Conquistador was published by SPI in S&T 58 in 1976. A revised edition appeared later, but this report uses the original game. Conquistador is a grand-strategic game of the first century or so of the conquest of the Americas by Europeans. The players are Spain, France, and England. There are optional rules for Portugal and for the German bankers. Basically, the players send out expeditions to explore, conquer, exploit, and settle the New World. At the end of the game, victory points are earned for the size of the treasury, the number of areas controlled, and discoveries made. What follows is an account of a game I played solitaire. I'll explain the rules as I go along. Setup Spain gets a settler on Hispaniola (this, like other names I'll use, except for area names, are not part of the game, and are often just approximate; I use them here to add some color and to give an indication of locations, since hex numbers won't mean much unless you have the map in front of you) and a caravel in Spain. The other players start with nothing. Each player has a treasury (counted in (fictional) ducats), and a monarch (who is rated for initiative, A being best and D worst). The initial values are: Monarch Ducats Spain A 190 France C 300 England B 245 Spain also starts with 25 victory points for discovering America. Turn 1 (1495-1500) Each turn is five years. Unlike most games, in which each player goes through various phases in turn, in Conquistador all players go through the phases together, and act within each phase sequentially. Who goes first is determined by multiplying the monarch's initiative rating (where A = 4, B = 3, etc.) by the number of ducats in the treasury. The highest number goes first. The rules don't explicitly say so, but I presume the second highest goes second. Council Phase Random Events Segment The first step in each turn is to determine some random events. The players can go in any order. Each player rolls a die. This same die roll is used three times: to collect taxes (which also depends on the monarch's initiative), to recruit settlers, and to partially determine random policital events (these are in a two-dimensional table which uses a second die roll, too). Taxes and settlers are inversely correlated; high taxes, which presumably imply prosperity, mean few people are willing to emigrate. While ships and soldiers can be bought, this is the only way for settlers to enter the game. They must also go to the New World in the current turn, or they are lost. Spain rolled a 3, giving it 25 ducats in taxes and 4 colonists (a/k/a settlers). The second die roll, for political events, resulted in a reduction in the monarch's rating to B. France also rolled a 3. It got only 15 ducats because of the lower rating of the monarch, but it also got 4 settlers. The political event was an epidemic among the natives; as the only currently occupied area was the Caribbean, its native level was reduced from 3 to 2. (Each area has a native level, indicating the size of the native population; and an attrition level. Some levels also double resources, about which more later.) England apparently didn't want to be different, and rolled a 3, too. It got 20 ducats, and 4 settlers. It's monarch changed from B to D. Initiative Determination Segment Spain 3 (B) x 215 = 645 France 2 (C) x 315 = 630 England 1 (D) x 265 = 265 The order of play will thus be Spain, France, England. Planning Segment Naval movement must be planned, and paid for, in advance. Cost depends on distance intended to be travelled, measured in bounds. Each area is a certain number of bounds from Europe. Within the New World, 8 movement points make a bound. Soldiers and ships are purchased in this segment, too. And explorers and conquistarors (for Spain only) arrive now, also. Explorers are needed to either make naval discoveries, or to land in the New World (except in a port; ports are defined as coastal hexes with colonists present). Conqistadors aid land forces. Each explorer and conquistador arrives and departs (unless he dies sooner) on a specified turn. Spain also acquires missionaries at this time. Spanish expeditions and settlements must be accompanied by missionaries, who can either help or hurt, according to their initially unknown rating. Diplomach also occurs in this segment. Spain has 1 settler already in the New World, and 4 new ones. They have 1 explorer and 1 conquistador, so they can only mount one expedition, practically speaking. They decide to follow, more or less, Spain's historical strategy: go for the gold and the loot. Their expedition will first land in Miami, to discover North America, then move to Mexico, 1 hex north of Vera