Wallenstein: Rules

Translated by Adrien Martinot, with great help from Deborah Ariel Pickett and Ben Baldanza / R1.4

Author: Dirk Henn
Graphics: Christof Tisch
Jörg Asselborn
die Basis

Development: Bernd Dietrich
Players: 3-5

Age: 12 and more
 

1618 AD: The thirty-year war has begun. The German small states are split into Catholic and Protestant sides. But more than religious, power and political interests lead foreign powers to intervene. Wallenstein, named “des Kaisers General”, Count of Pappenheim and also the Swedish king Gustav Adolf are all taking part in the conflict. No matter which side they support, everyone tries to get the most for himself.

Game content:
  1 game board (representing five regions, each divided in nine countries)
  5 individual game boards used to plan the actions
45 land cards (each representing a different country)
25 blank land cards (+2 spare)
  5 leader cards
10 action cards
25 event cards
28 palaces
26 churches
26 trading firms
42 revolt markers
62 cubes for each player representing armies
20 green cubes representing farmer armies
35 gold chest (natural wood) representing 1 gold
20 gold chest (orange) representing 5 gold
  1 cube tower
  1 plastic container

  1 rulebook

Game course
A game covers two years. A year consists of the year start, the action phase of spring, summer and autumn and the scoring phase of winter.
 

Note: the game preparation is in page 4 

1. Year start
a. Event cards

At the beginning of each year four event cards are drawn and laid down openly on the four event fields on the upper edge of the game board (Ereignis). The text on those event card will be used for spring, summer and autumn while the grain loss value will apply in the winter.
 

b. Grain counter reset
All players set their grain counter to zero.
 

2. Spring
a. Lay out action cards

The 10 action cards are shuffled. The five first are laid face up on the fields 1 to 5 on the bottom edge of the board and the five remaining cards are laid face down on the fields 6 to 10.
 

b. Action planning
All players plan their actions for the season at the same time. They place their land cards or blank cards to cover the ten possible actions that are printed on their individual board. As a consequence of placing a land card on an action field, this action will be executed in the country described by the card. If a blank card was placed, then this action will not be executed this round by the player. If possible, a card must occupy all fields.
 

Only if it’s not possible to place a card on every field, players can leave blank fields on the individual board. Players who haven’t enough land cards, announce (following player turn defined last season) which action they will not execute.

c. Player turn order
The army leader cards involved in the game are shuffled and laid openly on the upper right edge of the board. They show the player turn order (player owning the card in the top goes first and so on) and this applies until the next season, where a new player turn order will be determined.
 

d. Current event
From the four event cards drawn at the beginning of the year, one is randomly chosen and placed on the current event field above the action card fields. The three others are putted back on the events fields. The effect described by the text on this card will be applied to this season (the number is important only during winter).
 

In the summer from the three remaining event card, one is randomly chosen, for the autumn, on is picked up out of two and for the winter, the forth card is applied (Not the event but the printed grain loss number)

e. Action resolution
The actions are executed following the order shown by the action cards on the board. Following the player order, every player flip his land card for action 1 and execute he action, then every player do the same for action 2 and so on. When all players have completed an action, the action card is turned upside down and the next covered action card is revealed. If possible, each planned action must be executed. But if for some reason (lack of gold or army cube, for example) this action cannot be completed, it is immediately cancelled (as if the player had laid a blank card).

When all actions have been executed, a new season begins.

Note: the army leader cards remain as such until point C of the following season when a new player turn order will be determined.  

Some action can be executed at the same time by all players. So buildings can be placed at the same time (if sufficient are available) as well than setting armies. Player sequence is to be considered in case of revolt when getting gold and grain and especially when moving armies.

3. Summer
Like spring (except that one out of three event cards is picked up)
 

4. Autumn
Like spring (except that one out of two event cards is picked up)
 

5. Winter
a. Grain loss

The last event card indicates how many points of grain are to be lost. Each player takes off as many points from their grain scale.

The event text has no meaning during winter. Only grain loss number is to be considered.

b. Revolts
After the grain losses, each player must possess at least one point of grain for each of his countries, in order to ensure that armies and population have no concern for the winter. If this is not the case, this leads to revolts.
 

Revolt description can be found in “Battle and revolt”, page 6.

c. Victory points
For each country and each building that a player possesses, he receives one victory point.

