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Subject: empire belligerency rss

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paul taylor
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Does the empire become belligerent on Prussian play of p1 and invasion of Saxony?
 
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Sam Carroll
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Technically, the Empire becomes belligerent immediately if Prussia chooses diplomatic option A in 1756, or during the next diplomacy phase if Prussia chooses option B. (It's all on the diplomacy chart on the back of the playbook.)

Now, in practice, playing P1 in 1756 goes hand-in-hand with choosing option A, so you're pretty much right.
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bob kalinowski
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Thanks for fielding these, Sam. I have been busy over Easter weekend, and resuming solo playtest on Clash of Sovereigns.
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Sam Carroll
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bobkalinowski wrote:
Thanks for fielding these, Sam. I have been busy over Easter weekend, and resuming solo playtest on Clash of Sovereigns.


Wait . . . on what now? Don't tease me like that! Give me a little something more to go on, Bob!
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bob kalinowski
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5.0 Sequence of Play:
COS is played in campaign years of five seasons each. Each season turn is broken down into phases, conducted in sequence.
• (New Year) Late Winter
• Spring
• Summer
• Fall
• Early Winter

Spring, Summer, and Fall are identical, and include the Turns that are the heart of the game. Early and Late Winter allow only limited force movement and card play. Spring consists of a number of administrative actions before on map play begins.

5.1 Spring Admin Phase
5.1.1 Treasury Phase [20.2]: Tally British Pounds (Lb) from occupied fortresses, cities, and current subsidies.
5.1.2 Sustain/Recruit Phase [20.3–20.4]: Expend Lb to sustain current forces and recruit and deploy new troops.
5.4.4 Redeployment Phase [20.6]: Deploy or redeploy all Leaders, and up to 6 SPs.
5.4.5 Recovery Phase:
Remove all Worn/Demoralized markers from all forces.
5.1.5 Draw Phase: Prussia draws 8 and other Powers 10 Strat-egy cards.
Exception – in the Spring 1741 Admin phase, ONLY Prussia and Austria sustain/recruit, and no card draws are made.

5.2 Spring, Summer, Fall Action Phases
Each Belligerent Power takes one turn per season in play order.

PRUSSIA
AUSTRIA
BOURBONS/BAVARIA
BRITAIN/PIEDMONT
or Piedmont separately, if Piedmond joins the Bourbons

The Bourbon/Bavaria player decides play of all French and Spanish cards. However, when all forces led by Spanish Commanders are activated, these Commands are controlled by the PRUSSIAN player. The British player controls all British and PE forces, unless Piedmont allies with the Bourbons; in that case, the French player controls PE forces.

Each Season includes the following actions:

a. Fortunes of War [6.0]—The Prussian Player draws a For-tunes of War chit from the pool and places it on the Turn Track in the current Season box. Affected players immediately enact called-for results.

b. First Power Turn—Designate the active Power by moving the Current Power marker to the appropriate box on the Play Order Track. At any time during its turn, a Power may activate one leader without any SPs or units to move [12.4] and/or move a Fleet [12.11]. Otherwise, perform the following actions in strict order for the active Power and its Clients if Belligerent:

(1) Initial Supply Action (SA) Segment
• Reduce the Power’s SA marker accordingly, if the player chooses to pay SAs:
- 2 SAs to create a new friendly Depot unit on map;
- 1 SA to maintain each existing Depot. Remove De-pot units the player chooses not to pay for.
- 1 SA to remove a Worn marker from a force.
• Check Supply -- Check supply paths for each major force; remove Depot units as required; take losses for and place or increase S levels for any forces deemed out of supply.

(2) Strategy Card Segment
• AU CH unit transfers; the AU player may move CH units from the map into the CH box, or from the CH box onto any friendly forces.
• May play one Diplomacy (D) card every turn.
• May play any one other card as an Event every turn, in-cluding a second Diplomacy card.
• May play one card for Campaign Points (CPs).
• May play any number of Fleet Sortie cards in a Season, on the player’s turn, or as Interrupt cards during oppo-nents’ turns.
• May play any number of cards to buy SA’s
• May spend SA’s to move Depot units
• May play any number of Interrupt cards in a turn.
• May activate one Minor Force that has not already activated or conducted an Admin March this Turn for an Admin March.

• Activation: If playing a card for Campaign Points or an Event that includes CP use for activations, declare which Command(s) will activate. Finish each Command’s activation before beginning another’s. Activation may consist of any of the following activities in any sequence, subject to force Activation Point (AP) limits:
• Movement (1-2 ap per colored line)
• Overruns (0)
• Minor Sieges (1 ap per roll)
• Assured (minor) Combat (1ap)
• Major Combat (2 ap)
• Major Sieges (2 ap per roll)
• Withdrawal Attempts (1 ap)
• Demoralized Force Rally Attempt (1 ap +1 SA)

(3) Rally/Second Supply Action Segment
• Remove Worn/Demoralized markers from the Active Power’s and allies’ forces.
• Spend 2 SAs to create Depot(s) in qualifying spaces if desired.
c.–e. Other Powers’ Turns—Move the Current Power marker to the next Power’s box, and repeat the Turn sequence [5.1.2b] for each Power.
f. Season/CH removal Marker—Move the Season marker into the next box on the Turn Track. Remove any CH units from the map that are not stacked with friendly major AU forces.

5.3 Early Winter/Late Winter Action Phases
In these Seasons, players may not activate any forces except by playing any respective Early Winter Operations (“EW”), Late Winter Operations (“LW”) or Winter Operations (“W”)-- playable in either) cards they hold. If players wish to do so, they play in normal player order, and conduct action phase segments in order, with a slight change in each:

5.3.1 Early Winter
a. Fortunes of War
b. Winter Quarters Phase [19.1]: All land forces not in a friendly fortress space get a 2 ap move toward a friendly for-tress. Major forces that cannot reach friendly fortresses on this move suffer 20% attrition and are then moved the rest of the way into friendly fortresses or a friendly square space.
c. First Power Early Winter Operations Turn
1. Supply
2. Strategy Card
3. Rally

5.3.2 Late Winter
a. New Year -- advance the Year marker to the next year.
b. Fortunes of War
c. First Power Late Winter Operations Turn
1. Supply
2. Strategy Card
3. Rally
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John D'Angelo
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Glad to hear "Sovereigns" is being worked on again, there's next to nothing in wargames on the Austrian Succession.
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bob kalinowski
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Of the three designs I have in work, this one actually runs start to finish. It is the most complete, and, despite it running a lot longer than I want, it does its job. I am coming to acceptance over the fact that a game that has about 60 events to play, besides campaigns, is going to take a while to play. It is a rich mix, and involved, trying to capture the limited and subtle cross-purposes and aims of the belligerents. I have decided to embrace the intricacy of the political aims/regime changes -- and play time -- vice trying to truncate it. The basic game system is simpler than COM; there's just A LOT to do for each side.
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Sam Carroll
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And what are the other two? A grand-strategy Napoleonics, I seem to remember. For number three, um, War of the Quadruple Alliance? Or how about a close focus on the War of Captain Jenkins's Ear?
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bob kalinowski
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Grand Strategic Nap, and Austrian Succession battles, then/currently Camposanto, Piacenza, Chotusitz, and ???
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