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Page 1: SOK3.5 Ex Rules Copy
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SPORT OF KINGSEXCLUSIVE RULES

1.0 Orientation............................................ 11.1 General Points................................... 21.2 The Map ........................................... 31.3 Territories and Their Effects ............. 31.4 Special Territories............................. 4

2.0 Victory ................................................. 52.1 Prestige ............................................. 52.2 The Peace Index................................ 5>>>2.3 Campaign Plans.......................... 6

3.0 Miscellaneous Rules ............................. 63.1 Personages ........................................ 63.2 Command & Control......................... 83.3 POW Exchange................................. 9>>>3.4 Moving Forces On & Off Map.... 9

4.0 Politics................................................ 104.1 Powers ............................................ 10>>>4.2 Conquest & Cession ................. 12>>>4.3 Neutrality of Powers................. 13>>>4.4 The Imperial Diet ..................... 14>>>4.5 Imperial Elections..................... 16>>>4.6 Emperors .................................. 17

5.0 Armies ................................................ 185.1 General Points................................. 185.2 The Army of the King of France ..... 195.3 The Army of the Queen of Hungary 215.4 The Army of the King of Prussia..... 225.5 The Maritime Powers...................... 225.6 German States & Mercenaries ......... 23

6.0 Special Events .................................... 246.1 Random Events ............................... 24>>>6.2 Strategic Events........................ 26

Scenarios...................................................... 287.0 Scenario Conduct & OoBs .................. 28

>>>7.1 Instructions............................... 28>>>7.2-7.6 Campaign & General OoBs 29>>>7.8 Three & Four Player Games ..... 29

>>>8.0 Scenario Rules.............................. 298.1 Gott Mit Uns................................... 298.2 Wiener Blut .................................... 308.3 Bohemian Rhapsody ....................... 308.4 Vivat Hoch im Kaiserin! ................. 318.5 Bummelling on the Main................. 318.6 Wacht am Rhin ............................... 328.7 Ich Hatt’ Einen Kameraden ............. 328.8 Soldier King.................................... 338.9 Erbfolgekrieg in Deutschesland....... 33

1.0 ORIENTATION Two deaths made 1740 a seminal year for the monarchies of Europe. Theruler of the Holy Roman Empire of the German Nation, the HabsburgEmperor Charles VI, passed away from stress and overwork, leaving assuccessor his twenty-three-year-old daughter, Maria Theresa, wife of theDuke of Tuscany (of the House of Lorraine). Unfortunately, under theEmpire’s constitution, a woman was not entitled to hold the highest office,though her husband could, if he were otherwise eligible.

For years, Charles VI had campaigned among the Courts of Europe seekinga “Pragmatic Sanction” – a tacit acceptance that the imperial diademcould pass through his daughter’s hands to her husband, and thus remain aHabsburg possession. The matter appeared to have been settled by the timeof Charles’ death, but… Some governments were inclined to accept theidea, mainly from a desire for stability, while others were for stirring thepot and seeing what they could gain from a change of dynasty.

There was another minor detail concerning the office of Emperor. It wasnot hereditary, but elective. The Habsburgs had held it for some 300 yearssimply by custom, and because their dynasty had (so far) proven morepowerful than any combination made against them. But their pre-eminenceappeared to be slipping away. Currently, nine Princes of the Empire had avote in the Electoral College that chose the Emperor. Theoretically, theywere as entitled to vote for themselves as for a Habsburg. In practice,however, only a few electors were qualified to stand.

Protestant princes, or those ruling Protestant states, were unlikely to bechosen, in view of the fact that the Empire was a Catholic entity – eventhough the Pope not longer personally crowned the imperial candidate asKing of the Romans. This left out the Electors of Brandenburg andHanover. The three ecclesiastical electors (Mainz, Cologne, and Trier)were ineligible – after the Reformation the doctrine of the separation ofChurch and State precluded any of the Pope’s subordinates from wieldingexcessive lay power. The Elector of Saxony’s claim was weak, even thoughhis father had converted to Catholicism in order to obtain the crown ofPoland, and he himself had married into the Habsburg family.

Ultimately, the match-up lay between Maria Theresa’s husband, FrancisStephen, holding a vote of his own as King of Bohemia, and Charles Albertvon Wittelsbach, ruler of the Catholic Electoral Duchy of Bavaria. Pointingto Francis Stephen’s predominantly French ancestry, Charles Albert loudlytrumpeted his ancient Teutonic lineage and the fact that his ancestorshelped found the Empire. He was related by blood to two of the otherelectors (most importantly the Kurfürst, or Electoral Prince, of Pfalz) andhe had the most powerful state in Europe as his sponsor – France. WithGeorge of Hanover voting for Charles Albert against the wishes of theBritish government, the Prussians keeping their cards close, and theBohemian wild card in the Habsburg pocket, predicting the outcome was atough call.

As in the days before our own Great War, an eerie calm lay over theContinent. In the courts and chancelleries, diplomats strove valiantly to dotheir princes’ bidding while holding back a growing impetus for war.Already, across the seas, the rogue state of England, that barbaric nation ofshopkeepers, was engaged a fitful naval struggle with the decaying Spanishempire over some paltry trading rights. Free Trade? What a ridiculousconcept. Just the sort of thing to be expected from a nation of beef-eaters –ah, but of course, they need the spices to hide the taste of their dreadfulcooking.

Oh yes, the second death… the Emperor Charles died in late October. Theprevious May, the Elector of Brandenburg, Frederick William, a staunchally of the Habsburgs, also died, leaving in his stead a twenty-eight-year-old flute-tootling philosophical dilettante, of whom little was expectedexcept perhaps some brilliant soirées and a few witty epigrams. An easymark for those powers not strong enough to wrestle with the Austriancolossus.

The crisis loomed. France had guaranteed the Pragmatic Sanction, but aclique centred on the dynamic and charismatic Belle-Isle brothers waschallenging her agéd and enfeebled Chief Minister, Cardinal Fleury.Despite his image as a peacemaker, Fleury was prepared to dump theSanction and reemphasize France’s older (and secret) commitments toBavaria, but only if some diplomatic advantage could be gained. The Belle-Isles, however, wanted war at any price – for King Louis XV’s, their own,and France’s Gloire. To make matters worse, Spain, formerly a part of theHabsburg domains but now ruled by the Anjou branch of the same Bourbonfamily that reigned in France, was aggressively claiming that variousItalian Territories belonging to the Austrian Habsburgs be “returned” toher. Caught in the middle, Charles Emmanuel, the wily ruler of Piedmont-Sardinia (the rising regional power in this southern theatre) was perched,vulture-like, to pick up any scraps that might come his way.

What would be the best ploy for the Bourbon-Wittelsbach camp to adopt inthe coming election? Legal web-spinning? A backstairs deal? Nakedaggression à la Belle-Isle? The imperial contenders postured and girded foraction. And then the kaleidoscope spun. Without provocation, withoutwarning, the new Elector of Brandenburg marched his father’s prized armyinto the Habsburg Duchy of Silesia and opened the Gates of Hell, tilting thebalance of power in Europe forever. Because the dreamy nobody of Berlinwas Frederick II of the House of Hohenzollern – Friedrich der Große,König im Preußen – and the annexation of Silesia was to be Germany’sfirst step on the road to Stalingrad…

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***************************************************Sport of Kings (SOK) is the third volume of Red Sash Games LaceWars series. Like its predecessors, Cockpit of Europe and Charlie’sYear , it examines the War of the Austrian Succession at an“operational” level. This time, the focus is on Germany, the source ofthe problem. Central Europe was an active theatre from 1740 until theend of 1745, by which time Prussia, who began the war, had withdrawnfrom the contest, and Austria’s other enemy, France, had abandonedher Bavarian ally to concentrate against a British-backed force in theLow Countries.

Unlike the latter campaign (covered in the game Cockpit of Europe),which saw the French go from strength to strength, in Germany thefortunes of war fluctuated wildly. Austria came near total collapsemore than once. Prussia and France separately bit off more than theycould chew. Bavaria was overrun once, overrun again, and thenpounded into dust by the Austrians. Saxony backed the wrong side atthe wrong time and had her army torn to shreds by the Prussians. KingGeorge of England, bumbling to victory at Dettingen (it’s the Britishway), lived in a perpetual nightmare over the fate of his belovedElectorate of Hanover.

By the end, armies were marching and countermarching over landsthat had been stripped bare and depopulated. Silesia, Bohemia,Moravia, Bavaria – from the peasants and burghers who lived there tothe great princes who ruled them in absentia, all were desperate forpeace in a conflict that would ultimately cost Europe some 500,000lives. And the peace refused to come.

Caveat: so was Frederick responsible for World War II? Don’t be silly.Drang Nach Osten had many origins. But he was the icon of theGerman General Staff, an institution that made the military dominationof Europe an easier option for the Germans to choose than, say, aneconomic one. He was also Hitler’s idol; somewhat ironically, giventhe latter’s destruction of the Prussian military system – the debacle ofStalingrad leading to the bomb plot of 20th July, which led in turn to theloss of the Junker class’ grip on the military. In Claus vonStauffenberg, the plotters had the beau ideal of the Frederician Junkerstaff officer. In Hitler, the Austrians had their revenge for Mollwitz,Hohenfriedburg, and Leuthen.

1.1 GENERAL POINTS"Nations that go into War without business there, are sure ofgetting business as they proceed; and if the beginning werephantasms – especially phantasms of the hoping, self-conceited kind – the results for them are apt to be extremelyreal!”

Quoted in T. Carlyle

>>>1.11 General. Sport of Kings (SOK) is the third in a quad-set of Lace Wars series games covering the War of the AustrianSuccession (1740-1748). Volume I examined the fighting inFlanders from 1744-48, Volume II dealt with the associatedJacobite Rising of 1745-46, and Volume IV investigates thefighting in Italy, 1741-47. As the games were designed insequence, both basic and exclusive rules underwent extensivedevelopment; this edition of SOK (version 3.5) brings it up todate with rules developed after the quad was completed, andalso addresses a number of faults within the original exclusiverules.1.111 SOK is a stand-alone game, although a separate modulepermits the Austrian Succession quad to be combined in amassive Grand Campaign game. SOK alone can be support upto four (4) players (the original version allowed three) in theCampaign scenario, or two (2) for any of the Minor Scenarios.1.112 The rules and charts have been updated to version 3.5 ofthe KR&Os (series standard rules).1.113 Counter and map errata is not included; these areincluded with the Grand Campaign module.1.114 the symbol “>>>” at the head of a section or paragraphdenotes an important alteration from the original SOKExclusive Rules. Deleted rules are not noted, however.>>>1.12 Participants. The participating Sides vary dependingon the game and scenarios being played:• The Minor Scenarios for SOK involve two (2) of three (3)

potential Sides: the Habsburgs (Austria) versus theBourbons (France) or the Hohenzollerns (Prussia).

• The SOK Campaign Scenario involves up to four (4) Sides,also termed Major Powers (4.1): the Habsburgs, the Bourbons,the Hohenzollerns, and the Maritime Powers (Britain andHolland).

1.121 With three (3) players, the Sides in a Campaign Game are theHabsburgs (including the Maritime Powers), Bourbons, andHohenzollerns. With two (2) players the Sides are the Habsburgs(including the Maritime Powers) and the Bourbons (reluctantlyincluding the Hohenzollerns). See 7.8 and the scenario instructions(8.0) for more information. It is possible to add additional playersas “front commanders” – in particular, the Imperial Side wouldbenefit from having two players.1.122 Although each player in a multiplayer game is attempting towin a standalone victory by accumulating the most Prestige(KR&Os 9.1), the Habsburgs and the Maritime Powers form a looseteam, termed the Allied Side, while the Bourbons and theHohenzollerns form another loose team, called the Franco-PrussianSide. Clarification: when the term “allied Side” is used withoutcapitalisation, either “team” is meant.1.123 The Bourbon Side includes the following Contingents:• L’Armeé du Roi (French Regular and Reserve armed forces).

This Contingent includes a number of nationalities – Irish,Swiss, Lorrainers, Germans – but all belong to the FrenchContingent.

• The Bavarians and the related Pfalz Contingent.• The Saxons, who may ally with the Bourbons.• Forces belonging to the Hessians can be acquired.• In rare cases, elements of the Imperial Reichsarmee may serve

with the Bourbons (under a Bavarian Emperor).• In a two-player Campaign Game, the Prussians are a Bourbon

Contingent suffering under some special restrictions.1.124 The Habsburg Side includes the following Contingents:• Der Armee von Kaiserin – that is, Austrian, Hungarian, and

Military Border (or Grenz) forces under direct Habsburgcontrol.

• The Imperial Reichsarmee. Forces provided by the minorstates of the Holy Roman Empire. (Technically, the largerstates, like Prussia, also provided such forces, but becausethis war is about a disputed succession, those forces arefighting as part of the belligerents’ own armies).

• The Saxons, who may ally with the Habsburgs.• Forces belonging to the Hessians can be acquired.• The British, Hanoverians, and Dutch may ally with the

Habsburgs; in a two- or three-player game, the Habsburgplayer Controls these forces directly, but in a four-player gamethey have their own player (1.126).

1.125 The Hohenzollern Side includes the Prussian Contingent,exclusively. In a two-player Campaign Game, the Prussians are aBourbon Contingent.1.126 The Maritime Powers player is a potential fourth player inthe Campaign Game scenario; otherwise, his Contingents belong tothe Habsburg Side and may or may not be available to that Side.The Maritime Powers Side includes the following Contingents:• The Hanoverians.• The British.• The Dutch.• The Danes.• Forces belonging to the Hessians can be acquired.1.13 Components:• Ten (10) map panels on the standard Lace Wars scale of 8.5

miles per hex. The map board is a representation of CentralEurope from Lorraine and the Ardennes in the west to Polandand Hungary in the east, and from the Alps to a line somewhatnorth of the cities of Hannover and Berlin. The map panels areroughly 12”x18” each. They purposely overlap about 1/4” oneach sheet.

• Three (3) books: The King’s Regulations & Orders 3rd Edition(Standard Rules version 3.5), His Majesty’s Instructions forthe Prosecution of the War in Germany (Sport of KingsExclusive Rules version 3.5 – this volume), and an historicalcommentary.

• Four (4) Order of Battle booklets, used for setting up thescenarios.

• A set of charts and tables.

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1.131 For DTP (do-it-yourself) versions: twenty-five (25)7.5x11 sheets of label (adhesive) paper for making seven (7)double-sided counter sheets, two (2) sheets of Leader counters(single-sided), one sheet of general markers (double-sided, butcan be made up as 2 single-sided sheets instead), and three (3)sheets of SP markers (or 6 if made up single-sided). Notprovided but required: at least one 10-sided die.1.132 For boxed games with die cut counters: the samecounters, organised into seven (7) double-sided and three (3)single-sided sheets of game-specific items, plus one (1) genericmarker sheet and three (3) SP marker sheets.1.133 In both cases, one of the counter sheets is a half-sheet.1.134 Important: many Units duplicate those found in VolumeI Cockpit of Europe. These have been arranged on sheets oftheir own, so that owners of COE will not have to cut andmount a second set. They are marked “COE Duplicates”.>>>1.135 There are two changes to the counters with the 3rd

edition (version 3.0+). The first is cosmetic – there are noalphanumeric codes on the fronts of the unit counters (playerscomplained that they were too hard to read & served littlepurpose). The second change lies in the fact that some of thegame markers have been altered: a) some obsolete markershave been removed, and, b) the markers used to keep track oflosses have been changed to reflect the somewhat simplerrecordkeeping of the 3rd edition. See also 1.18.1.14 Rules References. All case numbers referenced in thisvolume apply to this volume unless prefaced by “KR&Os”, inwhich case they refer to version 3.5 of the standard rulebook.1.15 Scenarios. This game includes eight (8) minor scenariosand a Campaign Game, covering the period 1740 to 1745 inGermany.1.16 Rules Layout. Sections 1.0 through 4.0 provide the bulkof the information needed to play the scenarios. Section 5.0gives special rules for each Side’s forces – required chrome.Section 6.0 includes Random and Strategic Events. Section 7.0contains the Orders of Battle (general instructions, plus five (5)separate OOB booklets). Section 8.0 contains scenarioinformation. (Scenario set up information is attached to theOOB books and special instructions in this volume).1.17 Charts & Tables. For the most part, the charts and tablesare standard to the series; any game-specific information isfactored into them. Charts and tables specific to this game havereferences reading “Ex. Rule such and such”.>>>1.171 This edition of SOK also includes new holding cardsfor the various forces. The cards are a) smaller, and b) allowplayers to dispense with SP markers while using them – i.e. theintent is to reduce clutter.1.18 Bonus Counters. The Reichsarmee/Danish countersheetcontains bonus Prussian counters for use in Charlie’s Year II.The raison d’etre for their inclusion is that Frederick the Greatoffered a force of 6,000 men to aid his uncle, King George,against the Jacobites. He was politely refused, but what if…?As a suggestion, in that game, employ these forces in lieu ofthe Dutch, and without any political restrictions.>>>1.19 SOK Vestigial Counters. Since SOK was firstpublished using version 2.0 of the KR&Os, substantial changeshave been made. In particular, the Hub counters included withthe SOK counter mix are anachronisms. If the players do notpossess the Austrian Succession Grand Campaign module(which includes the necessary counter revisions), Red SashGames suggests the following.1.191 The original Hub markers that are placed on the map canstill be still used, but only the Primary Hubs. The others are notused. See the Hub Location Chart.1.192 Each Side requires two (2) “Unassigned OP” markers, tobe placed on the GRT. (In SOK, Unassigned OPs may exceed“9” – 3.26).1.193 “Assigned OP” or “Campaign Plan” markers are alsorequired – one (1) per Army and Grand Army HQ. (See 2.31).These will have to be made from scratch. A simple solution isto write the names of the HQs on spare SP markers; this alsopermits the marker to be stacked with the HQ for easy

reference, since the numerical values can be used to indicate thenumber of OPs remaining to the HQ.1.194 In a four-player game, the fourth Side will need a set ofPrestige markers (Prestige Level & five (5) PP chits), and anInitiative marker. Extras can be obtained from the other games inthe series.

1.2 THE MAPAs with any game, sacrifices have to be made in the name of clarity andsimplicity (for the record, this designer does not see why this should be thecase, but he was overruled). The map is not exempt from this dictum, butshould still give the players some insight into the reasons why armiesfollowed certain lines of march or why “obvious” actions were not taken.Officially, there is only one theatre in this game – Germany – but becauseof its size, there could be up to four unofficial ones: Silesia, Bohemia, theDanube, and the Rhine.

1.21 General. The theatre of operations is encompassed by the lineNijmegen/Metz to the line Cracow/Budapest, and the lineZwolle/Soldin to the line Basle/Budapest. Scale is the seriesstandard of 13.6 km (8.5 miles) per hex. The map was compiledfrom a mix of modern cartography and period maps.1.211 There are ten (10) map panels, numbered 1-5 in the north and10-6 in the south. Look for a faint numeral near one of theedge/corners on each panel. From left to right, Panel #1 sits northof Panel #10, #2 north of #9, and so on. The long ends of the panelsface north-south.1.22 Reference Hexes. All map hexes are referenced by thenumber of their map panel, using an Urban hex in the center of thepanel as a starting point. See the Map Reference Chart for acomplete list of these locations.1.221 Example: the Walled Town of Weiner Neustadt is located at7/Schrattentaal/SE8. In other words, Map Panel 7, Southeast ofSchrattentaal by 9 hexes (Schrattentaal being the reference city for map 7).

1.23 Forage. Forage is permanently Degraded in the followingregions of the map (i.e. always Depleted and going to Exhausted inone step):• Poland in its entirety.• Brandenburg east of the Oder River.• Any Hill or Wooded Hill hex within two (2) hexes of the

southern map edge, west of the Hungarian border.

1.3 TERRITORIES AND THEIR EFFECTS“The time has come for a total change of the old political system.”

Frederick II on the death of Emperor Charles VI

1.31 General. The map is divided into Territories, marked out withdotted purple lines and named in black script at points along theirborders. Territories are important for three reasons: a) theirConquest (4.22) affects the Peace Index (2.2), which in turndetermines when the game will end; b) their political orientationmay inhibit or assist the players’ forces operational activities; c)some of them can be Ceded (4.24) to another owner for politicalgain.1.32 Territorial Classes. Territories fall into five (5) politicalclassifications:• Core Territories belong to a particular Power (4.1).• Influenced Territories are under the Influence of a particular

Power.• Unaligned Territories neither belong to nor are Influenced by

a Power.• Conquered and Ceded classifications cover alterations to the

initial status of a Territory arising through the players’ actions;those acts are covered in section 4.2 of the Political Rules(4.0).

1.321 Clarification. Each Side is really a coalition of several states(except for lone-wolf Prussia). Some states within the coalition arepowerful enough to influence overall policy and in game terms aredenoted Powers. A Power, being a state, has a Territorial base,sometimes divided into Core and Influenced Territories. Example:France and Bavaria are Powers; it so happens that all FrenchTerritories are Core, while Bavaria has a mix of Core andInfluenced Territories.1.322 The Political Rules (4.0) are only used in the CampaignGame. However, Territorial classification is important in allscenarios for operational reasons (see below).

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1.33 Territorial Alignment. Depending on its classification, aTerritory may have one of four (4) Alignments: Friendly,Enemy, Neutral, or Unaligned (see also KR&Os 1.243). See thePolitical & Territorial Definitions Chart for details.1.34 Operational Effects of Territories. The Alignment of aTerritory affects hex Control, Forage, and various AuxiliaryTasks.>>>1.341 Hex Control is as defined in KR&Os 1.24. UnalignedTerritories are treated as Enemy for Control purposes, exceptthat LoCs maybe traced freely by all Sides. (KR&Os 1.254regarding Fortifications is waived in Unaligned Territories: anyLoC can be freely traced through any unoccupied Fortificationor Fortified Area (or through one that is Friendly-Controlled, ofcourse) in Unaligned Territories).1.342 Neutral Territories may not normally be entered by anyforces other than those belonging to the Neutral Power thatcurrently owns the Territory. Involuntary violations must berectified as expediently as possible and do not have any othereffect. Voluntary violations create a situation called Violationof Neutrality, explained in 4.36.>>>1.343 Clarification: a Territory with no politicalallegiance is considered to be Unaligned unless specificallydescribed as Neutral (e.g. under 1.4 below). UnalignedTerritories may be freely entered at any time – in fact, onlyNeutral Territories penalise unauthorised entry.1.344 Hexes in Friendly Territories yield favourable die rollmodifiers for friendly Ambuscades, Raids, Plundering, andRecce Tasks, as well as Attrition Checks. Hexes in EnemyTerritories provide unfavourable modifiers. See the relevanttables.1.35 The State Guide. Because of the large number ofTerritories on the map, their geographical parameters andpolitical leanings are not described here. Instead, thisinformation is given on an 11x17 miniature map called theState Guide.1.351 The State Guide is colour-coded to show all theTerritories with their original classifications and the Powersthey belong to. Examples : Lüneburg, a Hanoverian CoreTerritory, is coloured red. Cologne, a Territory under BavarianInfluence, is outlined in blue.1.352 The State Guide indicates which Territories may beConquered and Ceded, which Territories have an impact onImperial Elections (4.45), and also pinpoints Imperial FreeCities (1.42).1.353 The State Guide should be placed beside the map forreference. Chits have been provided to record those Territoriesthat are Conquered or Ceded during play, and these chitsshould be placed on the State Guide, not the map.1.36 Transit Rights. During the course of play, certain Sidesmay obtain Transit Rights through various Neutral Territories.1.361 Forces with Transit Rights in a Territory may enter andmove through it, but may not voluntarily end a Turn in theTerritory without having moved further away from the borderwhich they crossed to enter the Territory, and closer to anotherborder. Use common sense in doubtful cases. (The main pointis that a force may not sit still or move around in circles).1.362 The Territory is treated as Unaligned by Transitingforces.1.363 Garrisons may not be Formed in the Territory, nor mayany form of combat or Auxiliary Tasking take place there,except those Tasks that purely facilitate movement (Bridging,Guides, etc.).1.364 Transit Rights are permanently rescinded for a Side thatattempts to Conquer such a Territory (on a case by case basis).

1.4 SPECIAL TERRITORIESAt the time of the Peace of Westphalia in 1648, it was reckoned that theHoly Roman Empire included 234 secular states, 90 ecclesiastical states,and 51 free cities, more or less. This was after France and Swedenconsolidated large chunks of Territory under their own banners.

1.41 The Hessian States. Hesse consists of the Territories ofHesse-Cassel, Hesse-Darmstadt, and Hesse-Rhinefels (the otherHessian states – Hesse-Homburg, Hesse-Hanau, and Hesse-Marburg – are too small to be shown as distinct Territories).Hessian Territories are shown as mauve on the State Guide.>>>1.411 The Hessian States are shown as Core Territories, but arenot a game Power (4.1). If Hesse has forces in play serving on onlyone (1) Side, then its Territories are Core for that Side.1.412 If Hesse has forces in play serving on more than one Side,then its Territories are considered to be Unaligned to all Sides.1.413 See 5.64 for more on the Hessians.>>>1.42 Imperial Free Cities & Diet Seats. The Empirecontained many Imperial cities (owing allegiance directly to theEmperor) and other urban areas with various special rights thatsometimes turned them into war-free zones. In addition, thePolitical Rules (4.0) incorporate an abstraction of the Imperial Diet(parliament). In order that the Diet may be influenced by force ofarms, the historical seats of the primary Diets are indicated.1.421 Free Cities are marked as red dots on the State Guide, Dietseats as purple dots.1.422 Regardless of the Alignment of the Territory in which theylie, all Free Cities are treated as Unaligned to all Sides, unlessotherwise noted. Free Cities may not be Garrisoned.1.423 Exception: if a Side has the Imperial Mandate (4.63), thatSide’s forces may Form Garrisons in any Free Cities. TheseGarrisons may be Blockaded and Besieged.1.424 Regensburg (8/Landau/NW4) is an Imperial Free City, but itis also the location where the Imperial Diet sat when it was insession. If the Diet is In Session (4.43), Regensburg has a specialstatus, explained in section 4.4.1.425 Frankfort am Main (1/Dusseldorf/SE14) is an Imperial FreeCity, but it was also the location where the Emperor was crowned.If an Imperial Election is in progress (4.5), the special statusaccorded to Regensburg is transferred to Frankfort-am-Main.1.426 In certain circumstances, Vienna (7/Schrattentaal/SE7) orMetz (10/Bitche/W6) can become the seat of a Diet (see 4.45).These two locations are marked on the State Guide for reference,but they are not Imperial Free Cities.1.427 While a Diet’s special status obtains, no Unit may enter orremain in the affected Urban location or its associated hex (case1.423 cannot apply). If any Units are already in the hex, they mustbe removed as expediently as possible, using the normal rules ofmovement and/or Transfer. LoCs may not be traced into the hex oralong Riverine hexsides adjoining such a hex. Mark the affectedlocation with an Imperial Diet chit as a reminder. Exception: thisrule does not apply to Vienna and Metz.1.43 Switzerland. The Swiss border is treated as the map edge, andSwitzerland may never be entered voluntarily. If enteredinvoluntarily, the formation in question must re-enter the map asexpediently as possible, per KR&Os 4.27. There is no otherpenalty.>>>1.44 The United Provinces (UP). The UP is a permanentlyNeutral Territory in SOK (a game simplification), but there aresome exemptions to the standard Neutrality rules of 4.3.1.441 Units belonging to the Habsburg, Hohenzollern, and BourbonSides may never voluntarily enter the UP. If they do soinvoluntarily, the Territory is treated exactly the same asSwitzerland (1.43).1.442 The Maritime Powers player is permitted to move his forcesinto and out of the UP freely.1.443 The Maritime Powers Hub is sited in the UP. The M-P playeris permitted to trace LoCs into and through hexes in the UP withoutrestriction.

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1.444 The M-P player may not place Depôts in the UP. Forcesin the UP are ignored for supply purposes and do not triggerOP losses while there. Neither do they suffer ACs. They maydo both, however, if they exit the UP during the OperationsPhase.1.445 The fact that Dutch can, through the game’s politicalmechanisms (4.0), be non-Neutral, does not change thepermanently Neutral Alignment of the UP Territory.