Then, in every of the five large regions are determined which player possesses the most palaces, churches and trading firms. For the majority of the palaces 3 VP is received, for the churches 2 VP and for the trading firms 1 VP.

If there is tie in a majority, the points are awarded to each player involved in the tie but with 1 point fewer (2 for palaces, 1 for churches, 0 for trading firms).

Points for country and buildings and point for the majority are added together and noted.  

Example: Jörg and Monica have the same number of palaces and more than anyone else in Brandenburg. They each get 2 points. If Jörg would have been the only one to get the palace majority he would have received 3 points. That means a divided trading firm majority does not result in points.

d. Remove revolt markers
All revolt markers on the game board are removed.

6. Year end
A new year begins and play goes through year start and the four seasons again. After the second year, the game is over.
 

Game preparation
The game board is laid in the center of the table and each player gets:
- 5 blank land cards
- 1 set of armies (wooden cubes) of his color
- one of the colored individual planning boards
- chests for a value of 18 gold for 3 players, or
- chests for a value of 15 gold for 4 players, or
- chests for a value of 13 gold for 5 players.
 

Chest and armies are stored openly in front of their owner.

Each player puts one of his wooden cubes as a counter on the grain scale. This counter starts at zero.

The land cards are shuffled and are put face down near the board. Finally, the cube tower receives an initial filling. For this purpose, 7 armies from each player and 10 neutral green armies are thrown at one time into the tower. The cubes that fall in the cup are placed back in player or green supplies.

With three players, do not use the following countries: Bremen, Holstein, Luettich, Burgund, Fm. Konstanz, Fm. Bavaria, Steiermark and Tirol. Those countries may also be recognized with their bright boundary.

Note: Be careful not to push the tower when removing cubes from the cup.

Assignment of the countries
On the individual boards, under the name of the leader, are nine fields with number. Each player fills those fields with the amount of army shown, which will form groups.
 

From the shuffled deck of land cards, two are drawn and laid down openly near the deck.

The first player has now the choice of picking up one of the two open cards, or the top hidden card of the deck. Then, he must place all the cubes from one of his groups in the land described by the card he chose.

If an open card is taken, it is replaced by the top card of the deck, then next player choose a card and place a group. If a player has the same selection of open cards that he had last round, he may

place those two cards under the deck and draw two new one to be put openly. Thereafter, he chooses normally between open cards or the deck. When all the players’ fields (9 fields with 3 players, 8 with 4 and 7 with 5) are empty, the assignment of countries is over.

For the first game it is possible to use the country assignment table on the last page if player do not know which country should be taken and why. With three players there should be nine fields with two to five armies, with four players eight fields and with five players only seven fields.

Actions
1. Building

To build a palace, a church or a trading firm, the player places the corresponding tile on a
free city of the country concerned and pays the price (number of chests) to the bank.

A country may at most have one building of each type. On a city, only one building can be established.

On this kind of action the following event cards have an effect: “commercial bonus”

If the desired building is not available anymore (because they are all on the game board), then the action is cancelled. If there is just one city in a country, only one building can be built in it.

2. Gold/grain
The players receive the quantity of gold or grain shown on the land card. However, this increases the discontent of the population. The following sequence should be applied for both actions:
a. The player takes gold from the bank or moves his marker on the grain scale.
b. If there is at least one revolt marker in the country concerned then a revolt breaks out. In this battle participate as many armies from the country as the player wants and as many farmer armies as there are revolt markers in the country.
c. A revolt marker is added in that country.

On gold/grain action the following event cards have an effect: “Good harvest in…”; “Harvest failure in…”

Revolt markers are removed only at the end of the year or if the country is devastated. Revolts are described in page 6: “Battle and revolt”

3. Supply
By paying the indicated amount of gold, the player places one, three or fives armies into the country concerned. There can be an unlimited number of armies in a country. If a player hasn’t enough armies or gold to complete the action, the action is cancelled.
 

The supply card that states “pay one gold to place one army” offers an option: the player may place an army and may move armies from this country to a neighbouring one he owns (no conflict is allowed). It is possible to execute one action or both.

On supply action the following event cards have an effect: “Lack of troop in…”

4. Movements/Battles
With each movement at least one army must remain in the originating country.
 

A movement action allows a player to move armies into a neighbouring own, other players’ or neutral country.

