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EXTENSION EUROPA UNIVERSALIS N2 English

WARNING
This extension is an addition to the Europa Universalis game and cannot be used alone. You must own a copy of the original game to use it, and a copy of extension N1 is also required. Most of them use the rules and principle described in the basic game. New types of counters such as events and palaces, companies of trade, etc... are also included. Unfortunately during the printing, a mix in the versions of the printing films occurred and an older version has been used, resulting in the following errors as indicated hereafter. 2.1 ARMIES & FLEETS 1* The Swedish army and fleet counters have their descriptions inverted (flotte on the army counter and respectively). Numbers remain correct. 2 * Two of the French Revolutionnary armies bear the "I" 'identification. One of them should bear number "VIII". 3 * The naval technology counter of Prussia bears the "Venezia" instead of "Preussen" but color is correct. B. No typing A colony belonging to the "United States" minor bears no name. It should be "Ohio".

1.1 NEW COUNTERS FOREWORD Palaces, Companies of Trade, Arkhangelsk port, Stock exchanges are new types of BEFORE TO START... counters not previously included in the initial ...reading the rules, we wish to inform you version of the game. once again that this extension cannot be played alone and that a copy of the EUROPA A. Royal Palaces UNIVERSALIS game is necessary, as well as These counters are mostly used for a copy of the game's extension N1.. descriptive purposes and show where each concerned nation built its main royal palace. This extension includes : - 160 large counters: armies, fleets, palaces, A.1 France, Russia, Spain, Prussia, England, colonies, trading-posts, events... Austrian Habsburg and Turkey possess royal - 1 new rules leaflet, variants, scenarios, palaces. Their construction time is determined according the periods in play.

SUMMARY
1. Counterss 2. Errata 3. Events counters 4. Minor countries 5. Habsburg & Spain 6. Prussia 7. Sweden 8. Royal Palaces 9. Other Rules 10. New Political Events 11. Campaign 1492-1792

B. Stock Exchanges & Companies of Trade They are placed on the map to indicate when the relevant stock exchanges (England & 3. EVENTS COUNTERS Holland) or Company of Trade (most nations) is created, directly by the players or through Event counters are drawn by the players, one events. each at the start of every turn. They may influence at anytime the course of the game, C. Event counters slightly though. They bring an additional They bear a side with no information (except element of suspense that do not replace but the "Remise" counter) and another side with comes in addition to the already existing number and event type description, as per economic and political random events from paragraph 3 hereafter the original game. D. Convoys Those replace the smaller convoy counters included initially in the game. The smaller ones may still be used as "detachments" convoys. 3.1 COUNTERS At the start of a game, all counters are placed in an opaque container to be drawn at random by the players.

A. Drawing counters E. Arkhangelsk Counters are drawn immediately at the start This counter is placed on the map once the of the start, before any other action is taken or event that creates the port has occurred or the dice rolled. required date has been reached. A.1 If the "Remise" counter is drawn, all F. Armies & Fleets counters not in the container (including those They are identical to those of the original in the hands of players or those already game version. played) are instantly put back into the container.

1. COUNTERS

2. ERRATA
1

A.2 Conversely, counters played are not or placed back into the container until the b / a result of 9 on an opponent's die-roll "Remise" counter is drawn. or c /an extra "-" result on currently besieged B. Hand of the players fortress / fort Players are allowed to keep in their hand as or many counters as they want, until the d/ removal of an Usure "-" result on one of his "Remise" counter is drawn. fortress/fort currently besieged C. When to play the counters ? Unless specified, counters may be played at any time. C.1 Counters may be played in favour of the player himself, in favour of a minor country or against any other player or minor. C.2 However, any single player or minor country cannot be victim of more than one counter of the same type (i.e. same number) during the course of a single game phase. D. Exchange of counters Counters may be exchanged between players only during the diplomatic phase. success die-roll : 4+ N 4 - Interception Player achieves interception. success die-roll : 3+

the reinforcement phase, success die-roll : 3+ or with rule 10.1 (North-Africa 1492-1559), the concerned minor automatically rises and becomes independent again. success die-roll : 5+ N9 - Campagne Simple (Simple Campaign) In exchange of the counter, the player receives a free simple campaign. success die-roll : automatic

3.2 DESCRIPTION OF THE COUNTERS A. Number and Description They are 63 counters, describing 50 types of different events. Each counter bears its name and number (i.e. type), as described in B N 6 - Objectif de Priode (Period hereafter. Objective) Upon revealing the Period objectives, the B. Description player may freely change one of those initially Each event is described via its name, number, selected to one of those not initially selected its effects, possible conditions or restrictions from the Period's list. in its use, as well as the die-roll required to success die-roll : 6+ have it succeed. or he may invert the priority levels of 2 of his N 1 - Epope (Fame) already selected objectives. Player obtains knowledge of all discoveries success die-roll : 3+ made by an explorer or conquistador (his own or one of his opponent's), success die-roll : 5+ N7 - Campagne Multiple (Multiple or Campaign) For Holland only, receive a die-roll bonus of In exchange of the counter, the player +5 for his seamen knowledges rule tests (see receives a free multiple campaign. 9.1 infra). success die-roll : automatic success die-roll : automatic N8 - Noblesse (Nobles) Player receives automatically 2 generals or 2 N 2 - Vent (Wind Gauge) Conquistadors ? (or 1 of each) for this turn, in Player obtains Wind Gauge for that round addition to the period limits when he plays the event counter. success die-roll : automatic success die-roll : 3+ or N 3 - Usure (Attrition) He receives one D100 in his treasury, Players receives one of the following : success die-roll : as per D100 or a / a result of 1 on his attrition die-roll recieves 2 free land veterans detachments in 2

N10 - Dcouverte (Discovery) Player automatically discovers the sea zone N 5 - Colons / Marchands (Colonists / or province he is moving into Merchants) success die-roll : 4+ Player receives one of the following : or automatically receives discovery of a sea a / a free colony action (no basic cost) zone / province already discovered by another or player. b / a free trading-post action (no basic cost) success die-roll : 3+ or c / a free merchant fleet or competition action N11 - Concurrence (Competition) (no basic cost) Player automatically succeeds in his competition attempt. success die-roll : automatic success die-roll : 6+ N 12 - Emprunt (Loan) Player freely select his rate and amount of loan for this turn, success die-roll : 5+ or Player does not lose stability or does not suffer malus if he decides not to pay back current loan (one maximum). success die-roll : 5+ N13 - Paix (Peace) A white peace automatically occurs with one major or minor country during this peace phase (name which). Player must be involved himself or control involved minor. success die-roll : 8+ N14 - Dtachement Terrestre (Land detachment) Player or Minor receives a free land detachment immediately. Must be played during the reinforcement phase. Count as free maintenance/ minor basic force until end of period in play success die-roll : automatic N15 - Dtachement Naval (Naval Detachment) Player or Minor receives a free naval detachment immediately. Must be played during the reinforcement phase. Count as free

maintenance/ minor basic force until end of A minor which is annexed revolts and period in play becomes independent (neutral) again. The success die-roll : automatic minor receives reinforcement in defensive attitude N16 - Trsor (Treasury) success die-roll : 5+ (8+ for Hungary) Player receives one D100 of D$ in his treasury. N 23- Talent Militaire (Military Skill) success die-roll : as per D100 Player receives a +3 bonus to the MIL characteristic die-roll of his new monarch N17 Explorateur (Explorer)/ (upon new monarch characteristics Conquistador (id) determination die-rolls. Announce before roll). Player receives either one "?" Conquistador or success die-roll : 6+ Explorer, if available. Remains in play for 1 or turn, then eliminated. May be placed before Player receives a +2 bonus for each die-roll administration in an empty, discovered the first time he checks his monarch's values province. Venezia receives mercenary for combat, instead. success die-roll : 5+ success die-roll : 3+ or Split 12 points between each of the 3 combat N 18 - Retraite (Retreat) values (movement, fire, shock) of his monarch Player succeeds in retreating. (not valid for siege). success die-roll : 5+ success die-roll : 5+ NB : add leader MAN value to success dr. N 24 - Longue Vie (Long Life) Player may keep one of his military leaders N 19 - Poursuite (Pursuit) (Admiral, General, Conquistador, Explorer) Player rolls for pursuit at the end of combat, one more turn. Not applicable if leader killed even if not mandated by combat results. in combat or to Monarchs. success die-roll : 5+ success die-roll : 3+

Rest-of-the-World only. Player receives a +3 die-roll bonus in fire and shock land combat for his units or native units, for 1st round of combat only. success die-roll : 6+ NB : add leader MAN value to success dr in both cases. N 29 - Ruse Cancels event counter N28 above or event counter N25 above, success die-roll : 5+ or European Map only : player may negate clear terrain and choose any kind of unclear instead, in battle or assault. success die-roll : 6+ or One military leader receives a +2 value bonus to one of his values during 1 turn., for fire and shock in one land/naval combat of his choice. success die-roll : 6+ NB : add leader MAN value to success dr in both latter cases.

N 30 - Surprise Player receives 1 free fire or 1 free siegeworks action. Alternatively, he may also NB : add leader MAN value to success dr. N 25 - Tratrise (Treachery) receive wind gauge automatically. May also Same as economic random event N49 upon instead cancel terrain defensive bonus of the N 20 - Stabilit (Stablility) play of the counter. defender on land. Player receives one D10 of stability boxes success die-roll : 6+ success die-roll : 6+ increase (maximum +4) success die-roll : 5+, then roll for value NB : add leader Siege value to success DR NB : add leader MAN value to success dr. for sieges only. N 21 - Prcepteur (Teacher) N 31 - Missionnaire (Missionary) Player receives a +3 bonus to one N 26 - Technologie (Technology) Player receives 1 free missionary (if available) characteristic die-roll of his new monarch Player receives 1 box of increase on one in addition to its turn allocation. (upon new monarch characteristics technology of his choice (+3 boxes if minor- success die-roll : 3+ determination die-rolls. Announce before roll). related technology is 4 or more boxes ahead success die-roll : 6+ of player) N 32 - Gnral (General) success die-roll : 5+ Player receives either one "?" General, if N 22 - Sursaut national (National Surge) or available or a Mercenary general. Remains in Player receives one D10 of stability boxes Increase minor technology (only one group / play until end of period, even in excess of increase (maximum +4) one type) by 1 box. limits, then eliminated. success die-roll : 4, then roll for value success die-roll : 3+ or N 27 - Tactique (Tactics) Player receive one free "+" side army within One military leader receives a +2 value bonus his national territory if the latter is invaded to one of his values during 1 turn. Not (conscripts), applicable to the Conquistadors table. success die-roll : 4+ success die-roll : 4+ N 33 - Amiral (Admiral) or N 28 Embuscade (Ambush) Player receives either one "?" Admiral, if With rule 10.1 (North-Africa 1492-1559), the European Map only : player may negate available. Remains in play until end of period, concerned minor automatically rises and unclear terrain and choose plain instead, in even in excess of limits, then eliminated. becomes independent again. battle or assault. Prussia / Austria may receive mercenary success die-roll : 5+ success die-roll : 6+ instead. or or success die-roll : 3+ 3

N 34 - Ministre (Minister) Player rolls one D10 for one characteristic. If die-roll is above to present value, then take new value. If not, no change. Valid till end of monarch's reign. success die-roll : 7+ N 35- D (Die) Player cancels one D10 of his choice and have it re-rolled. success die-roll : 5+ N 36 - Rvolte (Revolt) Player immediately ask victim opponent to roll on current period Revolt table, or With rule 10.1 (North-Africa 1492-1559), the concerned minor automatically rises and becomes independent again. success die-roll : 5+ N 37 - Nul (Void) Player cancels opponent's counter. success die-roll : automatic if announced before opponent checks success otherwise success die-roll, 6+ otherwise.

or Gives bonus/malus of one third D10 (rounded up, player choice) to success die-roll for counter N13, N38 and N40. success die-roll : as per 1/3 D10 N 40 - Assassinat (Assassination) Player attempts to assassinate monarch or military leader, his own or opponent's. In case of success, monarch / leader killed. In case of failure, player loses -1 stability for leader and opponent's monarch, -3 for own monarch Modify die-roll by adding country stability value (+2 for minors) and checks for counters N39 and N44 (-3). success die-rolls : 1- : Total Loss :Player loses -1 extra stability 2-5 : Failure 6-7 : No effect (no success - no failure) 8+ : success

N 45 - Casus Belli Player receives a free temporary CB against a country of his choice or cancels any temporary CB against himself this turn (announced at the very start of diplomatic phase). success die-roll : 5+ N 46 - Forteresse (Fortress) Player or minor receives 1 free fortress level (up to maximum allowable, by counters or technology limits). Cost no maintenance during the period in play. Reinforcement phase only. success die-roll : 3+ N 47 - Brlots (Fireships) Allows player to use Political Rule 53.38 (NB : this optional rule is not valid any more unless this counter is played for it). success die-roll : automatic N 48 - Sape (Breach) Player or minor receives a +3 bonus to his next siegeworks action die-roll success die-roll : 4+ NB : add siege leaders values to success dr. N 49 - Remise All counters are immediately placed back in the container, including those already played and those still unplayed. Then redraw one for each player. N 50 - Exploit Player decides what the subjected D10 result will be (from 1 to 10, his only, not another players die). success die-roll : 7+

N 41 - Contre Espion (Counter Spy) Cancels play of counters N39 or N40. success die-roll : automatic if announced before opponent checks success die-roll, 6+ otherwise. or Gives bonus/malus of one third D10 (rounded N 38 - Diplomate (Diplomat) up, player choice) to success die-roll for Player receives a +5 bonus for one diplomatic counter N13, N38, N39 and N40. action of his choice (or inflicts a -3 malus to success die-roll : as per 1/3 D10 another player's diplomatic action). Includes peace with minors die rolls, counterN13 and N 42 - Presse (Press) N34, and entry in war tests. Player receives a +3 bonus when attempting success die-roll : 6+ to improve his stability. or success die-roll : 7+ With rule 10.1 (North-Africa 1492-1559), the concerned minor automatically rises and N 43 - Rvolution Industrielle (Industrial becomes independent again. Revolution) success die-roll : 5+ Player receives a +3 bonus when attempting or to create new manufacture. Reduce the difficulty value for Trading Post success die-roll : 7+ placement by the value of the die-roll. English success die-roll from 1750+ : 5+ success die-roll : 1/3 (rounded up) or or Player may exceed his period limit by 1 more Allow a D event on a minor of the player manufacture until end of the game, each choice, with the value of 10 + success die-roll. period. success die-roll : value success die-roll : 8+ English success die-roll from 1750+ : 4+ N 44 Secte (Sect) N 39 - Espion (Spy) Player loses 1 stability level, Cancels counter N38 Diplomat above or success die-roll : 4+ have similar effects, or success die-roll : 8+ Player receives a -3 malus to success die-roll or for counter N40 Cancels effects of counters N25, N28 or success die-roll : 5+ N29 (only one), success die-roll : 7+ 4

4. MINOR COUNTRIES
4.1 MODIFICATION TO EXISTING MINOR COUNTRIES Following minors already exist in the basic game Annexes booklet. Some have been modified also in the game's Extension N1.