2.0 VICTORY “I give you a problem to solve. When one has the advantage,shouldn’t one exploit it? I am ready with my troops andeverything else. If I do not use them, then I possess what I donot know how to use. But if I do use them, they will say that Iam competent to use the superiority that I have over myneighbours.”

King Frederick to his Foreign Minister, Podewils, at the death ofCharles VI.

2.1 PRESTIGE“You know the use that you should and can make of this news;I have kept my word. Everyone and my brothers have foughtlike lions for this country; never have the ancient Romansdone anything more striking. Adieu. May heaven let me be ascontent with politics as with arms.”

Frederick II to Podewils after the victory at Hohenfriedburg.

2.11 General. In SOK, victory is determined as described insection 9.0 of the KR&Os – i.e. the player with the highestPrestige at the end of the scenario wins.2.111 Prestige, in the form of PPs, is awarded for completingCPs, as noted on the Campaign Plan Chart (CPC). CP Prestigeis awarded as soon as the CP is Finished.2.112 Because CP rewards are in the form of PPs, KR&Os9.221 point #1 is hereby modified to allow the buying ofPrestige Levels during the game as well as at the end of it.2.12 Additional Rewards & Penalties. PPs are also awardedfor all the actions described in KR&Os 9.21. As for spendingPPs, all the items listed in KR&Os 9.22 may be bought. Inaddition:• Two (2) PPs may be lost due to the Diplomatic Immunity?

Random Event.• PPs may be lost when certain Personages Flee, per section

3.1.• Variable Prestige is lost if a player ignores a mandated

removal of forces from play (5.11.14).• In a few cases PPs may be spent for special effects in

individual scenarios. See section 8.0 for details.2.13 Franco-Prussian Combined Prestige. The Bourbons andthe Hohenzollerns are separate Sides in SOK, although in atwo-player game, the Bourbon player will Control both.Because they had divergent war aims, the Bourbon player in atwo-player game must keep any Hohenzollern Prestige awardsseparate from those of the Bourbons.2.131 When checking for victory in a two-player game, theBourbon player takes the average of the Franco-PrussianPrestige (rounding fractions down, as usual), and this is thevalue that is matched against Allied Prestige. PPs are alsoaveraged, and this value is used to increase Prestige Levels perKR&Os 9.221. Post-game, the Bourbon player may use theaveraged PPs to buy himself Ranks per KR&Os 9.3.2.132 In a three-player game, the Bourbons and theHohenzollerns are Controlled by separate players, and victorygoes to the player with the highest Prestige. A Dual Victory isawarded if both players have the same Prestige Level and it ishigher than either of the Allied Sides’ Prestige. Sticklers maycompare PPs to see who had the edge. Three- and four-way tiesare Draws.2.133 See 8.8 for more details on three-and four-player games.

>>>2.14 Allied Combined Prestige. In every scenario except thefour-player Campaign Game, the Habsburg player Controls bothHabsburg and Maritime Powers forces and is awarded full Prestigefor any activities he conducts, regardless of the Side generating it.In the case of a four-player game, the Maritime Powers andHabsburg Sides are awarded Prestige for their own actions and donot share any of it.2.141 No Maritime Powers Prestige chits are included with SOK(because the original game was three-player). The M-P player willhave to make up his own set or borrow a set from one of the othergames in the series. One (1) Prestige Level marker is required, andfive (5) PP chits.

2.2 THE PEACE INDEXCAMPAIGN RULE

"Gentlemen, I announce to you, that, as I never wished to oppressthe Queen of Hungary, I have formed the resolution of agreeingwith that Princess, and accepting the Proposals she has made mein satisfaction of my rights”

Frederick the Great, June 1742

The wars of this period were generally inconclusive affairs. Even OldFritz’s lightening movements did little more than ensure Prussia’s retentionof his single gain – Silesia – stolen in a moment of Austrian weakness. Forthe most part, a lack of infrastructure – everything from good roads toefficient tax machines – crippled any country’s attempt to bring a largeenemy to its knees. In any case, the age was one of restraint, and of rationalendeavours (despite the frequently irrational thought processes of the meninvolved). Wars were not fought to exterminate a “sub-human” neighbour,nor for great ideals like Liberty, Equality, and Fraternity, nor for JingoisticNationalism. Wars were fought for minor advantages in Territory or trade,for aristocratic pride and glory, and for the patrimony of royal heirsapparent. Often, they dragged on longer than they should have through acombination of pride, ignorance, miscommunication, and simple inertia (forall the usual reasons, in fact).

2.21 General. This rule is only used in the Campaign Game. TheMinor Scenarios end on the last Turn given in their instructions, butthe Campaign Game ends when Germany is deemed an InactiveTheatre.2.211 Progress toward Inactivity is recorded with a marker placedon the Peace Track. This marker is known as the Peace Index. ThePeace Index begins in the first box (#0) of the track and is advancedby the occurrence of various events and player actions, until itreaches the #16 (last) box, at which point the game immediatelyends.2.212 Design Note: each year of play will see you attempting to fulfil acampaign plan or plans that will shower you with glory. However, as timeprogresses, ongoing negotiations and events on other fronts will begin torestrict your options, until eventually your political masters decide to windthings up, regardless of the state of your personal career (or bank account).In other words, the game may end before it suits you, or worse, continuewhen you would be happy to wind it up. For this reason, victory in gameterms is not directly based upon any lasting political achievements, but onyour accumulation of personal Prestige.

2.22 Altering the Peace Index. See the Peace Index Chart for afull list of the possible alterations to the Peace Index. In summary,the Index is moved for the following reasons:• Due to a Strategic Event. See section 6.0 for details.• Due to the Random Events covered under 6.15.• When Prussia or Bavarian becomes Permanently Neutral. See

4.345.• >>>When Territories are Conquered. See 4.22.• When a Royal Personage is Killed or Captured. See 3.13.• The Index is also moved up a certain number of boxes

depending on the Year.2.221 Yearly adjustments are made during the AdministrativePhase of the last Turn of the Year.2.222 Adjustments for any other occurrence are made immediately.2.23 Inactive Theatre – Game End. When the Peace Index landson or moves past the #16 box on the Peace Track, Germany is nolonger an active theatre, and the glory you once dreamed ofbecomes unattainable. The game is immediately over. PrestigeLevels are compared for victory as described in section 9.0 of theKR&Os.

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>>>2.3 CAMPAIGN PLANS“The plan is very practicable; it lacks only the consent ofEurope to make it succeed.”

Frederick to Voltaire, Spring of 1742

2.31 General. Campaign Plans are defined by Type. See theCampaign Plans Chart (CPC) for full details. In SOK, there arethree (3) types of Plan:• Attack CP (ACP)• Defensive CP (DCP)• Demonstration CP (DemoCP)2.311 Exception: the French “Withdrawal to the Rhine” CP is aspecial one that only occurs as a condition of the d’ArgensonTakes Charge Strategic Event (6.2).2.312 Important. In SOK, CPs, except for DCPs, are assignedto individual Army and Grand Army HQs (only). As usual,chits are provided to record how many OPs have been assignedto a given CP. These should be placed on the GRT, on theappropriate numeral. Exception: the DCP chits are labeled“Active”; simply place these chits in an agreed locationwhenever a Side has an Active DCP (remember, per KR&Os9.46, DCPs do not use OPs, they just make OP accumulationharder).2.313 Any HQ may freely assist any other HQ in the pursuit ofits current CP, so long as the assisting HQ has no current CP ofits own. The assisting HQ gains no direct Prestige reward forthe player, because such an HQ cannot complete the CP,merely assist in its completion. In other words, the HQ with theCP must be the one that actually fulfills the objective of the CP.Example: if the primary HQ becomes Unformed, a Columncannot “pick up the baton” for it – the Plan Fails; however, theColumn could engage the Enemy in a sacrificial Battle toprevent him interfering with a Siege conducted by the primaryHQ.2.314 An eligible HQ may only be assigned one (1) CP at anygiven time.2.315 Design Note: as explained in 1.19, without the Grand Campaignmodule, players will have to design their own CP chits for each of theirArmy and Grand Army HQs. One (1) chit is required per HQ, per ACPand per DemoCP. As a suggestion, back-print the ACP chits with theDemoCP indicators.

2.316 Dummies may be used to feign the implementation of aCP, but there is no reward for a feigned CP that “Succeeds”. Asuccessful Espionage result (KR&Os 9.424) will reveal theDummy and the non-existence of the CP.2.317 CPs are selected per section 9.4 of the KR&Os . Inaddition to listing prerequisites, the CPC indicates which CPeach Side may conduct and against whom they may beconducted. If a Side is listed in italics, it may only conduct thatCP if the Territory in which the target is located has beenConquered by or Ceded to an Enemy Side.2.318 Players on the same “team” may not select identical CPs.2.32 Attack CPs. All ACPs require the Capture of a singleFortification in order to Succeed. Any Enemy-ControlledFortification of Grade three or higher (3+) can be the objectiveof an ACP. The same location can be an objective multipletimes throughout the game, assuming it changes hands. Thechosen target of an ACP cannot be altered without Failing theCP (see the CPC notes for exceptions).2.321 Note that ACP chits simply say “Attack”, they do notspecify the target. This must be recorded on paper.2.322 Clarification: lesser Fortifications may still be attacked,and any otherwise eligible Fortifications may be attacked andoccupied, without needing a CP, but no Prestige will beawarded (the occupation of a Fortification in this manner stillcounts for Conquest as described in 4.22).2.33 Defensive CPs. These are described in KR&Os 9.46. EachSide may have one (1) Active DCP, which covers all its forcesand Territories.

2.331 Important. Case 2.314 is ignored with respect to DCPs. TheDCP is a “free” additional CP that any HQs of that Side mayparticipate in (and will do so by default if the DCP is Active).2.34 Demo CPs. In SOK, Demonstration CPs are directed againstspecific Enemy Fortifications. As with ACPs, the target must bewritten down. The target, once set, cannot be altered withoutFailing the CP. Note only Army HQs can perform DemoCPs.2.341 DemoCPs require OPs, but only half (1/2) an OP per Turn ofintended activity.2.342 A DemoCP’s Success is variable and depends on the numberof concurrent Turns the qualifications are met. See the CPC forthose qualifications. In SOK, DemoCPs may never be extended byadding OPs to them as described in KR&Os 5.232 point #2.2.343 Apart from Prestige awards, DemoCPs may also have animpact on a) the Political Stance of a Minor Power (see 4.16) or, b)the Imperial Diet (see 4.53).2.344 Example: the Bourbon player sets a DemoCP to run for 4 Turns – byassigning 2 OPs. It takes him 2 Turns before the qualifications for successare met. 2 Turns later, the Enemy defeats the assigned HQ in Battle anddrives it away. 4 Turns have elapsed. The CP was successful for 2 Turns,yielding 1 PP and costing a total of 2 OPs (1/2 per Turn). The remaining 2OPs assigned to the CP are wasted.

3.0 MISCELLANEOUS RULES “If France makes diversions as favorable to the King of Prussia asthose of Bavaria, she is entreated to save herself the trouble”.

Frederick the Great

3.1 PERSONAGES“He was accused of spending a large part of every day at table,and of passing the evening in all kinds of excesses”.

The Prussian Foreign Minister, Podewils, discussing Charles of Lorraine

3.11 General. This section adds to KR&Os 3.79. All rules fromthat section remain in force.3.111 In SOK, the following are Captains-General:• Maréchal de Belle-Isle (French)• Großherzog Karl von Lotharingen (Allied)• Großherzog Franz von Toscana (Allied)• William, Duke of Cumberland (Allied)3.112 In SOK, the following are Royals:• Louis XV “le Bon-Aimé” Roi du France• Friederich II der Große, Kurfürst von Brandenburg und König

im Preußen• Maria Theresa von Habsburg, Königin von Ungarn und Bömer• George Augustus II, Kurfürst von Hanover und König von

England• Karl Albrecht, Kurfürst von Bayeriche• August III, Kurfürst von Sachsen und König von Polen3.12 Captain-General Rules. The individual Captains-General inSOK are subject to the following additional rules.3.121 Maréchal Belle-Isle is available from the start of the game,but is permanently removed from play when the d’Argenson TakesCharge Strategic Event (6.2) occurs. In the Minor Scenarios he isavailable as dictated by the scenario. Like all the Personages inSOK, Belle-Isle remains on the map while in play, and cannot moveby himself; the Formations he is to command must be moved tohim and he may then be carried by them.>>>3.122 Belle-Isle has no Grand Army HQ to command (theFrench Grand Army HQ le Armeé du Roi, if it arrives, belongs toKing Louis). Instead, he has the special ability of acting as a GrandArmy HQ in and of himself. He has his own box on the French HQdisplay card for storing Subordinates, and functions as the “HQ”commander.3.123 Forming, Reorganising, or Unforming “le Grande Armeé duBelle-Isle” may only be carried out at the times reserved for otherHQs.3.124 Belle-Isle may Subordinate any French, Bavarian, Hessian,Reichsarmee, and Pfalz Formations to himself. Exception: notanother Grand Army HQ, nor any Formation with anotherPersonage assigned to it.

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3.125 Großherzogs Franz und Karl are stacked with QueenMaria Theresa (3.16) at the start of the Campaign Game, or, ina Minor Scenario, placed as the scenario dictates. They remainwith the Queen until the Armee des Königin von Ungarn GrandArmy HQ is Formed. This is their Escort Formation. When thisHQ is first Formed, Großherzog Franz is placed with andremains with it. Karl remains with the Queen. Franz remains inplay as the HQ’s commander until one of the following occurs:• He becomes a casualty or a POW.• A CP conducted by the Armee des Königin von Ungarn

Grand Army HQ Fails.At this point, Franz is permanently removed from the HQ andremains stacked with the Queen for the remainder of the game.He is replaced by Karl as the Grand Army HQ’s commander.There is no cost for this substitution (well, it cost MariaTheresa oceans of tears to keep Francis away from the Army,but…).3.126 Except ion : if Franz is a POW, he must first beExchanged as expediently as possible, and is then removedfrom play.>>>3.127 Exception: Franz is also an Imperial Candidate(4.62), and Karl is a substitute Candidate, and they may alwaysparticipate in Imperial Elections, per 4.5.3.128 If the Armee des Königin von Ungarn Grand Army HQbecomes Unformed, the current Captain-General returns toMaria Theresa’s location automatically. When the HQ is re-Formed, he is freely returned to the HQ. None of thesemovements require the tracing of a LoC.3.129 The Duke of Cumberland is received as aReinforcement with the Army of the Pragmatic Sanction GrandArmy HQ. However, he is not immediately placed on the map.Instead, the Allied player must roll one (1) die during theReinforcement segment of every Administrative Phase; on a“0”, Cumberland is placed with the HQ and now commands it.He remains in command for one full Year (16 Turns) and isthen permanently removed from play at the end of the sixteenth(16th) Turn.3.12.10 Historical Notes: at the beginning of the war, Maréchal Belle-Isle acted for the Franco-Bavarians as theatre commander, diplomat,and chief policymaker in Germany. However, his growing power wasfeared by his rivals at Court, and so he was forced to discard themilitary role and concentrate on politics. Duke Francis was Maria-Theresa’s husband; she naively expected he would be hot stuff on thebattlefield, but it didn’t work out. Duke Charles (his brother) wasn’tmuch better, but unfortunately he made a good impression early on.William, Duke of Cumberland (alias Sweet William, Stinking Billy,Butcher Cumberland, & The Fat Boy), did not command in Germany,though present at Dettingen. Although he was eager to perform, hisfather, King George, felt he was too inexperienced. Cumberland didcommand in Flanders in 1745, and took the field against the Jacobitesin Scotland over the winter of ‘45-’46. The Army of the PragmaticSanction was not formed until 1743, when King George took the field.In 1744, Lord Stair commanded the formation. Cumberland was thengiven his chance because the short-tempered Stair had difficulties withhis colleagues that only a “royal” could address.

3.13 Royal Rules. Because of the extensive political aspects ofSOK, some additional rules are required for Royals:• All the Royals begin the Campaign Game in play; those

required for the Minor Scenarios will be so noted in thescenario.

• If a Royal dies, his Power (4.1) immediately becomesPermanently Neutral (4.34).

• If a Royal dies in the Campaign Game, the Peace Index isadvanced two (+2) boxes.

• If a Royal is Captured, the Power he rules immediately hasits Political Marker (4.13) altered by up to two (±2) shiftson the Political Chart (4.12), as the Capturing playerdesires.

• If a Royal is Captured in the Campaign Game, the PeaceIndex marker is immediately advanced one (+1) box (2.2)and a further box (+1) on the last Turn of every Yearsubsequent to his Capture, until he is Exchanged.

• Garrisons will never Surrender a Fortification (except aftera successful Escalade) in which a Royal is located. This

rule also prohibits the player from voluntarily Surrendering.3.14 Le Roi, Louis XV le Bien-Aimé. King Louis is the ruler of theFrench, but only has a cameo in SOK. He enters play the first (1st)time the Defend the Rhine! Strategic Event (6.2) occurs. While inplay, Le Roi must either be attached to the Armeé du Roi GrandArmy HQ or be stacked at the French Hub (3.22).3.141 The Armeé du Roi HQ is Le Roi’s designated EscortFormation. If not attached to the HQ, he cannot be movedvoluntarily, except to go to the French Hub. If he must be shuffledbetween the HQ and the Hub, he is simply picked up and placed inhis new location.3.142 Each Administrative Phase, while Le Roi is in play, theBourbon player must roll one (1) die. On a result of “2” or less, LeRoi permanently leaves the game. Otherwise he leaves when theArmeé du Roi Grand Army HQ is withdrawn (not simplyUnformed) from play.3.143 Historical Note. When the Austrians invaded Alsace in the summer of1744, Louis accompanied the bulk of the French army from Flanders inorder to deal with the problem. His mistress thought it would jack up hisLCF (look-cool-factor). While campaigning down by the Rhine, he wasstricken with a disease and nearly died. The campaign stalled. After hisrecovery he decided he’d had enough of camp life and left for Paris. (It wasrelief at his recovery that prompted the sobriquet “Bon-Aimé”, or “WellBeloved”, not any of his personal characteristics).

3.15 Friederich II “Der Große”, Kurfürst von Brandenburg undKönig im Preußen. Frederick is the ruler of Prussia. As a true“soldier king”, Frederick had several advantages over his peers,mainly because he was able to impose his will on his army to amuch greater extent than them. Unfortunately, he could not beeverywhere at once. Also, in the early years of his reign, he lackedexperience and tended to rely more on theory.3.151 Frederick has the ability to act as a Captain-General. Anyleader that Frederick accompanies for an entire operation receivesan additional “-1” die roll modifier when rolling on the OperationalMovement Table. (Note that an additional “-1” applies due to hisLeadership Rating).>>>3.152 Frederick’s designated Escort Formation is the Armeedes König im Preußen Grand Army HQ. He must either be attachedto this Formation, be stacked at the Hohenzollern Hub, or atPotsdam (3/Torgau/N7). If he must be shuffled about, he is simplypicked up and placed in his new location. No LoC is required.3.16 Maria Theresa, Königin von Ungarn und Bömer. Maria-Theresa is the ruler of the Habsburg Empire (and thus the Habsburgplayer’s boss – and, by the way, Herr Feldmarshal, your missionstatement for this war is “accomplish more with less”). In thosescenarios where she appears, Maria Theresa begins the gamelocated at Vienna (7/Schrattentaal/SE7) or as the scenario dictates.Her counter may not be moved, except as noted below.3.161 If Maria Theresa is Captured or dies, the game immediatelyends. If Captured, the Side effecting Maria-Theresa’s Capture isawarded two (+2) levels of Prestige. The Habsburg Side loses two(-2) levels of Prestige. This rule replaces 3.13.3.162 If enemy Units are within four (4) MPs of Maria Theresa’scurrent location (tracing via the easiest possible route), she maychoose to Flee to Pest (6/Trencsin/SE13). The Habsburg playerrolls one (1) die at the moment Maria Theresa is qualified to move.On a result of “3” or lower, she must be immediately moved to Pest(6/Trencsin/SE13). Multiple rolls are permitted, but only one (1)per Turn. This move is automatically successful and requires novalid LoC. If at Pest, Maria Theresa may not Flee. There is noPrestige cost to Maria Theresa Fleeing from Vienna.3.163 The Habsburg player may voluntarily move Maria Theresafrom Vienna to Pressburg (6/Trencsin/SW8) in order to assist anHungarian Insurrection (5.37). This may be done once (1) per Year(16 Turn intervals), in any Administrative Phase.3.164 While Maria Theresa is not in Vienna, the Habsburg Side’sOP generation is penalized, as shown on the OP AccumulationTable; the Allied player may return Maria Theresa to Viennawhenever he desires, but she may only be moved from one locationto another once (1) per Turn. Again, no valid LoC is required.

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>>>3.17 George Augustus II Kurfürst von Hanover undKönig von England. George Augustus Welf, of the House ofBrunswick, is the Elector of Hanover and the King of GreatBritain. During the course of the game, George may be in one(1) of three (3) locations at any given time: at Hannover(2/Göttingen/N6), at the Maritime Powers Hub, or with theArmy of the Pragmatic Sanction Grand Army HQ. The scenariowill dictate his starting location. He may be moved betweenthese locations simply by picking up his counter and placing itat the new location. No valid LoC is required.3.171 If located at Hannover, George may be placed at the M-PHub during any Administrative Phase, if the Controlling playercan roll “2” or less on one (1) die.3.172 If located at the M-P Hub, George may be placed atHannover in the same manner as 3.171. In this case, the die rollrequired is a “4” or less (George cared little for England).3.173 If an enemy Formation ever enters George’s currentlocation, he may immediately and automatically Flee toEngland (go to the M-P Hub) without a die roll, but the Alliedplayer loses three (-3) PPs each time this is done. He mayreturn from the M-P Hub normally (3.172).3.174 George fancies himself as a Captain-General. In gameterms, he has no such effect. However, if the Army of thePragmatic Sanction HQ is in play, it is his designated EscortFormation. Each year that the APS HQ is in play, if George isat Hannover, he will “take the field” in the AdministrativePhase of the first (1st) Turn of the Year in which the weather forthe phase is Dry. He will return to Hannover (or, alternatively,the M-P Hub) in the Administrative Phase of the first (1st) Turnafter the Summer Season in which the weather for the phase isMud. Unless George is with the APS HQ, it may not voluntarilyenter an Enemy-occupied hex or Blockade an Enemy Garrison.3.175 Clarification: other Maritime Powers Formations are notrestricted by case 3.174.3.176 Note that the Duke of Cumberland can command the HQper case 3.128. His presence voids the restriction of 3.174. Hemay also command while George is present with the HQ –remember, George is not a Captain-General. Case 3.793 point#3 in the KR&Os (Royals stealing Prestige) is also negated ifCumberland is in command of the HQ while George is present.3.177 If George dies, Hanover becomes Permanently Neutral(4.34). Britain and the United Provinces each have theirPolitical Markers (4.1) shifted two (±2) boxes per 3.13 point#3. The Peace Index shift and Prestige awards of case 3.13 areonly applied once, not once each.3.178 If George dies, all Allied Contingents have theirAuxiliary Recovery die rolls penalised by one (+1) for the restof the game, and the Replacement rate for Allied SPs isreduced by five percent (–5%).3.178 If George is Captured, the Peace Index is shifted up two(+2) boxes (change to case 3.13 point #5).3.18 Karl Albrecht, Kurfürst von Bayeriche. Charles Albert,of the House of Wittelsbach, rules the Duchy of Bavaria southof the Danube, and the Upper Rhine Palatinate (Öber Pfalz orthe Bavarian Palatinate) north of the river (for game purposes asingle Territory); his relations rule in Pfalz (the RhinePalatinate proper). Charles also has Imperial ambitions and isleagued with the French for that purpose; his claims are notspurious, merely weak.3.181 Karl Albrecht begins the game located at Münich(8/Landau/SW8), or as the scenario dictates. If his currentlocation is entered by an Enemy Formation, Karl Albrecht mayautomatically Flee to any Urban location in Bavaria, Pfalz, or aFrench Core Territory. The Bourbon player simply picks hiscounter up and moves him to the new location. No valid LoC isrequired. Karl Albrecht may return to Münich in the samemanner whenever he desires.3.182 The Bourbon player loses two (-2) PPs, and the BavarianPolitical Marker (4.1) is shifted one (1) box in favour of theAllied Side each time Karl Albrecht Flees.3.183 Karl Albrecht is an Imperial Candidate and mayparticipate in Imperial Elections, per 4.5.

3.184 Design/Historical Note: historically, Karl Albrecht did advance withhis forces into Upper Austria, lodging at Linz for a time, before heading toPrague for his Imperial Coronation. However, in the game there is noreason for him to move about. Imperial Elections are, for simplicity, alwayspresumed to occur at Frankfort-am-Main.

3.19 August III, Kurfürst von Sachsen und König von Polen. TheHouse of Wettin traditionally supported the Habsburgs (as did theHohenzollerns, ironically). However, in 1740, the time seemed ripefor a change of policy, and August backed the French and Prussiansin hopes of gaining Moravia (and bits of Bohemia if Karl Albrechtdidn’t hustle). Disappointed at the results of the First Silesian War,he went back to the Habsburg Side. Frederick, who already didn’tlike the Saxons due to experiences gained campaigning in Moravia,mashed the Saxon Army to pulp in 1745.3.191 August III begins the game located at Dresden(3/Torgau/SE6), or as the scenario dictates. His counter may not bemoved voluntarily.3.192 August may be required to move to Poland on a tour ofinspection. Once every eight (8) Turns, beginning with the first (1st)Turn of a scenario, roll one (1) die during the Administrative Phase.On a result of “4” or less, August is removed from the map and isassumed to be at Warsaw. If already there, he is instead returned toDresden on a die roll of “5” or higher. No valid LoC is required.3.193 While August is at Warsaw, the player Controlling theSaxons may attempt to bring August home in each AdministrativePhase by rolling one (1) die. On a result of “1” or less Augustreturns to Dresden. No valid LoC is required.3.194 Regardless of Saxony’s Political Stance (4.0), Saxon forcesmay not voluntarily leave Saxon Territory unless August is inSaxon Territory. However, any Saxon forces already outside SaxonTerritory may remain outside (exception : if any other rulecontradicts this one); if Saxon forces move back into SaxonTerritory, such forces may not voluntarily leave unless August is inSaxon Territory.3.195 If Dresden is entered by an Enemy Formation, August mayautomatically Flee to any other Urban location in Saxon Territory,or to Poland. The Controlling player simply picks his counter upand moves him to the new location. No valid LoC is required. If inSaxon Territory, August may be returned to Dresden whenever theplayer Controlling the Saxons desires, and in the same manner; if inPoland, he may only return per case 3.193.3.196 The player Controlling the Saxons loses two (-2) PPs, and theSaxon Political Marker (4.1) is shifted one (1) box in favour of thatplayer’s opponent(s), each time August Flees.3.197 August is a substitute Imperial Candidate and may participatein Imperial Elections, per 4.5.

3.2 COMMAND & CONTROL“Does one hold me responsible that Marshal Broglie is not a Turenne?

I am not able to make a screech owl into an eagle.”

Frederick II to Cardinal Fleury, November 1742

>>>3.21 Franco-Prussian and Allied Co-operation. These rulesapply regardless of the number of players.3.211 Franco-Prussian operational relations are as follows:• Prussian (Hohenzollern) forces cannot participate in any

Operation that includes non-Prussian Units (including Sieges).• The Prussians are permitted to defend in company with non-

Prussian Units, and may conduct retreats to the same location.• The Prussians cannot use non-Prussian HQs, Hubs, and

Depôts, nor be commanded by non-Prussian leaders (and viceversa).

3.212 For the Allies, in any but a four-player game the M-PContingents are treated as Minor Power Contingents of theHabsburg Side (exception: Britain is a Partner Power – 4.111). Inall games, however:• Habsburg HQs may only Subordinate to other Habsburg HQs,

and M-P HQs may only Subordinate to M-P HQs. Exception:the Army of the Pragmatic Sanction Grand Army HQ.

