From Moves 34 Spanish Gold: a major scenario for Conquistador David R. Grant As an historical simulation, Conquistador has some good plusses, but also has had to sacrifice some details in favor of playability. It quite accurately simulates the age of exploration in that it shows the rush of discoveries made in the early half of the six- teenth century. Another facet true to the historical situation was the success of English privateers in growing fat off intercepting Spanish gold and silver as it was transported across the Atlantic. When it comes to exploitation, however, only the Spanish solitaire scenario anywhere nearly approximates the actual historical settling of the New World. Spain did settle as well as explore in several areas of the New World (mainly in the Caribbean, Mexico, Isthmus, Colombia, Venezuela, and Peru). The only other nation to have successful colonies in the New World during the time span covered by the game was Portugal, which settled in Brazil. The first English colony that succeeded was Jamestown, founded in 1607. There were a couple of French efforts under Cartier and Roberval between 1538 and 1543, but nothing succeeded there, either. Scurvy, natives, and failure to find a passage to China or an abundance of gold discouraged the colonists. In the normal play of the three or four player campaign game, colonial efforts more apropos to the seventeenth century develop from the earliest decades of the sixteenth century. History is thus telescoped in favor of playability, a fact which makes the game a game and more than just an exercise in determining naval attrition. If one doesn't mind French and English efforts being out of historical order, Con quistador is a good simulation of what it took to colonize and exploit the New World. As to playability, the only real problem the game has is its length. A long evening, at least, would be needed to finish a game. Accordingly, a shortened scenario is herein offered. It bypasses the rush for discoveries, shows Spain's historical head start in settling and exploiting the New World, and picks up the action at 1551, just prior to the arrival of the English privateers on the scene. Historically, one will find that settling by England and France will still be telescoped about fifty years. This scenario will provide the "feel" of the total game without the large investment of time required by the campaign game. The emphasis will focus more on diplomacy, war, resources, and gold. Spanish colonist units have been placed historically within the limits of the counter mix. It is recommended that rule [24.0], the German Banker option, not be used. The key to the action in this scenario will be the French and English efforts to keep Spain from becoming so rich that she would outstrip them militarily and in prestige. Some of the restrictions put on Spain in this scenario are to force a conformity to history (in location of settlements) and to give the other two or three players a chance to win. [21.3] THE PRIVATEERING SGENARIO with 1551 (Turn 12). England receives S. Cabot and France receives Cartier for Turn 12. Spain has Ulloa and Irala for Turn 12. Two to four players can play. [21.32] Treasury levels and Monarch ralings. Spain: 500 ducats, A Monarch England: 250 ducats, B Monarch France: 300 ducats, B Monarch Portugal: 325 ducats, C Monarch [21.33] Initial Sel-up Spain Hex Historical Site Date established Units 4213 Potosi and Sucre 1540-45 2 colonists 4716 Santiago and Valparaiso 1541 2 colonists 1 missionary 3719 Lima 1535 1 colonist 1 missionary 3319 Quito 1533 1 colonist 3017 Bogota 1538 1 colonist 1 missionary 2817 Cartenaga 1533 1 colonist 2819 Panama City 1518 1 colonist 2316 Santo Domingo 1500 1 colonist 1 missionary 2220 Havana 1511 1 colonist 2127 Mexico City 1521 2 colonists 1 missionary (Optional with expanded counter mix) 4411 Asuncion 1537 1 colonist 1 missionary 2718 Santa Marta 1525 1 colonist 3118 Cali 1536 1 colonist 2813 Cumana 1502 1 colonist 2716 Coro 1505 1 colonist 2524 Guatemala City 1520's 1 colonist 1 missionary 2523 Tegucigalpa 1524 1 colonist 1 missionary 2418 Jamaica 1505 1 colonist 2126 Veracruz 1520 1 colonist Portugal (optional with [23.0]) 3904 Salvadore de Balboa 1500 1 colonist 3601 Olinda (Recife) 1537 1 colonist 4508 Sao Vicente (Santos) 1507 1 colonist 4509 Sao Paulo 1532 1 colonist Native levels in all occupied areas are at zero. Other areas are as on map. If Portugal does not play, use rule [22.0] with Portuguese level at ten. [21.34] Spain musl keep a colonist in each of these hexes. If the colonist unit is lost due to attrition, it must be replaced on the next game turn. Failure