Professional Documents
Culture Documents
Declare formation (up to 4 units alone, or sum of highest 2 leader command ratings, if present)
Declare adjacent destination space
Expend CP(s)
Response card(s)
Interception(s)
Any enemy formation not under siege, adjacent to the destination space, may try to intercept the moving formation.
A formation may intercept into a space controlled by another power if either at war or allied.
A formation may not intercept across a pass.
A formation may not intercept another formation moving due to avoid battle, interception or retreat.
Procedure/ Conduct attempts in impulse order if multiple enemies adjacent, until one power succeeds.
Declare intercepting formation
Roll 2D + best leader battle rating +/- 1 if ottoman cavalry present: 9 or more is successful
Move succeeding formation to destination
Resolve any other attempt from the succeeding power
Fight a field battle in the destination space
Avoid battle
Any enemy formation(s) occupying the space being entered may try to withdraw to an adjacent legal space in order to avoid field battle.
Formations having successfully intercepted earlier in the impulse or under siege may not avoid battle.
A leader alone may not avoid battle, but is captured instead, or must withdraw into fortification.
Procedure/
Declare avoid battle attempts
Designate a legal destination space
Freely determine the withdrawing formation (no restriction)
Roll 2D + best leader battle rating +/- 1 if ottoman cavalry present: 9 or more is successful
If all units withdrawing have already lost a field battle during the impulse, the withdraw is automatic (no dice roll required).
Place in destination space
If the active formation entering the space has more units than the formation inside the fortification, this fortification is now under siege!
Land units under siege cannot move, intercept, avoid battle or attack until the siege is broken.
Naval units in a port under siege may move.
A siege is broken as soon as the number of defending units become greater than the number of besieging units (cavalry units
included in the count). As soon as the siege is broken, formerly besieging formation must retreat.
If the active formation entering the space does not have more units than the formation inside the fortification, the active formation must
either continue movement (paying CP) or retreat (for free).
Field battle
Due to either a movement into a space occupied by enemy formation or a successful interception.
Relief force: a formation friendly to besieged units may enter the fortified space and initiate a field battle in an attempt to break the siege. Units
controlled by the same major power inside and outside the fortification may be combined together to resolve the battle.
Procedure/
Play response card(s) starting with the attacker
Add up battle dice:
Attacker's dice = number of units + best leader battle rating
Defender's dice = number of units + best leader battle rating + 1 (for being the defender)
Play combat card(s) starting with the attacker
Roll dice: each roll of 5 or 6 is a “hit”
Ottoman may play his Janissaries Home card at this time
The side scoring the most hits is declared the winner (defender in the case of a tie)
Take casualties: each hit eliminates one unit; at least one unit has to remain though. If both sides are eliminated, the side that rolled more
dice retains one unit; if both sides rolled the same number of dice, the defender retains one unit.
Capture any abandoned leader(s) (on a side that is completely eliminated)
Any remaining unit(s) of the losing power(s) must retreat(s): up to 4 units + leader(s) may withdraw into fortification on a fortified space,
any other losing units must retreat into an adjacent friendly legal space (if the active power lost the battle, the units must retreat from
which they came from). If the active power loses a field battle in a port space at the end of a naval transport, all transported units are
eliminated (they can't retreat at sea).
Check for siege with the remaining units; either the fortified space is now under siege or the active power must continue his movement or
retreat. (see Withdraw into fortification)
Response card(s)
Interception(s) towards vertically orientated naval units
Any enemy naval units, adjacent to the destination sea zone, may try to intercept any moving naval units orientated vertically.
Interception may not be attempted in a sea zone that already contains naval units of the active power.
Conduct attempts in impulse order if multiple enemies adjacent, until one power succeeds.
Rotate naval units horizontally (they can't be intercepted anymore and their movement is over)
Naval battle
Due to either a movement into a sea zone or a port occupied by enemy unit(s) or a successful interception. If more than one enemy is present, the active
power must fight until a battle is lost (and retreats) or each enemy has been fought once.