If a movement action has been planned, at least one army must, if possible, leaves the originating country. If the destination country doesn’t belong to that player, then a battle occurs.

Countries are neighbouring if they have a common boundary. Example: the neighbours of Bm. Konstanz are Breisgau, Württemberg and Augsburg.

Movement action A and B are identical but not exchangeable. If cannon A is revealed, a movement from the county described on the land card that was planed on cannon A must be executed. The same applies to cannon B.

A movement action is not possible if the output country has only one army.

On movement action the following event cards have an effect: “Church peace”, “Furious farmers”, “Combat tired farmers”, “Palace guards”.

Battles and revolts
There is a battle if:
- a player moves armies into a country belonging to an other player
- a player moves armies into a free, neutral country
- a revolt occurs
 

1. Combat result
A battle always involves exactly two parties: either two players, or a player and the farmers. Sometimes the farmers also fight on the side of a player.
 

The fighting armies and all the armies present in the cup are thrown at the same time in the cube tower. Everything that emerges out the bottom of the tower and does not belong to any of the parties taking part in the battle remains in the cup.

The number of emerging armies that belong to the fighting parties determines the outcome of the battle. The party which has the fewer armies in the cup is defeated and put its armies back in the supply. The other party wins the battle, but loses as many armies as the opposite side did. Remaining armies of the winner go back into the contested country. If farmers are fighting on the side of the winner they go back to the supply first, and only if they are not enough to cover the losses are armies from the winning player returned to the supply.

Except with an undecided battle or a successful farmer revolt, buildings are not affected by the battle outcome. If there is a tie between both parties, the country is totally devastated: building tiles and revolt markers are removed and the land card goes back in the deck of unassigned countries.

Example: Four blue and three red armies are thrown into the tower. Three blue, four red (one from the tower) and a green (from the tower) cubes drop out. Result is five armies for the red players (if the farmers support the red) against three for the blue. So the red put back his two armies in the contested country while three blue, two red and a green cubes go back to the supply) 

The aggressor must throw all his moving armies into the tower but the defender may use as many as he wants.

2. Player versus player
If a players moves armies into a country that belong to another player, all attacking armies as well than all the armies that the defender wants to use are thrown in the tower.
 

If the contested country has no more that one revolt marker, the emerging farmer armies fight on the side of the defender. Otherwise they remain neutral, do not count for either party and stay in the cup.

If the defender has more emerging armies (possibly including farmers), then the country is successfully defended and the attack failed.

Is the attacker wins, he conquers the country, and immediately receives the land card from the defender, even if it was used to plan an not-yet-executed action. (The action for this country will be cancelled.)

Why shouldn’t the defender use all his available armies? In case of a weak attack too many armies risk remaining hanging in the tower and possibly a movement action for this country will be difficult.

Note: In every case during a battle, all the cubes that are in the cup are also thrown in the tower.

Example: blue is attacked by red. From the tower drop out 4 red and 6 blue armies. Blue is the defender and puts back two army in his country. If two less blue armies would have dropped out, the country would have been devastated.

Note*: If the defender haven't used all available armies and loses the battle, all armies left in the countries are also returned to the supply.

3. Player versus an empty country
An empty country is defended by one farmer army. If a player moves into an empty country, all attacking armies and one farmer army (and all armies in the cup) are thrown in the tower. Armies other than farmers and those of the aggressor are not involved.
 

If the aggressor conquers the country, he receives the land card from the deck and a revolt marker is added to the country.

4. Revolts
Revolt order follows the player turn order determined during autumn. The table on the board shows the number and the importance of revolts for each player. The left column shows the number of grain that the player is missing. The corresponding number of cards (center column) are randomly picked from the player land card deck (excluding blank cards). Those land cards determine where farmer revolts break out. The right column indicates how many farmer armies are added and thrown in the tower.
 

During a revolt the player defends himself against the farmer armies resident in the country. They attack with a number of armies corresponding to the number of revolt marker in the country. According to table, further armies come from a lack of grain. Since the player is the defender, he may use as many as armies as desired to defend.

If the farmer revolt is successful, the player loses the country. It is completely devastated (building tiles and revolt markers are removed) and the land card goes back to the deck.

