From standard rules we use:
- All optional rules, except militia conversion.
- Advanced naval rules, no new crossing arrows.
Additionally following house rules apply...
When the rules are unclear, we vote.
Diplomacy can be conducted at any phase during the game.
Bids - if used at any time - are processed from highest to lowest. In case of a tie, dice determine.
Enforced peace is counted as lasting the marked number of months from Peace step to Peace step. For an 18 months enforced peace formed in the Peace step of December the peace ends in the Peace step of June, thus a new declaration of war can be issued in July.
- If a peace is forced in another phase, for instance in the Economic phase due to forced unconditional surrender, the peace ends until 18 months later in the economic phase of the given month.
If a player reaches his/her Victory Point goal before the last Economic Phase of the campaign, typically December 1815. he/she wins. If more than one player reaches their VP goal simultaneously, the game is declared draw between those players. Thus it is possible for a group to win together
At the previously mentioned economy step, if none of the players have reached their dedicated victory point goal, the following algorithm is used to decide the victor:
- Remove all units from the board
- For each players country count in the total manpower from their home provinces and their conquered minors
- Do not count manpower from free-states or such home provinces that have been ceded by other majors!
- Add the total value of manpower to player's victory points
- All those players who reach their victory point goal are declared victors
- If, after adding up the manpower to the victory points, none of the players reach their victory point goal, Britain wins.
Uncontrolled Major Powers (14.3)
- Leaving the game. A country that cannot win (player steps down), but can still affect the result of the game is auctioned with secret victory point bids.
- High-bid becomes the controller of the nation and loses his bid in VPs. A country out of the game itself collects no more victory points and may not bid for any new countries.
- If Britain gains control of any country in this fashion, Britain loses it’s “win if no one wins” ability.
Corrections to the errated standard rules
- Change to the rule 1.1.1 The Map: Austrian Capitals: For purposes of the 4.4 Victory Conditions Chart only, Ofen is an Austrian national capital city
- For purposes of 220.127.116.11 (Money Collection by Taxation) and all other rules, Ofen remains a provincial capital.
- i.e. a victorious power may not select Hungary for cession unless all other Austrian provinces are already ceded.
- Change to the rule 1.2 Unit Counters: The Russia I, II, and III corps should have a cavalry morale of ‘4’. 23/4. Unless the advanced cavalry rules are used.
- Change to the rule 1.4 The Game Card: The Minor Countries Chart omitted a line for Finland.
- The National Modifiers for Finland are: As 0, Fr +1, GB +2, Pr 0, Rs 0, Sp 0, Tu 0.
- Finland is a secondary district of Sweden in 1805, and a Russian conquered minor in 1812 & 1813.
- Change to the rule 18.104.22.168 Limitations of Declarations: Amend to read: A major power already at war with another major power may not declare war on other major powers if unbesieged enemy infantry corps are already inside its home nation. 23/4.
- An area that cannot be reached by land movement from Paris or London does not count as being inside one’s home nation for the purpose of this rule only. (Turkish&Spanish islands)
- Change to the rule 4.4 Victory Conditions Chart: Amendment: Victory Condition C.7: Change the word "American" to "colonial". 23/4.
- Change to the rule 22.214.171.124 Supply Source Definition: Cities in ceded home nation provinces are not valid supply sources, unless the province has been incorporated in a minor free state as part of a multi-district minor (10.4.5) or a new political combination (11.0).
- Change to the rule 126.96.36.199 Force Marching: Amend to read: Corps may increase their movement allowance by one movement point by “force marching”. Cossacks, freikorps, guerrillas, cavalry corps and disembarking corps may not be force marched. 23/4.
- Change to the rule 7.3.5 Disembarking: If an area contains a friendly port that is besieged (but not blockaded), counters may be considered to be disembarked directly into the port (if there is room) or into the port's area, as the controlling player desires. 23/4.
- Change to the rule 188.8.131.52.1.1 Corps Depot Supply Additional Costs: If a single depot is used to supply more than four corps, the cost of supplying every corps after the fourth is doubled (i.e. $1 in the depot’s area, $2 in one area distant, etc.). In winter, costs are doubled twice (i.e. the fifth corps to be supplied by a depot in winter costs $2 if in the depot’s area, $4 if one area distant, etc.).