Cruz. They will drop off 2 colonists and 4 soldiers, and the conquistador (Ojeda). Then they will next drop off a similar force in Cuba, and then 4 soldiers in Hispaniola. Each group will have 2 missionaries. Columbus will lead the expedition. There are 3 types of ship: caravel, carrack, and galleon. Galleons are special, and can't be used until turn 6. Caravels and carracks can carry passengers and gold. Carracks are stronger, carry more, and cost more. Except for attack strength and gold capacity, the costs and capabilities are proportional. Attrition works on the ship level, so one should probably always include some caravels as attrition fodder. The Spanish expedition will have 7 carracks and 2 caravels, one of which already exists. There will be 12 soldiers, and 6 missionaries. Plus the 4 settlers and Ojeda and Columbus. The cost will be: 7 carracks x 8 = 56 1 caravels x 4 = 4 12 soldiers x 4 = 48 = 108 Distance will be 4 bounds to Florida, movement points in the New World (4 bounds), an extra in-hemisphere bound just to be on the safe side, and 3 bounds back to Europe, for 12 bounds, which will cost 24 ducats. The total cost will be 132 ducats, leaving 83. These expeditions have a lot of counters (23 for this one), so I made some counters to represent the expeditions on the map, and I'll keep the actual counters off-map. France has 1 explorer, Gonneville. They will establish two settlements: at Galveston and at New Orleans. Both will give access to gold, and New Orleans will provide a base to explore the Mississippi, giving discovery points. On the way back, the expedition will try to discover South America. Each settlement will have 2 settlers and 6 soldiers. The cost: 7 carracks x 8 = 56 2 caravels x 4 = 8 12 soldiers x 4 = 48 = 112 Distance: 4 bounds to Galveston, 22 MP (3 bounds) in the New World, and 3 back to Europe, plus one to spare, for 11 bounds and 22 ducats. Total cost for the turn will be 112 + 22 = 134, leaving 181. England got John Cabot for their explorer. They will establish one settlement on Hudson's Bay, to exploit the gold mine there. They will establish another at Jamestown. On the way they will discover Hudson's Bay and the St. Lawrence. The two settlements will be close enough to support each other. Costs: 8 carracks x 8 = 64 2 caravels x 4 = 8 14 soldiers x 4 = 56 = 128 Distance: 4 bounds to Canada, 6 in the New World, and 3 back, for 13, or 26 ducats. Total cost 128 + 26 = 154, leaving 111. Initial Naval Phase There are two naval phases: the first for the outbound trip and intra-American travel, the second for the return trip. There is attrition in each phase. Trans-oceanic Naval Movement Segment. Each expedition move up to its first landfall, according to plan. Hemispheric Naval Movement Segment. Each expedition moves in the New World. They need not follow their plan. Spain followed the plan above. They moved a total of 8 bounds. They discovered North America (35 VP) and Central America (35 VP). Naval discoveries actually get credited when the expedition gets home; discoveries by land forces are credited immediately. France followed its plan, too, moving 7 bounds, and discovering South America (35 VP). Ditto England, moving 9 bounds. Naval Attrition Segment Each expedition suffers attrition, which depends on distance travelled. This segment somewhat awkward, since you have to remember what was on each ship. Attrition losses can come from whatever remains with the expedition, but may need to be taken from units that have been landed. Spain lost a ship, which means it must also lose the ship's passengers. They lost a caravel, and 1 soldier from Hispaniola, France lost a colonist, choosing one from New Orleans. England tried to do too much, and lost their entire expedition. Land Phase Gold Segment Now players try to discover gold mines, and operate those mines that have been discovered and that have a colonist present. In the Caribbean, gold is dicovered on a roll of 1 through 4, and the mine is depleted on a roll of 1 or 2. Mainland gold mines are discovered on a roll of 1 or 2, and depleted on a roll of 2 or 11 on two dice. Each Caribbean mine produces 15 ducats worth of gold, and each mainland mine produces 25. Gold must be physically transported to Europe to get it into the treasury. Spain discovered both the mine in Cuba and the one in Hispaniola with a die roll of 2 in each case. The Cuban mine was depleted on a roll of 2; the other mine was okay with a roll of 3. There are no other occupied mines. Land Movement and Combat Segment Movement is normal. There are no terrain effects on movement. Combat occurs within a hex, and is mandatory. Spain moved 2 soldiers