1.0  SPACES

     The map contains land spaces and sea areas.  These spaces and areas are used to show ownership and allow movement to take place.

 

1.1  LAND SPACES

There are three types of land spaces.  Major power, minor power and uncivilized.  Each land space is rated in numerous categories and each type has different rules pertaining to it.

 

1.11 MAJOR POWER LAND SPACES

     Major power land spaces are those spaces, which belong to each player's home nation.  These spaces may not be captured, ceded or attacked in any way.  These spaces supply the shipyards for new ship construction, base money allowance and the dockyards for complete ship repair.  Players who might find themselves in a weak military position, can always retire their forces to their major power land space.  This would make the player's forces there immune from attack.  After building strength, the player could sortie out and attempt to change his fortune.  All major power spaces contain ports and these are the only ports capable of repairing ships to their maximum critical hit rating.

 

1.12 MINOR POWER LAND SPACES

     Minor power land spaces are sovereign nations.  Minor power land spaces may not be claimed as are uncivilized land spaces.  Should a player wish to attack/capture a minor power space, the player will have to declare war on the space.  A player may not enter minor power spaces unless that player has declared war on the minor power.  Once a minor power space is captured, the minor power will surrender unconditionally.  The space will then be considered a protectorate.  Minor power spaces may not be upgraded to colony status.

 

1.13 UNCIVILIZED LAND SPACES

     Uncivilized land spaces are the potential colonies of the world.  Uncivilized spaces will provide most of the colonial points players need to win the game.  Players may claim one uncivilized land space per turn. A claim may only be made on a territory that the country is able to reach. Once claimed, the claiming player’s forces may then capture the uncivilized space.  As long as an uncivilized space is still uncaptured, any player may have forces in the space.  Once an uncivilized space has been captured, it becomes a protectorate of the capturing player. Any forces of another player, unless they are an ally, must immediately leave the space.  After 4 consecutive turns as a protectorate of the same player, the space will become eligible to be upgraded to colony status.  A colony earns 50% more colonial points for the owner than does a protectorate.  If another player captures a colony, it becomes a protectorate and will have to be upgraded again.

 

1.2  LAND SPACE RATINGS

     Each land space has ratings in numerous categories.  Each rating

     is listed and explained in the following sections.

 

 

1.21 ECONOMIC VALUE (EV)

     This rating represents the monetary value of a space to the owning player. The owning player will have an amount of pounds equal to this rating added to his treasury each turn.  This value may be modified by the presence of a port facility.  Once controlled, a player may opt to construct a port facility in a territory that does not already contain one.  The presence of a port doubles the EV of a space.? A space upgraded to a colony increases the base economic value by 50%.

 

1.22 COLONIAL POINT VALUE (CPV)

     This value indicates the number of colonial points a space is worth to the owning player as a protectorate.  While the space is a protectorate, the owning player receives an amount of colonial points equal to the CPV of the space each turn.  When a space has been upgraded to colony status, the owning player receives an additional 50% of colonial points for the space.  Players should target territories with high CPV ratings for expansion locations, as colonial points are what victory is achieved with.

 

1.23 MINIMUM GARRISON VALUE (MGV)

     This number denotes the number of military units that must be kept in the territory for garrison duty.  Failure to maintain this level of garrison allows other players to make attempts at causing a revolt in the territory.  If a space is a colony, the minimum garrison level is halved rounded down.

 

 

1.3  SPACE FACILITIES

 

1.31 PORT FACILITY 

     A port facility serves many functions. The presence of a port

     facility doubles the economic value of the space.  Ports allow a

     player to repair his ships to half of their full CH +1.  A space

     with a port is automatically considered in supply unless blockaded

     by an enemy fleet.  A port in a colony allows supply to be

     projected into adjacent spaces.  Absence of a port facility

     requires a player to actually dock a fleet containing a merchant

     ship into the natural harbor in order to supply the space.

 

1.32 NAVAL FORTIFICATION

     Naval Fortifications are active on the turn they are constructed and may fire on enemy fleets attempting to enter the harbor or port facility.  Naval forts behave like ships during combat although they are immune to solid hits.  Forts built prior to 1895 begin with a critical hit (CH) rating of 4, while those constructed on or after 1895 begin with a CH of 6.  The fortifications may be upgraded and or repaired to a maximum CH of 12.  A naval fortification may fire 1 time for every 4 CH it has.  The maximum number of shots is 3.  Naval Fortifications prevent amphibious invasion of a space unless the fort is destroyed in naval combat.  Combat with a fortification last for 2 rounds.  If not completely destroyed, the attacking fleet must withdraw.

