1
GAME RULES
1
1.0 INTRODUCTION/COMPONENTS...... Page 5
2.0 GAME SETUP...... Page 6
3.0 SEQUENCE OF PLAY OF THE GAME...... Page 7
4.0 * THE POLITICAL PHASE...... Page 7
[ 4.1 ] THE DIPLOMACY STEP...... Page 7
[ 4.2 1 THE DECLARATIONS OF WAR STEP....Page 7
POLITICAL POINT LOSSES FOR
WAR DECLARATIONS...... Page 7
4.2.2 LIMITATIONS OF DECLARATIONS ...... Page 7
4.2.3 EXTENT OF DECLARATIONS ...... Page 8
[ 4.3 ] THE CALL TO ALLIES STEP...... Page 8
[ 4.4 ] THE PEACE STEP ...... Page 8
4.4.1 INFORMAL PEACE ...... Page 8
4.4.2 SUING FOR PEACE...... Page 8
4.4.3 CONDITIONAL PEACE...... Page 8
4.4.4 UNCONDITIONAL PEACE...... Page 8
4.4.5 SIMULTANEOUS PEACE WITH
MULTIPLE ENEMIES...... Page 8
4.4.6 EFFECTS OF PEACE ...... Page 8
4.4.6.1 PRISONER EXCHANGE...... Page 8
4.4.6.2 FORCE REPATRIATION...... Page 8
4.4.6.3 MANDATORY ENFORCED PEACE
LENGTH...... Page 9
4.4.6.4 STATUS OF CEDED MINOR
FREE STATES ...... Page 9
4.4.7 SEPARATE PEACE AND ALLIES...... Page 9
4.4.8 A FINAL PEACE ...... Page 9
[ 4.5 ] THE CREATING ALLIANCES STEP...... Page 9
[ 4.6 ] THE MINOR COUNTRY CONTROL
STEP...... Page 9
4.6.1 CONTROL CHANGE DUE TO INSTABILITY/
FIASCO POLITICAL STATUS...... Page 9
4.6.2 SELECTING CONTROLLING MAJOR
POWERS ...... Page 9
4.6.3 ASSUMING CONTROL PROCEDURE .....Page 9
4.6.4 MORE THAN ONE DECLARATION OF
WAR UPON A MINOR COUNTRY .....Page 9
4.6.5 MAJOR POWER SUPPORT OF CONTROLLED
MINOR COUNTRIES...... Page 9
4.6.6 LAPSE OF WAR WITH MINOR
COUNTRIES ...... Page 10
[ 4.7 1 THE BREAKING ALLIANCES STEP.....Page 10
[ 4.8 1 THE FREE STATE DECLARATION STEP..Page 10
[ 4.9 1 THE DECLARATION OF COMBINED STEP
MOVEMENT STEP...... Page 10
5.0 THE REINFORCEMENT PHASE ...... Page 10
[ 5.1 1 * THE NAVAL REINFORCEMENT STEP..Page 10
5.1.1 PLACING EMPTY FLEET COUNTERS.....Page 10
5.1.2 PLACING SHIPS ...... Page 10
5.1.3 TRANSFER OF SHIPS ...... Page 10
5.1.4 REMOVING FLEETS AND SHIPS
("SCUTTLING") ...... Page 10
5.2 THE ARMY REINFORCEMENT STEP...... Page 10
5.2 1 CORPS COUNTER REINFORCEMENTS ...Page 10
5.2.2 PLACING ARMY FACTORS...... Page 10
5.2.3 TRANSFER OF ARMY FACTORS ...... Page 11
5.2.4 REMOVING CORPS AND ARMY FACTORS
("DEMOBILIZING")...... Page 11
5.2.5 SCENARIO MONEY...... Page 11
[ 5.3 ] LEADER RETIREMENT AND
REINFORCEMENT...... Page 11
6.0 * THE NAVAL PHASE...... Page 11
[ 6.1 ] THE NAVAL PHASE SEQUENCE ...... Page 11
[ 6.2 ] THE NAVAL MOVEMENT STEPS ...... Page 11
6.2.1 GENERAL NAVAL MOVEMENT RULES ..Page 11
6.2.1.1 SEA MOVEMENT COSTS I...... Page 11
6.2.1.2 PORT/BLOCKADE BOX MOVEMENT....Page 11
6.2.l.3 DARDANELLES MOVEMENT ...... Page 11
6.2.1.4 ICE LINE RESTRICTIONS ...... Page 11
6.2.2 NAVAL MOVEMENT PROCEDURE ...... Page 11
6.2.3 NAVAL INTERCEPTIONS...... Page 12
6.2.4 INITIATION OF NAVAL COMBAT ...... Page 12
6.2.5 NAVAL TRANSPORTATION OF