Please take the following changes : A. The United States of America created via Event. Their description is as follows : _____________________________________ USA United States of America Rest-of-the-World Map RELIGION: Protestant TECHNOLOGY: Latin Europe PREFERENCES: France**, Turkiye, Rossya, Nederland, Habsburg, Rossya, Espana, England **: if France possesses an or several Colonies in North America, take England instead. PEACE MODIFIER : - 3 DIPLOMATIC STATUS: No diplomacy on this minor state PROVINCES / INCOME : 1492 Areas and Colonies according to resolution of the event No.4 - Period 1760-1792. Use colony & trading-posts counters (USA colour) included in this extension. >> Total Income = set at a fixed value of 100 BASIC FORCES : One Army (+), 2 land detachments (9I, 1C Csc), 1 naval detachment with 5 N, 1 general ? USA - Militias in each colony A merchant fleet (+) with 4 levels in ZM closest to USA. FORCE CONTENT: All Land Technologies: Army (+) of 50 I, 5C, 6 Artillery All Naval Technologies : Similar to England. _____________________________________ B. Kingdom of Naples Created following a Habsburg/Austria success at the end of event N3 period 1700-1759 "Spanish Succession War" in case of French heir defeat. May also appear following a Spanish decision (See. 5 infra). Consider that provinces NAPOLI, POUILLES, SICILIA, MESSINA and SARDINIA do not belong to Habsburg minor (or Austria player) but that province SARDINIA is transferred to minor SAVOIA and that all other provinces belong to that new minor. _____________________________________ NAPOLI Kingdom of Naples RELIGION : Catholic

TECHNOLOGY : Latin Europe PREFERENCES : Austria (Habsburg), Espana, England, France, Rossya, Nederland, Turkiye DIPLOMATIC STATUS : Royal Mariage (MR) = 6 - Subsidies (SU) = Military Alliance (Am) = 2 Expeditionary Corps (CE) = 5 Entry In War (EG) = 8 Vassalisation (Va) & Annexation (An) = * impossible Fidelity : 10 PROVINCES/INCOME : * upon creation Napoli (10), Pouilles (3), Sicilia (5), Messina (3) >> Total Income = 26 BASIC FORCES : 2 land detachments, 1 fleet (-), 1 level of fortress FORCE CONTENT: All Land Technologies: Armies same as Spain. Land Detachment with 9I,1C All Naval Technologies: Fleet as Spain. Naval Detachment with 5N _____________________________________

"Afghan Raids" - period 1760-1792. _____________________________________ AFGHANISTAN Afghan Tribes RELIGION : Muslim TECHNOLOGY: Islam PREFERENCES : Turkiye, Rossya, France, Nederland, England, Espana DIPLOMATIC STATUS: No Diplomacy Allowed On That Minor State PROVINCES/INCOME : * upon occurence of event. Afghanistan (-) >> Total Income = 15 BASIC FORCES: One Army (+) FORCES CONTENT: See event N 15 Period 1760-1792 See event N 15 - Period 1760-1792 _____________________________________

B. Mahratta Confederation Appears as new minor in India following disappearance of the Mogul Empire, event C. Ukraine N1 of period 1700-1759. Controls area See extension N1. May also appear following Mahratti in India. a successful Cossack Revolt (see new events _____________________________________ hereafter) and both Poland and Russia do not annex the new minor. MAHRATTI _____________________________________ Mahratte Confederation UKRANYA RELIGION : Hindu TECHNOLOGY: Islam RELIGION : Orthodox PREFERENCES : Turkiye, France, Nederland, TECHNOLOGY : Europe Orthodox England, Rossya, Espana PREFERENCES : Sverige (if a player in that DIPLOMATIC STATUS: game), Turkiye, France, Nederland, Espana, No Diplomacy Allowed On That Minor State England, Rossya PROVINCES/INCOME : Mahrati DIPLOMATIC STATUS : Total = 100+ No Diplomacy Allowed On That Minor State BASIC FORCES : PROVINCES/INCOME : * upon creation 1 army (+) Kharkow (8), Donetsk (6), Ukranya (10) FORCES CONTENT: See event N 16 >> Total Income = 24 Period 1760-1792 BASIC FORCES : All Land Technologies: See event N 16 1 army (-), 1 land detachments (10 C vet) Period 1760-1792 FORCE CONTENT: _____________________________________ All Land Technologies: Armies as Russia. Land Detachment with 10C RELIGION : Orthodox _____________________________________ 5. HABSBURG & SPAIN 4.2 NEW MINOR COUNTRIES The following minors do not exist in the original game or extension N1. Take the 5.1 DYNASTIC POLICY The dynastic alliances policy of the Spanish following description : Habsburg with their Austrian part is represented as follows, only for the Grand A. Afghanistan Exists following appearance of event N15 Campaign 1492-1792 : 5

A. Spain in 1492 A certain number of provinces, industries and the Atlantic Trade Centre bring no income to Spain (considered as Habsburg territory) until the relevant dynastic action has taken place. A.1 The concerned provinces are written in italics and identified by a or symbol in the province list of campaign 1492-1792 as modified hereafter (See. 11). A.2 The Habsburg are still considered as a normal minor, as any other minor. B. Habsburg Dynastic Action Under this term is a specific action that concerns the development of the relationship between the Habsburg families in Austria and Spain A dynastic action occurs either via event in the First and Second period, during the political event phase (see Events - 10 below); or via the use by Spain of some of its diplomatic actions (secret choixe), during the first or second period only. B.1 Each dynastic action must be taken in a certain order and any action can be taken only when all action with lower-ranking numbers have been taken. B.2 The various dynastic actions are the following : Action N 1 : The Austrian Habsburg heir (Philippe the Fair) is married to the Spanish heiress (Joan the Mad). In game terms, the special Spain-Habsburg control rules (permanent Entry in War status) is applied. Spain takes political and economical control of all provinces. Action N2 : Bohemian Wedding : if not selected, event regarding Bohemian inheritance cannot occur (mark it off). Action N3 : Burgundian Inheritance : Spain takes political and economical control of all provinces. . Action N4 : Milanese Wedding : if not selected, event regarding Milanese inheritance cannot occur (mark it off). Action N5 : Hungarian Wedding : if not selected, event regarding Hungarian inheritance cannot occur (mark it off). Action N6 : Charles Quint : the next Spanish monarch will be Charles Quint (voir Campaign

Scenario). When Charles Quint is king, Spain exceptionally receives income from all Habsburg mines, including those in nonSpanish territory.

the following territories (i.e. provinces): Napoli, Pouilles, Sicilia, Messina, Sardinia and Malta (if not yet ceded to the Knights). Spain still controls these provinces politically (for peace purposes) but do not receive any Action N7 : Cession of Milan to Spain: if income, except for the FTI and DTI Milan becomes Habsburg, the Spanish player calculations and for manufactures. may receive it from Habsburg at any time before end of the second period. C. Military Forces : Spain may build the Napoli Army (+) and Fleet (-) at normal cost. Action N8 : Portuguese Wedding : upon Their maintenance is free as they are the occurrence of event Portuguese Disaster in vice-kingdom basic forces. Africa (period#3), the event Spanish They are based initially within the viceAnnexation of Portugal occurs automatically kingdom and may only intervene in Spain, at the same time (even if this increases the Italy and the Mediterranean. number of events above normal limits). If enemy forces enter the vice-kingdom territory, the latter receives reinforcements as Action N9 : Bavarian Wedding: the any minor country. permanent bonus of +1 on minor Bayern is now in force. D. Conquest : if the vice-kingdom is conquered, it cannot be re-created by Spain, C. Consequence of Habsburg Dynastic even if liberated later on. Actions The rule on Spanish Habsburg endogamy 5.3 THE DUCHY OF MILAN now applies only if Spain uses its diplomatic This Duchy becomes Habsburg territory, and action 5 times or more to obtain Dynastic may become Spanish if dynastic action N7 is Actions with Habsburg. If not, no modifier taken before 1559. applies and that rule is not valid. Spain may declare partial autonomy of this vice-kingdom during any turn of the first three To calculate the endogamy modifier for each periods, with the following consequences : period, count the number of actions taken and use the following table : A. Stability ; upon autonomy declaration, Spain loses 1 stability level. Period 1492-1519: 5 - number of actions B. Territories :the Duchy is made of the Period 1520-1559: 5 - number of actions following territory (i.e. province): Milano. Period 1560-1614: 5 - number of actions Spain still controls that province politically (for Period 1615-1664: 5 - number of actions peace purposes) but do not receive any Period 1665-1699: 4 - number of actions income, except for the FTI and DTI Period 1700-1759: 3 - number of actions calculations and for manufactures. Period 1760-1792: 2 - number of actions C. Military Forces : Spain may build the This modifiers are checked only to verify if Milano Army (+) at normal cost. Its result is zero. Otherwise, keep net value of maintenance is free as it is the Duchy basic die-roll for reign length and date. All these force. modifiers are cancelled once Spain is It is based initially within the Duchy and may dissociated from the Austrian Habsburgs. only intervene in Spain, Italy and the 5.2 THE SPANISH VICE-KINGDOM OF Mediterranean. NAPLES If enemy forces enter the Duchy territory, the This vice-kingdom is the Aragonese latter receives reinforcements as any minor inheritance and controlled by Spain in 1492. country. Spain may declare partial autonomy of this Duchy during any turn of the first three D. Conquest : if the Duchy is conquered, it periods, with the following consequences : cannot be re-created by Spain, even if liberated later on. A. Stability ; upon autonomy declaration, Spain loses 1 stability level. 5.4 BOHEMIA This kingdom is in Royal Marriage of SPA in B. Territories :the vice-kingdom is made of 1492. If the Bohemian inheritance event 6

occurs, Spain may declare partial autonomy Baroque land technology. of this Kingdom during any turn of the first three periods, with the following 5.7 CONQUEST OF THE AZTECS AND consequences : INCAS The Spanish player may declare enslavement A. Stability ; upon autonomy declaration, of the Aztecs and Incas whenever he captures Spain loses 1 stability level. their capital city . He then receives immediately a free level 1 colony in the city B. Territories :the vice-kingdom is made of province, respectively Mexico and Cuzco, as the following territories (i.e. provinces): well as a Franciscan mission in each province Bohemia, Sudeten, Erz, Schlesien. The / area. All other natives in the area are Habsburg keep full political (not economic) considered eliminated permanently. control of these provinces. A. Conditions C. Military Forces : The Habsburg may build It is not necessary to use the Conquistadors the Bohemia Army (-) at normal cost. Its tables before attacking the city ; capture is maintenance is free as it is the Kingdom basic enough. force. It is based initially within the Duchy and may B. Reaction of the Natives only intervene in the HRE, Austrian Habsburg, If the city is not captured after one full turn, all Poland and Hungary. natives in the area revolt and automatically If enemy forces enter the Kingdom territory, attack Spanish forces the following turn. the latter receives reinforcements as any minor country. C. Other players This rule may also apply to other players who D. Conquest : if the Kingdom is conquered, it would conquer the above cities. Name of cannot be re-created by the Habsburg, even if colonies are then free to them and no liberated later on. missions are placed. E. Thirty Years War :all the kingdom territory now becomes independent and becomes a normal minor, with an army (-) basic force, in addition to those described in extension N1. If conquered, it disappears. See D above.

immediately 500 D$ in her treasury, plus she can cancel all domestic loans at once without having to pay them back or suffer the 3 penalty on loan table for not paying. A.1 In addition, if Spain is the Sole Defender of the Catholic Faith, she receives the following VP : expulsion during Period I : 30 VP expulsion during Period II : 10 VP expulsion during Period III : no VP B. Penalties If the expulsion is decided, Spain DTI is limited to 2 until the end of Period IV and FTI is limited to 3 similarly. Both can never be exceeded. B.1 In addition, if Spain is the Sole Defender of the Catholic Faith and has not decided the expulsion by the end of Period III, she loses 75 VP at that time. 5.9 EMIGRATION At the moment Spain has 7 or more (+) colonies, or 10 colonies (both + and -), she loses half or her Domestic trade income.

5.10 FLANDERS 5.8 SPANISH NAVAL CONSTRUCTIONS The following rules directly concerns the If the Spanish already has 3 F+ on map, or Spanish Low countries, and mostly the builds in one turn a full F+, his naval units province of Flanders. costs is increased by 50% (rounded up). A. Flanders Cloth At the moment all of France, Holland and England all have at least 2 Tissus (Cloth) manufactures on map, the manufacture located in Flandres province is eliminated. A.1 This manufacture can never be moved : if the province is lost by Spain (for example case B below), the counter is eliminated. B. Revolts in Flanders and Hainaut If those 2 provinces have at least one (+) revolt each for 2 continuous turn, they become Dutch (if Holland exists) at the start of the third turn, if Holland and Spain are currently at war. The revolts are then downgraded to (-) side.

