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

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[[Image:soldiers.jpg]]
 
[[Image:soldiers.jpg]]
  
'''EUROPE 1615:  VERSION 7'''
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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
  
Note: This page is presently being edited and certain tables and the map need updating and the text needs proofreading. 
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(Edited 2-26-2018)
  
  
 
=INTRODUCTION=
 
=INTRODUCTION=
  
Europe 1615 is a Diplomacy variant that adopts the mechanics from Jim Dunnigan’s and Thomas N. Shaw’s diplomatic game Origins of World War 2 published in 1971.  Various aspects of Europe 1615 are also inspired by other Diplomacy variants such as Ambition and Empire, Classic Payola, Machiavelli, Multiplicity, and Formal Diplomacy.  In Europe 1615, a player represents one of eleven European major and minor powers of the early 17th century: Austria, Sweden, Denmark, Spain, France, Dutch Republic, England, Poland, the Papacy, the Rhenish Palatinate, and the Duchy of Bavaria.  The Ottoman Empire is excluded as a playable power in this particular version of the game, but special rules are provided for its movementsEurope 1615 attempts to simulate the political and religious struggles of the Protestant and Catholic powers, focusing on the years leading up to and beyond the opening of the Thirty Years War, in 1618Players compete over political and religious control of minor German and Italian states, and other states peripheral to the German theater of conflictThe player with the most points assessed at the end of the game takes victory.  
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“Had Luther and Calvin been confined before they had begun to dogmatize, the states would have been spared many troubles.”
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- Cardinal Richelieu
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July 31, 1619: Protestant leaders in Bohemia feared the fervent Catholic Ferdinand II, successor to Matthias, Emperor of the Holy Roman Empire, King of Bohemia and Hungary would infringe on their rights.  The Bohemian confederacy is formed seeking support and a leader.  Will the Empire’s political and military influence suppress the cause, or maybe, just maybe, events will play out very differently in the hands of shrewd diplomats at the game table…
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Europe 1619 is a Diplomacy variant that adopts the mechanics from Jim Dunnigan’s and Thomas N. Shaw’s diplomatic game Origins of World War 2 published in 1971.  Europe 1619 is also inspired by other Diplomacy variants such as Ambition and Empire, Classic Payola, Machiavelli, Multiplicity, and Formal Diplomacy.  Europe 1619 is played with 16 players, but can be modified for less.  Each player represents one of the major and regional European powers of the early 17th century:  
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1 Austria, House of Hapsburg, Holy Roman Emperor, Ferdinand II
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2 Denmark, House of Oldenburg, Christian IV
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3 Spain, House of Hapsburg, Philip III
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4 France, House of Bourbon, Louis XIII
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5 Dutch Republic, House of Orange-Nassau, Maurice of Orange
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6 England, House of Stuart, James I
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7 Sweden, House of Vasa, Gustav II Adolf
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8 Catholic League and Bavaria, House of Wittelsbach, Maximilian I
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9 Protestant Union and the Palatinate, House of Palatine-Simmern, Frederick V
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10 Papacy, House of Borghese, Pope Paul V
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11 Poland-Lithuania, House of Vasa, Sigismund III
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12 Electorate of Saxony, House of Wettin, John George I
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13 Ottoman Empire, House of Osman, Osman II
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14 Republic of Venice, Doge Antonio Priuli
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15 Duchy of Savoy, House of Savoy, Charles Emmanuel I
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16 Transylvania, House of Bethlen, Gabriel Bethlen
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Europe 1619 utilizes the standard rules from 5th Edition Diplomacy with modifications described in this rulebook.   
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=OBJECT OF THE GAME=
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The object of the game is for a power to score 25 victory points at some year in the game (or achieve the highest score by the official end of the game). The player representing that power is the winner.
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=NOTES ABOUT THE GAME BOARD=
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'''Large minor states:'''  Three minor states are composed of smaller provinces as shown belowWhen a political status is established for a large minor state, all provinces of the state are identified as aligned or unaligned or neutral. 
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''Bohemian Confederacy (BOHC)'' = Bohemia (BOH), Lusatia (LUS), Silesia (SIL), and Moravia (MOR)
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''Brandenburg-Prussia (BRAP)'' = Brandenburg (BRA), and Prussia (PRU)
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''Lower Saxony (LOWR)'' = Kalenberg (KAL), and Brunswick (BRU)
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''Holy Roman Empire (HRE)'' = On the board, the HRE is outlined with a dull red and shadowed border.
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'''Coastal provinces:'''  Holstein (HOL) has two coasts.  Moving a fleet from Copenhagen (COP) to HOL requires that the coast be specified.  HOL (EC) – HOL (WC) or visa versa is not a legal move for a fleet. Irish Earldoms (IRE) has two coast which needs to be specified when moving a fleet to that space from Munster or Ulster.  A fleet cannot move from IRE (WC) - IRE (EC) or visa versa; nor can a fleet from the Celtic Sea move to IRE (WC), and visa versa; and same is true for a move from North Atlantic (ATL) to IRE (EC)A fleet in MID has access to MED, ANDL, and SHA; and visa versa.  A fleet in POR may move to ANDL, and visa versa.  
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'''Copenhagen:''' COP connects directly with Scania (SCA), Bornholm (BOR), Skagerrak (SKA), North Sea (NTH), Helgoland Bight (HEL), and Holstein (HOL).  Moving a fleet from BOR to SKA will require going through SCA or COP.
  
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'''Supply centers:''' Each supply center is marked with a solid circle inscribed with a white number.  These markers (1) determine income during the Builds and Transactions Phase, (2) serves as a site for a build, and (3) are required for the Scoring Phase.
  
'''BASIC TENETS OF EUROPE 1615 (HOW STANDARD DIPLOMACY RULES ARE MODIFIED)'''
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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.
  
