PBEM RULES FOR CONQUISTADOR (SPI, 1976) Rev. 1.01 All rules from the original game apply, except as modified below. [5.0] SEQUENCE OF PLAY Each turn will consist of 2 PBEM rounds. Players will produce an order for each round, covering all their actions in that round. The intention is to speed play by grouping phases and segments into rounds. Actions in many segments are automatic (e.g. Native Uprising segment) and normally will not need to be ordered. Such segments are denoted by an asterisk below. Round 1 will consist of the following:- Council phase Planning segment Initial Naval phase Trans-Oceanic Naval Movement segment Hemispheric Naval Movement segment Naval Attrition segment* Round 2 will consist of the following:- Land phase Gold segment* Land Movement and Combat segment Native Combat segment Native Uprising segment* Land Attrition segment* Resource segment* Final Naval phase Trans-Oceanic Naval Movement segment Naval Attrition segment* Discovery Credit segment* Gold and Treasure segment* Maintenance phase* Council phase Random Events segment* Initiative segment* For the first turn only round 1 will be preceded by the Random Events and Initiative segments. [5.1] SEQUENCE OUTLINE 3. Planning segment Note that loans, treaties and other arrangements may be made prior to *any* Round deadline. [6.5] INITIATIVE The Player-GM will, for each segment, resolve orders for players in the initiative-determined sequence. When writing orders, players may make conditional statements based on the actions of players with a lower initiative e.g. If Spain or France lands an expedition at 2222 then use Hemispheric movement to land at 1824. If odds of 4:1 can be achieved against a Portugese expedition carrying gold, attack any such expedition exceeding paid for Bounds if necessary. Attack the expedition with the most gold. If England stacks any colonists without soldiers then attack all such stacks of English colonists with all friendly soldiers in range, allocating soldiers to achieve as similar as possible odds in all attacks. If another power moves land units into Nicaragua, attack as many such units as possible on which odds of 2:1 or better can be achieved, using only friendly soldiers. Attack larger stacks before smaller. Conditionals that leave the player-GM a choice (e.g between equally sized stacks) will be resolved by die roll. [6.7] DOCUMENTATION, TREATIES AND SECRECY [6.71] Purchases and the initial destination of an expedition may *not* be made conditional on any other player's actions. [6.8] MAINTENANCE Unless specified otherwise by a player maintenance will be paid for the following items, in the order given:- Missionaries Colonists Galleon fleets Carracks Caravels Soldiers All items of one type will be maintained before moving on to items of the next lower type. If all the items of one type cannot be maintained, but some can, die rolling will determine which are not maintained. [7.2] TRANS-OCEANIC MOVEMENT Players should specify the destination, either a hex or a European port. Units loaded or unloaded must be specified. Conditional orders (see 6.5) may be written for the Final Naval phase only. [7.27] Unless specified otherwise by a player if an expedition is ordered to end the Game turn in the New World at a port which becomes unfriendly or non-existent, that expedition will be moved instead to the nearest friendly port within one Bound (die rolling to choose between equi-distant ports). If there is is no such friendly port the expedition will return to Europe. [7.3] HEMISPHERIC MOVEMENT Players should specify the path of movement in hexes and any hexes used for landings. Units loaded or unloaded must be specified. Conditional orders (see 6.5) may be written. [8.0] NAVAL COMBAT [8.13] Moving into an enemy-occupied hex and having combat must be specified by a player in orders. Conditional orders (see 6.5) may be written. [8.15] Attempting to attack enemy ships moving through an occupied hex must be specified by a player in orders. Conditional orders (see 6.5) may be written. [8.3] COMBAT RESULTS [8.31] Unless specified otherwise by a player expeditions will be made up in the following manner:- ships will be loaded carracks first, then caravels colonists will be loaded before soldiers conquistadors, missionaries, and explorers/privateers will be loaded onto the first ship. They are lost in the order conquistadors, missionaries, then explorers/privateers. If more than one candidate for loss exists, choice is made by earliest turn for return and then alphabetically or by value order for missionaries all gold and treasure will be loaded on a galleon fleet, if present, else loaded to capacity on other ships