Procedure/
Add up battle dice:
Attacker's dice = 2xnumber of squadrons + best leader battle rating + number of corsairs if Ottoman
Defender's dice = 2xnumber of squadrons + best leader battle rating + 1 if the battle takes place in a port (for being the defender) + number of
corsairs if Ottoman
Play combat card(s) starting with the attacker
Roll dice: each roll of 5 or 6 is a “hit”
Play the response card Professional Rowers at this time. Ottoman may play his Janissaries Home card.
The side scoring the most hits is declared the winner (defender in the case of a tie)
Take casualties: every 2 hits eliminate one squadron, every remaining hit eliminate a corsair on the Ottoman side; then odd hits remaining
against the losing side eliminate 1 extra naval squadron (otherwise they're ignored). At least one unit has to remain. If both sides are
eliminated, the side that rolled more dice retains one unit; if both sides rolled the same number of dice, the defender retains one unit.
Retreat
If the battle occurred in a port: the active power must retreat to an adjacent sea zone free of enemy units
If the battle occurred in a sea zone: any remaining unit(s) of the losing power(s) must retreat(s) into a controlled port or an adjacent sea zone
free of enemy units (if the active power lost the battle, the units must retreat from which they came from)
Place units on the turn track: any abandoned leader(s) (on a side that is completely eliminated) and naval units lost are placed on the next
turn of the Turn Track; the leader will reenter play, and naval units might be rebuild.
BUY MERCENARY (all Nations except Ottomans) / CAVALRY (Ottomans only) (1CP)
Raise 1 mercenary/cavalry in any friendly home space not occupied by enemy units and not under unrest.
ASSAULT (1CP) to gain control of a fortified space that had been placed under siege in a previous impulse.
Requirements/
The assaulting power has an LOC to the space
The power under siege does not have a naval squadron in an adjacent sea zone
If the space under siege contains naval squadron(s), the assaulting power must have more squadron in adjacent sea zone(s)
Corsairs are ignored for the purpose of siege/assault
Procedure/
Declare formation
Response card(s)
Add up battle dice:
Attacker's dice against an empty fortified space = number of units + best leader battle rating
Attacker's dice against an occupied fortified space = number of units/2 (rounded up) + best leader battle rating
Defender's dice = number of units + best leader battle rating + 1 (for being the defender)
Play combat card(s) starting with the attacker
Roll dice: each roll of 5 or 6 is a “hit”
Any power may play the Siege Artillery cards at this time
The side scoring the most hits is declared the winner (defender in the case of a tie)
Take casualties: each hit eliminates one unit; at least one unit has to remain though. If both sides are eliminated, the side that rolled more
dice retains one unit; if both sides rolled the same number of dice, the defender retains one unit.
Assault is successful if
At least one hit is scored by the attacker
At least one assaulting unit is remaining
No defending unit remaining
Otherwise the assault is unsuccessful
If the number of besieging units still exceeds the number of defending units, the space remains under siege
If not, the siege is broken and the besieging formation must retreat
If all attacking units are eliminated, any abandoned leader is not captured, but must be placed in the nearest friendly fortified
space or in their home capital
FIGHT FOREIGN WAR (1CP) is initiated by event cards play (Revolt in Egypt, Revolt in Ireland, War in Persia), and force either the Ottoman or the English
player to divert land units and/or leaders off-map to resolve a foreign conflict.
