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AUSTRIAN PLAYER AID CHART v.20 Initial event Phase (10.0) 1. Initial event card Secuence (10.1) 2. Initial Environment Table (10.2): 2 dice at this Table Diplomacy Phase (11.0) 1. Deal game cards sequence (11.1): 9 cards + 1 Austria at Peace? + 1 Italia controlled? + 1 Bavaria controlled? 2. Diplomacy issues selection Sequence (11.2.2): 1 Initial diplomacy round (no modifiers card value) 3. Diplomatic Rounds Sequence: 6 rounds, +1 debating with Austrian or Neutral National cards. 4. Determine the Diplomatic winner (if Austria +2 VP). Government Phase (12.0): Beginning with the player on the left of the diplomacy winner, each player decides wich issues gained will activated by resources. 1. Resources (12.1): 3 Austrian Resources + British Aid? + /- Initial Event Card + ?? Staff card played. 2. Issues resolution (12.4) a. Congress of Peace (12.4.1 & 15) is the first issue that must be resolved, it will be necessary to check whether the CoP ends up being a success or a failure (see 5). Austria must now pay a resource; just after if he decides not to celebrate, he loses -1 VP. If Austria celebrates a CoP he receives +3 VPs. b. Other Peace issues (12.4.1): If the "Armistice" issue remains in the center of the table; no military operations occur between Russia and France until Austria enters the war. If a player wins this issue it is activated by spending a resource marker. While "Armistice" is not in effect; not place Austrian at War & Sweden at War issues at Diplomacy Display. If Austria wins "Peace of Ghent" must spend resource marker and it not is in effect. c. Austria and Sweden at War (12.4.2): If Austria wins "Austria at War" issue decides whether to go to war or postpone his entry. If Austria wins "Sweden at War"; Sweden goes to war in favor of the Coalition. The issue(s) is(are) removed from the negotiation table when each nation goes into the war. If Austria wins these issues must spend resource markers. d. Placement of military operations (12.4.3): Austrian player places Austrian Military Operation markers on Austrian Armies (one for Army), if there is Generalissimo may place Austrian military support marker on the army of Silesia (Russian). If he wins "Austrian Mil. Op." must spend a resource marker by each issue won. e. Political Influence (12.4.4): Austrian player can activate by spending a resource marker for each diplomatic issue gained in Italy, Naples, Saxony, Bavaria and Poland. 1 VP for every activated Austrian Political Influence won (1 Inf. unit by each controlled Austrian minor country). f. Central Europe Theater Generalissimo (12.4.5): If Austria actives this issue, merge both Allied armies into the army of Bohemia. Austria and Russia may place up two military support markers in this army. If Austria is Generalissimo recives 1VP. The Generalissimo issue cannot be selected before “Armistice”. g. Liberalism versus Absolutism (12.4.6): Austrian player may place resources if Absolutism was won for Russia or Austria with a +1 modifier per resource marker; with a result of 4-6, the green pawn of Absolutism advances one space towards the Absolutism and Holy Alliance. h. Recruitment (12.4.7): + 2 Austrian Mil. Units (-1 VP; except before Austria at War) + ??Initial Sit., Staff & Event cards. Austrian player can activate by spending a resource marker i. Military Support Markers (12.4.8): Austrian player places Austrian up two support markers on Austria. j. Future Government of France (12.4.9): Austrian player can activate by spending a resource marker and the black pawn is moved towards "Regency King Louis Napoleon Bonaparte Hapsburg" space. At the end of the game VPs are determined by the position of the black pawn. k. Pax Britannica (12.4.10): No affect. l. Sound Government (12.4.11): By turn, a player can only obtain no more than one Sound Government VP (1 VP). 3. Ending Government phase (12.4.12) War Phase (13.0) (in each segment of this phase the game begins with the player to the left of the player who won diplomacy segment ) 1. Reinforcements and replacements (even turns only) (13.1): 2 Austrian Mil. units in Austria. If there are not appropiate units, those reinforcements are lost. Place Austrian units in Tyrol or Army of Bohemia. 2. Distribution of military units and fleets (13.2): Each player can move forward the desired military units until they arrive a friendly army stands. 3. Placing military support markers (13.3):Place Austrian support markers on Austrian Armies (one for Army), if there is Generalissimo may place Austrian military support marker on Army of Silesia (Russian). 4. Strategic Movement Sequence (13.4): Austria can move, free of charge, max. 2 Austrian Mil. units in mapboard. 5. Military operations and battles Sequence (13.5) (Once established the initiative order for activated forces, this order is followed to carry out Mil. Op. ) a. Determine order (for all players): 1st Central Europe; 2nd Northern Europe;3th Portugal; 4th Mediterranean; 5th Italian; 6th Sicilian and 7th War of 1812. b. Battles (13.5.3); if both sides have placed Op.Mil. Markers; consider then attacker/defender simoultaneusly.; otherwise, consider the army with Op.Mil. Marker as attacker and the other side as defender. b1. Withdrawal: Only one army may choose withdrawal (the French player begins selecting this option). b2. Calculate Battle DRM (13.5.3.2) of each army are determined: two dice roll ; # military units (max.12); Staff & event cards (maximum +12);-3 Attacker on mountain space; +3 If the majority of units are in their own nation; +3 Mil. support marker (each); -6/-12 for withdrawal. b3. Determine and remove casualties: DRM Record Track determines enemy losses. In withdrawal at least one military unit must remain in your army/ box. b4. Advance and retreat (13.5.3.4 & 13.5.4.5): The winner always is the one who did not choose withdrawal; otherwise who has received the lowest number of casualties. The loser must retreat a space from battlefield, except French in Paris, War of 1812 &Denmark box, or in mountain territories (and this last case he may remain in the battlefield losing an additional unit). An attacking army must remain (or return) in this original territory when: 1) he does not win the battle; 2) In a mountain territory if the defender remains; 3) French in Paris or War of 1812 &Denmark box; 4) Otherwise, the winning army advances one territory. b5. Major battle and VPs (13.5.3.6)(except in withdrawal): In the case of a major battle (4+ Mil. unit in both sides or 6+ total military units involved at the War of 1812& Denmark boxes) and casualties difference ≥ 1 . The winner obtains a major victory and 1 VP and the loser receives a major defeat and -1 VP (2 VP/ -2 VP, if Napoleon is military active). The penalty for destroyed army (no Mil. units remain) is 1VP. b6. End of military operations (13.5.3.9): When all battles, retreats and advances are resolved; remove all military support and military operation markers. End of turn phase and Victory checking (14.0): Eliminate this Initial Event card. 1. You check for Generalissimo VP (12.4.5); 2. +2 VP if Austria is not at War. 3. If France has reached 80 VPs; wins; 4. If Napoleon has surrendered, the game ends; 5.+3 VPs if the “Peace Congress” issue is activated por Austria; 6. If the “Peace Congress” issue is gained by any player), the game will be ended except it is a fiasco; 7. If this turn was the month of March-April 1814 (or the last turn of a shorter scenario), the game ends; 8. If Napoleon has not surrendered, the next turn begins by advancing the turn marker to the following turn.
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Page 1: Congress of Vienna cards, charts & tables .1.07.19...5866,$1 3/$

