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Games: Pizarro Coronado ** Coatl ** ** Halted Rules: Avalon Hill [Manual Scans] [Single PDF] PBM Rules Cyberboard: Gamebox v1.06 Gamebox v1.05 Gamebox v1.04 Gamebox v1.03 Charts: Area Information Display Conquistadors & Explorers Discovery Gold Land Attrition Land Combat Native Combat Native Uprising Naval Attrition Naval Combat Random Events Misc Info: Developer's Notes Differences Between SPI and AH Versions Errata Expedition Sheet (Excel) PBEM Setup Sheet PBEM Turn Sequence Planning Sheet (Excel) Turn Sheet (Excel) Victory Point Sheet (Excel) Variants: Fur Traders and Buccaneers (PDF) Counters For God and the King (PDF) German Bankers (PDF) Simple Conquistador (Word) Spanish Gold Links: BoardgameGeek ConsimWorld Forum Old PBEM Game Tools for Playing Conquistador Web-Grognards Most of the information and files on these pages were retrieved from the above pages. They're all great resources. CONQ PBEM Home Home |
CONQUISTADOR
The Age of Exploration: 1495-1600
Conquistador is Avalon Hill's Trademark name for its game of exploration
and conquest
CONQUISTADOR
COMPONENTS
32" x 22" Mapboard
560 Counters (2 counter sheets)
1 Rulebook
1 Expedition Log
2 Dice
INDEX
1. Introduction
2. Mapboard
3. Counters
4. Definitions
5. Sequence Of Play
6. Royal Council Operations
7. Naval Movement
8. Naval Combat
9. Naval Attrition
10. Land Movement
11. Land Combat
12. Land Attrition
13. Maintenance
14. Gold & Treasure
15. Resources
16. Special Units
17. Settlements & Ports
18. Natives
19. Discoveries
20. Area Political Control
21. Victory Conditions
22. Scenarios
1. INTRODUCTION
CONQUISTADOR is a game for one, two, three, and four players based on the
exploration and conquest of the New World in the 16th Century. The game is
historical in nature, providing the atmosphere and mechanics of the 16th
Century world and historical personages. The object of the game is to
accumulate wealth, land, and prestige (in the form of discoveries).
2. MAPBOARD
The mapboard represents the New World (the Western Hemisphere). A
hexagonal grid has been superimposed over this simplified geographic
representation to regulate the movement. Players will note that a number
of charts and tables are printed directly on the map.
2.1 Land which is solid black is not in play, though hexes with such land
may be if the hex also contains water.
2.2 The following hexsides are considered river hexsides, not lake
hexsides: 1218/1219 and 1219/1220.
3. COUNTERS
3.1 Examine the sheet of die-cut counters (hereafter referred to as units
or counters). These represent the men and material involved in the
exploration, colonization, and exploitation of the New World. The
following diagrams illustrate the numbers and symbols found on the
counters.
[DIAGRAMS OMITTED]
3.2 The green counters are the Spanish, the yellow counters are the
Portuguese, the red counters are the English, and the blue counters are
the French. The ships and Gold Markers are used by all the players.
3.3 Both Carracks and Caravels come in counter denominations of one and
three, and Carracks also come in denominations of five. A denomination of
one represents a single shipm three a group of three ships, and five a
squadron of five ships. These counters are treated like change.
3.4 Gold markers represent both Gold and Treasure. Gold markers are also
interchaneable.
3.5 Players are not limited by the counters provided. If required, they
may use additional counters from any source.
4. DEFINITIONS
Area - A geographical section of the New World, set off from the other
Areas by boundary lines. All Areas are named (for example, Incan Empire).
An Area name and the numbers associated with it is called the Area
Information Display.
Area Information Display - Printed on the map, this consists of the name
of a given Area, followed by the number of Bounds of Naval Movement
required to reach it (if the Area has a coast). The numbers under the name
of an Area indicate the Native Level and Attrition Level of that Area.
Additionally, Areas which yield double resources are indicated by an 'R2'.
Area Native Level - A number indicating the effective level of native
resistance in a given Area (found on the Area Information Display).
Area Attrition Level - A number indicating the degree of hardship suffered
by those Europeans operating in that Area (found on the Area Information
Display).
Bound - A Bound is the Naval Movement measurement used to regulate
mobement to and from Europe. Each Bound is worth 8 Movement Points. The
distance, as measured in Bounds, from each Area to Europe is listed in
that particular Area's Area Information Display. Some Areas have both an
east ('e') and a west ('w') coast and Bounds for each coast are listed
separately. In addition, both Brazil and the Incan Empire are divided by a
line with Bounds listed for points north ('n') of the line (inclusive) and
south ('s') of it.
Expedition - An Expedition is a ship or group of ships starting from a
common port and heading for a common destination with the intent of
staying together throughout the entire Game Turn.
Caravel - Small coastal traders. Quite seaworthy but cramped and
uncomfortable, with a small cargo capacity.
Carrack - Large merchant ships. Slow and hard to handle, but sturdy with a
large cargo capacity.
Galleon Fleet - A large, powerful formation of galleons used for the
shipment of Gold. Historically they were virtually invulnerable.
Monarch's Rating - A letter code representing the overall ability of a
Monarch. A Monarch's Rating will change only when the Random Events Table
specifies that a new Monarch has succeeded to the throne.
Monarch's Multiplier - This number is multiplied by the number of Ducats
currently in the country's Treasury to give the country's Initiative
Level. The multiplier corresponds to the Monarch's Rating (A=4, B=3, C=2,
D=1), although it may be temporarily changed for a Game Turn by the Random
Events Table.
Initiative Level - Players perform segments in most phases according to
their Initiative Levels; the player with the hightest Initiative Level
first, the player with the second highest Initiative Level second, etc.
5. SEQUENCE OF PLAY
CONQUISTADOR is played in Game Turns. Within each Game Turn are five
phases, each of which is divided into segments. Each segment in the Royal
Council Phase and the Maintenance Phase is performed simultaneously by all
the players. During the segments of the remaining phases, players perform
actions in the order established during the INitiative Determination
Segment. No player may perform actions in a given segment until the player
who is to go before him has completed his actions in that segment. Players
should keep in mind the difference between phases and segments. All
actions must take place in the proper sequence.
A. Royal Council Phase.
1. Random Events Segment. Each player rolls for Taxation, Availability of
Colonists, and Political Events. (See 6.)
2. Initiative Determination Segment. Players determine the order of play
for each segment of the Initial Naval Phase, the Land Phase, and the Final
Naval Phase during the Game Turn. (See 6.5)
3. Planning Segment. Each player purchases all the material and men that
he needs for the upcoming Game Turn. He also playes (in writing using the
Expecition Log) the length and destination of all his Expeditions. Loans,
treaties and other diplomatic agreements may be made during this phase.
(See 6.6 & 6.7)
B. Initial Naval Phase
1. Trans Oceanic Naval Movement Segment. Players may move Expeditions to
and/or from Europe and the New World. Expeditions must end their movement
in their designated landing hex. Land units may not debark in this
segment. (See 7.2)
2. Hemisphere Naval Movement Segment. Players may move Expeditions between
points within the New World. They may not move to or from Europe.
Expeditions may embark and debark land units and may engage in Naval
Combat and/or Naval Invasions. (See 7.3)
3. Naval Attrition Segment. Each player checks for possible Attrition for
each of his Expeditions after all movement is completed. Attrition is
based on the distance covered in this phase. (See 9.)
C. Land Phase
1. The Gold Segment. Players may attempt to discover Gold in any Gold
hex/es. Players may produce Gold from working Mines and take Treasure from
Treasure Cities. At the end of the segment, each player working a Mine or
looting a Treasure City must roll for depletion. (See 14.)
2. Land Movement and Combat Segment. Each player may move any or all of
his land units. A unit entering an enemy occupied hex must participate in
land combat. Land transportation of Gold and Treasure is allowed in this
segment, but Gold and Treasure may not be loaded onto ships until the
Resource Segment. Players record their Victory Points for any Land
Discoveries made during this segment. (See 10.)
3. Native Combat Segment. Each player may attack the Natives in each Area
in which they have Soldier Detachments. (See 18.3)
4. Native Uprising Segments. Each player checks for the possibility of a
Native Uprising in each occupied area. If a Native Uprising has been
triggered, the player resolves it on the Native Uprising CRT. (See 18.4)
5. Land Attrition Segment. Each player checks for Attrition, removing any
units which are eliminated. Players check for Attrition for each land hex
occupied by their units. (See 12.)
6. Resource Segment. Players may load Gold and Treasure onto ships for
shipment back to Europe. Players credit collected Resources to their
National Treasuries. (See 15.)
D. Final Naval Phase.
1. Trans Oceanic Naval Movement Segment. Players may move their
Expeditions to and/or from Europe and the New World. Ships may not use
Hemispheric Naval Movement in this phase, and no Naval Combat is allowed.
