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[[Image:soldiers.jpg]]
  
'''EUROPE 1615:  VERSION 3'''
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'''EUROPE 1619 (formerly called Europe 1615)
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'''
  
 
A DIPLOMACY VARIANT
 
A DIPLOMACY VARIANT
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by Matthew Medeiros
 
by Matthew Medeiros
  
<<<UNDER CONSTRUCTION>>>
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(Edited 2-26-2018)
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=INTRODUCTION=
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“Had Luther and Calvin been confined before they had begun to dogmatize, the states would have been spared many troubles.”
 +
- Cardinal Richelieu
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July 31, 1619: Protestant leaders in Bohemia feared the fervent Catholic Ferdinand II, successor to Matthias, Emperor of the Holy Roman Empire, King of Bohemia and Hungary would infringe on their rights.  The Bohemian confederacy is formed seeking support and a leader.  Will the Empire’s political and military influence suppress the cause, or maybe, just maybe, events will play out very differently in the hands of shrewd diplomats at the game table…
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 +
Europe 1619 is a Diplomacy variant that adopts the mechanics from Jim Dunnigan’s and Thomas N. Shaw’s diplomatic game Origins of World War 2 published in 1971.  Europe 1619 is also inspired by other Diplomacy variants such as Ambition and Empire, Classic Payola, Machiavelli, Multiplicity, and Formal Diplomacy.  Europe 1619 is played with 16 players, but can be modified for less.  Each player represents one of the major and regional European powers of the early 17th century:
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1 Austria, House of Hapsburg, Holy Roman Emperor, Ferdinand II
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2 Denmark, House of Oldenburg, Christian IV
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3 Spain, House of Hapsburg, Philip III
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4 France, House of Bourbon, Louis XIII
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5 Dutch Republic, House of Orange-Nassau, Maurice of Orange
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6 England, House of Stuart, James I
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7 Sweden, House of Vasa, Gustav II Adolf
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8 Catholic League and Bavaria, House of Wittelsbach, Maximilian I
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9 Protestant Union and the Palatinate, House of Palatine-Simmern, Frederick V
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10 Papacy, House of Borghese, Pope Paul V
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11 Poland-Lithuania, House of Vasa, Sigismund III
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12 Electorate of Saxony, House of Wettin, John George I
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13 Ottoman Empire, House of Osman, Osman II
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14 Republic of Venice, Doge Antonio Priuli
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15 Duchy of Savoy, House of Savoy, Charles Emmanuel I
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16 Transylvania, House of Bethlen, Gabriel Bethlen
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Europe 1619 utilizes the standard rules from 5th Edition Diplomacy with modifications described in this rulebook. 
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=OBJECT OF THE GAME=
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 +
The object of the game is for a power to score 25 victory points at some year in the game (or achieve the highest score by the official end of the game). The player representing that power is the winner.
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 +
=NOTES ABOUT THE GAME BOARD=
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 +
'''Large minor states:'''  Three minor states are composed of smaller provinces as shown below.  When a political status is established for a large minor state, all provinces of the state are identified as aligned or unaligned or neutral. 
 +
 
 +
''Bohemian Confederacy (BOHC)'' = Bohemia (BOH), Lusatia (LUS), Silesia (SIL), and Moravia (MOR)
 +
 
 +
''Brandenburg-Prussia (BRAP)'' = Brandenburg (BRA), and Prussia (PRU)
 +
 
 +
''Lower Saxony (LOWR)'' = Kalenberg (KAL), and Brunswick (BRU)
 +
 
 +
''Holy Roman Empire (HRE)'' = On the board, the HRE is outlined with a dull red and shadowed border.
 +
 
 +
'''Coastal provinces:'''  Holstein (HOL) has two coasts.  Moving a fleet from Copenhagen (COP) to HOL requires that the coast be specified.  HOL (EC) – HOL (WC) or visa versa is not a legal move for a fleet. Irish Earldoms (IRE) has two coast which needs to be specified when moving a fleet to that space from Munster or Ulster.  A fleet cannot move from IRE (WC) - IRE (EC) or visa versa; nor can a fleet from the Celtic Sea move to IRE (WC), and visa versa; and same is true for a move from North Atlantic (ATL) to IRE (EC).  A fleet in MID has access to MED, ANDL, and SHA; and visa versa.  A fleet in POR may move to ANDL, and visa versa. 
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'''Copenhagen:'''  COP connects directly with Scania (SCA), Bornholm (BOR), Skagerrak (SKA), North Sea (NTH), Helgoland Bight (HEL), and Holstein (HOL).  Moving a fleet from BOR to SKA will require going through SCA or COP.
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'''Supply centers:''' Each supply center is marked with a solid circle inscribed with a white number.  These markers (1) determine income during the Builds and Transactions Phase, (2) serves as a site for a build, and (3) are required for the Scoring Phase.
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'''Confessional markers:''' Minor states will receive a Protestant marker (orange cross) or a Catholic marker (blue cross) or a Ottoman marker (green crescent moon and star) to indicate which confession has the two-thirds majority of influence in state. These markers are placed next to a minor’s home supply center when aligned, and removed when captured.  These markers are also used for scoring.
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=UNITS AND TOTAL MILITARY STRENGTH=
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Each army unit is represented by a square piece. Each fleet unit is represented by a narrow rectangular piece.  All units of the minor states (a.k.a., minor units) are represented by sliver-colored pieces with the abbreviated name of the minor state inscribed. Units of the powers (a.k.a, major units) are designated by color as listed below:
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'''[[Catholic Powers]]
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'''
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Austria = RED
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Spain = YELLOW
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France = BLUE
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Catholic League and Bavaria = CRIMSON
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Papacy = DARK CYAN
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Poland-Lithuania = BRIGHT CYAN
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Venice = PURPLE-VIOLET
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Savoy = GOLD
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'''[[Protestant Powers]]'''
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Denmark = PURPLE
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Dutch Republic = BROWN
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England = GREEN
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Sweden = ORANGE
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Protestant Union and the Palatinate = BRONZE
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Saxony = BEIGE
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Transylvania = PALE YELLOW
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'''[[Ottoman Empire / Islamic Power]]’''
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Ottoman = LIGHT GREEN
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All units have the same strength at the start of the game (with exception to the Spanish unit in Flanders). However, major and minor army units may be bolstered to have a greater-than-one strength.  This would be indicated by an inscribed number with a plus sign on the army unit or in a diamond flag for minor units.  These units will attack, defend, and support with a strength equal to one plus the value inscribed on the unit or flag.
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There can be only one unit in a province at a time, and there is no limit on the strength of the unit.  A power’s total military strength is the sum of all of its individual unit strengths on the board.
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=STARTING POSITIONS AND PROVINCES=
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'''Centers and units:''' At the start of the game, each power controls one or more centers and provinces.  Some minor states will not have a supply center and unit. Those minor states with a supply center will also begin with a unit.  Refer to the map for the starting positions of the units and territorial holdings of the powers.
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'''[[Home provinces are as follows:]]'''
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Austria = Vienna, Slovenia, Upper Austria, Styria, Royal Hungary, Transcarpathia, Tyrol, Upper Slavonia, Kremnica
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Denmark = Copenhagen, Holstein, Norway, Scania
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Spain = Madrid, Andalusia, Extremadura, Valencia, Aragon, Leon, Galicia, Cantabria, Naples, Milan, Free County, Liege, Brabant, Flanders
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France = Normandy, Paris, Lyonnais, Provence, Brittany, Poitou, Guyenne, Gascony, Languedoc, Dauphiny, Burgundy, Champagne
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Dutch Republic = Holland, Friesland
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England = London, Lancashire, York, Wessex, Ulster, Munster, Scotland
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Sweden = Stockholm, Dalarna, Kalmar
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Catholic League = Bavaria
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Protestant Union = Palatinate, Upper Palatinate
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Papacy = Rome, Marche, Romagne
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Poland-Lithuania = Warsaw, Danzig, Samogitia, Riga, Posen, Lithuania, Ruthenia, Podolia
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Saxony = Saxony
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Ottoman = Edirne, Greece, Macedonia, Bulgaria, Serbia, Albania, Bosnia, Hungary
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Venice = Venice, Dalmatia
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Savoy = Turin, Savoy
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Transylvania = Transylvania
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'''[[Home centers and starting units are as follows:]]'''
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Austria = A-Vienna and A-Slovenia
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Denmark = F-Copenhagen and A-Holstein
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Spain = A-Madrid and F-Andalusia (However, Naples, Milan, and Flanders are build sites for Spain they are not considered home centers. Naples, Milan, and Flanders begin with armies, but A-Flanders begins with strength +1.)
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France = F-Normandy, A-Paris, A-Lyonnais, and A-Provence
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Dutch Republic = A-Holland and F-Friesland
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England = F-London and A-Lancashire (However, Scotland is a build site for England it is not considered a home center. Scotland begins with fleet.)
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Sweden = F-Stockholm
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Catholic League = A-Bavaria
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Protestant Union = A-Palatinate
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Papacy = A-Rome
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Poland-Lithuania = A-Warsaw and A-Danzig
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Saxony = A-Saxony
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Ottoman = A-Edirne
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Venice = F-Venice
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Savoy = A-Turin
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Transylvania = A-Tra
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=PHASES OF THE GAME YEAR=
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1 - Diplomatic Phase
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2 - Orders Phase
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3 - Adjudication Phase
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4 - Retreat and/or Disband Phase
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5 - Map Adjustment Phase
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6 - Builds and Transactions Phase
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7 - Scoring Phase
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=DIPLOMATIC PHASE=
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==INFLUENCE AND PLACEMENT==
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During the Diplomatic Phase, players discuss their plans, alliances are made, tactics decided, and declarations of war considered. When the orders for the Diplomatic Phase are submitted the format will consist of a list of INF placements, and declarations (if any, and not during the first year of game play).  INFs are discussed below.
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At the start of each year Influence Points (INFs) are allotted to the powers as shown in the Influence Allocation Table (see table below). 
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During this phase players will distribute their INFs to the independent minor states (see List of minor states, below). However, there is an initial placement of INFs to the minor states prior to the start of the game (see INITIAL SETUP). Players should use all INFs available for the year and may not save unused INFs for the following year. Players cannot distribute more INFs than allotted for the year, and players may not lend out INFs, or remove INFs from a state once they are placed. INFs may be placed in a minor state that possesses both a supply center and unit, and INFs may be placed in a minor state that possess neither.  As the game progresses, INFs will accumulate in the minor states.
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'''To place INFs in a particular minor state, the player must submit an order in the following syntax:'''
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number of INFs: [minor state]
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An example of this is…
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Order from FRANCE:
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5: BRE
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(means that 5 INFs of French influence will be placed in Bremen)
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'''Note:''' ''Only Protestant powers can deploy INFs to the Bohemian Confederacy.''
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'''[[List of minor states that can be influenced]]'''
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''Minor State, Abbreviation, Unit Label (if applicable)
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''
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Bremen, BRE
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Erfurt, ERF
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Hamburg, HAM
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Oldenburg, OLD
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Paderborn, PAD
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Pomerania, POM
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Saarbrueken, SAA
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Strasbourg, STR
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Swiss Confederation, SWI
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Trier, TRI
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Wallachia, WAL
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Moldavia, MOL
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Ansbach, ANS, An
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Bohemian Confederacy, BOHC, Bo
  
EUROPE 1615
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Brandenburg-Prussia, BRAP, Br
DIPLOMACY VARIANT RULES
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by Matthew Medeiros
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Catalonia, CAT,Ca
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Cologne, COL, Co
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Croatia, CRO, Cr
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Genoa, GEN, Ge
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Hesse, HES, He
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La Rochelle, ROC, Hu
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Irish Earldoms, IRE, Ir
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Lorraine-Alsace, LOR, Lo
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Lower Saxony, LOWR, Lw
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Mantua, MAN, Ma
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Mecklenburg, MEC, Me
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Magdeburg, MAG
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Modena, MOD, Mo
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Sharifate, SHA, Mr
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Parma, PARM, Pm
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Portugal, POR, Pt
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Stralsund, SRL, St
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Baden-Wuerttemberg, WUR, Sw
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Tunisia, TUN, Tn
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Tuscany, TUS, Tu
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Westphalia-Muenster, WES, We
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Wuerzburg, WUE, Wz
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==INITIAL SETUP==
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Before the start of the game, there’s a fixed placement of INFs for some powers: 
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'''Initial INF placement goes as follows:'''
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Spain = 5: POR, 1: CAT
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Catholic League = 5: TRI, 5: COL, 5: WUE
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Protestant Union = 5: ANS, 5: STR, 3: BRAP, 5: HES, 5: WUR
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Ottomans = 1: TUN, 1: MOL, 1: WAL
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==DECLARATIONS==
  
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Declarations allow players to declare war, to establish alliances, or to end war.  These declarations are made during the Diplomatic Phase.  Declarations are not allowed in the first year of game play. 
  
