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Reduced-strength corps not under siege w/ LOC to its home capital. One leader + number of demoralized corps equal to one half (rounded up) of leaders CR.
Two leaders, or two corps, or one leader and one corps, from or to the same or different spaces.
Leaders = 6 MPs Corps = 4 MPs Corps is restored to full strength. Leaders and Corps lose demoralized status. Do not need to control ports, but may only move through friendly sea zones. Roll for control of Med sea zone.
Any number of leaders & up to two corps (start in same port space, end in same port space).
N/A
At the start of the Campaign phase, if there are not enough Action cards in the deck to deal cards to both players, the deck is reshuffled. Then each player is dealt 5 Action cards, except for the 1702 turn, in which only 4 Action cards are dealt to each player (20.4.1), or unless an event reduces the number of Action cards. Players then conduct alternating action rounds until neither player has any Action cards left. The player with the most Action cards in his hand goes first. If
equal, each player places a card on the table face-down; the cards are flipped over and the player playing the card with a higher Action number goes first; if tied, the Bourbon player choose who goes first in 1702-1707, the Alliance player in 1708 to the end of the game.
The player conducting a round is called the active player; the other is the inactive player.
When an Action card is played, the Action number indicates how many actions the player can use for that round. Leaders and corps may not participate in more than one action per campaign round. Leaders and corps may be dropped off during a campaign action, but may not be picked up. Force must stop moving when entering enemy-controlled fortress space (lose all remaining MPs), even if the space is under siege by friendly forces. Force that enters an enemy-controlled unfortified space does not lose remaining MPs, but may not move to an adjacent enemy-controlled space until the space has been converted to friendly control. Converting an unfortified space costs 1 MP.
Friendly home space w/ Full-2 LOC to home capital Reduced-1 Requirement RP Cost 1
Requirement
After interception attempts and before avoid attempts: Roll 1d6, applying the following DRMs: + TR of one active leader
TR of highest rated inactive leader in space 1 if bypassing Level 2 Lines SUCCESS ON ROLL OF 5+
2. Bourbon player initiates Deploy Toulon Fleet action: 3. Each side rolls 1d6, applying the following DRMs: The Bourbon player has a DRM equal to the the Toulon Fleets current strength (+1 or +2). The Alliance player has a DRM of +2 at all times except if the British Capture Minorca event has been played, in which case the DRM is +3. HIGH ROLL WINS (re-roll ties)
Failure = Attacker decides whether to fight with Fortified Line DRM or declare withdraw; if latter, defender may force battle but Fortified Lines DRM does not apply. Destroyed if the fortress space is captured by the enemy. Destruction of Lines
Alliance win = No effect on control of Mediterranean. 4. Regardless of outcome, Toulon Fleet is removed from play and must be refitted again before it may be deployed. Effects of Siege of Toulon Toulon fleet marker immediately and permanently removed from the game if the Alliance conducts a siege roll against Toulon (regardless of outcome). Bourbon win = Bourbons take control of Mediterranean until next Control of Mediterranean Phase.
11*
CAPTUREDThe losing player (only) either (a) permanently flips the counter over) or (b) gives the opposing player VPs equal to the captured leaders TR and placing the leader on the Turn track to re-enter as a reinforcement on the following turn.
Minor leaders placed on turn track for next turn; named leaders subject to the Captured result above.
2011, Compass Games LLC
Victory (6.0)
Fortress spaces worth original fortress strength, unless superceded by value printed on map. See also 20.4. Famous Victories worth 2 VPs to winner. If Bourbons control Med, Alliance loses 2 VPs in Winter Quarters Phase. VP Gain/Loss
1. Bourbon player announces negotiations and how many concessions he is offering: 2. Bourbon player rolls 1d6 and adds following DRMs (the minimum DRM is +1, and the maximum is +6.): +? +1 +1 +1 Number of concessions (1, 2, or 3) 1, 3, or 5 VPs respectively. if Madrid is Bourbon controlled if 1711 or later. if the Death of Emperor Joseph event has occurred.
VPs are not awarded for taking spaces outside of Campaign Phase (Savoy Switch, Habsburg Spanish, Gibraltar). See also 20.4. Alliance automatic victory if: Paris is Alliance, with LOC to Alliance capital, OR VP level reaches 30 Automatic Victory
Bourbons control Madrid but less than No move 5 Spanish fortresses Alliance controls (i) Madrid or (ii) Bar- Left 1 celona and at least five other fortress spaces in Spain Alliance controls Madrid & Barcelona Alliance controls Madrid, Barcelona, and Left 3 at least 5 other fortress spaces in Spain Step 3 Roll for Habsburg Spanish Uprising (18.3) Occurs only if Alliance controls the Mediterranean. If Madrid or Barcelona is Alliance-controlled uprising occurs automatically. Otherwise, Alliance player rolls one die. If roll equals or exceeds number on Spanish Loyalty Track, uprising occurs. Left 2
3. If the net die roll is 8 or higher, Britain withdraws from the war; Concession VP cost paid only if successful. Effects Remove all British forces from the game; Marlborough and Galway counters removed even if flipped to minor leader side.