ARMY CORPS AND LEADERS ...... Page 12
6.2.5.1 TRANSPORTATION MOVEMENT
PROCEDURE...... Page 12
6.2.5.2 FAILURE TO DISEMBARK ...... Page 12
6.2.5.3 ELIMINATION OF TRANSPORTING
FLEETS ...... Page 12
6.2.6 ENEMY CONTROL OF A FLEET'S PORT ...Page 13
6.2.7 BLOCKADE OF PORTS...... Page 13
[ 6.3 ] THE NAVAL COMBAT STEP ...... Page 13
6.3.1 WHO MAY FIGHT ...... Page 13
6.3.2 POSSIBLE EVASIONS...... Page 13
6.3.3 NAVAL COMBAT PROCEDURE ...... Page 13
6.3.3.1 DETERMINING'THE WIND GAUGE .....Page 13
6.3.3.2 NAVAL COMBAT RESOLUTION ...... Page 13
6.3.3.3 NAVAL COMBAT IN A PORT ...... Page 13
6.3.3.4 NAVAL COMBAT EXAMPLE ...... Page 13
6.3.4 NAVAL VICTORY AND POLITICAL
POINTS...... Page 14
6.3.5 NAVAL RETREAT AND PURSUIT ...... Page 14
6.3.6 CONSOLIDATION OF LOSSES ...... Page 14
7.0 THE LAND PHASE...... Page 14
[ 7.1 1 THE LAND PHASE SEQUENCE ...... Page 14
[ 7.2 ] THE DEPOT CREATION/REMOVAL .....Page 14
7.2.1 DEPOTIIN A FRIENDLY CITY AREA.....Page 14
7.2.2 DEPOT INSIDE A FRIENDLY PORT
OR IN A PORT AREA...... Page 14
7.2.3 DEPOTS IN SUPPLY CHAINS ...... Page 14
7.2.3.1 SUPPLY SOURCE DEFINITION ...... Page 14
7.2.3.2 SUPPLY CHAIN DEFINITION ...... Page 15
7.2.3.3 SUPPLY CHAIN RESTRICTIONS ...... Page 15
7.2.3.4 SUPPLY- CHAIN EXAMPLE ...... Page 15
[ 7.3 ] THE LAND MOVEMENT STEP ...... Page 15
7.3.1 GENERAL LAND MOVEMENT RULES ....Page 15
7.3.1.1 MOVEMENT ALLOWANCES...... Page 15
7.3.1.2 FORCE MARCHING...... Page 15
7.3.1.3 LAND MOVEMENT COSTS...... Page 15
7.3.1.4 FORAGING WHILE MOVING...... Page 15
7.3.2 LAND MOVEMENT PROCEDURES ...... Page 15
7.3.3 MOVING INTO CITIES-DETACHING/
ABSORBING FACTORS-GARRISONS ...Page 15
7.3.3.1 DETACHING/ABSORBING FACTORS
RESTRICTIONS...... Page 15
7.3.3.2 CONVERTING ARMY FACTORS...... Page 15
7.3.3.3 GARRISON FACTORS...... Page 15
7.3.3.4 CITY GARRISON CAPACITIES...... Page 15
7.3.3.5 DEPOT GARRISON CAPACITY...... Page 15
7.3.4 MOVEMENT FROM CITIES...... Page 16
7.3.5 * LANDING FROM SHIPS-
"DISEMBARKING...... Page 16
7.3.6 MOVING INTO AN ENEMY DEPOT
AREA...... Page 16
7.3.7 MOVING INTO COMBAT...... Page 16
7.3.7.1 ENEMY CORPS OR CITY GARRISON
IN AREA...... Page 16
7.3.7.2 ENEMY COSSACK, FREIKORPS OR
DEPOT GARRISON IN AREA...... Page 16
7.3.8 DECLARATION OF COMBAT
AND COMBINED MOVEMENT...... Page 16
7.4 1 THE SUPPLY STEP...... Page 16
7.4.1 FORAGING...... Page 16
7.4.2 REGULAR (DEPOT) SUPPLY...... Page 17
7.4.3 * SEA SUPPLY...... Page 17
7.4.4 * INVASION SUPPLY...... Page 17
7.4.5 BESIEGED SUPPLY...... Page 17
[ 7.5 1 THE LAND COMBAT STEP...... Page 18
7.5.1 GENERAL RULES OF LAND COMBAT ....Page 18
7.5. 1.1 DEFENDER RETIREMENT
INTO CITY...... Page 18
7.5.1.2 WHO MAY PARTICIPATE IN
LAND COMBATS...... Page 18
7.5.1.3 GENERAL SEQUENCE OF
LAND COMBATS...... Page 18
7.5.2 FIELD COMBAT PROCEDURE...... Page 18
