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HERE I STAND TWO-PLAYER VERSION

Players: 1 Ottoman Turks and French, with restricted Protestant.


Players: 2 Hapsburg and Pope.
Neutral: England

Special rules:
Protestants:
They are controlled by France but are restricted in their actions.
(A) The Protestant military can only be used (1) to defend Electorates (2) attack / siege to
regain an Electorate (3) move in Germany to assist in conversion or removal of unrest (4)
cannot attack Vienna if Garrisoned buy at least one Troop
(B) The Protestant power can only use events / response that assist the Protestant cause or
affect Hapsburg or Papal player. (i.e. cannot play a response card that would give the French
extra dice in a combat, but could play a card that caused the Hapsburg player to lose troops in
the same combat.)
(C) To Protestant player victory points do not count in the game, other than their religious
control of spaces reduces the Papal players victory points.

England:
The English actions are controlled by a set sequence. The English power is dealt cards faced
down with the Home card on top of the pile, these are then turned up randomly. If a combat or
response card is turned up that the English power can play it is kept and another card is drawn.
If more than one combat or response card have been drawn will retain the one with the highest
Cps, if that is equal the card with the highest deck number. I.e. 26 Mercenaries bribed and 30
Surprise are both 3Cps so Surprise card is kept as the high number.
Any events drawn by the English are automatically played, but the English power also uses
the Cp value of the card. I.e. A Mighty Fortress is turned over for the English, so the
Protestant player gets 5 Reformation attempts and the English gets to spend 4Cps. If the event
helps the English then does not get the Cps. I.e. Shipbuilding, the English power builds 2 ships
does not get 2 Cps to play.
If at war with a major power, the opposing player controls the English hand as if a normal
player. I.e. cards can be played as events also Cps not both.
The priority in order for cards are:
(1) produce a male heir. From game turn 2 the first action for the English will be to play the
Home card to ask for a divorce and then marry a new wife each turn if Henry available. If a
male heir is produced and is weak roll a 1D6 at start of each English turn if 1-3 will marry
again, if 4-6 will use home card as a action or declaration of war. Exceptions: if a strong male
heir produced no more marriages. If loving stepmother rolled on previous turn then first action
is to roll on pregnancy table and if still failed play card for new marriage.
(2) Declare war on French or Hapsburg. If Scotland is controlled by the English, and
Henry VII as a male heir, and 1 troop in each key except Calais which must have 4 troops,
then will use home card to declare war on the French or Hapsburg. Roll 1D6 on 1-3 will attack
the French, 4-6 will attack the Hapsburg. Modifiers to the Die Roll if the French have more
victory points than the Hapsburg player then Minus 1 to roll. If the Hapsburg have more
victory points than the French player then Plus 1 to roll. England’s hand will now be
controlled by the opposite power, ie at war with France the Hapsburg control English hand.
1
(3) Defend Calais. Bring Calais up to a garrison of four troops, always choosing regulars
before mercenaries. I.e. if a 3 CP card then one regular and 1 mercenary.
(4) New World Expansion. According to the Cps available will play some form of New
World expansion. 2Cps explore, 3Cps colony, 4Cps conquest, 5Cps export and colony. Only
one card play per turn.
(5) Naval parity with France. If France has more naval units in play than the English,
handing his player as naval units to build then build it possible.
(6) Defend keys. Place one Troop in keys, regular before mercenary if possible, until each is
garrisoned by one Troop.
(7) Unrest: England will play cards to clear unrest if neutral.
(8) Attack Scotland. If during the declaration of war phase the English power as a 2-1
advantage over the Scots in troops, not counting garrisoned forces, then will declare war on
Scotland if not an ally. If does not have a 2 - 1 advantage will build troops in London regulars
before mercenaries . I.e. Scotland as 3 troops, England must have one Troop garrisoning each
of York, Bristol and London, with four troops in Calais, and then another six troops to be able
to declare war. If declare war on Scots and the French intervenes the English will be
controlled by the Hapsburg player. The English power can only use events / response that
assist the English cause or affect French player. (i.e. cannot play a response card that would
give the Papal extra dice in a combat, but could play a card that caused the French player to
lose troops in the same combat.)
(9) Pass. If 1 card left and able to retain, will retain. Will need to be turned to see if
mandatory. If not able to pass will build navy up to full strength (5) then more troops. If
possible regulars before mercenaries.

Diplomatic Marriage: if during the alliance phase of the diplomatic section is played by the
Hapsburg or French power, not the Papal or Ottoman Turks, then they gain control of the
English for the next game turn. So can use them to declare war etc.
English surrender. During the surrender phase roll 1D6 if any English keys or leaders are
controlled by an opponent. If less than or equal to the number of keys / leaders controlled,
modified by Plus 1 for each opponents Key controlled, then surrenders. Will always buy back
any keys and Leaders back, first will be by a card, second by a war winner victory point , third
by a card, fourth by a victory point etc.
Excommunication. Henry will pay one card to the Papal player.

Victory: From GT 4 add the Hapsburg and Papal totals and the French and Ottoman totals.
If either 50 or higher and more than opponents win
If 10 or more than opponents win
Automatic victory for any player power is a win for that coalition.

Optional Rule Idea for HiS


Pilgrim of Grace I recently read a excellent book on this, it is surprising how close the revolt
came to winning. If it had it would probably have forced Henry off the throne or at least
forced him to return to the catholic faith.
Card played roll 1D6 on a 6 roll again
1-4 Henry turns back to Catholic, Cranmer removed and English army now catholic.
5-6 Henry abdicates. New Ruler.

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