to do so will result in a loss of ten victory points per hex per turn left unoccupied, starting on the game turn after the loss occurs. (This does not apply if an enemy nation has occupied the hex). [21.35] Tenochtitlan and Cuzco are con- sidered depleted. All other mines or treasure cities are undiscovered or operating if occupied . [21.36] Initiative is figured only for England, France, and Portugal. Spain always moves last. [21.37] Spanish Armada loss. At the end of Turn 19, Spain must reduce her navy by 50% (fractions rounded down). This includes losing the Galleon fleet which counts as one unit for purposes of this rule. [21.38] Spain is the only nation with a rutter to round the Cape. [21.39] Victory Conditions. No credit is given for discoveries. Political control is the same as [20.0] . Two victory points are award- ed for each ducat in a nation's treasury. Game Notes: At first glance this scenario looks like a cakewalk for Spain. Her large headstart in both treasury and colonists on the map seems to be insurmountable. Two factors, however, militate against Spain having an easy time of it. 1) The historical placement of her colonists is anything but an advantage. It is more like an albatross tied around her neck. They are located by and large in high attrition and undoubled resource areas (the Caribbean being the lone exception). Spain will be hard push ed to keep colonists in the historical sites, and in many cases (like hexes 2127 and 4213) it is like pouring colonists down the proverbial rat-hole. 2) Spain has the colonists scattered over a wide area of the map, thus increasing her ex penses in bound (if more than one expedition is used) or in attrition losses (if one expedition makes all the stops). At some point in the game Spain will find that her colonists are worth more in a close, safe (low in attrition level), doubled resource area than the ten victory points per turn it will cost to not replace a colonist lost in attrition. Of course, some other nation might do her a favor by mounting a war and/or occupying some of the vital hexes (4213 is an attractive spot if mines aren't depleted). Let them have them. The player with the best chance of winning is the one who makes friends and quietly minds his own business of placing his colonists on the eastern seaboard of North America (in areas of doubled resources and low bounds expense for transportation). To do so will require that he resist the urge to succumb to gold fever. Especially from Turn 17 on, well placed colonists are much more valuable collecting resources than wasting energies (and ducats for transportation) on an often fruitless search for gold. Spain should concentrate on the Caribbean. The Deep South and Rio are also good areas. California is a long way off, but could be supplied through Panama and a transfer of colonists from Atlantic to Pacific. Gold should be mined from Panama, Midwest Plateau, and Saguenay (Brazil also if Portugal plays). Players will be very unwise to let any other player quietly develop his empire in more than one doubled resource area. Colonists start paying off richly in the last half of this game (a nation with the maximum twenty colonists in the Atlantic Coast would draw 200 ducats from that area on Turn 20). A surprise attack designed to eliminate ports and colonists is in order to keep that player from running away with the game. Conversely, the player who is concentrating his efforts on resources while his friends go after the gold and Spain tries vainly to main tain her empire will be advised to garrison strategic ports and passes. Beginning on Game-Turns 19-20, the players should make plans to expand their borders to include adjacent areas (and win political control victory points) by judicious replacement of colonists and soldier detachments. Political control is worth 150 victory points. Also remember that in a close game, a careful placement of units can deny another player his 150 victory points for that area (75% of soldiers in an area must be friendly to gain political control). Soldier units are especially dangerous because of their wide movement allowance that permits them to strike from distant areas. Wars should be carefully calculated as to expense versus gains. Eliminating five colonists could mean a loss of 40-50 ducats per turn for your opponent, which would be well worth the 40 ducats required in just one turn to buy an army. The play of this scenario will be challenging and closely contested. It will give one the enjoyment of the military side of the game when borders start meeting as well as the feel of the economic decisions required to win.