A. Duration 5.5 HUNGARY This extra cost lasts as long as the Spanish If action N6 is taken by the Habsburg before player has 3F+ on map. Do not include any they inherit the kingdom and before it is Portuguese F+ while Portugal is the special conquered by the Turks, an additional army (-) vassal of Spain, nor include the Napoli while [NII] is included in the country's basic forces. this vice-Kingdom exists. 5.6 TERCIOS Tercios technology is given automatically to Spain when general Cordoba is in play and Spanish technology is Renaissance or higher, by a D10 of 5+ to be effected during the administrative action phase. If Spain does not acquire Tercios in this way, she may still get it normally. A. Additional Bonus When Tercios technology is valid, Spanish (not Habsburg or Naples, Milan, Bohemia or Hungary) do not suffer against cavalry superiority. B. South America If the Spanish player has at least one level 6 (+) colony in South America or the Caribbean, he may construct naval units there at the normal cost. B.1 Only one such colony may benefit from this advantage and once the colony is named, it cannot be changed until it is lost by Spain. 5.9 EXPULSION OF THE MOORS AND JEWS Spain may decide to expel them at the start of any Diplomatic phase until the start of Period III, provided he is the Sole Defender of the Catholic Faith.

5.11 AMERICAN GOLD At the moment Spain has Gold mines in America that generate 160 D$ or more (+) of income, she suffers a permanent malus of 2 columns to all her administrative actions B. End of Tercios advantage concerning manufactures placement, DTI or The Tercio bonus is cancelled when the A. Advantages FTI improvements, as well as competition opponent has both cavalry superiority and If the expulsion is decided, Spain receives actions. 7

that country, in exchange of all other terms). A. No cheating The malus remains even if the mines produce D.1 Vassal Saxon units are considered as less gold in the future. Prussian for veteran status, reinforcements, new builds and technology. Maintenance is as A.1 In addition, the malus applies as soon as per vassal status. the Gold is potentially produced, i.e. even if Spain decides not to produce it, but has the 6.3 PRUSSIAN MILITARISM potential to do it, the malus applies. Prussia may use 1 Fleet and 2 army counters in addition to those provided in the basic game. These counters cannot be used if Prussia is a minor country.

Schwerin, ?1, plus 8 levels of fortress in Europe in addition to already on map ones. 6.5 PRUSSIAN LANDSTURM Every Trun when that country is at war, roll one D10 on the Reinforcements Table (in offensive or naval if the player is attacking, in defensive or naval otherwise), with a modifier of +3. The troops received are free of charge (Landsturm reserves) but conscript morale.

A. Forces and Campaigns The received forces and multiple campaigns B.Veterans are in addition of forces and multiple Prussia may buy directly veteran troops, at a campaigns bought normally with the TR. Also Thisrules apply only when that country is cost equivalent to its normal units, but cannot receive automatically one free simple represented by a player in a particular exceed its purchase limits in such a case. campaign per round when at war. campaign, in the case of transfer from Turkey to Prussia. C. Naval Technology 6.6 PRUSSIAN MILITARY TECHNOLOGY

6. PRUSSIA

6.1 ACTIONS See Prussia Players aide. A. Discoveries Prussia knows all discoveries made by 1740 6.2 FREDERICK II In the Grand Campaign, Fredrick II is a monarch that appears on Turn 51 (1740) and deceases on Turn 60 (1785). Its values are : 9/9/9. Use the leader counter when used as a general (see below). A. Expert Diplomat In addition one of Prussias Diplomatic action has a permanent +1 die-roll bonus when he his in play. B. General Frederick II, when used as a General, is only wounded on a net 1 die-roll, even if the battle is lost. He dies only on a second die of 1, else he is wounded. He never checks for assaults. C. No Revolt When Frederick II is the Prussian monarch, Prussia does not suffer any revolt, even through event counter. D. Saxony When Frederick II is the Prussian monarch, Prussia may use as national provinces all the Saxons provinces she currently occupies if at war with that country. D.1 She alone may also make Saxony a vassal (use a 10 value for Saxony to go to Vassal) once she has been at war with that minor at least once (including an automatic vassalization if she inflicts level5 peace on

Prussian naval technology is the same as the Prussia starts with a minimum land Latin. technology of 59 + DR (see below) in 1740 if no other Latin nation has this level. 6.4 SETUP IN 1740 If another nation has 60+ land technonoly In the Grand Campaign, when the transfer already, Prussia automatically starts at the from Turkey to Prussia is made, the following same level, plus DR. setup is used : In both cases, add DR (1/3 of D10, rounded up) equivalent of boxes, up to the maximum Monarch: FREDERICK II allowed by date. Turn of Decease: Start of Turn 60 (1790) A. Guerre en Dentelles Values: ADM:9/DIP:9/MIL:9. Military as Prussia automatically acquires technology per counter (see also above Frederick II) Guerre en Dentelles in 1745, except if Prussia already has this technology. Religion : Protestant Stability: +3 A. Naval Technology Technology: Land/Sea: 59+ **(see below) Prussia starts with Latin naval technology. Diplomacy: HANSA in Military Alliance (if the Minor is still in play remove marker 6.7 PRUSSIAN AND ENEMY NEIGHBOURS from other nation in such a case) Prussia has a permanent +2 modifier when At Start Royal Treasury: 350 D$ + 25D$ testing entry in War versus Poland, per controlled province. Austria/Habsburg, Hansa or any nation that DTI: 4 (base of calculation: 43 D$) owns a 1492 initially Prussian province or any FTI: 4 (initial base of calculation: 1457 D$) other province adjacent to these original provinces. Manufactures: 3 of the players choice, 7. SWEDEN level 2 each. Controlled Provinces: minimum of Magdeburg (9), Brandenburg (11), Kustrin (3), Ost Preussen (6) + all other provinces as per current situation - TOTAL = 29 D$+ ** If the above provinces are not Prussian, they immediately become Prussian again and Prussia is at war with former owner. 7.1 THE RUSSIAN FOE Russia has a permanent malus of 1 to its diplomatic DR versus Sweden. However, this malus does not apply if Russia is at war with Poland and Sweden is neutral.. In addition, any major nation at war with Russia receives a bonus of +1 in diplomacy DR on Sweden (+2 if Sweden is also at war with Russia).

Units: 2 Armies (+) , 1 Land Detachment with 8I, 2C Vet each for every set of 2 A. Charles XII Prussian provinces, Generals Friedrich II, Wihen King Charles XII of Sweden is in play, 8

Turkey receives a extra +1 DR modifier on Sweden and ignores religion modifiers. B. Swedish Veterans Rule 7.3 below also applies to Sweden as a minor from 1630 onwards. SWEDEN AS A PLAYER The following 2 rules below apply only when that country is represented by a player in a particular campaign.

Controlled Provinces: minimum** of Holland (16), Den Haag (12), Friesen (7), Zeeland (3), Gueldre (9), Brabant (14) TOTAL = 67 D$ ** If the above provinces are not Dutch, they immediately become Dutch again and Holland is at war with former owner. Units: 1 Army (-) , 1 Fleet (+), 2 Land Detachment with 8I, 2C Vet each, General ?2, Admirals ?1, ?3, Explorer ?3, Privateer (+), plus leaders as per Turn table and 4 levels of fortress in Europe in addition to already on map ones (add 1 every three turns since start of period III).

la Plata (13), South Central Atlantic Ocean (14), Bermuda Triangle (15), Western Atlantic Ocean (16), South Eastern Atlantic Ocean (17). B. Asian Itinerary Discovered zones (die-roll modified value in parenthesis) are, in the order stated : Central Atlantic Ocean (1), Southern Atlantic Ocean (2), Sea of Natal (3), South Eastern Atlantic Ocean (4), Coast of Angola (5), Cape of Good Hope (6), Cape of Storms (7), Western Indian Ocean (8), Central Indian Ocean (9), Eastern Indian Ocean (10), Straits of Malacca (11), Straits of Sunda (12), Bay of Bengale (13), Coast of Malabar (14), Oman Sea (15), Southern China Sea (16), Straits of Formosa (17). C. Restrictions If, among the above zones, there are some that have not been discovered by either Spain or Portugal, the discovery is not granted ot Holland and cannot be transferred to another zone. D. Merchant Fleets in the Rest of the World. If Holland already owns fleets in the rest of the world (following agreement given between 1492 and 1559 by other players upon placement of Dutch merchant fleets), the knowledge of the sea zone in which they are located and all adjacent ones is automatic and not counted in the above itinerary counts. 8.3 DUTCH POLITICAL REGIME Holland has the choice between two Political regimes : Aristocratic (the Stadhouder) or Parliamentary (the Raad Pensionaris).

7.2 COMMERCIAL ACTIONS Sweden receives 1 Colony or 1 trading Post action each turn. She also receive 1 competition action to be used in the Baltic or in the areas where Swedish trading-posts are present. A.Technologies Holland has initial technologies that are set by 7.3 SWEDISH TRAINING SYSTEM a die roll as follows : Sweden may buy directly veteran troops, at a cost equivalent to its normal units, but cannot Calculation = (D10 * 0.5) [rounded exceed its purchase limits in such a case. up] 3, which is added to the leading Latin nation technology, in both the Land and Naval technologies.

8. HOLLAND

A.1 In no case the Dutch technology may be 8.1 DUTCH INITIAL SETUP AND below that of the Latin group, nor exceed a technology marker which is not yet achievable TECHNOLOGIES Holland initial set-up in the Grand Campaign, due to the date limit. at the time of the revolt, is as follows : 8.2 DUTCH SEAMEN AND DISCOVERIES Monarch: WILLIAM OF ORANGE NB : This rules simulates the presence of a great number of Dutch seamen on the various NASSAU Turn of Decease: Start of Turn 20 (1585) Portuguese and Spanish merchant ships. Enforce the following rule at the end of the Values: ADM:9/DIP:9/MIL:9. Military as last turn of period 1520-1559. The Venezia-Holland player rolls a D10 +2 for per counter Willem N. each one of the following Religion: Protestant itineraries ;"America" and "Asia", as described Stability: +3 hereafter. Technology: Land / Sea: ** (see below) He gets an extra bonus of +4 for the one Diplomacy: Special 4 diplomatic actions stated as prioritary. on first turn of revolt, with a bonus of +4 on HESSEN and HANSA, and a bonus of +2 on all other neighboring minors (BERG, KOLN, PFALZ). At Start Royal Treasury: 300 D$ + 25 D$ per turn since start of period III. DTI: 3 (base of calculation: 67 D$) FTI: 3 (initial base of calculation: 1433 D$) Manufactures: 11 D$ fixed income + 16% (11 D$) variable = Total 22 D$ Placement: 1 Instrument in DEN HAAG, 1 Mtal in FRIESEN, 1 Tissus in BRABANT Commercial Fleets : as per existing situation on map

A. Initial Regime. Holland starts the Campaign with an Aristocratic (A) regime and cannot change it until she has been recognized by Spain. The die roll result is the number of sea zones A.1 Once recognized, she may immediately know (i.e. discovered) by Holland at the start changed her regime to Parliamentary (P) upon of Period #3, on the Rest of the World map, decease of her current monarch. as per the list hereafter. A.2 She may revert to A regime immediately upon war declaration, provided she is not the A. American Itinerary Discovered zones (die-roll modified value in aggressor. parenthesis) are, in the order stated : Central Atlantic Ocean (1), Southern Atlantic B. Aristocratic Regime Ocean (2), Sea of Natal (3), Gulf of the Under this regime, the free maintenance is Amazon (4), Winward Islands (5), Carribean reduced by one F-. Sea (6), Sea of Puerto Rico (7), Sea of Recife (8), Sea of Cuba (9), Straits of Florida (10), B.1 When attacked, Holland immediately Gulf of Mexico (11), Sea of Bahia (12), Rio de received 2 free land Det and one Fortress 9

level. B.2 The Monarch MIL value increases to 6 if it is currently lower.

Turn 8+ till end of Period III : 50 VP First 5 turns of Period IV : 25 VP Later : 10 VP

D$ if (+) Each commercial Fleet (+) : 10 D$ Each commercial Fleet (-) : 5 D$ European Portugal : 20 D$