- Change to the rule 184.108.40.206-220.127.116.11 Operational Possibilities Chart: The attacker's first combat table when crossgriding an Escalated Assault with a Cordon river crossing should be "5-1" instead of "5-2". 23/4.
- Change to the rule 18.104.22.168.3.6 Retreat after Disembarking: Corps which disembarked into a land area (7.3.5) and are then forced to retreat in the subsequent land combat step must surrender (all army factors and any accompanying leaders become prisoners), unless atleast one of the attacking corps attacked by land.
- This applies to forces attacking over a crossing-arrow also.
- Change to the rule 8.8 Ceding: Clarification: Ceding of minor countries or ceded provinces is allowed only 1) to allies when the ceding major power is at peace with all other major powers, 2) by virtue of a formal peace
- Free states may not be ceded.
- Change to the rule 10.3.1.2.1.3 General Access Rules: Neutral forces that previously had access in territory that has changed control (i.e., due to reconquest or ceding) can be given voluntary access under any new conditions granted by the new controlling major power (unconditional access must be given if peace condition C.5 applies between the involved major powers). If no access is given or available, the neutral forces must be handled as with force repatriation (see 22.214.171.124 and/or option 12.4). 23/4.
- Change to the rule 10.3.4 Forcible Access: If a major power is denied voluntary access or denied desired access conditions, its land forces may still be moved into or through desired areas by using “forcible access,” as follows:
- 10.3.4.1: Forcible access operates under the same restrictions as access through neutral minor countries (see 10.3.1.1).
- Change to the rule 10.3.4.2: A phasing major power loses one political point per Turn for each major power's territories in which forcible access is used.
- For example, during a Turn, French counters are moved through some Bavarian and Saxon areas using forcible access. France loses one political point if both these minor countries are controlled by Prussia, but loses two political points if Bavaria is Austrian-controlled and Saxony is Prussian-controlled.
- Change to the rule 10.3.4.3: The major power controlling territory in which forcible access occurs may, if desired, immediately declare war and lose the requisite political points for each separate declaration on any or all of the major powers using forcible access in its territory, unless prevented by limitation in 126.96.36.199. This chance to declare war is repeated each time a counter using forcible access is moved. If war is declared, allies may be called as in 4.3. 23/4.
- Change to the rule 10.2.1 Conquest of Minor Countries: Amendment: A minor country is conquered by one month’s unbesieged occupation of all cities in the minor’s primary district.
- Addition to the rule 188.8.131.52 Leader Improvement: Leader improvement also increases leaders seniority rating to a maximum of A (for example C -> B). Single leader can be promoted only once (in case where major power achieves dominance more than once). Leader improvement is not cancelled if major power loses dominant status.
- Crossing arrows: Crossing arrows from advanced naval rules are not used.
- Transporting fleets have a –1 to all combat rolls.
- Naval combat die roll modifier maximum is +/-2.
- Flee step, Immediately before naval movement step: A Major Power that had war declared upon it this turn may move any and all controlled Fleets up to their maximum allowed movement.
- Fleets moving in the Flee Step may not transport troops.
- A Major Power that moves any Fleets in the Flee Step, may not conduct any type of naval movement (other than evasion or retreat from naval combat), or attempt naval interception during the remainder of the turn.
- When a ship is launched, it must be placed in a fleet or port. If placed in a port, it can fire during harbuor raids. A ship in port without a fleet counter is eliminated if enemy captures the port.
- Minor countries may not own hulks. All hulks captured by a minor are property of the controlling major power. A major power may allow a minor to use it’s hulks for shipbuilding.
- Ship building locations are not declared, but deployment location, if placed into a harbour, is.
- Dardanelles: Constantinople port & blockade box are considered part of Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)
- Fleet strengths are secret, like corps strengths.
- A fleet that is blockaded for a full turn must announce some of it’s strength – how many full “squadrons” (10 ships) are present.
- Holland 3,5
- Austria, Prussia, Turkey 2,0
- Others 3,0
- +0,5 Dominant Britain/Spain
- +0,5 British fleets adjacent to Britain or in a BB that is adjacent to a sea area adjacent to Britain or in British ports.