 

2.0  MILITARY UNITS

Units (brigades) are the only units capable of overland movement. Brigades are also the only means to initiate a land battle.  Only brigades may be ordered to attack.

 

      

2.1  LAND UNIT TYPES

There are five types of land units.  They are the Infantry, Guard,  Artillery, Mounted Infantry and Colonial brigades.  Brigades cost the owning player money to create.

CREATION - Brigades are created by giving the command.  Brigades may only be created in a friendly territory.  Friendly being defined as owned by the creating player and not being in occupied status by enemy. Brigades may be created by the expenditure of the appropriate number of pounds from one's treasury.  National brigades must be created and placed in the player's home country. Colonial brigades must be created and placed in one of the player's colonies or protectorates.

 

 

2.11 REGULARS

     A brigade of regulars is the basic land unit.  Only land units may attack other land units or territories.  Only land units may enter enemy territories.  Brigades may be created and disbanded.  Regulars may only be disbanded in the player's home space. Regulars may be transported by merchant ships.

 

2.12 GUARD BRIGADE

     Guard Brigades are identical to infantry brigades in all respects and they are the most powerful land unit a player can build.

 

2.13 ARTILLERY BRIGADE

     Artillery Brigades are special units.  Artillery Brigades are created by spending £20.  The presence of an Artillery Brigade in combat serves not only to increase the potential casualties inflicted on the enemy but also, if superior in number to the enemy artillery, will increase the chances of winning the battle.

 

2.14 MOUNTED INFANTRY BRIGADE

     Mounted Infantry Brigades are special units.  Mounted Infantry Brigades are created by spending £25.  The presence of a Mounted Infantry Brigade increases the chances of winning a battle by adding a +1 to the owner's battle die roll.

 

2.15 COLONIAL BRIGADE

     Colonial Brigades are identical to infantry brigades except for the following.  Colonials are created in a player's protectorate or colony.  Colonial Brigades may never be transported to a player's home country.  Colonial Brigades are the weakest units in a player's armed forces.

 

2.2  FLEETS

     While the ground troops are the blood of one's nation, the naval ships are the veins.  Without a viable navy, one's territories are ripe for the picking.  Naval vessels transport needed supplies, brigades, and reinforcements. Fleets can assist defense by guarding the coast of a territory.  Fleets may also bombard port facilities damaging or destroying them.  Naval vessels are assigned to Fleets.  Fleets may contain a minimum of 1 ship but are limited to a maximum of 10 capital ships and 20 support ships.  Fleets may blockade ports, break blockades, transport troops, provide supply, combat enemy fleets and naval fortifications.  A ship must always be assigned to a fleet.

CREATION - Fleets are created during the sea movement phase and by assigning at least one ship to it.  A Fleet may be created in any friendly owned port using unassigned ships or transferring ships from another Fleet in the same port or sea zone.

     REPAIR - Ships may be repaired by docking at any friendly owned port facility.  Each turn in which a ship begins and remains in port, any damage is repaired within the following guidelines.  Ports in protectorates and colonies may only repair a ship to 1 point better than half its total Critical Hit rating.  Full repairs must be completed back in the ship's home nation.  The only deviation from this is destroyer repair. Destroyers may be fully repaired in any friendly owned port.

 

2.21 SHIPS

     There are 6 ship types in this game.  Also included in this section are naval fortifications and port facilities.  Each ship type has a numeric rating in each of the following categories:

     Naval Gunnery (NG) - This number represents the ship/fort's chance out of 10 to deliver a hit on a ship, fort or port facility.  A hit reduces the target's CH by 1.  This damage can later be repaired.

 

     Critical Hit (CH) - This number represents the number of hits the ship/fort/port can sustain before being sunk/destroyed.  A ship that sustains a number of hits equal to or greater than half of its CH is considered crippled.  A crippled ship has it's NG reduced by half and may only move 1 sea zone per turn until the damage is repaired.

 

     Solid Hit (SH) - This number represents the chance out of 10 for a hit against a target to be counted as a Solid Hit.  A Solid Hit counts as 2 hits against a ship's CH.  There are 2 SH ratings for each ship.  The first number is used when a ship that was constructed prior to 1895 is hit.  The second number is used when the target ship was constructed on or after 1895.

CONSTRUCTION - Ships are very expensive.  Ships are constructed and appear in the builder's home nation.  To produce a new ship, a player need only have the funds in the treasury to cover the construction.  Some ships have time limitations on when they can first be built.  The following section gives detailed data on each ship type.