(See 7.2)
2. Naval Attrition Segment. Each player checks for possible Attrition to
each of his Expeditions after all movement is completed. Attrition is
based on the distance covered in this phase. (See 9.)
3. Discovery Credit Segment. Players get credit for Discoveries by
Expeditions which have returned to a friendly port. Gold and Treasure
safely returned to Europe is added to the respective National Treasuries.
(See 19.)
E. Maintenance Phase. Players must pay the Maintenance cost for each unit
that they wish to keep in play for the next Game TUrn. The costs are
deducted from the National Treasuries. (See 13.)
6. ROYAL COUNCIL OPERATIONS
6.1 Monarchs. Each country has a Monarch. The country retains that Monarch
until the Political Events Table mandates a change. Each Monarch has a
Rating oa A, B, C, or D. This rating influences the country's taxes and
Initiative Level. Monarchs have no effect on any other facet of the game.
6.2 The National Treasury. Each country has a National Treasury which
contains all the funds available to that country. Each player uses markers
to record hundreds, tens, and ones of Ducats in his National Treasury on
the Treasury Track (located on the map).
6.2.1 Funds in the National Treasury are measured in Ducats. Players pay
for items in Ducats, and collect Taxes, Resources, Gold and Treasure in
Ducats. Each Ducat in the National Treasury is worth 2 Victory Points at
the end of the Game.
6.2.2 Players expend Ducats when they purchase material and men, outfit
expeditions, etc. Players gain Ducats when they collect Taxes, Resources,
Gold and Treasure. Players simply add or subtract the proper amounts from
their National Treasuries by moving the markers on the Treasury Track.
6.2.3 Players may spend part or all of their National Treasuries. They may
not spend more Ducats than they have. However, players may arrange loans
with other countries at whatever terms the parties deem favorable (such
loans are binding and players may not default). Transference of Ducats
between National Treasuries is accomplished by bookkeeping; there is no
need for literal transportation by ships. A player is not eliminated from
the game simply because his National Treasury is bankrupt.
6.3 Random Events. At the beginning of each Random Events Segment, each
player rolls two dice and refers to the Random Events Table (located on
the map and hereafter referred to as the RET) to determine the collection
of taxes, availability of Colonists, and Political Events.
6.3.1 Taxes. Each Player thows one die. He then refers to the RET and
cross references the die roll with his Monarch Rating. The result is the
amount of Ducats added to his National Treasury.
6.3.2 Colonists. Using the same number from the die roll used in 6.3.1,
the player now refers to the Colonists section of the RET to see how many
Colonists he has available for this game turn. Note that the number of
Colonists available can be changed by a Political Event.
6.3.3 Political Events. The player now checks for a Political Event by
throwing an additional die. The additional die corresponds to the numbered
columns under the Political Events section of the RET and is cross
referenced with the initial die roll from 6.3.1.
6.4 Political Events. These events simulate a variety of peripheral and
random occurances which had, or could have had, direct bearing on the
success of countries' endeavors in the New World. Players must follow the
instructions of the Event unless specifically exempted by the instructions
or unless the performance is a literal and physical impossibility. Each
event applies only to the Game Turn being played, unless specifically
extended.
6.4.1 A, B, C, or D Monarch Change. The player immediately changes his
Monarch to a Monarch of the given letter. The new letter is the Rating of
the country's new Monarch, until again changed by the RET.
6.4.2 Supply Of Colonists Changes. The player rolls one die. On a roll of
'1-2', the player receives no Colonists this Game Turn (tales of rigorous
hardship and cannibalism). On a roll of '3', the player receives one less
Colonist this Game Turn. On a roll of '4', the player receives one more
Colonist this Game Turn. On a roll of '5-6', the player receives double
the number of Colonists this Game Turn (religious suppression at home and
wild stories of Gold in the New World).
6.4.3 Increased Interest in Overseas Expansion. The player increases his
Monarch's multiplier by one point for this Game TUrn only, before checking
for his Initiative Level. The Monarch's Rating does not change.
6.4.4 Decreased Interest in Overseas Expansion. The player decreases his
Monarch's multiplier by one point for this Game Turn only, befre checking
for his Initiative Level. The Monarch's Rating does not change.
6.4.5 Costly European War Drains Treasury. Reduce the National Treasury by
50 Ducats, or reduce it to 0 if it contains less than 50 Ducats.
6.4.6 Civil War At Home. The player may not purchase new Soldier
Detachments this Game Turn. In addition, the player must transport at
least one quarter of the Soldier Detachments he has in the New World to
Europe by the end of the game turn. THese soldiers must actually be
transported. They are considered eliminated when they reach Europe (or
when they suffer Attrition) and may not be maintained. Failure to comply
with this event results in a loss of 100 Victory Points at the end of the
Game Turn.
6.4.7 Affluent Middle Class. At the gentle behest of The Crown, the Middle
Class donates 20 ducats to the player's National Treasury.
6.4.8 Graft and Corruption Rife. For this Game Turn only the player must
pay double for all purchases and all Maintenance.
6.4.9 Guile and Treachery Obtain Rutter for the South Cape. Ignore this
event if the Southern Cape has not been previously navigated.
6.4.10 Metallurgical Breakthrough. If the player is in possession of, and
actually working, the Pitosi Silver Mines (hex 4213), his output doubles
(to 50 ducats per Game Turn) for the remainder of the time he continues
working the Mine until the Mine is depleted or abandoned. This event may
only occur once; ignore it on subsequent occurences.
6.4.11 Natives Resentful of European Intrusion.The player must remove one
of his settlements that has two or fewer Colonists. He must remove the
settlement from the Area that has the highest Native Level of any Area in
which the player has settlements. If the player has no settlements or all
his settlements have more than two Colonists, this event is ignored. Note
that only Colonists are eliminated. A settlement in an Area in which the
Native Level is 0 cannot be effected by this event.
6.4.12 Oppressive Colonial Policy. All settlements owned by the player in
an Area where the Native Level is presently greater than 0 undergo an
immediate Native Uprising. The player does not check for the Uprising
Level first. He simply rolls directly on the Native Uprising CRT. This
event is in addition to any Native Uprisings that may occur normally.
6.4.13 Natives Decimated by Disease. Virulent strains of smallpox decimate
the Native Population. In all Areas which contain land units, the Native
Level is reduced by one. Native Levels that are already at 1 are not
reduced. In addition, no Native Uprisings against anyone are possible this
Game Turn.
6.4.14 Caribbean Indians on the Rampage. If the Native Level of the
Caribbean is at least 1 and the player has any units in the Caribbean
Area, he must remove either one Colonist or one Soldier Detachment from
each of his settlements in the Area. Additionally, if the player is Spain,
he rolls a die: on a roll of '1-2' there is no effect, on a roll of '3' he
must remove a Missionary, and on a roll of '4-6' he must remove either a
Conquistador or an Explorer (if one is present). These units are removed
because they've been eaten!
6.4.15 The Seven Cities of Cibola. If the player has any land units in
California, the Rockies, the Midwest Plateau, Sonora, or the Aztec Empire,
he must begin a quest to find the fabled Seven Cities of Cibola. The quest
must, at some time, pass through at least one hex in all the previously
mentioned Areas. All units in the party conducting the quest must start
from the same hex. A minimum of three Soldier Detachments must
participate, and, if the player is Spanish, a Conquistador (if there is
one in any of the previously mentioned Areas) and a Missionary must
accompany the party. The player may conduct any normal activities during
the quest, but the party must be finished within 25 years (5 Game Turns
including the current one) of the reading of this event. Failure to comply
means a loss of 100 Victory Points at the end of the fifth Game Turn.
Ignore this event on Game Turns 18-21.
6.4.16 El Dorado. The requirements for this event are the same as for The
Seven Cities of Cibola, but the Areas involved are Panama, Venezuela, The
Amazon, and the Incan Empire, and the time for completion is 20 years (4
Game Turns including the current one).
6.4.17 Plague In The Colonies. The player must remove one Colonist or
Soldier Detachment from at least half of his settlements. Additionally, if
the player is Spain he rolls a die: on a roll of '1-3' there is no effect,
on a roll of '4-5' he must remove any one Conquistador, and on a roll of
'6' he must remove any one Conquistador and any one Missionary.
6.5 Initiative. The player with the highest Initiative Level moves first
in each segment of the Initial Naval Phase, the Land Phase, and the Final
Naval Phase. The player with the second highest Initiative Level moves
second, the player with the third highest Initiative Level move third, and
the player with the lowest Initiative Level moves last. If there is a tie,
the country with the highest Monarch Rating moves first. Otherwise, the
highest throw on a die moves first.