However, if Spain is the SDCF, the cost in VP B.3 Only one A+ may leave Europe (those in is doubled during period III and increased by The remainder of the rule remains unchanged. excess already there must be converted to 50% during period IV. land D in the next maintenance phase). C. Holland / Portugal petty war B. Gain of VP for Holland When Holland revolts and struggles for B.4 Holland receives 1 free Privateer (+) in The gain in VP for Holland from Spanish independence (i.e. as long as Holland is not the next purchase phase. In addition, during recognition is half of the VP lost by Spain, but recognized by Spain), the following particular periods III and IV, the maintenance for this a maximum of 50 VP in any case. rules apply to Portugal annexed by Spain (via privateer is free while Holland is at war. event, or on the diplomatic track of Spain), in addition to the above and to event description. C. Parliamentary Regime 9. PORTUGAL Under this regime, the free maintenance is C.1 Each Portuguese (-) trading-post captured reduced by one A+. by the Dutch (only them) automatically 9.1 PORTUGAL AND ANNEXATION becomes Dutch during the Peace phase of C.1 Holland immediately receive a permanent Rule 9.17 of Extension N1 applies. However, the turn of capture, losing one level for free and extra medium competition action in the following modifications are brought conversion (may thus be eliminated if at level regarding transfer of Portugal and event N7 - 1 when captured) the Baltic sea STZl. Period 1560-1614. C.2 The Monarch ADM value increases to 6 if NB: for the other major countries at war with A. Forces of Portugal in 1559 it is currently lower. Spain / Portugal, normal rules apply Portugal may never demilitarize in 1559 Those lost trading-posts cost only 20 D$ of C.3 The Atlantic Trade Center, if dutch- (before its transfer to Russia). Its forces on loss to Spanish Portuguese income instead of controlled, is worth 150 D$ instead of 100 D$. map are, at the minimum the basic force, plus D$ as described in the event However, this does not apply at the time the a minimum of 2 levels of fortresses on event Act of Navigation occurs (in that case, colonies and 2 levels on trading-posts. If this C.2 Each Portuguese (+) trading post and (-) is not the case, the Portuguese player loses or (+) colony captured by the Dutch remains Holland has a free CB against England). 100 VP. Portuguese but brings 50% of its normal C.4 If Hollands new monarch has at leat 7 in income to Holland, plus all exploited both ADM and MIL, she receives 1 free F- A.1 On the other hand, if Portugal has at least resources income value of warships. This is valid every time 3 times as many units as his basic forces on NB: for the other major countries at war with there is a new monarch with those values map in 1559, remove at random 1 fortress Spain / Portugal, normal rules apply level and 1 land D. under this regime. C.5 Holland only receives half of her VP for A.2 When rolling for reinforcements, a neutral the Thirty Years War event if under this Portugal may never place more than 1 D (land regime anytime she is at war during this event or naval) of reinforcements in the RotW. duration. A.3 Spain, after the annexation, may build extra Portuguese units, up to a maximum of 8.4 DUTCH / PORTUGAL PETTY WAR 50% of the 1559 Portuguese basic forces. See below 9.1C section of Portugal. Those units, as well as fortresses cost double 8.5 RECOGNITION BY SPAIN Holland aim is to obtain recognition of its (before placement outside of Europe). independence by Spain. This is a political However, Spanish Portugal may not have decision of the Spanish player. As long as more than 1 fleet and 1 army on map (but as Holland is not recognized by Spain, the many detachments as possible). special state of war between the 2 nations B. Income of annexed Portugal continues (see Political rules). Income of annexed Portugal for Spain is no longer the flat 300 D$ but based on an initial A. Cost of Recognition in VP for Spain Spain may decide to recognize Holland when value that may be reduced with time, war and she wants, but not earlier than at least 1 full events, as such : turn after the Dutch Revolt has occurred. The cost in VP depends when this occurs, as Each colony : 10 D$ if (-), 15 D$ if follows : (+) First 7 turns of Period III : 75 VP Each Trading-Post : 15 D$ if (-), 20 10 Ownership transfer of such counters (replaced by an equivalent Dutch counter) takes place under the following conditions : 1 / When Spain recognizes Holland, a maximum of 2 trading-posts (+) and 1 colony (+) or (-) become Dutch. The others are evacuated and become Portuguese again; and 2 / counters occupied continuously by Dutch for 5 consecutive turns and not recaptured by Spanish / Portuguese units during that time become Dutch during the Peace phase of the 5th turn of occupation. Does not apply to Portuguese counters in America and those with revolts. Each such colony / trading-post cost a loss of 50 D$ to the Spanish Portugal income, from the turn following their occupation..

D. Resistance of Portuguese Brazil Albuquerque and/or Almeida are in play. Portuguese colonies / trading-posts in America possess a colonial militia of 5I A. Trading-Posts & Colonies of Aden and veterans per level, up to a maximum of 20I. Oman If Portugal militarily occupies colonies and/or D.1 in addition, if occupied by another major trading-posts of Aden and/or Oman at the end country, roll every turn (as long as occupied) of a turn where he defeated those minors in on the revolt table for each colony / trading- the said colonies / trading posts, he may post (that accumulate with previously place on the said colonies / trading-posts, unrepressed revolts) during the redeployment phase, one of the following units (his choice) : D.1.1 The die roll for revolt strength is modified by +1 if colony / trading-post is on its a / a fort (free), or (+) side. b / a level 1fortress (cost = 30 D$) D.1.2 At least 1 ? Portuguese general or This fortifications markers act as Presidios, conquistador (if available) is placed each turn with the additional advantages in A.1 and A.2 with at least 1 of the revolt in Portuguese below. Americas. A.1 Those presidios control all exotic D.2 A standard malus of -2 applies to all ressources produced by the colonies / tradingrepression die-rolls, in addition to all other posts on which they are located. modifiers. A.2 Those presidios have no maintenance D.3 Each turn a revolts survives, the colony / costs but are automatically removed from the trading-post income for the next income map in 1560 (or before if destroyed). phase is reduced to 50% of its normal value. B. Malaya and Eastern Africa Arabic D.4 In addition, each colony / trading-post Establishments with a revolt on it does not count for the They are located within areas MALAYA purpose of control determination as in C.2 (TP3), SOFALA (col3) and MOZAMBICA above. (Col1), the Portuguese player (or nay other player having discovered the area / zone) may D.5 If a colony / trading-post is solely decide to attack the local Arabic trading occupied by revolts at the end of a turn (no establishment and capture them. military units of the occupier), the revolt is removed and colony / trading-post control B.1 The Arabic trading establishment are reverts to Portugal. represented on the map by Portuguese counters with a native detachment and a fort D.6 If revolts are still present on colonies / (use Russian ones) on them, plus a naval trading-posts when the event "Revolt of detachment of 10 warships in Malaya. Portugal (1615-1664)" occurs, the said colonies / trading-posts are considered as B.2 If Portugal (or any other nation) captures Portuguese (no longer Spanish), but still at the establishment, he immediately receives war with any other occupying power. the use of its colony / trading-post marker with the level indicated above. Another player may D.7 Spanish and Portuguese units in the replace it with its own counters. This is Portuguese Americas may never stack allowed even if this make the conquering together (both leaders and combat units). nation exceed its counter limit for the period. D.8 If Spain annexes the colonies / trading- B.3 If one or more of those establishments posts after the Portugal National Revolt, the are still independent by 1559, they become above rules stay valid (against Spain) till the Turkish if Oman or Aden is a vassal of turkey. end of period 1615-1664. Else they disappear. 9.2 MILITARY AND COMMERCIAL POLICY OF PORTUGAL Portugal may play a particular military and commercial policy in the Indian Ocean and Asia. The following rules apply once the GOA colony is created or when leaders Da Gama,

D. Removal of trading posts Portugal may, in each administrative phase, remove from the map 1 level #1 trading-post (period 1492-1519 only) and earns instead a bonus of +1 column for a trading-post placement attempt in any other area.

10. NORTH AFRICA


10.1 NORTH AFRICA 1492-1559 : CHRISTIAN REGENCIES In the course of the first 2 periods (1492-1519 & 1520-1559), the major countries of Spain, Venezia and Portugal may install Christian regencies in North Africa, in the following minor countries : MAROC, AL-DJAZAIR, TUNISIA, TRIPOLITANIA, CYRENAICA. A. Procedure To install a Christian regency, the concerned minor must have been military conquered. The diplomatic marker of the conquered minor is then, at the end of the turn, placed on the Annexion box of the conquering country track. A.1 The conquering country may not play any defensive or offensive diplomacy on the conquered minor. Only Turkey may do so. B. Incomes The conquering major earns 50% (rounded up) of the minor provinces income. C. Return to Independence A regency rises up and becomes independent again when one (or more) of the following cases arises : C.1 Turkey succeed in one or more diplomatic actions on that minor and bring its diplomatic marker back on the Turkish track, at level EG or higher. C.2 An event counter N8 Noblesse, N 22 Sursaut National, N36 Rvolte or N 38 Diplomate is played on that minor country.

C.3 One or more Turkish armies (at least 1 side+) are present in the minor country at the end of the turn (the minor becomes C. Ormuz Anytime Portugal obtains a SU or more independent again at the start of next turn and diplomatic level on Persia minor, he may receives reinforcements in defensive attitude). instead cancel the diplomatic marker move on the track and place 1 level of trading-post in C.4 Case of Al-Djazair : this minor revolts automatically when event "Turkish the Ormuz region of Persia. Vassalisation of Al-Djazair" occurs, or also 11

when the minor admiral Barberus is in play when its monarch dies for any reason. In and a D10 of 5+ is rolled during the diplomatic addition, a +1 die-roll bonus is automatically B.3 If Venise loses, and a peace level of 5 is phase of a turn when this condition applies. granted on each roll of the successor table. achieved against her, she may lose the Papacy if already controlled. D. Consequences of Revolt A. Age of Successor The minor country is at war against the No dynastic crisis may ever occur for Venice. C. Diplomacy occupying major and receives its basic forces Similarly, new monarchs are always adult. Within the frame of this rule, Venise suffers a plus reinforcements in defensive attitude. malus of -1 to all diplomatic die-rolls on Italian The marker goes in the "Les Neutres" box, 11.2 ITALIA E SAN MARCO minors. unless already on the Turkish track (where it Venise may try to establish its hegemony on stays) the Italian peninsula. This decision is secrete D. Victory Points and must be written down at the same time as If this objective is chosen, Venise receives 20 D.1 Minor basic forces are placed in the the period objectives of period #1 1492-1519. additional VP for each Italian province she capital city and the city is now minor This specific objective "San Marco" comes in controls, each period, in addition to those of controlled (but not a presidio if one exists). If addition to normal objectives, not in the period objectives. no presidio exists, one is automatically replacement. created for free in that city, with a level E. Penalty equivalent to that of the city fortress. All units A. Annexations & Vassalisations If this objective is chosen, and Venise controls from the occupying major are considered If this rule is used and the San Marco less than 2 Italian minors diplomatically and within the presidio but may sortie into the objective is selected, Venice may annex or less than 10 provinces in Italy at the end of province for combat if they wish so. vassalize any and all Italian minors, even if the 1520-1559 period, she loses 150 VP (no not allowed by their diplomatic status / VP loss in 1519 - check only in 1559). D.2 This "colonial" special war/revolt leads marker. only to a -1 permanent loss of stability each A.1 For this rule, consider the cost of 11.2 TRANSFER TO HOLLAND turn (not progressive) for the major. annexation / vassalization equivalent to the When Venise is transferred to Holland, the last diplomatic cost indicated in the status / on Player loses 25 VP for each fortress below 4 D.3 This war may only ends if; either the the marker. that Venice has on map. minor reconquer all his territory (except A.2 In the frame of this rule, Venise can presidios); or if the major eliminates all minor consider any Italian province as adjacent to A. Adjustment of fortifications forces at the end of 3 consecutive turns. Venise. If Venise has 7+ fortresses on map, a random In the first case, the minor is now at peace adjustment is made by the roll of a D10, and neutral (or Turkish controlled if marker on A.3 Exception : province Roma may not be divided by 3 and rounded up (so a number that country's track). annexed, but if this minor is conquered, between 1 and 4). A number of fortress levels In the second case, the minor remains Venise have sole possession of the equivalent to this value is removed from the occupied by the major country. PAPAUTE diplomatic marker at the highest map, chosen one after the other by the possible level (the Pope is Venetian). No following countries : Turkiye, France, Holland, D.4 The minor receives reinforcements in diplomacy is allowed on minor PAPACY Spain. defensive attitude every turn the war lasts. unless Venise loses the marker (automatic if From the second turn of revolt, he may Venise suffers a level#5 peace in a War in choose to receive reinforcements in naval Italy - see below). attitude instead. 12. FRANCE B. Wars in Italy E. End of this rule Each time an event War in Italy occurs, This rules ends in 1560 : all minors still Venise must participate ( on one side or the 12.1 REVOLUTIONARY FRANCE occupied automatically rise up and the war other, or even as an independent third party) Upon first occurrence of the French revolution, lasts until they are free. or lose 2 levels of stability. To do so, she replace existing French armies by must just announce she has chosen the San revolutionary armies supplied in this E.1 Minors occupied by Venice or Portugal Marco objective. extension. automatically become free. B.1 If she does not announce the objective as A. First Revolution E.2 No more Christian regencies may be chosen, it is considered that she did not Period limits for land units constructions and established from 1560 onwards. succeed in this objective. number of ? generals are doubled. Land units costs are all reduced by 1 D$. B.2 If Venise is victorious against the owner A.1 On the other hand, cost of each type of of Naples or Milan, it can annex the province naval units except privateers increase by 2 D$ 11. VENICE if the peace level obtained is higher than that and France may use a maximum of 2 achieved by the other contender (if not, it may admirals ? (not named ones). immediately declare war to the new owner at 11.1 ELECTIONS OF THE DOGES Venise does not suffer any stability penalty now cost). 12

B. Second Revolution France does not have any land construction limits et all infantry cost is 1 D$ (leve en masse). France receives all its ? generals, plus minor general valued 5.5.5 (Bonaparte). B.1 In addition, any province of another major or minor country military occupied by French units is immediately annexed if occupied solely (no siege) by French units at the end of the turn (they are included in any subsequent peace negotiations). B.2 The "Roi" counter is removed from play (beheaded !)

Diplomacy: none At Start Royal Treasury: 150 D$. DTI: 1 (base of calculation: ?? D$) FTI: 1/4** (initial base of calculation: ?? D$) Manufactures: 8 D$ fixed income + 2% (2 D$) variable = Total 10 D$ Placement: 2 Crales in MOSKWA, 1 Mtal in URAL Commercial Fleets : none Controlled Provinces: minimum** of Moskwa (14), Ural (6), Nowgorod (8), Newa (3), Tula (6), Welikia (4), Pskow (4) + Provinces obtained through wars and events in previous periods TOTAL = 45 D$+ ** If the above provinces are not Russian, they immediately become russian again and Russia is at war with former owner.

loses at least 3 merchant fleet levels in one turn from the North African Pirates. Free CB to Turkey against Persia if that minor owns any province on the European map. Free CB to Turkey against the Knights when located in Rhodes, then any turn following loss of at least 2 merchant fleet levels from Knights privateers. Free CB to Russia against any minor nation that is a vassal of Turkey.

C. The Emigrs Each major country at war with revolutionary France may use 1 French royalist army (fleur de lys flag), with an initial content of 10, 2C, 1Art (veteran) + any units paid directly by the major country, at his own cost and within its Units: 2 Armies (+), Generals Kourbski, ? limits of construction (but army content 1, 2? and 3?. Conquistador ?1 in Europe remains French for total number of units purposes). 13.2 IVAN THE TERRIBLE This Tsar does not check survival the first 3 Each such country receives a free minor ? turns of his reign, then checks with a malus of general as an Emigr leader. 1 to the die-roll. In addition, the die-roll for C.1 Chouans : these are the royalist revolts the reign length of his successor his modified of Western France : place 1 side+ revolt and 2 by 2, in addition to all other modifiers. revolt detachments (10I conscript) in each of provinces Poitou and Vende. Place in one A. Madness province a ? minor general. The Chouans also The successor of Ivan can never be Peter the control the cities. They are played by England, Great, even if he qualifies as per the specific even if that country is not at war with France. Political rule (see 53). Therefore, its ADM value is limited to a maximum of 7, whatever the successor die-roll is.