 

2.22 SHIP TYPES

     The six ship types are described in this section.

 

     MERCHANT SHIP - Merchant ships are the most necessary part of one's navy.  Merchant ships are the only ships able to transport brigades.  Unfortunately merchant ships are also floating targets.  Merchant ships cannot fire at other ships and are sunk with ease.  Because of those facts, merchant ships require warships as escorts during times of war.  An empire can be forced into surrendering because of the loss of a merchant fleet. A merchant ship may transport 1 brigade, regardless of type, at a time. 

          STATS

     Construction Era : 1880-1905                       NG: N/A

     Construction Time: 1 turn                          CH: 1

     Cost             : £150                   Pre 1895 SH: N/A

     Payment Cycle   : 1 x £150              Post 1895 SH: N/A

     Classification   : support ship              Capacity: 1 Brigade

 

     DESTROYER - Destroyers are small warships armed with short range guns and torpedoes.  While not able to withstand much damage, destroyers are capable of damaging enemy capital ships and serve to take some of the pressure off friendly capital ships.

          STATS

     Construction Era : 1890-1905                       NG: 2

     Construction Time: 1 turn                          CH: 2

     Cost             : £200                   Pre 1895 SH: 2

     Payment Cycle    : 1 x £200              Post 1895 SH: 1

     Classification   : support ship              Capacity: N/A

 

CRUISER - Cruisers are well armed intermediate ships.  As they begin steaming out of the dockyards in early 1895, they will prove to be the economical replacement of the battleships.  Although slightly smaller in size than battleships, cruisers take advantage of more modern armor plating and guns, giving them an advantage in power.

          STATS

     Construction Era : 1895-1905                       NG: 5

     Construction Time: 1 turn                          CH: 4

     Cost             : £350                   Pre 1895 SH: 6

     Payment Cycle    : 1 x £350              Post 1895 SH: 3

     Classification   : capital ship              Capacity: N/A

 

     BATTLESHIP - All players begin the game with battleships.  Battleships are the only warships available to players for the first 10 years of the game.  Battleships will rule the seas until 1895 when modern warships will begin making an appearance.  Battleships should continue to prove useful throughout the game, but will probably be relegated to an escort role after the formidable dreadnoughts and battlecruisers arrive in the fleets.

          STATS

     Construction Era : 1880-1894                       NG: 4

     Construction Time: 1 turn                          CH: 4

     Cost             : £380                   Pre 1895 SH: 5

     Payment Cycle    : 1 x £380              Post 1895 SH: 1

     Classification   : capital ship              Capacity: N/A

 

     BATTLECRUISER - Battlecruisers are heavily armed and armored warships. Battlecruisers take over as fleet mainstay after 1895.  While unable to withstand punishment like a dreadnaught, they are capable of dealing out almost equal damage.  Cost effective by taking advantage of assembly line technology and prefabricated parts, the battlecruiser can be produced more economically than battleships.

          STATS

     Construction Era : 1895-1905                       NG: 4

     Construction Time: 1 turn                          CH: 6

     Cost             : £425                   Pre 1895 SH: 8

     Payment Cycle    : 1 x £425              Post 1895 SH: 4

     Classification   : capital ship              Capacity: N/A

  

     DREADNAUGHT - Dreadnoughts are the top of the line in warships.  They are extremely heavily armored and have the finest guns available. Taking advantage of technology, the best of everything goes into these monsters.  Dreadnoughts are able to withstand twice the damage of a battlecruiser and can deliver devastating punishment on the most modern warship.  Dreadnoughts are the preferred ships for knocking out naval fortifications.

          STATS

     Construction Era : 1895-1905                       NG:10

     Construction Time: 1 turn                          CH:12

     Cost             : £525                   Pre 1895 SH: 9

     Payment Cycle    : 1 x £500              Post 1895 SH: 5

     Classification   : capital ship              Capacity: N/A

 

NAVAL FORTIFICATIONS - Naval forts are included in this naval unit section because they can only be reduced by naval gunfire.  Naval forts are equipped with the most modern guns available at the time of their construction.  Naval forts are more accurate than any warship and can deliver damage equal to a dreadnought.  Naval forts may be constructed in any friendly owned territory. Naval forts deny access to the port or harbor of the territory to any enemy of the player owning the fort.  No amphibious landings may be made against a space which contains a naval fortification.  If a player decides on an invasion from the sea, the player must have a fleet battle and eliminate the fort.  Solid hits against a naval fort are ignored and count as a single CH hit.