6.5.1 To determine the Initiative Level, the MOnarch's multiplier is
multiplied by the number of Ducats in the National Treasury. The resulting
number is that country's Initiative Level.
6.5.2 The Monarch's multipliers are: A=4, B=3, C=2, and D=1.
6.5.3 A Monarch's multiplier may never by reduced below 1 by a Poiotical
Event.
6.6 Outfitting Expeditions. Players must purchase all the materials and
most of the manpower they need for accomplishing their objectives in the
New World. A player may purchase as many ships and Soldier Detachments and
outfit as many Expeditions (by purchasing Bounds) as he has funds for.
Players are limited only by their National Treasuries and Political
Events.
6.6.1 All units, with the exception of Colonists, Missionaries, Explorers,
and Conquistadors must be purchased. Purchase costs may be found on the
Purchase And Maintenance Cost Table (on the map or on the Expedition Log).
Missionaries, Colonists, Explorers, and Conquistadors have no cost. All
units become available in Europe except that ships may be built in the New
World beginning with Game Turn Eight.
6.6.2 All Expeditions travel, for purposes of estimating outfitting costs,
in movement units called Bounds. Each Bound to be travelled by a given
Expedition, whether it starts from Europe or from the New World, must be
paid for in advance during the Planning Segment, as part of outfitting the
Expedition. Each Bound costs 2 Ducats, and the player must pay for all the
Bounds that the particular Expedition plans to use in that Game Turn.
6.6.3 Bounds may not be accumulated from Game Turn to Game Turn nor
transferred from one Expedition to another. Unused Bounds are lost. There
is a severe penalty for an Expedition that exceeds its planned Bounds.
6.7 Documentation, Treaties & Secrecy. The materials and units to be
purchased and the designated landing hex of each Expedition must be
written down during the Planning Segment. Players may purchase only what
they have written down.
6.7.1 Players may agree to formulate treaties (secret or otherwise)
between their respective countries. The treaties may contain any agreement
that is legal within the rules, but the terms must be written out and
explain the exact agreement between the parties. Players may renege on a
treaty at any time and it is then considered dissolved.
6.7.2 The Expedition Log should be used by all players to plan and
document Expeditions each Game Turn. In addition, the Log provides spaces
for players to keep track of their Monarch's Ratings, they Discovery
Points, and the Area Native Levels.
6.7.3 All plans and orders may be kept secret until the end of the game
turn, when they should be revealed to the other players.
7. NAVAL MOVEMENT
7.1 Ships are used to transport units and material through sea hexes.
Ships may move and have combat by themselves. Each ship is considered to
have a built in crew. Each ship may also carry Colonists and/or Soldier
Detachments, Explorers, Conquistadors, Missionaries, and Gold.
7.1.1 Caravels have an unlimited Movement Allowance. They may move as far
as they wish in a given Game Turn, limited only by Attrition. Each single
Caravel has a plit combat strength; its attack strength is two, and its
defense strength is four. Each Caravel may carry either one Soldier
Detachment or one Colonist, plus up to 5 Ducats of Gold or Treasure, and
an unlimited number of Explorers, Conquistadors, and Missionaries. A
Caravel costs 4 Ducats to build, and 1 Ducat to maintain.
7.1.2 Carracks have the same Movement capabilities as Caravels. Each
individual Carrack has a combat strength of eight for both attack and
defense, and each costs 8 Ducats to build and 2 Ducats to maintain. Each
Carrack may carry two Colonists and/or Soldier Detachments (i.e., two of
one kind, or one of each), plues up to 25 Ducats of Gold or Treasure, and
an unlimited number of Explorers, Conquistadors, and Missionaries.
7.1.3 Galleon Fleets have the same movement capabilites as Carracks and
Caravels, except that they do not suffer Attrition (they need not roll for
Attrition at the end of any Naval Phase). Galleon Fleets may never be in
the same Expedition as a Carrack or Caravel, nor may they proceed into the
Southern Cape Hexes or the Pacific Ocean. They may travel only between
friendly ports and Europe. They have no combat strength because they may
never be attacked nor may they attack any other ship (including other
Galleons). They may protect ports, but they do not protect other
Expeditions, even if in the game hex. They can only carry Gold or Treasure
and may carry an unlimited amount of Gold at any time. Galleon Fleets cost
40 Ducats to build and 10 Ducats to maintain, but a player may never have
more than one Galleon Fleet at any one time. Galleon Fleets are not
available for purchase until Game Turn Six.
7.1.4 Beginning with Game Turn Eight, players may build ships in the New
World. They may build one ship per Game Turn at the normal price. Ships
built in the New World must be built at a friendly port which contains
three or more Colonists. Galleon Fleets may not be built in the New Worl.
Players should note that this is an excellent way to conduct Pacific
Exploration, although Victory Points for discovering the Pacific by sea
pertain only to units sailing through a Cape Hex.
7.1.5 Players must keep track of what cargo is on what ship at all times
by placing all units and Gold on a ship underneath that individual ship
counter.
7.2 Trans Oceanic Movement. The number of Bounds needed to reach a given
Area from Europe (and vice versa) is printed in the Area Information
Display for each Area. Thus, an Expedition wishing to sail from Europe to
the Caribbean would travel a total of three Bounds and to return from the
Caribbean to Europe would be an additional three Bounds. Trans Oceanic
Movement is used solely for travel between the New World and Europe.
Hemispheric Movement covers travel between points within the New World and
is done in a separate segment. Land units may not disembark from ships
during the Trans Oceanic Movement Segment.
7.2.1 Each player must pay a cost of 2 Ducats per Bound for each Bound an
Expedition plans to use in travel to and from Europe as well as within New
World. The cost is paid per Expedition, not per ship.
7.2.2 To determine how far an Expedition must travel to and/or from the
New World in a given Game Turn, the player must list a designated landing
hex in the New World by listing the Area to which he wishes to travel and
the hex in which he wishes to land. Once he has determined the Area, the
player checks the Area Information Display to see how many Bounds distant
that Area is from Europe. The player must then purchase that number of
Bounds to get to the Area or double this number if he also wishes to
return at the end of the turn (though he does not have to).
7.2.3 Ships in Expeditions may not split up at any time in a Game Turn;
they must stay together for the entire Game Turn. Any number of ships may
make up one Expedition. However, Galleon Fleets may not be in an
Expedition with other ships. Each Galleon Fleet is considered to be an
Expedition unto itself. Land units may embark and disembark Expeditions
(in effect, leaving or joining Expeditions) during the Hemispheric
Movement Segment of the Initial Naval Phase.
7.2.4 Expeditions which do not contain an Explorer may only land at
friendly ports or Europe, except Expeditions that wish to engage in Naval
Combat which may travel to any hex on the board, with or without an
Explorer. Expeditions that wish to make Voyages of Discovery (land at a
hex that is not a friendly port) must contain an Explorer.
7.2.5 Expeditions travelling to the New World do not have to return.
However, if they end the Game Turn in the New World, they must be in a
friendly port. If they are anywhere else, they are considered eliminated.
7.2.6 If a friendly port becomes unfriendly or nonexistent during the Game
Turn an Expedition arrives and no Bounds were allotted for Hemispheric
Movement, the Expedition has four choices: 1) It may move to another
friendly port within 8 Movement Points without checking for Attrition (if
such a port exists), 2) It may return to Europe and check for Attrition,
or 3) It may attempt a Naval Invasion in the hex if occupies (if possible)
during the Hemispheric Naval Movement Segment (if the invasion is
unseccessful, the entire Expedition is eliminated). If this situation has
arisen in the Final Naval Phase, case 3 does not apply. If Bounds were
alloted for Hemispheric Movement and this situation arises in the Initial
Naval Phase, the Expedition must stop in the hex temporarily and either
perfrm a Naval Invasion in the hex it occupies (if possible) or move on
(enemy units could initiate combat beforehand) during the Hemispheric
Naval Movement Segment. In any of these cases, there is no cost for the
extra Bounds travelled nor extra Attrition penalty.
7.3 Hemispheric Movement. Ships may travel between points within the New
World (any place actually on the map). Hemispheric Movement consumes
Movement Points which translate into Bounds for the purposes of cost and
Attrition.
7.3.1 Each all-sea or partial sea hex which an Expedition moves through
costs 1 Movement Point. Expeditions may not move through partial sea hexes
or hexsides in contravention of common sense (e.g., an Expedition could
not move from hex 2719 to hex 2819 and then to hex 2919 or hex 29290).
7.3.2 Each 8 Movement Points expended, or any fraction thereof, is equal
to one Bound. Thus, an Expedition that uses 9 Movement Points during a
Hemispheric Movement Segment has consumed two Bounds, which must be added
to the Bound total in that Naval Phase when determining Attrition.