Bourbon automatic victory if: Amsterdam/Vienna is Bourbon, with LOC to Paris, OR VP level reaches 0
BR Withdrawal Did Not Occur VPs 30+ 2529 2024 19 or less
If not yet played, Bank of England event card removed from game (remove from event deck and reshuffle); no longer in effect if already played. Game ends or continues one more turn depending on scenario.
BR Withdrawal Occurred & Tournament Scenario VPs 25+ 2024 1519 14 or less
Battles (16.0)
Number of dice: Battle Process 1 per full strength corps
Sieges (17.0)
Fortress Defense Value (DV) = Fortress Strength (03) + Garrison Strength (02) Siege requirements: Besieger must perform an Action with at least as many corps as DV. Roll 1d6 plus DRMs (below). Die-Roll 1 or less 23 45 6 7 Hits (Attacker/Defender) 1 / 0 0 / 0 1 / 1 1 / 2 1 / 3 1 / 4
a. If 1708 add new cards to the deck and reshuffle. 2. Reinforcement Phase (12.0)
1/2 per reduced strength corps (round up fractions) Roll 1d6: 1 per TR of up to 2 leaders (cannot exceed dice from corps)
a. Use Resource Points to build and restore corps, construct Fortified Lines, or (Bourbon player only) commission the Toulon Fleet. b. Place reinforcements. c. Promote/Transfer Leaders. a. Shuffle Action card deck if necessary and deal Action cards. b. Determine first player. c. Conduct Action Rounds.
Normal morale leaders and corps => HIT on 5 or 6 Demoralized leaders and corps => HIT on 6
DRM:
See Fortified Lines & Retreat through enemy. Hit priority: a) All corps reduced before any eliminated
8 or more
4. Spanish Events Phase (18.0) a. Resolve control of Madrid. b. Adjust Spanish Loyalty marker. 5. Winter Quarters Phase (19.0)
c. Alliance rolls for Habsburg Spanish Uprising if eligible. a. Withdraw to friendly spaces; reduced strength fortresses recover.
Outcome:
b. Remove markers (Continued Siege, Fortress Strength, Famous Victory, Demoralized, Toulon Fleet). c. 2 VPs if Mediterranean is Bourbon controlled (10.2). After this adjustment (if any), control of the Med immediately reverts to the Alliance player as long as he has control of either Cadiz or Lisbon (or both)but recall that neither side controls Lisbon while Portugal is neutral (7.2.3).
Side causing more hits wins battle (based on hits rolled, not actually taken), defender wins ties unless only attacker survived; check for Famous Victory. Losing force demoralized if it takes at least one hit. Conditions: Famous Victory
DRMs: Besieger has no LOC 2 Besieger has threatened LOC 1 Besieging a port that has Sea LOC 1 Bourbons besieging Innsbruck or Trent 1 1 TR or better leader in fortress 1 Continued Siege marker +1 or +2 2-TR or 3-TR leader activated for siege* +1 Friendly Famous Victory marker in same +2 or adjacent space * Must activate with a home corps to get modifier Defender Loss & Honors of War Fortress falls when Fortress Defense Value reduced to zero; a garrison corps is never eliminated but instead receives Honors of Warreduce and move to nearest unbesieged friendly space. When captured, Fortress Strength is fully restored. Fortress Strength and other Siege Markers
Losing side in battle took at least 5 actual hits (including retreat hits), or lost (removed) at least 2 corps. Effects:
Place winner's marker in space; winner gets 2 VPs Only one marker per space, most recent is in play +2 DRM on friendly siege rolls in that space and any adjacent space (not cumulative) Opponent's markers have no effect on friendly siege rolls
e. Peace negotiations (1710 & later in the Full Game scenario only). f. Check for end of game and automatic victory. g. Advance Turn marker.
When captured or relieved, Fortress Strength is fully restoredremove the Fortress Strength marker (if any). When captured or relieved, remove the Continued Siege marker (if any).
The Alliance player goes first in each phase except the Campaign phase (variable) and the Winter Quarters phase (simultaneous).