• M-P Units Subordinate to an Habsburg Army HQ may neverexceed 20% of the total number of Units Subordinated to thatHQ. Exception: an Habsburg HQ may always have up to two(2) M-P Units Subordinated, regardless of the percentages.

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• The points above apply equally with regard to HabsburgUnits Subordinated to M-P HQs.

• Other Allied Contingents (e.g. Hessians or Danes) are notrestricted in this manner.

• In every case, normal Contingent restrictions apply aswell, unless negated by section 5.0.

• Exception: Column HQs do not suffer these limitationsunless Subordinated to a Grand Army HQ.

• Exception: the Army of the Pragmatic Sanction GrandArmy HQ is not limited in the proportion of Units it maycontain.

>>>3.22 Hubs. Per KR&Os version 3.5, Hubs function as thetermini of each Side’s network of Depôts, and as Depôts intheir own right. In SOK, the Bourbon and Allied Sides eachhave more than one Hub, belonging to various Contingents.The Hub counters provided with the original SOK game arestill used, but each Contingent that has a Hub has only one (1)Hub (i.e. do not use Secondary or Tertiary Hubs).3.221 Hub locations are given on the Hub Location Chart.3.222 If a Contingent has its own Hub and Depôts (e.g.Bavaria, Saxony), it may only use those counters for supplypurposes, unless the Hub is Suppressed, in which case theContingent’s Depôts may trace LoCs to the Hub belonging tothe primary Power on that Side (“Base” or “Partner” Power, per4.1).3.223 Example: Bavaria and Saxony have their own Hubs. If theBourbon Side Controls Bavaria and Saxony, Bavarian and Saxonsupply must still be traced to the Bavarian/Saxon Hubs, not to theFrench Hub. If the Bavarian Hub was Suppressed, however, BavarianDepôts could trace an LoC to the French Hub, because France is theprimary (Base) Power on the Bourbon Side; Bavarian supply could notbe traced to the Saxon Hub, even though Saxony is currently a BourbonContingent.

3.224 All Units Controlled by a Side may use any Depôts orHubs functioning as Depôts owned by that Side, withoutpenalty, except for Hubs located in Neutral Territory – suchHubs may only be used by Contingents belonging to the Power(4.1) that owns the territory. Exception: The British Contingentmay be permitted to use the Hanoverian Hub, even if Hanoveris Neutral – this will depend on the Hanoverian Political Stance(4.15).3.225 Clarifications: the Contingent-Supply issue of case 3.222only limits which Depôts may use which Hub: once set up, aDepôt can supply any forces on the same Side. Under KR&Os3.5, OPs have been divorced from Hubs (in earlier rulesversions, they were assigned to specific Hubs). Therefore, eachSide only has a single pool of Unassigned OPs, which may beutilised by any forces on that Side.3.226 Design Note: per 1.19, “version 3.5” Hub markers are availablein the Grand Campaign module. Lacking those markers, use any of theoriginal Hub markers that can be applied to the updated rules.

3.23 Multinational Forces. As an exception to KR&Os 3.76,Pfalz, Hessian, and Reichsarmee Units do not require their ownMarshals to be present when Subordinated to a Grand ArmyHQ.>>>3.24 Generating Replacement SPs. Replacements arehandled per KR&Os 8.5. Any Contingents currently Controlledby a Side have their lost SPs recorded by that Side’s chits;when recovered, the SPs can go to any Contingent(s) &Nationalities currently Controlled by that Side.3.241 Exceptions: there are a few Irreplaceable SPs/units. Also,certain SP Classes/Nationalities belong to special pools with adifferent mechanism of receipt. See 5.0 for details.3.242 The Replacement Table may be consulted once perQuarterly Turn per Side, during the Administrative Phase.3.243 If a Power (4.1) has lost its last Territory to Conquest(4.22), then any Contingent(s) it Controls cannot receiveReplacements or accept POWs (per 4.233 the Contingents areremoved from play).3.244 Exception: Hessian and Reichsarmee SPs, wheneliminated, are never recorded – they regenerate automatically.See 5.643 & 5.654.

3.245 Design Note: in the 2nd (original) edition of SOK, losses wererecorded by Contingent – a tedious undertaking. Owners of earlier copiesof the game will notice that the original loss markers do not fit the 3rd

edition rules. If necessary, players can make their own set of markers asfollows: chits labelled “A” through “E” in denominations of “x1” and“x10”, for both “Eliminated” and “POWs”; each Side should have its ownset.

3.25 Grand Army HQs. The following are Grand Army HQs:• Army of the Pragmatic Sanction: designated Escort of King

George and the Duke of Cumberland.• Armeé du Roi: designated Escort of Louis XV. Received with

him the first (1st) time the Defend the Rhine! Strategic Event(6.2) occurs.

• Armee des König im Preußen: designated Escort of Frederickder Große.

• Armee des Königin von Ungarn: designated Escort of Franzund Karl von Lotharingen.

3.251 Maréchal Belle-Isle functions as a French Grand Army HQ,per cases 3.121-3.124.3.252 See 5.52 for additional rules on the Army of the PragmaticSanction HQ.>>>3.26 Unassigned Operations Points. In SOK, players arepermitted to accumulate more than nine (9) Unassigned OPs at atime. This is an exception to KR&Os 5.225. However, at the end ofany Administrative Phase in which a Side has more than nine (>9)Unassigned OPs, it automatically loses one (-1) Unassigned OP.

3.3 POW EXCHANGE“Conduct yourself at all times as a man of courage. I will have notimid officers; he who is not bold and brave does not deserve toserve in the Prussian army”.

Frederick II

>>>3.31 By the terms of the Convention of Frankfort, the playersmust conduct a General Exchange of POWs on the last QuarterlyTurn of the Year, per KR&Os 3.44. Exchanges are always bilateralbetween Sides.3.32 The Austrians, if they were in a vindictive mood, or short ofcash, sometimes sold their prisoners to the Turks – especiallyheretic Prussian POWs. Therefore, 10% of all non-Exchangedenemy POW SPs (only) held by the Habsburg Side at the end ofeach Year may be eliminated. The Habsburg player must “sell”Prussian SPs if possible; if not, he may choose any POW SPs.3.33 SPs eliminated under 3.32 are available to their original owneras normal Replacements on subsequent Quarterly Turns. TheAustrian Contingent receives a bonus modifier to its nextReplacement check (only), per the Replacement Table – theproceeds go to the war effort.3.34 Exception: these rules are ignored when there is a freeze onPOW Exchanges (6.15 point #3).

>>>3.4 MOVING FORCES ON & OFF MAP“I declare to you then that the whole of your treaty is void ifSweden does not act for France and if the Bavarian elector doesnot act and if Belle-Isle does not enter Germany to act this autumnin Bohemia and Austria. Do not believe I am allied to the king yourmaster on any other conditions, and do not count any longer on meif you do not fulfill your engagements, as I am resolved religiouslyto fulfill mine. Tell this to the Cardinal and to Monsieur Belle-Isle,for if France thinks it can deceive me France is mistaken”.

Frederick II to M. Valory, French envoy to Berlin, in 1741

3.41 General. Entry and exit of the map may be accomplished byStrategic Redeployment (KR&Os 8.7) if moving forces to and fromoff map holding boxes (only). Otherwise, forces can be moved onand off map using normal movement rules.3.411 These rules apply both when using the entire map, and whenusing only certain map panels.3.42 Regular Movement. Regular movement on/off map (KR&Os4.27) is permitted in SOK, within limits:• In the Operations Phase, Units may Retreat off map; they must

re-enter the map as expediently as possible.• In the Administrative Phase, Units may leave the map

voluntarily by viable Road or Riverine Routes. They may re-

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enter the map in a subsequent Administrative Phase, usingthe same or another Road or Riverine Route.

3.421 If exiting/entering the map in the Administrative Phase,the time a Unit must remain off map varies with the distancebetween its exit point and its desired entry point:• For any hex within six (6) hexes of the exit hex, the Unit

must enter in the next Turn.• One (1) additional Turn is added for every multiple of six

(6) or fraction thereof.3.422 Example: assume a Unit exits the map via the Road hex atEdenburg on map #7 (7/Schrattentaal/SE11). If re-entering on theRoad to Wiener Neustadt (7/Schrattentaal/S9), it would have todo so on the next Turn (Administrative Phase movement inboth cases because it is an individual Unit, not an HQ). Entryfarther away, at Pest on map #6, for example (6/Trencsin/SE13)would occur 3 Turns later. Pest is 14 map edge hexes fromEdenburg: 14 divides by 6 twice, with a remainder. The delaycould be reduced to 2 Turns if the Unit entered via RiverineMovement, because the Danube enters at 12 hexes distancefrom Edenburg.3.423 Formations may not be Reorganised while off map,unless in a holding box.3.42 Strategic Redeployment (SR). In the 3.5 version of SOK,SR is only used by forces moving to and from the HabsburgImperial Garrisons (3.43). Except as amended below, SRfollows KR&Os 8.7.3.421 If a Leader is required to be Redeployed off map andnone is available in the Officers’ Mess, one must beautomatically Relieved from an on map Posting in order tofulfil the requirement (implying the subsequent Un-Forming ofhis HQ unless he can be Replaced).3.432 Forces conducting SR off map are simply removed fromthe map, or moved between the Imperial Garrison boxes, asappropriate.3.433 Habsburg forces conducting SR to the map from eitherItaly or Hungary enter via any Road or Riverine Routes thatexit the map in Hungary. Forces entering from the LowCountries arrive as Reinforcements in the UP Territory.3.43 Imperial Garrison Boxes. The Habsburg player hasAustrian Imperial Garrisons, comprised of a certain number ofSPs, Leaders, and Auxiliaries. These forces are stored inspecially labelled holding boxes – one for Italy, one for theLow Countries, and one for Hungary.3.431 Imperial Garrison Forces may SR to/from or betweenImperial Garrisons at the Habsburg player’s discretion, but notethat allowing Imperial Garrisons to drop too low in strengthmay trigger Revolts. See 5.35 for more information.

4.0 POLITICSPLAYERS SHOULD BE FAMILIAR WITH SECTIONS 4.1THROUGH 4.3, ALTHOUGH SOME CLAUSES ONLYAPPLY TO THE CAMPAIGN GAME. SECTIONS 4.4THROUGH 4.6 ARE STRICTLY CAMPAIGN GAMERULES.

“The trouble with these international affairs, my dear Percy,is that they attract foreigners”.

Without an understanding of the political background, many of theprotagonists’ moves in this conflict make no sense. An entire gamecould be contrived around the political machinations of this war. Thepoliticking that took place makes the plot line of a daytime soap operalook like that of a spaghetti western. It was a transitional kind of war,between the stately dances of the true “Lace Wars” and the unbridledviolence of what might be termed wars of “national self-determination”. Even Frederick tried to maintain a balance – he hadno desire to see France place a leash around Germany’s neck, or tohave his Saxon neighbours lording it over Prussia, things which wouldhave occurred had he pressed for the dismemberment of the Habsburgpossessions. He talked big to encourage the French, so they woulddistract Austria’s war effort, but always backed away when a combinedpush would have toppled the Colossus.

During the earlier years of the war the German theatre of operationswas the heart of the conflict. All the major players, even Spain and theHouse of Savoy, had a stake here. SOK is a wargame, therefore therealm of politics has generally been abstracted – being beyond yourpurview as a “king’s lieutenant”. Nevertheless, the efforts of the

diplomats do have an effect on your actions. And their Most RoyalMajesties’ grand plenipotentiaries may permit you to contribute (slightly) totheir exalted deliberations, if you behave yourself.

4.1 POWERS[This will be] “a war, which, if continued, must in itsconsequences, inevitably destroy the Liberties of the Empire, theProtestant religion, and the Balance of Power in Europe”

Lord Hyndford, British envoy to Vienna and Berlin

4.11 General. The playing surface and the game pieces representthe geographical and physical assets of a number of Europeanstates. Eight (8) of these states are given special status as Powers.Four are Major Powers: France, Austria, Britain, and Prussia. Theremainder are Minor Powers: Hanover, Saxony, Bavaria, and theUnited Provinces (Holland). Lesser entities, such as the HessianStates or Denmark, although they may have forces in play, are notimportant enough in game terms to rate Power status.>>>4.111 In a two-player game, France and Austria are BasePowers – France for the Bourbon Side and Austria for theHabsburg Side. The players have full Control of the forcesbelonging to Base Powers. Britain and Prussia are (for gamepurposes) Junior Partners. Prussia is France’s Partner, and Britain isAustria’s. In a three-player game, Prussia becomes the Base Powerfor the Hohenzollern Side, and in a four-player game, Britain doesthe same for the Maritime Powers Side.4.112 The Minor Powers are termed Associates of the MajorPowers; the latter each have two (2) Associate Minor Powers.Hanover is an Associate of Britain and Prussia. Saxony is anAssociate of Prussia and Austria. Holland is an Associate of Britainand France. Bavaria is an Associate of France and Austria.4.113 A Power’s current political leaning is termed its PoliticalStance. Under normal circumstances, who Controls a Power isdefined by the Political Chart and the Political Relationships charts.This may be altered per 4.17/4.18 and 4.36.4.114 Clarification. Powers, Sides, and Contingents are relatedconcepts, but in no way identical. For example, the MaritimePowers Side includes Britain (Base or Junior Partner Major Power),Holland (Minor Power), and Hanover (Minor Power). Usually aPower is also represented by a single Contingent, but someContingents do not belong to a Power (e.g. Hesse), and somePowers may have more than one Contingent under their Control(for example, the M-P Side may acquire Danish mercenaries). If aSide has Control of a Power, it automatically has Control of theContingent(s) associated with that Power; however, the degree ofControl may vary, in accordance with the situation.4.115 Design Note: there is a case for making France, rather than Prussia,the junior partner in their alliance. After all, the game begins and endswithin the framework of the Austro-Prussian struggle. However, unlike theSeven Years War, the focus of the German theatre was France’s rivalrywith Austria for dominance over the Empire. King Frederick’s role was amere opportunism, but one which contributed to the weakening of both ofthe former dynasties’ influence over the German nation and to acorresponding rise in Prussia’s own.

4.12 The Political Chart. Refer to the Political Chart. This a set ofcoloured boxes and tracks used to record changes in therelationships between the Powers.4.121 The large corner boxes represent the Base Powers and theirPartners. Partner and Base are connected by a diagonal trackextending from the Partner’s box.4.122 Each of the four (4) Minor Powers is represented by one ofthe outer tracks that connect the corner boxes, and they are theAssociates of the Major Powers they are connected to. The MinorPower tracks should be thought of as spreading from their middles,rather than extending from one end or the other.4.123 Each Minor Power track has a set of numbers associated withit. These are used to determine random shifts in Political Stance.4.124 The Political Relationships charts explain each Stance indetail.4.13 Political Stance Shifts. Each Power has its own PoliticalMarker (PM), used to indicate the current relationships between thePowers. The position of a PM on its track denotes that Power’sPolitical Stance.4.131 A single “shift” to a PM is defined as the movement of thePM by one (1) box in the direction(s) permitted by the pertinentrule.

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4.132 All PM shifts are made as they are triggered; anychanges to the game situation are immediately resolved at thesame time.4.133 Note that except for one instance, PMs are never shiftedinto a corner box on the Political Chart – they only approachthem. The exception is Prussia – see 4.32.4.134 PMs may be shifted for the following reasons:• Each Administrative Phase, the Political Chart is

consulted to generate random shifts (this represents day-to-day diplomatic machinations). See 4.14.

• As called for by a Strategic Event (6.2).• Occasionally, the shift of a PM may require the shift of

another PM (see the Power Relationship Chart).• Imperial Elections (4.5) permit the winning Side to make

some shifts.>>>4.14 Making Political Shifts. The boxes on the MinorPower tracks each have a set of numbers associated with them.They are in fact tables for determining whether the Powerchanges its Political Stance.4.141 Each Administrative Phase, during the Special EventsSegment, roll a die once (1) for each Minor Power and consultthe table associated with the box currently containing thatPower’s PM. Move the Power’s PM one (1) box in thedirection indicated by the arrows (the PM may also remainwhere it is, depending on the result of the die roll).4.142 Political Stance checks occur during the Special Eventssegment of the Administrative Phase of each Quarterly Turn.They are made before conducting any other activities in thesegment. Exception: Imperial Election (4.5) activities, if any,always come first of all.4.443 Stance checks can be made in any order.4.144 Example: refer to the Political Chart. Bavaria is currentlyNeutral. According to the table associated with the Bavaria Neutralbox, a die roll of “0-8” will result in Bavaria becoming Pro-French,while a result of “9” will result in no change.

4.145 A die roll penalty is applied if a Side does not Control anEmperor with the Imperial Mandate (4.63). Note that thispenalty may be plus (+) or minus (-) depending on the Side, butit must be applied unfavourably.>>>4.15 The Effects of Political Stances. Detailedexplanations of the Political Stances and their effects are givenon the Power Relationship Chart. Further effects in the form ofvarious modifiers will be listed on the appropriate tables. Ingeneral terms, there are Territorial consequences (e.g. is aTerritory Friendly or not?), strategic consequences (e.g.advancement of the Peace Index), and operationalconsequences (e.g. how much of the Power’s forces can operateoutside of its own lands). A Power’s Political Stance will alsodetermine its Controlling Side.4.151 Per 4.132, changes to a Power’s Territorial Alignmentare enacted immediately; however, should this require theremoval of any Side’s forces out of the Territories in question,this is done using normal game mechanics, as expediently aspossible. Important: a two (2) Turn grace period is given whena Power becomes Neutral (4.314).>>>4.152 A Side always Controls the forces belonging to itsassociated Base Power (e.g. the Bourbon Side always ControlsFrance), and, depending on the number of players, any alliedPartner Power. A Side Controls its associated Minor Powers(and their forces) when the Minor Power’s PM lies closer tothat Side’s Major Power(s) box(es) than the Neutral space ofthe Minor Power track.4.153 Some forces are only made available to the players undercertain Political Stances. See the OOB books (7.2-7.7). Termsof employment for various Powers’ forces are given on thePower Relationship charts, but specific lists of forces will befound in the OOB books.4.154 Until a Side is permitted to use them, a Power’s forcesmust remain within its own Territories. When a Power adopts aStance that releases forces for use that were not previouslyavailable, the player may retain the use of these forces until thePower’s stance switches to one that does not permit those

forces to be used. At that time, the forces in question must bemoved back into the affected Power’s Territories as expediently aspossible, using normal rules mechanics, and cannot be used outsideof those Territories.4.155 Clarification: should case 4.154 apply to a Power and then bealtered to a situation where the forces can again be used, prior totheir reaching their own Territory, they do not have to be returnedto their homeland before they may be reemployed.4.156 Important. In cases where a Power becomes Neutral (and isthus officially Controlled by no Side) the player responsible forcomplying with the requirements of Neutrality will be the one wholast had Control of the Power.>>>4.157 Example: refer to Hanover’s PM track on the Political Chart.The Neutral box is 2 boxes to the left of Prussia’s corner box. If the PM istowards Britain’s end, Hanover is Controlled by the M-P Side, becauseBritain is the Base/Junior Power associated with that Side. If the PM is onthe other side of the Neutral box, Hanover is Controlled by Prussia.According to the Power Relationships charts, even when Hanover is“Friendly to Prussia” it remains a Neutral Power, but Hanoverian Territoriesbecome Unaligned to Prussia, allowing Prussian forces access to them.Thus Prussian player Control of Hanover is never more than nominal. WhenHanover is Controlled by the M-P Side, its forces are always fully available,but unless the Stance is Full Allied Commitment, Hanoverian forces have alimited zone of operations (essentially the northwest area of the map). Besure to study the Power Relationships charts closely, since every case isdifferent.

>>>4.16 DemoCPs and Political Stances. Armies were (and stillare) often positioned so as to intimidate neighbouring states,without actually attacking them. DemoCPs may used to achievethis effect.4.161 Per 2.34, DemoCPs target Fortifications. When the targetbelongs to a Minor Power (only) the player conducting theDemoCP may receive a die roll modifier for use against the Poweron its particular Political Stance table. See the Campaign PlanChart (CPC) for qualifications and effects.4.162 As noted above, Political Stance Checks are made Quarterly,therefore, in order to qualify, the DemoCP must be active andcurrently Successful during the Special Events segment when thechecks are made. Any additional benefits that may be accrued by aDemoCP are assessed normally at the appropriate times.4.163 DemoCPs may be conducted against Fortifications in NeutralTerritory (i.e. the Minor Power is Neutral) but the forces involvedmust remain outside the Neutral Territory. (DemoCPs have a radiusof effect, as noted on the CPC).4.164 Any Side may conduct a DemoCP against a given MinorPower, even the Power’s Controlling Side. Allied Sides may notconduct Demo CPs against each other’s Major Powers, nor may aplayer actually attack any forces or Territories under his own or hisally’s Control.4.165 Note that Minor Powers always drift toward one “team” ofSides. Therefore, either Side on the same “team” may conduct theDemoCP, in order to benefit itself or the other member of the“team”, as applicable. If a Side conducts a DemoCP that willbenefit the other member of the “team”, such a benefit may bewithheld if desired.4.166 Example: the Hohenzollern player conducts a DemoCP against aBavarian Fortification. The players are about to make their Political Stancechecks. They determine that the DemoCP is currently Successful. TheFranco-Hohenzollern Side thus becomes eligible for a beneficial modifieron the Bavarian Political Stance table. This modifier is only useful (in adirect sense) to the Bourbon player, however, because Bavaria is notassociated with Prussia. Therefore, the Hohenzollern player could choosenot to apply the modifier when the checks are made (unless the Bourbonplayer grants him some sort of concession).

4.167 Opposing Sides may conduct DemoCPs against the sameMinor Power at the same time. The same Fortification need not betargeted. In this case, if both are effective, the CPs negate eachother with regard to Stance Checks (they would only negate eachother with regard to other effects if the same Fortification weretargeted. Only one (1) Friendly Side may conduct a DemoCPagainst the same Minor Power at the same time.>>>4.17 Which Powers May Be Attacked. Players are technicallyfree to attack any Power that is Controlled by an Enemy Side, orthat is Neutral. Some restrictions apply:• There are severe penalties for attacking a Neutral Power. See

4.36. The Side Controlling a Neutral Power may not attack it(4.312).

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• Permanently Neutral (4.34) Powers may never beattacked.

• Powers Controlled by players on the same “team” cannotattack one another (as noted in 4.164, it is permissible toconduct a DemoCP against an allied Minor Power target).

4.171 When a Power’s Territory is voluntarily (only) enteredfor the first (1st) time in the Game by a Unit belonging to a Sideopposed to the Controlling Side, or by any Side when it isNeutral, the invaded Power’s PM is immediately shifted one(1) space in favour of either its Controlling Side’s Major Poweror the Major Power most opposed to the invading Side’s MajorPower.4.172 A PM shift made due to case 4.171 can notionally movethe PM off one end of a Power’s track. If this would occur, thenthe affected Power is deemed to have become a Permanent Allyof the Side it currently favours. See 4.18.>>>4.18 Permanent Allies. Minor Powers may becomePermanent Allies. Permanent Allies may be generated in one oftwo ways:• The Power is attacked per 4.17 and its PM is <notionally>

shifted off its track in consequence; or,• Its Neutrality is Violated (4.36).4.181 The Power’s PM is removed from the Political Chart andheld by the Controlling Side as a reminder.4.182 Powers that become Permanent Allies of a Side are underthe full Control of that Side. Their forces may be used withoutrestriction.4.183 The Power’s Territories are treated as Friendly to theControlling Side, Unaligned to any allied Side, and Enemy tothe opposing Sides.4.184 The Power’s status remains the same until its lastTerritory is Conquered (4.22) by an opposing Side, at whichtime it is subject to case 4.234.4.185 Given case 4.184, Powers may become Permanent Alliesmore than once per game, and to different Sides.

>>>4.2 CONQUEST & CESSION“What astonishes me is that the world never becomes wiser,and that after one sees so obviously the frivolity of guarantees,principally in the regard to the Pragmatic Sanction, one stillallows oneself to be taken in by guarantee treaties. All men arefools; that is what Solomon said, and what experienceproves.”

Frederick the Great

4.21 General. Some Territories can be Conquered and someTerritories can be Ceded, though not by all Sides equally.4.211 Before their Conquest/Cession, Territories are, of course,associated with a particular Power, as noted on the State Guide(e.g. Meißen belongs to the Saxon Minor Power). A Conqueredor Ceded Territory is assigned to a new Power:• After a Side Conquers a Territory it may be assigned to

any Power Controlled by that Side.• After a Side Cedes a Territory it may be assigned to any

Power (within certain parameters) that the Ceding Sidechooses.

4.212 Unless specifically designated otherwise, a Power’sTerritories always include all Core, Influenced, Conquered, andCeded Territories (Ceded to the Power in question, that is).4.213 If a Power is Neutral (4.3), its Territories, includingConquests and acquired Cessions, are equally subject to therestrictions of 1.342 (i.e. they are equally Neutral).4.22 Conquering Territories. Those Territories that may beConquered are marked with a “©” symbol (red or black) on theState Guide. Each Territory that may be Conquered has a set ofkey Fortifications located within it. These are noted on theCPC. Once a Side has acquired every one of the listedFortifications, it has Conquered the Territory.4.221 Play Note: acquiring Fortifications can be done through AttackCPs, but can also occur simply by placing a Garrison in an emptyFortification. This garners no Prestige, but does count towards the

Conquest of the Territory to which the Fortification belongs. KeyFortifications should always be Garrisoned!

4.222 Allied Sides may jointly Conquer a Territory, but it isdeemed Conquered by the Side that holds the most of its KeyFortifications (as listed on the CPC. For cases where there may be atie, a “natural” Conquering Side is indicated by the CPC; this Sidewins any tie.4.223 A Territory may be Conquered repeatedly (by alternatingopposing Sides, naturally) throughout the game.4.224 Conquest of Territories is assessed at the end of theAdministrative Phase.4.225 Once Conquered, a Territory must be assigned to a specificPower. Such assignments last until nullified by Reconquest. Inorder to qualify, the Power must be Controlled by the Side thatachieved the Conquest, and have the most SPs currently present inthe Territory, among all eligible Powers (player choice if tied). TheSPs of Contingents that do not belong to a Power are ignored (e.g.Hesse, Denmark).4.226 Exceptions: Britain, France, and the UP may not receiveConquered Territories. Their SPs are ignored for case 4.225. If onlythese Powers’ forces were involved, the Conquered Territory mustbe awarded to any one (1) other Power on the same Side, even ifthe latter had no SPs present.4.226 Example: the British conquer Alsace all by themselves (highlyunlikely, but…) Britain cannot acquire Territory, so the Allied playerawards Alsace to Austria.

4.23 Conquest Effects. Conquered Territories have theirAlignments adjusted, as noted on the Political & TerritorialDefinitions Chart.4.231 When a Side has Conquered one or more of a Power’sTerritories, for the remainder of the game the Conquering Sidesuffers a penalty to all future Political Stance Checks regarding thatPower. This is so even if the Territory changes hands.4.232 When a Power is awarded a Conquered Territory, theawarding Side gains a beneficial modifier to all future PoliticalStance Checks regarding that Power, while the Power retains theTerritory.4.233 When a Power’s last Territory is Conquered, all its forces areremoved from play until such time as one of its original Territoriesis Ceded to it. At that point, its forces are available to re-enter playas Reinforcements. To simplify record keeping, removed forcesshould be set aside as they were when they were removed. Oncethey are eligible to re-enter play, the Controlling player may makeany necessary alterations.4.234 When a Power’s last Territory is Conquered, its PM is resetto Neutral. This also allows a Permanent Ally’s PM (4.18) to bereset, removing it from the Control of the appropriate Side.4.24 Cession of Territory. Only Territories that have a Red “©”mark on the State Guide may be Ceded. Cession, like Conquest, isdone between Sides, not Powers or Contingents. However, onceCeded, a Territory must again be assigned to a specific Power onthe Side to which it was awarded, per 4.225. Case 4.226 applies toCessions as well.4.241 Cession occurs in the Administrative Phase, beforeConquests are determined:• A player holding a Conquered Territory may demand its

Cession to his Side. He consults the Cession Table to see if hisdemand was successful or not.