Procedure/
Select up to the specified number of land units from any location on the map onto the event card
Add any one leader to the formation (optional)
Use independent units to represent the foreign formation
Immediately resolve a field battle with no defender to receive an extra die, and no retreat available
The foreign war is the only battle that can be fought by the major power involved until all foreign units have been eliminated
(Foreign War cards ensure that the major power maintains up to the specified number of units on the card by requiring that all new land
unit builds be placed on the foreign war card)
Return all major power remaining units to their capital (any friendly home space if occupied) when the conflict is over, and not before
(even in the Winter phase)
Procedure/
Place a piracy marker in the targeted sea zone
Targeted major power adds up dice = 2xnumber of squadrons in the sea zone + number of adjacent squadrons (targeted power or any
power at war with the Ottoman) + number of adjacent fortresses (controlled by targeted power or any power at war with the Ottoman) +
Knights of St. John (if in play)
Roll dice against pirates: each roll of 5 or 6 eliminates a corsair
Ottoman adds up piracy dice = 1 dice if only 1 corsair in the sea zone or only one port as a target, 2 dice otherwise
Roll piracy dice: each roll of 5 or 6 is a “hit”.
For each hit scored, the targeted power must choose one of the following:
eliminate a squadron in the sea zone or in an adjacent sea zone
allow the Ottoman to draw at random and keep one card from his hand
award the Ottoman 1VP for piracy
EXPLORE (2CP) or VOYAGE OF EXPLORATION: explore the new world in hope of making a new discovery and score VP
Place the “Exploration Underway” marker in the “Crossing Atlantic box” on the mapboard (as a reminder that only one voyage of exploration is allowed each
turn).The voyage will be resolved during the New World phase at the end of the turn (before resolving any voyage of conquest).
Only the event card “Sebastian Cabot” allows a second voyage of exploration in a same turn.
A power may not undertake this action if it has no remaining explorers.
Each discovery may only be claimed once!
Replace the “Exploration Underway” marker with a random “Explorer” currently available for the power
Resolve voyages in order from best explorer to worst according to their numeric value (in case of a tie, resolve any English voyages, then French,
then Hapsburg)
For each voyage, roll 2 dice and add the explorer's numeric value (add 2 if “Mercator” was played)
4 or less: the explorer is lost at sea and removed from the game
5 or 6: no discovery; explorer is returned
7, 8 or 9: the power claims the 1VP discovery marker corresponding to the number rolled, or any one below, if already claimed
(7 = St. Lawrence River, 8 = Great Lakes, 9 = Mississippi River). The explorer is placed over the appropriate discovery box on the map as a
reminder (for the rest of the game).
10 or more: either
claim any unclaimed 1VP discovery below
claim the 2VP Amazon River discovery placing the bonus VP marker in the bonus VP box of the power; place the explorer over the
Amazon River discovery box on the map as a reminder (for the rest of the game).
try to circumnavigate: place the Pacific Straight bonus VP marker in the bonus VP box of the first power trying to circumnavigate, then roll
again 2 dice and add the explorer's numeric value (add 2 if “Mercator” was played)
9 or less: the explorer is lost at sea and removed from the game (or placed over the Pacific Straight discovery box if he claimed it)
10 or more: place the Circumnavigation bonus VP marker in the bonus VP box of the first power succeeding; place their explorer over the
Circumnavigation discovery box on the map as a reminder; no other explorer may circumnavigate the world for the rest of the game.
COLONIZE (2CP for Hapsburgs, 3CP for England or France): build a colony as an investment to receive future economic benefits, i.e. extra cards
(automatic, no dice rolling required)
Place a “Colony” marker in the “Crossing Atlantic box” on the mapboard (as a reminder that only one colony may be build each turn).The colony marker will
be moved in one of that power's colored boxes to the left of the New World Riches Table during the New World phase.
Only the event card “Potosi silver Mine” allows a second colony to be build in a same turn.
The English and French are limited to 2 colonies at a time; the Hapsburgs may have 3.
The status (and benefits) of each colony is checked during each new Card Draw phase, with a roll on the New World Riches Table.
CONQUER (4CP) or VOYAGE OF CONQUEST: yields both the benefits of EXPLORE and COLONIZE, VP and extra cards, but is harder to achieve.