7.4 Within each Hemispheric Movement Segment, a player may move a given
Expedition as far as he wishes. Stopping to debark or embark units, to
Deiscover, or to engage in Naval Combat does not prevent the Expedition
from continuing movement in that segment.
7.5 The Cape Hexes (known as Cape Horn) are located at the tip of South
America: hexes 5715 and 5814. A player must gain entrance to one of these
hexes in order to round the Cape and enter the Pacific Ocean (any sea hex
west of the Cape hexes), or the Atlantic if coming the other way.
7.5.1 To enter either of the Cape Hexes, the player must roll a die. If he
rolls a '1-2', he successfully round the Cape and proceed into the Pacific
Ocean. (The Cape Hexes are not part of the Pacific or Atlantic Oceans). If
the Player rolls a '3-6', he has failed to round the Cape and may not try
again with that Expedition in that Game Turn. The Expedition may either
return to Europe or move elsewhere as per the rules of Hemispheric
Movement. Rolling for rounding the Cape may be done in either the Trans
Oceanic or Hemispheric Movement Segments and applies to movement through
the Cape Hexes in either direction. Expeditions without a Rutter must
contain an Explorer to enter the Cape Hexes.
7.5.2 Once a player has successfully rounded the Cape, the player
possesses a Rutter (a book of sailing instructions) that enables any of
his Expeditions to sail through the Cape freely at any time during the
rest of the game. Players owning Rutters may sell the information to other
players.
7.6 No ship may ever sail up a river or enter a lake.
7.7 There are no stacking limits at sea. Any number of ships may be in the
same hex.
8. NAVAL COMBAT
8.1 Any time that ships of opposing countries are present in the same
partial sea hex during a Hemispheric Naval Movement Segment (and only
then) there is the possibility of Naval Combat. Either side (or both) may
choose to initiate the combat.
8.1.1 If neither the moving player nor the opposing player's desires to
engage in combat, none occurs, and the moving player may continue moving
without any movement penalty or simply remain in the hex.
8.1.2 If a player moves his ships into an enemy occupied hex and the
moving player decides to initiate combat, there is combat. The moving
player is the Attacker. If the hex is
occupied by ships of more than one enemy player, the moving player may
choose to attack the ships of either or both countries. He may choose to
attack ships from one country first and then the ships of the other, or to
attack both at once.
8.1.3 Two or more enemy players may decide to combine their forces. They
may do so only if they have a treaty in force at the time. The moving
player must then attack the combined force of both enemy player's ships.
The treaty agreement must be announced by both enemy players before the
friendly player declares his desire to attack. Treaties may only be used
to combine forces in defense; they may not be used to combine forces in an
attack.
8.1.4 If a moving player moves his ships into an enemy occupied hex and
does not wish to initiate combat, but an opposing player announces his
desire to initiate combat, a die is rolled. If the roll is a '1-3' combat
occurs and the opposing player is the Attacker. If the roll is a '4-6', no
combat occurs and the moving player may continue moving. If more than one
opposing player wishes to initiate combat, only the player with the
highest Initiative Level may do so.
8.1.5 If an opposing player has attempted to initiate combat and dailed,
the moving player may not then choose to remain in that hex; he must
continue movement.
8.1.6 An opposing player may choose to attack only the moving player; he
may not attack another opposing player, even if there is one present in
the hex.
8.2 Naval Combat may take place only in partial sea hexes; it may never
take place in an all-sea hex. Only Caravels and Carracks may engage in
Naval Combat; Galleon Fleets may not. Explorers are not necessary for
Naval Combat.
8.3 It costs the moving player 3 Movement Points to engage in Naval
Combat, whether it is initiated by himself or by the opposing player.
There is no cost to the opposing player.
8.4 An individual Expedition may engage in as many combats as it desires,
provided it has sufficient Bounds and pays the necessary Attrition costs
at the end of the phase. A given ship may be attacked any number of times
in a Hemipsheric Movement Segment. However, ships that have been attacked
by a given Expedition may not be attacked by that Expedition again in the
same Game Turn.
8.5 The player must complete all movement and combat with a given
Expedition before he moves another Expedition; i.e., he may not move one
Expedition into a hex, bring another Expedition in to reinforce it, and
then attack with both Expeditions at once. Once a player has ended
movement with a given Expedition, and begins moving another, movement for
the first Expedition is finished.
8.6 To engage in combat, players add the Combat Strengths of all their
Carracks and Caravels. The Combat Strengths of any Soldier Detachmens
present on board the ships are then added to the total. Combat Strengths
of Soldier Detachments on land in the same hex are not included. The total
Combat Strengths of each side are then compared and reduced to one of the
odds/ratios found on the Naval Combat Results Table (hereafter referred to
as a CRT); the benefit of fractions always going to the defender. Thus, 16
to 0 would be rounded off to 1-1, while 9 to 16 would be 1-2 odds. Odds of
less than 1-3, or greater than 3-1 use those respective columns. A die is
then rolled, and the result is ascertained.
8.6.1 Combat Reults. The letter 'A' on the Naval CRT refers to the
attacking units, and the letter 'D' refers to the defending units. The
number refers to the number of ships lost. The owning player determines
which of his ships (and their cargo) will be lost. In the case where two
players have combined forces, the opposing player determines which player
is to lose ships and then the designated player chooses which ships to
lose.
8.6.2 Certain results on the Naval CRT have an asterisk (*). This means
that the victorious player may elect to take one of the ships designated
as lost by the losing player as a Prize Ship. The victorious player keeps
that ship and any Gold it was carrying. All Colonists, Soldier
Detachments, Explorer, Conquistadors, and Missionaries are eliminated.
8.7 Naval Invasion. Any Expedition may invade an enemy port. A Naval
Invasion uses the Land Combat CRT, although it comes from the sea and
takes place during the Hemispheric Movement Segment. Explorers are not
necessary for Naval Invasions.
8.7.1 A Naval Invasion may not be performed if there are enemy ships in
the port hex. Any enemy ships in the hex must first be eliminated by Naval
Combat. Since Galleon Fleets may not be attacked, their presence in a port
hex assures the safety of that port (but not the safety of other ships in
the hex).
8.7.2 If there are no enemy ships present (or if they are all eliminated),
then the Expedition may debark any Soldier Detachments it has on its ships
in the port hex. These Soldier Detachments must then attack the port.
8.7.3 The Combat Strengths of all land units defending in the port hex are
doubled during a Naval Invasion.
8.7.4 The invading units may use naval support. The moving player may add
1 to his total Combat Strength for every friendly Carrack in the hex.
8.7.5 If defending units must retreat, they may retreat to any hex
adjacent to the port. If attacking units must retreat, they must retreat
to (embark onto) their ships.
8.7.6 A victorious invading player may choose to leave all, some, or none
of his Soldier Detachments in the port. Any units that do not remain may
embark back onto their ships.
8.7.7 Units which take part in a Naval Invasion may still continue to move
(and have combat) after the invasion is resolved whether successful or
not.
9. NAVAL ATTRITION
9.1 Each Expedition must check for Attrition at the end of each Naval
Phase (not after each Segment). To check Attrition for a given Expedition,
the player totals the number of Bounds traveled by that Expedition in that
phase. He then throws a die and cross-references this with the number of
Bounds travelled on the Naval Attrition Table. The result is the unit or
units to be removed; either units from the ships, or the ships themselves.
9.2 Attrition affects any units that began the Naval Phase with the
Expedition; not just the units remaining on the ships at the end of the
phase. Players suffering Attrition must remove units remaining on the ship
first. However, if this is insufficient to cover the required loss, units
which left the Expedition during the phase must be removed. If a unit type
designated by the Naval Attrition Table is/was not present in the
Expedition during that phase then that portion of the result is ignored.
Units which join (or units which join then leave) an Expedition are
considered part of the Expedition.
9.3 If an Expedition exceeds the number of Bounds purchased and allotted
to that Expedition, the player must roll for Attrition for that Expedition
under the 9+ column. If an Expedition travels more than nine Bounds in any
phase and also exceeds the allotted and purchased Bounds, that Expedition
must roll for Attrition twice under the 9+ column.
10. LAND MOVEMENT
10.1 During the Land Movement Segment, the moving player may move as many
of his land units as he desiresl Colonists, Soldier Detachments,
Conquistadors, and Missionaries. They may be moved in any direction or
combination of directions, as long as they move only on land. All movement
restrictions apply equally to all units. After a player has completed his
movement, he must engage in Land Combat in every hex which contains both
his units and any enemy units.
10.2 Units are moved one at a time, or in stacks, tracing a path of
contiguous, connected hexes through the hex grid. As a unit enters each
hex it must pay 1 Movement Point from its total Movement Allowance.
10.3 A player may move as many of his units as he desires. A units may
move as far as its Movement Allowance permits; it may use all, some, or
none of its Movement Allowance. Once a unit enters an enemy occupied hex
it must stop; it can move no further that Game Turn. Colonists not
accompanied by Soldier Detachments may never move into an enemy occupied
hex.