INTRODUCTION
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'''Declaration of war against another power:''' Declaration of war is announced during one Diplomatic Phase, and becomes effective in the next year.  Declaration of war is made against an opposing power and all of its aligned states. A declaration of war allows a player to attack an enemy’s unit(s) and enter an enemy’s territories.  If a power wishes to attack an opponent-aligned minor state, whether directly or indirectly with an aligned minor unit, it must declare war on the power that the targeted minor state is aligned to.  An exception to this rule is explained below under '''additional rules to observe'''. 
  
Europe 1615 is a Diplomacy variant that adopts the mechanics from Jim Dunnigan’s and Thomas N. Shaw’s diplomatic game Origins of World War 2 first published in 1971.  Various aspects of Europe 1615 are also inspired by other Diplomacy variants such as Ambition and Empire, Classic Payola, Machiavelli, and Formal Diplomacy.  In Europe 1615, a player represents one of seven European powers of the early 17th century: Austria, Sweden, Denmark, Spain, France, Dutch Republic, or England. (Poland and the Ottomans are excluded as playable powers in this particular version of the game.)  Europe 1615 attempts to simulate the political and religious struggles of the Protestant and Catholic powers, focusing on the years leading up to and beyond the opening of the Thirty Years War, in 1618.  Players compete over political and religious control of minor German and Italian states, and other states peripheral to the German theatre of conflict.  Player with the most points assessed at the end of the game takes victory.  Europe 1615 utilizes the standard rules from 5th Edition Diplomacy with noted differences explained below. 
 
  
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'''Alliances:''' Declaration of an alliance with another player may be announced during a Diplomatic Phase, and becomes effective the following year.  The powers involved in the making of the alliance must make the declaration for it to be official. (Example: If France, England and Spain decide to form an alliance and only Spain and England include the declaration in their orders, then Spain and England form an alliance and France will be excluded.)  In an alliance, a power is not held liable if an ally declares war against another power.  For example, if France and Denmark are allies, and France declares war against England, Denmark will not be at war with England, unless a declaration of war is made by Denmark or England against the other.
  
PHASES OF THE GAME
 
  
A game year in Europe 1615 is divided into the following phases:
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'''[[Notes on initial declarations:]]'''
1- Spring Movement and Retreat Phase
 
2- Summer Movement and Retreat Phase
 
3- Fall Movement and Retreat Phase
 
4- Winter Adjustment Phase
 
5- Winter Income and Build Phase
 
 
INFLUENCE AND PLACEMENT
 
  
Each year Influence Points (INFs) are allocated to the powers as shown in the Influence Progression Table.  Players distribute their INFs to the independent pliant minor states (see List of Minor States). Players should use all INFs available for the year and may not save unused INFs for the following year.  Players may not distribute more INFs than available for the year. Players may not lend out INFs or remove INFs from a state once placed.  INFs can be purchased, and this is done during the Winter Income and Build Phase.
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-The Protestant Union cannot form an alliance with the Catholic League.
  
To place INFs in a particular minor state, the player must submit an order in the following syntax:
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-Austria and Spain begin the game in an alliance.
  
# of INFs: [minor state]
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-Austria and the Catholic League begin the game in an alliance.
  
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-England and the Protestant Union begin in an alliance.
  
SANCTIONS
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-Ottomans and the Protestant Union begin in an alliance.
  
Enforced sanctions:
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-Spain and the Dutch Republic are at war.
Protestant restrictions:  Protestant powers cannot place INFs in the Papal States and Bavaria.  Catholic restrictions: Catholics powers cannot place INFs to the Rhineland. 
 
Kejserkrigen: Beginning in 1625, only Denmark can submit INFs to Lower Saxony.
 
Bethlen's intervention: Beginning in 1619, deployment of INFs to Transylvania (TRA) is solely permitted to the Protestant powers.
 
Polish-Swedish rivalry: Only in the first year, Sweden is restricted from deploying INFs to Poland.
 
Maghreb states: These states cannot be influenced at the start of the game.  These states come into play after the Ottomans make first successful move.  Then each state follows in sequence.  Tunisia first can be influenced and moved, and once Tunisia moves successfully, Algeria then can be influenced, and then followed by Morocco.
 
  
Optional sanctions:
 
Huguenot revolt: Beginning in 1621, Guyenne (GUY) secedes from France.  Only Protestant powers are allowed to deploy INFs to the newly formed pliant state.
 
Bohemian revolt:  Beginning in 1618, Bohemia (BOH) secedes from Austria.  Only Protestant powers are allowed to deploy INFs to the newly formed state. 
 
  
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'''Armistice:'''  Players at war may use the Diplomatic Phase to announce an armistice to officially end hostilities.  The armistice becomes effective in the following year.  The powers wanting to end war must make the declaration for it to be official. (Example: If the Dutch are at war with England and only England declares an armistice, but not the Dutch, then no official armistice is passed.)
  
THE DIPLOMATIC ATTACK
 
  
A diplomatic attack is when a player selects one state where he/she has deployed or will be deploying INFs and then directs a "political" attack against another player/power that also has INFs invested there. The diplomatic attack is ordered along with the placement of INFs.  Each player is allowed to submit only one diplomatic attack order per Movement and Retreat Phase.  The order should indicate the minor state of interest and the target (opponent) of the attack.    Typical syntax for the order of the diplomatic attack:
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'''[[The Papacy:]]''' The Papacy can declare war against any power. However, no Catholic power can declare war on the Papacy unless any one of the following events has occurred:  
  
[minor state] > [power]
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- The Papacy captures a center. 
  
Placement of INFs is determined first before diplomatic attacks are resolved.  Diplomatic attacks are resolved by a MUTUAL REDUCTION. In the attack, the power with the lesser number of INFs placed removes all INFs and the power with larger number of INFs placed loses equal amount.  If multiple attacks are ordered within a minor state, then the sequence of attacks is resolved based on the following: 1st- Sweden, 2nd- Denmark, 3rd- England, 4th- Dutch Republic, 5th- Austria, 6th- France, and 7th- Spain.   
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- If the Papacy is allied with a Catholic power that is at war or declares war on another Catholic power, then the Papacy may be the recipient of a declaration of war from any Catholic power.   
  
 +
- If the Papacy supports an attack on a Catholic power, then it may be the recipient of a declaration of war from any Catholic power. 
  
ALIGNMENTS
 
  
After diplomatic attacks are resolved, the referee will report to the players the statuses of the minor states, presented in a table, as well as in color-coding on the mapA minor state without INFs is considered unaligned (grey-colored).  Unaligned states are passable during a Movement and Retreat Phase.  If a power holds minimally 50% of all INFs placed in the minor state, then the minor state is considered aligned to the power, and passable or impassable depending on the declarations that have been made.  The minor state will then follow any order submitted to the state’s unit by the power it is aligned to.
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'''Sequence of declarations:''' If two players are in an alliance, then come into conflict, the alliance must first be officially ended before war is declared against each other.  If two players are at war, and then find that an alliance would be beneficial, the conflict must first officially end before the alliance can be formed.  Example: France and England are at war in 1623, but decide to end war and form an alliance.  Then the announcement to end war occurs in 1624, becomes effective in 1625In 1626 (or any year thereafter), England and France can now make a declaration of an alliance to be effective in the subsequent year.  It’s important to note that in 1625 until when an alliance comes into effect, France and England are neither at war or in an alliance, and this will prevent a move or convoy of one power into the territories and aligned states of the other.
  
  
NEUTRALITY
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==RESULTS, ALIGNMENTS AND CONFESSIONAL MARKERS==
  
For two or more powers equally invested in a minor state, the minor state will be marked as neutral (white-colored).  Or if 3 or more powers are invested in a minor state, and no power holds the required 50% for an alignment, then the state is also considered neutralNeutral states are impassable during any Movement and Retreat Phase.
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The referee presents the results of the Diplomatic Phase by reporting the status of each minor state to the players with a table, and the map color-codedThe referee also reports which declarations successfully pass.
  
 +
'''[[Every minor state has one of three alignment statuses at the end of the Diplomatic Phase:]] 
 +
'''
  
CONFESSIONAL MARKERS
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'''UNALIGNED:''' A minor state without INFs is considered unaligned (grey-colored).  Unaligned states are passable during the Order Phase, and may be occupied/captured.
  
If Protestant powers solely hold the INFs in a minor state then a Protestant confessional marker (orange-colored cross) can be placed in the state.  If Catholic powers solely hold the INFs in a minor state then a Catholic confessional marker (blue-colored cross) can be placed on the state.  If both Protestant and Catholic powers hold INFs in a minor state, then a confessional marker is placed only when one confession holds twice the INFs over the other.    Papal States will begin the game with a Catholic confessional marker.  A state carrying a confessional marker that is captured by a unit matching the confession is replaced with a white-colored markerIf the state has an opposing confessional marker to the occupational unit then a religious rebellion will be in effect, and a red-colored cross is placed.   
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'''ALIGNED:''' If a power holds more than 50% of all INFs placed in the minor state, then the minor state is considered aligned to the power, and passable or impassable during the Order Phase depending on the declarations that have been madeThe minor state will then follow any order submitted to the minor state’s unit(s) by the power it is aligned to.   
  
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'''NEUTRAL:''' For two or more powers equally invested in a minor state, the minor state will be marked as neutral (white-colored).  Or if 3 or more powers are invested in a minor state, and no one power holds the required >50% for an alignment, then the state is also considered neutral.  Neutral states are impassable during the Order Phase.  Neutral states can maintain units and maintain control of foreign provinces. 
  
SPECIFIC RULES REGARDING MINOR STATES
 
  
(1) Units of minor states are automatically disbanded if dislodged.   
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'''CONFESSIONAL MARKERS:'''  A confessional marker (colored cross) can only be placed on a minor state’s home supply center during the Map Adjustment Phase when A) only the power(s) of one religious confession holds all of the INFs in that state; or B) when the power(s) of one religious confession holds twice as many INFs in the minor state as the other religious confessionsWhen a minor’s home center is captured, the marker is removed.
  
