Campaign Rules – The Deluge

Campaign Sequence:

  1. Collect Resources
  2. Attrition
  3. Strategic Actions
  4. Movement
  5. 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
ResultRed LossesBlue LossesRoll value
Blue break10%75%1-2
Blue points loss25%50%3-5
Red points loss50%25%6-8
Red break75%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