- +1,0 Turkish fleets in Mediterranean/Black sea
- +0,5 Swedish/Danish ships in the Baltic
- +0,5 Austrian/Venetian ships in the Adriatic
Maintaining a Blockade
A phasing Major Power may at the very start of its naval phase choose to perform an action called “test the blockade”. This action may be performed on each blockaded port separately. Both the blockaded stack of the phasing Major Power and the non-phasing blockading stack each roll one D6.
- If the blockading stack’s roll is equal to or higher than the blockaded stack’s roll then the blockade holds.
- If the blockade does not hold then the blockading stack must withdraw to an adjacent sea-area, at the blockading stack’s choice
- They may subsequently attempt to intercept any Fleets leaving port as usual from this sea zone
- If the difference of the rolls is two (2) or more in favour of the blockading stack, the phasing Major Power initiates a blockade battle with his blockaded stack, against all of the blockading forces.
- In a case there are multiple blockading stacks, take account only the lowest roll by any of the blockading stacks.
- British Fleets receive a “+1” modifier to maintaining a blockade roll.
- If admiral Villeneuve is with a blockaded stack, “-1” modifier to Fleets maintaining a blockade.
- The above modifiers are cumulative.
- Minor countries fleets must be accompanied by at least the same number of vessels from a player Major Power to participate in a port attack.
- Change to the rule 184.108.40.206 Harbour Defenses: If there is a garrison or Corps in the port, that are at war or that has denied access to the attacking stack, the harbour defenses inflict casualties and morale loss on the attacking force equal to a single, unmodified, D6 roll using the 4-1 table on the COMBAT RESOLUTION CHART, with the harbour defense number printed in the blockade box as the strength of the attack.
- If the attacking stack is given access by the port’s controlling Major Power, or no enemy Corps or garrisons are in the port, the harbour defenses are not used.
- If denied access to the port, the phasing stack may still attack, but the port’s controlling player may use the harbour defenses. No declaration of war is required in this case, but the attacker may declare war, as if attacking transporting fleets
- EXCEPTION: Even if the attacker has unconditional access (peace term C.5) and/or an earlier voluntary access agreement with the Major Power that controls the port, if any of the Fleet(s) being attacked belong to the Major Power controlling the port, the harbour defenses are used.
- Change to the rule 220.127.116.11.1 Port Raid Resolution: The surviving attacking stack then engages all defending stacks in battle. No tactical chits are chosen. Instead the following indicates which combat tables to use on the Combat Resolution Chart:
- 18.104.22.168.1 Port Raid Combat Chart
- Attacking Force
- Defending Force
- 4-1 port guns
- 5-1 port guns
- Attacking Force
- 22.214.171.124.1 Port Raid Combat Chart
- The attacker’s morale is reduced in accordance with the damage taken while running the port guns, prior to the start of the three possible rounds of combat.
- The raid lasts for three combat rounds, or until the attacking force breaks or is eliminated. If the defending force breaks, the attacking stack continues to attack for the duration of the three rounds but the defender can no longer reply.
- Following the three rounds of combat (or earlier, if the attacking stack breaks), the attacking stack (regardless of whether broken or not) withdraws past the harbor guns, suffering another (unmodified) attack on the 5-1 table.
- Change to the rule 126.96.36.199.2 Victory and Defeat in a Port Raid: To be considered a victor in a port raid, a force must have both broken (or totally eliminated) the opposing force and have inflicted more losses than he has received. If there is a victor, political points are adjusted.
- If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.
- Change to the rule 188.8.131.52.3 Aftermath: Regardless of the outcome of the port raid, the attacking stack is moved to the blockade box or the nearest sea zone (attacker’s choice). Both sides retain their own damaged ships, and the attacker must roll to return them to a friendly port as per 184.108.40.206.1. The defender rolls a D6 for each ship damaged in the port raid, on a “1” that ship is eliminated. There is no general chase or naval pursuit after a port raid.
Enemy control of port
If a naval leader is with a scuttled stack in this situation, he is captured by the Major Power controlling the port. Minor country Fleets cannot be scuttled, and will surrender if placed in these conditions. Each Fleet scuttled causes the loss of “-1” political point.
Port guns with multi-nation garrisons
If there is a multi-nation garrison in a port, the player with most controlled garrison factors decides if the port guns are used. If there’s an equal amount and they disagree, port guns don’t fire. If there is no garrison, any corps outside the city may elect to fire. If several corps disagree, compare men in such corps.
