Campaign Sequence:
- Collect Resources
- Attrition
- Strategic Actions
- Movement
- Combat
Collect Resources:
- Sweden – Starts with 80 thalers (adjusted for player count) and generates 40 thalers per turn plus 10 thaler per occupied territory
- Commonwealth – Starts with 130 thalers and generates 5 thalers per friendly PLC territory
- Muscovy – Starts with 70 thalers and generates 50 thalers per turn plus 10 thaler per occupied territory
- Cossacks – Starts with 60 thalers and generates 30 thalers per turn
- Ottoman Empire – Starts with 100 thalers and generates 50 thalers per turn
- Crimean Khanate – Starts with 25 thalers but only generates more with returned loot tokens. Can be subsidised by the Ottomans
- Transylvania, Moldovia/Wallachia- Starts with 25 thalers each and generates 25 thalers per turn
- Brandenburg – Starts with 45 thalers and generates 25 thalers per turn
- Holy Roman Empire – Starts with 100 thalers and generates 40 thalers per turn
Attrition:
- Occurs when friendly force must retreat through enemy force on campaign map
- Occurs when out of supply. The territory occupied by a friendly force is no longer connected to friendly territory
- Results in every unit in the army gaining a losses token and is cumulative for each turn out of supply or for every enemy force retreated through
- If in friendly unlooted territory, out of supply attrition is avoided for one turn. Territory becomes looted.
- Can be recovered over time by remaining in supply. Remove on losses marker per turn
Strategic Actions:
- Raise new force
- Reinforce forces
- Scout
Move Forces:
- Skirmish forces can move two spaces through unoccupied enemy territory, neutral territory,or three spaces through friendly territory
- Task forces can move one space through unoccupied enemy and neutral territory or two spaces through friendly territory
Reinforce Forces:
- Add units to existing forces
- Can amalgamate damaged units if the same quality and type to open a new slot
- May upgrade force to Task Force using this method
- Pay the force points cost for units added
- Force must be in supply and in friendly territory
Raise New Forces:
- Must be raised in home territory
- Territory cannot currently have enemy forces in it
- Points are all that needs to be reported for the campaign.
- Create list before the game. Only use a skirmish force if one side is too small
- Supplies for upgrades provided as per army builder
- Any force must be a minimum of 22 points
Scout:
- A player may use their forces to scout the enemy forces in adjacent territories
- Scouting may be done by spending 5 thalers for army intelligence of 2 but this is lost money
- The scouting player rolls 1d6 for each point in army intelligence with a -1 modifier for each point of the enemy force’s army intelligence
- Every successful of roll 4+ reveals information (a roll of 6 always succeeds)
- 1 success = size of enemy force (skirmish or task force)
- 2 successes = previous information as well as number of units
- 3+ successes = previous information and reveal one unit. Any further successes reveal more units
Combat:
- Occurs when one force moves into a territory with an enemy force
- All combats are points vs points, determine the best size game based on what you have
Fleeing and Retreating
- A force can choose to flee from a combat on the campaign map
- Retreat occurs after losing a battle or voluntarily retreating from a battle
- The fleeing/retreating player must move their force its maximum move away from the enemy and avoiding any other enemy forces while ending the move in friendly territory
- If it is not possible to end in friendly territory then the force will take attrition
- If the fleeing/retreating force must flee through territories occupied by enemy forces, it will take attrition
- A fleeing force will gain information on the units comprising the size of the enemy force
Capturing/Looting Territory:
- Upon occupying an enemy territory, you may choose to capture it or loot it
- In order to fully capture a territory a force must either win a battle in that territory or occupy the territory for one full year
- Skirmish forces cannot capture enemy territory
- Allies which are not allowed to capture territory may capture it for an ally that is allowed
- Looting a territory removes its ability to supply forces for 1d3 turns and provides 1d6 loot tokens valued at 10 Thalers each
Loot Tokens:
- Loot tokens may be used by the owning force during the Reinforce Forces strategic action
- Forces may return to their home region to drop off loot tokens which will add their value to the national Thaler pool
- If a force carrying loot tokens loses a battle, the opposing player gains tokens from that pool first when rolling for post-battle loot
- If a force carrying loot tokens is destroyed, the opposing player gains all of their loot tokens
Post Battle Losses:
Battle Results Table
Result | Red Losses | Blue Losses | Roll value |
---|---|---|---|
Blue break | 10% | 75% | 1-2 |
Blue points loss | 25% | 50% | 3-5 |
Red points loss | 50% | 25% | 6-8 |
Red break | 75% | 10% | 9-10 |
Loss of Home Region:
- If you’re home region is lost, you may choose to join the side that captured it as a vassal
- If vassalage is accepted, the vassal must pay their overlord 25% of their income per turn
- A rebellion can occur only after 1d6 turns have expired. The defeated faction makes this roll in secret and informs the umpire of the result
Victory conditions and special rules:
- Sweden – +3 VP each for Parnawa, Dorpat, Wenden, and Pomerania. -⅓ of Muscovite VPs rounded down
- Commonwealth – 12 – (number lost territories/2). HRE held do not count as lost.
- Muscovy – +1 VP for Smolensk 1- 4, +2 for Mscislaw, Czernihow, 1 for Witebsk and 1 each Kjow 1-3. -¼ of Ottoman victory points
- Cossacks – +4 VP for each of 3 Kyiv territories by end of the game
- Ottoman Empire – +3VP Hungary, Transylvania, Moldova, and Wallachia -¼ HRE and -¼ Muscovite points
- Crimean Khanate – + 1 VP for each loot token returned to the home region that is not used for Thalers. Cannot capture territory. Gain +1d3 loot tokens from battles and looting territory.
- Transylvania , Moldova and Wallachia – +5 VP for each home territory by end of the game. +2 VP for each Ottoman territory
- Brandenburg – +3 VP for Pomerania, Chelmno, Malbork, and Warma -¼ of Swedish victory points
- Holy Roman Empire – +2 for each PLC territory occupied. +1 each if Transylvania , Moldova and Wallachia out of Ottoman hands