7.5.2.1 STEP ONE-SELECTION OF CHITS ...... Page 18
7.5.2.2 STEP TWO-OUTFLANK
ANNOUNCEMENT...... Page 18
7.5.2.3 STEP THREE-DIVIDING AN
OUTFLANKING FORCE...... Page 18
7.5.2.4 STEP FOUR-REVEAL CHITS...... Page 18
7.5.2.5 STEP FIVE-RESOLVE WITHDRAWALS ..Page 18
7.5.2.6 STEP SIX-REVEAL FORCES/
MORALE LEVELS...... Page 18
7.5.2.6.1 Determining Morale Levels...... Page 18
7.5.2.6.1.1 Method One...... Page 18
7.5.2.6.1.2 Method Two...... Page 18
7.5.2.6.2 Final Morale Levels...... Page 19
7.5.2.6.3 Reveal Forces...... Page 19
7.5.2.7 STEP SEVEN-FIND COMBAT TABLES ...Page 19
7.5.2.7.1 River Crossing Combat Tables...... Page 19
7.5.2.7.2 Outflanking Tables to Use...... Page 19
7.5.2.7.3 Combat Table Modifiers...... Page 19
7.5.2.8 STEP EIGHT-GUARD AND ARTILLERY
USE (OPTIONAL)...... Page 19
7.5.2.9 STEP NINE-COMBAT RESOLUTION.....Page 19
7.5.2.9.1 Die Roll Modifiers...... Page 19
7.5.2.9.2 Percentage Loss-Types of Casualties...... Page 19
7.5.2.9.3 Morale Loss...... Page 19
7.5.2. 10 STEP TEN-VICTORY AND DEFEAT....Page 19
7.5.2.10.1 Winning a Field Combat...... Page 19
7.5.2.10.1.1 "Breaking...... Page 19
7.5.2.10.1.2 Pinning Force Defeat...... Page 20
7.5.2.10.1.3 Political Points For Winning/Losing
Field Combats...... Page 20
7.5.2.10.2 Pursuit After Combat...... Page 20
7.5.2.10.3 Retreat After Losing a Combat...... Page 20
7.5.2.10.4 Unusual Field Combat Results...... Page 20
7.5.2.10.4.1 Break and Eliminated...... Page 20
7.5.2.10.4.2 Both Break...... Page 20
7.5.2. 11 STEP ELEVEN-REINFORCING
ATTEMPTS...... Page 20
7.5.2.12 STEP TWELVE-ARRIVAL OF
OUTFLANKING FORCES...... Page 21
7.5.2.13 STEP THIRTEEN-"END OF DAY"
WITHDRAWAL/ADDITIONAL
COMBAT...... Page 21
7.5.2.13.1 Withdrawing After A "Day" of Combat ...Page 21
7.5.2.13.2 New "Days" of Combat...... Page 21
7.5.2.14 STEP FOURTEEN-DEPOTS AFTER
FIELD BATTLES...... Page 21
7.5.2.15 EXAMPLE OF FIELD COMBAT...... Page 21
7.5.3 TRIVIAL COMBATS...... Page 21
7.5.4 SIEGES...... Page 22
7.5.4.1 BESIEGER ASSAULT ATTEMPTS...... Page 22
7.5.4.2 DEFENDER ATTACKS BESIEGER...... Page 22
7.5.4.2.1 Garrison Attack Combats...... Page 22
7.5.4.2.2 Political Points For Garrison
Attack Combats...... Page 22
7.5.4.2.3 Relieving Force-Limited Field Combats...Page 22
7.5.5 REMOVAL OF CORPS...... Page 23
[ 7.6 ] THE GUERILLA STEP...... Page 23
[ 7.7 ] * THE CONQUEST STEP...... Page 23
8.0 * THE ECONOMIC PHASE...... Page 23
[ 8.1 ] THE VICTORY POINTS STEP...... Page 23
8.1.1 RECORDING VICTORY POINTS...... Page 23
8.1.2 POSSIBLE BRITISH CHANGE IN
VICTORY POINTS...... Page 23
8.1.3 HOW TO WIN A GAME...... Page 23
8.2 1 THE MONEY AND MANPOWER
COLLECTION STEP...... Page 23
8.2.1 MONEY COLLECTION...... Page 23
8.2. 1.1 MONEY COLLECTION BY TAXATION ..Page 24
8.2.1.2 MONEY COLLECTION BY TRADE .....Page 24