     NAVAL FORT CONSTRUCTION - Naval fortifications may be constructed in any friendly owned territory.  Naval forts are built over the course of several turns, however the initial construction time is only 1 turn.  The initial cost for a naval fort is £320. A naval fortification may not be constructed in a port or harbor that is actively being blockaded.  If a territory is occupied by overland assault, the naval fortification surrenders. Naval forts begin with a CH rating of 4 if built prior to 1895 and 6 if built after 1895.  From these initial ratings, naval forts can be upgraded at a rate of 6 CH per turn and to maximum CH of 12.  For every 1 point of CH to be upgraded, it will cost the building player £10.  The NG and SH ratings for a fort are different based on the era in which it was constructed.  Pre 1895 fortifications may be modernized for a one time cost of £50.

          STATS

     Construction Era : 1880-1894                     NG: 5

     Construction Time: 1 turn                        CH: 4

     Cost             : £320                 Pre 1895 SH: 6

     Payment Cycle    : 1 x £320            Post 1895 SH: 4

     Classification   : N/A                     Capacity: N/A

     ** Cost to upgrade to 1895+ construction era & ratings = £50 **

          STATS

     Construction Era : 1895-1905                     NG:11

     Construction Time: 1 turn                        CH: 6

     Cost             : £320                 Pre 1895 SH: 9

     Payment Cycle    : 1 x £320            Post 1895 SH: 5

     Classification   : N/A                     Capacity: N/A

 

     ** CH upgrade costs £10 per 1 CH added. **

 

PORT FACILITY - A port facility is a very wise investment.  Not only does it increase the economic value of a space, but it also allows for limited ship repair.  A crippled ship can be repaired when spending a full turn in port.  Repairs in ports of protectorates and colonies are limited to repairing the ship to 1/2 of its CH +1.  For example a crippled dreadnought could be repaired to a CH of 7.  Full repairs must be completed in the owning player's home nation.  A port facility adds another 100% of income to a territory's base economic value.  A port facility costs £100 and takes one turn to construct.  A port facility may be destroyed by naval gunfire.  A port can sustain 6 hits before being destroyed.  Damaged ports may be repaired at a rate of £10 per hit and 5 hits per turn.  Port facilities are immune to solid hits.

          STATS

     Construction Era : 1880-1905                     NG: N/A

     Construction Time: 1 turn                        CH: 6

     Cost             : £100                 Pre 1895 SH: N/A

     Payment Cycle    : 1 x £100            Post 1895 SH: N/A

     Classification   : N/A                     Capacity: N/A

 

3.0  POLITICS

Every player will make political, economic and military decisions each turn.  Primary concern for players are the political decisions.  Poor judgments and political strategies will swiftly put a player in a catch-up mode and might force his hand militarily.  Of course a sound political strategy can place a player in a dominant position.  Players are well advised to study this section and tie it into their military planning.

 

3.1  CLAIMS

     At the beginning of the game, uncivilized land spaces may not be attacked or captured.  Players must make a "claim" on a space before they are permitted to attack and capture it.  Players may make only one claim per turn.  Making a claim on a territory does not obligate the claiming player to take any action towards the space.  A claim merely notifies the other players that the claiming player has an interest in the territory and it allows the player to capture the space should he wish to commit forces to the task.  Quite often the situation will arise that more than one player has made a claim on the same territory. Any of the players with a claim may attempt to capture a territory.  Should a player capture a territory in which other players possess a claim, these players will receive grievance points against the capturing player.  Players would be well advised to negotiate a diplomatic solution to multiple claim situations.  Players may withdraw a claim on a space at any time.  NOTE: Minor power spaces may not be claimed.  Players must declare war on minor power spaces in order to attack them.

 

3.2  GRIEVANCES

     Many situations will develop during the course of the game, which can cause grievances between players.  Grievance points (GP) are awarded to one player and are counted against another for the following acts:

     1) Capturing a space in which other players possess a claim.  RESULT: each player with a claim receives 1 GP's against the capturing player.

     2) Allowing one's forces to assist in the defense of a territory where one is not at war with all of the attacking forces involved in the combat.  RESULT: Each attacking force is awarded 3 GP's against each defending player they are not at war with.

      Example: France owns Morocco and his ally Spain has 2 brigades in the territory.  Germany, Italy and England all attack Morocco with land forces and are at war with France.  Spain is only at war with Italy.  If the Spanish player allows his forces to assist French forces in defending Morocco, the German and British players will both receive 3 GP's against Spain.