Place the “English/French Conquest” or the Hapsburg's “Conquest Underway” marker in the “Crossing Atlantic box” on the mapboard (as a reminder that
only one voyage of conquest is allowed each turn).The voyage will be resolved at the end of the New World phase.
A power may not undertake this action if it has no remaining conquest/conquistadors markers.
The status (and benefits) of each conquest is checked during each new Card Draw phase, with a roll on the New World Riches Table.
Replace the Hapsburg's “Conquest Underway” marker with a random “Conquistador” currently available for the power
Resolve voyages any Hapsburg voyage first, then English, then French
For each voyage, roll 2 dice and add the conquistador's numeric value for the Hapsburg (add 2 if the event card Smallpox was played)
6 or less: the expedition is killed by natives and any marker played is removed from the game
7 or 8: no conquest; any marker played is returned
9 or more: the power claims the conquest marker corresponding to the number rolled, or any one below, if already claimed
(9 = Maya, 10 = Aztec, 11 or more = Inca). The VP provided by the conquest are immediately scored on the VP track, the marker is placed in
one of that power's colored boxes to the left of the New World Riches Table. The marker played is placed over the appropriate box on the map
as a reminder (for the rest of the game).
TRANSLATE SCRIPTURE (xCP) to get up to 6x6 free reformation attempts and 3x1 bonus VP.
For each CP spent, the Protestant Player may advance one marker in any language zone one space forward on either the New Testament translation track,
or the Full Bible track only if the New Testament has already been fully translated (on the Protestant Power card).
If any appropriate debater is committed during impulse, the marker may be advanced one free space forward (no more than one free space per impulse).
Upon completion of a New Testament translation, the Protestant player makes 6 reformation attempts targeting the corresponding language zone.
Upon completion of a Full Bible translation, the Protestant player receives one bonus VP and makes 6 reformation attempts targeting the corresponding
language zone with a +1 modifier.
Select a catholic space in any language zone (though the attempting power will only win ties and get any +1 applicable modifier if in the appropriate
language zone) and either
containing a reformer
adjacent to a space under Protestant religious influence (even across a pass or across sea zones for port spaces)
Add up reformer dice (always at least 1 die is to be rolled)
1 die for each adjacent space under Protestant religious influence, each adjacent reformer, each adjacent Protestant land units (not across
passes or in spaces under unrest)
2 dice if reformer and/or Protestant land units in target space
Bonus dice: 1 die if “Printing Press” event has been played and/or 1 die if any applicable debater bonus applies
1 die during the resolution of the “Luther's 95 Theses” event in the first turn of play
Roll dice (add +1 die modifier if attempt generated by “Calvin's Institutes” or a Full Bible translation in the corresponding language zone)
Any “6” is an automatic success; reformation has succeeded without a Papal challenge. Place a Protestant regular on any electorate
converted for the first time.
5 or less: the Papacy may try to stop this Protestant attempt
Add up Papal dice (always at least 1 die is to be rolled)
1 die for each adjacent space under Catholic religious influence, each adjacent Jesuit University, each adjacent
Catholic land units (not across passes or in spaces under unrest)
2 dice if Jesuit University and/or Catholic land units in target space
Roll dice
If the highest modified Protestant die roll exceeds the highest single Papal die roll, the space is flipped to the
Protestant side. Place a Protestant regular on any electorate converted for the first time.
If the highest modified Protestant die roll is lower, the attempt fails. Add an unrest marker if the attempt was in
the German language zone and the Carlstadt debater was committed.
The Protestant (or English) power wins tie in the target language zone; the Papacy wins tie everywhere else
PUBLISH TREATISE (2CP for Protestants or 3CP for England) to make 2 reformation attempts.
The Protestant player makes 2 reformation attempts targeting a single language zone.
If Cranmer is on the map, the English may try 2 reformation attempts targeting the English language zone.
CALL THEOLOGICAL DEBATE (3CP) the winner of the debate may intitiate reformation attempts and possibly score bonus VP.