(2) A power cannot dislodge or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpected.  An attack by a power on an aligned minor unit does not cut support.
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''Catholic majority = blue cross''
  
(3) The capture of a minor state's home center leads to the disbanding of all its units, and the relinquishing of control of any foreign centers/states during the Winter Adjustment Phase. 
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''Protestant majority = orange cross''
  
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''Ottoman majority = green crescent moon and star''
  
DECLARATIONS AND MOVEMENT
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=ORDER PHASE=
  
Declarations allow players to declare war, announce alliances, or end war.  During any Movement or Retreat Phase no power or aligned minor states of that power can move into the territorial domains of an opponent power and its aligned states unless a declaration of war is made or an alliance is established.  All declarations must be made openly during a phase and recorded in the adjudication for that phase.  The declaration then becomes effective during the subsequent Movement and Retreat Phase.  Declarations made during the Fall Movement and Retreat Phase do not come into effect during the coming Winter Adjustment Phase or Winter Income and Build Phase; they come into effect during coming Spring Movement and Retreat Phase in the following year. 
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==MOVEMENT==
  
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'''Effects of declarations:''' During the Order Phase players write and submit movement orders for their units on the board and for those minor units that are aligned to their power.  A unit cannot be ordered to move into the territorial domains of an opponent and/or any minor states aligned to the opponent, unless either a declaration of war or an alliance is in effect between the two powers.  Declaration of war is not required for a major unit or minor unit to move into an unaligned minor state (colored grey).  Any unit may support holds, convoys, or support movement into a province with or without a declaration of war (as long as the support is legal; e.g., an army cannot support into a water region). It should also be noted that a unit can support another unit into a space even if the supporting unit cannot move into that space due to official declarations in place or due to alignment status.  Movement into an aligned province (i.e., as to cause a standoff) is restricted unless a declaration of war or an alliance is in effect. 
  
Declaration of war: Declaration of war with another player may be announced during a phase, and becomes effective in the following Movement and Retreat Phase.  Declaration of war is made against an opposing power AND its aligned states.  Therefore, if a power wishes to attack an aligned minor state, whether directly or with an aligned minor unit, it must declare war on the power that the minor state is aligned toIf no declaration of war has been made, this is what is allowed: (1) Declaration of war is not required for a power or minor state to move against an unaligned minor state(2) Just like in standard Diplomacy where a dislodged unit will still cause a standoff, in Europe 1615, a unit ordered into a foreign province without a declaration of war cannot move into the province, but may cause a standoff in the province.  If no standoff occurs in the province, then a unit may retreat to the province.  (3) Continuing with rule (2), a unit may support holds, convoy, or support movement into a province without a declaration of war.   
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'''Rules for alliances:''' A member of an alliance CAN move freely through the territories and centers of an ally; this includes aligned minor states of the allyA member of an alliance CANNOT dislodge or support the dislodgment of an ally’s unit (including the aligned minor units of the ally), even if that dislodgment is unexpectedAn attack by a major unit on an allied unit does not cut support. This also applies to minor states aligned with the allyAllies cannot capture each other's centers or the centers of their aligned states, but may occupy those centers (see Occupation by Proxy).   
  
Alliances: Declaration of an alliance with another player may be announced during a phase, and becomes effective in the following Movement and Retreat Phase.  All potential members involved in the alliance must make the declaration for it to be official.  Alliances allow the following: (1) A member of an alliance can move freely through the territories and centers of another ally; this includes aligned minor states of the member.  A member of an alliance cannot dislodge or support the dislodgment of an ally’s unit, even if that dislodgment is unexpected.  An attack by a power on an ally does not cut support.  This also applies to minor states aligned with the ally.  Allies cannot capture each other's centers or the centers of their aligned states, but may occupy those centers (see Occupation by Proxy).  Breaking from an alliance can be initiated by any member of the alliance and declared during one Movement and Retreat Phase and made effective in a subsequent Movement and Retreat Phase.
 
  
Declaration of surrender: A player may surrender to an opposing power to save his position in the game.  Surrender comes at a price.  The victorious power can levy an indemnity against the surrendering power.  This would be an agreed upon sum between the two parties, but the indemnity cannot plunge the surrendering power below 25 units of wealth.  The indemnity should be divided equally between members of a victorious alliance.
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'''Water regions:''' Water regions cannot be aligned, and are thus always passable; but the movement rules regarding units and the declarations as described above must be observed.
  
Armistice:  Players at war may use any phase to announce an armistice to officially end hostilities. 
 
  
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'''Additional rules to observe:'''
  
SECURING CONTROL OF A CAPTURED FOREIGN CENTER
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1- Any minor unit is automatically disbanded if dislodged, even if the unit has greater than one strength.
  
For a power or a minor state to maintain control of a foreign province, it must maintain occupation of the province.  If the province is no longer occupied at the end of the Winter Adjustment Phase, it immediately reverts back to its independent statusA controlled minor state cannot be influence by any power; however, all INFs invested in the state are held in suspension, not removed or alteredA power may relinquish control of a state/province to reestablish its independent pliant status by simply removing its occupational unit.  When a state is released, the INFs that were held in suspension are put back into effect, and status reestablished.
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2- A power cannot attack, dislodge, or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpectedAn attack by a power on an aligned minor unit does not cut support. [Example:  Hesse is aligned with FranceFrance cannot cut the support of a Hessian unit nor support the dislodgment of that unit.]
  
Since a power or minor needs to maintain occupation of a foreign province to maintain control, how can a power/minor maintain control if the occupational unit needs to move?  Two acceptable methods allowed:
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3- The capture of a minor state's home center leads to the disbanding of all its units, and the relinquishing of control of any foreign centers/provinces during the Map Adjustment Phase.
  
Occupation by proxy:  If you can substitute an aligned minor unit or an ally’s unit for your occupational unit in a foreign province, then you may still maintain control of the province.   
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4- At the end of a movement phase, units should be checked on whether they can maintain their positions in a foreign province.  Use the following guidelines:
  
Transferring control:  During the Fall Movement and Retreat Phase, if there is occupation by proxy, you may transfer control of the province to the minor or another power that occupies it.  This is done by making a public announcement, and takes effect in the Winter.   
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4a- If the province is neutral, the foreign unit must retreat, or disband if no valid retreat can be made.   
  
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4b- If the province is aligned with a power that the foreign unit is not at war with or not allied with, then the foreign unit must retreat, or disband if no valid retreat can be made.
RELIGIOUS REBELLION
 
  
If a controlled center carries an opposing confessional marker to the occupational force then the state will be considered in revolt (confessional marker replaced with red-colored marker). A revolting state does not allow an occupying power to collect income on the center.  The revolt quells after a given number of Movement and Retreat Phases.  This determined from the value of the center or province.  For example, if the Dutch secure control of the Southern Netherlands (NET) in the Winter of 1620, the state is in revolt (Protestant power capturing a Catholic state).  NET has a value of 4; therefore, the revolt will be in effect during the Spring, Summer, and Fall of 1621 and Spring of 1622.  The revolt ends in the Summer of 1622, at which time the red-colored marker is replaced with a black-colored markerThe Dutch will be unable to collect income on NET in Winter of 1620 and 1621. 
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4c- If the province is aligned with a power that the foreign unit is at war with, then the foreign unit captures the province.   
  
Note: Religious rebellion does not apply should a Protestant power capture Bohemia or Guyenne.  Immediately place a black-colored marker when the capture occurs.  
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4d- If the province is aligned with a power that the foreign unit is allied with, then the foreign unit remains in the province (no capture occurs).
  
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5- A major or minor unit occupying an ally’s province may be attacked if the attacking unit is at war with the ally.  (Example: England is allied with Spain, and allows English unit to occupy Flanders, a Spanish territory.  Dutch are at war with Spain but not with England.  Dutch units may attack English unit in Flanders. If the Dutch were allied with England, the unit cannot be attacked.)
  
COMBAT ATTRITION RULE (ARMY UNITS ONLY)
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6- When a minor unit captures a province or supply center, then the province or supply center is colored according to the status of the minor state during the Map Adjustment Phase.
  
When a power’s army unit is forced to retreat, it gains an attrition mark.  Attrition prevents the unit from retreating a second time.  If forced to retreat a second time, it is automatically disbanded.  Attrition is relieved on all units at the Winter Adjustment Phase. 
 
  
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==SECURING CONTROL OF A CAPTURED FOREIGN CENTER==
  
CREATING A NEW PLIANT MINOR STATE
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For a power or a minor state to capture and maintain control of a foreign province or foreign center, it must maintain occupation.  If the province is no longer occupied at the end of the Order Phase, it immediately reverts back to its independent status after the Map Adjudication Phase. 
  
When a home center is captured by a foreign power or minor state, and later that control is relinquished, then the province becomes a newly formed pliant minor state.  
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A captured minor state CANNOT be influenced by any power (that is, INFs cannot be placed while it is held by a foreign enemy unit). However, all INFs presently invested in the state are held in suspension, not removed or altered.  A power may relinquish control of a center or province or minor state to reestablish its independent status by simply removing its occupational unit.  When a minor state is liberated, the INFs that were held in suspension are put back into effect, and its political status reestablished, and its unit rebuilt (if it has a center).  If a territory of a power is taken by a foreign unit, and then later liberated, the territory is restored to the domain of that power/state. Example: Normandy is captured/occupied by an enemy English unit. England then withdraws leaving Normandy unoccupied. Normandy is restored to France at the Map Adjustment Phase.  This rule applies to minor states as well.  For example, if Kalenberg, which is part of Lower Saxony (home center at Brunswick), is captured by a foreign unit and then later liberated, it is restored back to Lower Saxony. This also applies to:
  
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- Lusatia, Silesia, and Moravia (as part of the Bohemian Confederacy)
  
ADDING A UNIT FOR A POWER
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- Prussia (as part of Brandenburg)
  
During the Winter Income and Build Phase players may “purchase” units base on the Military Cost Table.  The cost to add one additional unit is equal to a percentage of the treasury based on the current size of the military.  The power must have an unoccupied home center for a build to be allowed.  The number of units that may be added is limited by the treasury and unoccupied home centers. To calculate the cost to add more than 1 unit during this phase, the player must assess the cost of one additional unit after one unit has been purchased.  No power can have more than 15 units on the board.  Example: France wishes to add two units during the Winter Income and Build Phase. At a military size of 5 units, it will cost 45% of the treasury to add one more unitTo add the second unit, France considers the new size of the military at 6 units.  From 6 to 7 units, it would cost 66% of the remaining treasury after the first unit was purchased, provided that the purchase does not plunge France below the minimum of 25 units of wealth in the treasury.  (If that is the case, then France cannot build the second unit.) 
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Additionally, if a minor’s home center is captured, its provinces are colored grey at the Map Adjustment Phase, and made passable during the Orders Phase.   
  
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'''Occupation by proxy:'''  A power can substitute an aligned minor unit for its unit in a foreign province, or an ally’s unit, or a unit aligned with the ally, and thus the power may still maintain control of the province or center.
  
