 +
==Influence Tracker==
  
=EUROPE 1615 MAP AND STARTING POSITIONS=
+
[[Image:influence-tracker_1619-1.jpg]]
  
[[Image:map_v34.jpg]]
+
[[Image:influence-tracker_1619-1-p2.jpg]]

Latest revision as of 16:46, 10 February 2019

Soldiers.jpg


EUROPE 1619 (formerly called Europe 1615)

A DIPLOMACY VARIANT

by Matthew Medeiros

(Edited 2-26-2018)


INTRODUCTION

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

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

Europe 1619 is a Diplomacy variant that adopts the mechanics from Jim Dunnigan’s and Thomas N. Shaw’s diplomatic game Origins of World War 2 published in 1971. Europe 1619 is also inspired by other Diplomacy variants such as Ambition and Empire, Classic Payola, Machiavelli, Multiplicity, and Formal Diplomacy. Europe 1619 is played with 16 players, but can be modified for less. Each player represents one of the major and regional European powers of the early 17th century:


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

2 Denmark, House of Oldenburg, Christian IV

3 Spain, House of Hapsburg, Philip III

4 France, House of Bourbon, Louis XIII

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

6 England, House of Stuart, James I

7 Sweden, House of Vasa, Gustav II Adolf

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

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

10 Papacy, House of Borghese, Pope Paul V

11 Poland-Lithuania, House of Vasa, Sigismund III

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

13 Ottoman Empire, House of Osman, Osman II

14 Republic of Venice, Doge Antonio Priuli

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

16 Transylvania, House of Bethlen, Gabriel Bethlen


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


OBJECT OF THE GAME

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

NOTES ABOUT THE GAME BOARD

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

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

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

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

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

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

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

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

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

UNITS AND TOTAL MILITARY STRENGTH

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


Catholic Powers

Austria = RED

Spain = YELLOW

France = BLUE

Catholic League and Bavaria = CRIMSON

Papacy = DARK CYAN

Poland-Lithuania = BRIGHT CYAN

Venice = PURPLE-VIOLET

Savoy = GOLD


Protestant Powers

Denmark = PURPLE

Dutch Republic = BROWN

England = GREEN

Sweden = ORANGE

Protestant Union and the Palatinate = BRONZE

Saxony = BEIGE

Transylvania = PALE YELLOW


'Ottoman Empire / Islamic Power

Ottoman = LIGHT GREEN


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

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


STARTING POSITIONS AND PROVINCES

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

Home provinces are as follows:

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

Denmark = Copenhagen, Holstein, Norway, Scania

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

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

Dutch Republic = Holland, Friesland

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

Sweden = Stockholm, Dalarna, Kalmar

Catholic League = Bavaria

Protestant Union = Palatinate, Upper Palatinate

Papacy = Rome, Marche, Romagne

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

Saxony = Saxony

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

Venice = Venice, Dalmatia

Savoy = Turin, Savoy

Transylvania = Transylvania


Home centers and starting units are as follows:

Austria = A-Vienna and A-Slovenia

Denmark = F-Copenhagen and A-Holstein

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

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

Dutch Republic = A-Holland and F-Friesland

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

Sweden = F-Stockholm

Catholic League = A-Bavaria

Protestant Union = A-Palatinate

Papacy = A-Rome

Poland-Lithuania = A-Warsaw and A-Danzig

Saxony = A-Saxony

Ottoman = A-Edirne

Venice = F-Venice

Savoy = A-Turin

Transylvania = A-Tra


PHASES OF THE GAME YEAR

1 - Diplomatic Phase

2 - Orders Phase

3 - Adjudication Phase

4 - Retreat and/or Disband Phase

5 - Map Adjustment Phase

6 - Builds and Transactions Phase

7 - Scoring Phase


DIPLOMATIC PHASE

INFLUENCE AND PLACEMENT

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

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

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

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

number of INFs: [minor state]

An example of this is…

Order from FRANCE:

5: BRE

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

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


List of minor states that can be influenced

Minor State, Abbreviation, Unit Label (if applicable)

Bremen, BRE

Erfurt, ERF

Hamburg, HAM

Oldenburg, OLD

Paderborn, PAD

Pomerania, POM

Saarbrueken, SAA

Strasbourg, STR

Swiss Confederation, SWI

Trier, TRI

Wallachia, WAL

Moldavia, MOL

Ansbach, ANS, An

Bohemian Confederacy, BOHC, Bo

Brandenburg-Prussia, BRAP, Br

Catalonia, CAT,Ca

Cologne, COL, Co

Croatia, CRO, Cr

Genoa, GEN, Ge

Hesse, HES, He

La Rochelle, ROC, Hu

Irish Earldoms, IRE, Ir

Lorraine-Alsace, LOR, Lo

Lower Saxony, LOWR, Lw

Mantua, MAN, Ma

Mecklenburg, MEC, Me

Magdeburg, MAG

Modena, MOD, Mo

Sharifate, SHA, Mr

Parma, PARM, Pm

Portugal, POR, Pt

Stralsund, SRL, St

Baden-Wuerttemberg, WUR, Sw

Tunisia, TUN, Tn

Tuscany, TUS, Tu

Westphalia-Muenster, WES, We

Wuerzburg, WUE, Wz


INITIAL SETUP

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

Initial INF placement goes as follows:

Spain = 5: POR, 1: CAT

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

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

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


DECLARATIONS

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

Declaration of war against another power: Declaration of war is announced during one Diplomatic Phase, and becomes effective in the next year. Declaration of war is made against an opposing power and all of its aligned states. A declaration of war allows a player to attack an enemy’s unit(s) and enter an enemy’s territories. If a power wishes to attack an opponent-aligned minor state, whether directly or indirectly with an aligned minor unit, it must declare war on the power that the targeted minor state is aligned to. An exception to this rule is explained below under additional rules to observe.


