Rules originally published at The Gaming Dumpster
Translation: Michael Svellov 1998
Distributed from The Rules Bank by Mike Siggins
Rules for the Archbishop
Before the game is the Archbishop card (ärkebiskop) given to the oldest player. (You may prefer to throw dice to determine the receiving player). The Archbishop card remains with the player until:
a Regent card with the text "ärkebiskopsval" (Archiepiscopal election) is displayed for the currect period, or someone playes an Event card with the the text "ärkebiskopsval" (Archiepiscopal election).
Whenever any of these circumstances happends are the Archbishop card shifted ONE PLACE TO THE LEFT, to the next player following the sun.
The Archbishop card should be placed visibly in front of the current holder. The card tells that one of his familymembers is holding this office. The player may ask his fellow players to pay him 1 Gold each whenever it is his turn. This happends in the beginning of his turn. The Event card "Intriger inom kyrkans ledning" (Ecclesiastical intrigues) cannot be used as a responce to this claim.
Assassination of the Archbishop. If the Event card "ärkebiskopen lönnmördad!" (Archbishop assassinated!) is played on the player who holds the office is the Archbishop card temporarily set aside. The player who received the Event card on the other hand, must keep this to the end of the game, as it counts -1 AP (minus one) towards his total as it is seen as a sully on the family honor to have a such a prominent member assassinated.
As soon as a new Regent or Event card with the text "-rkebiskopsval" (Archiepiscopal election) is drawn/played will the Archbishop card enter the game once again. A dicethrow determines the elected player unless the Event card "Manipulerat ärkebiskopsval" (Manipulated Archiepiscopal election) is played, in which case that player determines who the new Archbishop is.
New rules for War
To employ the following rules you will need to mix the new Regent cards into the old deck before the game begins, as well as the the History cards with Artillery, and the new Event cards concerning war.
Read through the special rules pertaining the old Event cards concerning war before you play - these cards have new effects as a consequence of the new rules.
As soon as a Regent card designates a war is the new board placed on the table showing the Battlefield-side. The period of war is basicly handled as in the original game - all Trading connections with that country are terminated, the War marker is placed etc; see the original rules - but as the Batajl-expansion involves a more advanced mechanism is the play much more exciting! It also puts your tactical abilities on test; one false move can be just as devastating as a stroke of genius can be decisive!
Each army contains three different types of pawns: FÄLTHERRER (Commanders), ARTILLERI (Artillery) and SOLDATER (Soldiers). All players controls and throw the dice together for the Swedish troops; the actions of the enemy is on the other hand determined by the following predetermined rules. Anyone may throw the dice for the enemy.
The Battlefield board is divided into eight different areas: six Front Sectors (Frontavsnitt) (left flank, center and right flank), and a Reserve Area for each army (Reserv).
The Front: The three Swedish Sectors ar marked in blue, and the enemy Sectors are marked in red.
The Reserve: The Reserve is not only used for regrouping but is also where the staff and artillery are placed. An ulimited number of troops can be in the Reserve at the same time.
IMPORTANT - REMEMBER THIS:
These are exceptions to the normal rules. You should take special notice of the following:
- There can never be more than FOUR pawns in a single Sector (Commanders and Soldiers). Likewise there can never be more than ONE Province card in each Sector.
- Both armies must always have at least one SOLDIER in their Reserve (Commanders or Artillery does not count as Soldiers).
- A Commander may NEVER be left alone in a Sector.
- Attacks can ONLY occur along the lenght of the board; you cannot attack diagonally or to the sides.
This is a short description of a Battle:
1) The troops are placed; the swedish troops at the discretion of the players; the enemy are placed randomly with the help of the Province cards.
2) All Artillery gives fire, both the Swedish and the enemy's.
3) Sweden attacks and enemy losses are removed.
4) The enemy counterattacks and swedish losses are removed.
5) Sweden may, at the players discretion, advance its troops into empty enemy Sectors and/or from its Reserve to its own Sectors and/or retreat from a Sector to the Swedish Reserve.
6) The enemy advances in the same way (but never retreats!)
7) Repeat step 2-6 until the Reserve on either side is empty.
WHO IS WINNING?
The side who succeeds in removing all Soldiers from the Reserve of his adversary wins! At the same moment as the last SOLDIER is removed is the battle over. This happends even if there still are Commanders or Artillery remaining in the Reserve.
1) THE FORMATION OF TROOPS
Each player chooses the Province card and Millitaria cards he wants to participate with and places them, after mutual agreement, in the swedish Sectors and Reserve.
There can only be one (1) Province card in each Swedish Sector. But there can be placed any number of cards in the Reserve.
