FRIEDRICH THE CARDS OF FATE ARE SHUFFLED ANEW FOR 3 OR 4 PLAYERS AGES 12 AND UP BY RICHARD SIVÉL SECOND EDITION - VERSION PDF

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R U L E S B O O K L E T FRIEDRICH THE CARDS OF FATE ARE SHUFFLED ANEW FOR 3 OR 4 PLAYERS AGES 2 AND UP BY RICHARD SIVÉL SECOND EDITION - VERSION 2. Summer, 756: Frederick the Great is alarmed to learn

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R U L E S B O O K L E T FRIEDRICH THE CARDS OF FATE ARE SHUFFLED ANEW FOR 3 OR 4 PLAYERS AGES 2 AND UP BY RICHARD SIVÉL SECOND EDITION - VERSION 2. Summer, 756: Frederick the Great is alarmed to learn that almost all of Prussia s neighbours have formed an alliance, whose purpose he suspects to be the annihilation of Prussia. Therefore Frederick makes a preemptive strike against the most vulnerable member of that alliance, Saxony, which surrenders a few weeks later. But this is only the opening round of an epic struggle that would later be known as the Seven Years War. Prussia is completely encircled by her enemies, led by the greatest continental powers: France, Austria, and Russia. On her side, Prussia has only England and Hanover. Prussia s situation has come down to a single question: To be or not to be? Soon Prussia is burning. France has swept across northern Germany. Austria has invaded Silesia. The Russians have crossed the river Oder, and are a mere five days distance from the Prussian capital of Berlin. Frederick fights back ferociously, and desperately rushes from crisis to crisis within his strategic triangle. He finds, however, that even when he drives back one enemy, the others take advantage of his absence to advance. After six long years of war, when at last Prussia seems doomed to fall, Frederick is saved by a miracle: the Russian Tsarina dies, and her successor, who admires Frederick without limit, immediately makes peace. Sweden comes to terms soon afterwards, and one year later a bankrupt France follows suit. Prussia is saved. G A M E C O N T E N T S 24 generals & 24 named labels in 7 colours supply trains in 7 colours 4 packs of cards, containing: map of old Europe - 4 decks of Tactical Cards, 50 cards each 5 army sheets Cards of Fate (English and German) 20 die-cut markers - 4 Playing Aid Cards this rules booklet The playing pieces are unequally distributed for the seven colours. 2 FRIEDRICH! $# &%' (*) +,-. /0 (%' #%89 0:;:; ; 0== 0? E F2GH : H' 3 3 I , '%% (#83#!I ;#? #'%89 0H32JI' (#'2* K The map The map shows central Europe in the year 756. It shows cities which are interconnected by roads. Thicker roads are main roads. Some cities are objective cities (st and 2nd order), set-up cities or depot cities. 3 INTRODUCTION Object of the game FRIEDRICH is a strategy game based on the wondrous turning point of the Seven Years War. Seven nations are assigned to four players (in a three player game, one player plays both Elisabeth and Pompadour ) like this: Player Colour Nations Frederick blue/light-blue Prussia Hanover Elisabeth green/light-green Russia Sweden Maria Theresa white/yellow Austria Imperial Army Pompadour red France ONE AGAINST ALL. Frederick is playing against the attackers Elisabeth, Maria Theresa and Pompadour. The attackers are allied and cannot fight each other. But only one player will be the winner in the end. An attacker wins if ONE of his nations has conquered all objective cities flagged with her colour (grey in Austria s case). Under some circumstances, 2nd order objective cities can be omitted, see rule. The player Frederick wins if no attacking nation has won before the end of the game. The game ends as soon as 3 attacking nations have been forced out of the game by historical events (see rule ). NOTE: The Prussian objective cities are used in the expert game only. The playing pieces On the cover page you will find a summary of the game s components. If some piece is damaged or missing, please accept our apologies. For an immediate replacement, contact us at General Supply Train Control marker Game turn record Every nation has generals and supply trains, hereafter referred to as pieces. Before playing the game for the first time, the name labels must be applied to the generals for each country (blue on blue, light blue on light blue, red on red, etc.). The label for a general gives the name and rank (=highest, 2=second highest, etc.). The marker sheet includes control markers as well as markers for the game turn record track. The control markers show a coat of arms on one side and a question mark on the other. Their use is to indicate control of objective cities. Note that there are more markers provided than actually needed so that you can replace losses easily.? st Order Objective 2nd Order Objective Set-up City of general No. 3 Depot city Objective cities are different for each nation and are shown in the colour for that nation. To win the game an attacking nation has to control all of her objectives. If eased victory conditions are in effect, control of st order objectives is sufficient, see rule. Set-up cities are used for initial placement of