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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.”
 +
- Cardinal Richelieu
  
The Europe 1615 Diplomacy variant allows players to take the reins of one of the major and minor European powers of the time:  Austria, France, Spain, England, Sweden, and Denmark. Ottomans and Poland are considered non-player powers and their movement may be influenced by the players in the game
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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…
  
During the game, players deploy influence points (INFs) and orders to secure political and/or religious authority over the minor states and their unitsVictory is measured by the gain of victory points (VPs) from the capture of centers and from alignmentsSanctions may be imposed during the game which regulate and/or restrict how influence is deployed.  Game begins in 1615.
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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 1971Europe 1619 is also inspired by other Diplomacy variants such as Ambition and Empire, Classic Payola, Machiavelli, Multiplicity, and Formal DiplomacyEurope 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:
  
Standard 5th Edition rules of Diplomacy apply with modifications as described below.
 
  
=PHASES OF THE GAME YEAR=
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1 Austria, House of Hapsburg, Holy Roman Emperor, Ferdinand II
  
 +
2 Denmark, House of Oldenburg, Christian IV
  
1- '''Overture''' (New map distributed, with statuses re-evaluated, and a listing of any sanctions in place.)
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3 Spain, House of Hapsburg, Philip III
  
2- '''Spring Movement and Retreat Phase'''
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4 France, House of Bourbon, Louis XIII
  
3- '''Summer Movement and Retreat Phase'''
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5 Dutch Republic, House of Orange-Nassau, Maurice of Orange
  
4- '''Fall Movement and Retreat Phase'''
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6 England, House of Stuart, James I
  
'''Interim''' (between Fall and Build Phase):
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7 Sweden, House of Vasa, Gustav II Adolf
  
Winter attrition = Required disbands; GM reports which units must disband and what territorial changes have occurred.  New map presented. 
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8 Catholic League and Bavaria, House of Wittelsbach, Maximilian I
  
Scoring = Based on territorial changes and the current alignments, GM presents scores and declares a winner for the round.
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9 Protestant Union and the Palatinate, House of Palatine-Simmern, Frederick V
  
5- '''Winter Adjustment/Build Phase''' (Submission of build orders, selected sanctions, and rewards.)
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10 Papacy, House of Borghese, Pope Paul V
  
=INFLUENCE=
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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
  
==Deployment of influence with submission of orders==
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13 Ottoman Empire, House of Osman, Osman II
  
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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14 Republic of Venice, Doge Antonio Priuli
  
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15 Duchy of Savoy, House of Savoy, Charles Emmanuel I
  
'''INFs available/allocated in 1615'''
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16 Transylvania, House of Bethlen, Gabriel Bethlen
  
  
'''Protestant powers:'''
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Europe 1619 utilizes the standard rules from 5th Edition Diplomacy with modifications described in this rulebook. 
  
England = 17
 
  
Denmark = 15
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=OBJECT OF THE GAME=
  
Sweden = 17
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The object of the game is for a power to score 25 victory points at some year in the game (or achieve the highest score by the official end of the game). The player representing that power is the winner.
  
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=NOTES ABOUT THE GAME BOARD=
  
'''Catholic powers:'''
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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. 
  
Spain = 23
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''Bohemian Confederacy (BOHC)'' = Bohemia (BOH), Lusatia (LUS), Silesia (SIL), and Moravia (MOR)
  
France = 21
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''Brandenburg-Prussia (BRAP)'' = Brandenburg (BRA), and Prussia (PRU)
  
Austria = 19
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''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.
  
'''Writing the orders:''' Example of the format for the submission of the INF deployment list and orders is as follows:
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'''Coastal provinces:''' Holstein (HOL) has two coasts.  Moving a fleet from Copenhagen (COP) to HOL requires that the coast be specified.  HOL (EC) – HOL (WC) or visa versa is not a legal move for a fleet. Irish Earldoms (IRE) has two coast which needs to be specified when moving a fleet to that space from Munster or Ulster.  A fleet cannot move from IRE (WC) - IRE (EC) or visa versa; nor can a fleet from the Celtic Sea move to IRE (WC), and visa versa; and same is true for a move from North Atlantic (ATL) to IRE (EC).  A fleet in MID has access to MED, ANDL, and SHA; and visa versa.  A fleet in POR may move to ANDL, and visa versa. 
  
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'''Copenhagen:'''  COP connects directly with Scania (SCA), Bornholm (BOR), Skagerrak (SKA), North Sea (NTH), Helgoland Bight (HEL), and Holstein (HOL).  Moving a fleet from BOR to SKA will require going through SCA or COP.
  
FRANCE (EXAMPLE SUBMISSION):
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'''Supply centers:''' Each supply center is marked with a solid circle inscribed with a white number.  These markers (1) determine income during the Builds and Transactions Phase, (2) serves as a site for a build, and (3) are required for the Scoring Phase.
  
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'''Confessional markers:''' Minor states will receive a Protestant marker (orange cross) or a Catholic marker (blue cross) or a Ottoman marker (green crescent moon and star) to indicate which confession has the two-thirds majority of influence in state. These markers are placed next to a minor’s home supply center when aligned, and removed when captured.  These markers are also used for scoring.
  