Europe 1615 utilizes the standard rules from 5th Edition Diplomacy with noted differences described in this rulebook.  What differentiates Europe 1615 from standard Diplomacy is what determines whether an ordered move or convoy into a province is permitted or restricted.  This will depend on the status of the province, which can either be neutral (impassable), unaligned (passable), or aligned (conditionally passable).  There are no restrictions with the water regions. It should be noted that a unit ordered to support another unit to hold or support another unit moving into a province is always allowed even if the supporting unit is restricted from entering the space it is supporting.  The status of a province is dictated by a point-placement mechanic (see Influence and Placement) and by the declarations announced during the game.  Another differentiating factor of Europe 1615 from standard Diplomacy is the use of a treasury.  A power's military size is not set by the number of centers held, but by the amount of funds available to purchase units.  Additionally, an army unit's strength may be bolstered, so that it will move, attack, support with greater strength.  Finally, unlike standard Diplomacy, control of a foreign center requires continuous occupation by the invading force.  Given that standard Diplomacy has simple mechanics but complex situations, and given that Europe 1615 incorporates bidding and declarations into the Diplomacy rules set, there will be times when a situation arises that has no particular rule attached, and, therefore, it is at the discretion of the game moderator to provide the ruling.
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=UNITS AND TOTAL MILITARY STRENGTH=
  
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Each army unit is represented by a square piece. Each fleet unit is represented by a narrow rectangular piece.  All units of the minor states (a.k.a., minor units) are represented by sliver-colored pieces with the abbreviated name of the minor state inscribed. Units of the powers (a.k.a, major units) are designated by color as listed below:
  
=SETTING OBJECTIVES AND VICTORY CONDITIONS=
 
  
Each player must decide a set of three objectives for their power.  Some sample objectives are listed in the Political and Military Objectives Table.  Before the start of the game, players should select three objectives for their power, and submit this to the referee.  The referee will maintain this list in secrecy and will reveal it at the end of the game.  During the game a player is allowed the option to modify the objectives list at a penalty of 50 points for each objective they wish to change.  At the final scoring phase, players receive points for meeting those objectives (see SCORING GUIDELINES).  When deciding on the list the player should select one military objective, one political objective, and one strategic objective. Military objectives are basically occupational objectives.  For example, France may consider the occupation of the Southern Netherlands as a military objective.  Political objectives consist of alignments.  For example, Austria may want Saxony aligned by the end of the game.  And finally, the strategic objective has flexibility is its shaping.  In keeping it simple, the strategic objective can be another military or political objective chosen by the player.  However, the player may be creative and consider other options.  For example, Austria may consider the elimination of the Palatinate player as an objective, or Sweden may consider preventing Poland from having any influence in Brandenburg-Prussia as an objective.  Players are allowed some creative freedom in deciding the strategic objective, but the final approval is at the discretion of the referee.
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'''[[Catholic Powers]]
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'''
  
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Austria = RED
  
=PHASES OF THE GAME=
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Spain = YELLOW
  
Europe 1615 is played over 15 game years. Each game year is divided into the following 3 phases:
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France = BLUE
  
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Catholic League and Bavaria = CRIMSON
  
1 = Movement, Retreat, and Adjustment Phase
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Papacy = DARK CYAN
  
2 = Income and Maintenance Phase
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Poland-Lithuania = BRIGHT CYAN
  
3 = Build Phase
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Venice = PURPLE-VIOLET
  
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Savoy = GOLD
  
=BASIC METHOD OF GAME PLAY=
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'''[[Protestant Powers]]'''
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Denmark = PURPLE
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Dutch Republic = BROWN
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England = GREEN
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Sweden = ORANGE
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Protestant Union and the Palatinate = BRONZE
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Saxony = BEIGE
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Transylvania = PALE YELLOW
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'''[[Ottoman Empire / Islamic Power]]’''
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Ottoman = LIGHT GREEN
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All units have the same strength at the start of the game (with exception to the Spanish unit in Flanders). However, major and minor army units may be bolstered to have a greater-than-one strength.  This would be indicated by an inscribed number with a plus sign on the army unit or in a diamond flag for minor units.  These units will attack, defend, and support with a strength equal to one plus the value inscribed on the unit or flag.
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There can be only one unit in a province at a time, and there is no limit on the strength of the unit.  A power’s total military strength is the sum of all of its individual unit strengths on the board.
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=STARTING POSITIONS AND PROVINCES=
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'''Centers and units:''' At the start of the game, each power controls one or more centers and provinces.  Some minor states will not have a supply center and unit. Those minor states with a supply center will also begin with a unit.  Refer to the map for the starting positions of the units and territorial holdings of the powers.
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'''[[Home provinces are as follows:]]'''
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Austria = Vienna, Slovenia, Upper Austria, Styria, Royal Hungary, Transcarpathia, Tyrol, Upper Slavonia, Kremnica
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Denmark = Copenhagen, Holstein, Norway, Scania
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Spain = Madrid, Andalusia, Extremadura, Valencia, Aragon, Leon, Galicia, Cantabria, Naples, Milan, Free County, Liege, Brabant, Flanders
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France = Normandy, Paris, Lyonnais, Provence, Brittany, Poitou, Guyenne, Gascony, Languedoc, Dauphiny, Burgundy, Champagne
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Dutch Republic = Holland, Friesland
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England = London, Lancashire, York, Wessex, Ulster, Munster, Scotland
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Sweden = Stockholm, Dalarna, Kalmar
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Catholic League = Bavaria
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Protestant Union = Palatinate, Upper Palatinate
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Papacy = Rome, Marche, Romagne
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Poland-Lithuania = Warsaw, Danzig, Samogitia, Riga, Posen, Lithuania, Ruthenia, Podolia
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Saxony = Saxony
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Ottoman = Edirne, Greece, Macedonia, Bulgaria, Serbia, Albania, Bosnia, Hungary
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Venice = Venice, Dalmatia
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Savoy = Turin, Savoy
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Transylvania = Transylvania
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'''[[Home centers and starting units are as follows:]]'''
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Austria = A-Vienna and A-Slovenia
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Denmark = F-Copenhagen and A-Holstein
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Spain = A-Madrid and F-Andalusia (However, Naples, Milan, and Flanders are build sites for Spain they are not considered home centers. Naples, Milan, and Flanders begin with armies, but A-Flanders begins with strength +1.)
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France = F-Normandy, A-Paris, A-Lyonnais, and A-Provence
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Dutch Republic = A-Holland and F-Friesland
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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.)
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Sweden = F-Stockholm
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Catholic League = A-Bavaria
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Protestant Union = A-Palatinate
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Papacy = A-Rome
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Poland-Lithuania = A-Warsaw and A-Danzig
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Saxony = A-Saxony
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Ottoman = A-Edirne
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Venice = F-Venice
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Savoy = A-Turin
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Transylvania = A-Tra
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=PHASES OF THE GAME YEAR=
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1 - Diplomatic Phase
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2 - Orders Phase
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3 - Adjudication Phase
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4 - Retreat and/or Disband Phase
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5 - Map Adjustment Phase
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6 - Builds and Transactions Phase
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7 - Scoring Phase
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=DIPLOMATIC PHASE=
  
 
==INFLUENCE AND PLACEMENT==
 
==INFLUENCE AND PLACEMENT==
  
Each year Influence Points (INFs) are allocated to the powers as shown in the Influence Progression Table.  Players will distribute their INFs to the independent minor states (see List of Minor States). Players should use all INFs available for the year and may not save unused INFs for the following year. Players cannot distribute more INFs than available for the year. Players may not lend out INFs or remove INFs from a state once they are placed.  
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During the Diplomatic Phase, players discuss their plans, alliances are made, tactics decided, and declarations of war considered. When the orders for the Diplomatic Phase are submitted the format will consist of a list of INF placements, and declarations (if any, and not during the first year of game play).  INFs are discussed below.
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At the start of each year Influence Points (INFs) are allotted to the powers as shown in the Influence Allocation Table (see table below).   
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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.
  