Breaking a blockade
When a blockade combat is initiated, the intercepting (blockading) player must win the combat to maintain blockade. If a draw occurs the phasing player is allowed to continue movement. The blockading fleet is not moved from the blockade box.
A third fleet breaking blockade may either:
- Engage the blockading fleet in the BB, resulting in normal naval combat. Blockaded fleets take no part.
- Avoid interception in the BB and join with fleets in port.
- Engage with the support of the blockaded fleet, resulting in a blockade combat.
Supply Chain Restrictions
Naval supply cannot trace more than 7 sea areas (7 movement points - a fleet must be able to move the distance in a single turn) without touching a depot.
- Ships of the Line and Heavy ships generate a hulk when sunk in battle.
- Hulks generated in a fleet battle belong to the winner of the battle, or in case of a draw, to the owner(s) of the sunk ship(s).
- A hulk from a battle must successfully be taken to a port to be used for ship building. When taking hulks to a port, first a friendly port is chosen (may be that of an ally, if said ally gives permission), then the distance from the battle site to the port is calculated as if moving a fleet counter. For each hulk taken to said port, a d6 is rolled and the distance modifier must be overcome for the hulk to reach safety.
- Example: A battle between Great Britain and Russia is fought in the Finnish gulf with Russia winning the battle and two ships of the line sunk. Russia decides to take his hulks to St. Petersburg, which is one step away from the sea area where the battle took place. Russia rolls 2d6, one coming out as 1 and the other as 4, thus one of the hulks is sunk on it's way to port, but the other is gained as a Russian hulk in St. Petersburg.
- Hulks can be used to build Transports and Ships of the Line. Using a hulk for a construction gives $5 discount to the price of the ship and reduces the build time to 3 months.
- Hulks gained can be used to build ships anywhere, not just the harbour the hulks reside in. Hulks can be built in any order, the oldest one need not be the first one to be used.
- If a port with a hulk is taken or successfully port raided, the all hulks in the port are lost.
- Ships sunk in a port raid are counted as having distance 0 to said port and are automatically taken as hulks by the defender, if he gains ownership of them at the end of the battle.
- Any hulks gained by an attacker in a fleet raid are counted as residing in the port for deciding the distance from the battle to a safe harbour.
If a country cannot be declared war upon, such as France's enforced peace during Phase I, they cannot enter major powers' areas using forcible access.
Insurrection corps can be brought onto the board as a response to an enemy moving into an insurrection area or in reinforcement phase.
- As a response the corps can only be brought into the area that an enemy moved into and only if the area previously had no enemy corps.
- In the reinforcement phase the corps can be brought into any unoccupied insurrection area.
There are three types of cavalry factors, light, medium (standard) and heavy. Light cavalry has a morale level of 3 and costs 12$/2MP, medium cavalry has a morale level of 4 and costs 15$/2MP, heavy cavalry has a morale level of 5 and costs 30$/2MP. Heavy cavalry can be committed as if it were guard, but only at +1.
A leader may not bring into battle more corps than his tactical maximum allows.
- One additional corps may be brought, but then tactical rating is reduced by one.
- One cavalry corps may be added without penalty.
This allows for tactical maximum +2 corps at most. However, no leader may bring more than 6 corps to battle.
Stacks in combat and reinforcing
- At least the commanding leaders tactical maximum number of corps must take part in the battle, if they are present.
- Surplus corps in the area take any leftover damage caused by combat roll or pursuit, if the corps fighting the battle are destroyed.
- Reinforcing from the same area where the battle takes place is permitted.
- Reinforcing corps do not affect commanding leader's tactical ability and may exceed his stacking limit. This applies for the whole duration of battle.
- Reinforcing leader may bring his tactical maximum + one cavalry corps.
Every participating leader is rolled for individually.
- Guard commitment: A leader must be chosen to lead the guard. The guard adjustment (+1 or +2) is then added to that leaders casualty roll.
1d6*10% (round down) of all pursuit losses are prisoners.
At the end of each reinforcement phase, each major power removes (ie. Kills) 10% (round up) of it’s prisoners. Different nationalities are removed separately. Cheapest units are removed first.
- Successful withdraw does not cost any PP.
- Withdrawing at night does not cost any PP.