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=UNITS AND TOTAL MILITARY STRENGTH=
  
7: WUR
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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:
  
3: RHI
 
  
1: LOWR
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'''[[Catholic Powers]]
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'''
  
5: LOR
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Austria = RED
  
5: SAV
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Spain = YELLOW
  
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France = BLUE
  
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Catholic League and Bavaria = CRIMSON
  
NORM S PAR-CHA
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Papacy = DARK CYAN
  
PAR-CHA
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Poland-Lithuania = BRIGHT CYAN
  
BRIT HOLD
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Venice = PURPLE-VIOLET
  
PRO S SAV HOLD
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Savoy = GOLD
  
  
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'''[[Protestant Powers]]'''
  
SAV HOLD
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Denmark = PURPLE
  
WUR HOLD
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Dutch Republic = BROWN
  
RHI HOLD
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England = GREEN
  
BRU S SAX HOLD
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Sweden = ORANGE
  
LOR S PAR-CHA
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Protestant Union and the Palatinate = BRONZE
  
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Saxony = BEIGE
  
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Transylvania = PALE YELLOW
  
In the above example,  France decides to deploy all INFs in the phase as follows: 7 INFs to Wuerttemburg (WUR), 3 INFs to the Rhineland (RHI), 1 INFs to Lower Saxony (LOWR), 5 INFs to the Lorraine (LOR), and 5 INFs to Savoy (SAV).  In addition to submitting orders for French units, France submits orders to the units in the minor states where the INFs will be deployed to.  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 the state.  Any unused INFs do not carry forward into the next year, and players cannot deploy more than the available INFs for the year.
 
  
==Pliant minor states==
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'''[[Ottoman Empire / Islamic Power]]’''
  
A listing of the minor and major states that may be influenced is given below. 
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Ottoman = LIGHT GREEN
  
'''List of Pliant Minor States'''
 
  
[[Image:minor_v31.jpg]]
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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.  
  
'''Note:''' The Catholic powers, only, may deploy INFs & submit orders to the Papal States (PAPL) which consists of the provinces of Rome (ROM) and the Marche (MAR).    Lower Saxony consists of two provinces: Bremen and Brunswick-Lunenburg (BRU).  Brandenburg consists of two provinces: Brandenburg (BRA) and Pomerania (POM).
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There can be only one unit in a province at a time, and there is no limit on the strength of the unit.  A power’s total military strength is the sum of all of its individual unit strengths on the board.  
  
  
'''Minor states without centers/units'''
 
  
Switzerland, Franconia, Algeria, and the Sultanate of Morocco are the only pliant minor states that do not have units or centers or values.  However, INFs may be deployed to these states giving them a political status and/or religious marker.  Players may still score on the alignment with these minor states.
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=STARTING POSITIONS AND PROVINCES=
  
  
'''Poland-Lithuania'''
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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.
  
Although Poland-Lithuania (POLN) was not a minor state at the time, strictly speaking, it is still treated like a minor state.  Poland begins with two centers and two units.  Along with INFs, orders may be submitted to each unit.  If Warsaw is captured, Lithuania/Vilnius becomes a pliant minor state, and Poland is removed from the list of pliant states.
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'''[[Home provinces are as follows:]]'''
  
==Suggesting moves for the Ottomans==
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Austria = Vienna, Slovenia, Upper Austria, Styria, Royal Hungary, Transcarpathia, Tyrol, Upper Slavonia, Kremnica
  
The Ottoman Empire spans over several provinces and has two Balkan units in its military service: A(RUM), and A(SER).  Each player may submit orders to these units, but which order is followed depends on the influential 'weight' for the year.  For example, if Spain submits SER-BOS, and France submits SER-hold, then Spain's order will be followed since Spain has the most influence (37 versus 35 INFs in the first year).  However, if France and Austria both submit SER-hold versus Spain's SER-BOS, then the hold order will be followed since combined French and Austrian influence (68 INFs) outweigh the Spanish influence.  In cases of ties, units hold by default.  Adjudication will only show the result, not what players have submitted.  Additionally, the Ottoman units disband if dislodged.  Ottoman units can also capture centers and contribute to expansion.  If the Ottomans gain a center, the build is automatic and must be placed in RUM.  Ottomans may build in SER as well, when two or more centers are gained in the year. Players cannot score on the Ottomans as an aligned state.
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Denmark = Copenhagen, Holstein, Norway, Scania
  
==Gain and loss of influence==
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Spain = Madrid, Andalusia, Extremadura, Valencia, Aragon, Leon, Galicia, Cantabria, Naples, Milan, Free County, Liege, Brabant, Flanders
  
Powers also receive additional INFs from the capture of a center.    This gain is maintained as long as the power maintains control of the center.  The values of the centers are given on the map, ranging from 1 to 10 (see map below). 
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France = Normandy, Paris, Lyonnais, Provence, Brittany, Poitou, Guyenne, Gascony, Languedoc, Dauphiny, Burgundy, Champagne
  
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Dutch Republic = Holland, Friesland
  
'''Reference map (also called the Objectives Map) showing INF and victory point values of centers:'''
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England = London, Lancashire, York, Wessex, Ulster, Munster, Scotland
  
[[Image:new-objectives_v18.jpg]]
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Sweden = Stockholm, Dalarna, Kalmar
  
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Catholic League = Bavaria
  
'''Capture value:''' Value shown in the center is the number of victory points awarded for the capture of the center.
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Protestant Union = Palatinate, Upper Palatinate
  
'''Influence (INF) value:''' Value shown in the center is also the number of INFs gained with the capture of the center.  A power will lose INFs from the loss of a home center equal to the INF value of the center.
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Papacy = Rome, Marche, Romagne
  
'''Alignment value:''' Twelve plus the value shown in the center is the number of victory points awarded to a power, each scoring phase, if the minor state is aligned.
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Poland-Lithuania = Warsaw, Danzig, Samogitia, Riga, Posen, Lithuania, Ruthenia, Podolia
  
'''Home centers:''' The sum of the values in each home center for a given power adds up to the number of INFs allocated/available for the first year.
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Saxony = Saxony
  