To place INFs in a particular minor state, the player must submit an order in the following syntax:
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'''To place INFs in a particular minor state, the player must submit an order in the following syntax:'''
  
 
number of INFs: [minor state]
 
number of INFs: [minor state]
  
An example of this is 5: BRA, which mean that 5 INFs are placed in Brandenburg-Prussia.
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An example of this is…
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Order from FRANCE:
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5: BRE
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(means that 5 INFs of French influence will be placed in Bremen)
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'''Note:''' ''Only Protestant powers can deploy INFs to the Bohemian Confederacy.''
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'''[[List of minor states that can be influenced]]'''
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''Minor State, Abbreviation, Unit Label (if applicable)
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''
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Bremen, BRE
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Erfurt, ERF
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Hamburg, HAM
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Oldenburg, OLD
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Paderborn, PAD
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Pomerania, POM
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Saarbrueken, SAA
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Strasbourg, STR
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Swiss Confederation, SWI
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Trier, TRI
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Wallachia, WAL
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Moldavia, MOL
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Ansbach, ANS, An
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Bohemian Confederacy, BOHC, Bo
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Brandenburg-Prussia, BRAP, Br
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Catalonia, CAT,Ca
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Cologne, COL, Co
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Croatia, CRO, Cr
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Genoa, GEN, Ge
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Hesse, HES, He
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La Rochelle, ROC, Hu
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Irish Earldoms, IRE, Ir
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Lorraine-Alsace, LOR, Lo
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Lower Saxony, LOWR, Lw
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Mantua, MAN, Ma
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Mecklenburg, MEC, Me
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Magdeburg, MAG
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Modena, MOD, Mo
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Sharifate, SHA, Mr
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Parma, PARM, Pm
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Portugal, POR, Pt
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Stralsund, SRL, St
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Baden-Wuerttemberg, WUR, Sw
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Tunisia, TUN, Tn
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Tuscany, TUS, Tu
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Westphalia-Muenster, WES, We
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Wuerzburg, WUE, Wz
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In addition to placing INFs, the player may also submit an order to the unit or units of the minor state.  However, in the first year, all minor states are without units as a process of arming will occur as alignments are established (see ALIGNMENTS), and it would not be until the second year, after the first year's build phase has been completed that players may begin submitting orders to the minor units present on the board. 
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==INITIAL SETUP==
  
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Before the start of the game, there’s a fixed placement of INFs for some powers: 
  
==THE DIPLOMATIC ATTACK==
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'''Initial INF placement goes as follows:'''
  
A diplomatic attack is when a player selects one state where he/she has deployed or will be deploying INFs and then directs a "political" attack against another player/power that also has INFs invested there.  The diplomatic attack may be ordered along with the placement of INFs.  Each player is allowed to submit only one diplomatic attack order per year and only during the Movement and Retreat Phase.  The order should indicate the minor state of interest and the target (opponent) of the attack.    Typical syntax for the order of the diplomatic attack:
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Spain = 5: POR, 1: CAT
  
[minor state] > [power]
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Catholic League = 5: TRI, 5: COL, 5: WUE
  
An example of this is BRA > FRANCE, which means that which ever power submits this order it directs a diplomatic attack against French influence in Brandenburg-Prussia.
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Protestant Union = 5: ANS, 5: STR, 3: BRAP, 5: HES, 5: WUR
  
Placement of INFs is determined first before diplomatic attacks are resolved.  Diplomatic attacks are resolved by a MUTUAL REDUCTION in the total INFs invested in the state. In the attack, the power with the lesser number of INFs placed removes all INFs and the power with larger number of INFs placed loses equal amount.  If multiple attacks are ordered within a minor state, then the sequence of attacks is resolved based on the ATTACK ORDER (see Influence Progression Table). 
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Ottomans = 1: TUN, 1: MOL, 1: WAL
  
  
==ALIGNMENTS==
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==DECLARATIONS==
  
After diplomatic attacks are resolved, the referee will report to the players the statuses of the minor states, presented in a table, as well as in color-coding on the map.  A minor state without INFs is considered unaligned (grey-colored).  Unaligned states are passable during a Movement and Retreat Phase, and may be occupied if lacking a unit, or attacked to dislodge a unitIf a power holds minimally 50% of all INFs placed in the minor state, then the minor state is considered aligned to the power, and passable or impassable depending on the declarations that have been made.  The minor state will then follow any order submitted to the state’s unit by the power it is aligned toOnly an aligned minor state can build and maintain units.  If a minor state becomes unaligned or neutral during a Movement and Retreat phase, all of its units disband at the Adjustment phase. This also means that if the state holds foreign centers, then its control of those states will be relinquished.
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Declarations allow players to declare war, to establish alliances, or to end warThese declarations are made during the Diplomatic PhaseDeclarations are not allowed in the first year of game play.
  
Tactical note: If a minor state is unaligned at the opening of a movement phase, its status may change after the adjudicationTherefore a move order into an initially-unaligned minor may fail (i.e., state’s status may change after adjudication).  
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'''Declaration of war against another power:''' Declaration of war is announced during one Diplomatic Phase, and becomes effective in the next year.  Declaration of war is made against an opposing power and all of its aligned states. A declaration of war allows a player to attack an enemy’s unit(s) and enter an enemy’s territoriesIf 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'''.
  
  
==NEUTRALITY==
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'''Alliances:''' Declaration of an alliance with another player may be announced during a Diplomatic Phase, and becomes effective the following year.  The powers involved in the making of the alliance must make the declaration for it to be official. (Example: If France, England and Spain decide to form an alliance and only Spain and England include the declaration in their orders, then Spain and England form an alliance and France will be excluded.)  In an alliance, a power is not held liable if an ally declares war against another power.  For example, if France and Denmark are allies, and France declares war against England, Denmark will not be at war with England, unless a declaration of war is made by Denmark or England against the other.
  
For two or more powers equally invested in a minor state, the minor state will be marked as neutral (white-colored).  Or if 3 or more powers are invested in a minor state, and no one power holds the required 50% for an alignment, then the state is also considered neutral.  Neutral states are impassable during any Movement and Retreat Phase. 
 