10.4 Terrain Effects. If costs each unit 1 Movement Point to enter any
land hex on the map. There is no penalty for crossing a river. However,
all-sea hexsides and all-lake hexsides may not be crossed. In addition,
units may not cross mountain hexsides.
10.5 Stacking. There are no stacking limits on land. Any number of land
units may be in the same hex.
10.6 There are no Zones of Control. Land units affect only the hex they
are in. Players should not that the presence of an enemy ship in a coastal
hex has no effect on land movement or Land Combat.
10.7 There is no cost in Movement Points for land units to embark or
debark ships. There is a cost to the Naval units, as they must stop in the
hex. Land units may not debark in the first Trans Oceanic Naval Movement
Segment.
11. LAND COMBAT
11.1 Combat occurs in the Land Movement Segment whenever the units of one
player move into a hex occupied by the units of another player. This
combat is automatic and mandatory. Land units may not peacefully coexist
in the same hex and players may not agree not to have combat where it is
required. All combat is resolved after the moving player has completed all
his movement.
11.2 During combat, the moving player is always considered the Attacker.
The player who originally occupied the hex is the Defender. All units in
the hex must engage in combat.
11.3 To engagein combat, players total their Combat Strengths. The total
Combat Strengths of each side are then compared and reduced to one of the
odds/ratios found on the Land CRT; the benefit of fractions always going
to the defender. Thus 16 to 9 would be rounded off to 1-1, while 8 to 16
would be 1-2 odds. Odds of less than 1-3 or greater than 5-1 use those
respective columns. A die is then rolled, and the result ascertained.
11.4 Colonists may never attack; they may only use their Combat Strength
on defense. They may be present in a hex with friendly attacking units,
but they do not aid in the attack. They do suffer any adverse results.
1.5 Terrain has no effect on combat.
11.6 Combat Results. The letter 'A' on the Land CRT refers to the
attacking units, and the letter 'D' refers to the defending units. A
fraction next to the letter refers to the fraction of the total number of
Soldier Detachments that the appropriate side must remove, rounding
upwards (thus, 1/2 of 9 is 5). A player may choose to remove two Colonists
for one Soldier Detachment, if there are Colonists available in the hex.
If only Colonists are present, count each Colonist as one Soldier
Detachment for determining losses. Otherwise, Colonist losses are
voluntary. All units removed are considered eliminated.
11.6.1 The losing player must retreat one hex away from the hex of combat.
All retreating units must retreat into the same hex; they may not split up
during a retreat. Units may not retreat into another enemy occupied hex or
through (or into) impassable terrain. If a unit cannot retreat, it is
eliminated.
11.6.2 A losing player is determined as follows. If a player is the only
one to suffer casualties he is considered to be the losing player in that
battle. In combat results in which both sides take losses, the player with
the fewer remaining Soldier Detatchments in that hex is the losing player.
If both sides have an equal number of Soldier Detachments remaining, the
Attacker is considered to be the losing player.
11.6.3 There is no advance after combat. Victorius units simply occupy the
hex the combat was fought in.
12. LAND ATTRITION
12.1 Each player checks for Attrition in the Attrition Segment of the Land
Phase. He checks for each hex in which he has land units. The results for
each hex can only be applied to the land units actually in the hex. If the
unit type designated by the result is not present in the hex, then that
portion of the result is ignored.
12.2 Area Attrition Levels. Each Area on the map has an Attrition Level
(from 1-4), which may be found on the lower line of the Area Information
Display. Attrition Levels never change. However, they may be adjusted by
the terrain in the hex in question or by the presence of a Conquistador.
12.2.1 A forest/jungle hex adds one (+1) to the Attrition Level of the
Area for units in that hex.
12.2.2 A rough terrain hex adds two (+2) to the Attrition Level of the
Area for units in that hex.
12.2.3 A Coastal hex, Island hex, any hex which has a river hexside, or
any hex which has a lake hexside or lake within the hex subtracts one (-1)
from the Attrition Level of the Area for units in that hex. A hex may only
receive this adjustment once even if it meets several of these
qualifications.
12.2.4 These additions are cumulative. However, the Area Attrition may
never be lower than 1 or higher than 5.
12.3 Any Spanish units checking for Attrition in any hex with one or more
Conquistadors subtract one (-1) from the die roll when checking for
Attrition results.
13. MAINTENANCE
13.1 Each player must pay Maintenance at the end of each Game Turn,
during the Maintenance Phase. Maintenance must be paid on units in Europe,
as well as those in the New World. Units for which Maintenance is not paid
are eliminated from play. Maintenance is paid only for units that have
Maintenance costs. The Maintenance cost of all units is printed on the
Purchase And Maintenance Cost Table (on the map).
13.2 Colonists have no purchase cost. They are brought into play through
the Random Events Table. However, players must pay 2 Ducats Maintenance
for each Colonist they have on the map. Colonists may not be maintained in
Europe. If they are not sent to the New World on the Game Turn they are
received, they are eliminated from play at the end of the Game Turn.
13.3 Missionaries have no purchase cost. They arrice at the direction of
the Spanish Player. However, the Spanish Player must pay 1 Ducat
Maintenace for each Missionary he has left on the map. This is
automatically deducted from his Treasury and must be paid before all other
Maintenance: he may not choose to allow the unit to be eliminated. The
only time the Spanish Player may legitimately fail to pay Maintenance on a
Missionary is when his National Treasury is bankrupt; in which case no
Missionary is eliminated and the debt is forgiven.
13.4 Maintenance costs for all units on the map at the end of the final
Game Turn must be paid. Players may not avoid the payment of Maintenance
on the last Game Turn by allowing units to be eliminated unless their
National Treasury is bankrupt.
14. GOLD & TREASURE
14.1 Mainland Gold. Mainland Gold refers to Gold from any Gold Mine in any
hex outside the Caribbean.
14.1.1 Any land units (except a Missionary) may discover Gold in a Mine
hex. If there is a land unit present in a previously unmined Mine hex at
the beginning of The Gold Segment of the Land Phase, the player who
controls that unit may roll two dice in an attempt to discover Gold. If
the number rolled is '2-5', he has discovered Gold in that hex. If the
number rolled is '6-12', he has failed to discover Gold and may not roll
for that hex again until the next Game Turn.
14.1.2 A player may begin mining as soon as there is a Colonist present in
a Mine hex where Gold has been discovered, taking his output in The Gold
Segment of the current Game Turn and preparing for its eventual transport
during the Movement Segment of the Game Turn.
14.1.3 Each Mainland Mine produces 25 Ducats of Gold each Game Turn that
is mined. The Gold is represented by placing a Gold marker of the correct
denomination on the hex during The Gold Segment.
14.1.4 A Mine will produce 25 Ducats of Gold each Game Turn, until it
becomes depleted. At the end of each Gold Segment, after production has
been taken from all working Mines, the player rolls two dice for each
working Mine. If the number rolled is '2-3', the Mine is depleted and my
not be mined or discovered again (place a Gold Mine Depletion marker on
the Mine hex). If the number rolled is '4-12', mining may continue next
turn.
14.1.5 A hex that is being mined for Gold (As opposed to taking Treasure)
may not be used to collect Resources. In addition, any Area that has at
least one active Gold Mine (not Treaure City) has an automatic Area
Resource Level of 1, regardless of the level for other Areas that turn.
14.1.6 In order for a Mine to be worked and for Gold to be produced, at
least one Colonist must be present in the Mine hex at the beginning of the
Gold Segment. The number of Colonists present in the hex has no bearing on
the output of the Mine, as long as there is at least one.
14.2 Caribbean Gold. The Caribbean Area consists of all the islands
between the Deep South and South America. The rules and methods for
obtaining Caribbean Gold are exactly the same as the ones for Mainland
Gold, with the following exceptions:
14.2.1 Caribbean Gold is discovered on a roll of '2-8'.
14.2.2 Caribbean Mines produce 15 Ducats of Gold per Game Turn.
14.2.3 Caribbean Mines become depleted on a roll of '2-5'.
14.3 Treasure & Looting. There are three Treasure Cities on the map:
Cuzco, Tenochtitlan, and Chichen Itza. These cities contain immense
wealth; the legacies of the fabled Incan, Aztec, and Mayan Empires. They
are ripe for looting.
14.3.1 To loot a Treasure City, the player must begin a Gold Segment with
at least one Soldier Detachment in the city hex. The Native Level of the
Area must be 0; if the Native Level is higher, the city cannot be looted,
although it may be physically occupied. The player does not have to roll
dice for looting; the presence of the Soldier Detachment is enough.