ADDING A UNIT FOR A MINOR STATE
 
  
A minor state will automatically add a unit if it controls a foreign center.  With minor states, number of units that it may have is directly equal to number of controlled centers.  During the Winter Adjustment Phase if a minor state has more units than controlled centers it must disband units until the number of unit equals number of centers.  If the minor state is aligned, the aligned power must dictate which units to disband.  If not aligned, then units are disbanded beginning with the unit furthest from the state.
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==MOVING A BOLSTERED UNIT==
  
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A unit with bolstered strength is not treated as multiple units when moving on the board, but as a single unit with strength greater than 1. The unit cannot be split apart (however, its strength may be reduced by a retreat), nor can it merge with others. The bolstered unit moves, attacks, defends, and supports with the greater strength.  When a unit has greater strength this is depicted on the board with plus sign and value on top of the unit or as a flag in the case of minor unit.  So a unit with a strength of two is shown with a +1 on the top; a unit with a strength of 3 is shown with a +2 on top, etc. The maximum that a unit may be bolstered to is 10 (labeled with +9), and 5 for a minor unit. Additionally, the support provided by a bolstered unit can be broken by an attacking unit (or the combined strength of attacking units) in a one-to-one reduction (i.e., if a unit supporting with strength of 2 is attacked by a unit of strength of 1, then the support given will be rated at 1).
  
  
INCOME PHASE
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==RETREATS==
  
Each player begins with a treasury with 50 units of wealth (players may settle on a particular unit name for the period such as millions of ducats, millions of florins, or millions of talers).  A treasury can never fall below 25 units.  When the Winter Income and Build Phase occurs, all players receive income (or tribute) from home centers and controlled centers (or provinces such as Switzerland that does not have a center).  A home center under foreign occupation is in revolt if the occupier’s confession is opposing, and thus, does not provide income unit the revolt is quelled. For a home center or any controlled centers, the power receives funds equal to the value of the center as shown on the Income Map.  Islamic states do not provide income.  For other restrictions see section on Religious Rebellion.
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Un-bolstered army units cannot retreat. Fleet units cannot retreat.  A bolstered army unit can retreat if a legal space to retreat to is available.  When a bolstered army unit is forced to retreat, it loses one unit of strength. If a bolstered army unit is dislodged but unable to retreat, it is completely removed from the board.
  
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=BUILDS AND TRANSACTIONS PHASE=
  
  
OBJECTIVES
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==WEALTH AND INCOME==
  
At the final scoring phase, players receive points for meeting specific objectives. Each power has a set of objectives listed in the Political and Military Objectives Table.  Before the start of the game, players should select three objectives for their power, and submit this to the referee.  The referee will compile a list of submitted objectives for each power and will reveal this list to all players.
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Each player begins with an empty treasury. Wealth is measured in treasury points or TPs (players may settle on a particular currency name for the period such as millions of ducats, millions of florins, or millions of talers). During the Builds and Transactions Phase all players receive income (as TPs) from home centers, and from captured foreign centers (value within a black circle as shown on map), and captured foreign provinces valued at 1 TP each.  
  
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'''Protestant Union and the Catholic League:''' The Protestant Union and the Catholic League receive income from aligned states as well, but only from those states within the HRE.  Example: If the Catholic League maintains the alignment of Wuerzburg and Cologne, it receives 1 and 3 TPs, respectively, from those aligned states for a total of 7 TPs (this includes the income from Bavaria) at the Builds and Transactions Phase.
  
ELIMINATION
 
  
Power that is no longer in control of all its home centers is considered eliminated, irrespective of controlled foreign centers.  When a power is eliminated, all units are disbanded at the Winter Adjustment Phase, and the foreign centers that are held are liberated restoring them as pliant minor states and to their previously-suspended status.  INFs from the eliminated power are removed from all minor states where the power has invested, and the statuses of these minor states reevaluated. 
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==LOANS==
  
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This game allows for players to loan TPs to other players. If a player gives a loan, then the player should expect a repayment on an agreed upon time without interest, in parts or full (or a player may lend TPs without repayment).  If a player gives a loan, he/she may demand an interest payment along with repayment. These scenarios are monitored by the referee, but not enforced by the referee, and the recipient of a loan is not penalized for defaulting.  All of these transactions are conducted during this phase and reported by referee at the conclusion of the phase. 
  
MID-GAME AND FINAL SCORING
 
  
Game ends at the opening of 1630.  Referee may score players mid-game, say, 1625, so that they can gauge their progress.  On the year that the game ends, the referee tallies the final score based on the guidelines shown in the Scoring Guide.  Player with the highest score wins the game.  In case of ties, players may agree to extend the game to break the tie, or call a draw. 
 
  
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==COST TO BUILD==
  
NOTES ABOUT THE BOARD
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During this phase players may purchase units based on the Military Cost Table.  The cost to add one additional unit is equal to a value based on the current strength of the military.  The power must have an unoccupied home center for a new build to be allowed.  The number of new units that may be added is limited by the treasury and unoccupied home centers. To calculate the cost to add more than 1 unit during this phase, the player must assess the cost of one additional unit after one unit has been purchased.  No power can have more than 15 units on the board (or a combined military strength greater than 15).  For total strength of a military, just count up all the strengths of the units of a power on the board.
  
Large states.  Several minor states are composed of smaller provinces as shown below.  When a political status is established for these states, all provinces of the state are identified as aligned or neutral. 
 
Lower Saxony (LOWR) = Bremen & Brunswick-Lunenburg
 
Poland (POLN) = Danzig, Posen, Warsaw, Galicia, Samogitia, and Lithuania
 
Papal State (PAPL) = Marches and Rome
 
Brandenburg (BRA) = Berlin and Pomerania
 
Ottoman Empire (OTT) = Rumelia, Greece, Bulgaria, Serbia, Albania, Bosnia, Muntenia, and Moldavia
 
  
Costal province.  Schleswig-Holstein (SLG) has two coasts.  Moving from Copenhagen to SLG requires that the coast be specified.  SLG (EC) – SLG (WC) or visa versa is not a legal move.
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'''Military Cost Table'''
  
Starting positions.  Both the Dutch and the Swedes have units that do not start on centers.  Spain starts with an extra unit in Luxemburg.  
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[[Image:MILITARY-TABLE_1619-2.jpg]]
  
  
PLAY-TESTERS
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Example: France wishes to add two units during the income and build phase. At a military strength of 4 (4 units each with a strength of 1), it will cost 9 TPs to add one more unit.  To add the second unit, France considers the new size of the military at 5 units.  From 5 to 6 units, it would cost an additional 15 TPs, provided that the purchase does not put France below 0 TPs in the treasury. If that is the case, then France cannot build the second unit.
My gratitude to the following individuals for their time in play-testing of this variant:
 
  
Christian Schanner
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'''Bolstering the strength of an army unit:''' In the same manner as building a new unit, a player may increase the strength of an ARMY unit only.  The unit must be on a home center or a captured foreign center or an allied center for its strength to be bolstered.
Shane Cagney
 
Poul Hurup Lund-Andersen
 
Matthew Kelly
 
Michael Walters
 
Ewoud Wiering
 
Chris Lee
 
Chun Wang Lau
 
Andrew Port
 
Mark Utterback
 
Max Victory
 
Steven Caponigri
 
Aaron Havas
 
Greg Bim-Merle
 
  
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Note: The bolstering of a unit in a foreign center reflects the local voluntary enlistment, local conscription or the hiring of mercenaries commonly practiced during this period of time.
CLARIFICATION AND ERRATA (added 4-5-2015)
 
  
Minors cannot garner income from revolting centers.   
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'''Minor states:''' Minor states build based on the number of centers it holds:  The maximum allowable number of units that a minor can maintain is equal to number of centers it holds (that is the home center and captured foreign centers).  A new build is allowed if the home center is unoccupied. A minor state will AUTOMATICALLY build if it holds more centers than units (irrespective of the strengths of its current units)Coastal minor states will by default build fleets, but the aligned power may indicate the preferred unit to the referee.
  
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'''Bolstering the strength of a unit for a minor state:'''  A power may bolster a unit for a minor state.  The minor state does not necessarily need to be aligned with the power, but it must be aligned to a power, and not unaligned or neutral.  The cost to bolster is calculated in the same manner as building/bolstering a new unit for a power (see above).  The minor’s unit to be bolstered must be on a center for it to occur. There is no limit on the number of bolsters. In subsequent Builds and Transactions phases, the minor’s bolstered units are not counted as part of the power’s overall military strength.
  
CLARIFICATION AND ERRATA (added 3-14-2015)
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'''Ottoman fleet:'''  The Ottomans may build a fleet in Edirne (EDI). This fleet can only move to Greece to have access to the Mediterranean regions.
  
(1) If you join a defensive alliance (or an offensive alliance for that matter), and later the Declaration phase is invoked again, and a member of the alliance then declares war against another power, you may break from the alliance if you not agree with the declaration. This is allowed since it is happening during the Declaration phase. If you do not break from the alliance then you will be forced to declare war as well.
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=ELIMINATION=
(2) The breaking of an alliance does not require a mutual agreement. 
 
(3) You cannot break from an alliance and declare war against former ally in the same pass.  Need to invoke the declaration phase again.
 
(4) The ending of war is a mutual agreement.  If one of two warring parties wishes to end war, and the other does not, then war continues.  The only way to end war between two warring groups, when only one party wishes to end it, is through a surrender.  Surrendering takes precedence and ends war, and then follows with the indemnity paid to the victor. 
 
  
I guess you can consider the offensive and defensive alliances as loose terms to describe which group has declared war, basically.   
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A power that does not control any of its original home centers (that is, all home centers have been captured by foreign enemy units) at the end of an Order Phase it is considered eliminated, irrespective of controlled/captured foreign centers.  When a power is eliminated, all units are disbanded at the Map Adjustment Phase, and the foreign centers that were held are then liberated, restoring them as independent minor states, and to their pre-occupational status.  INFs from the eliminated power are removed from all minor states on the board where the power had deployed to during the game, and the statuses of these minor states reevaluated.   
  
If the A and B form an offensive alliance against C, both powers take a 10 point hit, right?  Yes.
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'''Rules about elimination for Spain and England:'''  Spain is eliminated if Madrid and Andalusia are both captured. Flanders, Milan, and Naples become new independent states that may be influenced.  If both London and Lancashire are captured, then England is eliminated and Scotland becomes a new independent state.
  
If the A and B form an offensive alliance against C and obliterate C, is the alliance over?  No.  The alliance remains.  To break the alliance, a new Declaration phase must be invoked and the announcement made.
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Double elimination rule:  If an attacking power captures the remaining home centers of an opposing power at the same time during a movement phase the opposing power captures the remaining centers of the attacking power, then both powers are eliminated.  
  
If the A and B form an offensive alliance against C, and then D declares war on the A, is B at war with D?  Yes.  If D declares war on the A, B is at war with D.  B will not need to reciprocate.  It's an
 
unintentional consequence of being in an alliance with the A.  (This is where an originally offensive alliance is now considered a defensive; a bit of overlap.)
 
  
If the A and B form an offensive alliance against C, and then the B subsequently and independently declares war on E, is A also at war with E?  Yes.  If B declares war on E, then A is unintentionally involved in war with the E (and is obligated to declare war on E as well).  If A is not content with this
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=SCORING PHASE=
situation then A will need to wait on the next Declaration phase to break the alliance.  The declaration of war is the method that allows powers the ability move against enemy territories.  Power  A would likely not want to be at war with E (and is forced to declare), but it does not obligate A to take any action.  Power A could sit by and do nothing.  The declaration of war by B against E, essentially, allows B and A  units to move on  E and vise verse. 
 