=EFFECTS OF INFLUENCE AND RULES GOVERNING THE BEHAVIOR OF THE MINOR STATES=
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Ottoman = Edirne, Greece, Macedonia, Bulgaria, Serbia, Albania, Bosnia, Hungary
  
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Venice = Venice, Dalmatia
  
Minor states are marked as ALIGNED, NEUTRAL or UNALIGNED depending on how the powers invest INFs in them.  Minor states marked as ALIGNED are in allegiance with the power holding the most influence and will follow the MOVE/ATTACK, SUPPORT, CONVOY, or HOLD order submitted by the power.  For two or more powers equally invested in a minor state, the minor state will be marked as NEUTRAL and the orders submitted to those states will be ignored.  After submission of orders and INF deployment, the GM resolves diplomatic attacks, then publishes the results, the statuses of the minor states, which powers have deployed to which states, and whether the orders submitted are followed or not. 
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Savoy = Turin, Savoy
  
 +
Transylvania = Transylvania
  
==Political status==
 
  
 +
'''[[Home centers and starting units are as follows:]]'''
  
'''Alignment (passable)'''
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Austria = A-Vienna and A-Slovenia
  
For a minor state to follow the submitted orders, the power must hold the most INFs in the state (50% or greater).  Orders submitted by the power to any aligned state will be followed by the unit of the state and reported in the adjudication.
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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.)
  
'''No alignment (passable)'''
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France = F-Normandy, A-Paris, A-Lyonnais, and A-Provence
  
Political status of a minor state is not established if no power has invested any INFs.  The minor state is then considered UNALIGNED.  Any power or minor state 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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Dutch Republic = A-Holland and F-Friesland
  
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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.)
  
'''Neutrality (impassable)'''
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Sweden = F-Stockholm
  
Neutrality occurs when two powers have invested equally (50/50), or if more than two powers have deployed to the state and not one holds 50% or more. 
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Catholic League = A-Bavaria
  
If the political status is NEUTRAL, no power can enter the minor state as it violates the neutrality status.  Orders 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 foreign unit 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 unit 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 foreign unit situated in a neutral state can receive support.
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Protestant Union = A-Palatinate
  
==Movement, capture, and expansion==
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Papacy = A-Rome
  
'''Dislodgment:'''  A power cannot dislodge or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpected.
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Poland-Lithuania = A-Warsaw and A-Danzig
  
'''Retreats:''' If the minor state's unit is dislodged, it is then disbanded (no retreats are allowed for units of the minor states).  However, certain sanctions may allow, for example, Dutch and Polish units to retreat (see SANCTIONS). 
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Saxony = A-Saxony
  
'''Alliance:''' A power may move into its ALIGNED minor state if the unit is not present, but cannot capture the center as long as it is aligned. This function is reciprocal: a minor state's unit may occupy a center of a power that it is aligned to, as well as other minor states that are aligned to the power, and the capture of the center does not occur. 
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Ottoman = A-Edirne
  
'''Capture of a minor state:''' If a foreign state captures a minor state's center, then the minor state is withdrawn from the list of pliant minor states.  It can no longer be influenced.  The captured minor state loses any alignment status, and all INFs invested in the state are held in suspension.  Religious markers are replaced with a dark grey-colored cross to indicate an unrecognized confession while the province is held by a foreign state. 
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Venice = F-Venice
  
'''Expansion of the minor states:'''  The minor states have the ability to expand with the capture of centers (or provinces without centers).  When a center is captured by the minor state it becomes part of its dominion, although, not permanently. When the minor state is aligned, or made neutral or unaligned, all acquired territories are marked accordingly on the map.  The aligned power is also required to submit build orders for the minor state that acquires new centers.  Example of play:  Prussia, under the influence of Denmark, moves to capture Mecklenburg.  Mecklenburg is "temporarily" eliminated from the list of pliant minor states.  Prussia builds a new army.  When INFs are deployed to Prussia it affects both the Prussian state and Mecklenburg.  If Prussia becomes aligned, Mechlenburg is also aligned.  If Prussia becomes neutral, that neutrality is also applied to Mecklenburg as well.  If Prussia has a religious marker, this is not transferred to newly acquired territories or centers, only the 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.    Using the example above, if Prussia captures Bohemia, and the Prussian home center is captured, the Bohemian center will be "liberated" making it 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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Savoy = A-Turin
  
'''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 Winter Attrition Phase (irrespective to whether it holds a foreign center).  In other words, the loss of its home center and the resulting adjustment (required disband) is performed first before the Winter Adjustment/Build Phase.  The capture of the minor state's home center also leads to the disbanding of all its units.  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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Transylvania = A-Tra
  
'''Capture and neutrality.''' If the minor state is neutral, and its unit is occupying a foreign center/province at the adjustment phase, the minor state will not be able to capture the center/province.  If a minor state is unaligned it may still capture.
 
  
==Religious/confessional status of the minor states (religious markers)==
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=PHASES OF THE GAME YEAR=
  
Religious markers are used in scoring, counterbalance, and for some of the sanctions. When a Protestant marker (orange-colored cross) is placed, the state is considered a Protestant-majority state.  If a Catholic marker (blue-colored cross) is placed then the state is considered a Catholic-majority state.  Islamic states cannot receive these markers. 
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1 - Diplomatic Phase
  
If a Protestant or Catholic confession solely holds the INFs in a minor state then a marker can be placed.  If both confessions hold INFs in the minor state, then a marker is placed only when one confession holds twice the INFs over the other.   
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2 - Orders Phase
  
Example:  If England and Denmark have collectively deployed 10 INFs to Saxony, and Spain and Austria have collectively deployed 5 INFs, and since the Protestant powers collectively hold twice the INFs in Saxony over the Catholic powers, then a Protestant marker is placed.
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3 - Adjudication Phase
  