14.3.2 Treasure is taken in the same manner as Gold is produced from
Mines. The amount of Treasure that may be taken, in one Gold Segment from
each city is as follows: Cuzco - 100 Ducats, Tenochtitlan - 75 Ducats,
Chichen Itza - 40 Ducats.
14.3.3 Like Gold Mines, a player must roll to see if a Treasure City
becomes depleted each turn. On a roll of '2-5' it does.
14.3.4 Looting has no effect on the collection of Resources; Resources may
be taken from a hex in which looting is occuring.
14.4 Transportation of Gold and Treasure. In order for Gold and Treasure
(both in the form of Gold markers) to be credited to a National Treasury,
it must be physically shipped back to Europe.
14.4.1 Gold or Treasure may be shipped from the New World to Europe from
friendly ports, and only from friendly ports. If a Mine or Treasure City
hex is inland, the Gold or Treasure must first be transported overland to
a friendly port.
14.4.2 Gold or Treasure may be transported overland either by a Soldier
Detachment or a Colonist. One Soldier Detachment or Colonist may carry an
unlimited amount of Gold or Treasure. Gold markers may not move by
themselves.
14.4.3 Once the Gold or Treasure has reached a friendly port it may be
loaded (in the Resource Segment) aboard a ship or Galleon Fleet (at no
cost to the land unit or the naval unit). No land unit need be present for
leading. The Gold, once loaded on board a ship, is then transported by the
ship back to Europe, or to another friendly port.
14.4.4 Players must ship Gold or Treasure from a friendly port that is in
the Area in which the Gold or Treasure was produced if that Area has a
coastline. If the Area does not have a coastline, the Gold may be shipped
from a port in an adjacent Area. Exceptions: 1) Gold from Gold Mines in
the Rockies must be shipped through a port on the Pacific Ocean, and 2)
Treasure from Cuzco may be shipped from any port in the Rio del Plate
Area.
14.4.5 If land units are attacked while carrying or guarding Gold or
Treasure, and the units are forced to retreat from the hex, the Gold or
Treasure is considered to be captured by the attacking units.
14.4.6 If ships are attacked while carrying Gold (except Galleon Fleets
which may not be attacked) and the attacker in the naval combat receives a
ship(s) as a Prize Ship, any Gold or Treasure on that ship(s) is now the
property of the attacker and may be transferred to his ships. Otherwise,
ships eliminated in combat take their Gold down with them.
14.5 Abandonment Of Mines. At some point in the game, players may
determine it would be more profitable to collect Resources then operate
Mines. Therefore, players may wish to abanson their Mines and collect
Resources instead. This is done simply by placing a Gold Mine Abandoned
marker on the Mine at the beginning of a Gold Segmentl no Gold may be
taken during that turn. An abandoned Mine is not depleted; it may be
reopened at the beginning of the Gold Segment. Any Player may revive an
abandoned Mine, regardless of the original ownership.
15. RESOURCES
15.1 Each hex on the map is capable of producing Resources for the player
who occupies it. Resources are collected in the form of Ducats earned;
they come from goods acquired from (as well as sold to) settlements in the
New World.
15.2 The Resource Level is a number (found on the Turn Record Track) that
applies to all colonized Areas on the map for that Game Turn. The Resource
Level indicates the number of Ducats a player may add to his National
Treasury per Colonist. Areas showing an 'R2' on their Information Display
yield double the current Resource Level. As the game progresses, the
Resource Level increases.
15.3 Each Colonist in a hex draws the equivalent of the Resource Level in
Ducats. However, a maximum of five Colonists may draw Resources out of
any one hex. In addition, no more than 20 Colonists from a given nation
may draw Resources from any one Area. Soldier Detachments may never draw
Resources.
15.4 Areas in which Gold is being mined are severely restricted in their
ability to collect Resources. A player may not collect Resources for
Colonists in any hex that is being mined. In addition, any Area that has
at least one active Mine has an automatic Resource Level of 1.
15.5 Resources do not have to be transported. They are simply credited to
the individual National Treasuries in the Resource Segment.
16. SPECIAL UNITS
16.1 Explorers. Explorers are actual historical personages who are used to
lead Voyages of Discovery.
16.1.1 Explorers are available as per the Turn Record Track. Each Explorer
appears in Europe and is available for leading Expeditions during the Game
Turn of his arrival. An Explorer is removed from play (if he has not died
through Attrition or combat) at the end of the Game Turn of his departure
(Even if he is in the New World).
16.1.2 A player may rent an Explorer from another player at whatever cost
and for whatever length of time they agree upon (within the restrictions
of the Explorer's arrival and departure dates). This financial arrangement
must be encoded in a treaty.
16.1.3 Explorers may not land or move overland.
16.1.4 The Explorer S. Cabot is used by England in the Two and Three
Player Scenarios and by both England and Portugal in the Four Player
Scenario as per the Scenario Special Rules.
16.2 Privateers ("Sea Dogs"). Beginning with Game Turn Fourteen, the
English player receives Privateers. Privateers were semi-official pirates
hired by the English Crown to raid and harass enemy shipping. Privateers
may always act as regular Explorers, in which case no special rules apply.
16.2.1 The following Explorers are Privateers: Drake, Raleigh, Grenville,
and Hawkins. They can be Privateers only if in the service of England.
When one of these Explorers enters the game, the English player must state
whether he will act as a Privateer or not. He cannot change this decision
once made.
16.2.2 Privateers wishing to act in their special fashion may sail
anywhere on the map without rolling for Attrition. They must purchase all
Bounds used, and may never exceed the allotted Bounds. A Privateer
Expedition may contain any number of ships. Privateers may make
Discoveries.
16.2.3 Privateers may never transport their own country's Gold. They may,
of course, obtain enemy Gold in an attack and carry that.
16.2.4 Privateer Expeditions may never carry Colonists. Each ship in a
Privateer Expedition must contain at least one Soldier Detachment. Any
ship in a Privateer Expedition that does not contain a Soldier Detachment
is eliminated. Soldier Detachments with Privateer Expeditions may never be
debarked; they may take part in a Naval Invasion but must return to the
ships after the combat.
16.2.5 Any and all ships lost in Naval Combat to a Privateer Expedition
are automatically considered Prize Ships. The Privateer may keep the Gold,
and use the ships. However, each captured ship must be manned by one of
the Privateer's Soldier Detachments.
16.2.6 All standard Naval Combat rules apply to Privateers. However, in
any combat in which a Privateer is engaged, the odds are increased (or
decreased) in his favor by one column.
16.3 Conquistadors. Conquistadors are land Explorers; they represent the
very particular talents that the Spanish brought to the Age of
Exploration.
16.3.1 Conquistadors arrive and depart according to their Turn Record
Track, unless they are eliminated by other means. Conquistadors may not be
rented.
16.3.2 If there are any Conquistadors present during Land Combat, the
Spanish player may add one (+1) to the die roll when attacking and
subtract one (-1) when defending.
16.3.3 When engaging in combat against Natives, the Spanish player
subtracts one (-1) from the die roll for each Conquistador (and a
Missionary with a positive Conversion Rating) present in the Area but no
more than three may ever be subtracted from this roll.
16.3.4 The Spanish player subtracts one (-1) from an Attrition die roll if
there are any Conquistadors present in the hex.
16.3.5 A Conquistador must be stacked with a Soldier Detachment or
Colonist at the end of each Land Phase. Any Conquistador alone at the end
of the Land Phase is automatically eliminated. In addition, if all units
aside from the Conquistador are eliminated by combat or Attrition, any
Conquistador present in the affected hex is also eliminated.
16.4 Missionaries. Spain, being a bastion of orthodoxy against the
heresies of the Reformation, felt that the New World was as good a place
as any to gain new souls for Christ. Unfortunately, the opinions within
the Church of Spain differed as to how this was to be accomplished;
through kindness (relative, of course), or the sword. This rule simulates
the effect that the Spanish proselytizing effort and the schism within
that effort had upon her ventures in the New World.
16.4.1 Each Area in which Spain has either a Colonist or a Soldier
Detachment and in which the Native Level is at least 1 must contain a
Missionary. Spain may not land any units in an Area previously unoccupied
by them which has a Native Level of 1 or higher unless those units are
accompanied by a Missionary. Missionaryies are transported from Europe
like other land units. If a Missionary is somehow eliminated, it must be
replaced in the very next Game Turn. If Spain fails to replace a
Missionary, Spain my not collect taxes in the next Game Turn (and every
Game Turn until the Missionary is replaced).
16.4.2 Missionaries do not have to stack with other units. They cannot be
attacked by European forces, which may move through Missionaries as if
they did not exist. They also cannot participate in an attack.
16.4.3 Missionary counters have an unknown rating until they reach the New
World. Their Conversion Rating can be positive or negative. They Spanish
player places all the Missionary counters face down in a pile and mixes
them up at the start of the game. The Spanish player selects a Missionary
for every Area as needed by randomly choosing one from the pile. The
Missionary counter is turned faced up when it reaches the New World.