At least one Province card MUST be placed in the Reserve.
Commanders (Fältherrar) and other Militaria cards may be placed anywhere, except Artillery which are always placed in the Reserve.
Now the blue playing pieces are placed on top of the Province cards. Each Troop symbol on the cards corresponds to a blue Soldier (and each Millitaria card gives an extra Soldier). Fältherrar (Commanders on the History cards) corresponds to Commanders (on horse), and Artillery corresponds to the Canons. Remove the Millitaria cards when they have been replaced with pawns but keep the Province cards on the board.
There can never be more than four playing pieces on any Province card in any of the three Sectors - move any surplus to the Reserve.
Playing pieces in the Reserve does not belong to any particular Province card - remove every card in the Reserve.
Draw one card more than the number of players from the remaining Regent deck (ie draw four cards in a 3-player game). The drawn Regent cards constitutes the enemy strength.
The cards are placed randomly, backside up, one in each of the 3 red enemy Sectors. (*faulty sentence removed here. Mik).
Any remaining cards are placed in the Reserve. Turn the cards upwards and replace them with the designated number of red Soldiers/Commanders/Artillery. The Canons are all placed in the Reserve.
Return the strength cards to the Province deck and shuffle the deck.
2) ARTILLERY FIRE
Some of the Millitaris cards are depicting Artillery. Each Artillery card has it strength given (Styrka: #). This is dieroll result required to kill an enemy piece. (Example: if the Artillery has Styrka: 2 kills an enemy on dieroll of one or two). The enemy Artillery always has strength 2.
Before each attack are the die thrown once for every piece of Artillery with any losses removed immediately. The die is thrown for both the swedish and the enemy Artillery!
Losses are always taken from a Sector; Canons cannot reach as far as the Reserves. The players chooses which Soldiers they want to remove. They may retreat a Commander instead of removing a Soldier (see "Losses" below).
3) SWEDEN ATTACKS!
Determine the attacking Sector. If the Sector does not contain a Commander you might risk that the whole Sector must retreate, so sometimes it can be wise to abstain from attacking!
Throw the die once for each of the swedish attacking Sectors. If the result is LOWER THAN OR EQUAL TO the number of playing pieces (Soldiers+Commanders) in the attacking Sector may you remove as many enemy pieces as the result suggest. Remember that you may only attack "forwards", in the direction of the arrows, not diagonal or sideways.
Example: There are two swedish Soldiers and a swedish Commander (three pieces in all) on the left flank, and the dieroll is a "2". You may remove two Soldiers from the enemy's right flank, that is the opposite Sector.
When the dieroll is "5": If the result is "5" must ONE swedish Soldier retreate from the attacking Sector to the Reserve UNLESS one of the attacking pieces was a Commander!
When the dieroll is "6": If the result is "6" must TWO swedish Soldiers retreat from the attacking Sector to the Reserve UNLESS one of the attacking pieces was a Commander!
ATTACKS FROM THE RESERVE
No matter how many playing pieces you have in the Reserve can only two be used in the attack. (This means that you will only succeed on a dieroll of one or two). If the attacks is a success you may remove the inflicted casualties from one Sector of your choice. Reserves never retreat even on the result of five or six.
When you inflict losses on the enemy, or the enemy inflicts losses on you, are these always taken from the Sector DIRECTLY IN FRONT of the attacking troops. (During attacks from the Reserves may the defender decide where to take the losses).
Commanders: In stead of losing a soldier may the players choose to retreat a Commander to the Reserve.
Example: You have three Soldiers and one Commander, and are required to loose two pieces. You may choose to remove one Soldier and retreat the Commander to the Reserve. (The enemy ALWAYS chooses to retreat, even under Artillry fire).
This also means that if you have one Soldier and one Commander in a Sector and remove the Soldier as the single loss, you MUST retreat the Commander as he cannot be left alone in a Sector.
Artillery: Canons are never taken out of play and cannot retreat from the Reserve.
When the number of losses are higher than the number of Soldiers: If one side inflicts greater losses than present in the actual Sectors is any excess simply lost. They are not taken from other Sectors or from the Reserve.
4) THE ENEMY ATTACKS!
The enemy attacks in exactly the same way as Sweden. The enemy will always attack if he can.
5) SWEDEN IS REDEPLOYING
The swedish redeployment is always taking place in five steps, which MUST take place in the stated order. But you do not have to perform all five steps. Every step may be performed any number of times (but any single card or piece may only be moved ONCE during each step).