     3) Allowing a player to attack another player's territories out of one's own land spaces.  This applies when the owning player is not at war with the player who is being attacked.  RESULT: The attacked player is awarded 2 GP's against the territory's owner.  Example: France and Portugal are allies.  France is at war with England, however Portugal is not.  France has troops in Angola, which is owned by Portugal.  France attacks South West Africa, which is owned by England, using the troops from Angola.  England would receive 2 GP's against Portugal.

     4) Having one's forces interned by a non-combatant country.  RESULT: The interning player receives 1 GP against the owner of the interned troops.  Example: Italy and England are at war.  During a land combat, Italy is forced to retreat his ground forces due to losing the combat.  England owns all adjacent land spaces except one, which is owned by Spain.  The Italian troops retreat to the Spanish space.  In this instance, Spain is not at war with nor allied to Italy.  Spain would intern the Italian troops and receive 1 GP against Italy.

3.21 RECEIVING GRIEVANCE POINTS - When a player is awarded GP's against another player, the offending player pays for his transgression with the correct number of colonial chips.  The chips are added to the offended player's chip total.  If a player does not possess the needed number of colonial chips, he may not take the action which would cause the grievance.  The only exception is troop internment.

      

3.3  ALLIANCES - Alliances may be made between players with the only restrictions being that the players must be at peace with one another and not have a political alliance enforcement between them.  When an alliance is formed, both players receive 2 colonial chips.  Should a player break an alliance, it will cost the breaking player 3 colonial chips.  Alliances allow for players to work in cooperation with each other both on offense and defense.  Allies may declare combined movement when in a war together.  An alliance also allows the forces of each player to enter the land spaces belonging to the other player.  While allies have forces in each other's territory, they may not declare war on one another.  A player may however, break the alliance which will force the other player to remove his forces from the breaking player's territories by the following turn or have them interned.  Having an alliance is the only way one is able to move ground forces into another player's spaces short of declaring war.  Players will want to keep in mind the fact that allowing an ally to attack another player from his territories could result in GP's being awarded to the attacked player.

 

3.4  DECLARATIONS OF WAR - Declarations of war (DOW) are necessary before one is able to attack the forces or spaces of another player.  Minor powers must also be declared war upon prior to attacking their spaces. Minor powers are not entitled to the one turn delay before combat can occur.  Players may attack them the very next turn.  A player may not declare war on a minor country if another player has already declared war AND has troops in the minor's territory.  Players may have as many declared wars as they wish as long as they have the colonial chips to pay for the declarations.  When a player declares war, a degree of peace must be set at the same time.  The degrees of peace are: mutual; conditional and unconditional. The degree of peace once set, will remain the same unless the degree is changed on a future turn by the declaring player or peace is enacted.  When a player has war declared upon him, he must set a degree of peace the very next turn.  This covers the possibility that a declared upon player might actually sue for peace immediately.

     Declarations of war occur at the end of a turn.  On the turn that follows a declaration of war, no combat may take place between the new combatants as this provides the declared upon player an opportunity to sue for peace before any combat occurs. Being that governments still had a degree of honor during the colonial time period, this rule simulates that.  A DOW costs the declaring player 5 colonial chips.  NOTE: A country that does not possess any African territory cannot have war declared upon them.

 

3.5  PEACE - The obvious conclusion to war is some type of peace.  There are three types of peace: mutual; conditional and unconditional.  Anytime that a combatant wishes to go to peace, that player must sue for peace. When a player sues for peace, a degree of peace, which he is willing to accept, is included with the command.  If that degree of peace is equal to or greater than the degree the other combatant has set, then peace immediately takes effect.  Since the peace phase is before the combat phase, a peace could negate several orders given by combatants.  Should a country be in a position of having all of its African territories in occupied status, that nation must sue ALL players he is at war with for at least conditional peace.  The player is not obligated to accept anything other than conditional peace.

     Once peace occurs, on the following turn, the victor is required to choose from a list of settlement options.  These options will take effect the following turn

 

3.51 TYPES OF PEACE:

     MUTUAL PEACE - This type of peace is used when combatants wish to go to peace, but neither is willing to sue for peace.  This is basically a gentlemen's agreement to stop fighting.  There are no settlement options or colonial chip awards for a mutual peace.

     CONDITIONAL PEACE - Conditional peace likely will be the most common type of peace.  The settlement options are somewhat moderate and the victor receives more than enough colonial chips to make up for the cost of a declaration of war.

     UNCONDITIONAL PEACE - Suing for unconditional peace usually indicates that a player feels he has been or will be soundly defeated and needs to surrender under any terms.  Doing this, the player might salvage or hold onto some of his possessions and assets.

 

Last Updated 9-10-02