  
Tactical note: If a minor state is neutral at the opening of a movement phase, its status may change after the adjudication.  Therefore a move order into an intially-neutral minor may succeed (i.e., state’s status may change after adjudication).
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'''[[Notes on initial declarations:]]'''
  
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-The Protestant Union cannot form an alliance with the Catholic League.
  
==CONFESSIONAL MARKERS AND CONDITIONAL MARKERS==
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-Austria and Spain begin the game in an alliance.
  
If Protestant powers solely hold the INFs in a minor state then a Protestant confessional marker (orange-colored cross) can be placed in the state.  If Catholic powers solely hold the INFs in a minor state then a Catholic confessional marker (blue-colored cross) can be placed on the state.  If both Protestant and Catholic powers hold INFs in a minor state, then a confessional marker is placed only when one confession holds twice the number of INFs over the other in the state.  If a state carrying a confessional marker is captured by a unit matching the confession of the state, then the confessional marker is replaced with a tolerant marker (white-colored cross).  If the state has an opposing confessional marker to the occupational unit, then a religious rebellion will be in effect, and a rebellion marker (red-colored cross) is placed.
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-Austria and the Catholic League begin the game in an alliance.
  
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-England and the Protestant Union begin in an alliance.
  
==SPECIFIC RULES REGARDING MINOR STATES==
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-Ottomans and the Protestant Union begin in an alliance.
  
(1) Units of minor states are automatically disbanded if dislodged.
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-Spain and the Dutch Republic are at war.
  
(2) A power cannot dislodge or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpected.  An attack by a power on an aligned minor unit does not cut support. [Example:  Hesse is aligned with France.  France cannot cut the support of a Hessian unit nor support the dislodgment of that unit.]
 
  
(3) The capture of a minor state's home center leads to the disbanding of all its units, and the relinquishing of control of any foreign centers/states during the Adjustment Phase.
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'''Armistice:'''  Players at war may use the Diplomatic Phase to announce an armistice to officially end hostilities.  The armistice becomes effective in the following year.  The powers wanting to end war must make the declaration for it to be official. (Example: If the Dutch are at war with England and only England declares an armistice, but not the Dutch, then no official armistice is passed.)
  
  
==AUTONOMOUS BEHAVIOR OF THE MINOR UNITS==
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'''[[The Papacy:]]''' The Papacy can declare war against any power. However, no Catholic power can declare war on the Papacy unless any one of the following events has occurred:
  
There are certain circumstances when a minor unit will not follow the order of an aligned power.  Movement impediment of a minor unit is determined by position of enemy units adjacent to the home center of the minor.  These rules do not apply to a foreign center held by the minor state; if ordered to move from a foreign center the unit will commit.  Nothing restricts the minor unit from following a support order, except in an automatic defense. Adjacent allied units do not restrict movement.   
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- The Papacy captures a center.   
  
'''Allowed movement:'''  A minor unit may move from its home center when there are no adjacent enemy units (and this does no include the province where movement is directed); otherwise, movement is restricted.   
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- 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.   
  
'''Automatic defense:'''  Minor units are obligated to defend the home center.  If an enemy unit is adjacent to the unoccupied home center of a minor, the minor unit, if adjacent, will return to the home center.  
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- If the Papacy supports an attack on a Catholic power, then it may be the recipient of a declaration of war from any Catholic power.
  
  
=DECLARATIONS AND MOVEMENT=
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'''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.
  
Declarations allow players to declare war, announce alliances, or end war.  During any Movement or Retreat Phase no power or aligned minor states of that power can move into the territorial domains of an opponent power and its aligned states unless a declaration of war is made or an alliance is established.  All declarations must be submitted during a Movement and Retreat phase and recorded in the adjudication.  The declaration then becomes effective during the next year's Movement and Retreat Phase.  Declarations do not restrict movement on the open seas; water regions are always contested.  Declarations has no affect on diplomatic attacks (i.e., a power can perform a diplomatic attack against an ally).
 
  
'''Declaration of war against another power:''' Declaration of war with another player may be announced during a Movement and Retreat phase, and becomes effective in the next year's Movement and Retreat Phase.  Declaration of war is made against an opposing power and its aligned states.  Therefore, if a power wishes to attack an aligned minor state, whether directly or indirectly with an aligned minor unit, it must declare war on the power that the targeted minor state is aligned to.  If no declaration of war has been made, this is what is allowed:  (1) Declaration of war is not required for a power or minor state to move against an unaligned minor state.  (2) A unit may support holds, convoys, or support movement into a province without a declaration of war.  (3) Movement into a province (i.e., as to cause a standoff) is restricted unless a declaration of war is in effect or an alliance has been made.
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==RESULTS, ALIGNMENTS AND CONFESSIONAL MARKERS==
  
'''Alliances:''' Declaration of an alliance with another player may be announced during a Movement and Retreat Phase, and becomes effective in the following year's Movement and Retreat Phase.  All potential members involved in the alliance must make the declaration for it to be official.  Alliances allow the following: (1) A member of an alliance can move freely through the territories and centers of another ally; this includes aligned minor states of the member.  A member of an alliance cannot dislodge or support the dislodgment of an ally’s unit, even if that dislodgment is unexpected.  An attack by a power on an ally does not cut support.  This also applies to minor states aligned with the ally.  Allies cannot capture each other's centers or the centers of their aligned states, but may occupy those centers (see Occupation by Proxy).  Breaking from an alliance can be initiated by any member of the alliance and declared during one Movement and Retreat Phase and made effective in a subsequent year's Movement and Retreat PhaseLiability: 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.  
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The referee presents the results of the Diplomatic Phase by reporting the status of each minor state to the players with a table, and the map color-codedThe referee also reports which declarations successfully pass.
  
'''Declaration of surrender:''' A player may surrender to an opposing power to save his position in the game. A surrender made in one Movement and Retreat Phase becomes effective in a following year's Movement and Retreat Phase.  Surrender comes at a price.  The victorious power can levy an indemnity against the surrendering power.  This would be an agreed upon sum between the two parties.  The indemnity should be divided equally between members of a victorious alliance.
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'''[[Every minor state has one of three alignment statuses at the end of the Diplomatic Phase:]] 
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'''
  
'''Armistice:''' Players at war may use any Movement and Retreat phase to announce an armistice to officially end hostilitiesThe armistice becomes effective in the following movement phase.
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'''UNALIGNED:''' A minor state without INFs is considered unaligned (grey-colored)Unaligned states are passable during the Order Phase, and may be occupied/captured.  
  