1. Move a Province card (with all its current playing pieces) one step backwards to an empty area.
2. Move a Soldier from a Province card to the Reserve.
3. Move a Province card (with all its current playing pieces) one step forward to an empty area ( ie from the Reserve to one of your own Sectors, or from a Sector to the opposite enemy Sector).
4. Move a Soldier from the Reserve to a Province card in a swedish Sector.
5. Commanders may move freely - you simply move them to the area of your choice.
6) THE ENEMY IS REDEPLOYING
1 & 2. The enemy never retreats, so step 1 and 2 are skipped.
3. The enemy always advances with as many Soldiers as possible.
4. Move a Soldier from the enemy Reserve to each of the enemy Sectors. If there isn't enough Soldiers in the Reserve will they first advance to the Sectros containing the fewest Soldiers, then to the Sectors confronting the most swedish Soldiers. If there still is a choice is the move determined by dieroll.
5. Commanders always try to be at the front, in the Sector confronting the most swedish Soldiers (If there is more than one is the move determined by dieroll). They will never stay in the reserve if they can avoid it.
HOW DO YOU WIN?
Advance to the adversary Sectors and attack the troops he has in his Reserve. When all Soldiers in the Rserve is killed is the battle won!
Changed effects for certain Event cards
FÖRRÅDSTÅG (Supply Train)
May be played anytime during the war, and places three swedish Soldiers in the Reserve.
SLAGEN VID KLISZOW, NARVA, BREITENFELD & TÅGET ÖVER STORA BÄLT
(The Battles of Kliszow, Narva and Breitenfeld & The Great Belt Expedition) May be played anytime during the war, and removes all Soldiers from a single enemy Sector (not the Reserve).
SLAGET VID POLTAVA (The Battle of Poltava)
May be played anytime during the war; allows the player to place five more Soldiers in the enemy Reserve, and to move all swedish Soldiers from the enemy Sectors to the swedish Reserve.
SVENSKA STÅLET BITER (The Taste of The Swedish Steel)
During this round of the battle are every swedish Sector counted as containing four Soldiers each.
Rules for Pillage
When the regent card states PLUNDRING (Pillage) may each player, during his turn, choose to Foray instead of the normal activies. That is he can either choose Agriculture, Trading, Culture & Science OR Pillage as his action this turn.
All players who choose this action will complete the Foray before the remaining players receives their turn. The new board is turned map-side up. Each participating player places one of his markers on either Lübeck or Stettin (the two big cities with Ringwalls) at his own choice. These two cities are the "start spaces". All Pillage markers (20 round marker) are mixed in the boxcover backside up, whereafter 14 randomly picked are placed, one each, on the small city spaces. The remaining markers are left unsen in the box.
Players not participating in the Pillage must wait until the Foray is done. They will perform their action as usual and will regard the Regent card as Peace.
HOW TO PILLAGE
The plundering players take turns (determined as usual with the turn markers; the same order is kept during the whole Foray). In his turn the player throws the die and moves as many or fewer spaces as the result shows. Two players cannot share the same space (except the start spaces) but you may pass other players.
When a player reaches a Pillage marker may he stop in the space (but loses any remaining dots on the dieroll) and immediately turn over the marker. You are never required to turn the marker you land on or pass, it is an entirely free choice.
Chest: If the marker shows a Treasure Chest worth its value in Gold (the 9 markers have the following values: 2x 1 Gold, 5G, 10G, 15G, 20G, 25G, 30G, 40G). The player keeps the marker in front of him.
Chalice: 6 markers shows a Cultural Treasure worth its value in AP's (3x 1 AP, 2x 2 AP, 3 AP). The player keeps the marker in front of him.
Imperial Troops: 5 markers shows a part of the Imperial Troops. The players army has been raided and slain. The player must return all Pillage markers gained so far (and the Imperial Troop marker) to the box where they are mixed together with the unused one. The player is "out" and can do nothing for the rest of this turn.
Returning with the Booty. A player may at anytime decide to return to either L_beck or Stettin (no matter where he started). As soon as he returns to either city may he keep the collected Pillage markers (unless of course an Event card tells differently). The markers counts towards the final victory points at the end of the game.
The end of the Foray. When every player either has returned to one of the start cities or has been "eliminated" by the Imperial Troops is the Pillage-action over. The other players may now continue their activities in order.
EVENT CARDS AND PILLAGE:
A player on Foray cannot play any Event cards and cannot have any Event card played against him. If earlier Forays has removed so many markers that there are fewer than 14 remaining in the box, may the Treasurer decide the placement of the marker.
*) I have removed a sentence which I believe to be wrong.
In NYA REGLER FÖR KRIG in section 1) FORMERA STYRKORNA under the heading FIENDEN begins the sentence in 2. paragraph, 2. line: "Om fienden bara har tre kort..."