• The player from whom a Territory was Conquered during theprevious Year may voluntarily Cede it to the Conquering Side.In this case the Cession is automatic.

4.242 A maximum of one (1) Territory may actually be Ceded toany given Side per Year.4.243 Cessions are permanent, unless the Territory is Reconquered.After Reconquest, the Territory may then be re-Ceded.4.244 Example: Bohemia is Ceded from the Habsburg Side to the BourbonSide. The Bourbon player awards Bohemia to Bavaria. Later, the HabsburgSide Reconquers Bohemia and obtains its Cession. The Habsburg playerawards the Territory to Austria.

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4.245 The Habsburg player may not demand the Cession of aTerritory for Austria unless an original Habsburg Territory hasalready been Ceded to another Side.4.246 In some cases Territories must be Ceded as “packagedeals”, counting as one (1) Territory for Cession purposes.These Territories are noted with a superscript beside theirConquest Mark (©) on the State Guide; Territories with thesame superscript numeral belong in the same package. (E.g.Glatz and Oppavia).4.247 Certain Territories cannot be Conquered, yet are eligibleto be Ceded. These are Lusatia (Saxon) and the combination ofJülich/Berg (Prussian).4.25 Cession Effects. The Cession of Territory has thefollowing effects, per Territory Ceded:• Ceded Territories have their Alignment shifted, as noted

on the Political & Territorial Definitions Chart.• Each time a Territory is Ceded, the Peace Index is

advanced one (+1) box – maximum of once (1) per Year.• Each time a Territory is Ceded to Prussia, the Ceding

player may shift Prussian PM up to two (±2) spaces in anydirection he desires.

>>>4.3 NEUTRALITY OF POWERS“A neutral is bound to be hated by those who lose anddespised by those who win”

N. Machiavelli

4.31 General. Neutrality is a Political Stance. Powers may bein one of three (3) states of Neutrality. They may have startedthe game Neutral, or they may have become Neutral duringplay, or they may have become Permanently Neutral.Following are the general rules for Neutrality.4.311 While Neutral, a Power’s Territories, including allConquests and acquired Cessions, are also deemed Neutral, andsubject to the restrictions of 1.342.4.312 Important . Per 4.156, the player responsible forcomplying with the requirements of Neutrality will remain theone who last had Control of the Power. This player may notattack the Power while it is Neutral.4.313 The Power’s forces (including supply elements) obey allnormal game mechanics, except as follows:• All of the Power’s HQs immediately become Unformed

and cannot be Formed again until the Power loses itsNeutral Stance. All Officers Posted to such Formations arefreely Relieved and returned to the Officers’ Mess.Auxiliaries assigned to such Formations are returned tothe Recovery Box.

• All of the Power’s Units must move as expediently aspossible into a Territory owned by the Power (includingConquests and acquired Cessions) and must remain thereuntil the Power loses its Neutral Stance.

• Neutral forces ignore and are ignored by all other forceson the map, except that they cannot end a move stackedwith forces that do not belong to the Neutral Power. (Thisalso means that a Unit belonging to an active Powercannot remain in such a hex after its own movement).

• If the Power’s forces were Besieging a site, the Siege isLifted if after the removal of the Power’s forces there willbe insufficient SPs left to prosecute it. Blockades that arereduced below the minimum SP requirements for thisreason are also terminated: treat the event as a LiftedSiege (KR&Os 7.29).

• If the Power has Besieged or Blockaded Garrisons that arerequired to return home, they are immediately awardedHonours of War (KR&Os 3.43 point #3).

• Supply rules are followed normally for the Neutral Power,except that: a) once within their own Territories, forcesbelonging to a Neutral Power never suffer Attrition; b)Depôts belonging to the Power may remain in situ withoutsuffering Reduction, or may be voluntarily Disbanded, butcannot be Built.

4.314 When a Power becomes Neutral, all Contingents notbelonging to that Power must leave its Territories within two (2)complete Turns or that Power’s Neutrality is considered to havebeen Violated (4.36). Depôts, other than those belonging to theNeutral Power, must be Disbanded.4.315 When a Side has been conducting a CP against a target in aTerritory that is now Neutral, the forces of that Side must leave theTerritory, per 4.314. The CP is deemed a Failure. Remaining OPsassigned to such a CP are added to the Unassigned OP total (if thattotal is less than “9”). Exception: a DemoCP conducted against atarget within the Neutral Territory (per 4.163) may be continued,but the forces conducting it must still leave the Territory.4.316 Exception: if a Side Controls Fortifications within a NeutralTerritory that is not one of its own, it may retain Control of suchFortifications so long as they remain Garrisoned by that Side. SPsin such Garrisons have Transit Rights for the purposes of Transferin and out of the Territory, but no such Garrison may be increasedbeyond the number of SPs it held when the Territory becameNeutral. During the grace period (4.314) such Garrisons may nothave their SPs increased. Depôts may not be built in suchFortifications, but existing Depôts may remain. They may traceLoCs to their Hub freely within the Neutral Territory.4.317 As an exception to exception 4.316, when a Power becomesPermanently Neutral, ALL other forces within that Power’sTerritories must leave. Prestige is not lost when abandoningCaptured Fortifications within said Territories.4.318 No Power may take a Neutral Political Stance more thanonce (1) in any given Year except due to the death of a Royal (3.14point #2), or due to its last Territory being Conquered (4.233). If aPolitical Stance check requires a Power to adopt Neutrality for asecond time in the same Year, the PM is instead not moved.4.319 Clarification: Neutrality rules do not apply in cases where aPower’s forces are merely restricted or immobilised by the PoliticalStance, only where the Power is expressly Neutral.4.32 Major Power Neutrality. France and the Maritime Powersbegin the Campaign Game in a Neutral state. Prussia may becomeNeutral during play. For pre-game Neutrality, see 4.33. Theremainder of this section deals with Prussia.4.321 Prussia as a Major Power may become Neutral if its PM ismoved into the Prussia Box on the Political Chart. If there is noHohenzollern player, this is automatic when it occurs. If there is aHohenzollern player, he may choose to immediately, or at the endof the Special Events segment (his choice), expend one (1)Unassigned OP and place the Prussian PM in the box of thePrussian PM track adjacent to the Prussia Box instead.4.322 Prussian Neutrality is resolved in the same manner as anyother Power’s. The Hohenzollern player (if there is one) is not outof the game when Prussia becomes Neutral.4.323 While Neutral, Prussia may accumulate OPs, with a penaltyas noted on the OP Accumulation Table. OPs may be usednormally except that they may not be Assigned to CPs. Important.The Hohenzollern Side always participates in Initiativedetermination normally, even when Neutral.4.324 While Prussia is Neutral, the Hohenzollern Side may moveits forces in the Administrative Phase, and may Build and DisbandDepôts, Recover Auxiliaries, receive Replacements, and deployReinforcements within Prussia. The Russian Threat Strategic Event(6.2) must be resolved when called for. Random Events still applyto Prussia.4.325 Prussia may lose its Neutral status through TerritorialViolation (4.36), or as follows:• In a three- or four-player game, the Hohenzollern player may

expend three (3) Unassigned OPs at any time, and immediatelymove the Prussian PM up to two (2) boxes along its PoliticalTrack. This expenditure may only be made if Prussia iscurrently Neutral.

• In a two-player game, the Bourbon player may expend five (5)Unassigned OPs at the time Political Stances are checked, andmove the Prussian PM up to two (2) boxes along its PoliticalTrack. The OPs may be any mix of Bourbon or Hohenzollern.

4.326 On the third occasion that Prussia becomes Neutral, itbecomes Permanently Neutral (4.34) and is out of the game.

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4.33 Pre-game Neutrality. When a Power begins the gameNeutral, it is subject to all normal Neutrality rules, with thefollowing amendments.4.331 A Power that starts the game Neutral does not have anyof its starting forces deployed. Once the Power loses its Neutralstate, its forces are set up by the Side Controlling it anywherewithin its Core and Influenced Territories, or as directed by thescenario instructions. Leaders are added to the Officers’ Mess,from whence they may be immediately Posted, and Auxiliariesare added to the Available Box, from whence they may beimmediately assigned to HQs as required. Additional rulespertaining to the Side/Power may limit deployments.4.332 OPs may be accumulated, but at reduced rate, as notedon the OP Accumulation Table. OPs may be used normally butmay not be Assigned to CPs.4.333 As long as a Power remains Neutral, any Reinforcementsit receives are added to its initial force pool. In the case of aStrategic Event applying to a Neutral Power’s forces,reductions are made from the force pool as directed by theEvent, without affecting the Power’s Neutrality.4.334 When a Power loses its pre-game Neutrality, theControlling Side will be the one it most favours at that time,based on its new Political Stance.4.335 For the Campaign Game, a special sequence occurs:• All Minor Powers start Neutral.• Austria begins the game actively at war.• Prussia begins the game actively at war.• France begins the game Neutral but is eligible to enter

play when the Bavarian PM is moved into the Pro-Frenchbox. When this occurs, roll one (1) die. The French losetheir Pre-War Neutrality a number of Turns later equal tothe roll of one (1) die – with a minimum of three (3) Turnsdelay.

• Britain begins the game Neutral but will enter play anumber of Turns after the Turn that France actually losesits Pre-War Neutrality, counting the latter as “Turn Zero”.This delay is again equal to the roll of one (1) die – with aminimum of three (3) Turns delay beyond Turn Zero.

4.336 Britain’s Political Stance track has no Neutral box. WhileBritain is under Pre-War Neutrality, its PM is adjustednormally during this time, and any effects called for by aparticular Stance are applied normally, except for thedeployment and use of British forces, which, as noted above, isprohibited during Pre-War Neutrality.4.337 Example: while under Pre-War Neutrality, Britain’s PM may beat Full Support. This will allow the Habsburg Side to receive die rollmodifiers for Replacement and OP Accumulation die rolls, but BritishUnits still may not enter the map until Pre-War Neutrality restrictionsare lifted.

4.34 Permanent Neutrality. Permanent Neutrality occursunder the following circumstances:• If a Power’s Royal Personage is Killed.• If all the Core Territories of a Power are Conquered.• In addition, Prussia becomes Permanently Neutral the

third (3rd) time that it achieves a Neutral Political Stanceduring the course of the game, and Saxony and Bavariathe second (2nd) time they do so.

4.341 Clarification: Bavaria and Saxony may lose all theirTerritories, forcing them to become Neutral, but theirTerritories may be reclaimed, in which case they enter thegame again, beginning in a Neutral Stance.4.342 All forces belonging to a Permanently Neutral Power areremoved from play for the rest of the game. Its PM is removedfrom the game.4.343 If Prussia becomes Permanently Neutral, theHohenzollern Side is out of the game. Hohenzollern Prestigeremains fixed at the point that it was when Prussia becamePermanently Neutral.4.344 All other forces are also removed, as expediently aspossible, from Permanently Neutral Territories. Transit Rights

(1.36) are void through a Territory rendered Permanently Neutral.4.345 Exceptions: Britain, France, and Austria never becomePermanently Neutral.4.346 When Prussia becomes Permanently Neutral, the Peace Indexis advanced three (+3) boxes. When Bavaria becomes PermanentlyNeutral, the Peace Index is advanced one (1) box. Saxon Neutralityhas no effect on the Peace Index.4.347 Design Note: this rule may be seen as exceptionally harsh, but itreflects the reality of the times. Operations might continue for a while uponthe death of a ruling prince, but the desire of the government would be toend the conflict, install a successor, and indulge in the “musical chairs” ofcourt life – much more important than the ephemeral war aims of a nowdeceased king. The enemy might press for advantage at the peace table, butwould be equally anxious to ensure a stable succession.

4.35 Losing Neutral Status. Excepting the Pre-game Neutralityrules and the special rules for Prussia (4.32/4.33), a Power loses itsNeutral status if its Neutrality is Violated (4.36) or if it acquires adifferent Political Stance. The Power is free to act within the limitsof its new Political Stance.4.351 If a Power loses its Neutrality, the restrictions of 4.313 areimmediately lifted.4.352 Exception: if a Minor Power loses its Neutrality due toViolation of its Territory, there may be a delayed reaction. Roll one(1) die. If the result is odd, Neutrality restrictions remain in forceuntil the end of the next Administrative Phase. Furthermore, if noenemy forces are present in the Power’s Territory at that time, thePower does not lose its Neutral Stance after all. Case 4.171 doesnot apply unless the Power loses its Neutral Stance.4.353 Example: to take an historical example, at the start of the SecondSilesian War, the Prussians marched through neutral Saxony to attackPrague. The Saxons were so shocked and disorganised that they made noattempt to stop the Prussians, who, maintaining excellent march discipline,did no damage and simply passed on. In game terms, this would berepresented by case 4.352. An odd result was rolled, delaying Saxon forcedeployment by one Turn; at the end of the Turn in which they could havedeployed, the Prussians were no longer in Saxon Territory, so the latter didnot go to war (at that time).

4.36 Violating Neutrality. When a Neutral Power’s Territory isvoluntarily entered by the forces of another Power (or if such forceswere not removed per case 4.314), its Neutrality is said to beViolated. The Power becomes a Permanent Ally (4.18) of the Sidemost opposed to the Violating Side. Clarification: Major Powersmay never be attacked by their Partner Power and thus will neverbe an ally of a former Enemy Major Power.4.361 If a force enters a Neutral Territory involuntarily, theTerritory is considered Enemy, but this is not considered an act ofViolation. The force must leave the Territory as expediently aspossible.4.362 Exceptions: certain Territories may offer Transit Rights(1.36) when technically Neutral.4.363 The Territory of a Permanently Neutral Power may never beentered voluntarily. If its Territory is entered involuntarily, theforces in question must exit the Territory as expediently as possible(case 4.361), but there are no further effects.

>>>4.4 THE IMPERIAL DIETCAMPAIGN RULE ONLY

“The game I play is so considerable that it is impossible to take acalm view of the outcome”

Frederick in the summer of 1745

The Imperial Diet, or Reichstag, was not a parliamentary-style body in themodern sense, but a Convention of those bodies within the Empire that hadno authority above them except the Emperor himself. It grew (like theEnglish Parliament) out of earlier ad hoc meetings convoked for thepurpose of issuing laws, acquiring funds, and so forth; it also provided anopportunity for the princes to bully the Emperor into giving themconcessions, to the point that by the 18th Century, the Empire had becomelittle more than a loose association of independent states. Initiallycomprised of the most powerful magnates, the Kurfürsten or ElectoralPrinces, it later included representatives from various cities, ecclesiasticalbodies, and other secular Territories; the former two grouped intoColleges, and the latter into the Imperial Circles (Kreißen). During theMedieval period, the Reichstag met in various locations; after 1663 it wasfixed at Regensburg.

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4.41 General. The Imperial Diet has three game functions: a)to Elect or Depose Emperors; b) to generate additionalresources for the players; c) to influence the Political Chart. AnEmperor permits the remaining two functions to occur.4.411 Note that there may be two (2) Diets in operation. Thiswill occur if there is a Counter-Emperor (4.64). Additionally,the Diet used to Elect (or Depose) an Emperor meets in adifferent location (see 4.45) from that (or those) used toconduct “daily business”, and for clarity is known as the FullDiet. All Diets function in the same manner, except assubsequently noted.4.412 Diet activities of all kinds occur during the SpecialEvents segment of the Administrative Phase, prior to resolvingall other Special Events. Exception: Diets may only beConvoked (4.42) on Quarterly Turns (they may be Recessed –4.44 – in any Turn).4.413 A Diet may be In Session or Recessed. If currentlyRecessed, a Diet may be Convoked (4.42), which places it InSession. The converse act, Recessing the Diet, does as the termimplies. While the Diet is Recessed, no activities connectedwith that Diet are conducted.4.414 All Diets begin the game Recessed. In order to be InSession, the Full Diet must first be Convoked for the solepurpose of Electing an Emperor (4.5/4.6). After an Emperorhas been Elected the Full Diet becomes The Diet, and changesits location (4.45), but remains In Session Turn after Turn untilRecessed. So long as there is an Emperor, subsequentConvocations of Recessed Diets do not have to involveElections – although they may do so as a means of Deposing anEmperor (4.55).4.42 Convoking a Diet. A Recessed Diet can be Convoked ontwo occasions: a) by the Emperor, to “conduct business asusual” (4.43), or, b) if there is no Emperor, by any player,solely for the purpose of Electing an Emperor.4.421 Convocation occurs only if the following requirementsare met:• The Diet is currently Recessed (4.44).• It is the start of the Special Events segment of the

Administrative Phase of a Quarterly Turn.• A Convocation die roll is made and results in a value of

“1” or less. The die roll may be modified by plus or minusone (±1) for each Electoral Vote (4.51) the players hold.(Players may also abstain). The final modifier is calculatedbefore rolling the die. Exception: see point #4 below.

• If there is an Emperor, only the Side Controlling him maycall for Convocation. If there is no Emperor, any player orgroup of players who among them currently hold at leastsix (6) of the nine (9) Electoral Votes (4.52) available maytogether call for an Imperial Election and immediatelyConvoke the Full Diet for the purpose of Electing anEmperor. Point #3 above is ignored in this instance.

4.422 Clarification: according to 4.511, “only the French andHabsburg Sides may use Electoral Votes in the Electoralprocess”. However, Convocation is an extra-Electoral act,therefore, for the purpose of Convocation, all players may usetheir Votes.4.423 Example: there is no Emperor. The Bourbon Side holds 4Electoral Votes, the M-P Side 1, the Hohenzollerns 1, and theHabsburgs 2. Player Order is as just listed. The Bourbon playerdeclares for Convocation (4EV), the M-P player votes against, theHohenzollern player backs France (5EV), and the Habsburg playerdecides against. Net Votes are 5, so there is no Convocation of the FullDiet.

4.424 Example: in this example there is an Emperor. Votes aredistributed per case 4.423. A Convocation die roll must be made, butthe base chance is only 20% (0-1). The Bourbon player declares he willsubtract 4 from the die roll (4EV). The M-P player abstains. TheHohenzollern player backs France, and the Habsburg player countersby adding his 2 Votes against. Net DRM is (-4 + -1 = -5) + 2 = -3. Thedie roll is a 4 – 3 = 1. The Full Diet is Convoked.

4.425 Exception: in some circumstances there may be morethan one Emperor. This implies more than one Diet, for claritytermed a Regional Diet. In such cases, each Side owning anEmperor may Convoke that Emperor’s Regional Diet, if that

Diet (only) is currently Recessed. Case 4.421 point #4 continues toapply, but Votes may not be employed in opposition to the attemptto Convoke a Regional Diet (Votes not held by the Side wishing toConvoke a Regional Diet are null Votes – abstentions – which mayprevent the calling of a regional Diet through there not beingsufficient Votes). Allied Sides may contribute their Votes in favour.4.426 When more than one player is eligible to Convoke a Diet,either because there is no Emperor, or because there is more thanone, Convocation is declared in current Player Order.4.427 Clarification: if there is more than one Emperor, the FullDiet may still be Convoked – with the object being the Depositionof one of the Emperors (4.55)4.43 The Diet In Session. A Diet is In Session immediately uponbeing Convoked. While the Diet is In Session, the players mayconduct the following activities, in the order listed:• Elect a new Emperor if there is no Emperor (Full Diet only).• Challenge the reign of an existing Emperor (Full Diet only).

Exception: not in the same Turn that an Emperor is Elected.• Consult the Imperial Diet Table once (1) per Side.4.431 Imperial Elections are explained in 4.5 (see also section 4.6“Emperors”). The main purpose of the Diet, however, is to allowthe players the potential of improving their situation. This is doneusing the Diet Table, which may be consulted at the start of theSpecial Events segment of the Administrative Phase in which theDiet is In Session, including those Turns where the Electoralprocess is undergone.4.432 Consultation of the Diet Table is done in current PlayerOrder. The table consists of a number of columns. Only one (1)column may be consulted by a given Side per Turn.4.433 Diet Table results (see the table for specifics) can generateadditional resources or cause shifts in Political Stance. Effects arealways implemented immediately.4.434 The same Diet Table is used whether the Diet is Full,ordinary, or Regional, but in the latter case, the die roll is modifiedadversely.4.44 Recessing the Diet. Recession of a Diet occurs as aprerogative of the Emperor. This does not mean the playerControlling the Emperor, it is a particular result on the Diet Table,occurring randomly.4.441 After a Diet is Recessed, an interval of two (2) QuarterlyTurns must elapse before an attempt may be made to Convoke theDiet again.4.442 The Full Diet is not normally Recessed when the Electionprocess is over, it merely changes its location (per 4.45) andbecomes simply “the Diet”.4.443 The Full Diet may be Recessed as a result of using the DietTable after the Election process; if called for in this case, the FullDiet does not become the ordinary (or a Regional) Diet, all formsof the body are assumed to be Recessed.4.444 Exception: case 4.443 notwithstanding, the Full Diet may notbe Recessed until an Emperor has been Elected (or Deposed, per4.55).4.45 Location. Diets have a physical presence on the map while InSession, in the following locations (depending on thecircumstances):• By default at Regensburg (8/Landau/NW4). The regular Diet.• At Frankfort-am-Main (1/Dusseldorf/SW14) instead, if an

Imperial Election (4.5-4.54) is to take place. This is the FullDiet.

• At Vienna (7/Schrattentaal/SE7) and Regensburg for RegionalDiets (Habsburg/Bourbon Sides).

• At Metz (10/Bitche/W6) for Regional Diets if Regensburg isControlled by the Allied Side. Metz is then used by theBourbon Side. Clarification: the Emperors may only beHabsburgs or Wittelsbachs (Bavarians), and the latter areunder French sway.

4.451 Clarification: Frankfort is always used for the Full Diet(which is only Convoked for Elections), regardless of any Regional

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Diets; in the Turn(s) that an Imperial Election is taking place,all other locations are ignored for all purposes. (This means thatRegional Diet modifications to the Diet Table are ignored).4.452 Chits are provided in order to record the Diet or Diets’location(s). While the Diet is In Session (4.43), its location issubject to the restrictions of 1.42.4.453 The location where the Diet is to sit must be free of ALLSPs and cannot be targeted by Auxiliaries (1.427 applies).4.454 When a Diet is Recessed remove its chit from the map.The location also loses its immunity (1.42).4.455 When the Diet is In Session for any reason, it may be thetarget of a DemoCP. See 4.53.

>>>4.5 IMPERIAL ELECTIONS“Our interests, our religion, our blood, are the same, and itwould be regrettable to see us act in contrary fashion to eachother, from which other jealous neighbors would not fail toprofit. It would be still more regrettable to force me to concurin the great plans of France, which, however, I have nointention of doing unless forced to it.”

King Frederick to King George during the 1st Silesian War, whenthings did not seem to be going so well for Prussia.

CAMPAIGN RULE ONLY4.51 General. As described in 4.42, if there is no Emperor aFull Diet will eventually be Convoked to Elect one. Note thatthe electoral process may last more than one Turn. The FullDiet is In Session from the start of the process, and the DietTable may be consulted after resolving each Turn’s electoralproceedings.4.511 Imperial Elections are resolved by proposing Candidatesand collecting Electoral Votes. Once this has been done, theImperial Elections column of the Diet Table is consulted. Onlythe Habsburg and Bourbon Sides may propose Candidates andcollect Votes. French votes are subtracted from HabsburgVotes, and the net value is applied as a modifier to a die roll.There are three (3) possible results: the French Candidate wins,the Habsburg Candidate wins, or there is a Deadlock. If there isa winner, he may receive the Imperial Mandate (4.63).4.512 Elections may be called when there is an existingEmperor. The goal is to Depose the Emperor (4.55). If there aretwo (2) Emperors (4.64), the goal is the Deposition of one ofthem. These Elections follow normal procedures and occur atnormal times and places.4.513 When Deadlock occurs, if there is no Emperor, theElectoral process continues into a new Turn. If there is alreadyan Emperor, he retains his position and the electoral process isfinished. If there are two (2) Emperors, the electoral processcontinues, as in the case where there is no Emperor.4.513 When an Election is called, the Diet is Convoked atFrankfort-am-Main. The ordinary Diet or Regional Diets areignored during the electoral process. Once an Emperor hasbeen Elected (or Deposed), the Diet automatically moves fromFrankfort-am-Main to the appropriate location(s) noted in 4.45.4.52 Electoral Votes. Electoral Votes come from the Controlof Electoral Territories. Such Territories are denoted on theState Guide with either a Crown or Mitre. (The differences arecosmetic – Mitres stand for ecclesiastical Electors). EachElectoral Territory is worth one (1) Electoral Vote to the Sidethat Controls it. There are nine (9) Electoral Votes in all.4.521 An Electoral Territory is Controlled if: a) it is Core to,Influenced by, Conquered by, or Ceded to a Side; or, b) it isControlled in like manner by a Minor Power with a PoliticalStance favourable to a Side. Neutral Territories are included, aslong as a Side Controls them. Saxony can be Neutral withoutfavouring a Side, and if so, its Vote is discounted.4.522 Votes held by the Hohenzollern and Maritime Powerscannot be used directly by those Sides (4.511). However, theymay cast Votes for either the French or the Habsburg Sides.They may also simply withhold their Votes. Exception: in atwo-player game, Hohenzollern-Controlled Votes cannot becounted by the Bourbon Side unless Prussia is at the “FullSupport” Political Stance; in a two- or three-player game, theM-P Side’s Votes automatically go to the Habsburg Candidate.

4.523 Example: assume a period early in the war, with Bavaria havingjoined the Bourbon Side, but no Electoral Territories having changed hands.The Habsburgs have 3 Votes (Bohemia, Treves, and Mainz), while theFrench also have 3 (Bavaria, Pfalz, and Cologne). The Hohenzollern playerwill probably give his Vote (Brandenburg) to the French, while theMaritime Powers player will give Braunschweig to the Habsburgs. Saxonyis Neutral and its Vote is discounted. The result is a tie, meaning no DRM,which means a high chance of not electing an Emperor this Turn.4.524 Design Note: historically, the numerous Estates of the Empire weregerrymandered in various ways to minimise the impact of the “lesserbreeds”; the game focuses exclusively on the votes of the Imperial Electors.

4.53 DemoCPs. DemoCPs may influence Elections in one of twoways:• They may be directed against certain Fortifications in

Electoral Territories. If such a DemoCP is deemed Successfulat the time Votes are collected, the Vote of the Territory towhich the Fortification belongs is discounted.

• They may be directed against Frankfort-am-Main when theFull Diet is In Session there. If deemed Successful, the Sideconducting the DemoCP gains one or two (1-2) bonus Votes –see the CPC for more details.

4.531 If the Side conducting the DemoCP has its CandidateElected, the player receives additional Prestige for the CP, as notedon the CPC. A Side without a Candidate who assists his allythrough a DemoCP likewise gains Prestige if his ally wins theElection. Remember that more than one Side may not target thesame Fortification for a CP at the same time.4.54 Bargaining (Optional). The players may bargain over theirVotes each Turn until an Emperor has been Elected. All bargainingmust cease for the Turn prior to using the Diet Table. The price of agiven “swing” Vote is left entirely to the players, but no rules maybe broken in the fulfilment of any agreement, and all agreementsare binding.4.541 Apart from items that already have trading mechanisms (suchas Territories & POWs), all of which must follow normal exchangeprocedures at the appropriate times, the following are permitted:• OPs for Votes. This occurs instantaneously. The OPs must

come from the trading Side’s Unassigned pool. “Downpayments” and “future considerations” are not permitted.

• Joint Action. A player may offer to take actions that willassist another player’s operational activities. The possibilitiesare too numerous to mention, but as a guideline, be specific inwhat is to take place, and remember that no rules may beviolated (e.g. the Maritime Powers player could not attackHabsburg forces in order to benefit the Bourbon Side – but hecould help the French by being dilatory in launching his halfof an allied offensive against French lands); put it in writing.

• Loan of Forces. SPs, Units, Leaders, and Auxiliaries may beloaned, being removed from play by the lender and receivedby the borrower’s as Reinforcements. At the time they areloaned, the Side to which they are loaned must be Friendly tothem. If the participating Sides become Enemy, all loaneditems are immediately removed from play and returned to thelender, arriving as Reinforcements. Loaned forces operate inevery way as forces of the Side they are loaned to, although oftheir own Contingent(s) – but they may not participate incombat against their original owner. Unformed Units arereturned to their owner, and Loaned SPs may not be Replacedby the Side they are loaned to; however, the loaning playermay have previously agreed to supply SPs as needed in orderto maintain Unit strength – any agreements of a similar natureare permitted.

