From: kzucker@charm.net (Kevin Zucker) Subject: Re: La Guerre Advanced Rules vers. 0.5 Hi! Here is the latest version of the advanced rules (including Spies). .............................................................................. ADVANCED GAME RULES VERS 0.5 La Guerre de l'Empereur The following rules are intended to add color, historical flavor, or to speed play. These are all "Optional Rules" to be used in whole or in part if all the Players agree. All Standard Game Rules are in effect, except those Standard Rules which are changed below. NOTE: These rules are still "Under Development." They require further Playtesting, and are not considered "official." We would be glad to hear of your experiences in employing these rules! 2.52 Alternate Historical Set-up If players all agree, you may begin the game with France at war with an alliance of Britain, Russia and Austria. This costs Austria and Russia 10 VPs. (We can say that Britain and France were already at war.) In this case, the French Fleets are blockaded by two British Fleets at Savoy, two in Normandy, and one in Holland. 3.4. Malta is a British garrison [1] at start. Finland is garrisoned by a Swedish division; Corsica is part of France. 4.213 British Overseas Economy If any alliance produces a fleet that exceeds the British fleet by four or more squadrons (not counting blockaded fleets) Britain will suffer reductions in her overseas income (which is normally 50 Gold per year), as determined on the Overseas Income Table. OVERSEAS INCOME TABLE Number of squadrons of British deficit Die -4 -5 -6 -7 -8+ -1 -10 -22 -34 -46 1 -2 -12 -24 -36 -48 2 -3 -14 -26 -38 -50 3 -4 -16 -28 -40 -50 4 -6 -18 -30 -42 -50 5 -8 -20 -32 -44 -50 6 4.214 The Continental Blockade If the Continental Blockade is imposed, it reduces the income of Britain and all nations allied with France, except the Ottoman Empire. (NOTE: Except for Britain, nations not allied with France ignore the costs of the Blockade.) Declaring the Continental Blockade For as long as France maintains alliances with Russia, Prussia and Austria, with troops of France or French allies in Mecklenburg, Oldenburg, Holland and Belgium (plus all of France), and if France is at war with Britain, the French player can impose the Continental Blockade [phrase deleted]. Effects of the Continental Blockade If the Continental Blockade was in effect at all during the first year, then roll on the "Partial Year" column. If it survived the entire next year, roll on the Full Year column. Amounts below are expressed in Gold. Each French Ally rolls during the Tax Collection Step, deducts the specified amount from his income, and the French Player adds one-half that amount to his own income. The British Player does not roll-he loses the exact amount the French Player gains. CONTINENTAL BLOCKADE TABLE Years in Effect Partial Full Die -3 -8 1 -3 -7 2 -2 -6 3 -1 -5 4 0 -4 5 0 -2 6 [phrase deleted] The Continental Blockade remains in effect only as long as the conditions specified under "Declaring the Continental Blockade" remain fulfilled. 4.215 Effect of Loss of Capital on Tax Collection When a PC loses its capital, it can no longer collect taxes. It can still collect Victory Points and can borrow money from its Allies. NOTE: The PC's existing treasury is not forfeited. 4.6 Alternate Turn Start Phase. If players all agree, begin the game with a Diplomacy Phase (4.3) followed immediately by 4.6, Turn Start Phase. 4.731 Poland (Grand Duchy of Warsaw) Worth 5 VPs per province, made up of two or more of the five provinces marked as Poland on the map. Note: unlike the Rhine Confederation, Poland may be expanded after its formation until it encompasses all 5 provinces. Expansions are declared during subsequent "Remapping Europe" event rolls. Prussia may not create Poland, unless it controls at least one Poland province outside its national borders; i.e., Prussia may not create Poland unless she has three or more of the five provinces. 