8.2.1.2.1 Domestic (Normal) Trade...... Page 24
8.2.1.2.2 Overseas Trade...... Page 24
8.2.1.2.2.1 British Colonial Trade...... Page 24
8.2.1.2.2.2 American Trade...... Page 24
8.2.1.2.2.2.1 American Trade Value...... Page 24
8.2.1.2.2.2.2 Stopping American Trade-War With
the United States...... Page 24
8.2.1.3 SPANISH GOLD...... Page 24
8.2.2 MANPOWER COLLECTION...... Page 24
8.2.3 MINOR FREE STATES MONEY AND
MANPOWER COLLECTION...... Page 24
[ 8.3 1 THE LENDING MONEY STEP...... Page 24
[ 8.4 ] THE MANIPULATION STEP...... Page 24
8.4.1 OCCUPIED HOME NATION CAPITALS ...Page 24
8.4.2 ECONOMIC MANIPULATION
(OPTIONAL)...... Page 25
8.4.3 RETURNING REMOVED LEADERS...... Page 25
[ 8.5 ] MONEY AND MANPOWER
EXPENDITURE STEP...... Page 25
8.5.1 MAINTENANCE...... Page 25
8.5.2 FORMAL DEBTS...... Page 25
8.5.3 EXPENDITURE ON FORCES...... Page 25
8.5.4 EXPENDITURE ON NEW CORPS
AND FLEET COUNTERS...... Page 25
8.5.5 SURPLUS MINOR FREE STATE MONEY
AND MANPOWER...... Page 25
8.5.6 * MILITIA CONVERSION (OPTIONAL)....Page 25
8.5.7 SURPLUS MAJOR POWER MONEY
OR MANPOWER...... Page 25
[ 8.6 1 THE POLITICAL STATUS ADJUSTMENT
STEP...... Page 25
[ 8.7 ] THE CIVIL DISORDER STEP...... Page 25
[ 8.8 ] THE CEDING STEP...... Page 25
[ 8.9 ] THE NEW POLITICAL COMBINATIONS
STEP (OPTIONAL)...... Page 26
[ 8. 10 ] THE LEVY STEP...... Page 26
[ 8.11 ] THE UMP CONTROL STEP...... Page 26
9.0 THE TIME RECORD PHASE...... Page 26
[ 9.1 ] WINTER...... Page 26
[ 9.2 ] WINTER ZONE...... Page 26
10.0 MISCELLANEOUS AND GENERAL RULES..Page 26
[ 10.1 ] IRREGULAR FORCES...... Page 26
10.1.1 GUERILLAS...... Page 26
10.1.2 COSSACKS AND FREIKORPS...... Page 26
10.1.3 * TURKISH FEUDAL CORPS...... Page 27
10.1.4 AUSTRIAN INSURRECTION CORPS.....Page 27
10.1.5 THE AUSTRIAN TYROLIAN REVOLT
CORPS...... Page 27
[ 10.2 ] MINOR COUNTRIES AND CEDED
PROVINCES CONTROL...... Page 28
10.2.1 THE CONQUEST OF MINOR
COUNTRIES...... Page 28
10.2.2 CONQUERING CEDED PROVINCES.....Page 28
[ 10.3 ] * FORCES IN OTHER COUNTRIES-
ACCESS...... Page 28
10.3.1 ACCESS...... Page 28
10.3.2 CITY OCCUPATION...... Page 28
10.3.3 NEUTRAL GARRISONS IN
ENEMY TERRITORY...... Page 28
[ 10.4] * MINOR COUNTRIES WITH
DISTRICTS...... Page 28
[ 10.5] * THE POLITICAL STATUS DISPLAY....Page 29
10.5.1 ADJUSTMENT PROCEDURE...... Page 29
10.5.2 LOCATED IN THE INSTABILITY/
FIASCO ZONES...... Page 29
10.5.3 STATUS MODIFIERS...... Page 29
[ 10.6] LEADERS AND COMMAND...... Page 29
10.6.1 LEADERS WHO ARE COMMANDERS....Page 29
10.6. 1.1 CHOOSING OR DETERMINING
A COMMANDER...... Page 29
10.6.1.2 COMMANDER USES...... Page 29
10.6.1.2.1 Tactical Maximum Ratings...... Page 29
10.6.1.2.2 Tactical Ratings Comparisons...... Page 30
10.6.1.3 COMMANDERS FOR PURSUIT...... Page 30
10.6.2 LEADER MOVEMENT...... Page 30
10.6.3 LEADER CAPTURE...... Page 30