Eliminated Missionaries are placed face down and mixed into the pile.
16.4.4 When engaging in combat against Natives, the Spanish player
subtracts one (-1) from the die roll for a Missionary with a positive
Conversion Rating present (as well as each Conquistador) in the Area but
no more than three may ever be subtracted from this roll.
16.4.5 When determining the Uprising Level for Native Uprisings, the value
of the Missionary is added to the total (or subtracted from the total in
the case of a Missionary with a negative Conversion Rating).
16.4.6 Missionaries must be maintained.
17. SETTLEMENTS & PORTS
17.1 A settlement is any land or partial land hex that contains a Colonist
unit. Ports are settlements located on islands and/or coastal hexes. Units
in a hex containing a port or other sttlement are considered to be within
that settlement unless they are on board ships (or are ships themselves).
A settlement is friendly to the player whose Colonists form the
settlement.
17.2 Any number of units may be in a settlement hex. However, for the
purpose of collecting Resources, no more than five Colonists may be
considered, even though more may be present.
17.3 Only settlements can collect Resources, and only settlements may mine
Gold. Players should note that Settlements may not collect Resources and
mine Gold; they can do one or the other.
17.4 Gold may be loaded on ships and transported to Europe only through a
friendly port hex. Other land units may embark or debark through any other
coastal hex on the map. Ports may be attacked by Land Combat or by Naval
Invasion. Remember, a port is a Settlement (it simply has additional
characteristics by virtue of being on the coast).
18. NATIVES
18.1 Each Area is populated by Natives (presently called Indians, thanks
to the rather poor longitudinal comprehension of the 16th Century
Explorers). There are no counters for Natives. Rather, each Area has a
Native Level (shown on the Area Information Display) which represents the
level of population that presented a threat against European incursions.
18.2 The Native Level is the initial and maximum level of Native
effectiveness. The Native Level may never be increased; it may be
decreased by war and disease. Players should keep track of the Native
Level of each Area on the Expedition Log.
18.3 In the Native Combat Segment of the Land Phase, each player may
attempt to lower the Native Level of a given Area by attacking the
Natives. This is handled in a somewhat abstract manner.
18.3.1 The player desiring to attack the Natives totals the number of
Soldier Detachments (not their Combat Strengths) he has in the Area.
Players may not combine forces for this purpose, and there must be at
least one Soldier Detachment present in the Area. Colonists may not
participate in combat against Natives.
18.3.2 The player rolls the die and cross references this with the number
of Soldier Detachments. If a number appears on the Combat Against Natives
Table, the Native Level of that Area is reduced by that number. If an 'S'
appears, the Native Level remains the same and the player loses one
Soldier Detachment.
18.3.3 The Spanish player may subtract one from the die roll for each
Conquistador and/or Missionary with a positive Conversion Rating pressent
in the Area. However, he may never subtract more than three from the die
roll.
18.3.4 Once a Level has been reduced to 0, it remains at 0, and no further
attacks are necessary; the Area has no more effective Natives.
18.4 In the Native Uprising Segment of each Land Phase, each player must
check each Area in which he has land units to see if there is a Native
Uprising against his units. This is accomplished in two steps: 1)
determining the Uprising Level and 2) determining whether or not a Native
Uprising has taken place. Units of different players are never combined
for any purpose in Native Uprisings; it is therefore possible to have
several Native Uprisings in the same Area in the same Game Turn. It is
also possible that in one Area one player's units may undergo a Native
Uprising while another's do not.
18.4.1 Whether or not there is a Native Uprising is determined by the
Uprising Level of that Area for that Game Turn. If the Uprising Level is 1
or less, there is no Native Uprising. Likewise, if the Native Level is 0,
there can never be a Native Uprising.
18.4.2 The Uprising Level is determined as follows. The Native Level of
the Area at the time of determination is added to the number of Colonists
present in the Area. Added to (or subtracted from) this is the rating of
any single Missionary present (Spanish player only). Subtracted from this
total is the number of Soldier Detachments in the Area. The resultant
number is the Uprising Level for that player in that Area.
18.4.3 If the Uprising Level is higher than 1, the player must determine
whether a Native Uprising has taken place. He rolls one die. If the
Uprising Level is higher than the die roll, there is a Native Uprising. If
the Uprising Level is equal to or lower than the die roll, there is no
Native Uprising.
18.4.4 If a Native Uprising has taken place, the player rolls the die
again to determing its outcome, using the Native Uprising CRT. The players
cross references the roll with the number of Soldier Detachments in the
Area. The result is the number of units eliminated in the Area. The player
may remove either Colonists or Soldier Detachments, or a combination of
the two. If the result is 'All', all units in the Area must be removed. A
Missionary is eliminated if the result has an (*), or is 'All'.
18.4.5 There is a Political Event which mandates an immediate Native
Uprising. When this happens, the process for determining whether a Native
Uprising has occurred is skipped, and the player proceeds directly to the
Native Uprising CRT.
19. DISCOVERIES
19.1 Players gain Victory Points for being the first to deiscover certain
Areas and/or hexes. Discovery is gained by being the first player to enter
the designated hex (or any hex in the designated place of Discovery) with
any unit in the game, within the restrictions listed below.
19.1.1 Discoveries of land hexes may be made by any unit that is capable
of movement on land. If the land hex is also a coastal or island hex, the
discovery may also be made by an Explorer led Expedition. Credit for land
discovery is made when the discovering unit reaches the hex.
19.1.3 Expeditions wishing to get credit for Discoveries must be led by an
Explorer; such Expeditions are called Voyages of Discovery. Voyages of
Discovery expend 3 Movement Points for any hex in which they are making a
Discovery. They may not get credit for that Discovery unless they expend
these Movement Points.
19.2 Players receive Victory Points for making Discoveries as per the
Discovery Table. Voyages of Discovery receive credit for Discovery only if
at least one unit from the Expedition returns to a friendly port.
20. AREA POLITICAL CONTROL
20.1 At the end of the game, each player receives Victory Points for each
Area on the map over which he exerts Political Control. Only one player
may control an Area. It is possible that some Areas will not be controlled
by any player.
20.2 To control an Area, a player must satisfy all of the following
conditions:
1) At least 50% of all the Colonists in the Area must be his.
2) At least 75% of all the Soldier Detachments in the Area must be his.
3) There may be no enemy ports in the Area.
4) There must be at least one friendly port in the Area (unless that Area
does not have a coastal hex).
5) There must be at least three friendly Colonists and at least two
friendly settlements (one of these can be the port in 4 above) in the
Area.
21. VICTORY CONDITIONS
21.1 The player with the most Victory Points at the end of the Game is the
winner.
21.2 Victory Points are awarded as follows.
1) 2 Victory Points for each Ducat in the player's Treasury. (Uncollected
Gold does not count toward Victory).
2) 150 Victory Points for each Area under the player's Political Control.
3) (Variable) Victory Points for Discoveries, as per the Discovery Table.
22. SCENARIOS
CONQUISTADOR covers the first century of the Age of Exploreation, from
1495 to 1600. It may be played by two, three, or four players. In
addition, a special Solitaire Scenario is provided. The game is twenty one
turns long and with fairly experienced players should take about eight
hours to complete.
22.1 Two Player Scenario.
Initial Setup
Player One (Spain) - A Monarch, 190 Ducats
Player Two (England) - B Monarch, 245 Ducats
Special Rules
1. Spain begins the game with 1 Colonist in hex 2316, 1 Caravel in Europe,
and 25 Victory Points (for discovering the New World). The Spanish Player
should note that he must transport a Missionary to the Caribbean on Game
Turn One.
2. S. Cabot is an English Explorer on Game Turns Six through Eleven.
3. Players may use The Treaty of Tordesillas, German Explorers, and Secret
Treasure City Locations Optional Rules if they wish.
22.2 Three Player Scenario.
Initial Setup
Player One (Spain) - A Monarch, 190 Ducats
Player Two (England) - B Monarch, 245 Ducats
Player Three (France) - C Monarch, 300 Ducats
Special Rules
1. Spain begins the game with 1 Colonist in hex 2316, 1 Caravel in Europe,
and 25 Victory Points (for discovering the New World). The Spanish Player
should note that he must transport a Missionary to the Caribbean on Game
Turn One.
2. S. Cabot is an English Explorer on Game Turns Six through Eleven.
3. Players may use The Treaty of Tordesillas, German Explorers, and Secret
Treasure City Locations Optional Rules if they wish.