- If withdrawing party is surrounded and withdraw is successful, it's forces are treated as they would withdraw unbroken after a day's combat.
- e.g. roll from pursuit class 1.
- Siege rolls get +1 if arty corps is present.
- A fortress may only be assaulted by as many troops that it can hold, plus artillery and guards.
- Cavalry has the same morale value as infantry when assaulting a fortress.
- EXCEPTION: Cossacks, freicorps and LSLC retain their morale.
Allied Depot Garrisons
- Allied countries can garrison each other's depots.
- If a neutral third party is garrisoning a depot that is attacked, the garrison cannot elect to remove the depot nor fight against the attackers. In this case the depot is thus effectively considered ungarrisoned.
Pillaging & Burning of cities
About the usage of these rules:
- City pillaging and burning rules are used in scenarios where Russia-track is in use.
- The rules may also be used in any other scenarios if any of the two applies:
- Players agree (or vote) to use them when setting up a new game
- Scenario setup demands their usage (e.g. in 1812 campaign)
- Players may also choose to use only some of these rules, e.g. they may choose to not follow involuntary pillaging and burning rule.
If the rules do not claim otherwise (see Limitations of pillaging and burning cities) following rules take place:
- A city can be burned or pillaged only when it's captured by successful besieging.
- An undamaged city may be either burned or pillaged
- A pillaged city can be burned, but may not be pillaged again before being recovered
- Only one corps may pillage or burn same city on same turn.
Effects of pillaging a city
- The pillaging corps gains $ equal to half the number of towers in the city, rounded up.
- If the pillaged city is a major power capital, this amount is multiplied by 5.
- A penalty of -1/2 PP is applied against the pillaging major power
- If the city is major power capital, an additional penalty of -2 PP applies.
- If the city was taken by storm (successful breach that led to an assault combat) or starved to death, there is no PP penalty for pillaging, unless it is a major power capital.
- A pillaged city reduces the income of the province by the amount pillaged in the next economic phase (minimum income of 0).
- In case of a major power capital, the excess $ lost is reduced from national income in the economic phase. Note that this is only paid once.
- A pillaged city counts as having forage value 0 both for garrison and corps foraging in the area.
- Trade income is not affected.
Effects of burning a city
- If the city was not already pillaged, all effects of pillaging apply.
- In addition, the MP value of the province is reduced by 1 for each burned city in it. (minimum MP value 0)
- Burning a city always carries a penalty of -1 PP whether the city was already pillaged or not.
- A burned city is not a valid supply source.
- Burned cities cannot trade.
- A city that is pillaged but not burned automatically recovers completely at the end of the next economic phase if in control of the owner of the province.
- A city that is burned can only recover if the owner controls it and pays 1$ for each tower in the city. This can only be done at the end of an economic phase. City then becomes pillaged and will recover in the following economic phase.
- Neutral minors always recover their cities as fast as possible and always have enough money to do so.
Limits on pillaging and burning cities
- Republican and imperial French can never pillage or burn a city.
- Exception: Massena may pillage cities at will.
- Royalist French may burn and pillage at will and are also subject to involuntary burning and pillaging.
- Austria: only involuntary pillaging and burning is allowed.
- Exception: Emigrees always pillage French cities.
- Prussia: only involuntary pillaging and burning is allowed.
- Britain: only involuntary pillaging and burning is allowed.
- Sweden: only involuntary pillaging and burning is allowed.
- Russia: only involuntary pillaging and burning is allowed.
- Exception: Suvorov may pillage and burn at will.
- Exception: Platov may pillage at will.
- Exception: Any russian corps may pillage at will if there are at least 3 cossacks present.
- Spain: only involuntary pillaging and burning is allowed.
- Exception: may burn and pillage any Turkish city or any city in Africa at will.
- Turkey: may burn and pillage at will and are also subject to involuntary burning and pillaging.
Involuntary pillaging and burning
Whenever a city is taken by storm or starved to death the conqueror must roll a d6 if he is subject to involuntary pillaging and burning. On a roll of 6 the city is pillaged. If the city is pillaged, roll a d6. On a roll of 6 the city is burned as well.
Added to EiA retreat rules
- Any area from which the attacker marched to battle (or reinforced from) may not be retreated to, unless the defender is surrounded.