14.3 PRECISION ON ANNEXATIONS No province may be annexed if not already adjacent to a province belonging to the annexing power. A. Exception This does not apply to provinces annexed via events or diplomacy. 14.4 PRECISION ON CRUSADES During a Crusade, detachments of participating minor countries may be absorbed and incorporated during the reinforcements / movement phases into armies / fleets of participating major countries, priority given to country being leader of the crusade, and up to the maximum content of the units. German minors are incorporated into HRE counters. A. Crusade counters As an exception, players may create specific Crusaders armies / fleets, in addition to their owns, to the maximum of 2 armies and 2 fleets. In such a case, minors units goes into these armies / fleets. A.1 In such a case, players may use markers provided for nations not currently in use or Royalists. B. Crusade and the Reform If The Reform political event occurs while a crusade is going on, the following adjustments are made : B.1 All minors countries that become Protestant leave the Crusade and return home immediately : they are considered as making a white peace with Turkey. B.2 All major countries that voluntarily become Protestant leave the Crusade and return home immediately : they are considered as making a white peace with Turkey. In addition, they break all existing

13. RUSSIA

14. OTHER POLITICAL RULES

13.1 RUSSIAN INITIAL SETUP AND TECHNOLOGIES Russia initial set-up in the Grand Campaign is 14.1 ACTIVE WARS IN EVENTS No player is ever allowed to sign a white as follows : peace with an enemy to which he declared war from a Political Event, if he has not Monarch: IVAN IV The Terrible Turn of Decease: Start of Turn 20 (1585) proceeded with an attack of that enemy with at least an A+ army. If not, he loses 3 stability levels en case of White Peace without fight. Values: ADM:8/DIP:4/MIL:9 Religion: Protestant 13.2 NEW CASUS BELLI Stability: +3 Technology: Land : 8 / Naval : 7. If above New Casus Belli (CB) are available as Orthodox, then Orthodox catch up (else follows: apply normal rules, i.e. never exceed Free CB to any Christian nation that Orthodox level untill Peter the Great.) 13

alliances with Catholic major nations currently Habsburg minor) may try to obtain the crusading, which receive in return a free CB intervention of the Swiss Gray Leagues against the breaching Protestant nations. (Swiss Tessin) B.3 If sieges currently underway are broken because of the above repatriation rules, the non-leaving siegeing forces (i.e. Catholics) must retreat if they do not satisfy the siege ratio. However, they do not suffer attrition during this retreat (they move to the closest friendly province). A. Intervention The intervention occurs on a modified die-roll of 7+, modified by the level of the diplomatic marker (if present - use that of Spain for the Habsburg) of the major country on minor Helvetia. Each country may roll during the diplomatic phase (costs no action) and the one that gets the higher die-roll (ties solved in C. Decreasing Interest in the Crusade favour of the highest monarch's DIP value, Each period after the first, there is a 1 die- then die) receives the intervention in its roll modifier to the Crusade appeal favour. (cumulative each period), except it does not apply between 1560 and 1570 included. A.1 Venise received a special bonus of +1 to its die-roll if using rule 9.8 above. C.1 In addition, for each refusal to participate in a successfully called Crusade during a B. Cost of the Intervention period, there is an additional 1 modifier to The intervention costs 100 D$. It is limited for the Crusade appeal. only 1 turn and must be re-attempted each following turn as per A above. Cost of 14.5 CONCILIATORY ATTITUDE intervention for the Habsburg is null. This attitude is seldom selected as it offers few benefits beyond a +2 diplomatic bonus on C. Intervention and events Protestants. Add the following benefits for When event "Wars in Italy" occurs and Milan conciliatory attitude : is concerned, this rules does not apply : the Habsburg automatically receive the benefit of A. Economic benefits the intervention, at no cost. A conciliatory country receives a permanent die-roll bonus of +1, up to a certain date (see D. Swiss Infantry below - time limit - C), for all the following Swiss units are immune against cavalry actions : manufacture creation, FTI superiority (even if stacked with another improvement, merchant fleets creation. nations units) and are considered as equivalent to Tercios when this technology England, in addition, receives an extra +1 has been achieved by Spain. bonus for his DTI improvement die-rolls. France, once the War of Religion are over, and from 1700, if still conciliatory, may increase its DTI/FTI by 1 level (maximum 5) each period. B. Conciliation and Naval Armaments A conciliatory country receives an extra free naval D in maintenance. C. Time Limit These rules no longer apply after 1615 or the end of the Thirty Years War, whichever comes first, and in all cases no later than 1700, except for France (no limit). 14.6 INTERVENTION OF THE SWISS GRAY LEAGUES As long as Switzerland did not sign the Perpetual peace, the major countries of France, Venezia and Spain (including the

of those manufactures is doubled, both the fixed and the percentage one. Wine : each 2 manufactures (not counters) allow to exceed FTI period limits by one (to a maximum of +1 anyway), plus they double their income in case of Economic Boom random economic event. Tissus : each 2 manufactures (not counters) allow to exceed DTI period limits by one (to a maximum of +1 anyway), plus they double their income in case of Economic Boom random economic event. Instruments : each 2 manufactures (not counters) gives a bonus of +1 to the manufacture building administrative action, provided a maximum investment (+100 D$) is made on such an action, plus they double their income in case of Economic Boom random economic event.

Arts : each 2 manufactures (not counters) gives a bonus of +1 to the stability improvement administrative action, provided a maximum investment (+100 D$) is made on such an action, plus they double their income in case of Economic Boom and Cultural Expansion random economic events. The first of these manufactures does not count in the country limits while the country stability is positive. 15.2 LIMITED EXPLOITATION OF YET UNKNOWN RESOURCES 15. OTHER ECONOMIC RULES Players' colonies located in sugar and/or tobacco producing areas (before 1615) and/or 15.1 EXTRA ROLE OF MANUFACTURES cotton (before 1700) may never be increased The manufactures placed by the players will beyond level 2 until the concerned resource have an additional role that adds to their becomes available on the market. This limit is direct economic benefits, as follows : reduced to level 1 for all Caribbean islands except those of area CUBA. Metal : each manufacture (i.e. value on counter) allows the build of 1 Exceptions : if the concerned colony is in extra artillery each, above period Asia, or if it is the only one of the player, or for limits, at no extra cost (including Portugal within its Treaty of Tordesillas placement costs), within national territories. provinces. 15.3 RUSSIAN AND TURKISH COLONIES Cereals : whenever any country is Russia and Turkey do not suffer the first hit by an Agricultural Crisis colonies establishment penalties if they random economic event, the income undertake their actions in Siberia and Middle14

East/Eastern Africa respectively. However, the actions taken successfully in those respective areas do contribute to the cancellation of this penalty for future actions elsewhere. 15.4 BALTIC NAVAL SUPPLIES Every turn that both England and Holland do not have at least 2 levels of merchant fleets in the Baltic STZ, their costs for building and maintaining ships is increased by 10% (up). This ceases to apply once they have at least 6 levels of colonies in forested provinces of North America. 15.5 SHIPYARDS Every MAJOR nation but Portugal, Prussia, Sweden and Austria may build ONE shipyard (counter not provided).

A. Advantages Shipyards allow to exceed the warship limits of each period by 10 ships. A.2 However, the free merchant fleet level receive in Asian STZ is only 1, not 2. A.1 they also give one F- extra free maintenance. A.3 In addition, the nation creating its own company may increase its TP limit for each A.2 They allow, once per period, to double the period by 1 more, without risk. turn limit for warship construction without overcost. B. Costs and Destruction . Companies of Trade are successfully built via B. Costs and Destruction. an administrative action that costs 200 D$ as Shipyards cost 300 D$ to build, split over a basic investment (plus additional investment if maximum of 2 turns, else all previous any), and is solved like a FTI improvement investment is lost. action (just specify it concerns the company of B.1 They do not cost any maintenance, but trade). are destroyed if enemy occupied at the end of a turn or if the country suffers Bankruptcy. B.1 They are automatically destroyed if the country suffers Bankruptcy. C. Initial setups and Restrictions Only Turkey and Venice start with one in B.2 They may be destroyed if there is an 1492, respectively in Thracia and Venezia Economic Crisis economic event (rolled by provinces. anybody) and the owning country rolls a D10 strictly superior to its FTI : in such a case, the C.1 Holland has one Free upon its country loses an extra 50 D$ (100 D$ for appearance in the game (not usable by Spain France). before that date). B.3 The cost of the action is reduced to 100 C.2 England may build her own at half price D$ for France on the turn she receives the on the turn she receives the Act of Navigation Colbertian Mercantilism event. event. B.4 The cost of the action is reduced to 150 C.3 France may build her own at half price on D$ for Portugal once she has control of at the turn she receives the Colbertian least 5 Spices and 5 Products of Orient, plus Mercantilism event. Malacca and Goa. C.4 Russia may not build her own until Saint 15

Petersburg is created, and then only in that C. Headquarters province. The company counter (i.e. Headquarters) may be placed either in Europe or in Asia. 15.6 NEW COMPANIES OF TRADE Each nation may now build her own company C.1 If placed in Europe, it provides an extra of trade, without having to wait for an event income each turn of 20 D$. for that (which anyway concerns only England and Holland). A marker is provided to remind C.2 If placed in Asia, on a colony or TP, it the player of such a creation. provides no extra income, but allow building of naval units in that colony or TP at no A. Advantages and Conditions overcosts. The condition is that the nation must have discovered a sea route to India and have at D. England and Holland least one TP in either India or Asia. These 2 nations still receive their Companies of Trade via event, free of costs and risks of A.1 The advantages are the same as those destructions. described in event 17 of period III The East India Trade Company but apply to any D.1 In addition, each company provides the country that does so (see E. Spain however). owning nation with a free naval detachment Reminder : an immediate +1 to FTI value, the and a free Sepoy detachment immediately, FTI limits increased by +1 each period to costing no maintenance, to be placed in the maximum of 5, free merchant fleet levels in company headquarters in Asia, if it is there STZ in Asia. (i.e. not in Europe, see C above). D.2 Both nations, if they build their companies before the event occurs, do not receive the above advantages. However, the company cannot be destroyed once the event has occurred. E. Spain Spain may build her own only in Europe, in Andalucia province. However, her benefits are slightly different. E.1 Spain receives no FTI bonus of any kind, but she receives 3 free land or naval detachment extra free maintenance in America.

16. OTHER MILITARY, MONARCH AND DIPLOMATIC RULES

16.1 THE DARDANELLES Turkey has a fortress marker that is placed in the province of Thrace, on the straits arrows between that province and the province of Smyrna. This represent the fortifications made to hinder the crossing of the straits and access to Constantinople. A. Naval Role The fortress acts as a Presidio, with a fire value of ten times its level in equivalent of Galleys. The fire takes place every time an enemy naval units enters or leaves the

Marmara sea zone.

E.1 The malus is increased by an extra 1 if SPA has not made at least 3 royal weddings B. Land Role with one or more other major powers (i.e. The fortress prevents direct landings on players) during period 1615-1699. Constantinople from sea zones different from Marmara. 16.3 THE ELECTION TO THE HRE B.1 An enemy unit located in the Black Sea The event is altered as follows: zone may land in Thrace, but is not allowed to besiege Constantinople on the round of A. Resolution 2. landing, and may be automatically intercepted The event is resolved at the end of the by any Turkish (or allied) land unit located in Diplomatic phase, not during the Events Thrace or any adjacent province. phase. B.2 No landing in Thrace is allowed from the B. Diplomatic bonus Aegean Sea zone. Each player that is a candidate (i.e. FRA, SPA or ENG) receives 1 extra diplomatic 16.2 MONARCHS action the turn of this event, provided The following changes are enforced : it spends ALL its diplomatic actions on minors in the HRE. A. Monarchs and Assaults Monarchs have a +1 wound modifier for B.1 Each nation that sells its support in assaults. diplomacy to one of the candidate B. Medieval and Renaissance Monarchs must be paid a minimum of 50D$ for Monarchs used as generals until 1524 this support. (included) receive a +1 to their military values checks. C. Description 1. Election is conducted between SPA, C. Enlightened Monarchs FRA and ENG unless they have chosen Monarchs used has generals after 1700 to become protestant in which case they (included), with the exception of Prussia, cannot participate. Each makes a secret receive a -1 to their military values checks. bid of ducats on the Electors votes, for the title, and the highest bid wins each D. Strong Health Monarchs Electors vote. All bids are lost. The following historical Monarchs have strong 2. The controller of the imperial electorates health, i.e. they do not check for survival the (i.e Electors) of Saxony, Palatinate, first 5 turns of their reigns, plus receive a -1 Hanover, Prussia, Bavaria, Bohemia (if survival test bonus until the end of their reign : not annexed to Habsburgs) and Cologne reveive one vote each. SPA : Charles V, Philippe II (successor of 3. The Elector of Austria (i.e. SPA via the Charles V) Habsburgs) always vote for SPA, as well FRA : Francis I, Louis XIV and Louis XV as Bohemia once that minor has been RUS : Peter I (Peter the Great) and Catherine inherited by the Habsburgs. II 4. The nation with the majority of votes TUR : first 3 sultans, i.e. Bayezid, Selim I and wins the title. In case of ties, the winner Soliman is determined by a second, secret, bid ENG : Henry VIII and Elizabeth I with no bonus. PRU : Frederick II 5. The house of Fugger provides SPA with a bonus of 50D$ for its bid and an NB : that means they test survival every turn additional 50D$ if the current Spanish and may have extra reign lengths on a roll of king is Charles I. 1 or 2. 6. Each nation with any kind of diplomatic level provides its controller with a 10D$ E. Extra Spanish Habsburg Endogamy free bid. SPA receives an extra 1 survival malus for 7. The winner receives 75D$ and 10 VP. all her monarchs in Periods 1615-1669 and 1700-1759, until the War of Spanish D. Lasting effects : Succession. 1. From now on the winner takes from the Habsburgs the control of the Holy Roman 16

Empire as defined in political rule 53.26. If SPA wins it retains control (as the Habsburg player) and receives an additional benefit of being able to involve Habsburgs in all wars in which SPA is also involved (not vice versa) with a free CB. Furthermore, when he dies Habsburg MILANO (or Milanese MILANO if it is Habsburg VA) is annexed to SPA. For all non-Spanish emperors this event is replayed every time they die, but SPA no longer receives monetary bonuses from the Fuggers except for the 50d if the current king is Charles I. Also, if the current emperor becomes protestant he immediately looses the title and new elections are held. For a Spanish emperor only the additional benefit defined in 1 above is lost when he dies and the event is not replayed.

