Conquistador PBEM


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





All rules and components for this game are, and may only be, used solely for PBEM purposes, and are done so with the permission of the Designer, Richard Berg.
Conquistador was first published by SPI in 1976. It was designed and developed by Richard Berg, and Greg Costykian respectively. It was later published by Avalon Hill and additional development was done by Alan Moon.
Send comments/suggestions/questions/etc to amarriner@amarriner.com
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