pieces. Following this they are treated like regular cities. Depot cities are where eliminated pieces can re-enter the game. A rectangular grid divides the map into 33 sectors. Each sector is marked with a suit (hearts, diamonds, clubs, or spades). These suits affect the play of Tactical Cards in resolving combat. Important definition: All dark-blue areas (including all exclaves) are the home country of Prussia; all light blue areas are the home country of Hanover, etc. NOTE: Russia and France have no home country. The home country of the Imperial Army is all yellow territories, including Sachsen (Saxony). How to start Using the Tactical Cards 3, 3, 3, 3, the roles of Friedrich, Elisabeth, Maria Theresa and Pompadour are raffled to the players. Divide one army sheet in four quarters. Give one to each player. Each player will also need a pen. The players set up all their pieces as indicated on the map. (The army sheets also provide coordinates.) Generals go on cities marked with their rank number in their colour. Supply trains go on cities marked with a T in their colour. The army sheets indicate the number of armies each nation has at the start of the game. Each player secretly assigns all of these armies to his generals by writing numbers in the boxes next to the names of those generals. Each general must receive a minimum of army, but cannot receive more than 8 armies. Example: France starts the game with 20 armies and might assign them as follows: Richelieu 7 armies, Soubise 5 and Chevert 8. Shuffle one of the four Tactical Card decks for immediate use by all four players. Set aside the other 3 decks for later. Place FIVE game turn record markers in the track next to the 756 ; one in each box numbered to 5. Shuffle the English Cards of Fate deck very carefully, and place it on the hour glass next to the game turn record track. The Clock of Fate is set now. The sands are flowing, the game is ready to start... THE CARDS OF FATE ARE SHUFFLED ANEW 3 2 SEQUENCE OF PLAY The game is played in turns. A turn consists of 7 action stages, one for each nation. The nations action stages are carried out one after the other in the following strict order:. Prussia 2. Hanover 3. Russia 4. Sweden 5. Austria 6. Imperial Army 7. France During her action stage a nation is called ACTIVE. Every nation s action stage is divided into 5 phases. A nation can conduct activities only in the following order:. Tactical Cards are drawn. 2. Movement: All active pieces may move. Simultaneously one may conquer objectives, recruit new armies and let pieces re-enter the game. 3. Combat: All active generals have to attack adjacent enemy generals. 4. Retroactive conquests are possible. 5. Supply is checked for all active generals. End of turn. For the first five turns, the end of a turn is indicated by removing a marker from the game turn record track. Starting with the sixth end of turn, after all of the markers have been removed, the top Card of Fate is turned instead. The card is then read and its instructions are immediately executed. If the card has four different instructions, each marked by a suit, read only the spades version (The other versions are for the expert game, see rule 3). After reading it, put the card at the bottom of the Card of Fate deck. The effect is to obscure how close players are to having run through the complete Clock of Fate deck. 3 TACTICAL CARDS (TC) At the beginning of the game no nation holds any Tactical Cards (TC). Each turn, the first phase of a nation s action stage is to draw a number of Tactical Cards from the common deck: Prussia 4+3 TC Hanover + TC Russia 4 TC Sweden TC Austria 4+ TC Imperial Army TC France 4 TC Notes: a) Basically Prussia receives 7 TC per turn, Hanover 2 and Austria 5. Due to certain Cards of Fate, these values can be reduced to 4,, and 4 respectively. b) Basically France receives 4 TC, but has to discard (facedown) one of THESE immediately (this simulates the French engagement overseas against England). There is a Card of Fate that reduces the French draw to 3, but France can keep all of them. A nation accumulates TCs until they are played for combat or recruitment. There is no hand limit. Nations may never mix or exchange their TCs. Even allied players are not allowed to show each other their TCs. Every TC shows a symbol ( ) and a value from 2 to 3. There is a special card called RESERVE, which can be any symbol and any value from to 0. Both symbol and value are declared at the moment a RESERVE is played. This flexibility makes RE- SERVE s very useful in minimizing combat losses in a defeat (see rule 7). Whenever TCs are played, they are set aside and sorted according to their deck of origin. If the first set of TCs has been used up, use the second set; then the third. If the fourth set is used up, always use the two sets which have accumulated most, whenever you need new cards for the common deck. Shuffle them carefully together. 