  
These are unintentional consequences of being in an alliance with another
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'''Referee scores the players individually during the Scoring Phase as follows:'''
player, and might enhance or sour the relationship.
 
  
MOBILIZATION PHASE
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1- For each captured foreign supply center the player earns 1 point for each point of value for the center.
  
Important note: Since no declarations have been made yet, all the aligned minor states are essentially impassable.  You may, however, move your unit into a minor that is aligned to you, if it is possible (for example, NAP-MAR is valid, since the Papal States are aligned with Spain, & assuming no bounce).    Without any declarations of war, an aligned minor cannot attack another aligned minor; a power cannot attack another power, a power cannot attack an aligned minor, and an aligned minor cannot be ordered to attack a power.
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2- For each corresponding confessional marker present on the board the player earns 1 point.
  
So, what can you do in next two seasonal phases?
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3- For each lost home supply center the player loses 1 point for each point of value for the center.
  
(1) Position your units as you see fit to your developing strategy. 
 
  
(2) Unaligned states are vulnerable, passable, and may be captured.
 
  
(3) Ocean/sea regions are open to contestation.
 
  
If you look at the Declaration section of the rulebook, there's a description of the statuses of the powers once declarations are made.  One status is neutrality.  However, as a neutral power you can still support holds on any unit, support the movement of any unit, cause a standoff (which I forgot to insert), and cut supportPerforming any of the previously stated actions is valid as long as you do not end up moving into territory you're not suppose to be moving into.  So, since no declarations have been made, all of you behave like neutrals.
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'''Austria and Bohemia:''' If Austria captures Bohemia and holds on to it, Austria gains an additional 5 victory pointsBohemian center is double-bordered to remind other players of this bonus for the player of Austria.  
  
CLARIFICATION AND ERRATA (added 3-8-2015)
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First player to reach 25 points wins the game regardless of the year. However, the game officially ends at the Scoring Phase of 1648, with highest scoring player taking victory.  Note: A player cannot claim victory if he/she has any outstanding loans.  In case of ties, players may agree to extend the game by one or more years to break the tie, or call a draw.  If an extension of the game beyond 1648 is agreed upon, no further allocations of INFs will occur, and the Diplomatic Phase is skipped in the years following 1648.
  
On the Declaration phase…
 
  
Options:  You have several things that you may do during Declaration phase: (1) declare war against an opponent, that is, only one declaration can be made against one opponent (and his aligned states and his allies) each time the Declaration phase is invoked; (2) form or break alliances; (3) take a neutral stance; (4) end war; or (5) announce a surrender.  Declaration of war comes with a penalty that is levied at the end of the game (during scoring).  So, it’s a matter of who initiates war first.  If you feel initiating war will improve your position and weaken your opponent’s, then, by all means, declare war.  If you are on the receiving end of a declaration of war you do not need to reciprocate.
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=MODIFICATIONS FOR A GAME WITH LESS THAN 15 PLAYERS=
  
Initiation: Power A and power B are eager to go to warHowever, power B is not as eager as power A.  So, as the referee, I’ll wait for the first to initiate the declaration, and this will be the power to take the penalty. For the sake of the example, let’s say power A initiates the declaration of war.  Power C and power D decide to support power A in its campaign against power B.  They must then each declare war against power B (and its aligned states and allies) and take a penalty as well.  When that declaration of war is directed at power B, it is automatically directed against all allies and aligned states.  Power B and its allies are not penalized, nor can they take a neutral position, and must now defend. 
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'''14 PLAYERS:''' Convert the Papacy into an independent minor state. Reduce its Rome center value to 3No Protestant power can deposit INFs to the Papacy, and Ottomans cannot deposit INFs to the Papacy.
  
Offensive alliance: Although power C and power D share a mutual interest in power A’s campaign against power B, this doesn’t constitute an automatic alliance between A, C, and D.  An alliance must be announced as well.  The Objectives Table encourages certain alliances, but it is up to you to decide the benefits of any alliance.  So, let’s say power C forms an alliance with power AThis’ll allow units of power C (and units of aligned states) to pass through the provinces and the aligned states of power A, and visa versaPower D is excluded, but power D may be part of the alliance if it is announced and agreed upon by power A and C as well.  As long as the alliance is in effect, one member of the alliance cannot control the provinces/centers and/or dependent states of another member.  Also, you cannot intentionally or unintentionally dislodge the unit of an ally or cut its support (same applies to its aligned units).  Between allied powers and minors, occupation by proxy is allowed.  That means a member of an alliance can maintain occupation of a province on behalf of another member.  
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'''13 PLAYERS:''' Modify the Papacy as described above, and then convert Saxony into an independent minor stateReduce its center value to 3Both the Union and the League will each have 1 INFs invested in Saxony to start.
  
Defensive alliance: Power B may gain the support of others (say, power E and F) and form a defensive alliance as well. (Movement rules as mentioned above also apply in the defensive alliance.) Power E and F are then also subject to the declaration of war by power A and its allies.  Now, one might ask, can power B declare war?  YesIt is not necessary for power B to reciprocate the declaration of war against power A; the declaration has already been established by power APower B may declare war against power G, for example.  This would mandate that power E and F must declare war against power G.  This may not be an agreeable situation for power E and F, however, and they may not wish to declare war on power GSo, it would be at the discretion of power E and F to join in an alliance with power B considering power B’s venture.  Therefore, two deadlines will be set for the Declaration phase: (1) one for declarations of war and the announcement of neutrality; and (2) one for the formation of alliances.  This is done in that order to avoid last-minute surprises.
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'''12 PLAYERS:''' Modify the Papacy and Saxony as described above.  Convert Savoy into an independent minor stateReduce Savoyard home center value to 3Only Catholic powers will be allowed to deposit INFs to SavoyFrance begins with 1 INF in Savoy.  
  
(In forming an alliance you are encouraged to assign a title, such as, for example, the Western Alliance, or Confederates of the Rhine, or the Scandinavian Pact, or the Hamburg Defensive Alliance, etcI can then reference the titles of the alliances during the narratives.)
+
'''11 PLAYERS:'''  Modify the Papacy, Saxony, and Savoy as described above.  Convert Venice into an independent minor state.  Reduce Venetian home center value to 3Only Catholic powers will be allowed to deposit INFs to Venice.
  
Neutrality: A power may declare neutrality, not forming an alliance, if they don’t wish to have foreign units marching on their territories and dependent states. If a power takes a neutral position, this doesn’t necessarily mean the player sits idly byNeutral powers can still support the hold of belligerent units, support moves, cut support, cause standoffs, and convoy belligerent units.  
+
'''10 PLAYERS:''' Modify the Papacy, Saxony, Savoy, and Venice as described above. The Catholic League is removed as a playable power.  Convert Bavaria into an independent minor state.  Keep Bavarian home center value at 3.  Only Catholic powers will be allowed to deposit INFs to Bavaria.  Austria begins with 3 INFs in Bavaria and 1 INF in Saxony.  The Protestant Union begins with 3 INFs in Bohemia, and 1 INF in Saxony.  The Protestant Union and Austria cannot form an alliance during the game.
  
Movement: Once the belligerent states are established, opposing units may pass/move into enemy territories and the enemy’s aligned states and the territories of its allies.  Allied powers may move into allied territories and dependent states. 
+
=PLAY-TESTERS=
  
 +
My gratitude to the following individuals for their time in play-testing of and making suggestions for this variant:
  
Other things to consider:
+
Frank Martin
  
[1] A player’s surrender always takes priority over continued war, but to surrender, the Declaration phase must be invoked again. 
+
Jeff Wyatt
  
[2] Multiple alliances can be formed, but a player can only be involved in one alliance at a time.  Breaking an alliance may only be done when the Declaration phase is invoked again.  Breaking an alliance and declaring war on the former ally is not allowed in the same pass.  If a neutral power decides to join an alliance the Declaration phase must be invoked again.  If you wish to break from an alliance the Declaration phase must be invoked again. 
+
Daithi Walshe
  
[3] What happens when you break an alliance and your former ally happens to occupy one of your provinces/centers or one of your aligned states?  The unit of the former ally may remain in the province/center. The control changes hand at the end of a Mobilization phase. 
+
George Atkins
  
[4] What happens when a unit of yours is in an aligned state and the status of that state changes to neutral during a Diplomatic phase?  Always remember that neutral minor states cannot be controlled/captured.  However, if a foreign unit is occupying it, the neutral minor state is passable (that is, the foreign unit may be attacked/dislodged or supported while in the neutral minor state).  If the foreign unit exits, the neutral minor state is no longer passable.
+
Adam Bagley
  
[5] During the diplomatic phase there are no restrictions on deployment of INFs and where diplomatic attacks are directed once declarations are made, i.e., a player may perform a diplomatic attack against an ally, an enemy, or a neutral player. 
+
Jonathan Langman
  
 +
Bryan Laferriere
  
Moving on:
+
Christian Schanner
  
The discussion of alliances and declaration of war and neutrality should be a public affair.  Once declarations are made, players must confirm and finalize their decisions by the deadlines.  I’ll then announce the declarations, establish movement rules based on those declarations (who can move against whom), and use those rules to guide my adjudications. There might be some situations during the Declaration phase that I haven’t foreseen, but will address it when it does happen.
+
Brian Diffell
  
Deadline for declarations of war: Saturday, March 14 by 10 PM GMT
+
Shane Cagney
(This stage is only for declarations of war.  If you do not want to declare war, and wish to take a neutral stance, just let me know, and the others, and finalize it before the deadline. But, remember, if someone declares war against you, you cannot take a neutral stance.  You then should use the next stage to find allies.)
 
  
Deadline for the formation of alliances: Saturday, March 21 by 10 PM GMT
+
Poul Hurup Lund-Andersen
(Here’s were you need to decide on joining an alliance.  If you join an offensive alliance you must declare war against the target of the alliance.  If you join a defensive alliance, no need to declare war.)
 