This translates into "If the enemy only has three cards is the enemy left flank (opposite Swedens right flank) left empty."
Since you only place one card in each front Sector and the remaining cards in the Reserve, I cannot see any reason for leaving the left Sector empty...
Artillery is 3 new cards each giving a Canon. They comes in three different Strengths (Styrka): 1, 2 and 3.
Philosopher (Literally "Thinker") These 3 cards all have the same value and use:
This card counts at the time of purchase and for the rest of the game as either an Intellectual Leader (Kulturpersonlighet) or as a Scientist (Vetenskapsman) (decided before the purchase).
Play this card on the current holder of the Archbishop card. That player must keep this Event card in front of him till the end of the game, where he will receive -1 AP. (2 cards)ÄRKEBISKOPSVAL
The Archbishop card is given to the player to the left of the current holder. (4 cards)
Play this card when a war breaks out. Your own Traders in the country at war are not returned on account of the war. (+1 card)
Play during a war and remove any one playing piece from the enemy Reserve.
FÖRBINDELSER MED HOVET
Connections to the Court
Play this card as another plays an Event card; that Event card is discarded without taking effect. This card cannot be used against itself (ie another card with the same heading). (+1 card)
If you have played this card and have it placed in front you, and have at least 3 Trade markers on the board, will you receive 1 extra AP at the end of the game. (+1 card)
You may immediately place another Trade marker in any country on the board. (+2 cards)
---Showing that the game is truely Scandinavian in flavour several pictures are of danish origin. The building on this card is of the Danish Exchange with its famous Dragon spire, built in 1626 ---
Play anytime. This card counts as a Queen (History card) during the totalling at the end of the game.
INFLYTANDE I RIDDARHUSET
Influence in the House of Nobilty
Play this card and reveal all remaining Player markers (determining the order of play). You may rearrange their order (without turning their backs up again).
Place this card on one of your Province cards (this card will continue to be a part of that card for the rest of the game, even if it change proprietor). Increases the Troop value of the Province card +1. You do not pay Troop Maintenance for the Enlistment card, and it does not count towards your AP at the end of the game.
INTRIGER INOM KYRKOLEDNINGEN
Play this card on the current holder of the Archbishop card. He will not collect any Gold from the Archbishop in his next turn.
INTRIGMAKERI VID HOVET
Intrigues at the Court
Pay 2 Gold and throw the die: On a roll of 5-6 may you instantly take another turn, chosing any activity.
You may randomly pick two Event cards from any one players hand, and give him one of your own Event cards instead. (2 cards)
A player of your choice must return one Pillage marker (your decision) to the box.
KYRKAN ÖKAR SIN MAKT
The Authority of the Church increases
Play this card if you are the current holder of the Archbishop card when you are collecting your Gold; the other players must give you 4 Gold each, instead of just one.
Manipulated Archiepiscopal election
Move the Archbishop card to a player of your choice (even yourself).ÖVERRASKANDE ATTACK!
Play during a war and remove any one Soldier from an enemy Sector (not Reserve).
Cannon barrel bursted!
Play during a war and remove any one Cannon from the Battleboard.
Play this card as another player is about to pay for a History card; he or she must pay 2 Gold extra to buy the card.
STÖLD AV PLUNDRINGSBYTE
Stealing the Booty
Play this card and pick a randomly chosen Pillage marker from any one player.
Play anytime. This card counts as a Castle (History card) during the totalling at the end of the game.
Place this card on one of your Province cards (this card will continue to be a part of that card for the rest of the game, even if it change proprietor). Through the improved infrastructure will you, from your next turn, receive +2 Gold extra from this Province each time you chose the activity Agriculture (Jordbruk).
The Archbishop card is given to next in line (the player to the left of the current holder). See the rules of the Archbishop.
All earnings from Trade is halved during this period. This event doesn't affect players who immediately plays the Event card "Blockadbrytare" (Blockade Runner).
Sweden declares war on a neighbouring country. The player who controls the most Troop-symbols (including all Province-, History-, and Eventcards) decides who they are fighting. If several players has an equal number of Troops is the player chosen randomly by throwing dice.
Players may choose to Foray during this period (See the Pillage rules). Nothing happends to players who do not want to participate in predatory expeditions.
The Regent dies prematurely and a Chancellor Regency is formed. The player controlling the most Crown-symbols may look through the Regent-deck and choose the card to be used in this turn.
During this period may the players who chooses the activity Art, Culture & Science pick freely among the remaining History cards of this epoque (not only the cards on display). The deck is then reshuffled.
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