Example: Jörg has two points of grain fewer than he needs for his countries. From his land card is picked up a country, in which a revolt marker exists. Then a revolt breaks. The number of farmer armies is three because there is one revolt marker and for a lack of grain of 2 there is two additional farmer armies (indicated on the table).

Note*: When farmer armies are involved in a battle or a revolt, all emerging green cubes are returned to the supply.

5. Neutral armies
If armies belonging to players not involved in a battle emerge from the tower during a battle, then they remain in the cup until the next battle, when they will be thrown in the tower again. The same applies if a cube drops accidentally (e.g., someone pushing the table) from the tower into the cup.
 

Game end
After the end of the second winter, the game is over. The winner is the player with the highest point total from both years. In case of a tie, the player with the most palaces, then churches, then trading firms, is the winner. If there is still a tie, then they share victory.
 


Game overview 
Game preparation:

1. Per player:

- 5 blank land cards
- 1 set of armies (wooden cubes) of his color
- one of the colored individual planning boards
- chests for a value of 18 gold for 3 players, or
- chests for a value of 15 gold for 4 players, or
- chests for a value of 13 gold for 5 players
 

2. Assignment of the countries:
See on page 4 of the rules or use the table on the right or the first game.
 

3. Initial filling for the cube tower:
- 10 green armies
- 7 armies from each player
 

One year of play consist of:
1. Year start

a. Event cards
b. Grain counters reset

2. Springs
a. Lay out action cards
b. Action planning
c. Player turn order
d. Current event
e. Action resolution
 

3. Summer
Like springs
 

4. Autumn
Like springs
 

5. Winter
a. Grain loss
b. Revolts
c. Victory points
d. Remove revolt markers
 

6. Year end
At the end of the second year, the game is over
 


Assignment of the countries
Players take the land cards of the described countries and place the number of army cubes shown in parenthesis in these countries on the game board.
 

Game with 3 players:
Player A:
Gft. Mark (5), Osnabrück (4), Oberösterreich (4), Passau (3), Erzbm. Trier (3), Erzbm. Köln (2), Niederösterreich (2), Sächs. Lande (2), Vogtland (2).

Player B: Strassburg (5), Mittelmark (4), Paderborn (4), Baden (3), Breisgau (3), Lothringen (2), Hessen-Kassel (2), Neumark (2), Vorpommem (2).

Player C: Augsburg (5), Böhmen (4), Lüneburg (4), Salzburg (3), Würzburg (3), Kämten (2), Lausitz (2), Mecklenburg (2), Schlesien (2).

Game with 4 players:
Player A:
Lüneburg (5), Holstein (4), Württemberg (4), Mecklenburg (3), Wolfenbüttel (3), Anhalt (2), Baden (2), Mittelmark (2).

Player B: Oberösterreich (5), Grafschaft Mark (4), Schlesien (4), Kämten (3), Tirol (3), Erzbm. Trier (2), Lausitz (2), Niederösterreich (2).

Player C: Bm. Zweibrücken (5), Böhmen (4), Hm. Paderborn (4), Erzbm. Köln (3), Strassburg (3), Hessen-Darmstadt (2), Lothringen (2), Passau (2).

Player D: Augsburg (5), Oberpfalz (4), Osnabrück (4), Kursachsen (3), Salzburg (3), Bremen (2), Fm. Bayern (2), Vogtland (2).

Game with 5 players:
Player A:
Gft. Mark (5), Böhmen ), Schlesien (4), Erzbm. Köln (3), Lausitz (3), Mähren (2), Vogtland (2).

Player B: Augsburg (5), Mecklenburg (4), Würzburg (4), Bremen (3), Hessen-Darmstadt(3), Holstein (2), Regensburg (2).

Player C: Altmark (5), Erzbm. Trier (4), Neumark (4), Bm. Lüttich (3), Kursachsen (3), Anhalt (2), Mittelmark (2),

Player D: Lothringen (5), Bm. Zweibrücken (4), Kärnten (4), Baden (3), Niederösterreich (3), Burgund (2), Steiermark (2).

Player E: Hm. Paderborn (5), Oberösterreich (4), Osnabrück (4), Salzburg (3), Wolfenbüttel (3), Hessen-Kassel (2), Passau (2).

Copyright 2002
Queen Games, 53842 Troisdorf, Germany
 

 

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