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4 - Retreat and/or Disband Phase
  
==Rules concerning Christian and Islamic units==
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5 - Map Adjustment Phase
  
Christian units (whether Protestant or Catholic) will not convoy nor support a move/attack by a Islamic unit onto the Papal States (ROM and MAR) or adjacent provinces (VEN, PIA, TUS, and NAP).  All other cases where a Christian unit supports an Islamic unit to move/attack/convoy are legal.  Islamic units will not support a direct Christian attack on a Islamic unit.  Islamic units will not support a move or convoy a Christian unit into an Islamic center unless an alliance network is in place.
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6 - Builds and Transactions Phase
  
 +
7 - Scoring Phase
  
=SCORING PHASE=
 
  
'''Earning victory points (VPs) based on alignment/religious status of the minor states and the capture of centers:'''
 
  
Victory points are awarded at the end of each year.  Scoring depends on the capture of centers (beyond home 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 foreign unit.''  It will be up to the players to weigh the benefits and drawbacks of capturing a minor state’s center. 
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=DIPLOMATIC PHASE=
  
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==INFLUENCE AND PLACEMENT==
  
'''Explanation and examples:'''
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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.
  
Reviewing the reference map above (INF and victory point values of centers), if Saxony is aligned with Austria, then Austria can garner twelve plus the value of Saxony at the scoring phase, that is 19 VPs (12 + 7).   
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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).   
  
If Denmark captures Saxony, Denmark can earn 7 VPs at a scoring phase, as well as 7 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, unless Saxony is liberated.   If Austria should capture Saxony, Austria can then gain the 7 INFs and 7 VPs (Denmark loses those INFs and VPs).
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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.
  
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 is twelve plus the sum of each center value in the minor state’s dominion.  Example: Brandenburg holds Mecklenburg.  To determine the alignment value, add the center values together (5 + 1 = 6) and add 12, giving 18. 
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'''To place INFs in a particular minor state, the player must submit an order in the following syntax:'''
  
For Poland, the alignment score is treated in the same way as an expanding state: add the values of the centers then add the base value for an alignment.  An alignment with Poland, for example, would be worth 24 VPs (12 + 9 + 3).
+
number of INFs: [minor state]
  
 +
An example of this is…
  
'''Scoring from religious markers:'''
+
Order from FRANCE:
  
At the scoring phase, each Protestant power receives 10 VPs for each Protestant marker (orange crosses) present in an independent pliant minor state.  This rule also applies to Catholic powers and Catholic markers (however, Catholics cannot score on the Papal States as they are permanently marked Catholic).  White-colored and grey-colored crosses are not counted. 
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5: BRE
  
 +
(means that 5 INFs of French influence will be placed in Bremen)
  
'''Scoring metric:'''
+
'''Note:''' ''Only Protestant powers can deploy INFs to the Bohemian Confederacy.''
  
For scoring purposes, each year is referred to as a ROUND.  GM determines the score for each power during the scoring phase.  Score does not carry over from the previous year, however if a player scores for captures/alignments in one year, he/she may score again for the captures/alignments in another.  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.
 
  
=GAINED ADVANTAGES=
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'''[[List of minor states that can be influenced]]'''
  
 +
''Minor State, Abbreviation, Unit Label (if applicable)
 +
''
  
The winner of a round is entitled to the following advantages which can only be performed in the coming year:
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Bremen, BRE
  
 +
Erfurt, ERF
  
(1) '''Levy an army in a minor state:''' Winning player may levy an army (or fleet) in a minor state that is aligned, and has an unoccupied province (however, the levied army belongs to the minor state).  This is a one-time action.  Levied army is still subject to the adjustment phase. Example: Austria decides to levy an army in Austrian-aligned unoccupied Switzerland (an army for the Swiss).  If the Swiss army can capture a center, the Swiss army will be maintained into the next year.  As part of the build orders, winning player must submit where an army will be levied.  If the player is unable to levy an army due to a lack of an open space, player must forfeit the advantage.
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Hamburg, HAM
  
 +
Oldenburg, OLD
  
(2) '''Forced march:''' Winning player has the option of performing a forced march order only once at any phase in the coming year.  The order is a one time attempt whether successful or not.  A forced march involves submitting two orders simultaneously to an army unit on the board.  First order must be a movement order, and the second order can be a movement or support.  Example of a forced march order:
+
Paderborn, PAD
  
A(SWI) - WUR || WUR S RHI-HES
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Pomerania, POM
  
The example above orders an army unit from SWI to WUR followed by the same unit supporting a move from RHI to HES from WUR.  The two orders are separated by two parallel lines.  The second is only adjudicated if the first order is successful.  Player may submit the order to a minor state if aligned.
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Saarbrueken, SAA
  
 +
Strasbourg, STR
  
(3) '''Diplomatic attack:''' Diplomatic attacks are a way of reducing the influence of a power on a minor state.  A diplomatic attack order may be submitted only once by the winning player during the coming year, but during any movement phase of choice.  The 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 (or will be deploying there).  Diplomatic attacks are resolved after INFs have been deployed.  The order should indicate the minor state of interest and the target of the attack.  Typical syntax for the order of the diplomatic attack: 
+
Swiss Confederation, SWI
  
 +
Trier, TRI
  
MINOR STATE > POWER
+
Wallachia, WAL
  
 +
Moldavia, MOL
  
Diplomatic attacks are resolved by a MUTUAL REDUCTION. In the attack, the power with the lesser number of INFs invested in the minor state removes all INFs from the minor state, and the power with larger number of INFs invested loses equal amount.
+
Ansbach, ANS, An
  