and 1 colonist to the gold mine west of their settlement. France moved 2 soldiers up the Mississippi (a discovery worth 60 VP). They also moved 2 soldiers and 1 colonist to a gold mine in New Mexico. Native Combat Segment Players may now attempt to exterminate the natives. Each area has a native level. Add up the number of soldiers (not their combat strength, just the number) belonging to the player in an area. Roll a die and consult the Combat Against Natives table. Either reduce the native level by the result, or lose a soldier. Subtract 1 from the die roll for each conquistador or missionary with a positive rating, up to a maximum reduction of 3. Spain had 4 soldiers, a conquistador, and 2 negative missionaries in Mexico. They rolled a 3, reduced to 2, and the native level is reduced by 2, to 2. They had 7 soldiers and 3 positive missionaries in the Caribbean. They rolled a 2, reduced to 1, and the natives are wiped out. France decided not to risk an attack, since they are so close to the Spaniards. Native Uprising Segment Each player must check each area that he has units in and that still has natives left for uprisings. Add the native level to the number of colonists and subtract the number of soldiers. Spain adds the rating of any single missionary in the area. This gives the Uprising Level. If the UL is greater than 1, roll a die. If the roll is less than or equal to the UL, there is an uprising; consult the Native Uprising Combat Results Table. In the Caribbean, there are no native left, so there can be no uprising. In Mexico (this area is called the Aztec Empire in the game), the NL is 4, there are 2 colonists and 4 soldiers. There are also a -1 and a -3 missionary present. The UL is thus 4 + 2 - 4 - 3 = -1, which is less than 1, so again there is no uprising. France has units in three areas. In Sonora, the NL is 2, there are 2 colonists and 6 soldiers, so the UL is -2. In the Midwest Plateau (which includes New Orleans), the NL is 3, there is 1 colonist and 4 soldiers, and the UL is 0. In the Great Lakes (where the Mississippi expedition is), the NL is 3, there are no colonists and 2 soldiers, so the UL is 1. Land Attrition Segment Each hex that has Europeans in it undergoes attrition. Each area has an attrition level. Units in forest/jungle hexes add 1 to this level, units in rough terrain add 2, units on the coast or the Great Lakes or a river subtract 1. A table is then consulted. Conquistadors subtract 1 from the die roll. The table calls for the loss of specific units, soldiers or colonists, and if the specified unit is not present, there is no loss. Spain has units in 4 hexes. The AL in Mexico is 3. One hex (the gold mine) is in rough terrain, so the effective AL is 5. A 4 was rolled, and a soldier and a colonist were lost. The other hex is in a forest on the coast. The rules are not explicit, but I am taking the effects the forest and the coast to be cumulative; in other words, they cancel. So the effective AL is 3, and 1 is subtracted from the die roll due to Ojeda. The roll was 5, reduced to 4, and the colonist was lost. There are no no colonists in Mexico. In the Caribbean the AL is 2. Both in Cuba and Hispaniola the forest and coast cancel. In Cuba a die roll of 2 resulted in no loss. In Hispaniola the roll was 3, and again there was no loss. The French also occupy 4 hexes. In Sonora the AL is 4. At the mines, in rough terrain, the effective AL is 5 (the AL can't go below 1 or above 5), the die roll was 2, and the colonist was lost. At Galveston, the coast cancelled the forest, the die roll was 2, and the colonist was lost. In New Orleans the AL is 3, and the forest and coast cancel. The die roll was 6, and the colonist was lost. In the Great Lakes the AL is 3, the forest and river cancel, the roll was 5, and a soldier was lost. Except in the Caribbean, all the colonists were lost. Notice how, when a colonist was present, the die roll called for the loss of a colonist, and when only soldiers were present, the loss of a soldier was called for. Typical. Resource Segment Players collect resources from hexes occupied by colonists, and load gold on ships. The only surviving colonists are at gold mines, so they produce no resources. The Spanish load 15 gold at Hispaniola. Final Naval Phase Expeditions return to Europe, undergoing attrition. Credit is recorded for naval discoveries. Trans-Oceanic Naval Movement Segment Each surviving expedition returned to Europe. Naval Attrition Segment Spain moved 3 bounds, rolled a 2, and suffered no attrition. France moved 3 bounds, rolled a 5, and suffered no attrition. Discovery/Gold credit Segment Players record the credit for naval discoveries