16.4 NATIVES ALLIES AND OHIO This is in addition to Extension N1 rules for Native Allies. A. Ohio OHIO units have the same benefits as the French native allies, for whoever controls that minor nation. B. Supply Native Allies and OHIO units are always in supply in their home provinces, as well as within 12 MP from those. C. Movement OHIO and Native allies are considered to always have a 5 Movement Value conquistador with them while moving (even if their current leader is lower). The value benefit applies to all units stacked with them, provided it is not an Army. D. Interception and Ambushes Native Allies and OHIO units have a +3 bonus to their interception die-rolls and, if they succeed, are always the defenders and manage to ambush the moving force they have intercepted. 16.5 PRIVATEER ADMIRALS Privateer Admirals of ranks A, B and C may always lead fleets, whatever the colour of the privateer symbol. A. Drake and Dragut At the cost of 5 VP for each bypassed Admiral, Drake and Dragut may be considered the highest ranking leader of respectively

Englands and Turkeys fleets. A.1 The penalty applies each turn it is used. A.2 Exceptionally, each of these admirals may be considered as a general, with a siege value of 3; for 2 rounds only, in 1 turn only. Drake may use this ability in the Row, Dragut only in the Mediterranean. This option costs 20 VP to be used. NB : this represents their historical interventions in the raid on Panama for Drake, the siege of Malta for Dragut . B. Euldj Ali This admiral may command the Al Djazair fleet as if he was a Al Djazair admiral (in such a case, ignore him for Turkish hierarchy purposes). He may command a Turkish naval detachment in addition to this fleet. 16.6 BUILDING UP VASSALS Players may build-up the strength of a maximum of TWO of their vassals above their basic forces, with the following limits and penalties. A. Limits Chosen vassals forces may not be increased beyond double the basic forces of the vassal. A.1 The cost of purchase of the extra units is based on the players nation costs, and the excess maintenance is paid by him, based also on his cost. B. Penalties The vassals whose forces have been increased cannot roll for reinforcements.

Sunni vs Shiite malus.

17.2 PERSIAN RESISTANCE If Persia is completely controlled by Turkey (i.e. conquered), the following rules apply : 18.2 VICTORY POINTS Each Palace, except Versailles brings 75 VP. A. Turkish Persian Wars Events Construction cost is 250 D$, over a maximum Is such an event occur, roll for 2 revolts in 5 turns. Persia instead (random provinces). If revolts control 2 Persian provinces (cities 18.3 PILLAGE included) at the end of a turn, Pillage of the province where the palace is Or located brings 10 times the province income if there are 4 or more revolts (any size) in as bounty. However, the pillaging player loses RoW Persian provinces at the end of a turn, 50 VP in doing so for vandalism. The Palace is then destroyed. It may be the Persian minor is recreated, with those rebuild but the VP bonus is reduced by 5. provinces (choose 1 as its capital, Persis if possible). 18.4 DIPLOMATIC ADVANTAGE When 2 major nations are on a competitive B. Persian turmoil diplomacy resolution on a same minor, the Each turn Persia is conquered, at the start of major nation that has a Palace has a +2 diethe diplomatic phase, roll 1 die; modified by roll bonus if the other major has no Palace. Turkish stability. On a result of 4-, one Persian province at A. France random revolts. However, this does not apply against France On a result of 0-, two Persian provinces at during the Thirty Years War event duration. random revolts (one of them with a + revolt automatically). 18.5 VERSAILLES C. Persian Nation The cost of Versailles is increased from 250 to Each time Persia retakes a province in RoW 300 D$. It brings 100 VP instead of 75 VP. that was formerly Persian, that province is conquered automatically and becomes A. Louis XIV Persian (i.e. not part of the enemy territory During the reign of Louis XIV (the monarch anymore rule similar to Hungary after under which Versailles is started), France inheritance). bonus on competitive diplomatic actions is +1 versus a player with a Palace and +3 versus one without Palace.

Spanish Succession War. England (Buckingham) : only after Versailles has been build and period N5

18. ROYAL PALACES 17. PERSIA


18.1 CREATION Creation of royal palaces is equivalent to that 17.1 CONQUEST OF PERSIA of Versailles, as described in the the Persia may be annexed completely by Turkey Colbertian Mercantilism event (see basic (like the Mamluks or Hungary) if the following game and Extension N1). circumstances are met : However, for all other countries except France, construction is dependent on the period in play and the following conditions : Soliman is the Turkish Monarch Period is I or II only Persia is not Arquebuse technology Spain (Escorial) : from period N3 Turkey (Topkapi) : from period N2 or higher Russia (Peterhof) : only after Versailles has All Persian provinces are controlled been build and once Peter the Great is Tsar. by Turkey during the Peace phase. Prussia (Sans-Soucis) : only after Versailles has been build and period N5, or after A. Peace with Shiites Frederick II is in play In non-conquest situations, only the 4 malus Austria (Schnbrunn) : only after Versailles for Turkey vs Persia applies, not the extra 2 has been build and period N5, or after the 17

plus reinforcements in Defensive attitude. receive in its place event N 11 above if he POLAND and LATVIJA must be played by wishes so. If Russia has already conquered player country England, all others by Turkey. all territories as outlined in event N11, she may instead receive 1 free level of colony in If the minor province is not taken by Russia at any area of SIBIR region, within 4 MP from the end of the turn, the war ends immediately the URALS province. in white peace. B. Event N22 : HABSBURG DYNASTIC B. Event N12 : HABSBURG DYNASTIC ACTION ACTION Apply rule N5 of this extension. Spain may Apply rule N5 of this extension. Spain may also use its diplomatic actions on this turn also use its diplomatic actions on this turn normally and benefit at the same time from normally and benefit at the same time from the next Habsburg dynastic action scheduled the next Habsburg dynastic action scheduled to occur (see 5.1 supra) to occur (see 5.1 supra). If this specific rule is not played, Spain ma If this specific rule is not played, Spain ma involve the Habsburg in a war she declares involve the Habsburg in a war she declares herself this turn at no cost in Stability or VP. herself this turn at no cost in Stability or VP.

19.2 PERIOD 1520-1559 19. NEW EVENTS


Add the following new events. Use the modified Political Random events table included in this variant. A. Event N 21 : RUSSO-TURKISH WAR Start of the Conflict : on a modified die-roll of 6+, Rossya (played by Portugal) attacks Turkey. The die is modified by +1 for each of the minors among KAZAN, STEPPES, ASTRAKHAN, CRIMEE and SIBIR for which Turkey owns the diplomatic marker, on level EG and by +2 for each of them which is a Turkish vassal. If any of the above minors is annexed by Turkey, or if any initially Russian province has been conquered by Turkey, or if Kharkow or Donetsk are Turkish controlled, war is automatic (no die roll) Forces & Reinforcements : Rossya receives its basic forces (as a minor), as well as reinforcements 1 time in Offensive attitude and 1 time in Defensive attitude, with a minimum of 2 generals and 2 levels of fortresses. Russian Plain Fortifications : in addition, Russia may, exceptionally on the European map for this war only, place 1 fort in each of its European provinces bordering one of the above minors. Fort value apply defensively only and cancels the +1 cavalry superiority bonus of non-Russian units in these provinces. These forts are removed at the end of this war. Do not forget that the Russian underdevelopment rule applies. NB - Important : the Portugese player may refuse this event (stability cost = -1) and 18

19.3 PERIOD 1615-1664


A. Event N 22 : PORTUGAL - OMAN WAR Minor OMAN declares war on minor PORTUGAL. If Portugal is a minor that is neither a vassal or annexed, or is in revolt, consider that all Portugese trading-posts or colonies in Eastern Africa, except in Mozambica, are eliminated. Place Omanese trading-post Zanzibar as in 1492 if it was eliminated before. If Portugal is a vassal or still annexed by Spain (and not in revolt), consider that OMAN receives reinforcements in both Offensive and Naval attitude. War lasts 2 turns. OMAN is played by Turkey (place its marker in EG if not already higher). Omanese units attack all colonies / trading-posts of Portugal located exclusively on the African eastern coast, if any exist. At the conclusion of the war, OMAN may freely replace on map its trading-post Zanzibar at its original 1492 location and level if it was ever lost before. Particular Cases : if Portugal no longer has any trading-posts / colonies in regions SOFALA, TANGANICA or MOZAMBICA, Omanese units declare war and attack the country that owns the majority of same within African eastern coast (including Madagascar) If all these zones are totally empty, consider the event as solved and replace Zanzibar in its 1492 original location and level.

19.1 PERIOD 1492-1519


A. Event N 11 : RUSSIAN EXPANSION Rossya attacks one province from either LATVIJA, POLAND, KAZAN, STEPPES, SIBIR or ASTRAKHAN (if adjacent) this turn, if this minor is neutral. The minor chosen at random as follows (die range indicated) : LATVIJA (1-2), POLAND (3-6), KAZAN (7-8), STEPPES (9-10), SIBIR (11) or ASTRAKHAN (12). Add +1 to the die roll for each of KAZAN and STEPPES if already conquered by Russia. The event may repeat itself if minor still not conquered after 1st occurrence and is adjacent to an already Russian province. Turkey may intervene in favour of either KAZAN or ASTRAKHAN by declaring war to minor ROSSYA (with CB) if she has a diplomatic level of EG or more on the above minors. Minor ROSSYA receives its basic forces, plus reinforcements in Offensive attitude. ROSSYA must be played by player country Portugal. The attacked minor receives its basic forces,

B. Event N 23 : COSSACK REVOLT The minor UKRAINYA is immediately created, with its 3 initial provinces as per minor description (see 4.00 above). The minor is exceptionally controlled by Russia and is at war against the owner(s) of its original provinces, normally Poland (or sometimes Turkey, or both). The minor receives its basic forces, plus reinforcements in Offensive. All cavalry reinforcements are automatically veterans. The minor also receives an automatic minor ? general with movement and shock values of 3 minimum. Russia may declare support of that minor for that revolt : in that case, consider Ukrainya as a Russian vassal for the duration of the war. Russia may declare war to either Poland or Turkey, or both, at no cost in Stability (free CB) or VP. If minor Ukrainya is not eliminated via an unconditional peace at the end of the war, all its provinces are automatically annexed by Russia if that country declared support. If Russia did not support, the minor remains independant. If the minor is eliminated, the original owners of its provinces keep them under control.

during a peace phase : * Peace is signed between Persia and the country controlling one or more of the original Perisan provinces. * Persia controls at least 5 non-European provinces listed under 1492 Persia. * Nadir Shah has not been killed or captured (if so, war continues until peace is signed, then the event stops).

end of the turn. Mahratti also automatically annex the area they attack and conquer if this area is devoid of players colonies or trading-posts.

19.5 PERIOD 1760-1792


A. Event N 14 : BANTU RAIDS Same as event N14 of previous period. Use the "Bantous" army counter supplied with this extension. B. Event N 15 : AFGHAN RAIDS Afghanistan Army (+) attacks any one region chosen at random among Ormuz, Bakh, Lahore or Punjab. This army is Islam technology and has a content of, on its (+) side , 30I, 60C, 2Art, all veterans. Native forces of the area are raised normally in defense. It automatically loots each province of the attacked region until defeated and destroys any and all colonies / trading-posts that it captures, at the end of the turn.

19.4 PERIOD 1700-1759


A. Event N 18 : PERSIAN RENAISSANCE If Persia is presently owning 4 provinces or less or has lost all its European map provinces (usually to Turkey), the event occurs. If not, place 2 revolts at random in formerly Persian provinces occupied by a player. If the event occur, Persia places on map 2 army (+) and one army (-) in the Tehran province (even if not owned by Persia), plus receives reinforcements in Offensive and Defensive attitude (roll twice). Persia also takes control of 2 other Persian provinces of her choice neighbouring Tehran (even if not owned by Persia) and receives leader Nadir Shah (use Shah Abbas counter, not Shah1 or Shah2 counters). Nadir Shah remains in play for 5 turns from the turn the event starts. Persian technology is equivalent to current Turkish land technology. Also roll for 3 revolts in formerly 1492 Persian provinces now occupied by another country.