=SANCTIONS=
+
Bohemian Confederacy, BOHC, Bo
  
 +
Brandenburg-Prussia, BRAP, Br
  
Sanctions or game modifiers will either give an advantage or impediment to Protestant or Catholic powers.  Rules mentioned in the sanction supersede the general rules. 
+
Catalonia, CAT,Ca
  
 +
Cologne, COL, Co
  
'''Distribution of lists:''' The GM will present to each player a randomly-generated list of five sanctions (much like a dealing out of cards) before the start of the game.  It is at the discretion of the GM to decide on a system for randomizing the lists, but GM must adhere to the following: (1) no player can receive duplicates on their list, but sanctions may replicate between players; (2) all sanctions should be distributed at least once; and (3) at least one of the Protestant powers should randomly receive the Protestant Union sanction, and at least one of the Catholic powers should randomly receive the Catholic League sanction.     
+
Croatia, CRO, Cr
  
 +
Genoa, GEN, Ge
  
'''Submission:''' At the build phase each player is required to select one sanction from his/her personal list to support or challenge and this is submitted along with the build orders to the GM. 
+
Hesse, HES, He
  
 +
La Rochelle, ROC, Hu
  
'''Selection:''' GM will select a sanction based on overall ranking. Each sanction is ranked within its category.  For example, the Protestant Union is ranked first in its category with a value of 8 and Embargo on France ranks last with a value of 1.  The GM will consolidate the values of each sanction individually from each player.  For example if two supportive players submit the Protestant Union then the consolidated value will be 16.  If a player submits a challenge, then the value is deducted.  If an event ranks high, i.e., highest greater-than-zero value, overall, it is enacted for the coming year.  If 2 or more are equally ranked at the top of the list then the GM will enact those sanctions for the coming year. When the GM distributes the build adjudication, there will also be a list showing what each player submitted for sanctions, as well as whether it was supported or challenged. 
+
Irish Earldoms, IRE, Ir
  
 +
Lorraine-Alsace, LOR, Lo
  
'''Elimination from lists:''' Once a sanction is put into effect, it is removed from all players' lists whether submitted or not. Those sanctions that have not been put into effect can still be resubmitted by players in another year.  A player who no longer has sanctions to submit, no longer participates in the submission process.  If certain conditions prevent a sanction from coming into effect, then the player may refrain from submitting the sanction until conditions are right.  However, if the player still has other sanctions on his/her list that may be used, he/she is obligated to submit.  If a sanction can never be played, due to, for example, an elimination of a power, then it is removed from players' lists; or if a sanction is continuously repeated as a challenge when no other player has the same sanction to be challenged, then it may be removed.  If a sanction is used as a challenge, it is eliminated only from the list of submitters making the challenge, and only if the sanction has been submitted, in support, by another player or players.  For example, Denmark submits Protestant Union (+8), and both Spain and Austria have and submit challenges to the Protestant Union (-16), which therefore successfully prevents the passing of the sanction.  Spain and Austria must remove the sanction from their lists, but not Denmark.  Denmark will still have the option to re-submit the sanction in the next year.  However, had Denmark not submitted the sanction, Spain and Austria would not be required to remove the sanction from their lists. 
+
Lower Saxony, LOWR, Lw
  
 +
Mantua, MAN, Ma
  
==Protestant advantages==
+
Mecklenburg, MEC, Me
  
 +
Magdeburg, MAG
  
'''Protestant Union (8)'''
+
Modena, MOD, Mo
  
Deployment of INFs to Rhineland (RHI), Hesse (HES), Brandenburg/Pomerania (BRA), and Baden-Wuerttemburg (WUR) is solely permitted to the Protestant powers. This modifier is available as long as the Rhineland is still an independent pliant state.  The modifier cancels when RHI is captured.  A Union member cannot dislodge or support the dislodgment of another Union member's unit, even if that dislodgment is unexpected.  A Union member cannot capture another Union member's center, but may freely move through the others territories.
+
Sharifate, SHA, Mr
  
 +
Parma, PARM, Pm
  
'''Saxon intervention (7)'''
+
Portugal, POR, Pt
  
Deployment of INFs to Saxony (SAX) is solely permitted to the Protestant powers.  This modifier is available as long as the Saxony is still an independent pliant state.  The modifier cancels when SAX is captured. 
+
Stralsund, SRL, St
  
 +
Baden-Wuerttemberg, WUR, Sw
  
'''Bethlen's intervention (6)'''
+
Tunisia, TUN, Tn
  
Deployment of INFs to Transylvania (TRA) is solely permitted to the Protestant powers.  This modifier is available as long as Transylvania is still an independent pliant state.  The modifier cancels when TRA is captured.   
+
Tuscany, TUS, Tu
  
 +
Westphalia-Muenster, WES, We
  
'''Kejserkrig (5)'''
+
Wuerzburg, WUE, Wz
  
Deployment of INFs to Lower Saxony (LOWR) is solely permitted to Denmark.  This modifier is available as long as Lower Saxony is still an independent pliant state.  The modifier cancels when LOWR is captured. 
 