5.121. When a Player Country surrenders, all its alliances are broken. If a player is at war with more than one country and they are not allied, he may surrendered to all, or any number (or none) of them. A non-player country never receives benefits from surrender terms. However, the surrendering player must lose 5 VPs for surrendering to an NPC. 5.125 Surrender Terms The surrender terms are: Free passage through the surrendered country as if it were an ally for one year (after which, the occupying forces are expatriated, as in 5.126) Giving up a province of the surrendering player's choice. Home provinces may not be ceded unless there are no controlled non-home provinces to cede (Exception: "new country" home provinces (4.73) are considered to be non-home provinces for this rule). Provinces ceded should be adjacent to a victorious player's province, and occupied by victorious troops if possible. Surrender Terms Increased by One Province. Before determining the surrender terms, the surrendering player must cede one province. This is in addition to the province ceded as specified in Group 2 (as shown on the Terms of Surrender Card). The player occupying the most territory of the surrendering nation receives the first province ceded. 5.128 Optional Freely Negotiated Surrender Except as explained below, players are allowed to freely negotiate surrender terms. These can include any or all of the available surrender options or any other diplomatic condition possible in the game; i.e., agree to an Alliance-or a modified surrender term; i.e., Free Passage for two years. If players cannot agree to a negotiated surrender, there is no surrender and the war continues. However, a nation must accept a normal surrender offer once it controls one or more of the surrendering nation's home provinces. 5.21 Offer Alliance to other PCs The only exception is if an alliance requires a nation to declare war contrary to an enforced peace. Under these conditions, new alliances cannot be formed, and existing alliances must be broken (5.23). 5.561. Offensive Option Explanations * Assault: You must have two divisions in a sector to launch an Assault from that sector. * Grand Assault: It takes 3 divisions in a sector to launch a Grand Assault. * Rearguard -You must have infantry in reserve. 5.59 Pursuit Step (addition) During a retreat, the first unit lost must be artillery. 5.54 Overrun If a Player believes he outnumbers the enemy by 6-1, before troops are deployed, he can announce an overrun. A successful overrun destroys the defender and the attacker loses an equal number of units. There is no MP cost for this. If the odds are 5-1 or less, the player declaring the overrun loses 1 division and then players proceed to resolve a regular battle. 6.1. During the Build Phase, count the number of provinces between the home country and the army building. The cost to build troops increases by 5% per province distance (round fractions up). Example: A French Army in Thorn (five provinces from France) builds ten infantry. The regular cost would be 20 Gold. Multiply the distance (five provinces) by 5% = 25%. Increase the cost to build by 25% = 5 Gold additional. Count provinces of Spain, Portugal, Russia, Africa and the Ottoman Empire as two provinces. Naval units may only be built in the player's home country and only in the fall. No NPC may ever receive more than one squadron per year (either a rebuild or a new one-not both). Guerrillas Once Joseph is placed on the Spanish throne, during his Event phase the French Player must roll one d10 for each Spanish province he occupies, and subtract the number of French or Allied divisions in the province (including garrisons). If the result is "4" or greater he loses one division. EXAMPLE: Six French divisions in the province, French Player rolls a 10, he loses one division. SPIES (Advanced Option) Each PC has a number of "Agents." Agents enter the game according to the rules for new Leaders. To enter an Agent into Play, the Player expends six Gold during his Land Phase and places him on the map. EXCEPTION: Russian Agents cost 10 Gold to enter. Once placed on the map, Agents have 5 Action Points to expend each Land Phase. An Agent may move to any other location which is either occupied by troops of the same nationality or its allies, or any unoccupied minor country province, provided the Agent can trace a "LOC" to the desired province which does not cross (a) home provinces of nations at war with the PC or (b) provinces occupied by troops at war with the Player to whom the Agent belongs. Each province moved into costs one-half Action Point (round fractions up). Infiltration An Agent may attempt to infiltrate into (a) or (b). To do this he rolls one d10 and checks the result. Infiltration requires no Action Points beyond the normal cost of movement. Infiltration Results 1-3 Agent Turned Back (removed from map, but may re-enter play as above) 4-10 Agent Infiltrates (Enters province; control retained by owner) Infiltration Modifiers: Infiltrating into (a), add one (+1) if any friendly agents