  
CLARIFICATION AND ERRATA (added 3-5-2015)
+
Matthew Kelly
  
Just wanted to make a quick change to the rules.  We have yet to invoke the Build phase.  For the Build phase, the rules state that if you have the funds, you can build up to 3 units.  I'd like to change that so that you are limited to just one build (even if you have funds for more).  In the rules, when trying to build more than one unit, there's a series of calculations to do.  If it is limited to just one build, it's a simple one-time calculation.  If you wish to build more, then just repeat the phase.  At the current size of the treasuries (50 each), all powers are able to build with exception to Spain.  Remember, you cannot make a purchase that reduces the treasury below 25 units of wealth. 
+
Michael Walters
  
 +
Ewoud Wiering
  
CLARIFICATION AND ERRATA (added 3-2-2015)
+
Chris Lee
  
Although it is not specifically stated, but implied in the rules (under alliances), you are allowed to move into a minor state that is aligned to you and visa versa, and movement is allowed between those states that are aligned to the same power (we have already seen examples of this in game #5 with Denmark entering Bremen, and the Ottomans entering Venice). 
+
Chun Wang Lau
  
Since a power or minor needs to maintain occupation of a foreign province to maintain control, how can a power/minor maintain control if the occupational unit needs to move?  I was trying to consider what can be done in this situation, and still keep it within the current rules of the game.
+
Andrew Port
  
Here's is what I'll accept:
+
Mark Utterback
  
Occupation by proxy:  If you can substitute an aligned minor unit for your occupational unit in  a foreign province, then you may still maintain control of the province.  Only downside of this is if the aligned minor changes allegiance. 
+
Max Victory
  
Transferring control:  At the end of a Mobilization phase, if there is occupation by proxy, you may transfer control of the province to the minor. 
+
Steven Caponigri
  
 +
Aaron Havas
  
CLARIFICATION AND ERRATA (added 3-1-2015)
+
Greg Bim-Merle
  
[A] I had a question concerning the adjudication (see Game 5, Fall 1616 adjudication).  France played GEN-MIL, so, how could the Spanish army retreat to MIL?  Standard Diplomacy rules state that a piece cannot retreat to a province where a standoff has occurred, and must retreat to adjacent province that it could ordinarily move to if unopposed by other units.  Therefore, CHA-FRE and SWI-FRE, leaves FRE unavailable as a retreat site for the Spanish army.  Spanish army cannot retreat to TYRL since there is no DofW or alliance with Austria (specific rule to this variant).  Spanish army cannot retreat to VEN as this is where the attack is coming from.  This leaves MIL.  France's GEN-MIL is technically a failed attempt IF it is not causing a standoff.  GEN-MIL also fails since there is no DoW with Spain.  A situation that I would accept as a standoff, for example, if the Tuscan army was in PIA, and France had played GEN-MIL and PIA-MIL, the "self-standoff" would have left the Spanish army no retreat options. 
+
Hugh Polley
  
Another situation that could have knocked the Spanish army OTB:
+
Leonard Saffer
Spain:  SWI-MIL
 
France:  CHA-FRE, GEN-MIL, VEN-SWI, SAV S VEN-MIL
 
Dutch:  LOR-FRE
 
(France stands-off Spain with GEN-MIL;  CHA-FRE & LOR-FRE is an acceptable standoff removing FRE as a retreat option for Spain.)
 
  
[B] Diplomatic attacks are not allowed in a controlled state.
 
  
  
CLARIFICATION AND ERRATA (added 2-17-2015)
+
=TABLES, RECORDING SHEETS, AND MAP=
  
1. If declaration have not been made a power cannot enter the territories of another power or its dependent (a.k.a, aligned states).  However, standoffs are still allowed in any province, even if that province is part of the domain of another power or minor state.   
+
==Europe 1619 Map and Starting Positions==
  
2. If you look at the Declaration section of the rulebook, there's a description of the statuses of the powers once declarations are made.  One status is neutrality.  However, as a neutral power you can still support holds on any unit, support the movement of any unit, cause a standoff (which I forgot to insert), and cut support. Performing any of the previously stated actions is valid as long as you do not end up moving into territory you're not suppose to be moving into.  So, since no declarations have been made,  all of you behave like neutrals.
+
This is a small low-resolution preview of the actual map.   Actual full resolution of the map is 5800 x 5800.  
  
 +
[[Image:map_1619-6.jpg]]
  
CLARIFICATION AND ERRATA (added 2-11-2015)
 
  
1. First and foremost, you must maintain occupation of a foreign center (or foreign province) to maintain control of it.  Control is assessed at the end of the Mobilization Phase.  To manage the occupation of foreign centers you will need to build more units.  This occupational rule doesn't apply to your home centers.  You can move away from your home centers and it'll still be part of your domain.  The occupational rule only applies to the capture of a foreign center. 
+
==Influence Allocation Table==
  
2. There's a rule regarding the granting of a province or center to a minor state.  Ignore it.  Here is how it should actually be done.  Relinquish control of a center/province by moving away from it, and follow-up with an aligned minor unit entering the center/province, then at the end of the Mobilization phase, the control of the center goes to the aligned minor state.  There will be no need to declare a transfer during the Declaration phase.  The minor occupies it now and maintains control. 
+
[[Image:INFLUENCE-TABLE_1619-2.jpg]]
  
3.  If one of your home centers is captured by a foreign unit, and later that unit relinquishes control of the center by moving away and no other occupational force replaces it, then that center does not revert back to your domain/control.  It becomes a new pliant minor state, open to influence to other powers.
 
  
 +
==Influence Tracker==
  
THINGS TO CONSIDER FOR REVISED RULEBOOK
+
[[Image:influence-tracker_1619-1.jpg]]
  
- change sequence for Dutch or randomize the turn order at the beginning
+
[[Image:influence-tracker_1619-1-p2.jpg]]
- include sanctions to dissolve the Protestant Union or the Catholic League
 
- fog of war rules: hiding the deployment list
 
- three stages for influence progression: escalation (beginning), climax (midgame), resolution (endgame)
 
- plague and famine rules
 
- each phase advances the year by 1
 
- limit phases to mobilize, build, diplomacy, sanctions, declarations;  eliminate income phase, intermission (?)
 
- use influence points to vote on sanctions (?)
 
- no limitation on growth of military for powers and minors; adding a unit is matter of having an open home center; size capped at 10-12 units?
 
- eliminate the treasury or have a yearly maintenance cost for units (1 units or wealth per army)
 
- arrears (debt)
 
- use influence points to vote on sanctions or have an accounting system that enacts a sanction
 
- include some basics about standard Diplomacy rules
 
- income from home centers
 
- defender of the faith: allow the move against a revolting state without DofW
 
- remove alliances as objectives
 
- Ottomans?  Polish? as new players
 

Latest revision as of 17:46, 10 February 2019

Soldiers.jpg


EUROPE 1619 (formerly called Europe 1615)

A DIPLOMACY VARIANT

by Matthew Medeiros

(Edited 2-26-2018)


INTRODUCTION

“Had Luther and Calvin been confined before they had begun to dogmatize, the states would have been spared many troubles.” - Cardinal Richelieu

July 31, 1619: Protestant leaders in Bohemia feared the fervent Catholic Ferdinand II, successor to Matthias, Emperor of the Holy Roman Empire, King of Bohemia and Hungary would infringe on their rights. The Bohemian confederacy is formed seeking support and a leader. Will the Empire’s political and military influence suppress the cause, or maybe, just maybe, events will play out very differently in the hands of shrewd diplomats at the game table…

Europe 1619 is a Diplomacy variant that adopts the mechanics from Jim Dunnigan’s and Thomas N. Shaw’s diplomatic game Origins of World War 2 published in 1971. Europe 1619 is also inspired by other Diplomacy variants such as Ambition and Empire, Classic Payola, Machiavelli, Multiplicity, and Formal Diplomacy. Europe 1619 is played with 16 players, but can be modified for less. Each player represents one of the major and regional European powers of the early 17th century:


1 Austria, House of Hapsburg, Holy Roman Emperor, Ferdinand II

2 Denmark, House of Oldenburg, Christian IV

3 Spain, House of Hapsburg, Philip III

4 France, House of Bourbon, Louis XIII

5 Dutch Republic, House of Orange-Nassau, Maurice of Orange

6 England, House of Stuart, James I

7 Sweden, House of Vasa, Gustav II Adolf

8 Catholic League and Bavaria, House of Wittelsbach, Maximilian I

9 Protestant Union and the Palatinate, House of Palatine-Simmern, Frederick V

10 Papacy, House of Borghese, Pope Paul V

11 Poland-Lithuania, House of Vasa, Sigismund III

12 Electorate of Saxony, House of Wettin, John George I

13 Ottoman Empire, House of Osman, Osman II

14 Republic of Venice, Doge Antonio Priuli

15 Duchy of Savoy, House of Savoy, Charles Emmanuel I

16 Transylvania, House of Bethlen, Gabriel Bethlen


Europe 1619 utilizes the standard rules from 5th Edition Diplomacy with modifications described in this rulebook.


OBJECT OF THE GAME

The object of the game is for a power to score 25 victory points at some year in the game (or achieve the highest score by the official end of the game). The player representing that power is the winner.

NOTES ABOUT THE GAME BOARD

Large minor states: Three minor states are composed of smaller provinces as shown below. When a political status is established for a large minor state, all provinces of the state are identified as aligned or unaligned or neutral.

Bohemian Confederacy (BOHC) = Bohemia (BOH), Lusatia (LUS), Silesia (SIL), and Moravia (MOR)

Brandenburg-Prussia (BRAP) = Brandenburg (BRA), and Prussia (PRU)

Lower Saxony (LOWR) = Kalenberg (KAL), and Brunswick (BRU)

Holy Roman Empire (HRE) = On the board, the HRE is outlined with a dull red and shadowed border.

Coastal provinces: Holstein (HOL) has two coasts. Moving a fleet from Copenhagen (COP) to HOL requires that the coast be specified. HOL (EC) – HOL (WC) or visa versa is not a legal move for a fleet. Irish Earldoms (IRE) has two coast which needs to be specified when moving a fleet to that space from Munster or Ulster. A fleet cannot move from IRE (WC) - IRE (EC) or visa versa; nor can a fleet from the Celtic Sea move to IRE (WC), and visa versa; and same is true for a move from North Atlantic (ATL) to IRE (EC). A fleet in MID has access to MED, ANDL, and SHA; and visa versa. A fleet in POR may move to ANDL, and visa versa.

Copenhagen: COP connects directly with Scania (SCA), Bornholm (BOR), Skagerrak (SKA), North Sea (NTH), Helgoland Bight (HEL), and Holstein (HOL). Moving a fleet from BOR to SKA will require going through SCA or COP.

Supply centers: Each supply center is marked with a solid circle inscribed with a white number. These markers (1) determine income during the Builds and Transactions Phase, (2) serves as a site for a build, and (3) are required for the Scoring Phase.

Confessional markers: Minor states will receive a Protestant marker (orange cross) or a Catholic marker (blue cross) or a Ottoman marker (green crescent moon and star) to indicate which confession has the two-thirds majority of influence in state. These markers are placed next to a minor’s home supply center when aligned, and removed when captured. These markers are also used for scoring.

UNITS AND TOTAL MILITARY STRENGTH

Each army unit is represented by a square piece. Each fleet unit is represented by a narrow rectangular piece. All units of the minor states (a.k.a., minor units) are represented by sliver-colored pieces with the abbreviated name of the minor state inscribed. Units of the powers (a.k.a, major units) are designated by color as listed below:


Catholic Powers

Austria = RED

Spain = YELLOW

France = BLUE

Catholic League and Bavaria = CRIMSON

Papacy = DARK CYAN

Poland-Lithuania = BRIGHT CYAN

Venice = PURPLE-VIOLET

Savoy = GOLD


Protestant Powers

Denmark = PURPLE

Dutch Republic = BROWN

England = GREEN

Sweden = ORANGE

Protestant Union and the Palatinate = BRONZE

Saxony = BEIGE

Transylvania = PALE YELLOW


'Ottoman Empire / Islamic Power

Ottoman = LIGHT GREEN


All units have the same strength at the start of the game (with exception to the Spanish unit in Flanders). However, major and minor army units may be bolstered to have a greater-than-one strength. This would be indicated by an inscribed number with a plus sign on the army unit or in a diamond flag for minor units. These units will attack, defend, and support with a strength equal to one plus the value inscribed on the unit or flag.

There can be only one unit in a province at a time, and there is no limit on the strength of the unit. A power’s total military strength is the sum of all of its individual unit strengths on the board.


STARTING POSITIONS AND PROVINCES

Centers and units: At the start of the game, each power controls one or more centers and provinces. Some minor states will not have a supply center and unit. Those minor states with a supply center will also begin with a unit. Refer to the map for the starting positions of the units and territorial holdings of the powers.