22.3 Four Player Scenario.
Intitial Setup
Player One (Spain) - A Monarch, 190 Ducats
Player Two (England) - B Monarch, 245 Ducats
Player Three (France) - C Monarch, 300 Ducats
Player Four (Portugal) - A Monarch, 175 Ducats
Special Rules
1. Spain begins the game with 1 Colonist in hex 2316, 1 Caravel in Europe,
and 25 Victory Points (for discovering the New World). The Spanish Player
should note that he must transport a Missionary to the Caribbean on Game
Turn One.
2. S. Cabot is an English Explorer on Game Turns Six and Eleven. S. Cabot
is a Portuguese Explorer on Game Turns Seven through Ten.
3. Players may use the German Explorers, and Secret Treasure City
Locations Optional Rules if they wish.
SUGGESTED READING
The Age of Reconnaissance, by J. Parry (World Publishing Co., Cleveland,
1963)
The European Discovery of America - Northern and Southern Voyages, by
Samuel Elliot Morrison (Oxford University Press, New York, 1971, 1974)
The World Atlas of Exploration, by Eric Newby (Rand McNally, New York,
1975)
Ancient America, M. Edey - editor (Time-Life Books, New York, 1967)
The Conquest of Mexico, by William Prescott (Heritage Press, New York,
1967)
The Conquest of the Incas, by John Hemming (Harcourt, Brace, Jovanovich,
New York, 1967)
Imperial Spain, 1469-1716, by J.H. Elliot (Mentor Books, New York, 1963)
Conquistadors in North American History, by Paul Horgan (Farrar, Straus &
Co., New York, 1963)
The Sea Dogs, by Neville Williams (MacMillan and Co., New York 1975)
DESIGN CREDITS
Original Design: Richard Berg
Original Game Development: Greg Costykian
AH Game Development: Alan R. Moon
Artwork & Graphics: Charles Kibler, Dale Sheaffer, Alan R. Moon
Playtesting: Bob Beardsley, Roger Glenfield, Dennis Agosta, Vincent
Frattali, Thaddeus Kubis, Eric Goldber, Paul Morales, Tom Gould, Mat
Rifkin, Rex Martin
Production Coordination: Thomas N. Shaw
Typesetting: Colonial Composition
Prep Dept. Coordinator: Elaine M. Adkins
Printing: Monarch Services
SOLITAIRE SCENARIO
"Spain in the New World"
1. The one player is Spain - A Monarch, 190 Ducats.
2. Colonization by the non-player countries (England, France, and
Portugal) is handled by an abstract set of rules. These countries do not
roll for Random Events, send Expeditions to the New World, or have any
units on the map.
3. Whenever the player obtains a result of 'A, B, C, D, or 1' on the
Random Events Table, a non-player country may have colonized some Area on
the map. This colonization is in addition to whatever effect may be called
for by the Random Event. The player examines the chart below and
determines what nation is egaged in colonization. Once he has determined
the nation, he proceeds to the Non-player Colonization Table, rolls two
dice, and cross-references the total with the colonizing nation to
determine what Area has been colonized.
a. If the Non-player Colonization Table indicates an Area that has not
previously been colonized by any European country (including Spain) is to
be colonized by a non-player country, that Area's Native Level immediately
drops to 0, and the Area acquires a European Level (of the indicated
country) of 5.
b. If a non-player country is directed to colonize an Area that has
already been colonized by the same non-player country, the European Level
in that Area is increased by 5. There is not maximum European Level.
c. If a non-player country is directed to colonize an Area that has
previously been colonized by a different non-player country, the player
ignores this result and rolls again on the Non-player Colonization Table
until he obtains an Area that has not previously been colonized (or has
been colonized by the appropriate country).
d. If a non-player country is directed to colonize an Area that currently
has at least one Spanish Colonist in it, the Area does not produce any
Resource points for the Spanish that turn. In addition, the player loses
one hald of the Soldier Detachments and one quarter of the Colonists
(rounded down) in that Area. If any Spanish ships are present in the Area,
the Spanish player must remove one of them.
4. If an Area has a European Level above 0, the player may not mine or
loot gold in that Area, even if Mines are discovered and have not been
depleted. In addition, the player may not collect Resources from that
Area. He may begin producing and taking Gold and collecting Resources in
the Game Turn after the European Level of the Area has been reduced to 0.
5. The player may attempt to reduce the European Level of an Area by
attacking the Europeans in that Area in the same manner as Combat Against
Natives. However, the number of Soldier Detachments the player is using to
attack the European level is halved (rounded down) when referring to the
Combat Against Natives CRT. Thus, it takes two Soldeir Detachments to
equal one for this purpose. In addition, a result of 'S' on the table
indicates that two Soldier Detachments are removed instead of one. There
is no such thing as a non-player European Uprising.
6. Ther player receives Victory Points as per Rule 21. However, he may not
receive Discovery Points for North America, Hudson's Bay, the St. Lawrence
and Mississippi Rivers, or the Great Lakes. The player is considered to
exert Political Control over an Area only if the European Level of that
Area is 0. If the player has 4500 or more Victory Points at the end of the
game he is considered to have won.
Non-player Colonization Table | Non-player Colonization
Die England France Portugal | Reference Table
2 Maritime Caribbean Aracua |
3 Norumbega Northwest Guinea | 1 = England
4 Great Lakes Mayan Empire Venezuela | B or C = France
5 Deep South Aztec Empire Incan Empire | A or D = Portugal
6 Eastern Coast Saguenay Rio del Plate |
7 Atlantic Coast Maritime Brasil |
8 Caribbean Great Lakes Amazon |
9 California Midwest Plateau Mayan Empire |
10 Aztec Empire Norumbega Nicaragua |
11 Midwest Plateau Sonora Panama |
12 Northwest Guinea Patagonia |
OPTIONAL RULES
A. THE TREATY OF TORDESILLAS
The Treaty of Tordesillas (1494) delineated the New World territorial
rights of the Spanish and Portuguese. This rule recreates the effect of
this on the game.
1. Implementation Of The Treaty. There is no Native Level in Brasil. There
is a Portuguese Level of 10. The Portuguese Level acts in all ways like a
Native Level with the following exception. There is no Portuguese Uprising
counterpart to Native Uprisings. However, all other countries may launch
campaigns against the Portuguese Level much as they do against the Native
Level. Spanish Missionaries and Conquistadors have no effect on combat
when attempting to reduce the Portuguese Level.
2. Effect Of The Treaty. If the Portuguese Level of Brasil is 1 or higher,
no country can exert Political Control over Brasil and no country can mine
Gold or take Resources from Brasil.
3. Spanish Annexation Of Portugal. As a result of King Sebatian's
disastrous African campaign of the late 1570's, an exhausted and
financially barren Portugal was annexed politically by Spain. The
following rulessimulate the chances (and the effects) of this happening.
a. Through Turn Sixteen, at the beginning of each Game Turn during the
Royal Council Phase, the Spanish player rolls a die for replenishing the
Portuguese Level. One a roll of '1', the Portuguese Level is increased by
3. One a roll of '2', the Portuguese Level is increased by 2. On a roll of
'3-5' the Portuguese Level is increased by 1. On a roll of '6', there is
no change in the Portuguese Level. The Portuguese Level may never be
higher than 10.
b. Starting with Game Turn Seventeen, Brasil gets no further Portuguese
reinforcements and the Spanish player does not roll for replenishing the
Portuguese Level. Instead, the Spanish player rolls the die and cosults
the following table:
Die Event
1 Nothing happens. The Spanish player must roll again next turn.
2 Nothing happens. The Spanish player does not roll again for any
reason.
3,4,5 Spain gains nominal control of Portugal and Brasil. The Portuguese
Level is reduced to 0. The Spanish player does not roll again for
any reason.
6 Same as '3,4,5' except the Spanish player rolls the die again
immediately and each turn until '1-2' is rolled. When '1-2' is
rolled Brasil becomes independant and no units of any country may
enter any hex in the Brasil Area. Any units in the Area must leave
as quickly as possible.
B. GERMAN EXPLORERS
There are four German Explorers. At the beginning of the Planning Segment
of Game Turns Seven, Nine, and Ten, players may bid for an arriving German
Explorer. Each player may bid for every German Explorer. The bidding
starts at 1 Ducat. Each bid must be higher than the previous bid. A player
may bid any number of times. The highest bidder gets the Explorer and
deducts the amount of the bid from his National Treasury. German Explorers
may not be rented by players to other players.
C. SECRET TREASURE CITY LOCATIONS
Instead of using the three Treasure Cities shown on the map, players may
use the eight Treasure City counters instead to add variation to the game.
Players place the eight Treasure City counters face down anywhere on the
map. When any unit moves into a hex containing a Treasure City counter,
the counter is immediately flipped over. If it is one of the four blanks,
it is removed from the game. If it is one of the four Treasure Cities, it
is then face up for the rest of the game and can be looted as per the
normal game rules.
(c) 1981 THE AVALON HILL GAME COMPANY
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