C. Event N 16 : MAHRATTI RAIDS Mahratti Army (+) attacks any one region chosen at random among Delhi, Bengale, Carnatic, Orissa, Oudh, Gujarat or Hyderabad. This army is Islam technology and has a content of, on its (+) side , 60I, 60C, 2Art, all conscript, except cavalry units which are veterans. Native forces of the area are raised normally in defense. It automatically loots each province of the attacked region until defeated and destroys The event lasts and repeat itself each turn any colony (not trading-post except in Delhi, until all of the following conditions occur Oudh and Bengale) that it captures, at the 19

CAMPAIGN SCENARIO 1492-1792


6 Players - Starts Turn #1 - Ends Turn # 60 On turn #1, SPAIN always plays first, whatever the initiative value of its monarch. NB : All armies and land detachments of all players are veterans. Calculation of domestic & foreign trade income, as well as maintenance costs have been included in this campaign only to ease player's set-ups. Initiative (total monarch ratings) : 1.Venezia* (25), 2. Spain (22) - except Turn#1, 3. Portugal* (20), 4. France* (20), 5. Turkey* (20), 6. England (18) ***

in Alexandria) (initial value is thus 50 D$). See also special rules hereafter. ***

Anvers: Trade Center Atlantique (100 D$) Monarch Successors ** : Upon decease of the current Monarch, its successor is automatically PHILIPPE I (The Fair), whose values are : ADM:6/DIP:6/MIL:7 who will decease at start of turn 6 (1515). Upon his decease the next monarch is CHARLES I (the famous Charles Quint), values: ADM:6/DIP:9/ MIL:8 who will decease at the start of turn 13 (i.e. in 1550, if Grand Campaign played). ***

COUNTRY: ESPANA
Monarch: ISABELLA & FERDINAND ** Turn of Decease: Start of Turn 5 (1510) Values: ADM:7/DIP:7/MIL:8 Religion: Catholic Stability: +2 Technologies: Land: 7 / Naval: 9 Diplomacy : PAPAUTE, BOHEMIA, GENOA in Mariage Royal - HABSBURG in Entry in War (See Political Rules) At Start Royal Treasury: 180 D$ DTI: 1 - FTI: 1 Domestic Trade : 12 D$ (base : 213 D$) Foreign Trade : 15 D$ (initial base: 1287 D$) Manufactures: 10 D$ fixed income + 3% (7 D$) variable = Total 17 D$ Placement: (2 counters) 1 Mtal in TOLEDO, 2 Tissus in FLANDRE (back side) Commercial Fleets: 7 D$ In CTZ: 1 fleet (-) with 2 levels CTZ Espana (4 D$) In STZ: 1 fleet (-) with 1 level STZ Irish Sea , 1 fleet (-) with 2 levels STZ Gulf of Lion (3 D$) Units: 1 Army (+), 1 Fleet (+) with Galleys only in any Spanish-controlled Mediterranean port, 2 Naval Detachments with 4 N, 1 NT each, generals ?1, ?3, admiral ?2 in Europe. Explorer Colomb, Conquistador ?1, 1 missionary Basic Free Forces 1492: 1 Army (-), 3 Detachments Maintenance of forces in excess (at the lowest cost): 1 Army (-), 1 Fleet (-), 1 Nav Det. = 47 D$ (8+25+14, all Vet).

COUNTRY: PORTUGAL
Monarch: JOAO II ** Turn of Decease: Start of Turn 2 (1495) Values: ADM:8/DIP:5/MIL:7 Religion: Catholic Stability: +3 Technologies: Land: 6 / Naval: 10 Diplomacy: MAROC in Subsides At Start Royal Treasury: 390 D$ DTI: 3 - FTI: 2/5* Domestic Trade : 3 D$ (base : 21 D$) Foreign Trade : 50 D$ (initial base: 1479 D$) NB: Use FTI of 5 for actions in the Rest-ofthe-World only. Manufactures: 8 D$ fixed income + 15% (4 D$) variable = Total 12 D$ Placement: (2 counters) 1 Instrument with TAGO, 2 Vin with OPORTO (back side) Commercial Fleets: 5 D$ In STZ: 1 fleet (-) with 1 level STZ Gulf of Guinea (1D$), 1 fleet (-) with 2 levels STZ Irish Sea (4D$). NB: The STZ Irish Sea is considered as a CTZ for the Portuguese player only, and for his income only (not for placement or competition attempts) Controlled Provinces: Tago (9), Oporto (5), Algarve (3), Tanger (2), Acores (2) * - TOTAL = 21D$ * located in the Rest-of-the-World Units: 1 Army (-), 1 Fleet (-), 1 Land Detachment with 9I, 1C Vet, general ?1, admiral ?2, explorer ?2 conquistador ?1 in Europe Basic Free Forces 1492: 1 Fleet (-), 3 Detachments Maintenance of forces in excess (at the lowest cost): none. Colonies: (4 D$) CAPE VERDE: 3 levels (-) 4 D$. Colony La Praya (-) with

COUNTRY: VENEZIA
Monarch: VENIERO Turn of Decease: Start of Turn 4 (1505) Values: ADM: 8/DIP:7/MIL:8 Religion: Catholic Stability: -2 Technologies: Land: 5 / Naval: 9 Diplomacy: none At Start Royal Treasury: 30 D$ DTI: 3 - FTI: 3 Domestic Trade : 3 D$ (base : 43 D$) Foreign Trade : 80 D$ (initial base: 1457 D$) Manufactures: 9 D$ fixed income + 20% (9 D$) variable = Total 18 D$ Placement: (2 counters) 1 Art in VENEZIA, 2 Vin in VENEZIA (back side) Commercial Fleets: 16 D$ In CTZ: 1 fleet (-) with 3 levels STZ Adriatic Sea (Special: equivalent to a CTZ for the Venetian player only), 1 fleet (-) with 2 levels CTZ Turkiye (10 D$) In STZ: 1 fleet (-) with 3 levels STZ Ionian Sea, 1 fleet (-) with 3 levels STZ Western Black Sea (6 D$)

Controlled Provinces: Castilla (6), Galicia (4), Asturia (4), Navarra (6), Lon (3), Euskadia (4), Aragon (4), Units: Gerona (3), Catalunya (6), Valencia (5), 1 Army (-), 1 Fleet (+), general ?2, admiral ?1 Murcia (4), Toledo (4 + mine), Estremaduras in Europe - One presidio 2 in front of the port (5), Andalucia (7), Gibraltar (1), Sierra of Corinthe (Morea), 1 fortress #2 in Trieste. Nevada (3), Baleares (3), Canarias (2) *, Basic Free Forces 1492: 1 Fleet (-), 3 Sardinia (3), Sicilia (5), Malta (2), Messina Detachments (3), Napoli (11), Pouilles (3), Franche-Comt = 8 D$ (Vet). (5), Luxemburg (6), Nord (5), Flandre (9), Hainaut (10), Gueldre (9), Brabant (14), Controlled Provinces: Zeeland (9), Den Haag (12), Holland (16), Venezia (12), Mantua (10), Istria (4), Illyria Friesen (7), Artois (6), Roussillon (4) (3), Raguse (2), Corfu (2), Creta (3), Cyprus TOTAL = 213 D$ + 20 D$ mine Toledo (4), Ionia (3) * located in the Rest-of-the-World TOTAL = 43 D$ Various: Areas & Sea Zones Discovered: Posses the Trade Center Mditerrane in Sea Zones: Sea of Canarias, Sea of Acores. Venezia (100 D$) Also receives 50% of the current Grand Various: Orient Trade center income (this center starts

Trading-Posts: (1 D$ + 40 D$ of gold mines -see Various, below) COTE DE L'OR: Trading-Post Elmina (-) with 3 levels, fortress 1 Afr#5 - Exploit 2 gold

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mines *** (3 slaves) Areas & Sea Zones Discovered: Sea Zones: Sea of Acores, Sea of Canarias, Arguin Bank, Bay of Gambia, Gulf of Guinea, Coast of Angola, Cape of Good Hope, Cape of Storms (the last 2 bring 20VP at-start bonus). Land: all Areas in which Portugal posses Colonies or Trading-Posts, plus Area Cameroun, Angola, Mozambica. Exotic Resources Income: 3 Slaves (6 D$) Gold Income: 2 gold mines (40 D$)

side) Commercial Fleets: In CTZ: 1 fleet (-) with 2 levels CTZ France (4 D$) In STZ: 1 fleet (-) with 1 level STZ Ionian Sea, 1 fleet (-) with 1 level STZ Gulf of Lion, 1 fleet (-) with 1 level STZ Irish Sea (3D$)

Foreign Trade : 40 D$ (initial base: 1397 D$) Manufactures: 10 D$ fixed income + 3% (3 D$) variable = Total 13 D$ Placement: (2 counters) 2 Tissus in SMYRNA (back side), 1 Mtal in ANGORA Commercial Fleets: 6 D$ In CTZ: 1 fleet (-) with 2 levels CTZ Turkiye (4 D$) In STZ: 1 fleet (-) with 2 levels STZ Black Sea (2 D$) Units: 2 Armies (+), 1 Fleet (-) with galleys only, 10 NT, 4 Land Detachments with 15I, 15C, generals ?1, ?2, ?6, admiral ?3. Fortress 2 in the Dardanelles. Basic Free Forces 1492: 2 Army (+), 2 Detachments Maintenance of forces in excess(at the lowest cost): 4 Land Det. = 8D$ (Vet). PASHAS (8 all drawn at random) best placement : Bug, Serbia, Rumelia, Makedonia, Morea, Nicae, Adena, Trapzon. One (drawn at random) is corrupted (back side). Don't forget to determine pashas costs. Controlled Provinces : Thracia (14), Morea (2), Hellas (4), Albania (3), Macedonia (9), Kossovo (3), Bulgaria (7), Serbia (4), Bosnia (3), Rumelia (5), Dobrudja (3), Bug (4), Smyrna (10), Nicea (4), Angora (4), Trabzon (5), Cilicia (3), Adana (2), Encerlik (3) - TOTAL =92 D$ Areas & Sea Zones Discovered: Sea Zones: Red Sea, Caspian Sea, Coast of Mascate, gulf of Indus, Persian Gulf, Sea of Oman Land Zones : India as per Marco Polo rules, Persia RoW. Plus * When Oman or Aden are under Turkish control (AM & up) : all zones controlled by these nations, plus Horn of Africa, Coast of Macate, Coast of Mozambic, Coast of Malabar, Bay of Bengale, Straits of Malacca, Central Indian Ocean, plus all land zones adjacent to those seas. * When Arabia is a Vassal : all land areas in Middle East, plus adjacent sea zones not yet discovered. * When The Mameluks are conquered : all land zones in Eastern Africa, down to Tanganica (included). Monarch Successors ** : Upon decease of the current Monarch, its successor is automatically SELIM I, whose values are : ADM:6/DIP:6/MIL:8 who will decease at start of turn 7 (1520). Upon his decease the next monarch is SOLIMAN I (the famous Magnificentt), values: ADM:7/DIP:9/ MIL:8 who will decease at the start of turn 16 (i.e. in 1565, if Grand Campaign played). Each time one of these monarch takes power,

Units: 1 Army (+), 1 Army (-), 2 Naval Detachments with 4 N, 1 NT for one and 15 Galleys for the other in Europe, generals ?2, ?3, admiral ?1 Monarch Successors ** : Basic Free Forces 1492: 1 Army (+), 2 Upon decease of the current Monarch, the Detachments successor is automatically MANOEL I, Maintenance of forces in excess (at the lowest values: ADM:8/DIP:6/MIL:8 who decease at cost): 1 Army (-) = 8 D$ (Vet). the start of turn 7 (1520), i.e. a 5 turns reign length. Controlled Provinces : Ile De France (18), Picardie (6), Caux (7), Various : Champagne (12), Normandie (9), Nivernais The Trading-Post Elmina exploits 2 gold (9), Orlanais (14), Maine (12), Armor (8), mines of 20 D$ each (sole exception in the Morbihan (9), Bretagne (6), Vende (8), game where a Trading-Post may exploit Berry (10), Bourgogne (12), Lyonnais (16), mines). This gold is repatriated automatically Auvergne (4), Limousin (7), Poitou (6), in Europe during the Income phase, cannot be Guyenne (8), Gascogne (6), Adour (4), captured and counts for inflation changes. Languedoc (11), Provence (8), Dauphin (10), Cvennes (3) Special : TOTAL = 223 D$ on turn #1, explorer Diaz is not allowed to sail but may be placed in Africa and is Areas & Sea Zones Discovered: Sea Zones: considered as a conquistador if used for Sea of Acores, Sea of Canarias colony / TP placement attempts. Monarch Successors ** : Upon decease of the current Monarch, its successor is automatically LOUIS XII**, values: ADM:6/DIP:5/MIL:8 who will decease at the start of turn 6 (1515), i.e. a 4 turns reign length. Upon decease of Monarch LOUIS XII, the next monarch is FRANCOIS I, values: ADM:5/DIP:8/ MIL:9 who will decease at the start of turn 12 (i.e. in 1545, if Grand Campaign played). However, France must lose 1 additional stability level to obtain this *** monarch, i.e. to represent the power struggle following access to the throne of the house of Anjou. COUNTRY: FRANCE Monarch : CHARLES VIII Turn of Decease : Start of Turn 2 (1495) Values: ADM:5/DIP:6/MIL:9 Religion: Catholic Stability: +3 Technologies: Land: 9 / Naval: 7 Diplomacy: SAVOIA in Military Alliance, MILANO in Mariage Royal. ***

COUNTRY: TURKIYE
Monarch: BAYEZID II Turn of Decease: Start of Turn 6 (1515) Values: ADM:6/DIP:6/MIL:7 Religion: Muslim (Sunni) Stability: +3 Technologies: Land: 8 / Naval: 9 Diplomacy: MOLDAVIA (5), WALLACHIA (6) in Vassal (Total provinces Income = 11 D$)

At Start Royal Treasury: 100 D$ DTI: 1 - FTI: 1 Domestic Trade : 15 D$ (base : 223 D$) Foreign Trade : 15 D$ (initial base: 1277 D$) Manufactures: 8 D$ fixed income + 2% (5 D$) variable = Total 13 D$ At Start Royal Treasury: 390 D$ Placement:: (2 counters) 1 Mtal in DTI: 3 - FTI: 3 CHAMPAGNE, 2 vin in GASCOGNE (back Domestic Trade : 15 D$ (base : 103 D$)