4 MOVEMENT In the movement phase, the active pieces can be moved. Movement is from city to city along roads. A player may move as few or as many pieces as he wishes, but one piece must finish its move before another can start and cannot be moved again that phase. Under no circumstances may a piece jump over any other piece. A general may move up to 3 cities, even back and forth. If the ENTIRE move is along a main road, the general may move an additional city, up to a total of 4. Main road +! A supply train moves like a general, but one less city, i.e. 2 cities (and 3 on main roads). Only one piece may be placed on each city. EXCEPTION: Up to 3 generals of one nation may be stacked on one city. This stack is moved as one piece until a player decides to detach a general. The general with the lowest number is the supreme commander; he is placed on top of the stack. Underneath is the second highest ranked, and so on. 3 If you move a general as part of a stack, you may not move him individually in the same movement phase. When generals are uniting as a stack, movement is finished for ALL, immediately. 5 CONQUEST OF OBJECTIVES Objective cities can be conquered by generals. Generals may conquer objectives only of their own colour (grey in Austria s case). Conquest happens if: 23 a general moves OVER an objective; or he starts his movement phase on it and moves away; AND the objective is NOT PROTECTED at that moment. It is protected if a general of the DEFENDING nation is positioned, 2 or 3 cities away. 2 4 FRIEDRICH All nations are defending their home country, including all exclaves. Furthermore, Prussia is defending occupied Sachsen (Saxony). NOTE: Hanover DOES NOT defend any objectives in Prussia! Prussia DOES NOT defend any objectives in Hanover! Conquered! 3Protected! 2 A general may conquer more than one objective with a single move. A general may protect any number of objectives within 3 cities distance, regardless of the position of other pieces. If conquered, mark the objective with a corresponding coat of arms marker. This marker indicates that the city is conquered, it does not affect any movement. Example: The Austrian Daun moves from Waldenburg (J3) via Schweidnitz and Breslau to Oels. Because no Prussian general is closer than 3 cities to Waldenburg and Schweidnitz they are both conquered and marked with an Austrian coat of arms marker. Breslau, however, is protected by the Prussian Keith in Glogau (J5). Therefore it is not conquered. Oels is also not conquered, because Daun did not move over it. Retroactive conquest! 3 2 Retreat! Retroactive Conquest. If a general moves over a PRO- TECTED objective (or away from it) the city is not conquered, but is marked temporarily with a control marker showing a question mark. In the retroactive conquest phase, check every objective marked with a question mark. If this objective is not protected anymore (due to retreats in the combat phase, see rule 8), the objective is retroactively conquered and the control marker is flipped over to its coat of arms side. However, if the objective is still protected the marker with the question mark is removed from the map. NOTE: The general who did the moving over does not have to be the one who forces the protector to retreat. It is only important that retreats and moving over occur in the same action stage. Example (continued): In the movement phase, Breslau was marked with a question mark. During the combat phase of the same Austrian action stage, the Austrians force Keith to retreat to Neusalz. From there Breslau is not protected anymore and therefore it is conquered retroactively (because the retreat happened in the same action stage as the moving over ): The control marker is flipped over to its coat of arms side. If, however, Keith would still protect Breslau after the combat phase, the question mark conquest marker would be removed from the map. Reconquest. Conquered objectives may be reconquered. Reconquest works like conquest and retroactive conquest. However, only the original protecting nation may reconquer, with the roles for moving over and protecting now being reversed. For instance, only Hanover can reconquer objectives in Hanover and only the French generals are able to protect them. After reconquest the coat of arms marker is taken from the map. No unfair conduct. You are not allowed to occupy the objective of an ally of yours by simply sitting on it (or to block the way intentionally) to interfere with a winning move. Supply trains may not conquer or reconquer objectives. They may not protect objectives. EXCEPTION: The supply train of the Imperial Army protects objectives like a general (protection radius of 3 cities). 