now, and credit their treasuries with gold returned from America. Spain got 35 VP for discovering North America, and 35 for Central America. Added to their initial 25, they have 95 VP. They add the 15 gold to their treasury, giving it a total of 98. France got 35 for discovering South America. Added to the 60 for the Mississippi expedition, they also have 95 VP. England made some discoveries, but no one lived to tell the tale, so they got nothing. Maintenance Phase Players must pay maintenance for their existing units. Missionaries must be maintained, and must be paid for before any other units. Other units may be eliminated if the player does not want to pay for them. Spain: 6 missionaries x 1 = 6 7 carracks x 2 = 14 1 caravel x 1 = 1 3 colonists x 2 = 6 10 soldiers x 1 = 10 = 37 98 - 37 = 61 ducats left France: 7 carracks x 2 = 14 2 caravels x 1 = 2 11 soliders x 1 = 11 = 27 181 - 27 = 154 ducats left England has nothing to maintain. And so ends the first turn. Lessons were learned. First, never try to travel 9 bounds in one phase. That is the only way to eliminate an entire expedition (unless it is very small). The English are in a bad way, having lost everything. They get an explorer for turn 2, but he is only there only for that one turn, and they don't get another until turn 6. Land attrition is tough, too. All colonists on the mainland were eliminated, and without colonists, you don't have ports, and without ports, you can't land without an explorer. Spain gets a fairly steady supply of them, but France's goes away after turn 2, and they don't get another until turn 5. Meaning they must establish a permanent port (meaning one that can survive attrition) next turn or they're out of luck for a long time. The fundamental lesson is not to try to do too much at one time. There are lots of things to discover, and lots of lucrative places to exploit or settle, but you can't spread yourself too thinly, or you won't get anything. The account of the game will continue in a later post; this has gotten long enough, and my laptop is about out of juice. The Situation Monarch Ducats VP Spain B 61 95 France C 154 95 England D 111 0 Spain has colonies in Cuba and Hispaniola, and troops in Mexico. France has troops in New Orleans, the southwest, and at the head of the Mississippi. England has nothing (they lost their entire first expedition to attrition). Turn 2 (1501-1505) Council Phase Spain: 10 ducats in taxes, 7 colonists. The monarch's rating is reduced by 1 for this turn only. France: 30 ducats, 3 colonists. Monarch changed to B. England: Same die rolls as France: 30 ducats, 3 colonists, monarch to B. Initiative: Spain 2 x 71 = 142 France 3 x 184 = 552 England 3 x 141 = 423 Order of play will be France, England, Spain. Planning: Spain has financial troubles. Most of their money will be needed for maintenance; only a little will be available to buy troops or bounds. Otherwise, they are in good shape, with lots of colonists available and two explorers. One expedition, under Pinzon, will take 5 colonists and 1 new soldier, with the new conquistador Balboa, to Mexico, and two to Hispaniola. This will be 4 bounds outbound, 18 MP (3 bounds) in-hemisphere, and 3 back, totalling 10, and costing 20 ducats. One caravel will go empty as attrition fodder. The total cost will be 24 ducats, leaving 47. Another, with Columbus and 3 empty ships, will try to discover the St. Lawrence. This will cost 5 total bounds and 10 ducats, leaving 37. With the 15 ducats that will be brought back from Hispaniola, and with attrition, this should be doable, but next turn will be really bad, with an essentially empty treasury. France is in the best financial shape, but they only have 3 new colonists. Given the experience of the first turn, it is obvious that they all have to go to the same destination to ensure any survivors. Should that place be Galveston or New Orleans? Galveston is closer to gold, but is also closer to the Spanish, so New Orleans seems the best destination. They will take 3 colonists and 8 new soldiers to New Orleans (they expect trouble with the Spanish). This will involve 9 total bounds, for 18 ducats. They will also be spending 8 x 4 = 32 ducats for the new troops. They will be left with 184 - (18 + 32) = 134 ducats. They too will take along empty ships for attrition fodder. England would be in so-so financial shape if she didn't have to start again from scratch. This is also the last turn she will have an explorer until turn 6, so they need to establish themselves where they will be able to expand by land. Panama is an option, and it has low attrition, but there isn't a good place to go next that doesn't