10.6.4 * RETURNING LEADERS...... Page 30
10.6.5 THE BERNADOTTE LEADER...... Page 30
[10.7] * DARDANELLES CONTROL...... Page 30
[10.8] SETTLING DISPUTES...... Page 30
OPTIONAL RULES
11.0 NEW POLITICAL COMBINATIONS...... Page 31
[ 11.1 ]POLAND (GRAND DUCHY OF
WARSAW)...... Page 31
[ 11.2 ]* THE KINGDOM OF ITALY...... Page 31
[ 11.3 ]* THE KINGDOM OF WESTPHALIA....Page 32
[ 11.4 ]* THE KINGDOM OF BAVARIA...... Page 32
[ 11.5 ]* THE CONFEDERATION OF THE
RHINE...... Page 33
[ 11.6 ] * THE OTTOMAN EMPIRE...... Page 34
[ 11.7 ] * THE KINGDOM OF THE TWO
SICILIES...... Page 34
[ 11.8 ] * ALTERNATE DOMINANT POWERS...Page 34
[ 11.9 ] * POLITICAL RESTRICTIONS ON
PEACE...... Page 35
11.9.1 "BALANCE OF POWER" RESTRICTIONS
ON LOSSES...... Page 35
11.9.2 GREAT BRITAIN AND FRANCE
AT WAR...... Page 35
12.0 MISCELLANEOUS OPTIONS...... Page 36
[ 12.1 ] * REINFORCEMENT OPTIONS...... Page 36
12.1.1 MILITIA CONVERSION...... Page 36
12.1.2 SHIP BUILDING LOCATIONS...... Page 36
12.2 NAVAL OPTIONS...... Page 36
12.2.1 OPTIONAL SEA CROSSING ARROWS....Page 36
12.2.1.1 CHANNEL ARROW...... Page 36
12.2.1.2 DANISH/SWEDISH SEA CROSSING
ARROWS...... Page 36
12.2.2 NAVAL RAIDING...... Page 36
12.2.3 MOVING LARGE FLEETS/TRANSPORTS..Page 36
12.2.4 REDUCED NAVAL TRANSPORT
CAPACITY...... Page 36
12.2.5 PROPORTIONAL NAVAL LOSSES...... Page 36
[ 12.3 ] LAND OPTIONS...... Page 36
12.3.1 SUPPLY LIMITS PER DEPOT...... Page 36
12.3.2 BRITISH TRAINING...... Page 36
12.3.3 CAVALRY OPTIONS...... Page 36
12.3.3.1 CAVALRY SUPERIORITY...... Page 36
12.3.3.2 CAVALRY WITHDRAWALS...... Page 36
12.3.4 GUARD COMMITMENT...... Page 36
12.3.5 ARTILLERY CORPS...... Page 37
12.3.6 PROPORTIONAL LAND LOSSES...... Page 37
12.3.7 ARMY LEADER OPTIONS...... Page 37
12.3.7.1 CORPS LEADERS...... Page 37
12.3.7.2 FURTHER TACTICAL RATING
REDUCTIONS...... Page 37
12.3.7.3 NAPOLEON'S RATINGS...... Page 37
12.3.8 DETACHING/ABSORBING MINOR
FREE STATE FACTORS...... Page 37
[ 12.4 ] * PEACE TREATY LIMITED ACCESS....Page 37
[ 12.5 ] * ECONOMIC MANIPULATION...... Page 37
[ 12.6 ] BLANK FORMS...... Page 38
[ 12.7 ] LEADER CASUALTIES...... Page 38
[ 12.8 ] * ALLIED VOLUNTARY ACCESS...... Page 38
[ 12.91 * AMERICAN TRADE OPTION...... Page 38
GAMES TO PLAY
13.0 SCENARIOS...... Page 39
13.1 ] SCENARIO FORMAT...... Page 39
13.21 THE 1805 (INTRODUCTORY)
SCENARIO...... Page 39
13.3 1 THE 1809 SCENARIO...... Page 39
13.4 THE 1812 SCENARIO...... Page 39
13.5 THE 1813-1814 DER BEFREIUNGSKRIEG
SCENARIO...... Page 40
13.6 THE PENINSULAR WAR
SCENARIO (1808-1814)...... Page 40
14.0 * CAMPAIGN GAMES...... Page 41
[ 14.1 ]CAMPAIGN GAME FORMAT...... Page 41
[ 14.2 ]THE SELECTION OF MAJOR POWERS..Page 41
14.2.1 SELECTION PROCEDURE...... Page 41
14.2.2 CONTROL OF MULTIPLE MAJOR
POWERS (4-6 PLAYERS)...... Page 41