6 THE ARMIES Every nation starts the game with a given number of armies, as per the army sheets. At the start of the game, players secretly allocate armies to generals as per the set-up rules. Necessary changes are marked there as well. A player has to state the current ARMY-TOTAL of a nation if asked for it. Armies may not exist on the map without a general; a general may not exist on the map without armies. Every general has to command at least army. No general may ever command more than 8 armies. The 2 (or 3) generals of a stack must treat the sum of their armies as a common pool. They have to command at least 2 (or 3) armies, and may not command more than 6 (or 24) armies. If the number of armies drops below the minimum (due to combat or lack of supply), the surplus generals are taken from the map; if necessary all of them. Removal is executed from bottom to top. Removed generals may re-enter the map (see rule 0). A player may never voluntarily remove a general from the map. Example: The generals Friedrich and Keith are stacked, with 4 and 5 armies respectively, for a total of 9 armies. In combat they lose 8 armies, leaving army between them. The higher-ranked Friedrich gets the army and the lower-ranked Keith is taken from the map. If generals are stacked, a player can transfer armies between them whenever and as he desires even during an opponent s action stage or after a Card of Fate has been drawn. Armies can never be transferred between generals who are not stacked together. IMPORTANT: No nation may ever command more armies than she started with (see rule 0). Example (continued): Friedrich and Keith, like above. In this example there was no combat. For some reason, the Prussian player decides to transfer armies in this stack. Friedrich receives 7 armies and Keith 2. He writes down the new allocation of armies on his army sheet. Example (variant): Again, Friedrich and Keith are stacked (with 4 and 5 armies). A Card of Fate calls for the permanent removal of any one Prussian general. The Prussian player chooses Keith and takes him out of the game. 4 of his 5 armies must be transferred to Friedrich (who commands 8 armies now). Keith 5th army is lost to desertion. 7 COMBAT Every general who is adjacent to a hostile general at the beginning of the combat phase must attack. Generals are adjacent if the cities they occupy are directly connected by a road. If more than one attack is to be resolved, the active player chooses the order of resolution. Heinrich Richelieu & Soubise Every attack is a small card game (see the following example in the box). First, the players tell each other the number of armies the committed generals command. The difference between these two numbers is called INITIAL SCORE. This score is NEGATIVE for the player inferior in armies; and POSITIVE for the other one. THE CARDS OF FATE ARE SHUFFLED ANEW 5 Now, the inferior player has the chance to win the battle by playing a SINGLE TC. This TC must show the same suit as the sector in which his general is located. Adding the value to the initial score results in the CURRENT SCORE, which is spoken out loud. Again, this score is valid for both players (positive and negative). As long as a player has a negative current score, he has the right to play another TC. As soon as the current score is at least zero or positive, the right to play TC switches to the other player. Now he is considered inferior, and he can try to win the battle using the same procedure. The right to play keeps switching until one player has the right to play a TC, but is unable or unwilling to do so. At that point his general is defeated. Example Prinz Heinrich (Prussia P, 2 armies) has moved adjacent to the stack Richelieu and Soubise (France F, 4 armies). He has to attack in the upcoming combat phase. Initial score = difference of armies = 2 4 = 2 Prussia is inferior by 2 and has the right to play TCs. (Heinrich could also opt to retreat immediately, thus losing all his armies, but saving the Prussian Tactical Cards for another use.) Heinrich is in a diamonds sector. P has: Reserve P is 2 and plays: 0 New score: = +8 Richelieu is in a spades sector. F has: Now Prussia is superior and France is inferior. The right of playing TC switches. F is 8 and plays: = 3 F is 3 and plays: = 0 The score is zero. The right of playing TC switches again. On a score of zero Prussia may only abort from combat, if she has no diamonds. If she had only the Reserve, then she could continue the combat or abort (the combat would then result in a draw). Since Prussia has still diamonds, it must play: P is ±0 and plays: = +7 F is 7 and plays: = 3 France is now running out of spades and decides to accept defeat with a final score of 3. Result: Richelieu loses 3 armies and has to retreat 3 cities. Only one army is left, therefore the lower ranked Soubise is removed from the map. The defeated general loses as many armies as the negative final score (but not more than he commanded) and is retreated the same number of cities. The winner loses no armies and stays in place. A player can end combat only if the right to play is his. If he receives the right to play on a score of zero, he MUST play a card if he has any of the correct suit (he is not obligated to play a RESERVE card). If he has none (and if he is not willing to play an existing RESERVE), combat ends in a draw. In a draw, neither side loses armies or has to retreat. SPECIAL CASES If combat starts with a score of zero, the active player receives the right to play TC. If opposing generals are in different sectors, each will play the suit for his own sector. A stack of generals al
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