4.542 Clarification: lending of forces only occurs as part of thebargaining described above, and is in no way intended to becommon practice.4.543 Play Note: beware of the player who never quite manages to fulfil hispledge – as long as he is convincing in his arguments, there is no recoursewithin the rules framework (you will have to take extralegal action).

4.55 Deposing an Emperor. Any Side with an Imperial Candidate(4.62) opposed to the Side Controlling an existing Emperor mayattempt to have the current Emperor Deposed and replaced with hisown Candidate. Likewise, if there are two (2) Emperors, eitherControlling Side may attempt to Depose the other Emperor bycalling an Election.

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4.551 Deposition is handled as a regular Election, but theresults are different. Deposition is the only reason for which anElection may be called while there is an existing Emperor.4.552 If there is a Counter-Emperor (4.64), no ImperialElection may be called unless one Emperor’s Side has six (6) ormore Electoral Votes (including loaned Votes), prior to anymodifications.4.553 Convocation of the Full Diet uses the mechanism of 4.42.The Side Controlling the current Emperor is free to apply hisVotes in his own favour. If successful, the Full Diet isConvoked at Frankfort-am-Main, per 4.513.4.554 There are several potential results:• If a new Candidate wins the Election and is awarded the

Imperial Mandate, the old Emperor is Deposed andreplaced by the new man, whose Side receives the HREchit.

• If a new Candidate wins the Election but not the ImperialMandate, but the old Emperor did not have the Mandateeither, the old Emperor is Deposed and replaced by thenew man. Neither Side holds the HRE chit.

• If a new Candidate wins the Election but not the ImperialMandate, and the old Emperor had the Imperial Mandate,the latter loses the Mandate but remains in power, and theformer becomes a Counter-Emperor (4.64).

• If the new Candidate fails to win the status quo prevails.4.555 In the case of two (2) Emperors, the Challenger (the Sidecalling the Election first) takes the “new Candidate” role:• If the Challenger wins the Election and gains the Imperial

Mandate, the other Emperor is Deposed and replaced bythe new man, whose Side receives the HRE chit.

• If the Challenger wins the Election but not the ImperialMandate, or if the Challenger fails to win, the status quoprevails.

4.556 If a Candidate loses to a reigning Emperor who has theImperial Mandate, the Controlling Side loses two (2) PPs.4.557 Deposed Emperors remain Imperial Candidates for laterElections. However, they automatically suffer a one (1) Votepenalty (maximum) when using the Imperial Elections columnof the Diet Table (example: Karl Albrecht has 5 Votes againstFranz’s 4 Votes, but was previously Deposed; the Votes aretherefore treated as 4:4, meaning there is no modifier to the dieroll).

>>>4.6 EMPERORSCAMPAIGN RULE ONLY

"He would be Kaiser or Nothing:see you, he is Kaiser and Nothing!"

Frederick the Great on Emperor Charles Albert

4.61 General. Emperors are Controlled by specific Sides.Potential Emperors are called Candidates (4.63). RivalEmperors may exist: one will be called the Emperor, and theother the Counter-Emperor (4.64).4.611 A Side with an Emperor receives beneficial modifiers onthe Diet Table. Additionally, a Side Controlling an Emperorcan use the forces of the Holy Roman Empire – theReichsarmee (5.65). If the Emperor holds the ImperialMandate, his powers are increased.4.612 The Emperor may Recess the Diet, per 4.44. If there ismore than one Emperor, each may only Recess his own Diet.Remember, this is not something the players may do at will: itis one of the results on the Diet Table.4.613 If a French Candidate becomes Emperor the HessianContingent is subject to case 5.647 (improved Bourbon Siderecruitment).4.62 Imperial Candidates. The French and Habsburg Sideseach have two (2) Imperial Candidates, one primary, and onesubstitute. The primary French candidate is Karl Albrecht vonBayern; the primary Allied candidate is Franz Stephan vonToscana.

4.621 Substitutes are not available unless their Side’s primaryCandidate is no longer in play. The substitutes are Karl vonLotharingen for the Habsburg Side and August III of Saxony forFrance.4.622 August III may be France’s Candidate even if Saxony iscurrently on the Allied Side. If he becomes Emperor, the Saxon PMis immediately shifted three (3) spaces in France’s favour.4.624 No Contest. If only one (1) Candidate is put forward, then heautomatically becomes Emperor, but the Imperial Elections columnof the Diet Table must still be consulted to see if he wins theImperial Mandate (clarification: null results are ignored in thiscase; plus, the Mandate can only be won if it applies to theCandidate’s Side).6.625 Clarification: the Candidates do not have to move toFrankfort in order to “take part” in the Election.4.63 The Imperial Mandate. If there is only one (1) Emperor, hemay be awarded the Imperial Mandate when Elected. If so, theControlling Side is awarded the Holy Roman Empire (HRE) chit.Whoever holds this chit receives the following:• A number of beneficial die roll modifiers on various tables –

particularly the Political Chart.• Beneficial modifiers for all Siege Resolution die rolls when

Besieging a Garrison containing Hessian, Hanoverian,Bavarian, Pfalz, and/or Saxon SPs.

• Hessian forces may refuse to participate in Operations againstthe owning Side. See 5.647.

• He may make up to two (2) PM shifts of his choice on thePolitical Chart as soon as his man is Elected (and only then),as follows: one (1) shift each of any two (2) Minor PowerPMs, or two (2) shifts of any one (1) Minor Power PM.

• If a Side has the Imperial Mandate, that Side’s forces mayForm Garrisons in any Free Cities (1.423).

• Only the Side with the Imperial Mandate may recruitReichsarmee forces (5.65).

4.64 Counter-Emperors. If an Imperial Election results in a newEmperor without a Mandate Deposing an Emperor who had theMandate, there will be two (2) Emperors at the same time. The newEmperor is termed the Counter-Emperor and the original remainssimply the Emperor.4.641 As explained earlier, each Emperor has his own RegionalDiet, except that if an Election occurs, those Diets are temporarilysuspended and the Full Diet is Convoked at Frankfort-am-Main.Die rolls on the Diet Table are modified when the Diet is“Regional”. See also 1.42 & 4.45.4.642 If there is a Counter-Emperor, neither Side with an Emperormay recruit Reichsarmee forces (5.66). Each Side may use the DietTable, though with a die roll penalty (simulating the fact that thereare now two, highly ineffective Diets).4.643 Any Emperor holding the Mandate when a second Emperoris Elected loses the Mandate immediately. While there is aCounter-Emperor, no Emperor may hold the Imperial Mandate.4.644 Historical Note. The Habsburg Emperors had their own dynastic Diet(like all the major rulers within the Empire). They used this “local” Diet atVienna for some aspects of the Imperial administration, and over timeallowed the “real” Diet to atrophy. No out-and-out Counter-Emperorappeared during this war, mainly because people tried to downplay thatangle for the sake of stability, but of course, some parties favoured theHabsburgs and some the Wittelsbachs, so there was a feeling of civil warwithin the Empire. A more formal appearance of a Counter-Emperoroccurred when Napoleon proclaimed himself Emperor of the French in1806 (supposedly taking the mantle of Charlemagne back from theGermans). In reply, Francis II abdicated as the last Holy Roman Emperor,and dissolved the Empire (a formal gesture; Napoleon had already donemost of the work). Francis continued to style himself the Austrian Emperor,a title that lasted until 1918.

4.65 Losing an Emperor. If an Emperor is ever Captured orKilled, then the normal Prestige penalties/awards for the loss of aRoyal are doubled (x2).4.651 If an Emperor is Captured, the Capturing Side may Convokethe Diet for the purpose of Deposing him.4.652 If one of two Emperors dies, the other becomes the soleEmperor. If he does not hold the Imperial Mandate, his Side may

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Convoke the Diet for the purpose of attempting to gain theMandate. This is considered to be a normal Imperial Election(note that if the other Side has a Candidate remaining, he mayparticipate and perhaps win the Election!).

5.0 ARMIES “The greater the enemy the more they will fall over oneanother, and the easier it will be for us to cut through”

Prince Aleksandr V. Suvorov

APART FROM SECTION 5.1, THESE RULES AREPURELY FOR REFERENCE AND CAN BE READ ASNEEDED.

5.1 GENERAL POINTS“The commanders of armies are more to be pitied than onewould think. Without listening to them, all the worlddenounces them, the newspapers ridicule them, and yet, of thethousands who condemn them, there is not one that couldcommand the smallest unit”.

Frederick the Great

>>>5.11 Theatre Allocation of Forces (Campaign Rule).Germany was only one of a number of theatres of operation inthe War of the Austrian Succession. To simulate “HighCommand” requirements in other parts of Europe, SOK uses aspecial mechanism called Theatre Allocation of Forces (TAF).5.111 TAF occurs once (1) per calendar Year, in the SpecialEvents segment of the Administrative Phase of the last Turn ofthe calendar Year. These activities determine the compositionof the forces available to the players for the coming calendarYear, and may permit Reinforcement of, or requireWithdrawals from, the forces on the map. The requirements ofvarious important events, called Strategic Events (6.2), havebeen factored into the calculations.5.112 Design Note: version 3.5 of these rules attempts to simplifyearlier attempts to represent the strategic movement of forces that wereimposed on the players as various off-map issues cropped up, andmerges them into one mechanic. Historically, while winter operationswere not as rare as often portrayed, most states did pause over thewinter in order to reorganise, reassess, and plan for the nextcampaigning season. These rules represent the effects of such planning,which are beyond the players’ purview.

5.113 TAF applies solely to Powers that have extra-theatrecommitments, specifically the “core” Powers of each Side:France, Prussia, Austria, and to a lesser extent, Britain andHolland (as the Maritime Powers). Contingents that belong tothe same Side but not to these particular Powers cannot beemployed as substitutes.5.114 Each Side has its own TAF Table, found at the back ofthe OOB section of its OOB/scenario booklet. Each TAFT isslightly different, to reflect each Side’s peculiar circumstances,but in general, the table dictates the maximum number of SPsand Auxiliaries that the affected Contingent(s) may have inplay for the ensuing calendar Year. Unless specifically noted,these values include POWs and eliminated SP totals.5.115 In general, all other items, such as Unit counters andLeaders, are always available for use, and are not noted on theTAFTs. Exception: occasionally, a Side may be required toremove a number of Leaders and/or Auxiliaries (this willalways be due to the influence of a Strategic Event).5.116 TAFT results apply for the whole of the calendar Yearthat will start in the Turn following TAF (5.111).5.117 As noted above, the TAF implications of a givenStrategic Event are factored into the TAFT. Other effects (suchas the changing of a Political Stance) have nothing to do (in arules sense) with TAF and are described in other sections.5.118 In cases where a Political Stance permits the use of moreforces than are permitted by the result of the TAFT, or viceversa, the lesser amount is always the limit.5.119 If the TAFT allows more forces than are currently inplay, the difference may be taken as Reinforcements. Theyenter play a number of Turns after TAF equal to the value ofone (1) die roll, halved (1dr/2), with a minimum of three (3)Turns delay. Example: TAF occurs on Turn #16; a die roll of“5”/2 equals 2.5, rounded down as usual – but a minimum of 3Turns is required, meaning entry on Turn #3 of the new Year.

5.11.10 If the TAFT permits fewer forces than are currently in play(ignoring POWs and eliminations, per 5.114), the excess – player’schoice – are immediately removed from play, regardless of theirlocation or situation (e.g. even if Besieged, although players maywish to employ their own house rules governing such situations).Such forces are not eliminated, merely removed (in theory toanother theatre).5.11.11 Any special Reinforcements received during the Year donot count against the limits of the TAF until the next time TAF isdetermined. Replacements and returned POWs are not counted asecond time when they return to play.5.11.12 If possible, any removed Leaders must first be taken fromthe Officers’ Mess, and Auxiliaries taken first from the AvailableBox.5.11.13 Legion rules apply to TAF beginning in 1743 (for the Yearof 1744).5.11.14 Important. A player may choose to ignore any TAFT-mandated removal of forces. However, the affected Side will losePrestige (the amount varying with the circumstances).5.11.15 The following are additional notes for each Side:• Bourbon. Be aware that France’s TAF limits decline over the

Years, due to a succession of Strategic Events. Also, at thebeginning of the Campaign Game, France is Neutral (4.33).However, the Bourbon player must still determine TAF –when France becomes a belligerent, allowed forces are theneligible enter play as Reinforcements. Case 4.335 point #4states that French “operational” Neutrality is terminated three(3) Turns after “political” Neutrality. This delay is an additionto that given in case 5.119. Example: using the example in5.119, forces available for the 1st Year of the game (1741)could enter play 5 Turns (3 for Pre-War Neutrality + 2 for theregular delay) after France is no longer Neutral – note that the2-Turn portion of the delay is not bumped “to a minimum of 3Turns” because the overall delay is over 3 Turns.

• Hohenzollern. Prussia’s TAF values are relatively stable, butThe Bear Awakes Strategic Event (6.2) can cause it to dropperiodically. The Event has two (2) possible levels ofintensity.

• Maritime Powers. Like France, the Maritime Powers Sidebegins the game Neutral, and its initial TAF applies three (3)Turns after Neutrality is lifted, plus the result of the entry dieroll (per the example in point #1 above). Also like France,Strategic Events will eventually require the withdrawal of alarge proportion of this Side’s forces. Note that the MaritimePowers Contingents affected by this rule are the British ANDthe Dutch, despite the latter being a Minor Power; the M-PTAFT takes this into account by listing the requirements ofeach Contingent separately.

• Habsburg. The Habsburg Side notionally has three (3) othertheatres to deal with: the Low Countries, Italy, and Hungary(including the border with the Ottoman Empire), although forgame purposes no distinction is made on the TAFT. However,the Habsburg player must also be prepared to deal withRevolts and Mutinies (6.25). These Events may require theremoval of additional forces for a period of several Turns.Such forces are not “removed” per 5.11.10. Instead, they SRoff and on map into a special holding box, as the Eventsdictate. Such forces continue to count towards TAF limitseven when off map; the Habsburg player may not satisfy forcereductions called for by the TAFT out of said forces unless hehas no other choice.

5.12 Contingents & Powers. In SOK, many Contingents areassigned to Powers. The Side Controlling the Power Controls itsContingent(s). Note that a Power’s Political Stance may restrict theemployment of its Contingents.5.121 The Hessian and Reichsarmee forces do not belong to aPower (neither do the Danes, but the latter can only be Controlledby the Maritime Powers Side). Elements of the Hessian andReichsarmee forces may serve on more than one Side, sometimes atthe same time. See 5.64/5.65.5.13 SPs & Auxiliaries. Unless explicitly stated otherwise, the SPsof any given Contingent may only be used by and Transferred tounits of the same Contingent.

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5.131 Exception: Garrison units may use any friendly SPs, butsuch SPs convert to the Contingent and Class of the counter inquestion, unless the players are willing to keep a record. SPmarkers with Class distinctions may also be used.5.132 With regard to SP losses and POWs, Hessians, Danes,and Reichsarmee forces do not have their losses recorded.Hessian and Reichsarmee SPs are regenerated, as explained in5.64/5.65. Danish SPs are Irreplaceable.>>>5.133 Auxiliaries assigned to HQs may be assigned to anyHQ on the same Side.5.14 Allied Reserve Units. There are two (2) “Allied” Unitslabelled “Reserve”. One is an Infantry Unit and the other aCavalry Unit. Neither belongs to a particular Contingent. Thesetwo Units may absorb SPs up to their printed strengths fromany Contingent(s) and Class(es) currently friendly to the AlliedSide. The Cavalry unit can only absorb Horse SPs; the Infantryunit only Foot SPs. Both units themselves are Line Class. Asthey do not officially belong to a Contingent they are notaffected by, nor do they affect, any rules related to Contingents.>>>5.141 By default the Habsburg player Controls these Units.However, he may give the counters to the Maritime Powersplayer to Control for as long as the players agree. Control maybe transferred while the Units are either Formed or Unformed.5.142 The Habsburg player may keep a written record of eachSP in these Units (and/or use SP markers with Classdistinctions). If the he does not wish to be bothered, then theyare treated as Austrian Line SPs for the purpose of SP Transferto other Units.5.143 Other Contingents may also have Units labelled“reserve”. These do not fall under this rule and use SPsbelonging to the Class and Contingent specified on theircounters.5.15 Garrison Class SPs. In a number of cases, the OOBbooklets list Garrison Class SPs. These represent depôtbattalions or bodies of militia. Garrison SPs may only be usedto Form or augment Garrison Units. They may be Transferredbetween such Units freely.5.151 Exceptions: the French Milice (5.26) is not GarrisonClass, it is Militia Class, and is exempt from this rule. AustrianGarrison SPs can be converted to Line Class at a price (5.36).5.16 Grenadier SPs & Units. Both the Prussians and theSaxons have Grenadier Units. These are brigade-sized bodieslarger than the forces represented by the usual GrenadierAuxiliaries.5.161 Available Grenadier assets are represented by a pool of“Grenadier SPs”, recorded on the General Record Track. Chitshave been provided for the purpose of tracking them.5.162 The owning player may expend Grenadier SPs during theAdministrative Phase in order to Form or augment GrenadierBrigade Units (those with a “bomb” on their counter), or to buyFoot Grenadier Auxiliaries of the same Contingent. SPs areexchanged one-for-one; Auxiliaries cost one (1) SP each.5.163 Grenadier SPs may be added to the pool by reversing theprocedure; additionally, the pools receive Reinforcements fromtime to time. Each SP added to the pool removes one (1) SPfrom any Grenadier Unit of the same Contingent, or removesone (1) Auxiliary from the Available Box (only). The Auxiliaryis not out of the game, merely out of play until repurchased.5.164 A Grenadier SP may not be converted from a Unit to anAuxiliary in the same Turn.5.165 If a Grenadier SP is eliminated or Captured, it is notreturned to the pool at that time but must first be Replaced, justlike any other SP. There are no chits for recording lostGrenadier SPs; the number will be equal to those missing fromboth the pool and the map, and from any POW count. Amaximum of one (1) SP may be taken to Replace a lostGrenadier SP per eligible Contingent, per Quarter.>>>5.166 The presence of a Grenadier Unit allows the owningplayer to claim its CE as the LCE for combat, plus, each SPcounts as an (1) Auxiliary for Grenadier Superiority on theCRT. The Grenadier Unit must suffer the first (1st) SP loss.

>>>5.167 If a Grenadier Unit is involved in a Siege, each of its SPscounts as a (1) Grenadier Auxiliary on both the Investment andEscalade Tables. Case 5.166 applies to the Escalade Table, exceptthat the Grenadier Unit must suffer the first two (2) SP losses for itsSide (exception to KR&Os 6.43 point #1).>>>5.168 Grenadier SP pools count toward TAF limits at all times,and may be reduced in order to fulfil those limits (they may not beincreased beyond the amounts listed in the OOBs.5.17 Guides. In SOK, the following counters are Guide Class: thePrussian Guiden, the French Volontaires de Royaux Guides, and theoriginal Chasseurs de Fischer (1742) counter. In addition, allPioneer Class Auxiliaries have the Guide function.5.18 Mixed Artillery. There are a number of Mixed Artillery unitsin the countermix (2 Prussian, 2 Allied, 1 French). These have nomaximum SP limit (this fact is indicated on the counters by anasterix where the SP allowance usually is), but can only holdCaptured Batteries. The Habsburg player normally Controls theAllied Units. However, he may give the counters to the MaritimePowers player to Control for as long as the players agree. Controlmay be transferred while the Units are Formed.5.19 Guard Units. All Guard units are Irreplaceable. However, aslong as they remain Formed, they may continue to receiveReplacement SPs.5.1.10 Deserters. The following Auxiliaries are Deserters (oldercopies of SOK rate them as Irregulars: this rule supersedes thatrating):• The Saxon Frei-Compagnie Sorauer.• The Austrian Frei-Compagnie von Campen.>>>5.1.11 Dates of Service 1741. A number of counters have 1741listed for their starting service date (on the reverse of the counter).These counters are available for use in the Administrative Phase ofthe first (1st) Turn of 1741.5.1.11.1 Clarification: although the game officially covers the warfrom 1740 on, since the first (1st) Turn of the Campaign Game (andof the first Minor Scenario) is the December-January Turn, thisTurn counts as the first (1st) Turn of 1741.

5.2 THE ARMY OF THE KING OF FRANCEBOURBON SIDE

An officer of les Gardes Françaises once taunted an officer of lesGardes Suisses with the old saw, “no Money – no Swiss”. Nettled,the Swiss officer replied, “well then, what is it that you fight for?”“For Honour”, replied the Frenchman. To which the Swiss officerrejoined, “So. You know, we are much the same, you and I – weboth fight for what we do not have.”

>>>5.21 Le Fureur Française. Most (but not all) French InfantryUnits have a box around their CE value. During Battle andEscalade, if the Bourbon Side is the Attacker, such Units have abase CE one (+1) better than that printed on their counters. Thisrepresents the French infantry’s penchant for heroic assaults.5.22 SP Limitations. In general, French SPs are attached to Frenchunits of the same Class, but there are a few special issues:• The Irish Brigade – Le Brigade d’Irelandois – only uses Irish

SPs.• Les Allemands (German) Units, including Les Wallons

(Walloons) use only German SPs. Also included as Germanare Les Bavarois (5.254).

• The Lorraine Brigade (5.253) uses only Lorrainer SPs.However, Lorrainer SPs may be used by any pure FrenchUnits of the same Class.

• Les Suisses (Swiss) Units – the ones with red uniforms and afleur-de-lis – cannot have Milice SPs (5.26) Transferred tothem.

• Apart from Les Allemands, Les Suisses, the Guards Units,and the Irish, all French Units can have Milice (Militia) SPsTransferred to them. They cannot receive Milice SPs asdirect Replacements or Reinforcements, however, unlessthey are themselves Milice or Garrison Units. See 5.26 forfull details.

5.221 With regard to lost SPs (Captured or Eliminated), all becomegeneric “French” (exception: the Milice has its own record chits).

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However, the Bourbon player may keep a written record of theexact Nationality of his lost SPs. In this case, he may choosethe Nationality of each recovered SP, but may not recover moreSPs of a Nationality than he has lost.>>>5.23 La Maison du Roi (a.k.a. the Three Musketeers &Friends). La Maison du Roi consists of four (4) counters ofseven (7) SPs each. The Units are all Guard Cuirassier Class.5.231 Although each counter has its own uniform all fourcomprise a single (1) Brigade-Equivalent Formation formovement – they must remain stacked together at all times. AFormation that includes La Maison may not expend more MPsthan its base MA.5.232 In combat, each counter is treated as a separate Unit.5.233 Each La Maison counter eliminated in combat counts asone (1) RP (i.e. it is equivalent to an HdC Wing).5.234 In Battles where the Bourbon Side has Reserve Wings,La Maison, in its entirety, is assumed to be in Reserve for thefirst (1st) Round. In any Round (after the first) after which aReserve Wing was added to the Engaged total, La Maison maybe “committed”. The Bourbon player’s current RPs areimmediately reduced by one (-1) and his Engaged SP strengthis increased by the number of SPs currently assigned to LaMaison. La Maison’s CE is used for the LCE in that Round,and La Maison suffers the first (1st) SP loss that Round.>>>5.235 La Maison is received as a free Reinforcement whenLe Roi enters play. Prior to that time La Maison is notavailable. It is removed from play whenever Le Roi is removedfrom play (for whatever reason). La Maison never countsagainst any TAF limitation.5.24 Les Gardes à Pied. Les Gardes Françaises and LesGardes Suisses consist of two (2) counters, one of six (6) SPs,and one of three (3) SPs.5.241 French Guard Grenadier Auxiliaries may only beassigned to HQs that include Les Gardes.5.242 Historical Note: despite their name, Louis’ personal foot guardswere not an élite body, except in the social sense. Technically, theywere not part of the Maison du Roi, although many chroniclers makethat assumption. Normally, they held the centre of the line of battle,which was the post of honour. At Dettingen, they were routed after atough fight (admittedly after being placed in an untenable position).Many tried to swim the River Main to safety and were drowned,earning the sobriquet “Ducks of the Main” – for which the remainderwere twitted by Captain Hay of the British Guards at Fontenoy (wherethey also ran away after being blasted by a British volley). Somehistorians put Les Gardes full strength at 6 battalions of French and 4of Swiss, rather than 6 and 3. It could be supposed that 1 battalion’sworth of men were permanently lost due to Dettingen, but the Swisswere not involved in that affair, so the discrepancy remainsunaccounted for.

5.25 Les Régiments d’Étrangers. There are a number offoreign units in the French OOB. These are considered Frenchfor all purposes except where specifically noted otherwise.5.251 Le Brigade d’Irelandois (a.k.a. the Wild Geese) is acomposite Unit consisting of both Irish and Scots Jacobiteémigrés. It is distinguished by having a green goose on itsuniform in place of the Fleur-de-lis. Only Irish SPs may beused to Form or augment this Unit.>>>5.252 The presence of Le Brigade d’Irelandois allows theowning player to claim its CE as the LCE for combat. The Unitmust suffer the first (1st) SP loss.5.253 Les Régiments de Lorraine. Certain Line and Guard FootSPs are designated “Lorrainers”. These SPs may be used toForm the Lorraine Brigade. Only Lorrainer SPs may be usedto Form or augment the strength of this Unit. Guard SPs mustbe noted or they convert to Line Foot SPs (the Unit is LineInfantry Class). Lorrainer SPs may also be used by any pureFrench Units of the same Class, but will convert to Frenchunless a record is kept.5.254 Les Bavarois. As soon as Bavaria becomes PermanentlyNeutral (4.34), the Bourbon player may convert 10% of all theBavarian SPs remaining in play to French (GermanNationality) SPs of the same Class. POWs cannot be included.As part of this conversion, a maximum of one (1) BavarianFoot SP may be traded for one (1) Bavarian Foot ClassAuxiliary, and one (1) Bavarian Horse SP may be traded for

one (1) Bavarian Horse Class Auxiliary. The Auxiliaries are takenfrom the Bavarian Contingent’s counter mix but are hereaftertreated as French.5.255 Historical Note: Foreigners made up a large proportion of l’Armeédu Roi’s manpower. In addition to the thousands of individual menrecruited (mostly Germans), there were many foreign regiments. While mostof these had a leavening of Frenchmen, their peculiar status and originsoften gave them special privileges. For example, the Swiss typically worered coats and formed their own brigades.

Le Brigade d’Irelandois was formed in the 1690’s, when several regimentsof French regulars were sent to fight in Ireland in exchange for an equalnumber of raw Irish recruits. The French got the best of the deal. TheBrigade is said to have been so well ordered and disciplined as to havebeen in effect a single regiment – unlike most French brigades, even thosesuch as Picardie or Normandie that were a single regiment.

Stanislaus Leczinski, ex-King of Poland and father-in-law to Louis XV, wasawarded the French-controlled Duchy of Lorraine as compensation for hislosses during the War of the Polish Succession. His new domains came witha small military force, useful for the purposes of lending him additionalprestige and for internal security. A few units served in Bavaria. Les Gardesde Lorraine actually served in Italy.

5.26 Les Milices. The Bourbon player has a special pool of Milice(Militia) SPs and associated Milice Units. Milice SPs can be used toform Milice Units, be directly attached to French Garrisons in thesame manner as other SPs (except as amended below), and beTransferred from Garrison or Milice Units to French Line InfantryUnits (exceptions: see 5.22).5.261 All Milice SPs are Militia Foot Class. However, when MiliceSPs are Transferred to Line Infantry and Garrison Units theybecome Line SPs for all purposes.>>>5.262 In SOK, only those Milice actively participating in theGerman theatre are considered. This portion of Les Milices is calledthe Field Force. The remainder of Les Milices belong to theEmergency Force, which, as it is slotted to defend France proper, isignored in this game. In the Administrative Phase of the last Turnof every Year (as part of the TAF process), the Field Force isautomatically “topped up” to its allowed strength, which varieswith the Year. Milice SPs do not count against non-Milice TAFlimits, so long as they remain Milice.5.263 When Milice SPs are Transferred to Line Units (becomingLine Infantry SPs as noted above), they no longer count against theField Force, which can then be “topped up” per 5.262. No morethan 100% of the original Field Force allowance may be topped upin this manner per Year.5.264 Example: if the Field Force is allowed 10 SPs, then the Bourbonplayer could convert all 10 SPs to Line Class by gradually Transferringthem to Line Units. The Field Force could then be topped up to maintain itsfull allowance of 10 SPs, as 10 SPs equals a 100% replacement rate. In all,20 SPs would have been used over the course of play.