  
 +
==INITIAL SETUP==
  
'''Dutch intervention (4)'''
+
Before the start of the game, there’s a fixed placement of INFs for some powers: 
  
Deployment of INFs to the Dutch Provinces (DUT) is solely permitted to the Protestant powers.  This modifier is available as long as the Dutch are still an independent pliant state.  The modifier cancels when DUT is captured.    Dutch units may retreat.
+
'''Initial INF placement goes as follows:'''
  
 +
Spain = 5: POR, 1: CAT
  
'''Embargo Spain (3)'''
+
Catholic League = 5: TRI, 5: COL, 5: WUE
  
This sanction prevents Spain from deploying INFs to a selected minor state or suggesting moves for the Ottomans.  If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided.  States that cannot be selected are those mentioned in the Anti-Hapsburg campaign, Protestant Union, and the Catalonian revolt. 
+
Protestant Union = 5: ANS, 5: STR, 3: BRAP, 5: HES, 5: WUR
  
 +
Ottomans = 1: TUN, 1: MOL, 1: WAL
  
'''Embargo Austria (2)'''
 
  
This sanction prevents Austria from deploying INFs to a selected minor state or suggesting moves for the Ottomans.  If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided.  States that cannot be selected are those mentioned in the Anti-Hapsburg campaign and Protestant Union.
+
==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. 
  
'''Embargo France (1)'''
+
'''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'''
  
This sanction prevents France from deploying INFs to a selected minor state or suggesting moves for the Ottomans.  If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided.  States that cannot be selected are those mentioned in the Protestant Union.
 
  
==Catholic advantages==
+
'''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.
  
  
'''Catholic League (7)'''
+
'''[[Notes on initial declarations:]]'''
  
Deployment of INFs to Bavaria (BAV), Franconia (FRA), and Westphalia (WES) is solely permitted to the Catholic powers.  This modifier is available as long as Bavaria is still an independent pliant state.  The modifier cancels when BAV is captured.  A League member cannot dislodge or support the dislodgment of another League member's unit, even if that dislodgment is unexpected.  A League member cannot capture another League member's center, but may freely move through the others territories.
+
-The Protestant Union cannot form an alliance with the Catholic League.
  
 +
-Austria and Spain begin the game in an alliance.
  
'''Polish intervention (6)'''
+
-Austria and the Catholic League begin the game in an alliance.
  
Submitting INFs to Poland is solely permitted to the Catholic powers.  This modifier is available as long as Warsaw has not been captured.  Polish units may retreat.
+
-England and the Protestant Union begin in an alliance.
  
 +
-Ottomans and the Protestant Union begin in an alliance.
  
'''Ecclesiastical reservation (5)'''
+
-Spain and the Dutch Republic are at war.
  
This sanction prohibits a Protestant power from capturing a minor state, or placing a Protestant-majority marker in the affected state.  Catholic players may select a minor German or Italian state within the Holy Roman Empire where the restrictions will be imposed. Ecclesiastical reservation cannot be applied to the Papal States, Venice, Dutch Provinces, the Iberian states, Sweden, Poland, southeastern European states (CRO, TRA, and MOL), Maghreb (North African) states, Ireland, and Scotland.  The submission of the sanction should include the state to be affected, which means up to 3 states may be considered (one submitted by each Catholic power), or more if Protestant powers support the sanction.  Although a Protestant power cannot capture the affected minor state, it may however occupy it, and may still deploy INFs and orders to it.  A minor state aligned with a Protestant power cannot capture the affected state, but may occupy it as well.  A minor state under Ecclesiastical reservation is marked with a white cross.  If the affected state obtains a Catholic-majority status, a Catholic marker may still be place along with the Ecclesiastical reservation marker.
 
  
 +
'''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.)
  
  
'''Swedish-Polish rivalry (4)'''
+
'''[[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:
  
Sweden is barred from deploying INFs to Poland.
+
- 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. 
  
'''Embargo Sweden (3)'''
 
  
This sanction prevents Sweden from deploying INFs to a selected minor state or suggesting moves for the Ottomans.  If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided.   States that cannot be selected are those mentioned in the Catholic League and Poland.  
+
'''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.
  
  
'''Embargo Denmark (2)'''
+
==RESULTS, ALIGNMENTS AND CONFESSIONAL MARKERS==
  
This sanction prevents Denmark from deploying INFs to a selected minor state or suggesting moves for the Ottomans.  If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided.   States that cannot be selected are those mentioned in the Catholic League. 
+
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:]] 
 +
'''
  
'''Embargo England (1)'''
+
'''UNALIGNED:''' A minor state without INFs is considered unaligned (grey-colored).  Unaligned states are passable during the Order Phase, and may be occupied/captured.
  
This sanction prevents England from deploying INFs to a selected minor state or suggesting moves for the Ottomans.  If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided.  States that cannot be selected are those mentioned in the Catholic League and Ireland.
+
'''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.
  
==Miscellaneous sanctions==
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'''NEUTRAL:''' For two or more powers equally invested in a minor state, the minor state will be marked as neutral (white-colored).  Or if 3 or more powers are invested in a minor state, and no one power holds the required >50% for an alignment, then the state is also considered neutral.  Neutral states are impassable during the Order Phase.  Neutral states can maintain units and maintain control of foreign provinces. 
  
  
'''Anti-Hapsburg campaign (7)'''
+
'''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.
  
Austria and Spain restricted from deploying INFs to POR, SAV, SWI, MEC and FRA. 
+
''Catholic majority = blue cross''
  
 +
''Protestant majority = orange cross''
  
'''Bohemian revolt (6)'''
+
''Ottoman majority = green crescent moon and star''
  
Austria cannot build in BOH.  Austria restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states.  An Austrian unit in Bohemia that is dislodged by a Protestant power's unit is automatically disbanded.  An Austrian unit that is dislodged elsewhere cannot retreat into Bohemia.  Although in revolt, Bohemia still serves as a supply center for Austria.
+
=ORDER PHASE=
  
 +
==MOVEMENT==
  
'''Huguenot rebellion (5)'''
+
'''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. 
  