E.g. an expedition consisting of:- -1 and +1 missionaries, Columbus, Pinzon, Balboa, Ojeda, 3 colonists, 2 soldiers, 25+15 gold, 2 Carracks, 1 Caravel would produce:- Carrack1: 2 Colonists, Balboa, Ojeda, -1 Missionary, +1 Missionary, Columbus, Pinzon, 25 gold Carrack2: 1 Colonist, 1 Soldier, 15 gold Caravel: Soldier Losses will be taken bottom up, that is from caravels first, then carracks. E.g in the above example a loss of 2 ships would see the caravel and carrack2 lost. [8.32] Unless specified otherwise by a player prize ships would be taken from the ships immediately following those lost. E.g in the above example if one prize ship was taken and one lost, then carrack2 would be the prize ship and the caravel would be lost. [8.5] NAVAL INVASION OF PORTS [8.13] Attacking an enemy port must be specified by a player in orders. Conditional orders (see 6.5) may be written. [8.57] Unless specified otherwise by a player, 50% of soldiers (rounding up) involved in an invasion will be landed at the captured port. [9.2] THE EFFECTS OF ATTRITION [9.21] Unless specified otherwise by a player, if units that had been on the expedition are lost, these are determined by die roll. A conquistador is lost in preference to an explorer/privateer (if more than one candidate for loss exists, choice is made by earliest turn for return and then alphabetically). Ships are lost as specified in 8.31 above. [10.0] LAND MOVEMENT [10.1] HOW UNITS MOVE Players should specify the path of movement in hexes for each stack of units. Conditional orders (see 6.5) may be written. Colonists not accompanied by soldiers ordered to move into an enemy-occupied hex stop in the previous hex. [10.32] Unless combat has been specified by a player, units ordered to move into an enemy-occupied hex stop in the previous hex. [11.00] LAND COMBAT [11.1] HOW TO HAVE COMBAT [11.11] Moving into an enemy-occupied hex and having combat must be specified by a player in orders. Conditional orders (see 6.5) may be written. [11.2] COMBAT RESULTS [11.21] Unless specified otherwise by a player, losses are taken as soldiers. If a choice of conquistador to lose exists, choice is made by earliest turn for return and then alphabetically. [11.22] Unless specified otherwise by a player, retreats are made into the hex immediately opposite the one the winner used for entry. If this hex is enemy-occupied or impassable another adjacent hex is chosen by rolling a 5-sided die. This is repeated until an eligible hex is found, if one such exists. [12.0] LAND ATTRITION [12.4] DETERMINING ATTRITION Hexes containing land units are checked in ascending numerical order. Unless specified otherwise by a player, a conquistador is lost in preference to an explorer/privateer (if more than one candidate for loss exists, choice is made by earliest turn for return and then alphabetically). [13.0] GOLD AND TREASURE [13.11] Unless specified otherwise by a player, any eligible land unit in a mainland Mine hex will automatically attempt to discover gold. [13.22] Unless specified otherwise by a player, any eligible land unit in a Caribbean Mine hex will automatically attempt to discover gold. [13.31] Unless specified otherwise by a player, any soldier in a Treasure City in an Area with a Native Level of 0 will automatically loot that city. [13.42] Transportation of Gold or Treasure must be specified by a player in orders. Conditional orders (see 6.5) may be written. [13.43] Unless specified otherwise by a player, Gold or Treasure at a friendly port is automatically loaded onto ships (see 8.31). [13.5] Abandonment of a mine must be specified by a player in orders. Conditional orders (see 6.5) may be written. [15.0] THE SPECIAL UNITS [15.3] EXPLORERS [15.33] Unless specified otherwise by a player, if an expedition without an explorer is ordered to a port which becomes unfriendly or non-existent, that expedition will be moved instead to the nearest friendly port (rolling to choose between equi-distant ports). If there is is no such friendly port the expedition will return to Europe. [15.6] MISSIONARIES [15.63] When a missionary is to be revealed a 11-sided die roll on the Missionary table will be made. If a die roll produces a missionary value which are all in play, a re-roll will be made. MISSIONARY TABLE ROLL MISSIONARY 1: -3 2,3: -2 4,5: -1 6: +1 7,8,9: +2 10,11: +3 [17.0] NATIVES [17.2] COMBAT AGAINST NATIVES [17.21] Combat against natives must be specified by a player in orders. Conditional orders (see 6.5) may be written. [17.23] Unless specified otherwise by the Spanish player, die roll subtractions will be automatically made for each conquistador and + rated missionary in Combat against Natives.