5.265 Historical Note: the old and normally useless “general levy” thatmost nations inherited from their Medieval past evolved in the French Armyin a rather effective way. Militia battalions were raised all over France inorder to free the regular army for field service. They served as fortressgarrisons and also supplemented the local gendarmerie (the police or townwatch). In Germany they were used extensively to garrison fortifications inFrench-held territory. In addition, Les Milices provided a steady stream ofreplacements for the regular regiments. An estimated one third of theFrench field army was composed of militiamen.

5.27 Cavalry. The French cavalry comprised a huge, and hugelyoverrated, portion of l’Armeé du Roi. There are three elements thatrequire special rules:5.271 Chevaux-Légèrs. French Cuirassiers are termed “Chevaux-Légèr” Class. This is an historical tidbit – they are actuallyCuirassier Class (see 5.275). They are slightly better than regularCuirassiers for Cavalry Superiority (KR&Os 6.28).5.272 French Dragoons. The French were the last WesternEuropean power to use dismounted dragoons in a big way (andeven they did not do so very frequently). For the purposes ofEscalade French Dragoon Units can provide the same effects asGrenadier Auxiliaries (each Dragoon SP = an Auxiliary), but theyare not removed to the Recovery Box when the Siege ends. Sincethey are Horse, they cannot actually participate in the Siege asUnits.5.273 Les Carabiniers. Le Régiment de Carabiniers was a giganticunit that could either be used enmasse as heavy cavalry or operateas skirmishers in ten semi-independent companies. They wereamong the best troopers in the Army (the famous cavalry school atSaumur was founded as their training centre). In the game, Les

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Carabiniers comprises five (5) skirmisher counters (2companies each), plus a brigade counter. The brigade counter isthe one normally employed. The others are “breakdowns”,marked with an “Sk” (for skirmisher) on their reverse.>>>5.274 In Battle, Les Carabiniers can initially be deployedeither as the Brigade, in which case it participates as a normalUnit, or the Skirmisher Breakdowns. If using the latter, dividethe brigade’s current strength by two (X/2), rounding UP, andsubstitute an equal number of breakdown counters for thebrigade. The breakdowns are then used as Irregular HorseAuxiliaries. At the end of the Battle, Les Carabiniers isautomatically reconstituted in its brigade form.5.275 Historical Note: Much of the French cavalry – including theguard – is designated “chevaux-légèr”, yet is classed by the game as“cuirassier/heavy” horse. This is because the term “light horse” wasused to distinguish these units from the fully armoured “gendarmes”(gens d’armes = men-at-arms, the mounted Medieval all-roundwarrior), which disappeared during the religious wars of the previouscentury. The famous chevaulégèrs of Napoleon’s armies were notformed until the latter half of the 18th century and are based on aPolish model (the beginnings of which may be found in Saxony’sArmy).

>>>5.28 L’Armeé du Roi Grand Army HQ. This HQ isreceived with the Defend the Rhine! Strategic Event (6.2) andremains in play until Le Roi (Louis XV, also received at thattime) is removed from play, per 3.142.

5.3 THE ARMY OF THE QUEEN OF HUNGARY“You would scarcely believe it, but not the slightest attempthad been made to establish uniformity among our troops. Eachregiment went about marching, drilling, and taking alarmstations in its own fashion… Can you wonder that theImperialists were invariably beaten in the ten years before myaccession?”

Empress Maria Theresa

5.31 Battlefield Drills. Austrian Foot units with four (4) SPs ormore attached have their CE reduced by one (-1) grade (e.g.from “C” to “D”) when the Allied Side is the Attacker.5.311 Historical Note: The Austrians were notorious for their lack ofstandardisation in drill. This had a significant impact on the ability oftheir armies to manoeuvre effectively on the battlefield. Their multi-racial composition was also a factor, but less so than later on in thecentury, when the army had grown in size and incorporated many moreminorities.

5.32 Hussars & Grenzers. The Austrian light troops wereamong the most effective and most feared in Europe. TheseAuxiliaries provide better die roll modifiers in a number ofinstances, as noted on the appropriate tables. They also Recovermore quickly.5.321 The Allied player may task an Austrian IrregularAuxiliary to any Active Formation containing Austrian units.Any LCs required by that Formation during a MovementOperation receive a beneficial die roll modifier of “–1”. TheAuxiliary is placed in the Recovery Box after the Operation.5.322 Important. All Austrian Grenz and Hussar Auxiliariesmay trace their ORs from Dummy Formations as well as fromreal ones. All Austrian Foot Irregular Class Auxiliaries with“Battalion” (Batallion) in their name are considered to beGrenz. (This distinction is used for the occasional die rollmodifier as well).>>>5.323 The Auxiliary Operation limit of two (2) (KR&Os3.232) is raised to four (4) for the Habsburg Side.5.33 Ingenieurs. The Austrians have two (2) Ingenieur[engineer] “brigades” – each staffed with the astonishing totalof seven officers. These Auxiliaries can act as Sappers,Pioneers, or Pontooneers, as desired. They may only act as one(1) Class of Auxiliary at a time.5.34 The Hungarians. A portion of the SPs in the AustrianContingent consists of Hungarians. Normally, these SPs aretreated exactly the same as any other Austrian SPs. However, ifa Hungarian Mutiny (6.25) occurs, the Hungarian elementsmust be removed from play for the duration of the SpecialEvent.5.341 The number of Hungarian SPs in the Austrian OOB isexpressed as a percentage, found in the Habsburg OOB listings.The percentage varies from Year to Year. When a Hungarian

Mutiny occurs, the Habsburg player multiplies the number ofAustrian Foot SPs in play at that moment by this percentage andremoves the resulting number of Austrian Foot SPs from play.Auxiliaries are ignored (as are Leaders) – while many Auxiliarieswere of Hungarian origin, they were fighting more for booty thanregular pay.5.342 When the Mutiny ends, all Hungarian forces are immediatelyreturned to play, with SPs being Formed into Units in Hungary(newly Formed Units must be placed there).>>>5.343 Hungarians engaged in a Mutiny do count against TAFlimits and may not be removed unless the Habsburg player has noother choice.5.344 Historical Note: the Hungarians were an important component of theHabsburg military machine, and Maria Theresa, as Queen of Hungary,could usually count on their support. The Army enjoyed a small expansionafter the outbreak of hostilities; most of the new units were Hungarian(though many more had been promised). However, there was a perceiveddanger that the Hungarians might use a moment of Austrian weakness tobully concessions from the regime.

5.345 Design Note: the actual number of Hungarian units (and“Auxiliaries”) is well documented, but the Habsburg player is not requiredto track these forces separately (too much paperwork), so the number ofHungarians that must be removed is given as a percentage of the totalforce. The percentage is slightly higher than the historical amount.

5.35 Imperial Garrisons. The far-flung Habsburg Empire includedmany differing peoples, not all of whom were content to live underGerman suzerainty. Fortunately for Maria Theresa, few internalthreats emerged during the war, apart from the odd mutiny – eitherover pay, or due to army reform. However, the threat of revoltremained real. And there were also the Turks.5.351 Austria maintains Imperial Garrisons in Hungary, theAustrian Netherlands, and Italy. These forces are stored in special,appropriately labelled off map boxes.5.352 The Habsburg player can reduce his Imperial Garrisons, butif he does so, there is an increasing chance of a Revolt (6.25)breaking out in the affected region. The Habsburg player can alsovoluntarily increase the size of an Imperial Garrison in order toreduce the chance of Revolt occurring. If a Revolt does break out,he will be required to increase the affected Imperial Garrison.Increasing and decreasing an Imperial Garrison is done via SR, asdescribed in KR&Os 8.7 and Ex. Rule 3.4.5.353 Austrian forces on the map in Hungary are never consideredto be a part of the Hungarian Garrison.5.354 Garrison strength is measured in SPs, where Auxiliariescount as one (1) SP each. Artillery SPs count as three (3) SPs each.>>>5.355 Per the notes given under 5.11.14 point #4, forces in theImperial Garrison boxes do count towards Habsburg TAF limits.5.356 According to the OOB, in some scenarios, Leaders arerequired to be Posted to the Imperial Garrisons. Leaders Posted toImperial Garrison boxes cannot be SR’d once Posted. However,they may be Relieved normally and returned to the Officers’ Mess,provided an equivalent replacement Leader is Posted at the sametime. Normal Posting and Relieving rules apply when assigning or“rotating” Leaders to/from Imperial Garrison boxes. Leaders in anImperial Garrison box cannot be Captured, Killed, or Wounded, butare subject to Random Events, including “death due to disease” –6.12 point #2.5.357 See also 3.43.5.358 Design Note: including Imperial Garrison totals in the limits for theGerman Theatre was done to simplify the math.

5.36 Depôt Battalions. The 3rd battalion of each Austrian regiment(4th battalion in “foreign” regiments) was normally an under-strength depôt battalion. These had the standard role of collectingrecruits, wounded, and stragglers, and so forth. In the game theyhave been designated Garrison Class SPs – i.e. they can only beattached to Garrison Units. But the Austrians have the ability toconvert some of their Garrison Class SPs into Line Infantry, at theprice of reducing their overall Replacement rate.5.361 Austrian Garrison Class SPs may be converted to AustrianLine Infantry during any Administrative Phase. This is done eitherby Transferring those SPs to an Austrian Line Infantry Unit, orusing them to Form one or more new Units in their Garrison Unit’scurrent location.

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5.362 For every ten (10) Garrison Class SPs, or fractionthereof, converted to Line Infantry SPs, the Allied player mustsubtract five percent (5%) from his Replacement recoveryrates. The penalty is cumulative. The Allied player must keep arecord of the number of SPs converted (chits are available forthis purpose).5.363 Any or all converted SPs can be reconverted to GarrisonClass SPs by assigning them to Garrisons. This will reduce theReplacement rate penalty by five percent (5%) for every ten(10) SPs so Transferred.5.364 The Hungarian Imperial Garrison includes a certainnumber of Garrison Class SPs, which can be SR’d to the mapas such or may be converted as above before the SR takesplace. Garrison Class SPs in the Hungary Garrison holding boxstill count as one (1) SP each against the SP requirement forthat Imperial Garrison.5.365 Design Note: the depôt battalions present in the off mapgarrisons of the Low Countries and Italy have been entirely removedfrom the orders of battle; the forces listed for those areas are strictly“combat” battalions. The number of SPs removed from the orders ofbattle for each of the off map garrisons amounts to 1/3 of the actualtotal present in those theatres.

5.37 Insurrections. Certain regions under Habsburg rule werenotorious for the intransigence of the general population,particularly Hungary, Moravia, and the Tirol. Enemy armiesventuring into these regions could expect to be houndedwithout mercy by parties of “Insurrectios”.5.371 In SOK, the Habsburg player may call for an Insurrectionin Hungary, Moravia, and/or Austria, during anyAdministrative Phase in which an opposing Formation occupiesa hex in an eligible Territory (the Tirol, famous for itsInsurrections, is ignored, since only a small portion of it is onthe map). The Territory need not be owned by the HabsburgSide, and may even be owned by the Side Controlling theopposing force. These Territories are marked with a “crossed-swords” symbol on the State Guide.5.372 Insurrections may be called in the Special Eventssegment of any Quarterly Administrative Phase. Exception: ifthe Territory is Conquered or Ceded, an Insurrection attemptmay only be attempted once (1) per Year. Consult theInsurrection Table, found in the Habsburg OOB booklet(7.436).>>>5.373 A successful Insurrection has the following effects:• The Territory immediately becomes Enemy to the Side

designated by the Habsburg player for all operationalpurposes. Ownership (strict, legal ownership), however,remains with the “lawful” holder of the Territory until ithas been Conquered or Reconquered. Austrian Irregularand Hussar Auxiliaries Tasked to hexes in the Territory donot have to trace an OR.

• The designated Enemy Side must pay double (x2) MPcosts for the purpose of tracing all LoCs within theaffected Territory.

• All Austrian Irregular and Hussar Auxiliaries have theirRecovery chances increased if an Insurrection is inprogress, regardless of where they were used.

• The Habsburg player may automatically take up one (1)die roll’s worth of eliminated Austrian SPs as freeadditional Replacements, any time he consults theReplacement Table. A die roll may be made for eachInsurrection in progress. However, the free SPs must beused to Form or augment Formations in the affectedTerritory.

5.374 Once it has occurred, an Insurrection lasts until three (3)Turns after the last Enemy Formation leaves the affectedTerritory.5.38 Miscellaneous.5.381 Fortified Cities Garrisoned exclusively by AustrianFormations are treated as Walled Towns (the Habsburgs did notspend much on maintenance). Exceptions: Vienna andBudapest.>>>5.382 Optional. Player who own a copy of Heirs of theGolden Horde (Volume VI of the series) may use the Razed

markers from that game to more accurately record ruinedFortifications. Place one (1) marker on each Austrian FortifiedCity, except Vienna and Budapest. These markers may be removedas described in HGH Exclusive Rule 1.52. Any Side may “repair”the Fortifications. (Players may also agree to apply the Razingportion of the same rule to any Fortifications of Grade Three orhigher. Additional markers may be made for this purpose).5.383 The Menzel’s Husaren Auxiliary is removed from play andreplaced with the Pandour Batallion von Trenck (Husaren)Auxiliary in the Administrative Phase of the first turn of 1743. Atthis time, the two Pandour Batallion von Trenck Auxiliariesreceive Legion status (KR&Os 3.5.10). See the Habsburg OOBbooklet.

5.4 THE ARMY OF THE KING OF PRUSSIA“Do I really have to be taken by a mob like this? I saw thePrussian Hussars at Mollwitz. They’re a tatty crowd, and they ranfor their lives at the sight of the first Hungarians”.

Austrian General Berlichingen, taken prisoner at Hohenfriedburg. Hecomplained so loudly that one of the hussars (of Zieten’s regiment) punchedhim in the head – he fell out of the saddle in slow motion. Quoted in Duffy’s“Army of Maria Theresa”, p.158.

5.41 Battle Inexperience. Prussian Cavalry units have a CE oneless than printed (e.g. “C” instead of “B”) until the start of 1744.The shaded box around their CE value indicates this.5.411 Historical Note: the Prussian cavalry performed poorly in the earlyyears of the war, primarily because the old king, Frederick William, hadhad no faith in the arm. However, the Prussians dealt with this issue in theirusual efficient manner, as proved by the famous charge of the BayreuthDragoons at Hohenfriedberg in 1745.

5.42 The Canton System. Due to Prussia’s highly advancedrecruiting system, it was possible for them to acquire and train menat a much faster pace than their opponents. All PrussianReplacement percentages are modified by plus ten percent (+10%).In addition, the Recovery rate for Prussian Auxiliaries is higher,and the Prussian accumulate OPs at a greater rate than any otherSide.5.43 Die Guiden. The Guiden (Guides) Auxiliary is replaced bythe Feld-Jäger zu Fuß Auxiliary in the Administrative Phase of thefirst (1st) Turn of 1744. See the Prussian OOB booklet.5.44 Artillery. The power of Frederick’s artillery increased overtime. As noted in the Prussian OOB booklet, each Artillery Unit(Field and Siege) begins with one (1) SP. This is the maximumallowed strength for each Prussian Artillery Unit. This potentialstrength is raised by one (+1) SP per Artillery Unit on the last Turn(Nov-Dec) of each Year (in the Administrative Phase) until theUnits attain a potential strength equal to that printed on theircounters.5.441 Matching Artillery SPs are received as Reinforcements at thesame time as these increases, but even if a Unit later loses an SP, itretains its current potential SP strength.5.45 Prussian Partial Support Operational Limits. TheHohenzollern OOB booklet lists Prussian forces available under the“Partial Support” Political Stance. When Prussia holds that Stance,only Prussian forces of that quantity and Class may voluntarilyleave Prussian Core and Influenced Territory (including Conquests& gained Cessions).5.451 If Prussia’s Stance changes from Full Alliance to PartialSupport, the Hohenzollern Side must withdraw any additionalforces (if any) that are outside Prussian Territory back to PrussianTerritory as expediently as possible, using the normal rules ofmovement. Should the Stance change to Full Alliance before suchforces reach Prussian Territory, they are freed from this restriction.

5.5 THE MARITIME POWERS“When the Duke of Cumberland has weakened his armysufficiently, I shall teach him that a general’s first duty is toprovide for its welfare”

Maréchal de Saxe

The Army of the Pragmatic Sanction consisted of British, Austrian, andHanoverian troops, supported by contracted Hessian formations and(reluctantly) the Dutch. The Army was conceived as a way of lendingtangible support to Austria, on the model of Marleborough’s famouspartnership with Eugene of Savoy. However, apart from the 1743campaign, it remained in the Low Countries for the duration of the war,eventually requiring aid from the Austrians, rather than the reverse.

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5.51 General. The Maritime Powers (M-P) were the Englishand the Dutch. For game purposes, the M-P features the Britishas a Major Power and the Dutch as a (reluctant) Minor Power.Also within the orbit of the M-P are the Hanoverians (MinorPower) and the Danes (special Contingent). The M-P may alsoemploy Hessian forces (5.64). Each of the foregoing is aContingent.5.52 The Army of the Pragmatic Sanction HQ. The APSGrand Army HQ becomes available for use when the BritishContingent does (5.53).5.521 The APS HQ must always contain more British andHanoverian SPs than any other mobile Formation on the map.If it does not, this situation must be rectified as expediently aspossible. Danish SPs may count as Hanoverian if Released per5.552. Exception: If a Power is Neutral, then the requirementfor its SPs is ignored.5.522 The APS HQ is King George’s designated Escort.5.53 The British & Hanoverians. The British Contingent isavailable as dictated by the British Political Stance. Theoperational parameters of the British (in terms of the Territoriestheir Units may enter) are also dependent on British Stance.5.531 The British have a special relationship with Hanover(they were ruled by the same man). The British andHanoverians are separate Contingents, but their SPs do notreceive the normal Contingent penalties for mixing togetherand may be attached to each others’ Units freely. The caveat isthat the Allied player must maintain a written record of whichSPs are British.5.532 The British were as notorious for losing cohesion on themarch – especially during retreats – as they were for resistingbitterly in combat. A stack consisting of only British Units thatsuffers an AC receives a row shift penalty, as shown on theAttrition Table.5.533 Optional. Owners of Cockpit of Europe may use theBlack Watch rule (COE 4.23) found therein. This adds aspecial Auxiliary counter, which is provided in that game.5.54 The Dutch. Dutch Units are rated somewhat poorly; inactual fact, their national infantry was quite dependable andtheir cavalry the focus of much expense, but the overallpolitical climate has influenced their performance, and besides,most of the Dutch brigades in this war were composed ofmercenaries and regiments loaned from a variety of Germanstates.>>>5.541 Unlike the British, Dutch operational parameters arenot scaled to their Political Stance. Instead, the DutchContingent has two (2) force pools of SPs, only one of whichwill be used at any given time – and this does depend on theirPolitical Stance. Limitations based on Stance are found in7.512 in the M-P OOB booklet.5.542 The Dutch have some Guard Cavalry SPs, but no GuardHorse Unit. These SPs may be assigned to any one (1) DutchHorse Unit (or to the Allied Reserve Horse Unit – 5.14). If norecord is kept, these SPs convert to Line Cavalry.5.543 Design Note: there are no Dutch HQs. This limitation isdeliberate. Remember that Dutch forces, like all those without HQs oftheir own, are eligible to join any Column or Grand Army HQ.

5.55 The Danes. The Danish Contingent is automaticallyreceived by the M-P Side as a Reinforcement during theOctober Turn of 1741 (per the M-P OOB booklet). Whenreceived, its SPs may be used to Form Danish Units withinHanoverian Territory. This may be done even if Hanover isNeutral or favourable to Prussia. SPs may also be attached toHanoverian Units (including Garrison Units) without penalty.Leaders and Auxiliaries are placed in their respective holdingboxes.5.551 The Danish Contingent begins the game restricted to therole of protecting Hanover. Danish units (and SPs) may only beFormed in and may not voluntarily leave Hanoverian Core andInfluenced Territories. If they are forced to leave HanoverianTerritory, they must re-enter it as expediently as possible.5.552 The Allied player may attempt to Release the Danes onceper Year during any Administrative Phase. He declares theattempt and rolls one (1) die. On a “2” or less, the Danes are nolonger restricted to operating in Hanoverian Territory.

>>>5.553 From 1744 on, the M-P Side may permanently lose theservices of the Danes. Immediately after resolving all normal TAFactivities, the Hohenzollern player rolls one (1) die. On a “2” orless, all Danish forces are permanently removed from play.5.554 Danish forces may be treated as Hanoverian for the purposeof ensuring the Army of the Pragmatic Sanction has sufficientHanoverian SPs (5.521) but only if Released.5.555 The Danes have a single Independent Artillery Battery. Thereis no Unit to which this Battery belongs. It may be employedduring any Battle that includes a Danish Unit. Store the counter inthe Auxiliary Available Box when not in use.5.556 When eliminated or Captured, Danish SPs are not recorded.Eliminated Danish SPs cannot be Replaced, and their Units areIrreplaceable.5.557 Historical Note: By a treaty signed in 1731, King Christian VI ofDenmark was obliged to aid King George with an auxiliary corps for use inGermany or the Low Countries. Keen to get involved, this force crossed theElbe in October of 1741, but found itself relegated to garrison duties withinHanover. Even during the Dettingen campaign it remained inactive; when,finally, in 1744, the Allies got around to actually talking aboutincorporating it into the Pragmatic Army, the Danish government orderedthe corps to the Baltic coast to protect Swedish Pomerania from theRussians. The Danish Expeditionary Corps was disbanded in mid-’45without ever seeing action, much to the irritation of its members.

5.6 GERMAN STATES & MERCENARIES“No, I no longer want to hear the name French. No, I no longerwant you to speak to me of their troops and generals. Noaïlles isbeaten. By whom? By some people who don’t know how to make adeployment, and who have made none. I speak no more of it.”

Frederick II after Dettingen

5.61 General. For the purposes of this rule, the German Statesconsist of the following separate Contingents: Saxony, Bavaria(these two are Minor Powers), Pfalz (the Rhine Palatinate), Hesse,and the Reichsarmee. Hanover is covered in 5.5.5.611 Historical Note: Many of the smaller states in the Empire sent forcesto fight with the Austrians or Prussians, but they are not distinguished asseparate Contingents in the game. (The 70-man garrison of the independentBishopric of Passau doesn’t even rate as an SP at this scale – besides, it didlittle to stop the Bavarians from taking the town). Although there was muchdebate as to whether the forces of the Empire should side with theHabsburgs or Charles Albert, English gold ensured that most loyaltiesremained constant – besides, nobody liked the French, who were backingBavaria. Pfalz, as a Wittelsbach realm, of course remained loyal to Bavariathroughout the war.

5.62 Saxony. During the course of the game Saxon forces may findthemselves serving on either the Habsburg or the Bourbon Side(though not both at once). This will depend on the Saxon PoliticalStance. Their Unit “Side colour” is green, for “neutral”. Note thaton the Political Chart, Saxony may ally with either Austria orPrussia – however, in the latter case Saxony is Controlled by theBourbon Side, not the Hohenzollern.5.621 Saxon SPs may only be assigned to Saxon Formations andSaxon Formations may only have Saxon SPs assigned to them.Saxon Formations may only be Subordinated to Saxon HQs andSaxon HQs may only have Saxon Subordinate Formations. SaxonHQs may not Subordinate themselves to non-Saxon HQs. As usual,Garrisons are exempt from these restrictions.5.622 The Saxons have a Grenadier SP pool like the Prussians andmay employ it as explained in 5.16.5.623 At this time, the Elector of Saxony was also King of Poland.However, due to the intricacies of Polish politics, he was unable tocall upon much in the way of Polish military force. Any “Polish”items in the Saxon OOB are treated as Saxon for all purposes.5.624 Historical Note: the Polish contribution consisted mainly of chevaux-légèr regiments and uhlan “pulks”. In the game, the uhlans are Auxiliariesand the chevaux-légèrs are represented by the speedier of the Saxon cavalryUnits. The latter were not, as the French chevaux-légèrs of this period,heavy cavalry, but were used in the accepted “modern” sense as a crossbetween lights and dragoons.

5.63 Bavaria & Pfalz. Bavaria is a French-Controlled Contingentwhenever the Bavarian Minor Power is not Neutral.5.631 Bavaria may become Permanently Neutral (4.36), at whichpoint all Bavarian forces and infrastructure are removed from play.As an exception, under rule 5.254, a limited number of BavarianSPs may be transferred to French service.

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5.632 The Pfalz Contingent is treated as a part of the BavarianContingent, except for the following points:• It has its own Retreat Threshold.• Pfalz SPs may be freely attached to Bavarian Units

(becoming Bavarian unless a record is kept) but BavarianSPs may not be attached to Pfalz Units. Garrisons areexempt from this restriction, as usual.

• If Bavaria becomes Permanently Neutral, the PfalzContingent remains in play as a separate FrenchContingent.

5.633 Historical Note: the Bavarians operated as the forces of theImperial contender (Charles Albert), with the Pfalzers as allies and theFrench as “auxiliaries”. In actual fact, of course, the French “MAC-Bavaria” ran the show. The Bavarians campaigned on the Danube andinto Bohemia; the Pfalzers were with Maréchal Maillebois inWestphalia, and accompanied him east in the attempt to relievePrague. After that, they turned up at Philipsburg – a last outpost ofBavarian ambitions on the east bank of the Rhine.

5.64 Hesse. Hesse was historically divided into a number ofprincipalities (Hesse-Cassel, Hesse-Darmstadt, Hesse-Hanau,Hesse-Homburg, Hesse-Rhinefels), but for game purposes theirforces are treated as a single Contingent. Like the Saxons(5.62) and the Reichsarmee (5.65), their Side colour is green(i.e. “neutral”).>>>5.641 During the Minor Scenarios, some Hessian forces areassigned permanently to one Side or the other by the OOBs. Inthe Campaign Game, Hessian forces are not assigned by fiat,but can be “purchased”. During TAF, the Habsburg player mayconsult the Hessian Recruitment Table (7.37). This will assigna certain number of Hessian forces to Habsburg Control for thefollowing sixteen (16) Turns, at which point they are returnedto the pool prior to any attempts to recruit new Hessian forces.Hessian forces never count against TAF limits.5.642 The Bourbon player may consult the table using his owncolumn, but cannot do so unless the Allied Side has gains theservices of the Hessians. If there are insufficient forcesremaining after the Allied Side has taken its allotment, theBourbon player will have to make do with what is left. Again,Hessian forces never count against TAF limits.5.643 When eliminated or Captured, Hessian SPs are notrecorded. They simply regenerate. A player can only regainthem by using the Hessian Recruitment Table. This includesArtillery SPs.5.644 Formed Hessian Units can only be used by one Side at atime. When a player Forms a Hessian Unit, he must add themaximum possible number of SPs to it before he may Formanother Hessian Unit. Class restrictions are a legitimate causefor Forming additional Units. There are two (2) identicalHessian Artillery Units. One (1) may be used by the AlliedSide and one (1) by the Bourbons. The number of Batteries thatmay be in play is limited to three (3) in total – i.e. if one Sidehas two batteries, the other may only have one (the Batteriesare green-backed, while the units are gray & blue).>>>5.645 Hessian SPs may not be Transferred to Units of otherContingents, or vice versa, except for Garrisons (note that theyalso have their own Garrison Units).>>>5.646 In a three-player game, the Bourbon player mayallow the Hohenzollern player to Control any or all the Hessianforces for as long as the players agree. He may do so before theHessians are received, or after they have been deployed. In afour-player game, the Habsburg player may do the same for theM-P player.5.647 The Bourbon player receives a beneficial die rollmodifier for recruiting Hessians while holding the HRE chit(4.613). This is shown on the Hessian Recruitment Table.Hessian units Besieged by a Side holding the HRE chit imposea die roll modifier beneficial to the Besieging Side. HessianUnits may only participate in an Operation that ends in theActive Formation entering a hex containing forces of the Sidewith the HRE chit if they collectively pass one (1) additionalLC. If they refuse to participate, they are replaced in theFormation’s start hex; they are assumed not to have moved andwill not suffer Attrition.5.648 Historical Note: the states of Hesse, and particularly Hesse-Cassel and Hesse-Darmstadt, contributed regiments to the AustrianArmy as part of their kreis or “circle” commitment to the Empire, andsecured additional revenue from the British, with whom they had a

long-standing agreement to provide soldiers. Charles Albert’s “accessionto the purple” and the question of what to do about it was a major issue forHesse’s rulers. On the one hand, he was the legitimately elected Emperor.On the other hand, he was backed by the French (!). Some 6,000 Hessiansdid serve with the Bavarians for a short period; an equal number continuedto serve with the Anglo-Austrians. On the subject of artillery, the Hessianstates had no artillery regiment, just a loose collection of field batteries;these have been “regimented” for game purposes.