French cannot build in GUY.  French restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states.  A French unit in Guyenne that is dislodged by a Protestant power's unit is automatically disbandedA French unit that is dislodged elsewhere cannot retreat into GuyenneAlthough in revolt, Guyenne still serves as a supply center for France.
+
'''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 supportThis also applies to minor states aligned with the allyAllies cannot capture each other's centers or the centers of their aligned states, but may occupy those centers (see Occupation by Proxy).
  
  
'''Catalonian revolt (4)'''
+
'''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.
  
Spain barred from deploying INFs to Catalonia.
 
  
 +
'''Additional rules to observe:'''
  
'''Irish Catholic rebellion (3)'''
+
1- Any minor unit is automatically disbanded if dislodged, even if the unit has greater than one strength.
  
Protestant powers are barred from deploying INFs to Ireland.
+
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.
  
'''Enforced neutrality (2)'''
+
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:
  
All powers are barred from deploying INFs to neutral states and newly formed neutral states.
+
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.
  
'''Abrogate (1)'''
+
4c- If the province is aligned with a power that the foreign unit is at war with, then the foreign unit captures the province. 
  
Player may select a sanction currently in effect and request its cancellation (e.g., dissolve the Catholic League).  If two or more players submit this sanction, and it passes, then the players must agree on which sanction to cancel, otherwise the sanction is voided.
+
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).
  
=BUILD/ADJUSTMENT PHASE=
+
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.)
  
'''Provinces:'''  Provinces without centers held by a foreign unit at the build phase are automatically annexed by the occupier.
+
6- When a minor unit captures a province or supply center, then the province or supply center is colored according to the status of the minor state during the Map Adjustment Phase.
  
'''Waiving the capture of a center:'''  The power occupying a foreign center, or a province at the build phase may waive the capture of the 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.     
 
  
'''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 center. 
+
==SECURING CONTROL OF A CAPTURED FOREIGN CENTER==
  
'''Re-building a minor state's army:''' Minor states automatically re-build their unit during the adjustment phase if the center has not been captured.
+
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.
  
=ABANDONMENT AND/OR CIVIL DISORDER=
+
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:
  
When a power is abandoned, and the GM is unable to find a replacement, then the power will be dissolved at the winter phase.  All remaining units disband.  Each remaining center becomes a pliant minor state with newly built unit (coastal provinces given fleets and inland provinces given armies).  All other provinces are left as unaligned passable states. See ELIMINATION AND EFFECTS OF for rules regarding the influence distributed by the abandoned power.
+
- Lusatia, Silesia, and Moravia (as part of the Bohemian Confederacy)
  
=SPECIAL NOTES ABOUT MOVEMENT ON THE BOARD=   
+
- Prussia (as part of Brandenburg)
  
Army units and fleets may freely move between IRE and SCOT, and between ANDL and SULHolstein (HOL) has two separate coasts and players must specify which side the fleet moves to.
+
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.
  
  
=ELIMINATION AND EFFECTS OF=
+
==MOVING A BOLSTERED UNIT==
  
A power is eliminated when all of its home centers have been captured, even if the power has acquired foreign centers during the gameAll remaining units disband.  The acquired foreign centers are liberated when the power is eliminated, and each liberated state will acquire a new unit (coastal provinces given fleets and inland provinces given armies).    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 (Overture).    All remaining provinces of the eliminated power are to be left unmarked and passable.
+
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 unitSo 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).
  
=VICTORY CONDITIONS=
 
  
'''Victor by rounds:'''  The power that wins 5 rounds (not necessarily consecutive rounds) takes immediate victory.  However, the number of rounds that are required for victory can be negotiated by the players before the start of the game.
+
==RETREATS==
  
'''Automatic Protestant victory:''' A Protestant power that captures Rome (ROM) will have an automatic victory, irrespective of won rounds.
+
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.
  
'''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 centers and/or influence.
+
=BUILDS AND TRANSACTIONS PHASE=
  
=CONDITIONS TO FORCE AN AUTOMATIC DRAW=
 
  
Under certain conditions, a player or players may salvage a losing situation by forcing a draw.  Draw conditions are given below. 
+
==WEALTH AND INCOME==
  
'''Elimination of Protestant powers:''' If all Protestant powers are eliminated, all remaining Catholic powers draw irrespective of won rounds.
+
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.  
  
'''Elimination of Catholic powers:''' If all Catholic powers are eliminated, all remaining Protestant powers draw irrespective of won rounds.
+
'''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.
  
'''Ottoman expansion into Europe:''' Should the Ottomans acquire and hold 5 Christian centers (for a total of 7 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.
+
==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. 
  
  
=REFERENCES/ACKNOWLEDGEMENTS=
 
  
 +
==COST TO BUILD==
  
History, concepts, and rules adapted from:
+
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.
  
  
'''Core Rules'''
+
'''Military Cost Table'''
  
Standard Diplomacy by Allan Calhamer  (Rest in peace!)
+
[[Image:MILITARY-TABLE_1619-2.jpg]]
  
  
'''Adapted Map Structure, Unit Positions, and Supply Centers'''
+
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.
  
1600 by Tommy Larsson
+
'''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.
  
1648 by Charles Feaux de le Croix
+
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.
  
'''Influence of Minor States and Units'''
+
'''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.
  
"Ambition and Empire" by B. M. Powell and Jeff Kase
+
'''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.
  
"Classic Payola" by Manus Hand and John Woolley
+
=ELIMINATION=
  
"Intimate Diplomacy" by Adrien Baird and Steve Doubleday
+
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.
  
'''Status of States and Their Treatment; Victory Points'''
+
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.
  
"Formal Diplomacy" by E. Sabatine and Edi Birsan
 
  
 +
=SCORING PHASE=
  
'''Diplomatic Attacks, Victory Conditions, and Scoring System'''
+
'''Referee scores the players individually during the Scoring Phase as follows:'''  
  
"Origins of World War 1" by Jim Dunnigan
+
1- For each captured foreign supply center the player earns 1 point for each point of value for the center.
  