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Turkey loses an additional 1 level in stability *** to represent the power struggle within the house of Othman and assassination of all MINOR COUNTRIES (From 1492 ) heirs but one. Status and control of Provinces: Various According to Minors list in 1492 and game Grand Vizier : this general is always rules for particular cases (See Annexes and available, except when a named leader ranked Political Rules - 53.) A is in play (he is then the Grand Vizier himself). Commercial Fleets : Oman Sea : Oman fleet (-) 2 levels, Aden *** fleet (-) 3 levels ; North Sea : Denmark fleet (-) 3 levels, Scotland fleet (-) 3 levels ; Gulf of Lion : Genoa fleet (-) 3 levels ; Ionian Sea : COUNTRY: ENGLAND Genoa fleet (-) 2 levels ; Baltic Sea : Sweden fleet (-) 3 levels ; Straghts os Formosa : China Monarch: HENRY VII fleet (-) 3 levels, Japan fleet (-) 3 levels. Turn of Decease: Start of Turn 5 (1510) Values: ADM:7/DIP:5/MIL:6 Colonies: Oman "Oman" side (+) 4 levels at Religion: Catholic the Area Oman (mountain site) ; Aden Stability: +1 "Aden". side (+) at the Area Aden (mountain Technologies: Land: 5 / Naval: 10 Diplomacy: SCOTLAND in Vassal (income of site). provinces: 19 D$) Trading-Post: Oman "Zanzibar" side (+) with 4 levels in Area Tanganika (on the island), At Start Royal Treasury: 50 D$ fort (use Turkish marker). DTI: 2 - FTI: 2 Domestic Trade : 20 D$ (base : 153 D$) Foreign Trade : 40 D$ (initial base: 1349 D$) Privateers: Al-Djazair (+), Tripoli (-), Tunisia Manufactures: 10 D$ fixed income + 8.5% (-), Cyrenaca (-), The Knights (+) (12 D$) variable = Total of 22 D$ Placement: (2 counters) 1 Mtal in Exotic Resources: MIDLANDS, 2 Tissus in ANGLIA (back Oman (3 Slaves, 2 Spices), Aden (1 Spice), Persia (3 Spices, 3 Products of Orient). side) Commercial Fleets: 10 D$ In CTZ: 1 fleet (-) with 2 levels CTZ England (4 D$) In STZ: 1 fleet (-) with 2 levels STZ North Sea, 1 fleet (-) with 2 levels STZ Baltic Sea, 1 fleet (-) with 2 levels STZ Irish Sea (6 D$) Units: 1 Army (-), 1 Fleet (-), 1 Land Detachment with 10I, 2 Naval Detachments with 4 N, 1 NT each, general ?1, admirals ?2 and 3? Basic Free Forces 1492: 1 Army (-), Fleet (+) Maintenance of forces in excess (at the lowest cost): 1 Land Det. = 6 D$ (Vet). NB: Do not forget to place Oman and Aden colonies and trading-posts (see annexes hand-book). If they are vassals of Turkey, that country may use its colonial actions on those vassals counters instead of her own. Minor Technologies: EUROPE LATINE: Land: 7 / Naval: 9 EUROPE ORTHODOXE: Land: 4 / Naval: 4 ISLAM: Land: 3 / Naval: 6 MOGOL, CHINE, JAPON: Land: 1 RESOURCES 1492) & INFLATION

SPECIAL RULES
1. LIMITED PLACEMENT Players are limited for the geographical placement of their newly-build land units to Europe only. This placement is also limited to the following provinces. Any placement outside those provinces generates overcosts (i.e. double price). FRANCE/ENGLAND/VENEZIA/PORTUGA L/NEDERLAND/AUSTRIA: In National Provinces Only. TURKIYE: Thracia (land & naval), Angora (land), plus Smyrna for naval only. ESPANA: Castilla (land), Andalucia (land & naval), Napoli (land & naval), Milano (land), plus Murcia and Galicia for naval only. ROSSYA: Moskwa, Newa (after the creation of St-Petersburg). 2. PORTUGAL & COLONY IN GOA Valid if Portugal has already made 3 colony or TP successful placement attempts. The Portuguese player, as long as any one of admirals Da Gama or Albuquerque is in play, may convert during his Administrative Operations phase (in exchange of a colony placement action of that phase) any one Trading-Post in the province Asi#3 of the MALABAR Area. That Trading-post is changed into a side (-) Colony, with 3 levels and one fortress of the maximum available level. This conversion costs 100 D$. 2.1 It also automatically starts a war with the natives of the MALABAR Area. That war also automatically ends at the end of the turn if the colony is not destroyed by the natives. 3. VICTORY POINTS IN THE GRAND CAMPAIGN Apply conditions as per objective lists per period (see following pages) and end game VPs.

(From 4. PLAY OF NOT-YET EXISTING NEDERLAND During both periods 1492-1519 and 1520Exotic Resources: Controlled Provinces: 1559, the Nederland is played by Venezia for Anglia (17), Kent (9), Wessex (7), Cornwall Initial Price: Cotton: 0 (l), Tobacco: 0 (l), the placement of its commercial fleets, during (6), Bristol (9), Wales (8), Midlands (11), Sugar: 0 (r), Slaves: 2 (r), Fisheries: 1 (l), each Administrative phase. Hull (10), Lancashire (12), Lincoln (8), Furs: 2 (r), Spices: 4 (l), Products Of Orient: 6 March (7), Monmouth (4), Pale (4), Kildare (l) 4.1 At Start Nederland Commercial Fleets: NB: (r): right-hand side box - (l): left-hand 29 levels, with 1 in Mediterranean (5), Connaught (4), Ulster (7), Calais (4) side box TOTAL = 132 D$ In CTZ: Total Production: Cotton: 0, Tobacco: 0, 1 fleet (+) with 4 levels CTZ Nederland, 1 Sugar: 0, Slaves: 6, Fisheries: 0, Furs: 0, fleet (-) with 2 levels CTZ Espana, 1 fleet (-) Areas & Sea Zones Discovered: None Spices: 6, Products of Orient: 3. with 3 levels CTZ England, 1 fleet (+) with 5 Over 40 units of production, leave marker in levels CTZ France Monarch Successors ** : Upon decease of the current Monarch, its box 20 with its 20+ side up. In STZ: successor is automatically HENRY VIII, 1 fleet (-) with 3 levels STZ Ionian Sea, 1 whose values are : ADM:6/DIP:8/MIL:7 who Inflation: 5% ( First left-hand side box) fleet (+) with 4 levels in STZ North Sea, 1 will decease at start of turn12 (1545, if Grand Gold produced: 40 (box 1) fleet (+) with 4 levels in STZ Baltic Sea, 1 Campaign played). fleet (-) with 3 levels in STZ Irish Sea, 1 fleet *** (-) with 1 level STZ Gulf of Lion

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Particular Case: No Dutch Revolt in 1560 time of the transfer and the status of these From the start of period 1560-1614, as long as "new" minors is altered as per the situation on the Dutch Revolt is not in effect, the new the map at the time of the transfer. Dutch player is limited to a few actions play : > However, military units of these minors are 1 / - his monarch is determined at random readjusted as per the minor status list (the first characteristics are rolled on a die, (Annexes handbook) as a minimum for 4.3 Location Of Newly Received levels : roll again for 1, 2 or 10 result), just as in the Portugal, Venezia and Nederland. In Europe, according to Venetian player case of a Dynastic crisis. choice, in priority in Trade zones where there > Colonies, Trading-Posts, fortresses and is one Nederland commercial fleet already, 2 / - he receives all Nederland national commercial fleets in the Rest-of-the-World for and one level in Mediterranean zones for provinces land income (as if he is both Portugal and Holland remain on the map, every 3 new levels obtained. independent) and may place up to 2 controlled by these respective minors. They manufactures counters in those provinces may be affected by events (mostly in the case 4.4 Competition: immediately on turn 1560 ; of Portugal) During all of both periods 1492-1519 and 1520-1559 consider the Nederland FTI as 4, 3 / - He starts with an FTI and DTI of 3 each > DTI and FTI stay at the level last reached with a free medium investment. The and receives all his domestic and foreign by the player, unless the standard FTI / DTI Nederland DTI is always 4 in that same trade income, as well as for CTZ and STZ provided in the Annexes is higher, in which period. with Dutch commercial fleets ; case they are adjusted to the higher level. 4 / - He may take control of the Atlantic Trade 5. EVENTS Center (if he satisfies the required conditions, > Manufactures are removed from the map. No event occurred yet. i.e. the majority in fleets levels outside the Mediterranean) ; _____________________________________ 6. TRANSFER OF COUNTRY 5 / - he may attempt diplomatic actions with Note: For Venezia, commercial fleets, 6.1 RUSSIA - PORTUGAL minors countries, but not with or against fortresses and military units in Europe are AT THE START OF TURN 15 (i.e. AD Spanish controlled ones ; in addition, he may readjusted as indicated above in the Grand 1560), the Portuguese player changes country never control a minor beyond the Subsidies Campaign. and takes over Rossya.. He keeps all VP (SU) level. Also both Gold mines on the Portuguese accumulated while in control of Portugal. Trading-Post Elmina in Area Cte of l'Or are Refer to Portugal description in the Annexes 6 / - he may attempt administrative actions removed from play when the player in charge handbook (and Rules 46.7, 53.42) for except attempts to place a Colony or a of Portugal is transferred to Russia description of the fate of the Portuguese Trading-post ; _____________________________________ empire.: in summary, the Portuguese counters on the map are kept as they are, being 7 / - he possesses no military units and / or * Diplomatic and technology markers affected later in the game by events. leaders (and cannot buy or rent them, nor bid > All diplomatic markers of Portugal, Venezia for mercenaries) and Portugal are removed from the track and The set up of Russia as start of turn 15 is as placed back in the Neutral box. per the campaign 1560-1614, except for the 8 / - "official" diplomacy with others players provinces of Kazan, Astrakhan, Orel, is limited to informal agreements and > Technology markers are removed from the Worones and Steppes whose possession by Dynastic alliance (except with Spain were no game. If those countries technologies are Russia depends on the occurrence (or not) of diplomacy at all is allowed). higher than the corresponding Latin events in previous period 1520-1559. Also technology, the latter is re-ajusted upwards to amend Russian controlled territory per Extra Revolt Tests the position of the highest marker. This is provinces gained or lost by Russia when a If in 1590, no Dutch Revolt event has done immediately on the technological minor between 1492 and 1559. occurred or is in effect, an automatic revolt adjustment of minors on turn #16 (and also on test die-roll is made each turn immediately the turn Nederland is transferred to Austria). after all political events are selected for the Austria technology is only land and placed at Apply the same procedure for the Venetian turn. the same level as the Latin land technology. player who takes over Nederland (Holland), On a result of 3 or more, the Dutch Revolt whether the vent "Revolt of the United- event happens in addition to all current 7. MINOR COUNTRIES Provinces" (N1 - Period 1560-1614) takes events. See the minor countries status list in the place or not (See also Political Rules Annexes handbook. All minors not indicated regarding Holland). NEDERLAND - AUSTRIA as being on the Diplomatic track of a player The transfer from Holland to Austria is are placed in the "Neutral" ("Les Neutres") Refer to Venezia description in the Annexes random: See Political event "The War of the box. handbook (and Rules # 46.7, # 53.42) for Spanish Succession" where, if Spain and the description of the fate of the Venezian assets.: Habsburg become dissociated, the Nederland 7.1 Minors Ohio, Sibir, Mysore and in summary, the Venezian counters on the player may decide to leave Holland as a Hyderabad are placed in the "Les Neutres" map are kept as they are (except manufactures country and take over Austria. only when there is a Colony or a Trading-Post which are removed), with each commercial of any one player in any one of their provinces fleet losing 1 level and some Venezian GENERAL COMMENTS ON or any province adjacent to one of their's. fortresses levels being removed. Military TRANSFERS units are removed and will re-enter play when 7.2 The minor Sibir is nevertheless available Venezia goes to war, as per regular minor * Provinces Control from 1560 onwards (turn 15). Minor Sudan, rules. Provinces gained or lost by Holland, Venezia Oman and Aden are also available only the and Portugal respectively are noted at the minor Mamluks is conquered. 4.2 Placement of additional levels : Roll one Unmodified D10 Result 1-2 = No level ** Result 3-5 = 1 level ** Result 6-8 = 2 levels ** Result 9-10 = 3 levels

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Period 1665-1699: +1 7.3 However, place all minor countries Period 1700-1759: +2 military leaders on the game-turn track and, Period 1760-1792: +3 when they come into play, on the map in their respective capital provinces. Add +1 per period if any sultan in this period is 8 or more in ADM characteristics 8. EXOTIC RESOURCES Productions and prices start as per the values given in Campaign 1492-1519. Sugar, cotton and tobacco resources are nonexistent and placed in the "Unavailable Resources" box until their respective entry in play (as indicated on the map). 9. ENDOGAMY OF THE HABSBURG In the Grand Campaign, after events "Habsburg inheritance of Bohemia" and "Habsburg inheritance of Milano" have both occurred, apply the following modifier the the Spanish player Reign Length determination die-rolls. 10.2 Also modify the reign length die-roll by the following modifiers:

Period 1492-1519: 0 Period 1520-1559: 0 Period 1560-1614: -1 Period 1615-1664: -2 Period 1665-1699: -3 Period 1700-1759: -3 SPANISH Period 1760-1792: - 2 10.3 Also modify all die-rolls for monarchs characteristics by -1, starting from Period #3 onwards. 10.4 However, a Sultan with a MIL characteristic of at least 7 is immune to all these effects (and no malus of -1 for his successor's characteristics)

If the modified result is not a zero, ignore the modifier and use the un-modified value on the die for the Reign Length determination. 10.5 See also rules in the extension N2 covering the first 3 historical monarchs of Period 1492-1519: 0 Turkey. Period 1520-1559: 0 Period 1560-1614: -1 Period 1615-1664: -2 Period 1665-1699: -3 Period 1700-1759: -5 Period 1760-1792: -6 Add -1 per period and per country with whom Spain enters a Dynastic Alliance (maximum -2 per period, but cumulative over different periods). These modifiers are definitively cancelled once the "War of Spanish Succession" occurred or when the Habsburg are dissociated with Spain. 9.1 See also rules in the extension N2 covering Charles Quint. 10. TURKISH INSTABILITY In the Grand Campaign, consider the following modifications to the Monarch survival die-roll for Turkey. This is to represent the Turkish rulers habits to slaughter all their off-springs but one so as to ensure so-call " succession stability". The result was more often than not a lot of instability and weak sultans. 10.1 The Monarch survival modified as follows: Period 1492-1519: 0 Period 1520-1559: 0 Period 1560-1614: +1 Period 1615-1664: 0 die-roll is

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