5.65 The Reichsarmee (Campaign Rule). The Reichsarmee is asingle Contingent in its own right, with its own set of Unit andAuxiliary counters. Reichsarmee SPs that are acquired must beused to Form Reichsarmee Formations, or be assigned to GarrisonFormations. SPs may not be Transferred to mobile Formationsbelonging to other Contingents. New Reichsarmee Units may bedeployed in the same hex(es) as any other Friendly Formations.There is an Artillery Unit that may be used if any Batteries areacquired. Auxiliaries are placed in the owning Side’s AvailableBox.5.651 Reichsarmee forces may only be recruited by the Sidecurrently holding the HRE chit (4.63 point #6). If no Side holds theHRE chit, Reichsarmee forces may not be recruited. Acquisition ofReichsarmee forces may only be attempted once (1) per Year (16-Turn interval). Refer to the Reichsarmee Recruitment Table, foundin the Neutrals OOB booklet (7.6). Note that the number and typeof forces available varies with each Side, reflecting historicalpredilections.>>>5.652 Reichsarmee forces remain in service until the sixteen(16) Turn period of service is up, at which point they are returnedto the pool prior to any attempt to recruit new forces. This is soeven if the HRE chit changes hands during their term of service.Reichsarmee forces never count against TAF limits.5.653 When eliminated or Captured, Reichsarmee SPs are notrecorded. They simply regenerate. A player can only regain themby using the Reichsarmee Recruitment Table. This includesArtillery SPs.5.664 Design Note: the Reichsarmee was the Imperial levy, to which all themembers of the Holy Roman Empire had (in theory) to contribute. Duringthe War of the Spanish Succession it performed well; during the SevenYears War it did not. During the War of the Austrian Succession it did notappear as a formal body at all, though Frederick the Great did try andmuster a League to “defend” the Empire. Essentially, the fact that thethrone of the Emperor was itself a point of contention meant that the largerstates used their contributions in the service of their own faction, while theunaligned states kept well clear. For game purposes, however, the playersare permitted to attempt to tap this corps-sized body for their own use. InSOK, the Reichsarmee does not include the forces that were more or lesspermanently assigned to the other Contingents in the game (except for a fewSPs that joined the Dutch late in the war); also, the Hessians and Pfalzhave such large OOBs that they have been given their own Contingents.

6.0 SPECIAL EVENTS “The important thing is to see the opportunity and to know how touse it”

Maréchal de Saxe

IMPORTANT: THIS RULES SECTION IS PRIMARILY FORREFERENCE. IT CAN BE READ AS NEEDED.

6.1 RANDOM EVENTS“We are currently marching on Tabor and Budweis in order torender ourselves master of those parts and to oblige PrinceCharles and Bathyányi to fall back on Upper Austria. If they do notdo so, they will be beaten…”

King Frederick II during the Bohemian campaign of 1744 (he was wrong,incidentally – it was the Prussians who were beaten).

IMPORTANT: THIS RULES SECTION IS PRIMARILY FORREFERENCE. IT CAN BE READ AS NEEDED.6.11 General Instructions. Random Event Checks are made at thestart of each Operations Phase using the Random Event Table. Agenerated Event either takes place immediately or when directed bythe instructions, but it must occur in the same turn that it wasgenerated.6.111 Any player may make the Random Event Check. In caseswhere the Event applies to one Side only, the players mustrandomly determine the Side affected.6.112 Exception: if the terms and conditions of the Event cannotimmediately be met, the result is treated as No Event.

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6.12 Disease Events:• The Putrid Fever. Not the Plague, but it certainly looks

like the Plague – we’ll call it Putrid Fever so the peasantrydon’t run away screaming. Randomly select one (1) stackthat contains a Grand Army HQ, or if there is no GrandArmy HQ on the map, an Army HQ. If there is no ArmyHQ, select the stack with the greatest number of units.Make an Attrition Check for the stack using the specialmodifier given on the Attrition Table, and multiply theresulting losses by two (x2).

• The Pox. High rank was no panacea when it came todisease. From all the Leaders currently on the map –including Personages – choose one (1) randomly. ThisLeader has succumbed to a life-threatening disease (yourchoice, from advanced syphilis to bubonic plague – butnot gout, everybody had gout) and is immediatelyremoved from play as if he had been wounded. Each Turn,the owning player must check for the Leader’s recovery ordeath by rolling a die: 0-2 Recovers, 3-7 No Effect, 8-9Dies. If the Leader dies, he is permanently removed fromthe game. If he recovers, he is returned to the Officers’Mess (or the map, for a Personage), as if he had recoveredfrom wounds. It is possible to have more than one sickLeader at a time. For those who cannot cope with thereality of a Royal’s death, ignore any “death” resultagainst Royals.

6.13 The Duellists. The brilliance and “low” birth of acommander (or the prettiness of his mistress) earns him adeadly enemy among his peers. Randomly choose two (2)Leaders from those currently on the map. The Leaders can beon the same or opposing Sides, so determine the Side or Sidesfirst and then each Leader. These two Leaders are now personalenemies. A Leader may have more than one enemy if this eventreoccurs and he is again selected.6.131 If both Leaders are commanding Formations on the sameSide, the Leaders are not permitted to stack together unless theyboth pass a LC. This also applies to the Subordination of oneLeader’s HQ to another’s. If one of the Leaders is a GrandArmy commander and the other commands a SubordinateFormation, the Subordinate’s Insubordination Value is tripled(x3). If both are Subordinate to a Grand Army commander,both their IVs are doubled (x2).6.132 If the Leaders are participating in Battle on the same Sideand one of the Leaders is or becomes the Generalissimo whilethe other is or becomes one of his Wing Commanders, theGeneralissimo’s Leadership Rating is reduced by two (-2)whenever he applies it to that Wing. The Generalissimo’srating cannot be reduced below zero (0).6.133 If the Leaders are on opposing Sides, then each has hisPersonality altered to Rash whenever the other is associatedwith the object of his actions (e.g. when determining Surprise).6.134 Leaders will remain enemies even if they are removed tothe Officers’ Mess or Redeployed to another theatre. If both areon the same Side and one Leader is Redeployed, the other maynot be Redeployed to the same theatre unless there is no choice.On the other hand, if they are on opposing Sides, then if one isRedeployed, the other must immediately follow him to thesame theatre, if at all possible.6.135 The effects of this personal enmity can be removed byone of the Leaders challenging the other to a Duel at the start ofany Turn. Duels may be fought even between enemy Leaders.No refusal is allowed. Roll one (1) die for each Leader. Highroll wins; the loser is Killed. If the duel took place betweenLeaders on the same Side, the winner is automatically removedto the Officers’ Mess.6.136 No duelling is permitted with or between Captains-General (“What! Challenge the Duke? Confound it man, haveyou lost your wits?!”) Clarification: this does not prevent aCaptain-General from becoming another Leader’s personalenemy – it does mean the Leader cannot do anything about it.6.137 Royals are completely exempted from this rule – they’realready duelling with each other and have no time to indulgethe frivolities of the hoi polloi.

>>>6.14 Administrative Events:• Lost Orders. The courier carrying dispatches to HQ has

stopped to sample the wares of a popular roadhouse. Whilethere, he is set upon by the agents of a rival clique and forcedto barricade himself and his servant in the cellar for twoweeks. Randomly select one (1) Side. That Side loses one (1)Unassigned (if it has any).

• Captured Orders. A hard-riding courier’s neck hasconnected with a rope that somehow got stretched across thechauseé. Randomly determine which Side is affected. Thisturn, that Side may move any one (1) friendly Formation asecond (2nd) time in the same Impulse (the affected Side is theone who donated the rope).

• Supply Surplus. The Quartermaster-General has learned thatnine out of ten soldiers can’t tell the difference between breadbaked with flour and bread baked with sawdust. One randomlydetermined Reduced Depôt is immediately flipped to Full(choose the Side first, then the Depôt).

• Supply Peculation. A certain member of the Court who isanxious to make a corner on wheat approaches theQuartermaster-General for assistance. One randomlydetermined Full Depôt is Reduced (choose the Side first, thenthe Depôt).

• Powder Magazine Explodes. A sentry is careless withmatches. Make a random selection of one (1) Siege in progress(not a Blockade). The Besieged Garrison immediately losesone (1) SP (eliminated), and if the Garrison is now less thanthree (3) SPs in strength it must immediately Surrender.

• Keelmen Owed Six Months Back Pay. Randomly determinewhich Side is affected. That Side’s forces cannot cross MajorRivers or use Riverine Movement during the current Turn.Crossing restrictions include those points crossed by Roads.

• Additional Forces Drafted. A randomly chosen Side receivestwo (2) SPs of local volunteers (out of thin air) that may beimmediately added to any friendly unit on the map. The SPstake on the same Class and Contingent as the unit they join.Guard Class may not be chosen, nor SPs from special poolssuch as the French Milice or Grenadiers.

• Additional Forces Detached. A randomly chosen Side mustimmediately remove two (2) SPs from any one (1) FriendlyUnit on the map. Besieged Garrisons cannot detach SPs, butBlockaded ones may. The SPs are considered eliminated butare not recorded as losses (they are sent to another theatre anddisappear from the game). Important. Minor Power and non-Power SPs (e.g. Hessians) cannot be chosen.

• Desertion. A high-ranking officer, passed over for promotionby the King’s brother, the King’s nephew, and the King’s 12-year-old half-cousin in the fourth degree, defects. Randomlychoose a Contingent from those that have at least one Leadercounter in the Officers’ Mess. Then, randomly pick one (1)Leader belonging to that Contingent out of the Officers’ Mess.That leader Defects. Roll one (1) die for each of the otherSides in the game; high roll gets the Leader. Reroll ties. Theplayer receiving the Defecting Leader may choose any one (1)Contingent currently Controlled by the receiving Side; theLeader now belongs to that Contingent. Leaders may Defectmore than once, even back to their original Side. Welcome tothe 18th Century.

6.15 Political Events:• Diplomats Reach a Breakthrough. It is agreed. The

Ambassadors for Spain and Austria are each allowed acabriolet (plus two grooms, a footman, and a “boots”, perambassador) to transport their mistresses to and from thepleasure gardens during the conference. Advance the PeaceIndex marker one (+1) space, but only if this will not triggerTheatre Inactivity (2.23).

• Diplomatic Setback. The British and French Ambassadorsdiscover they have been sharing the same mistress, who isactually an Italian agent employed by the Spanish Cortes alsoworking part-time for the Sublime Porte on behalf of a Basqueseparatist cabal with Jacobite ties. They (the diplomats) intendto fight a duel. The winner will then return home to face aParliamentary Inquiry or the King’s Wrath, depending on

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whom they report to (the former being the worse fate).Move the Peace Index marker one (-1) space to the left.

• Diplomatic Immunity? “So sorry, mein Herr, but yourpapieren… zey are not in order. Pliz to komm mit us”.“But I assure you, M’sieurs, I am an accredited diplomat.You cannot treat me like this! I invoke diplomaticimmunity”. “Ja, ja, dat is vhat all you verdammt Spionenzay. Vorwarts!” One of your diplomats has been arrestedwhile engaged in some delicate negotiations. Yourenemies parade him as a spy and threaten to hang him.This is an Outrage! – but he was carrying correspondencemost insulting to the arresting power’s head of state.Choose one of the following:• Immediately lose two (-2) PPs; or,• Make one (1) shift of a Minor Power’s PM (of your

opponent’s choice), in your opponent’s favour; or,• Suspend the Convention of Frankfort for one (1) full

Year – no POW Exchange allowed between thoseforces Controlled by the affected Sides.

Historical Note: the Convention of Frankfort provided for the promptand fair exchange of POWs. However, in 1743, the British capturedMaréchal Belle-Isle while he was on a secret diplomatic mission andrefused to release him. In retaliation, the French refused tocountenance any exchanges. As their camps filled with Allied POWs,the situation became critical. Finally, in August of 1745, the Britishagreed to release Belle-Isle and the exchanges recommenced.

• Jealousy. This event can apply to any Side, determinedrandomly. That Side’s Leaders are jealous of each other’ssuccess. For this Turn, each time a Combined Operation isdeclared, and/or each time a Friendly Formation will entera location already containing both Friendly and EnemyUnits, the MP costs for movement are doubled (x2) for themoving Formation(s). This doubling is not cumulative ifboth conditions apply. Costs are applied at the end of themove. Important. For Grand Armies, all InsubordinationValues for that Side are doubled (x2) instead.

>>>6.16 Town Independence. Occasionally, localadministrators ignored their instructions and refused “friendly”forces admittance, or worse, opened their gates to the enemy.This could be from outright treachery, pique, or simply fear.Randomly choose the Side that will be affected and the Sidethat will benefit. Once (1) during the Operations Phase, one (1)of the two following effects may be applied.6.161 During a player’s own Operation, when one of hisFormations either moves into or begins in a hex with an EnemyGarrison, that Fortification is automatically Captured. TheGarrison becomes Unformed and its SPs are automaticallyTransferred to the nearest Units (including other Garrisons) thatare eligible to absorb them.6.162 During an Operation, when the Active player ends hiscurrent move on an empty Fortification, an Inactive player mayimmediately place a Garrison in that Fortification, adding SPsto it equal to the roll of one (1) die, halved (1/2), or to themaximum garrison limit, whichever is less. The Inactive playermust Transfer the SPs from his closest stack (or stacks, ifequidistant) to the new Garrison.

>>>6.2 STRATEGIC EVENTS“It is not I who command an army, but flour and forage arethe masters”.

Frederick the Great

6.21 General. The following section deals with important one-time or rare game occurrences, called Strategic Events.Strategic Events only pertain to the Campaign Game, and therules are written to suit. In the Minor Scenarios, their effectsare covered under the scenario special rules.6.211 Strategic Events are generated as a result of a StrategicEvent Check. These checks are made during the Special Eventssegment of the Administrative Phase immediately prior todetermining Theatre Allocations (5.11). (Exceptions: Defendthe Rhine!, D’Argenson Takes Charge, and Provincial Revolt).Their primary effect will be to cause a substantial reduction inthe core Contingent forces permitted to one or more Sides bythe Theatre Allocation Tables. Any additional effects areexplained below.

6.212 Clarification: Strategic Events are Triggered throughStrategic Event Checks, but they Occur when the Event dictates –either immediately, or at a randomly determined point in the future.TAFT and other force reductions occur immediately, as doalterations to the Peace Index. Other effects happen when the EventOccurs. (But note that in SOK triggering and occurrence are alwayssimultaneous).6.213 Design Note: the events were not completely folded into the TAFTsbecause some of them affect more than one Side, and might be generated onone table but not on another. They also have non-TAFT effects.

6.22 List of Strategic Events:• The Bear Awakes. May repeat. Affects the Hohenzollern

Side. May repeat.• D’Argenson Takes Charge. Affects the Bourbon Side. One

(1) time only, beginning in 1742 or later (i.e. the forcereduction will be for 1743 or later). This event does notremove French any forces from play, but restricts theiroperational range. See 6.23.

• Gallispan Offensive. May repeat. Always affects theHabsburg Side, plus affects the Bourbon Side the first (1st)time it occurs after 1741.

• Guerre dans les Pays-Bas. One (1) time only, and only in aYear after the Year in which the d’Argenson Takes ChargeStrategic Event occurs.

• Turkish Border War. May repeat, but not two (2) Years in arow.

• Defend the Rhine! May repeat, and occurs during the Year.Triggered automatically when any Allied HQ enters a hexWest of the river Rhine, within or south of the Territory ofPfalz, during any Turn after the Guerre dans les Pays-Basevent has occurred. Increases TAF limits and permits majorFrench Reinforcement, adds Milice SPs, and adds Le Roi andLa Maison du Roi.

• Provincial Revolt. Affects the Habsburg Side. May repeat.Covered in 6.25.

6.23 Additional Rules:• The Bear Awakes. The Hohenzollern Side always has its full

order of battle (per 7.3 in the OOB booklets), except when thisEvent is triggered. Once triggered, check for intensity:Minimal or Substantial. Then apply the appropriate reductionin force given on the Hohenzollern TAFT. The Event isassumed to last all Year and automatically terminates justprior to the next TAF. If the Territory of Brandenburg (only)is entered by an Allied Formation, this Event is immediatelyterminated and the Hohenzollern player may reintroduce hismissing forces as Reinforcements.

• D’Argenson Takes Charge. This Event does not affect theBourbon TAFT, it merely restricts the French radius ofoperations. Once triggered, all forces belonging to the FrenchContingent must be withdrawn to the West bank of the Rhine.Non-French SPs currently attached to French Units arereassigned to Units of their own Contingent within their ownTerritories. Use normal game mechanics to fulfil theconditions of this Event, as expediently as possible. As anexception, French Depôts may be freely converted to BavarianDepôts, maintaining their current state. Once all French forcesare on the west bank of the Rhine, they are forbidden tovoluntarily move more than four (4) MPs east of the River forthe remainder of the game. If a Formation is forced furtheraway from the River, it must be moved back into itsoperational area as expediently as possible. The chance forthis event to occur will increase if French Prestige is low, anddecrease if French Prestige is high (see the Strategic EventChart). The Peace Index is advanced two (+2) boxes when thisevent occurs.

• Gallispan Offensive. This Event affects the Habsburg TAFTevery time it occurs. Once triggered, check for intensity: Smallor Large. The Event is assumed to last all Year andautomatically terminates just prior to the next TAF. Inaddition, this Event affects the Bourbon (French) TAFT one(1) time, but in the Bourbon case, the effects are different: theonly effect is a row shift modifier added to the BourbonTAFT. Although the value of the modifier may vary fromYear to Year, the effect is permanent. For the Bourbon Side,this Event takes effect the first (1st) time it occurs, from 1742on. The Peace Index is also advanced one (+1) box when theBourbon reduction is triggered.

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• Guerre dans les Pays-Bas. This Event functions as areduction of force for the Bourbon Side (a row shiftmodifier on the TAFT), and contributes a permanent dieroll modifier to the Political Stance checks of both theBritish and Dutch Powers. The Austrian Imperial Garrisonfor the Low Countries is not affected by this Event. ThePeace Index is advanced one (+1) box when this eventoccurs.

• Defend the Rhine! Unlike most Strategic Events, this oneoccurs during the course of the Year. Uniquely, itincreases the Bourbon Side’s forces by applying abeneficial row shift to the Bourbon TAFT. The FrenchTAF is immediately recalculated, and the Bourbon playerreceives the difference in forces between the old limits andthe new as Reinforcements three (3) Turns after the Eventis triggered. The row shift for this Event applies until thefirst (1st) TAF segment for which the conditions of theEvent (Allied forces on the West bank of the Rhine) nolonger applies. Additional forces received for the durationof this Event include Le Roi, the Armeé du Roi GrandArmy HQ, several Leaders (quantities listed in 7.215 inthe Bourbon OOB booklet), and La Maison du Roi (5.23).

• Turkish Incursion. This Event requires the HungarianImperial Garrison to be immediately topped up to itsinitial level (if it has been reduced). The HungarianImperial Garrison cannot be reduced until the next timeTAF is conducted. However, the Garrison is also immuneto Revolts (6.25), and the Hungarians are immune toMutiny (6.25).

6.24 General Example: this example considers the Hohenzollern Sideand the Bear Awakes Strategic Event, but the general principlesgoverning the removal and return of forces apply to all Events.

6.241 According to the Hohenzollern TAFT, found in the HohenzollernOOB booklet, all Prussian forces are always “in play” (barring POWsor eliminations), unless the Bear Awakes Strategic Event occurs. (OtherSides may suffer force reductions or gain augmentation via their TAFTwithout a Strategic Event).

6.242 Assume there are in play the following Prussian forces: 16Cavalry SPs, 52 Infantry SPs. The Bear Awakes Event occurs, and it isa Minimal Threat (two levels of intensity are possible with this Event).The Hohenzollern player removes 6 Cavalry SPs & 15 Foot SPs, 2Hussar Auxiliaries, 1 Marshal, & 2 Generals. This particular Event lastsall Year – i.e. until the next TAF Turn, which is the same Turn that thisparticular Event is checked for.

6.243 Assume the Event does not reoccur. The 4 Cavalry and 15Infantry SPs are free to re-enter play as Reinforcements. Their EntryTurn die roll (Ex. Rule 5.119) is a “4”/2 = 2 rounded up to the 3 Turnminimum delay.

6.244 Alternatively, assume the Event reoccurs at the same Level. Theforces removed from last Year’s Event are first <notionally> returnedand the 30% subtraction is then made based on the current total of SPsin play. (The SPs do not physically return because they have no realentry date, but they must be considered for the purpose of determininghow many forces must be removed).

6.245 Last, assume the Event reoccurs at a greater Level. The forcesremoved from last Year’s Event are first <notionally> returned, andthen the higher subtraction is then made: 12 Cavalry SPs & 25 FootSPs, 4 Hussar Auxiliaries, 1 Marshal, & 4 Generals. (In practical terms,removed items are increased by 6 Cavalry SPs, 10 Infantry SPs, 2Auxiliaries & 2 Generals).

6.246 Remember that by 5.11.14, the Hohenzollern player may chooseto ignore these removals, either in whole or in part. Assume he simplydoes not have sufficient forces in play to fulfil the increasedrequirements of case 6.245. This would cost him Prestige (per theTAFT) equal to 1 PP/5 SPs, with Auxiliaries and Leaders equal to 1 SPeach. Assume he can fulfil the latter requirement, leaving 16 SPsowing, or a loss of 4 PPs. The Hohenzollern player reduces this to 3PPs by sacrificing 1 additional Infantry SP.

6.25 Revolts and Hungarian Mutinies. Revolts may occur inHungary, Italy, and/or the Austrian Netherlands, if the Alliedplayer’s Imperial Garrisons (5.35) are too weak. Revolts mayoccur in any Year as a Strategic Event. One (1) check is madefor each Imperial Garrison, using the Provincial Revolt Table(7.435 in the Habsburg OOB booklet).6.251 If a Revolt occurs, the Allied player immediately losesone (1) level of Prestige and must SR a number of Austrian SPs(attached to Units), Auxiliaries (counting as one (1) SP each),and Leaders (from the Officers’ Mess, if possible) to theaffected Imperial Garrison equal to twice (x2) the initialImperial Garrison (as recorded in the Allied OOB), less its

value at the time the Revolt occurs (i.e. (Start Garrison – CurrentGarrison) x2). Artillery SPs count as three (3) each.6.252 A Revolt will last for a number of Turns equal to the roll ofone (1) die, with a minimum of three (3) Turns. While the Revolt isin progress, the Allied player cannot reduce the Imperial Garrison.Once the Revolt is “crushed” the Allied player is free to once againSR forces from the Imperial Garrison.6.253 In rare cases, a Hungarian Mutiny may occur as a result ofthis event. If a Hungarian Mutiny does occur, apply rule 5.34instead.6.254 Clarification: while a Hungarian Mutiny is more likely if theHungarian Garrison is low, and is triggered by checking the EmpireRevolt Table, it is not a Revolt. In a Mutiny, only the Army isaffected. A Revolt is a true uprising, with the army remaining loyal.As an exception to 6.253, it is possible that a Mutiny and a Revoltcould occur simultaneously, but not simultaneously in Hungary.6.26 Design Note: some players may feel that with the new Theatre-ForceAllocation rules found in 5.11, the rules for Strategic Events are redundant.They were retained for a couple of reasons: a) to give players an historicalsense of the events occurring around them, and, b) because a year-by-yearscripted OOB offers insufficient variety.

6.27 Historical Explanations:

• The Bear Awakes. Russian intervention on the side of Austria was avery real fear for the Franco-Prussians, especially after the signing ofa defensive pact between the former powers. Astute realpolitik byFrance (in firing up the Swedes with foolish dreams of regaining theirformer glory), was counterbalanced by crass blundering (as when theFrench Ambassador included some pointed comments about theEmpress of Russia’s lifestyle in his official correspondence, only tohave it intercepted by the Russian secret service). However, Russianintervention in the West was ultimately at the mercy of thepermanently flaky internal state of the Czarist regime, and a numberof opportunities were missed due to palace intrigue. Within the periodof this game, no actual Russian intervention is possible, but the fear ofsuch an intervention can force the Prussians to deploy moredefensively.

• D’Argenson Takes Charge. In the early years of the war, Frenchpolicy in Central Europe was driven by the received political wisdomthat a weak and divided Germany was essential for French security;the hegemonic power of the Habsburgs must therefore be challengedon every occasion. However, there was no consensus on how thisshould be carried out. The agéd Cardinal Fleury’s policy had been oneof “softly-softly catchee monkee”. Set against this was the “GallicCowboy” policy of Maréchal Belle-Isle and his hardliner flunkies.With the fall of Fleury’s star, Belle-Isle’s rose; he sought then tocapitalise on Prussia’s sudden invasion of Silesia, advocating backingthe Bavarian Elector with a strong corps of “auxiliary” French troops(led by himself, of course). However, the marshal’s plans were toograndiose for France’s political and military resources. Belle-Isle’searly successes also bought him many enemies at Court. The Kingwas persuaded that such a talented individual should not weaken hisgifts by spreading himself into both the political and military spheres,and Maréchal de Noaïlles eventually replaced Belle-Isle as theatrecommander. In 1743, Cardinal Fleury died. In 1744, while on adiplomatic journey, Belle-Isle was arrested in Hanover, ostensibly fornot having a valid passport, and was handed over to the British“removals” squad (so much for diplomatic immunity). Into the voidstepped the Marquis d’Argenson, heading a faction of his own, andwith his own – unique – ideas on the direction French policy shouldtake. D’Argenson was that most dangerous of men, an ivory-toweredintellectual – and he now held sway over the most powerful nation onearth. Fortunately for Germany, d’Argenson’s dreams involved theItalians (he wanted a unified, self-governing Italy under Frenchtutelage). He also leaned toward the idea, held by the rival Marquis deMaurepas faction, that Britain, not Austria, was the primary threat topeace (in his view because their support for Austria was prolongingthe struggle). France disengaged from Germany, leaving Bavaria inruins and her other, fickle ally, Prussia, fittingly, to make the bestpeace she could with the enraged Austrians.

• Gallispan Offensive. Austria was stuck with a three-front war untilPrussia bowed out. Fortunately the Hungarians remained more or lessloyal and the Turks quiescent. Next to the defence of the homeland,the most important theatre in the minds of Austria’s rulers was Italy,for at this time, the Habsburgs owned a substantial proportion of thepeninsula. When the empire of Charles V had been divided up, theAustrian branch of his House received Italy, while the Spanish branchreceived the Low Countries. But even after the placing of Bourbonprinces on the Spanish and Neapolitan thrones, Italian ties with Spainremained strong, with many Spanish grandees owning land there. TheSpanish Queen was herself Italian – Elisabeth Farnese. With theoutbreak of war, the Spanish sought to grab land in the Po Valleywhile Austria was busy in Silesia. Their attempt faltered, and a long,bitter conflict ensued. Periodically one side or the other would launchan offensive. In 1743, France agreed to send a corps of 30,000 men(mostly from the German theatre) to help the Spanish.