- Surrounded and defeated army takes double normal losses for pursuit. All these additional casualties are prisoners.
- Armies never surrender, except as noted above, or on an island that has no enemy free area.
- Sponsored minors retreat towards their capital.
Supply can be traced over a territory owned by neutral major party but such an action is considered as forcible access.
- If a player controls a minor country with troops and refuses to use those troops to defend the minor (field battle or siege to the last man), the player gets a penalty of one extra PP.
- Using forces of the minor to fight at least one field battle or one siege combat is considered to be enough for player to avoid the said penalty.
- The loser of a war decides whether the reparations are paid as one-turn or two-turn reparations.
- Corps on loan
- As a matter of honour, a corps on loan must be paid supply if reasonable and cannot be unreasonably foraged to death. (If one wants to destroy an enemy's army, the corps removal option exist for that.)
- When a corps on loan takes forage damage, the original owner decides what factors are lost.
- When a corps on loan returns to the owner, it is given a one-time teleport to home territory, to be deployed according to usual deployment rules in the reinforcement step of said turn.
- If a corps on loan is returned to the owner because of forage damage, the major power who had controlled the corps on loan takes -1PP.
For unconditional surrender only.
- Sphere of influence
- If the loser declares war on any minor that is adjacent to an area controlled by the victor, the victor has right to immediately (off-phase) declare war on the loser disregarding the enforced peace.
- Lasts as long as the enforced peace.
- Deny co-operation
- Loser may not grant access to third parties without permission from the victor. All access agreements with nations that are at war with the victor must be cancelled immediately.
- Lasts as long as the enforced peace.
- “A” ranked leaders must stay in exile for at least 12 months.
- Returning a leader costs (strategic+tactical+tactical maximum)/3 + rank (D=0, C=1, B=2, A=3) + political zone (dominant=+1, neutral=0, Instability=-1, Fiasco=-2) rounded up.
- If the PP cost cannot be paid, the leader may not be returned.
- Example. Returning Napoleon (reduced stats) in fiasco zone costs 6 political points.
- Change to rule 12.8 allied access. Exception: Turkey may grant access through Dardanelles without restriction.
- Alliance may have an expiration date. Such alliance is not worth any PP to create. There is no PP cost if the alliance expires.
- Declaring war on an ally is not permitted.
- After breaking alliance player will suffer –2PP additional penalty for a DOW on his/her ex-ally. (Total –5PP) For every turn player waits, this penalty lowers by one.
- This penalty does not apply when the one who broke the alliance is not the aggressor.
- If called by an ally against an ally, one must break one of the alliances.
- PP penalty for DOWing an ally does not apply if the ally uses forcible access (at the moment of such access only). Also, immediate DOW is allowed.
- Immediate DOW is also allowed if ally violates earlier peace agreement relating to trading or sphere of influence that disallows trade or declaring war on minors.
Forced unconditional surrender
If a player cannot collect any manpower during an economic phase, player must immediately (off-phase) sue for peace and accept any kind of peace from all hostile parties.
- Any minor that can be included in the OE produces only half of it’s manpower if controlled by any other nation than Turkey.
- Exception: Egypt always produces full MP.
- Exception: Spain gets full MP for Morocco and Algiers.
- Exception: Any free state produces full manpower.
- Turkish controlled free states that can be included in the OE have morale 2 for infantry and 3 for cavalry even if OE is not in existence.
- Ottoman cavalry is doubled for the purposes of determining cavalry superiority only.
Number of depots available per major power:
- Austria 9
- Britain 6
- France 8
- Prussia 7
- Russia 8
- Spain 8
- Turkey 7
- Spain gets +2 to gold convoy rolls if dominant (maximum result is 12)
- To reach dominant status, country doesn't have to be at peace with all other major powers.
- To lose dominant status, country has to be at peace with all other major powers.
Free state and minor power garrisoning
Free states and minor powers are not restricted in garrisoning outside their home territory in any way.
If Egypt is controlled by a nation at war with Britain, Britain loses 1 PP and the Indian trade each economic phase. Each British controlled fleet on or east of Malta reduces the penalty by 1$ for each ship in it. If $ loss is eliminated, there is no PP loss.
Turkish feodals receive +0,5 morale while in their home province. Turkish regulars receive +0,5 morale while in Anatolia or Rumelia.