14.3 1 UNCONTROLLED MAJOR POWERS
(UMPS) (2-4 PLAYERS)...... Page 41
14.3.1 GAINING CONTROL OF UMPS...... Page 41
14.3.2 RULES FOR USING UMPS...... Page 42
[ 14.41 THE 1805-1807 CAMPAIGN GAME...... Page 42
[ 14.5 1 THE 1812-1815 CAMPAIGN GAME.....Page 42
[ 14.61 THE 1813-1815 CAMPAIGN GAME...... Page 43
[ 14.71 THE GRAND CAMPAIGN GAME...... Page 44
SUPPORTING MATERIAL
15.0 PLAYER NOTES...... Page 44
16.0 GLOSSARY...... Page 46
17.0 DESIGNER'S NOTES...... Page 46
CREDITS...... Page 46
POLITICAL POINTS CHART...... Page 48
EMPIRES IN ARMS is a strategic and diplomatic game for up to 7 players that covers the Napoleonic wars from 1805 until 1815. The military counters in the game generally represent corps and fleets, with each army factor being equivalent to roughly 1000 to 2000 men and each "ship" equivalent to 1 ship of the line or a number of smaller ships of approximately equal force.
[ 1.1 ] THE MAP: The game is played on two maps which, when placed together, show Europe and parts of Asia and North Africa. It is divided into "areas" by colored lines for the purpose of regulating movement. Some of these lines have additional functions-as national or provincial borders and/or as rivers. These lines and all other mapboard terrain features are identified on the TERRAIN EFFECTS CHART printed in the northwest corner of the combined mapboard.
[ 1.2 ] THE COUNTERS: There are eight sets of counters-one for each of the major powers and one for the minor neutrals. All counters have a distinctive background colour-white for Austria, green for Russia, light green for Turkey, blue for Prussia, light blue for France, red for Great Britain, yellow for Spain and gray for the neutrals. The motifs on the counters are decorative and functional, distinguishing infantry and cavalry corps, fleets, and depots and also provide information necessary for the play of the game. There are two sizes of counters provided in the game-the large counters for corps, fleets and depots, and the small counters for garrisons and off-map counters, guerrillas, cossacks and freikorps, control flags, leaders and assorted markers. The information provided on each counter is shown as follows:
LARGE COUNTERS
FrontBack
Major Power Infantry Corps
Major Power Cavalry Corps
Minor Country Corps
INSERT BIT MAP HERE
COUNTER NOTES:
a: Movement Allowance of "(3)" becomes "4" if French controlled andmovement allowance of "3" remains "3" regardless of control (see7.3. 1. 1). If movement allowance is " 5, " the counter is a cavalry corps.
b:Regular infantry if in garrison.
c: Militia infantry if in garrison.
d: C. of the Rhine, K. of Bavaria, K. of Italy, K. of Westphalia, OttomanEmpire, Poland.
e: For Prussians, the first number is pre-1810 and the one in parenthesisis for 1810 and after.
