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1ST TURN – PHASE 1


FARRAPOS
Note: The first player is
On September 20, 1835, began the longest and bloodiest revolution of Brazil's ALWAYS the Republic Rio-
history. In the province of São Pedro do Rio Grande do Sul, was proclaimed the Republic Grandense;
Rio-Grandense. For nearly 10 years, loyal troops of the Empire fought epic battles
against the troops of the new Republic! - The player who represents
the Republic can:
Farrapos is a board game for two players whose theme is the Farroupilha Revolution.
During 11 Phases each army must conquer the largest number of cities, adding up the a) Attack (in battle) any city
maximum victory points possible. To this end, each player will deploy units of Cavalry, that has a direct link with
Infantry and Artillery. his cities and is under
control of the Empire (eg:
RULES Porto Alegre or Rio Grande).
In this cas he informs his
IMPORTANT: The counters of each army are identified by their blazon: opponent which MU will
attack;

Empire of Brazil Republic Rio-Grandense b) Invade (no battle) any


city that has a direct link
with his cities and NOT under control of the Empire (eg: Piratini or Rio Pardo). In this
COMPONENTS case he must go to the city which he desires invade, leaving at least one MU in the city of
origin or one Militia counter (If the home city is left without one MU or Militia, it will be
- 32 Infantry MU, 8 Cavalry MU, 8 Artillery MU, 8 Militia counters, 4 markers, a board, considered empty and its VP will be not recorded);
1D6 dice and rulebook.
c) Move his troops into a city that has no direct link with one of
COUNTERS IDENTIFICATION his cities, according to the path line and the MF allowed
for each MU (the player can move as many MU as desired),
- National blazon of the army; leaving at least one MU or Militia counter in the city of origin.
- Type of military unit (MU);
- Reduction step; d) Take no action.
- Movement factor (MF);
- Attack factor (AF); - Setup of new units if any, and the player computes his VP;
- Defense factor (DF);
- Location for setup; Example: The Republic won Porto Alegre, and added 4 VP (value above the name of the
- Phase/year Turn f arrival in the game. city), from 5 VP to 9 VP and in return, the Empire lost 4 VP and it is at 3 VP now.

SETUP Note: The battles will be explained later.

-Each player places on the board his Military Units (MU) in the cities specified in each 2SD TURN
counters:
* Empire of Brazil: 3 on Porto Alegre, 5 on Rio Grande and 8 on Lages; - The Turn marker advances to the 2nd Turn case;
* Republic Rio-Grandense: 4 on Triunfo, 4 on Pelotas and 4 on Bagé; - The player who represents the Empire can perform the same actions than the
- The Phase marker should be placed in 1835 (on the board); Republic player in the previous turn.
- The Turn marker should be placed on “0” case (on the board);
- One blazon marker of the Empire of Brazil should be placed in the victory points Important: On 3rd and 4th turns these actions are repeated.
(VP) track on the 7th point;
- One blazon marker of the Republic of the Rio-Grandense should be placed in the VP
track on the 5th point.

Julio Trois © 2011 – troisstudio.blogspot.com Julio Trois © 2011 – troisstudio.blogspot.com


3 4
1ST TURN – PHASE 2 (1836) 5- The attacker can: Continue the attack (repeating the previous procedure) or stop it,
keeping his MU on the positions they occupy before the attack.
- After the 4th round of Phase 1, the Turn marker returns to the 1st Turn case and Phase
marker advances to the year 1836; Observations:
- As described on the board in 1836 (Phase 2) the player who represents the Republic
must include 4 MU (properly identified with the year 1836) in any city of his - Only the attacker can end a fight (give up), the defender does not have this option;
possession; - No have limit which can be used MU in an attack, leaving the player to manage his
-The player who represents the Republic repeats the procedures performed in troops, always taking into consideration that at the beginning of the war, the Republic are
previous turns. stronger and, in the 2nd half of the war, the Empire are stronger;
- Ties in the fighting - If a battle gives a tied score, both sides lose;
Important: The 2nd, 3rd and 4th turns of Phase 2 are the same than previous turns. - Extra points - If a player conquers and keeps all the cities of the same color, he wins
Note: These procedures are always repeated at every Phase and every Turn. extra victory points (as described on the board), but if he loses this area, these points will
be automatically decreased from his score, it is also true for the player who conquers and
BATTLES keeps all port cities;
- Each player has 4 Militia counters. These counters are used to retain possession of a
The procedure is always the same: city even if there is no MU and can be placed in any city of his possession (these units
have NO Movement Factor). However, they have a Defense Factor of 1, and once
1- All participating MU are identified in the battle; defeated in battle, they are eliminated. Militias can be deployed in cities if there is not
2- Add the Attack Factor of all attacking MU; any MU;
3- Add the Defense Factor of all defending MU + extra defense points. - The MU can only move through path lines (point to point connection);
- When a reduced MU is defeated again, it is eliminated from the game.
Example: The conquest of Porto Alegre is worth 4 VP, then these VP are worth 4
extra defense points for the defender. FINAL OBJECTIVE

Here are two victory conditions:

Republic (Attack): 2+2+5+4=AF 13 - Totalizing 24 VP before the Phase 11 (1845) or;


Empire (Defense): 3+3=6+4VP=DF 10 - Having the greatest number of VP at the end of the 4th Turn of Phase 11 (1845).

ADVANCED RULES (OPTIONAL)

-If a city is "surrounded" by all sides (all connecting lines are occupied by enemy) it
4- Each player throws the dice and consults the result given in loses its extra defense points, because it is "under siege";
Combat Table, the player who obtains the highest index wins. -If a player has conquered at least 2 port cities, he can “carry” up to 2 MU per turn
between them.
- Republic: AF 13 and 1D6 is 3 give 6.
- Empire: DF 10 and 1D6 is 5 give 7

Note: In this battle, the defender won,


the attacker must then choose one of his
MU and "flip" it on its reduced face.
Design: Julio Trois
Developed by: TroisStudio
Translate: Yves Roig (Deludis)
Copyright © 2011

Julio Trois © 2011 – troisstudio.blogspot.com Julio Trois © 2011 – troisstudio.blogspot.com

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