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'''ALIGNED:''' If a power holds more than 50% of all INFs placed in the minor state, then the minor state is considered aligned to the power, and passable or impassable during the Order Phase depending on the declarations that have been made.  The minor state will then follow any order submitted to the minor state’s unit(s) by the power it is aligned to. 
  
=SECURING CONTROL OF A CAPTURED FOREIGN CENTER=
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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. 
  
For a power or a minor state to maintain control of a foreign province, it must maintain occupation of the province.  If the province is no longer occupied at the end of the Adjustment Phase, it immediately reverts back to its independent status.  A controlled minor state cannot be influence by any power; however, all INFs invested in the state are held in suspension, not removed or altered.  A power may relinquish control of a state/province to reestablish its independent status by simply removing its occupational unit.  When a state is released, the INFs that were held in suspension are put back into effect, and its political status reestablished. 
 
  
'''Occupation by proxy:''' Since a power or minor needs to maintain occupation of a foreign province to maintain control, how can a power/minor maintain control if the occupational unit needs to move? You can substitute an aligned minor unit or an ally’s unit for your occupational unit in a foreign province, then you may still maintain control of the province.
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'''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.
  
'''Transferring control:'''  During the Adjustment Phase, if there is occupation by proxy, you may transfer control of the province to the minor or another power that occupies it.  This is done by simply making a public announcement.  However, the reverse cannot take place, i.e., a minor state cannot transfer control of a province to a power. 
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''Catholic majority = blue cross''
  
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''Protestant majority = orange cross''
  
=RELIGIOUS REBELLION=
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''Ottoman majority = green crescent moon and star''
  
If a controlled center carries an opposing confessional marker to the occupational force then the state will be considered in revolt (confessional marker replaced with red-colored marker). A revolting state does not allow an occupying power to collect income on the center.  The revolt quells after a given number of Movement and Retreat Phases.  This is determined from the value of the center or province.  For example, if the Dutch secure control of the Southern Netherlands (NET) in the Winter of 1620, the state is in revolt (Protestant power capturing a Catholic state).  NET has a value of 1; therefore, the revolt will be in effect for 1 year.  The revolt ends at the adjustment phase of 1621, at which time the red-colored marker is replaced with a black-colored marker.  The Dutch will be unable to collect income on NET in1620. 
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=ORDER PHASE=
  
Note: Religious rebellion does not apply should a Protestant power capture Bohemia or Guyenne.  Immediately place a black-colored marker when the capture occurs.   
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==MOVEMENT==
  
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'''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. 
  
=RETREATS AND THE COMBAT ATTRITION RULE (ARMY UNITS ONLY)=
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'''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). 
  
Units cannot retreat.  However, a multi-strength unit can retreat if an open space is available and one that is not in rebellion.  When a multi-strength unit is forced to retreat, it loses one unit of strength. If a multi-strength unit is dislodged but unable to retreat, it is completely removed from the board.
 
  
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'''Water regions:''' Water regions cannot be aligned, and are thus always passable; but the movement rules regarding units and the declarations as described above must be observed.
  
=BUILDING A NEW UNIT=
 
  
During the Income and Build Phase players may “purchase” units base on the Military Cost Table.  The cost to add one additional unit is equal to a value based on the current size of the military.  The power must have an unoccupied home center for a new build to be allowed.  The number of units that may be added is limited by the treasury and unoccupied home centers. To calculate the cost to add more than 1 unit 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. 
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'''Additional rules to observe:'''
  
Example: France wishes to add two units during the Winter Income and Build Phase. At a military size of 3 units, it will cost 4 units of wealth to add one more unit.  To add the second unit, France considers the new size of the military at 4 units.  From 4 to 5 units, it would cost an additional 8 units of wealth, provided that the purchase does not plunge France below 0 units of wealth in the treasury.  (If that is the case, then France cannot build the second unit.
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1- Any minor unit is automatically disbanded if dislodged, even if the unit has greater than one strength.
  
'''Bolstering the strength of an army unit:''' In the same manner as building a new unit, a player may increase the strength of an army unit.  The unit must be on a home center for its strength to be bolstered.  In the same manner as above, one needs to determine the overall strength of the military and then find the cost of adding a new unit or increasing the strength (see table). A unit with bolstered strength is not treated as multiple units when moving on the board, but as a unit with greater strength than 1The unit cannot be split apart (however, its strength may be reduced by a retreat; see also DEBT). The multi-strength unit moves, attacks, defends, and supports with the greater strength.  When a unit has greater strength this is depicted on the board as plus sign and value on top of the unit.  So a unit with a strength of two is shown with a +1 on the top; a unit with a strength of 3 is shown with a +2 on top; and so on.  The maximum that a unit may be bolstered to is 10 (unit with +9 on top).
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2- A power cannot attack, dislodge, or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpected.  An attack by a power on an aligned minor unit does not cut support. [Example: Hesse is aligned with FranceFrance cannot cut the support of a Hessian unit nor support the dislodgment of that unit.]
  
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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.
  
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4- At the end of a movement phase, units should be checked on whether they can maintain their positions in a foreign province.  Use the following guidelines:
  
=INCOME PHASE AND WEALTH=
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4a- If the province is neutral, the foreign unit must retreat, or disband if no valid retreat can be made. 
  
Each player begins with a treasury with 0 units of wealth (players may settle on a particular unit name for the period such as millions of ducats, millions of florins, or millions of talers). During the Income and Build Phase all players receive income (or tribute) from home centers and controlled centers (or provinces such as Switzerland that do not have a center).  A home center under foreign occupation is in revolt if the occupier’s confession is opposing, and thus, does not provide income until the revolt has ended.  For a home center or any controlled centers, the power receives funds equal to the value of the center as shown on the map.
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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.
  
