EiA:American Events
Kohteesta ExcaliburWiki
Siirry navigaatioonSiirry hakuunAmerican events table
1 | "I presumed New Orleans couldn't burn. Again." | Random area's random city is burned. |
---|---|---|
2 | "Wall Street has no memory." | American trade is increased or decreased (equal chance of either) by 4d10$ for the next economic phase. Randomise whether or not each d10 increases or decreases the trade individually. |
3 | Parchin' summer | If it is June, July or August, all corps lose 1 movement point for this turn only. |
4 | All the cowboy's are in the West | Random major power or colony may not build any cavalry in the next economic phase. |
5 | Bored at volunteering | If USA wins a field battle this turn it may convert up to 1d10 minutemen that took part in the battle to infantry. |
6 | Thanksgiving | If it is November, all forage rolls for American corps inside USA are automatically successful. |
7 | Grand tea party | Random major power or colony loses 30$ in the next economic phase, but gains (controller) 1PP. |
8 | "I didn't know we have icebergs." | Random major power's or colony's random fleet loses one random ship. |
9 | Flood | 1d3 random provinces have flood. Entering an area in flood costs an additional movement point. Lasts 3 turns. |
10 | Good quality cotton | A random major power or colony gains +20% (round up) money from taxes during the next economic phase. Not cumulative with itself. If this event repeats before economic phase, another major power gets good harvest. |
11 | Eager youngsters | A random major power or colony gets +5 manpower during the next economic phase. |
12 | Extra tobacco | A random major power or colony gets double income from trade during the next economic phase. |
13 | President/Viceroy studies Voltaire | A random major or colony controller power gets +2 political points. |
14 | "Better almost dead than dead." | Random New World leader killed in battle or disaster, returns. |
15 | Tornado | 1d3 random areas on the map have tornado. Areas with tornado don’t produce money and forage value is 0. Lasts 3 months. |
16 | Indian war | 1d3 random areas are embroiled in a war with Indians. Areas in a war dont produce manpower and all units (including garrison) must forage every turn. Lasts 3 months. |
17 | Sudden Indian ambush | A random major power’s or colony's random leader is immediately removed from the map and must remain off-map for 1d6 turns. |
18 | Next caravan to the West | A random major power or colony loses a random leader to exile. May be returned for normal cost. |
19 | Indians leave the army | A random major power loses 1d10 troops if at war. Any units may be chosen. |
20 | Low on Indian power | A random major power has –5 manpower in the next economic phase. |
21 | "A fabulous idea, sir!" | A random major power loses 1 PP. |
22 | Indian generals | A random major power must pay double cost for all upkeep in the next economic phase. |
23 | Tea party | A random major power loses 15$ in the next economic phase. |
24 | Pirates of the Caribbean | A random major power or colony halves all trade income in the next economic phase. |
25 | Congressmen arrange government funds | A random major power or colony immediately loses 30% (round up) of saved money. |
26 | Boring times in the West | A random exiled leader returns with no cost. |
27 | Bad cotton | A random major power or colony loses 20% (round up) tax income in the next economic phase. |
28 | Pocahontas | A random major power or colony loses 5$ and 1PP (colony controller). |
29 | American idiot | A random major power or colony controller may break an alliance for free. No additional cost for declaring war next turn or turn after that. |
30 | Angry settlers attack | A random major power’s random depot in enemy controlled area is attacked by 1d10 guerillas. Guerillas are removed from the board after trivial combat. |
31 | Disobedient oarslaves | A random major power's or colony's random fleet counter may not move or intercept (except to retreat from naval combat or if it’s port is occupied) for the rest of the turn. |
32 | Enthusiastic colonist | A random major power or colony gets a new leader. All values are rolled for using 1d3. Rank is D. Roll 1d6 – on a six, the leader is a cavalry leader. Any value of 3 may be upgraded by rolling 1d6. On a six the value goes up by one point and may be upgraded again. For each upgrade, the leader gets a promotion. Maximum values are 556. |
33 | Storms on the Eastern Seaboard | All fleets between lose 2 movement points this turn. |
34-38 | Free market rocks! | USA can pay 15$ to gain 1 PP. |
39-44 | Free market sucks! | USA must pay 15$ or lose 1 PP. |
45-48 | Veterans demand pension | USA must pay 5$ or lose 1d6 infantry. |
45-50 | Indian regulars | USA may pay 5$ to gain 1 infantry. |
51-54 | Cavalry lacking horse shoes | USA must pay 5$ or lose 1 random cavalry. |
55-56 | Magnificent Mustang | USA may pay 10$ to gain 1 Light cavalry |
57-59 | Slave trade dragging | USA must pay 5$ or lose 5 manpower in next economic phase. |
60-61 | Slaves sale | USA may pay 5$ to gain 3 manpower in the next economic phase |
62-64 | Navy neglect | USA must pay 5$ or lose 1 random ship. |
65-66 | Private Shipyard contract | USA may pay 5$ to gain 1 privateer |
67 | Free market collapses! | USA must pay 45$ or lose 3 PP. |
68 | Indians at the gates! | USA must pay 15$ or one random city is burned. |
69-72 | Successful business venture | Usa gains 5$ or a PP |
73-75 | Long term investments | Usa may pay 45$ to gain 3PP |
76-77 | Amendment to the constitution | Usa may pay 30$ to gain 2PP |
78-79 | Alien and sedition act | Usa may pay 10$ to break any alliance for free |
80-81 | Abolition movement | Usa must pay 30$ or lose 1PP |
82-86 | Tecumseh strikes | Usa loses 2d6$. Britain may choose to reroll the result. |
87-89 | Whiskey rebellion | Usa must pay 6d6$ or lose 1PP |
90-98 | Jefferson | Usa may pay 6d6$ to gain 1d3PP |
99 | Gold Rush | Usa may pay any amount of MP to roll d6 that many times. For every result of 6, Usa gains 20$ |
100 | Lucky Seven | Roll twice. |