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