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• Guerre dans les Pays-Bas. As the war escalated, the MaritimePowers (Britain and Holland) formed closer ties with Austria andbegan amassing a large force in the Low Countries. The Frenchnaturally began matching this new threat. With d’Argenson andthe anti-British lobby feeding King Louis with the gall ofDettingen, the French king decided on all-out war against theQueen of Hungary’s allies. By that point, French policy inGermany was bankrupt; goodwill and political credit thereexhausted. By striking at the Low Countries, Holland could beintimidated and a wedge driven between Britain and Austria. Bothsides had been strengthening their forces in the region since 1742,but it was not until 1744 that the cards were right for a Frenchoffensive. By the end of 1745, the war in Germany waseffectively over, but the war in Flanders was just ramping up.

• Defend the Rhine! French sensitivity about Alsace-Lorrainepredated our Great War by some centuries. In 1740, Alsace, andalso Franche-Comte, were relatively recent acquisitions; thepopulace remained predominantly German. During the 1730’s theWar of the Polish Succession was fought, the main result ofwhich was the awarding of Lorraine to the ex-king of Poland,who happened to be King Louis’ father-in-law. Lorraine’s formerlord received the Duchy of Tuscany in compensation – his namewas Francis Stephen, and he was Maria Theresa’s husband. Afterthe loss of Silesia, one option for the Habsburgs, therefore, wasthe “reclaiming” of Lorraine.

• Turkish Incursion. The Austrian Army was hammered by theTurks in a war that ended in 1738. Perhaps the Turks did not feelthe need to repeat the lesson; Austria was also (surprisingly) amajor trading partner. In any case, they did not kick the Austrianswhile they were down. King Frederick, however, attempted toleague with the Paynim – at least he went through the motions inorder to scare the Austrians. This Event assumes potential successon his part.

SCENARIOS“Live long and strike hard”

Maria Theresa to her generals

7.0 SCENARIO CONDUCT & OOBS“The enemy descends today from the mountains, andtomorrow we shall attack him”

Frederick II before the battle of Hohenfriedburg

>>>7.1 INSTRUCTIONS“In the long run it is inevitable that the party which stays onthe defensive will lose”

Frederick the Great

7.11 General. Sport of Kings includes eight (8) MinorScenarios and a Campaign Game. The Minor Scenarios coverindividual actions within the German Theatre of the War of theAustrian Succession, from 1740 to 1745. The Campaign Gamecovers the whole period as a single unit, and is open ended.>>>7.111 Each Side has its own OOB and Scenario Set Upbooklet. Each OOB section comes under 7.0, while the scenariosetups come under 8.0. The latter are complemented by section8.0 in this volume, which gives the <common> specialinstructions for each scenario. In addition, there is an OOBbooklet for the “neutrals”: Saxony, Hesse, and theReichsarmee.7.112 The OOBs contain information on the initial forces andreinforcements of each Contingent. Also, the scenarios oftenrefer to the OOBs when setup information is lengthy orrepetitious (e.g. lists of Leaders are not duplicated in full whenthey match the lists found in the primary OOB for thatSide/Power).7.12 Minor Scenarios. Minor Scenario setups are all laid outthe same: Starting Forces, Auxiliaries, Leaders, thenReinforcements in the same order.7.121 No Prisoner Exchange (3.3) occurs during the MinorScenarios. Parolees are still kept and returned normally, butInternees are simply ignored. Note that they are not eliminated,merely removed from play.7.122 The Political Rules (4.0) and Strategic Events (6.0) arenot used during the minor scenarios, except as occasionalspecial rules.7.13 The Campaign Game. The initial setups for theCampaign Game are found in section 8.9. Once play

commences, refer to the OOBs (7.X) for specific details aboutReinforcements and possible Strategic Redeployments.>>>7.14 SPs & Formations. Available SPs are listed by Class andContingent. If no specific Class is listed, the SPs may be of anyClass except Guard. The latter are always specifically assigned.Artillery Units are also given their starting SP value (for FieldArtillery, these are given as Batteries).7.141 Dummies are deployed at the same time as real Formations.7.142 A scenario may assign SPs to specific hexes, to hexes withina certain radius from a particular reference hex, to an off map box,or as Reinforcements. Except for SPs received as Reinforcements,all SPs must be assigned to Units at the start of the game.7.143 Some SPs are listed as being In Garrison. These SPs must beassigned to Garrison Units. Other SPs may be assigned toGarrisons. Some of these SPs may be Cavalry, or Guard; some maybe of different Contingents or Nationalities. The distinctions havebeen made for those who wish greater accuracy and are willing torecord the specific Class and Contingent of each SP. If this is notgoing to be done, treat all such SPs as Line Infantry Class of thesame Contingent as the Garrison Unit. The Garrison Unit will be ofthe same Contingent as the greatest number of SPs assigned to itwhen Formed. If an equal number of SPs are assigned from two ormore Contingents, the Garrison Unit chosen is the one with theworst CE among them.7.144 Exception: Garrison Class SPs must always be placed in andremain in Garrison Units. A separate record must be kept ofGarrison Class SPs (Class-specific SP Markers may be used).7.145 Clarification: the term “In Garrison” in this context does notrefer to special “garrison” force pools. It merely allows or dictatesthe use of Garrison counters as opposed to mobile units.7.146 The players are free to choose which Units they will assignSPs to, within the general restrictions of the KR&Os and the OOBs.Any HQs (barring those received by special rule) may be used, asmay all Dummies in the countermix.7.147 Exceptions: some Units are required to have a specific initialstrength, use specific SPs, and/or have a specific setup hex.7.148 Important. Check for dates of service on the counter’sreverse; a counter cannot be employed before its date of service. Ifno specific Turn is given, the counter is available from theAdministrative Phase of the first (1st) Turn of the Year listed. If thecounter has two dates, the first (1st) will be the starting date and thesecond (2nd) will be the date the counter must be withdrawn. If noTurn is given for a withdrawal, this will be the end of the last Turnof the Year.7.15 Other.7.151 Leaders are listed along with a code for their rank (R =Royal, C = Captain-General, M = Marshal, G = General). Leaderscan be assigned Postings at start or placed in the Officers’ Mess.Leaders that are not listed somewhere in the OOB cannot be usedin the scenario. Some scenarios give specific starting locations forcertain Leaders. These may be Posted to a Garrison or to an HQ inthat location.>>>7.152 Available Auxiliaries are placed in their Side’s AvailableBox, or assigned to Formed HQs, as appropriate.>>>7.16 Supply & OPs, & CPs. Each Side places its Hubs asdirected by the Hub Placement Chart. Hubs located outside the playarea will also be given an off-map range, in MPs, traced from theHub to a specific location on the map. For the Minor Scenarios, useonly those Hubs listed in the instructions; for the Campaign Game,all the Hubs are used.7.161 Depôts may be built prior to scenario start, without OPexpenditure; none are assigned by scenario.7.162 Starting OPs are given in Unassigned and Assignedquantities. Assigned OPs must be given to HQs during setup orthey are lost.7.163 Play Note: in many scenarios, the Prestige gained from fighting a fewBattles and Capturing a few Fortifications will not be enough to securevictory. The players must focus on taking those locations that will triggerthe Conquest of Territory. This will yield the extra Prestige needed to win.

7.17 Play Area. In the minor scenarios, only certain portions of themap are used. Each scenario lists the maps required for play, but

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even here, only certain Territories or portions of Territoriesmay be “playable”. The remaining regions are treated as offmap areas.7.171 Some Reinforcements in the Minor Scenarios arereceived in hexes “on the border” of the play area. These maymove to enter the play area; once inside, they may notvoluntarily leave. Depôts, however, may be built in these hexesand support forces within the play area.7.172 Any Unit that is forced to leave the play area in a MinorScenario may not return to play (it is not treated as eliminated,however).7.18 Prestige. Each Side is assigned a starting Prestige Level.Victory is based on who ends up with the highest Prestige, per2.1.7.19 Weather and Terrain Effects. Starting weather is alwaysgiven. Variable terrain effects should be determined normally.

>>>7.2-7.6 CAMPAIGN & GENERAL OOBSTHESE SECTIONS ARE FOUND AT THE BEGINNING OFTHE SCENARIO/ORDER OF BATTLE BOOKLETS.7.2 French, Bavarians, Pfalzers: Book 1 Bourbons7.3 Prussians: Book 2 Hohenzollerns7.4 Austria: Book 3 Habsburgs7.5 British, Dutch, Hanoverian, Danish: Book 4 MaritimePowers. Note: the M-P booklet contains no scenarios. See 7.4.7.6 Saxony, Hesse, Reichsarmee: Book 5 Neutrals. Note: thisbooklet contains no scenarios. See the other booklets.

>>>7.8 THREE & FOUR PLAYER GAMESCAMPAIGN RULE ONLY

“I reserve this campaign to myself alone so that the worldwill not believe that the King of Prussia marches to war with atutor.”

Frederick to Marshal Schwerin, when the latter complained at beinggiven command of a mere “observation corps”.

7.81 General. In a two-player game, the Sides are Bourbon andHabsburg. In a three-player game, the Hohenzollerns (Prussia)are played separately, and in a four-player game, so are theMaritime Powers. The rules have been written so that aminimum amount of adjustment will be necessary.7.82 Victory. In a three- or four-player game, Prestige is notcombined (2.13/2.14) between Sides when they are Controlledby separate players.>>>7.83 Politics. The Hohenzollerns remain the Partner Powerof the Bourbons, and the Maritime Powers remain the PartnerPower of the Habsburgs; all the rules of section 4.0 remain inforce. In particular, random PM shifts are still made for PartnerPowers.

>>>8.0 SCENARIO RULES“I am undertaking a war, gentlemen, in which I have no other allythan your courage and goodwill… Remember always the immortalglory that your ancestors won at Varsovie and Fehrbellin. Yourfate is in your hands… Farewell. I shall soon follow you to ourrendezvous with glory.”

Frederick II at the opening of the 1st Silesian War, quoted in Asprey

THE SETUP INSTRUCTIONS FOR EACH MINOR SCENARIOARE FOUND IN THE ORDERS OF BATTLE BOOKLETS.

8.1 GOTT MIT UNSFrederick’s Invasion of Silesia

16th December 1740 to 9th October 1741“I have crossed the Rubicon”

Frederick II crossing the frontier into Silesia, 16th December, 1740.

USES MAP PANELS 4, 5, 6, 7.Sides: Hohenzollern and Habsburg.Scenario Bounds. Only the following Territories are playable – theDuchy of Crossen, Lower Silesia, Central/Upper Silesia, theDuchies of Glatz & Oppavia.Conquests. None. All Territories hold their original allegiance (perthe State Guide).Scenario Dates. Starts December-January Turn of 1740 and endsOctober-November Turn of 1741, inclusive.Weather. Starting weather is Frost.Unassigned OPs:Habsburg: 0Hohenzollern: 0Assigned OPs:Habsburg: 0Hohenzollern: 4Campaign Plans.• The Hohenzollern player’s initial Assigned OPs must be

allotted to one or more ACPs against targets in Lower Silesiaprior to commencing play.

• The Habsburg player may only initiate ACPs againstFortifications Captured by the Hohenzollern Side.

• Neither Side has an Active DCP at start.Special Rules:NoneVictory. To win, the Hohenzollern player must have a higherPrestige than the Habsburg player by the end of the game. TheHabsburg player wins by preventing this. The Hohenzollern playerbegins with a Prestige Level of Two (2); the Habsburg playerbegins with a Prestige Level of Four (4).

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8.2 WIENER BLUTFrederick’s Invasion of Bohemia/Moravia

February 1742-June 1742“We are going to be flooded with Hungarians,

and with the most cursed brood that God has created”

Frederick the Great during the Moravian campaign of 1742

USES MAP PANELS 4, 5, 6, 7.Sides: Hohenzollern and Habsburg. The Hohenzollern playeralso Controls the Saxon and French Contingents.Scenario Bounds. Only the following Territories are playable– the Duchy of Glatz, Moravia, plus Bohemia on Maps #4 and#7 (only) East of a line running North up the West edge as faras the third hex beyond Teÿn (7/Schrattentaal/NW7), thendiagonally Northeast to Kaurzen (7/Schrattentaal/NW10), thenNorth to Mlada Boleslaw (4/Glogau/SW12), then diagonallyNortheast to the Bohemian/Silesian border.Conquests. Lower Silesia, Upper Silesia, Oppavia (1/2 ofGlatz/Oppavia) to Prussia. Otherwise, all Territories hold theiroriginal allegiance (per the State Guide).Scenario Dates. Starts January-February Turn of 1742, andends May-June Turn of 1742, inclusive.Weather. Starting weather is Snow.Unassigned OPs:Habsburg: 7Hohenzollern: 2Assigned OPs:Habsburg: 0Hohenzollern: 4Campaign Plans.• The Hohenzollern player’s initial Assigned OPs must be

allotted to one or more ACPs against targets in Moraviaand/or Glatz.

• The French and Saxon forces (such as they are) are to beused to fulfil the Prussian CPs (good luck! – if Frederickcouldn’t get them to help, what makes you think youcan?).

• The Habsburg player has a special CP for the “Clearing ofBohemia”. This requires that there be no un-BlockadedPrussian forces in Bohemia by the end of the scenario. Ifthis is the case, the Habsburgs gain one (+1) additionallevel of Prestige.

• Both Sides begin with an Active DCP.Special Rules:• French and Saxon Forces. These forces are Controlled by

the Hohenzollern Side. All French forces are removedfrom play at the end of the first (1st) Turn. Saxonformations may only undertake an Operation if theircommander first passes a LC. At the end of each Turn, rollone (1) die. On a “7” or higher, permanently remove allSaxon forces from play.

Victory. To win, the Hohenzollern player must have a higherPrestige than the Habsburg player by the end of the game. TheHabsburg player wins by preventing this. The Hohenzollernplayer begins with a Prestige Level of Four (4); the Habsburgplayer begins with a Prestige Level of Two (2).

8.3 BOHEMIAN RHAPSODYThe Franco-Bavarian invasion of Bohemia

July 1741- December 1741“In the moment of greatness I felt more than

ever that I was only a frail man.”

Entry in Charles Albert’s diary after his coronation as Emperor.

USES MAP PANELS 4, 5, 6, 7, 8.Sides: Bourbon and Habsburg. The Bourbon player also Controlsthe Saxon and Bavarian/Pfalz Contingents.Scenario Bounds. Austria, Bohemia, Bavaria, Bishopric of Passau,Archbishopric of Salzburg, and the Tirol.Conquests. None. All Territories hold their original allegiance (perthe State Guide).Scenario Dates. Starts on the July-August Turn of 1741, and endson the January Turn of 1742, inclusive.Weather. Starting weather is Dry.Unassigned OPs:Habsburg: 4Bourbon: 2Assigned OPs:Habsburg: 0Bourbon: 12Campaign Plans.• The Bourbon player’s initial Assigned OPs must be allotted to

one or more ACPs against targets in Upper Austria, Austria,and/or Bohemia prior to commencing play.

• The Habsburg player may only initiate ACPs againstFortifications Captured by the Bourbon Side.

• Neither Side has an Active DCP at start.Victory. To win, the Bourbon player must have a higher Prestigethan the Habsburg player by the end of the game. The Habsburgplayer wins by preventing this. The Bourbon player begins with aPrestige Level of Three (3); the Habsburg player begins with aPrestige Level of Two (2).

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8.4 VIVAT HOCH IM KAISERIN!The Rout of the Franco-Bavarians

January 1742–December 1742“The Marshal Broglie, who understands nothing about thedefense of a town, has hampered me here as much as theenemy”.

Maréchal Belle-Isle at Prague, Summer of 1742

USES MAP PANELS 1, 2, 3, 8, 9, 10.Sides: Bourbon and Habsburg. The Bourbon player alsoControls the Saxon and Bavarian/Pfalz Contingents.Scenario Bounds. Austria, Bavaria, Bishopric of Passau,Archbishopric of Salzburg, and the Tirol. Only a portion ofBohemia is in play: all of all Bohemia South and West of a lineIglavia (7/Schrattentaal/N5) Northwest up to Kamen(7/Schrateentaal/NW7), then North to the Bohemian/Lusatianborder. For this scenario, the Bourbon Side is assumed to haveConquered Bohemia, Passau, Salzburg, and Upper Austria. Allremaining Territories hold their original allegiance (per theState Guide).Conquests. Bohemia, Bishopric of Passau, Archbishopric ofSalzburg, and Upper Austria, to France (technically Bavaria).Otherwise, all Territories hold their original allegiance (per theState Guide).Scenario Dates. Starts on the January Turn of 1742, and endson the November-December Turn of 1742, inclusive.Weather. Starting weather is Frost.Unassigned OPs:Habsburg: 1Bourbon: 4Assigned OPs:Habsburg: 8Bourbon: 0Campaign Plans.• The Habsburg player’s initial Assigned OPs must be

allotted to one or more ACPs against targets in UpperAustria, Bohemia, and/or Bavaria prior to commencingplay.

• The Bourbon player may only initiate ACPs againstFortifications Captured by the Habsburg Side.

• Both Sides begin with an Active DCP.Special Rules:NoneVictory. To win, the Allied player must have a higher Prestigethan the Bourbon player by the end of the game. The Bourbonplayer wins by preventing this. The Bourbon player begins witha Prestige Level of Four (4); the Allied player begins with aPrestige Level of Two (2).Design Note: this scenario ends immediately prior to Belle-Isle’sfamous winter breakout from Prague. Although Prague ultimately fellto the Austrians, the escape of the French was a propaganda coup; thisprestige win can be simulated by the Bourbon player holding Pragueuntil the end of the scenario.

8.5 BUMMELLING ON THE MAINThe Dettingen CampaignApril 1743-October 1743

“All Europe was saying the French do not want to fight…Now one must say: they fight like fools”.

The Spanish Ambassador to the Emperor, after Dettingen

USES MAP PANELS 1, 2, 9, 10.Sides: Bourbon and Habsburg. The Habsburgs Control all MaritimePowers forces as a separate Side. The Bourbon player also Controlsthe Saxon and Bavarian/Pfalz Contingents. The Allied Sideincludes the Austrians, Hanoverians, British, Danes, and Dutch.Either Side may gain Control of various Hessian forces, per rule5.64; the Allied player begins with some Hessians on his Side.Scenario Bounds: all of map panels 1 and 10, excluding the UP,plus all of map panels 2 and 9 west of the Territories (from south tonorth) of Bavaria, Thuringia, Halberstadt, Magdeburg, andBrandenburg.Conquests. All Territories hold their original allegiance (per theState Guide). (Bourbon Conquests lie off map to the east and arelost during the course of this scenario).Scenario Dates: the scenario begins on the March-April Turn of1743, and ends on the October Turn of 1743.Weather. Starting weather is Wet.Unassigned OPs:Habsburg: 0Maritime Powers: 4Bourbon: 0Assigned OPs:Habsburg: 9Maritime Powers: 7Bourbon: 5Campaign Plans.• The Allied player’s initial Assigned OPs must be allotted to

one or more ACPs against targets in Pfalz, Alsace, Treves,Mainz, and/or Metz, prior to commencing play.

• The Bourbon player may only initiate ACPs againstFortifications Captured by the Habsburg Side.

• Both Sides begin with an Active DCP.Special Rules:• The Allied Side. The Habsburg player Controls both the

Habsburg and Maritime Powers Sides without restriction(beyond the deployment limits of the scenario and “KingGeorge” below). Track Habsburg and Maritime OPsseparately, but all Prestige accrues to the player withouthaving to be averaged.

• King George. Remember that the Army of the PragmaticSanction HQ may not voluntarily attack a French Formation orBlockade a French Fortification until King George arrives atits current location. See 3.174.

Victory. To win, the Allied player must have a higher Prestige thanthe Bourbon player by the end of the game. The Bourbon playerwins by preventing this. Both Sides start with Prestige Levels ofThree (3).

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8.6 WACHT AM RHINThe Austrian Invasion of Alsace

Summer, 1744“Do not let yourself be troubled by the King of Prussia…

do not think of him”.

Maria-Theresa to her generals, Summer of ‘44

USES MAP PANEL 10.Sides: Bourbon and Habsburg. The Bourbon player also hassome Bavarian and Hessian forces. The Habsburgs Control allMaritime Powers forces as a separate Side.Scenario Bounds: all of Map Panel 10. Switzerland is also out-of-bounds, as usual. See also the Special Rules below.Conquests. All Territories hold their original allegiance (perthe State Guide).Scenario Dates: the scenario begins on the May-June Turn of1744. It may end as soon as the August-September Turn of1744 (see below).Weather. Starting weather is Wet.Unassigned OPs:Habsburg: 5Bourbon: 4Assigned OPs:Habsburg: 9Bourbon: 0Campaign Plans.• The Habsburg player’s initial Assigned OPs must be

allotted to one or more ACPs against targets in Alsaceand/or Lorraine, prior to commencing play.

• The Bourbon player may only initiate ACPs againstFortifications Captured by the Habsburg Side.

• Both Sides begin with an Active DCP.Special Rules:• French Operational Restrictions. The French Contingent is

limited by the D’Argenson Takes Charge Strategic Eventto operating on the west bank of the Rhine and to withinfour (4) MPs on the east bank.

• French Reinforcement OPs. These represent forces drawnfrom the Low Countries, led by the King in person. Inaddition to the forces received in the scenarioReinforcement section, receive five (5) OPs. These maybe immediately Assigned to new CPs or taken asUnassigned OPs.

• End Run. The Habsburg player is permitted to move hisforces off the Northeast corner of the map and re-enterthem in the hex North of Mainz (10/Bitche/NE9). Thismove consumes three (3) MPs; the MPs do not all have tobe spent in the same Operation (this route may also beused in the Administrative Phase), but any Formation thatexits the map must re-enter it in the same Turn.

• Ending the Scenario. Prussia declared war on Austria onAugust 15th, 1744. By August 28th, Prince Charles’ forceswere in retreat. By default, the scenario ends at the end ofthe August-September Turn of 1744. However, theHabsburg player may choose to continue for up to three(3) more Turns – until the end of the November-DecemberTurn of 1744. Extending the game by one (1) Turn costshim one (1) PP, extending it by two (2) Turns costs anadditional two (2) PPs, and extending it by three (3) turnscosts an additional three (3) PPs.

Victory. To win, the Allied player must have a higher Prestigethan the Bourbon player by the end of the game. The Bourbonplayer wins by preventing this. Both Sides start with PrestigeLevels of Three (3).

8.7 ICH HATT’ EINEN KAMERADENFrederick’s Bohemian GambitAugust 1744 – December 1744

“In truth I believe that God has blinded him, for his movements arethose of a fool”.

Charles of Lorraine on Frederick’s shoestring attempt to conquer Bohemia

USES MAP PANELS 3, 4, 5, 6, 7, 8.Sides: Hohenzollern and Habsburg. The Habsburg player alsoControls the Saxons when they enter play.Scenario Bounds: Bohemia, Moravia, Silesia (all), Duchies ofGlatz, Oppavia, and Crossen, Lusatia, Meißen Saxony,Brandenburg, Magdeburg, Anhalt, Halle, Cottbus, Calbe, Mansfeld.Conquests. Upper/Central Silesia and the Duchies of Glatz andOppavia to Prussia. Lower Silesia is Ceded to Prussia. Otherwise,all Territories hold their original allegiance (per the State Guide).Scenario Dates: the scenario begins on the August Turn of 1744and ends on the November-December Turn of 1744.Weather. Starting weather is Hot.Unassigned OPs:Habsburg: 9Hohenzollern: 5Assigned OPs:Habsburg: 0Hohenzollern: 7Campaign Plans.• The Hohenzollern player’s initial Assigned OPs must be

allotted to one or more ACPs against targets in Bohemiaand/or Lusatia, prior to commencing play.

• Both Sides have an Active DCP at start.Special Rules:• Saxony. Saxony begins the game Neutral. The Habsburg

player may roll one die during each Administrative Phase. Ifhe rolls a “6” or higher, Saxony joins the Habsburg Side andits forces may be immediately deployed as directed in thesetup instructions for this scenario (Reinforcements section).Saxony automatically joins the Habsburg Side in theAdministrative Phase of the turn after a Prussian Formationenters Saxon Territory.

Victory. To win, the Habsburg player must have a higher Prestigethan the Hohenzollern player by the end of the game. TheHohenzollern player wins by preventing this. Both Sides start withPrestige Levels of Three (3).

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8.8 SOLDIER KINGThe Austrian Invasion of Silesia

Spring 1745-Winter 1745“Either I want to retain my power, or I want everything toperish and even the name ‘Prussia’ to be enshrouded withme”.

Frederick during the 1745 campaign

USES MAP PANELS 3, 4, 5, 6, 7, 7.Sides: Hohenzollern and Habsburg. The Habsburg player alsoControls the Saxons.Scenario Bounds: Bohemia, Moravia, Silesia (all), Duchies ofGlatz, Oppavia, and Crossen, Lusatia, Meißen Saxony,Brandenburg, Magdeburg, Anhalt, Halle, Cottbus, Calbe,Mansfeld.Conquests. Upper/Central Silesia and the Duchies of Glatz andOppavia to Prussia. Lower Silesia is Ceded to Prussia.Otherwise, all Territories hold their original allegiance (per theState Guide).Scenario Dates: the scenario begins on the May-June Turn of1745 and ends on the December-January Turn of 1745.Weather. Starting weather is Dry.Unassigned OPs:Habsburg: 0Hohenzollern: 9Assigned OPs:Habsburg: 14Hohenzollern: 0Campaign Plans.• The Habsburg player’s initial Assigned OPs must be

allotted to one or more ACPs against targets inUpper/Central Silesia and/or Glatz/Oppavia, prior tocommencing play.

• Both Sides have an Active DCP at start.Special Rules:NoneVictory. To win, the Habsburg player must have a higherPrestige than the Hohenzollern player by the end of the game.The Hohenzollern player wins by preventing this. TheHohenzollern player begins with a Prestige Level of Two (2);the Habsburg player begins with a Prestige Level of Four (4).

8.9 ERBFOLGEKRIEG IN DEUTSCHESLANDThe War of the Austrian Succession in Germany

Grand Campaign 1740-1745“I see myself the arbiter of the war”

Frederick the Great during the Moravian campaign of 1742

THE ENTIRE MAP SURFACE IS IN PLAY8.931 Sides. Hohenzollern, Habsburg, Bourbon, Maritime Powers.See 7.8 for multiplayer games. Otherwise the player-Sides areBourbon and Habsburg.Scenario Bounds. The entire map, plus the off map areasexplained in 1.4 and 3.4.Scenario Dates. Starts December-January Turn of 1740/41 & endswhen the Peace Index reaches the #16 box.Weather. Starting weather is Frost.Unassigned OPs:All: 0Assigned OPs:Hohenzollern: 4All Others: 0Campaign Plans.• The Hohenzollern player’s initial Assigned OPs must be

allotted to one or more ACPs against targets in Lower Silesiaprior to commencing play.

• No Side has an Active DCP at start.Special Rules:• Force Deployments. Sections 7.2-7.6 provide the OOBs. For

the initial set-up, all Contingents, except for the Prussians andAustrians, are assumed to belong to Neutral Powers and aretreated as Reinforcements. The Hohenzollern & HabsburgOOB booklets have initial setup information for the Prussiansand Austrians (respectively); for the rest, use sections 7.X,deploying the listed forces as they become available.

• Initial Power Relationships. Pre-War Neutrality (4.33) is ineffect for all Powers except Prussia and Austria. PMs areplaced as follows:• All Minor Powers begin with their PMs on their

“Neutral” box.• Prussia’s PM is on the 1st “Full Support” box (further

away from France).• Britain’s PM is on the 2nd “Minimal Support” box (closer

to Austria).Victory. As per rule 2.1. Prestige Levels start at:

• Hohenzollern: Two (2)• Habsburg: Three (3)• Bourbon: Four (4)• Maritime Powers: Two (2)

Lace Wars series Volume III: Sport of KingsExclusive Rules ©2009 Ian Weir & Red Sash Games