require rounding the Horn to collect any gold they mine. The other options are Brasil or the Rio del Plate. Brasil is closer (so less naval attrition) and has two gold mines, plus one nearby in Amazonia. Rio del Plate has the lowest possible attrition, but no gold. At this point, England is so far behind that gold is necessary, so Brasil it is. But they will discover the Rio del Plate first. The expedition will consist of: 4 carracks @ 8 = 32 1 caravel @ 4 = 4 6 soldiers @ 4 = 24 = 60 Distance: 5 outbound bounds to the Rio del Place, 2 bounds of intra-hemispheric movement, and 4 bounds back, for a total of 11, or 22 ducats. This will be risky, but they are desparate and need the 15 points for discoverying the Rio del Plate. This will be a total cost of 82, leaving 59. Initial Naval Phase All players carried out their plans. Spain's first expedition travelled 7 bounds; they rolled a 2, and lost a soldier and a conquistador (Balboa). Columbus's expedition travelled 3 bounds and suffered no attrition. France's expedition travelled 5 bounds; they rolled a 2, too, and lost nothing. England's expedition travelled 7 bounds; they rolled a 3, and lost 1 colonist. Land Phase The Spanish found the gold mine in Mexico. They mined 15 ducats in Hispaniola, and did not deplete the mine. The French found the gold mine in New Mexico. The French moved 2 soldiers from the gold mine in Sonora to the nearer gold mine in the Midwest. Their soldier at the head of the Mississippi went east to discover the Great Lakes, and then west to the other gold mine in the Midwest. Three of the new soldiers, plus the two from Galveston moved into the Spanish port in Mexico, resulting in a battle. The French have 10 soldiers, or 40 strength points. The Spanish have 2 soldiers and 5 colonists, for 13 points. So the odds are 3:1. The Spanish have a conquistador, so they add 1 to the die roll (the rules say subtract 1 on defense, but that makes no sense). A 4 was rolled, increased to 5. The French lose 1/4 of their force (3 soldiers), and the Spanish lose 1/2 (1 soldier) and retreat. One English soldier went to each of the gold mines in Brasil. The Spanish abandoned the Aztec Empire and moved into the Mayan Empire. The French had 9 troops in the Midwest, so they attacked. They rolled a 2, and they wiped out the natives. They had 7 troops in the Aztec Empire, rolled a 3, and also wiped out the natives there. The English had 6 troops in Brasil and attacked. They rolled a 1 and rolled out the natives. The Spanish would have liked to attack the natives, so they could exploit the Mayan city of Chichen Itza, but they would have a 1/3 chance of losing a soldier, and they can't afford that with the French still nearby in force. The only potential area for a native uprising was the Mayan Empire. The NL was 2, there were 5 colonists, two soldiers, and a -3 missionary, so the UL was 2 + 5 - 2 - 3 = 2, so an uprising was possible. A 5 was rolled, so there was no uprising. The French lost a soldier to attrition at the nearer Midwest gold mine, and one in the Aztec Empire. Note that each of these was a 1 in 6 chance. The English lost one of the soldiers on the gold mines, and a colonist in the port. The Spanish lost nothing to attrition. Resource Segment Colonists collect resources, that is, ducats. These are credited immediately to the treasury, and don't have to be transported. Each turn has a resource level, which starts at 1 until turn 7, and some areas double output. To collect resources, multiply the number of colonists times the RL (times 2 if in a doubled area). There are limits to the number of colonists that can collect resources per hex and per area. Hexes being mined can't produce resources; areas being mined have an RL of 1. France had 3 colonists in New Orleans, so they got 3 ducats. England had 1 colonist left in Brasil, a doubled area, so they got 2 ducats. Spain had 2 colonists in Cuba, in the Caribbean, which is a doubled area, so they got 4 ducats here. They had 5 colonists in the Mayan Empire, which gave 5 ducats, for a total of 9. Final Naval Phase All expeditions returned safely, with no attrition. Spain got 15 VP for the St. Lawrence. France got 15 VP for the Great Lakes. England got 15 VP for the Rio del Plate. The only things left to discover are the Pacific (150 VP), Hudson's Bay (15 VP), Circumnavigation (175 VP), and the trip down the Amazon (125 VP) (think "Aquire: Wrath of God"). Spain transported 15 ducats in gold from Hispaniola. Maintenance Phase France: 2 caravels @ 1 = 2 7 carracks @ 2 = 14 3 colonists @ 2 = 6 14 soldiers @ 1 = 14 = 36 137 - 36 = 101 ducats left England: 1 caravel @ 1 = 1 4 carracks @ 2 = 8 1 