Home provinces are as follows:

Austria = Vienna, Slovenia, Upper Austria, Styria, Royal Hungary, Transcarpathia, Tyrol, Upper Slavonia, Kremnica

Denmark = Copenhagen, Holstein, Norway, Scania

Spain = Madrid, Andalusia, Extremadura, Valencia, Aragon, Leon, Galicia, Cantabria, Naples, Milan, Free County, Liege, Brabant, Flanders

France = Normandy, Paris, Lyonnais, Provence, Brittany, Poitou, Guyenne, Gascony, Languedoc, Dauphiny, Burgundy, Champagne

Dutch Republic = Holland, Friesland

England = London, Lancashire, York, Wessex, Ulster, Munster, Scotland

Sweden = Stockholm, Dalarna, Kalmar

Catholic League = Bavaria

Protestant Union = Palatinate, Upper Palatinate

Papacy = Rome, Marche, Romagne

Poland-Lithuania = Warsaw, Danzig, Samogitia, Riga, Posen, Lithuania, Ruthenia, Podolia

Saxony = Saxony

Ottoman = Edirne, Greece, Macedonia, Bulgaria, Serbia, Albania, Bosnia, Hungary

Venice = Venice, Dalmatia

Savoy = Turin, Savoy

Transylvania = Transylvania


Home centers and starting units are as follows:

Austria = A-Vienna and A-Slovenia

Denmark = F-Copenhagen and A-Holstein

Spain = A-Madrid and F-Andalusia (However, Naples, Milan, and Flanders are build sites for Spain they are not considered home centers. Naples, Milan, and Flanders begin with armies, but A-Flanders begins with strength +1.)

France = F-Normandy, A-Paris, A-Lyonnais, and A-Provence

Dutch Republic = A-Holland and F-Friesland

England = F-London and A-Lancashire (However, Scotland is a build site for England it is not considered a home center. Scotland begins with fleet.)

Sweden = F-Stockholm

Catholic League = A-Bavaria

Protestant Union = A-Palatinate

Papacy = A-Rome

Poland-Lithuania = A-Warsaw and A-Danzig

Saxony = A-Saxony

Ottoman = A-Edirne

Venice = F-Venice

Savoy = A-Turin

Transylvania = A-Tra


PHASES OF THE GAME YEAR

1 - Diplomatic Phase

2 - Orders Phase

3 - Adjudication Phase

4 - Retreat and/or Disband Phase

5 - Map Adjustment Phase

6 - Builds and Transactions Phase

7 - Scoring Phase


DIPLOMATIC PHASE

INFLUENCE AND PLACEMENT

During the Diplomatic Phase, players discuss their plans, alliances are made, tactics decided, and declarations of war considered. When the orders for the Diplomatic Phase are submitted the format will consist of a list of INF placements, and declarations (if any, and not during the first year of game play). INFs are discussed below.

At the start of each year Influence Points (INFs) are allotted to the powers as shown in the Influence Allocation Table (see table below).

During this phase players will distribute their INFs to the independent minor states (see List of minor states, below). However, there is an initial placement of INFs to the minor states prior to the start of the game (see INITIAL SETUP). Players should use all INFs available for the year and may not save unused INFs for the following year. Players cannot distribute more INFs than allotted for the year, and players may not lend out INFs, or remove INFs from a state once they are placed. INFs may be placed in a minor state that possesses both a supply center and unit, and INFs may be placed in a minor state that possess neither. As the game progresses, INFs will accumulate in the minor states.

To place INFs in a particular minor state, the player must submit an order in the following syntax:

number of INFs: [minor state]

An example of this is…

Order from FRANCE:

5: BRE

(means that 5 INFs of French influence will be placed in Bremen)

Note: Only Protestant powers can deploy INFs to the Bohemian Confederacy.


List of minor states that can be influenced

Minor State, Abbreviation, Unit Label (if applicable)

Bremen, BRE

Erfurt, ERF

Hamburg, HAM

Oldenburg, OLD

Paderborn, PAD

Pomerania, POM

Saarbrueken, SAA

Strasbourg, STR

Swiss Confederation, SWI

Trier, TRI

Wallachia, WAL

Moldavia, MOL

Ansbach, ANS, An

Bohemian Confederacy, BOHC, Bo

Brandenburg-Prussia, BRAP, Br

Catalonia, CAT,Ca

Cologne, COL, Co

Croatia, CRO, Cr

Genoa, GEN, Ge

Hesse, HES, He

La Rochelle, ROC, Hu

Irish Earldoms, IRE, Ir

Lorraine-Alsace, LOR, Lo

Lower Saxony, LOWR, Lw

Mantua, MAN, Ma

Mecklenburg, MEC, Me

Magdeburg, MAG

Modena, MOD, Mo

Sharifate, SHA, Mr

Parma, PARM, Pm

Portugal, POR, Pt

Stralsund, SRL, St

Baden-Wuerttemberg, WUR, Sw

Tunisia, TUN, Tn

Tuscany, TUS, Tu

Westphalia-Muenster, WES, We

Wuerzburg, WUE, Wz


INITIAL SETUP

Before the start of the game, there’s a fixed placement of INFs for some powers:

Initial INF placement goes as follows:

Spain = 5: POR, 1: CAT

Catholic League = 5: TRI, 5: COL, 5: WUE

Protestant Union = 5: ANS, 5: STR, 3: BRAP, 5: HES, 5: WUR

Ottomans = 1: TUN, 1: MOL, 1: WAL


DECLARATIONS

Declarations allow players to declare war, to establish alliances, or to end war. These declarations are made during the Diplomatic Phase. Declarations are not allowed in the first year of game play.

Declaration of war against another power: Declaration of war is announced during one Diplomatic Phase, and becomes effective in the next year. Declaration of war is made against an opposing power and all of its aligned states. A declaration of war allows a player to attack an enemy’s unit(s) and enter an enemy’s territories. If a power wishes to attack an opponent-aligned minor state, whether directly or indirectly with an aligned minor unit, it must declare war on the power that the targeted minor state is aligned to. An exception to this rule is explained below under additional rules to observe.


Alliances: Declaration of an alliance with another player may be announced during a Diplomatic Phase, and becomes effective the following year. The powers involved in the making of the alliance must make the declaration for it to be official. (Example: If France, England and Spain decide to form an alliance and only Spain and England include the declaration in their orders, then Spain and England form an alliance and France will be excluded.) In an alliance, a power is not held liable if an ally declares war against another power. For example, if France and Denmark are allies, and France declares war against England, Denmark will not be at war with England, unless a declaration of war is made by Denmark or England against the other.


Notes on initial declarations:

-The Protestant Union cannot form an alliance with the Catholic League.

-Austria and Spain begin the game in an alliance.

-Austria and the Catholic League begin the game in an alliance.

-England and the Protestant Union begin in an alliance.

-Ottomans and the Protestant Union begin in an alliance.

-Spain and the Dutch Republic are at war.


Armistice: Players at war may use the Diplomatic Phase to announce an armistice to officially end hostilities. The armistice becomes effective in the following year. The powers wanting to end war must make the declaration for it to be official. (Example: If the Dutch are at war with England and only England declares an armistice, but not the Dutch, then no official armistice is passed.)


The Papacy: The Papacy can declare war against any power. However, no Catholic power can declare war on the Papacy unless any one of the following events has occurred:

- The Papacy captures a center.

- If the Papacy is allied with a Catholic power that is at war or declares war on another Catholic power, then the Papacy may be the recipient of a declaration of war from any Catholic power.

- If the Papacy supports an attack on a Catholic power, then it may be the recipient of a declaration of war from any Catholic power.


Sequence of declarations: If two players are in an alliance, then come into conflict, the alliance must first be officially ended before war is declared against each other. If two players are at war, and then find that an alliance would be beneficial, the conflict must first officially end before the alliance can be formed. Example: France and England are at war in 1623, but decide to end war and form an alliance. Then the announcement to end war occurs in 1624, becomes effective in 1625. In 1626 (or any year thereafter), England and France can now make a declaration of an alliance to be effective in the subsequent year. It’s important to note that in 1625 until when an alliance comes into effect, France and England are neither at war or in an alliance, and this will prevent a move or convoy of one power into the territories and aligned states of the other.


RESULTS, ALIGNMENTS AND CONFESSIONAL MARKERS

The referee presents the results of the Diplomatic Phase by reporting the status of each minor state to the players with a table, and the map color-coded. The referee also reports which declarations successfully pass.

Every minor state has one of three alignment statuses at the end of the Diplomatic Phase:

UNALIGNED: A minor state without INFs is considered unaligned (grey-colored). Unaligned states are passable during the Order Phase, and may be occupied/captured.

ALIGNED: If a power holds more than 50% of all INFs placed in the minor state, then the minor state is considered aligned to the power, and passable or impassable during the Order Phase depending on the declarations that have been made. The minor state will then follow any order submitted to the minor state’s unit(s) by the power it is aligned to.

NEUTRAL: For two or more powers equally invested in a minor state, the minor state will be marked as neutral (white-colored). Or if 3 or more powers are invested in a minor state, and no one power holds the required >50% for an alignment, then the state is also considered neutral. Neutral states are impassable during the Order Phase. Neutral states can maintain units and maintain control of foreign provinces.


CONFESSIONAL MARKERS: A confessional marker (colored cross) can only be placed on a minor state’s home supply center during the Map Adjustment Phase when A) only the power(s) of one religious confession holds all of the INFs in that state; or B) when the power(s) of one religious confession holds twice as many INFs in the minor state as the other religious confessions. When a minor’s home center is captured, the marker is removed.

Catholic majority = blue cross

Protestant majority = orange cross

Ottoman majority = green crescent moon and star

ORDER PHASE

MOVEMENT

Effects of declarations: During the Order Phase players write and submit movement orders for their units on the board and for those minor units that are aligned to their power. A unit cannot be ordered to move into the territorial domains of an opponent and/or any minor states aligned to the opponent, unless either a declaration of war or an alliance is in effect between the two powers. Declaration of war is not required for a major unit or minor unit to move into an unaligned minor state (colored grey). Any unit may support holds, convoys, or support movement into a province with or without a declaration of war (as long as the support is legal; e.g., an army cannot support into a water region). It should also be noted that a unit can support another unit into a space even if the supporting unit cannot move into that space due to official declarations in place or due to alignment status. Movement into an aligned province (i.e., as to cause a standoff) is restricted unless a declaration of war or an alliance is in effect.

Rules for alliances: A member of an alliance CAN move freely through the territories and centers of an ally; this includes aligned minor states of the ally. A member of an alliance CANNOT dislodge or support the dislodgment of an ally’s unit (including the aligned minor units of the ally), even if that dislodgment is unexpected. An attack by a major unit on an allied unit does not cut support. This also applies to minor states aligned with the ally. Allies cannot capture each other's centers or the centers of their aligned states, but may occupy those centers (see Occupation by Proxy).


Water regions: Water regions cannot be aligned, and are thus always passable; but the movement rules regarding units and the declarations as described above must be observed.


Additional rules to observe:

1- Any minor unit is automatically disbanded if dislodged, even if the unit has greater than one strength.

2- A power cannot attack, dislodge, or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpected. An attack by a power on an aligned minor unit does not cut support. [Example: Hesse is aligned with France. France cannot cut the support of a Hessian unit nor support the dislodgment of that unit.]

3- The capture of a minor state's home center leads to the disbanding of all its units, and the relinquishing of control of any foreign centers/provinces during the Map Adjustment Phase.