'''Value of the centers:'''
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4c- If the province is aligned with a power that the foreign unit is at war with, then the foreign unit captures the province. 
dot enclosed by circle = 1
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star enclosed by one circle = 3
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4d- If the province is aligned with a power that the foreign unit is allied with, then the foreign unit remains in the province (no capture occurs).
star enclosed by two circles = 5
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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.)
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6- When a minor unit captures a province or supply center, then the province or supply center is colored according to the status of the minor state during the Map Adjustment Phase.
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==SECURING CONTROL OF A CAPTURED FOREIGN CENTER==
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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. 
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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:
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- Lusatia, Silesia, and Moravia (as part of the Bohemian Confederacy)
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- Prussia (as part of Brandenburg)
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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. 
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'''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.
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==MOVING A BOLSTERED UNIT==
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A unit with bolstered strength is not treated as multiple units when moving on the board, but as a single unit with strength greater than 1. The unit cannot be split apart (however, its strength may be reduced by a retreat), nor can it merge with others. The bolstered unit moves, attacks, defends, and supports with the greater strength.  When a unit has greater strength this is depicted on the board with plus sign and value on top of the unit or as a flag in the case of minor unit.  So a unit with a strength of two is shown with a +1 on the top; a unit with a strength of 3 is shown with a +2 on top, etc. The maximum that a unit may be bolstered to is 10 (labeled with +9), and 5 for a minor unit. Additionally, the support provided by a bolstered unit can be broken by an attacking unit (or the combined strength of attacking units) in a one-to-one reduction (i.e., if a unit supporting with strength of 2 is attacked by a unit of strength of 1, then the support given will be rated at 1).
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==RETREATS==
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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.
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=BUILDS AND TRANSACTIONS PHASE=
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==WEALTH AND INCOME==
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Each player begins with an empty treasury. Wealth is measured in treasury points or TPs (players may settle on a particular currency name for the period such as millions of ducats, millions of florins, or millions of talers). During the Builds and Transactions Phase all players receive income (as TPs) from home centers, and from captured foreign centers (value within a black circle as shown on map), and captured foreign provinces valued at 1 TP each.
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'''Protestant Union and the Catholic League:''' The Protestant Union and the Catholic League receive income from aligned states as well, but only from those states within the 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==
 
==LOANS==
  
This game allows for players to make and receive loans.  Player may give grants as well without repayment. If a player gives a loan, then the player should expect a repayment on an agreed upon time without interest.  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.  However, if a player wishes to enforce the loan and/or the interest on the loan, then all parties must agree on the involvement of the referee to monitor whether or not the recipient is penalized for defaulting. The referee can also give loans with interest, and penalizes when the recipient defaults.  The Papacy can never give loans only grants of wealth.   
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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.   
  
  
==DEBT==
 
  
When a player’s wealth falls bellow 0, the power is considered in debt. The player can continue to cover maintenance costs of the units on the board even if in debt. Maintenance is 1 unit of wealth for each unit on the board and/or for each multi-strength unit it is 1 unit of wealth for each strength.  Maintenance will likely deepen the player’s debt, and this is allowed.  The player may downsize the military by disbanding units or reducing the strength of a unit at the build phase to relieve debt.  The player however cannot disband and build at the same time; therefore, the player must decide on one action or the other during the Build phase. Additionally, what is not allowed is that a power cannot purchase any new units if already in debt, or cannot purchase new units if it will place the power in debt, and when in debt a power cannot loan out or give grants.  Debt is penalized at the end of the game at a deduction of 10 point to score for every 1 unit of wealth below 0.  Unpaid loans are considered part of the debt if the referee has been asked to enforce it. 
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==COST TO BUILD==
  
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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.
  
=THE PAPACY=
 
  
The Papacy is a special regional power in game.  It has special rules attached as shown below (with exceptions given): (1) No Catholic power can declare war on the Papacy. The Papacy can declare war against any power. Exception: 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. If the Papacy expands its ownership beyond 5 centers, then any Catholic power may declare war on the Papacy. See below on Papal Decrees for other exceptions. (2) The Papacy can never ally with a Protestant power. Exception: If a Catholic power and a Protestant power are allied, the Papacy may join the alliance.  If the Catholic power withdraws from the alliance, then the Papacy will withdraw automatically as well.  (3)  All Catholic powers are obligated to donate to the Papacy 1 unit of wealth each year at the Income phase (automatic deduction). Exception: Any Catholic power that the Papacy is at war with, is not obligated to donate wealth.  Also, any Catholic power that has accrued debt is exempt from donating. (4)  The Papacy is the only power that can use wealth to create INFs.  At the Build phase, the Papacy may allocate 1 unit of wealth to make 1 INF, and these INFs will be available for the coming year. No exceptions. (5)  The Papacy may use decrees to regulate the activities of the Catholic powers. No exceptions.
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'''Military Cost Table'''
  
'''Papal decrees:''' Decrees are essentially commands to Catholic powers only, announced during a Movement and Retreat phase, and made effective in the following Movement and Retreat phase. Only one decree can be announced per year, but the player is not obligated to announce one each year. What are some examples of a decree:
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[[Image:MILITARY-TABLE_1619-2.jpg]]
  
The Papacy commands France not to enter a unit in the Lorraine. 
 
  
The Papacy instructs Spain not to enter in an alliance with Sweden.
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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.  
  
The Papacy urges Austria and Spain not to perform a diplomatic attack against French influence in Westphalia.
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'''Bolstering the strength of an army unit:''' In the same manner as building a new unit, a player may increase the strength of an ARMY unit only.  The unit must be on a home center or a captured foreign center or an allied center for its strength to be bolstered.
  
The Papacy warns Bavaria from influencing Lower Saxony.  
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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.  
  
The Papacy demands Spain and France to withdraw from an alliance with England.
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'''Minor states:''' Minor states build based on the number of centers it holds:  The maximum allowable number of units that a minor can maintain is equal to number of centers it holds (that is the home center and captured foreign centers).  A new build is allowed if the home center is unoccupied. A minor state will AUTOMATICALLY build if it holds more centers than units (irrespective of the strengths of its current units).  Coastal minor states will by default build fleets, but the aligned power may indicate the preferred unit to the referee.  
  
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'''Bolstering the strength of a unit for a minor state:'''  A power may bolster a unit for a minor state.  The minor state does not necessarily need to be aligned with the power, but it must be aligned to a power, and not unaligned or neutral.  The cost to bolster is calculated in the same manner as building/bolstering a new unit for a power (see above).  The minor’s unit to be bolstered must be on a center for it to occur. There is no limit on the number of bolsters. In subsequent Builds and Transactions phases, the minor’s bolstered units are not counted as part of the power’s overall military strength.
  
The player of the Papacy may utilize this ability to influence the tactics in the game, and may be as creative with the decrees as allowed by the referee (however, the Papacy cannot force a player to declare war on another or occupy a province). Decrees can be passed after the fact if the activity can be changed (i.e., if France enters the Lorraine, the papacy can pass a decree against French occupation of the Lorraine giving France the time to vacate; however, if France places INFs in the Lorraine, the Papacy cannot pass a decree against the French influencing the Lorraine unless French INFs are eliminated by another power through a diplomatic attack). Can a Catholic power ignore the decree? Yes. Decrees are a form of interference, and a Catholic power may be unhappy with the passing of these decrees.  Therefore, if the Papacy passes more than 5 decrees in the game, any Catholic power may declare war on the Papacy. 
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'''Ottoman fleet:'''  The Ottomans may build a fleet in Edirne (EDI). This fleet can only move to Greece to have access to the Mediterranean regions.
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=ELIMINATION=
  
'''Rule of escalation and excommunication:''' What if a Catholic power ignores each and every decree? A Catholic power has the luxury of ignoring up to 5 decrees. After which, the Papacy may pass a decree of excommunication against that powerExcommunication carries a 50-point penalty at the end of the game.   
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A power that does not control any of its original home centers (that is, all home centers have been captured by foreign enemy units) at the end of an Order Phase it is considered eliminated, irrespective of controlled/captured foreign centersWhen 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.   
  