"Origins of World War 2" by Jim Dunnigan and Thomas Shaw
+
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.
  
'''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.
+
'''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.  
  
Britannica entry:- http://www.britannica.com/EBchecked/topic/592619/Thirty-Years-War.
+
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.
  
  
'''Other sources'''
+
=MODIFICATIONS FOR A GAME WITH LESS THAN 15 PLAYERS=
  
"Machiavelli" Diplomacy variant
+
'''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.
  
'''Play-testers'''
+
'''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.
  
My gratitude to the following individuals for their time in play-testing of this variant:
+
'''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.
  
Christian Schanner
+
'''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.
  
Ewoud Wiering
+
=PLAY-TESTERS=
  
Chris Lee
+
My gratitude to the following individuals for their time in play-testing of and making suggestions for this variant:
  
Chun Wang Lau
+
Frank Martin
  
Andrew Port
+
Jeff Wyatt
  
Mark Utterback
+
Daithi Walshe
  
Max Victory
+
George Atkins
  
Steven Caponigri
+
Adam Bagley
  
Aaron Havas
+
Jonathan Langman
  
Greg Bim-Merle
+
Bryan Laferriere
  
 +
Christian Schanner
  
 +
Brian Diffell
  
'''Design advise:'''
+
Shane Cagney
  
 +
Poul Hurup Lund-Andersen
  
Charles Feaux de le Croix
+
Matthew Kelly
  
members of HISTORUM discussion forum
+
Michael Walters
  
=EUROPE 1615 MAP AND STARTING POSITIONS=
+
Ewoud Wiering
  
[[Image:map_v57.jpg]]
+
Chris Lee
  
 +
Chun Wang Lau
  
Legend:
+
Andrew Port
  
 +
Mark Utterback
  
BLUE = FRANCE  [4 centers]
+
Max Victory
  
RED = AUSTRIA  [3 centers]
+
Steven Caponigri
  
YELLOW = SPAIN  [5 centers]
+
Aaron Havas
  
GREEN = ENGLAND  [3 centers]
+
Greg Bim-Merle
  
PURPLE = DENMARK  [3 centers]
+
Hugh Polley
  
ORANGE = SWEDEN  [2 centers]
+
Leonard Saffer
  
LIGHT BROWN = OTTOMANS
 
  
DARK GREY = POLAND
 
  
 +
=TABLES, RECORDING SHEETS, AND MAP=
  
=ALTERNATE GAME PLAY=
+
==Europe 1619 Map and Starting Positions==
  
'''ALTERNATE 5-PLAYER VERSION: WITH SWEDEN AS PLIANT MINOR STATE'''
+
This is a small low-resolution preview of the actual map.  Actual full resolution of the map is 5800 x 5800. 
  
The game can be played with 5 players by making Sweden a pliant minor state as well as Livonia.  The center value of Livonia will be adjusted to 5, and the same for Stockholm, its value is adjusted to 7.  Under the list of sanctions, Embargo Sweden is replaced with Dano-Swedish rivalry, at the same value, that basically prevents Denmark from deploying INFs and orders to Sweden and Livonia; and the Swedish-Polish rivalry is removed, and the sanctions of higher value are all reduced by 1.  Additionally, Denmark's Copenhagen center value is increased to 10, and Holstein is increased to 5, giving Denmark 18 INFs to begin.
+
[[Image:map_1619-6.jpg]]
  
  
'''ALTERNATE 7-PLAYER VERSION: WITH THE OTTOMANS AS A POWER'''
+
==Influence Allocation Table==
  
The game can be played with 7 players by making the Ottomans a seventh power.  However, the victory conditions will be different for the Ottomans.  The Ottoman player must capture 7 centers for a total of 9 centers to achieve victory.  In addition to the 5 total INFs from the Balkan centers, the Ottomans have an additional 10 INFs, in reserve, for a total of 15 INFs to begin.  The Ottomans may use the INFs in much the same manner as the Christian powers, deploying and submitting orders to influence the minor states, but no religious markers can be placed if the Islamic influence has the majority.  Additionally, the Ottomans do not garner scores or benefit from gained advantages, but may participate in the submission of supports or challenges to sanctions (therefore, the Ottomans will receive a sanctions list at the start).  Amend the Miscellaneous sanctions list with Embargo Ottomans valued at 2, and then elevate the values of all the other Miscellaneous sanctions by 1 with exception to the Abrogate sanction, which remains as 1.  If both Balkan centers are captured, the Ottomans are considered eliminated from Europe; any held foreign provinces/centers will be liberated.
+
[[Image:INFLUENCE-TABLE_1619-2.jpg]]
  
  
 +
==Influence Tracker==
  
'''ALTERNATE 7-PLAYER VERSION: WITH POLAND AS A POWER'''
+
[[Image:influence-tracker_1619-1.jpg]]
  
The game can be played with 7 players by making Poland-Lithuania an seventh power.  The value of Vilnius is adjust to 8; therefore, the Polish have 17 INFs to begin (Warsaw + Vilnius).  The Polish may use the INFs in much the same manner as the Christian powers, and it plays as a Catholic power.  Poland may participate in the submission of supports or challenges to sanctions; however, the Polish intervention sanction is removed from the list and the Catholic League's value is reduced by 1; Swedish-Polish rivalry is replaced with an Embargo Poland sanction valued the same (review other Embargo sanctions for examples on the rules to be established).  If both Warsaw and Vilnius are captured, the Polish are considered eliminated; any held foreign provinces/centers will be liberated.
+
[[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