colonist @ 2 = 2 5 soldiers @ 1 = 5 = 16 65 - 16 = 49 ducats left Spain: 6 missionaries @ 1 = 6 1 caravel @ 1 = 1 7 carracks @ 2 = 14 9 colonists @ 2 = 18 9 soldiers @ 1 = 9 = 48 This would leave only 13 ducats for Spain, which would leave next to nothing for next turn. So some units will be eliminated. Three carracks, 1 caravel, 1 soldier in Hispaniola, and 2 soldiers in Cuba were eliminated. The revised maintenace costs were: 6 missionaries @ 1 = 6 4 carracks @ 2 = 8 9 colonists @ 2 = 18 6 soldiers @ 1 = 6 = 38 Still too high, but it would be too risky to reduce any further. This left 61 - 38 = 23 ducats. Columbus and the English and French explorers retired at the end of the turn. Monarch Ducats VP Spain B 23 110 France B 101 110 England B 49 15 Turn 3 (1506-1510) Council Phase Spain: Rolled a 5 and a 2. 15 ducats and 6 colonists. The political event was that the Carib Indians Rampage, but there are none left, so nothing happened. France: Rolled 1 and 3. 40 ducats, 2 colonists. Monarch changed to C. England: Rolled 3 and 2. 20 ducats, 4 colonists. Monarch rating changed to A for this turn only. Initiative: Spain 3 x 38 = 114 France 2 x 141 = 282 England 4 x 69 = 276 Order will be France, England, Spain. Spain got a new explorer (Solis) and a new conquistador (Leon). France has money (relatively speaking), but only 2 new settlers. They could try to colonize Mexico, but it seems safer to open the gold mine in the Midwest (assuming they find it). Then they can use their troops in Mexico to further pursue the Spanish, whose financial difficulties will prevent them from sending reinforcements. So two colonists will be sent to New Orleans. That will be 4 bounds outbound, 1 in the hemisphere, and 4 back, for a total of 9, and 18 ducats. They will buy 2 new soldiers for 8 ducats. The total cost will be 26 ducats. England will send 4 new colonists and 2 new soldiers to Brasil. Distance will be 4 bounds out, 1 in the New World, and 4 back, for 9. Total cost will be 18 for the bounds and 8 for the troops, for 26 ducats. Spain can't afford to send anything to the New World this turn; they will have to lose their 6 new colonists. Initial Naval Phase France and England carried out their plans. France lost a soldier to attrition; England lost nothing. Land Phase The French failed to discover the two gold mines. Spain mined 15 ducats in Hispaniola, and did not deplete the mine. France moved 2 colonists and 2 soldiers to the abandoned mine in New Mexico (which, on second look, is probably south of the border). They moved 1 colonist to the closer of the two undiscovered mines in the Midwest. One troop joined the 3 troops in Mexico, and the all moved to the area border with the Mayan Empire. They are too weak at this time to attack the Spanish. England moved 1 colonist into each of the mines in Brasil. Spain moved its force in the Mayan Empire into Nicaragua. The French are too close to risk clearing the natives out so they can loot Chichen Itza, so they will go to the gold mines in Panama instead. The French do not attack the natives in Sonora (at the previously abandoned mine). The Spanish also decline to attack the natives in Nicaragua. In Sonora the UL was 2 (NL) + 2 (colonists) - 2 (soldiers) = 2. A 5 was rolled, so there was no uprising. In Nicaragua the UL was 1 + 5 - 2 - 3 (missionary) = 1, so there could not be an uprising. The French lost to attrition the soldier in the further Midwest mine, a colonist in New Orleans, and a colonist in Sonora. England lost nothing to attrition. Spain lost a soldier in Cuba. France had 4 colonists collecting resources, for 4 ducats. England had 5 colonists in Brasil, a doubled area, for 10 ducats. Spain had 5 colonists in Nicaragua, for 5 ducats, and 2 in the Caribbean (Cuba), a doubled area, for a grand total of 9. Final Naval Phase All expeditions returned to Europe without loss. No discoveries were made this turn. Maintenance Phase Spain: 6 missionaries @ 1 = 6 4 carracks @ 2 = 8 10 colonists @ 2 = 20 5 soldiers @ 1 = 5 = 39 47 - 39 = 8 ducats remaining France: 2 caravels @ 1 = 2 7 carracks @ 2 = 14 4 colonists @ 2 = 8 13 soldiers @ 1 = 13 = 37 119 - 37 = 82 ducats remaining England: 1 caravel @ 1 = 1 4 carracks @ 2 = 8 5 colonists @ 2 = 10 7 soldiers @ 1 = 7 = 26 53 - 26 = 27 ducats remaining Conquistador Ojeda retired at the end of the turn. And so ends the third turn. This account will resume in the next part, but in a more abbreviated form; otherwise I'll never finish. -- T.M. Sommers -- tmsommers2@gmail.com -- ab2sb _______________________________________________ Consim-l mailing list Consim-l@mailman.halisp.net https://mailman.halisp.net/mailman/listinfo/consim-l