'''Financial support:''' If a Catholic power is at war with a Protestant power, the Catholic power may request financial support from the Papacy. The Papacy is obligated to commit funds to the war; that is, give a one-time free grant of wealth for builds or payment of outstanding loans accrued by the Catholic power. After the first grant, the Papacy has the option to continue or discontinue the support if further requests are made. If Papacy fails to provide funds after the first request, the Catholic power has the right to declare war on the Papacy.  Keep in mind that the Papacy may make loans and grants at any time.  If a Catholic power is at war with another Catholic power it is at the discretion of the Papacy to support one or the other or both.
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'''Rules about elimination for Spain and England:'''  Spain is eliminated if Madrid and Andalusia are both captured. Flanders, Milan, and Naples become new independent states that may be influenced.  If both London and Lancashire are captured, then England is eliminated and Scotland becomes a new independent state.
  
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Double elimination rule:  If an attacking power captures the remaining home centers of an opposing power at the same time during a movement phase the opposing power captures the remaining centers of the attacking power, then both powers are eliminated.
  
=THE OTTOMANS=
 
  
The Ottomans move by a variation to what is normally done with the minors states.  Before the start of the game, the referee will randomly select a Protestant power to secretly move the Ottoman units.  Additionally, at least two more players will be secretly selected as alternates to control the Ottomans.  These players are collectively called the 1st, 2nd, and 3rd HANDLERS.  All players may place INFs into the Ottoman Empire, but only the handlers can submit orders.  The Ottomans only move when aligned to a power, and Ottoman units hold when unaligned or neutral.  Units do not disband when unaligned. Any foreign territories held by Ottoman units remain in Ottoman control even if neutral or unaligned.  During the course of the game, if the first handler does not have the alignment of the Ottomans his/ her orders are followed if and only if the Ottomans are aligned with a power.  The orders submitted by the other handlers are ignored.  If the first handler gains the alignment of the Ottomans, then his/her orders are ignored, and the orders of the second handler are used only.  If this situation occurs, the first handler is no longer able to order the Ottomans and a new handler is randomly selected.  The 2nd handler is promoted to the 1st, the 3rd handler is promoted to the 2nd, and the newly-selected player takes 3rd.  The process is then repeated if the newly-promoted 1st handler gains the alignment of the Ottomans.  If any power gains the alignment of the Ottomans, then the Ottomans are treated as an ally.  Apply the rules of alliances in this case.  Ottomans build automatically in the same manner as the minor states.
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=SCORING PHASE=
  
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'''Referee scores the players individually during the Scoring Phase as follows:'''
  
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1- For each captured foreign supply center the player earns 1 point for each point of value for the center.
  
=ELIMINATION=
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2- For each corresponding confessional marker present on the board the player earns 1 point.
  
A power that is no longer in control of all its home centers is considered eliminated, irrespective of controlled foreign centers.  When a power is eliminated, all units are disbanded at the Winter Adjustment Phase, and the foreign centers that are held are liberated restoring them as pliant minor states and to their pre-occupational status.  INFs from the eliminated power are removed from all minor states where the power has invested, and the statuses of these minor states reevaluated.
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3- For each lost home supply center the player loses 1 point for each point of value for the center.
  
  
=MID-GAME AND FINAL SCORING=
 
  
Game ends at the opening of 1630.  Referee may score players mid-game, say, 1625, so that they can gauge their progress, save revealing the objectives.  On the year that the game ends, the referee tallies the final score based on the guidelines shown in the Scoring Guide.  Player with the highest score wins the game.  In case of ties, players may agree to extend the game to break the tie, or call a draw. 
 
  
 +
'''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.
  
=NOTES ABOUT THE BOARD=
+
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.
  
Large states.  Several minor states are composed of smaller provinces as shown below.  When a political status is established for these states, all provinces of the state are identified as aligned or neutral. 
 
Lower Saxony (LOWR) = Bremen & Brunswick-Lunenburg
 
Poland (POLN) = Danzig, Posen, Warsaw, Ruthenia, Samogitia, Podolia, and Lithuania
 
Papal State (PAPL) = Marche and Rome
 
Brandenburg-Prussia (BRA) = Kurmark, Pomerania, and Prussia
 
Ottoman Empire (OTT) = Rumelia, Greece, Bulgaria, Serbia, Albania, Bosnia, and Wallachia.
 
  
Costal province.  Schleswig-Holstein (SLG) has two coasts.  Moving a fleet from Copenhagen to SLG requires that the coast be specified.  SLG (EC) – SLG (WC) or visa versa is not a legal move.
+
=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.
  
=ALTERNATE PLAY (8-PLAYER VERSION)=
+
'''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.
  
<<under construction>>
+
'''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=
 
=PLAY-TESTERS=
Line 226: Line 550:
 
My gratitude to the following individuals for their time in play-testing of and making suggestions for this variant:
 
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
 
Christian Schanner
Line 263: Line 600:
  
  
=TABLES AND MAP=
+
=TABLES, RECORDING SHEETS, AND MAP=
 
 
==Europe 1615 Map and Starting Positions==
 
 
 
[[Image:map_v2015-2.jpg]]
 
 
 
 
 
==Influence Progression Table==
 
  
[[Image:INFLUENCE-TABLE_v2015-2b.jpg]]
+
==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. 
  