are already there. Infiltrating into (b), add four (+4) to die roll. French, Austrian and British Agents: add one (+1). After the Infiltration die roll, the Agent's movement is ended for that turn. On subsequent turns the Agent may continue to move and freely depart (a) or (b); or move freely anywhere within (a). If he infiltrates (b) and the Enemy Army subsequently moves out of the province, the spy may attempt to take a free ride with the enemy Army but must roll a successful infiltration result to do so. Travel by sea Agents may travel by sea from any port to any other port within range. (This journey takes place during the Land Phase.) Agents are considered to travel via regular passenger vessels available in every port. To hire such a vessel costs one Gold (1G). The Agent must begin the sea journey in a port and arrive during the same Land Phase in a destination port. Each sea area traversed costs one Action Point. Enemy fleets at sea are ignored. Agents may not land at ports blockaded by enemy fleets, or at ports containing Enemy fleets. Upon arrival in the destination port the Agent may attempt to infiltrate. INFORMATION AGENTS CAN DISCOVER Agents can discover any information that is confidential, if they are present in the right province. They can reveal this information to the Player who controls the Agent or his Ally. Present at Enemy Army HQ If an Agent is present at Enemy Army HQ (having infiltrated into a province containing an enemy army that then becomes involved in combat), an Agent can find out the strength of the enemy army and/or the two defender battle type cards selected by the enemy player-in any one round of battle only-prior to selecting his offensive option; or the deployment of the enemy army may be revealed before the player who controls the Agent (or his Ally) deploys. Also, in the same circumstances, the Agent can reveal the combat options available to the enemy player. Present in PC Capital If present in the capital of a PC, an Agent can find out the value of the Player's treasury, the distribution of units on the player mat, or even the secret terms and conditions of any alliance entered into by that Player with one other specified Player. Resolving Discovery Attempts Each discovery attempt costs a certain number of Action Points. Each attempt may also cost some Gold. Finally, each attempt requires a roll of one d10 and is successful if the result lies within the range specified for that Discovery type. (The Action Points and Gold most be expended regardless of success or failure.) All discovery is resolved during the Friendly Land Phase. EXCEPTION: Discovery during battle may occur regardless of whose Player-Turn is in progress. The Action Points for such discovery are deducted from the 5 Points available to the Agent during his following Land Phase On a roll of 1 or 2 on the Discovery Table, the Agent is Doubled (flips over to enemy control); on a 3 he is Turned Back (removed from play-may return in a following turn at a cost of 6 Gold). Discovery Table Discovery Type Cost Die Roll Action Points Value of Player's Treasury 0G 5 6 7 8 9 0 1 Forces on Player Mat 1G 6 7 8 9 0 1 Secret Alliance Terms 1G 8 9 0 2 Strength of Enemy Army 0G 6 7 8 9 0 2 Enemy Combat Options 0G 6 7 8 9 0 2 Battle Type Cards Selected 2G 8 9 0 4 Enemy Army Deployment 4G 0 5 Die Roll Modifier: French, Austrian and British Agents: add one (+1). Double Agents An Agent who becomes doubled switches allegiance. Control of the doubled Agent is transferred to the Player whose Home Country or Army HQ the Agent occupied or attempted to infiltrate. Multiple Cancel Declaration Attempts If an Agent is present in either capital of the nations involved, the owning player may attempt a second cancel declaration attempt at a cost of only 2G (provided the player first made an unsuccessful attempt at the regular cost). A roll of 10-29 on the cancel declaration table results in the Agent being doubled; on a 30-39 he is Turned Back. APPRECIATION. We thank Alan Emrich, Chris Moeller, Paul Dallas, Dan Raspler, Alfred Wallace, Edward Sabatine, Andy Joy, Dave Schubert, Stefan Patejak, John Prados, and the subscribers of Consimworld.Com La Guerre de l'Empereur Copyright © 1998 OPERATIONAL STUDIES GROUP Baltimore, Maryland, U.S.A. Kevin Zucker Visit the OSG page at http://www.charm.net/~kzucker/osg/ and the Tour page at http://www.charm.net/~kzucker/hq/html/tour_1998.html ORDERS: 1(805)534-9723 Fax: 1(805)534-9127 Operational Studies Group PO Box 50207 Baltimore, MD 21211 U.S.A.