Alliances: Declaration of an alliance with another player may be announced during a Diplomatic Phase, and becomes effective the following year. The powers involved in the making of the alliance must make the declaration for it to be official. (Example: If France, England and Spain decide to form an alliance and only Spain and England include the declaration in their orders, then Spain and England form an alliance and France will be excluded.) In an alliance, a power is not held liable if an ally declares war against another power. For example, if France and Denmark are allies, and France declares war against England, Denmark will not be at war with England, unless a declaration of war is made by Denmark or England against the other.


Notes on initial declarations:

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

-Austria and Spain begin the game in an alliance.

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

-England and the Protestant Union begin in an alliance.

-Ottomans and the Protestant Union begin in an alliance.

-Spain and the Dutch Republic are at war.


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


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

- The Papacy captures a center.

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

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


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


RESULTS, ALIGNMENTS AND CONFESSIONAL MARKERS

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

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

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

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

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


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

Catholic majority = blue cross

Protestant majority = orange cross

Ottoman majority = green crescent moon and star

ORDER PHASE

MOVEMENT

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

Rules for alliances: A member of an alliance CAN move freely through the territories and centers of an ally; this includes aligned minor states of the ally. A member of an alliance CANNOT dislodge or support the dislodgment of an ally’s unit (including the aligned minor units of the ally), even if that dislodgment is unexpected. An attack by a major unit on an allied unit does not cut support. This also applies to minor states aligned with the ally. Allies cannot capture each other's centers or the centers of their aligned states, but may occupy those centers (see Occupation by Proxy).


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


Additional rules to observe:

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

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

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

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

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

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

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

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

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

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


SECURING CONTROL OF A CAPTURED FOREIGN CENTER

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

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

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

- Prussia (as part of Brandenburg)

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

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


MOVING A BOLSTERED UNIT

A unit with bolstered strength is not treated as multiple units when moving on the board, but as a single unit with strength greater than 1. The unit cannot be split apart (however, its strength may be reduced by a retreat), nor can it merge with others. The bolstered unit moves, attacks, defends, and supports with the greater strength. When a unit has greater strength this is depicted on the board with plus sign and value on top of the unit or as a flag in the case of minor unit. So a unit with a strength of two is shown with a +1 on the top; a unit with a strength of 3 is shown with a +2 on top, etc. The maximum that a unit may be bolstered to is 10 (labeled with +9), and 5 for a minor unit. Additionally, the support provided by a bolstered unit can be broken by an attacking unit (or the combined strength of attacking units) in a one-to-one reduction (i.e., if a unit supporting with strength of 2 is attacked by a unit of strength of 1, then the support given will be rated at 1).


RETREATS

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

BUILDS AND TRANSACTIONS PHASE

WEALTH AND INCOME

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

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


LOANS

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


COST TO BUILD

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


Military Cost Table

MILITARY-TABLE 1619-2.jpg


Example: France wishes to add two units during the income and build phase. At a military strength of 4 (4 units each with a strength of 1), it will cost 9 TPs to add one more unit. To add the second unit, France considers the new size of the military at 5 units. From 5 to 6 units, it would cost an additional 15 TPs, provided that the purchase does not put France below 0 TPs in the treasury. If that is the case, then France cannot build the second unit.

Bolstering the strength of an army unit: In the same manner as building a new unit, a player may increase the strength of an ARMY unit only. The unit must be on a home center or a captured foreign center or an allied center for its strength to be bolstered.

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

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

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

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

ELIMINATION

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

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

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


SCORING PHASE

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

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

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

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



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

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


MODIFICATIONS FOR A GAME WITH LESS THAN 15 PLAYERS

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

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

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

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

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

PLAY-TESTERS

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

Frank Martin

Jeff Wyatt

Daithi Walshe

George Atkins

Adam Bagley

Jonathan Langman

Bryan Laferriere

Christian Schanner

Brian Diffell

Shane Cagney

Poul Hurup Lund-Andersen

Matthew Kelly

Michael Walters

Ewoud Wiering

Chris Lee

Chun Wang Lau

Andrew Port

Mark Utterback

Max Victory

Steven Caponigri

Aaron Havas

Greg Bim-Merle

Hugh Polley

Leonard Saffer


TABLES, RECORDING SHEETS, AND MAP

Europe 1619 Map and Starting Positions

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

Map 1619-6.jpg


Influence Allocation Table

INFLUENCE-TABLE 1619-2.jpg


Influence Tracker

Influence-tracker 1619-1.jpg

Influence-tracker 1619-1-p2.jpg