[ 1.3 ] THE RULES: The rules are written in sequence of playorder. As rules sections are read, it is helpful to pull out and examinethe component or chart being discussed while reading the rule. Somerules relate only to the campaign games and are not required forplay of the scenarios. Rules used only for the campaign games aredenoted by an asterisk (*) in the rule heading. An asterisk with anyrule heading indicates that all of that rule and all of its subsidiaryrules are ignored for play of the scenarios. Players should play atleast a scenario or two to familiarize themselves with the game'scombat and supply mechanics before trying a campaign game. Atable of contents is provided to help find and reference rules duringthe play of a game.
[ 1.4 ] THE GAME CARD: The Game Card contains the mostcommonly used charts and tables for easy reference during a game.Two copies are included.
[ 1.5 ] THE NATIONAL CARDS: The seven National Cards forthe major powers have two sides, and players may use either sidein a game, as desired. Side one is used with small garrison/strengthcounters to record the strengths of corps and fleets and witheconomic manipulation markers for economic manipulation (see option 12.5) and is recommended for use with the scenarios. Sidetwo must be copied, with pencils and erasers used to record andmodify necessary information and is recommended for use withthe campaign games. The card for the minor countries also has twosides. Side one is used to record the strengths of corps and fleetsthe same as the major power cards' side one, while side two hasforms for use with option 12.6 and must be copied (numerouscopies needed) and cut up for use. If side two of the major power's national cards are used side one of the Minor Country NationalCard is not needed as strengths can be recorded on the major powers' copies of side two.
[ 1.6 ] THE STATUS CARD: This card is used with small counters to record political status, victory points and the game date. The back contains additional forms to be copied and cut up for use with option 12.6.
[ 1.7 ] THE DICE: Two 6-sided dice are included.
[ 1.8 ] OTHER: Pencils and scratch paper (not included) are useful.
1
2.0 GAME SETUP
1
After players decide which scenario or campaign game to play, the following must be done to prepare for play.
[ 2.1 ] SELECTION OF MAJOR POWERS: For the scenarios, players may utilize any preferred method to select sides. For the campaign games we recommend the procedure covered in 14.2.
[ 2.2 ] SCENARIO SETUP: The setup for each scenario is described in the scenario rules (see 13.0), and the setup for each campaign game is found in the campaign game rules (see 14.0). These contain needed specific setup information not found here.
[ 2.3 ] MAPBOARD AND GAMING AREA SETUP: The two maps should be counter folded to lay flat and placed together so that they match up. EMPIRES RV ARMS is a large game that requires a large area in which to play, and any table selected should be large enough not only to hold the maps but also to provide room for the various cards to be placed near and around the maps.
[ 2.4 ] COUNTER SETUP: This is covered in more detail in 13.0 and 14.0.
2.4.1 MAPBOARD COUNTERS: The forces on the map are represented by various counters. The strengths of garrisons (use garrison/strength counters), Cossacks, freikorps and guerrillas are directly shown by the factor on the actual counter. These factors are totally interchangeable within their type (e.g., a "5" factor militia garrison counter may be exchanged for a "2" factor plus a "3" factor militia counter, etc.). Each cossack or freikorps counter is worth exactly one factor. The strengths of corps and fleet counters are recorded off the map.
2.4.2 USING THE NATIONAL CARDS: The maximum strengths of corps and fleets are shown on the appropriate National Cards (one card per major power, and one for all of the minor countries). The corps and fleet counters when face-up on the map only show their general type and movement allowance. Which corps each counter represents is shown on the back of the counter and may be examined by only the owning player, except when its identity must be revealed to other players (e.g., during a combat-see 7.5.2.6.3). The designation of each fleet (and its movement allowance) is shown on the front of the counter and so its designation and exact strength should always be known to all players.
2.4.3.2 * VICTORY POINTS: Place the victory point markers (three per major power) on the VICTORY POINTS DISPLAY to record each major power's starting victory points as given in the campaign. Use the negative sides to show negative points (possible in campaign games starting in 1805 if 14.2 and/or 14.3 are used) and the positive sides to show positive points.