==Military Cost Table==
+
[[Image:map_1619-6.jpg]]
  
[[Image:MILITARY-TABLE_v2015-2.jpg]]
 
  
 +
==Influence Allocation Table==
  
==Scoring Guidelines==
+
[[Image:INFLUENCE-TABLE_1619-2.jpg]]
  
[[Image:SCORING-TABLE_v2015-2.jpg]]
 
  
 +
==Influence Tracker==
  
==List of Minor States==
+
[[Image:influence-tracker_1619-1.jpg]]
  
[[Image:STATES_v2015-2.jpg]]
+
[[Image:influence-tracker_1619-1-p2.jpg]]

Latest revision as of 16:46, 10 February 2019

Soldiers.jpg


EUROPE 1619 (formerly called Europe 1615)

A DIPLOMACY VARIANT

by Matthew Medeiros

(Edited 2-26-2018)


INTRODUCTION

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

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

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


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

2 Denmark, House of Oldenburg, Christian IV

3 Spain, House of Hapsburg, Philip III

4 France, House of Bourbon, Louis XIII

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

6 England, House of Stuart, James I

7 Sweden, House of Vasa, Gustav II Adolf

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

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

10 Papacy, House of Borghese, Pope Paul V

11 Poland-Lithuania, House of Vasa, Sigismund III

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

13 Ottoman Empire, House of Osman, Osman II

14 Republic of Venice, Doge Antonio Priuli

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

16 Transylvania, House of Bethlen, Gabriel Bethlen


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


OBJECT OF THE GAME

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

NOTES ABOUT THE GAME BOARD

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

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

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

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

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

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

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

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

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

UNITS AND TOTAL MILITARY STRENGTH

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


Catholic Powers

Austria = RED

Spain = YELLOW

France = BLUE

Catholic League and Bavaria = CRIMSON

Papacy = DARK CYAN

Poland-Lithuania = BRIGHT CYAN

Venice = PURPLE-VIOLET

Savoy = GOLD


Protestant Powers

Denmark = PURPLE

Dutch Republic = BROWN

England = GREEN

Sweden = ORANGE

Protestant Union and the Palatinate = BRONZE

Saxony = BEIGE

Transylvania = PALE YELLOW


'Ottoman Empire / Islamic Power

Ottoman = LIGHT GREEN


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

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


STARTING POSITIONS AND PROVINCES

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

Home provinces are as follows:

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

Denmark = Copenhagen, Holstein, Norway, Scania

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

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

Dutch Republic = Holland, Friesland

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

Sweden = Stockholm, Dalarna, Kalmar

Catholic League = Bavaria

Protestant Union = Palatinate, Upper Palatinate

Papacy = Rome, Marche, Romagne

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

Saxony = Saxony

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

Venice = Venice, Dalmatia

Savoy = Turin, Savoy

Transylvania = Transylvania


Home centers and starting units are as follows:

Austria = A-Vienna and A-Slovenia

Denmark = F-Copenhagen and A-Holstein

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

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

Dutch Republic = A-Holland and F-Friesland

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

Sweden = F-Stockholm

Catholic League = A-Bavaria

Protestant Union = A-Palatinate

Papacy = A-Rome

Poland-Lithuania = A-Warsaw and A-Danzig

Saxony = A-Saxony

Ottoman = A-Edirne

Venice = F-Venice

Savoy = A-Turin

Transylvania = A-Tra


PHASES OF THE GAME YEAR

1 - Diplomatic Phase

2 - Orders Phase

3 - Adjudication Phase

4 - Retreat and/or Disband Phase

5 - Map Adjustment Phase

6 - Builds and Transactions Phase

7 - Scoring Phase


DIPLOMATIC PHASE

INFLUENCE AND PLACEMENT

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

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

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

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

number of INFs: [minor state]

An example of this is…

Order from FRANCE:

5: BRE

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

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


List of minor states that can be influenced

Minor State, Abbreviation, Unit Label (if applicable)

Bremen, BRE

Erfurt, ERF

Hamburg, HAM

Oldenburg, OLD

Paderborn, PAD

Pomerania, POM

Saarbrueken, SAA

Strasbourg, STR

Swiss Confederation, SWI

Trier, TRI

Wallachia, WAL

Moldavia, MOL

Ansbach, ANS, An

Bohemian Confederacy, BOHC, Bo

Brandenburg-Prussia, BRAP, Br

Catalonia, CAT,Ca

Cologne, COL, Co

Croatia, CRO, Cr

Genoa, GEN, Ge

Hesse, HES, He

La Rochelle, ROC, Hu

Irish Earldoms, IRE, Ir

Lorraine-Alsace, LOR, Lo

Lower Saxony, LOWR, Lw

Mantua, MAN, Ma

Mecklenburg, MEC, Me

Magdeburg, MAG

Modena, MOD, Mo

Sharifate, SHA, Mr

Parma, PARM, Pm

Portugal, POR, Pt

Stralsund, SRL, St

Baden-Wuerttemberg, WUR, Sw

Tunisia, TUN, Tn

Tuscany, TUS, Tu

Westphalia-Muenster, WES, We

Wuerzburg, WUE, Wz


INITIAL SETUP

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

Initial INF placement goes as follows:

Spain = 5: POR, 1: CAT

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

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

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


DECLARATIONS

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

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


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


Notes on initial declarations:

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

-Austria and Spain begin the game in an alliance.

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

-England and the Protestant Union begin in an alliance.

-Ottomans and the Protestant Union begin in an alliance.

-Spain and the Dutch Republic are at war.


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


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

- The Papacy captures a center.

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

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


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


RESULTS, ALIGNMENTS AND CONFESSIONAL MARKERS

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

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

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

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

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


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

Catholic majority = blue cross

Protestant majority = orange cross

Ottoman majority = green crescent moon and star

ORDER PHASE

MOVEMENT

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

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


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


Additional rules to observe:

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

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

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

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

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

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

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

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

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

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


SECURING CONTROL OF A CAPTURED FOREIGN CENTER

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

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

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

- Prussia (as part of Brandenburg)

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

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


MOVING A BOLSTERED UNIT

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


RETREATS

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

BUILDS AND TRANSACTIONS PHASE

WEALTH AND INCOME

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

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


LOANS

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


COST TO BUILD

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


Military Cost Table

MILITARY-TABLE 1619-2.jpg


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

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

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

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

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

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

ELIMINATION

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

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

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


SCORING PHASE

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

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

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

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



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

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


MODIFICATIONS FOR A GAME WITH LESS THAN 15 PLAYERS

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

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

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

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

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

PLAY-TESTERS

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

Frank Martin

Jeff Wyatt

Daithi Walshe

George Atkins

Adam Bagley

Jonathan Langman

Bryan Laferriere

Christian Schanner

Brian Diffell

Shane Cagney

Poul Hurup Lund-Andersen

Matthew Kelly

Michael Walters

Ewoud Wiering

Chris Lee

Chun Wang Lau

Andrew Port

Mark Utterback

Max Victory

Steven Caponigri

Aaron Havas

Greg Bim-Merle

Hugh Polley

Leonard Saffer


TABLES, RECORDING SHEETS, AND MAP

Europe 1619 Map and Starting Positions

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

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Influence Allocation Table

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Influence Tracker

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