4- At the end of a movement phase, units should be checked on whether they can maintain their positions in a foreign province. Use the following guidelines:

4a- If the province is neutral, the foreign unit must retreat, or disband if no valid retreat can be made.

4b- If the province is aligned with a power that the foreign unit is not at war with or not allied with, then the foreign unit must retreat, or disband if no valid retreat can be made.

4c- If the province is aligned with a power that the foreign unit is at war with, then the foreign unit captures the province.

4d- If the province is aligned with a power that the foreign unit is allied with, then the foreign unit remains in the province (no capture occurs).

5- A major or minor unit occupying an ally’s province may be attacked if the attacking unit is at war with the ally. (Example: England is allied with Spain, and allows English unit to occupy Flanders, a Spanish territory. Dutch are at war with Spain but not with England. Dutch units may attack English unit in Flanders. If the Dutch were allied with England, the unit cannot be attacked.)

6- When a minor unit captures a province or supply center, then the province or supply center is colored according to the status of the minor state during the Map Adjustment Phase.


SECURING CONTROL OF A CAPTURED FOREIGN CENTER

For a power or a minor state to capture and maintain control of a foreign province or foreign center, it must maintain occupation. If the province is no longer occupied at the end of the Order Phase, it immediately reverts back to its independent status after the Map Adjudication Phase.

A captured minor state CANNOT be influenced by any power (that is, INFs cannot be placed while it is held by a foreign enemy unit). However, all INFs presently invested in the state are held in suspension, not removed or altered. A power may relinquish control of a center or province or minor state to reestablish its independent status by simply removing its occupational unit. When a minor state is liberated, the INFs that were held in suspension are put back into effect, and its political status reestablished, and its unit rebuilt (if it has a center). If a territory of a power is taken by a foreign unit, and then later liberated, the territory is restored to the domain of that power/state. Example: Normandy is captured/occupied by an enemy English unit. England then withdraws leaving Normandy unoccupied. Normandy is restored to France at the Map Adjustment Phase. This rule applies to minor states as well. For example, if Kalenberg, which is part of Lower Saxony (home center at Brunswick), is captured by a foreign unit and then later liberated, it is restored back to Lower Saxony. This also applies to:

- Lusatia, Silesia, and Moravia (as part of the Bohemian Confederacy)

- Prussia (as part of Brandenburg)

Additionally, if a minor’s home center is captured, its provinces are colored grey at the Map Adjustment Phase, and made passable during the Orders Phase.

Occupation by proxy: A power can substitute an aligned minor unit for its unit in a foreign province, or an ally’s unit, or a unit aligned with the ally, and thus the power may still maintain control of the province or center.


MOVING A BOLSTERED UNIT

A unit with bolstered strength is not treated as multiple units when moving on the board, but as a single unit with strength greater than 1. The unit cannot be split apart (however, its strength may be reduced by a retreat), nor can it merge with others. The bolstered unit moves, attacks, defends, and supports with the greater strength. When a unit has greater strength this is depicted on the board with plus sign and value on top of the unit or as a flag in the case of minor unit. So a unit with a strength of two is shown with a +1 on the top; a unit with a strength of 3 is shown with a +2 on top, etc. The maximum that a unit may be bolstered to is 10 (labeled with +9), and 5 for a minor unit. Additionally, the support provided by a bolstered unit can be broken by an attacking unit (or the combined strength of attacking units) in a one-to-one reduction (i.e., if a unit supporting with strength of 2 is attacked by a unit of strength of 1, then the support given will be rated at 1).


RETREATS

Un-bolstered army units cannot retreat. Fleet units cannot retreat. A bolstered army unit can retreat if a legal space to retreat to is available. When a bolstered army unit is forced to retreat, it loses one unit of strength. If a bolstered army unit is dislodged but unable to retreat, it is completely removed from the board.

BUILDS AND TRANSACTIONS PHASE

WEALTH AND INCOME

Each player begins with an empty treasury. Wealth is measured in treasury points or TPs (players may settle on a particular currency name for the period such as millions of ducats, millions of florins, or millions of talers). During the Builds and Transactions Phase all players receive income (as TPs) from home centers, and from captured foreign centers (value within a black circle as shown on map), and captured foreign provinces valued at 1 TP each.

Protestant Union and the Catholic League: The Protestant Union and the Catholic League receive income from aligned states as well, but only from those states within the HRE. Example: If the Catholic League maintains the alignment of Wuerzburg and Cologne, it receives 1 and 3 TPs, respectively, from those aligned states for a total of 7 TPs (this includes the income from Bavaria) at the Builds and Transactions Phase.


LOANS

This game allows for players to loan TPs to other players. If a player gives a loan, then the player should expect a repayment on an agreed upon time without interest, in parts or full (or a player may lend TPs without repayment). If a player gives a loan, he/she may demand an interest payment along with repayment. These scenarios are monitored by the referee, but not enforced by the referee, and the recipient of a loan is not penalized for defaulting. All of these transactions are conducted during this phase and reported by referee at the conclusion of the phase.


COST TO BUILD

During this phase players may purchase units based on the Military Cost Table. The cost to add one additional unit is equal to a value based on the current strength of the military. The power must have an unoccupied home center for a new build to be allowed. The number of new units that may be added is limited by the treasury and unoccupied home centers. To calculate the cost to add more than 1 unit during this phase, the player must assess the cost of one additional unit after one unit has been purchased. No power can have more than 15 units on the board (or a combined military strength greater than 15). For total strength of a military, just count up all the strengths of the units of a power on the board.


Military Cost Table

MILITARY-TABLE 1619-2.jpg


Example: France wishes to add two units during the income and build phase. At a military strength of 4 (4 units each with a strength of 1), it will cost 9 TPs to add one more unit. To add the second unit, France considers the new size of the military at 5 units. From 5 to 6 units, it would cost an additional 15 TPs, provided that the purchase does not put France below 0 TPs in the treasury. If that is the case, then France cannot build the second unit.

Bolstering the strength of an army unit: In the same manner as building a new unit, a player may increase the strength of an ARMY unit only. The unit must be on a home center or a captured foreign center or an allied center for its strength to be bolstered.

Note: The bolstering of a unit in a foreign center reflects the local voluntary enlistment, local conscription or the hiring of mercenaries commonly practiced during this period of time.

Minor states: Minor states build based on the number of centers it holds: The maximum allowable number of units that a minor can maintain is equal to number of centers it holds (that is the home center and captured foreign centers). A new build is allowed if the home center is unoccupied. A minor state will AUTOMATICALLY build if it holds more centers than units (irrespective of the strengths of its current units). Coastal minor states will by default build fleets, but the aligned power may indicate the preferred unit to the referee.

Bolstering the strength of a unit for a minor state: A power may bolster a unit for a minor state. The minor state does not necessarily need to be aligned with the power, but it must be aligned to a power, and not unaligned or neutral. The cost to bolster is calculated in the same manner as building/bolstering a new unit for a power (see above). The minor’s unit to be bolstered must be on a center for it to occur. There is no limit on the number of bolsters. In subsequent Builds and Transactions phases, the minor’s bolstered units are not counted as part of the power’s overall military strength.

Ottoman fleet: The Ottomans may build a fleet in Edirne (EDI). This fleet can only move to Greece to have access to the Mediterranean regions.

ELIMINATION

A power that does not control any of its original home centers (that is, all home centers have been captured by foreign enemy units) at the end of an Order Phase it is considered eliminated, irrespective of controlled/captured foreign centers. When a power is eliminated, all units are disbanded at the Map Adjustment Phase, and the foreign centers that were held are then liberated, restoring them as independent minor states, and to their pre-occupational status. INFs from the eliminated power are removed from all minor states on the board where the power had deployed to during the game, and the statuses of these minor states reevaluated.

Rules about elimination for Spain and England: Spain is eliminated if Madrid and Andalusia are both captured. Flanders, Milan, and Naples become new independent states that may be influenced. If both London and Lancashire are captured, then England is eliminated and Scotland becomes a new independent state.

Double elimination rule: If an attacking power captures the remaining home centers of an opposing power at the same time during a movement phase the opposing power captures the remaining centers of the attacking power, then both powers are eliminated.


SCORING PHASE

Referee scores the players individually during the Scoring Phase as follows:

1- For each captured foreign supply center the player earns 1 point for each point of value for the center.

2- For each corresponding confessional marker present on the board the player earns 1 point.

3- For each lost home supply center the player loses 1 point for each point of value for the center.



Austria and Bohemia: If Austria captures Bohemia and holds on to it, Austria gains an additional 5 victory points. Bohemian center is double-bordered to remind other players of this bonus for the player of Austria.

First player to reach 25 points wins the game regardless of the year. However, the game officially ends at the Scoring Phase of 1648, with highest scoring player taking victory. Note: A player cannot claim victory if he/she has any outstanding loans. In case of ties, players may agree to extend the game by one or more years to break the tie, or call a draw. If an extension of the game beyond 1648 is agreed upon, no further allocations of INFs will occur, and the Diplomatic Phase is skipped in the years following 1648.


MODIFICATIONS FOR A GAME WITH LESS THAN 15 PLAYERS

14 PLAYERS: Convert the Papacy into an independent minor state. Reduce its Rome center value to 3. No Protestant power can deposit INFs to the Papacy, and Ottomans cannot deposit INFs to the Papacy.

13 PLAYERS: Modify the Papacy as described above, and then convert Saxony into an independent minor state. Reduce its center value to 3. Both the Union and the League will each have 1 INFs invested in Saxony to start.

12 PLAYERS: Modify the Papacy and Saxony as described above. Convert Savoy into an independent minor state. Reduce Savoyard home center value to 3. Only Catholic powers will be allowed to deposit INFs to Savoy. France begins with 1 INF in Savoy.

11 PLAYERS: Modify the Papacy, Saxony, and Savoy as described above. Convert Venice into an independent minor state. Reduce Venetian home center value to 3. Only Catholic powers will be allowed to deposit INFs to Venice.

10 PLAYERS: Modify the Papacy, Saxony, Savoy, and Venice as described above. The Catholic League is removed as a playable power. Convert Bavaria into an independent minor state. Keep Bavarian home center value at 3. Only Catholic powers will be allowed to deposit INFs to Bavaria. Austria begins with 3 INFs in Bavaria and 1 INF in Saxony. The Protestant Union begins with 3 INFs in Bohemia, and 1 INF in Saxony. The Protestant Union and Austria cannot form an alliance during the game.

PLAY-TESTERS

My gratitude to the following individuals for their time in play-testing of and making suggestions for this variant:

Frank Martin

Jeff Wyatt

Daithi Walshe

George Atkins

Adam Bagley

Jonathan Langman

Bryan Laferriere

Christian Schanner

Brian Diffell

Shane Cagney

Poul Hurup Lund-Andersen

Matthew Kelly

Michael Walters

Ewoud Wiering

Chris Lee

Chun Wang Lau

Andrew Port

Mark Utterback

Max Victory

Steven Caponigri

Aaron Havas

Greg Bim-Merle

Hugh Polley

Leonard Saffer


TABLES, RECORDING SHEETS, AND MAP

Europe 1619 Map and Starting Positions

This is a small low-resolution preview of the actual map. Actual full resolution of the map is 5800 x 5800.

Map 1619-6.jpg


Influence Allocation Table

INFLUENCE-TABLE 1619-2.jpg


Influence Tracker

Influence-tracker 1619-1.jpg

Influence-tracker 1619-1-p2.jpg