AUSTRIAN PLAYER AID CHART v.20Initial event Phase (10.0)1. Initial event card Secuence (10.1)2. Initial Environment Table (10.2): 2 dice at this TableDiplomacy Phase (11.0)1. Deal game cards sequence (11.1): 9 cards + 1 Austria at Peace? + 1 Italia controlled? + 1 Bavaria controlled?2. Diplomacy issues selection Sequence (11.2.2): 1 Initial diplomacy round (no modifiers card value)

3. Diplomatic Rounds Sequence: 6 rounds, +1 debating with Austrian or Neutral National cards.

4. Determine the Diplomatic winner (if Austria +2 VP). Government Phase (12.0): Beginning with the player on the left of the diplomacy winner, each player decides wich issues gained will activated by resources. 1. Resources (12.1): 3 Austrian Resources + British Aid? + /- Initial Event Card + ?? Staff card played.2. Issues resolution (12.4)

a. Congress of Peace (12.4.1 & 15) is the first issue that must be resolved, it will be necessary to check whether the CoP ends up being a success or a failure (see 5). Austria must now pay a resource; just after if he decides not to celebrate, he loses -1 VP. If Austria celebrates a CoP he receives +3 VPs.

b. Other Peace issues (12.4.1): If the "Armistice" issue remains in the center of the table; no military operations occur between Russia and France until Austria enters the war. If a player wins this issue it is activated by spending a resource marker. While "Armistice" is not in effect; not place Austrian at War & Sweden at War issues at Diplomacy Display. If Austria wins "Peace of Ghent" must spend resource marker and it not is in effect.

c. Austria and Sweden at War (12.4.2): If Austria wins "Austria at War" issue decides whether to go to war or postpone his entry. If Austria wins "Sweden at War"; Sweden goes to war in favor of the Coalition. The issue(s) is(are) removed from the negotiation table when each nation goes into the war. If Austria wins these issues must spend resource markers.

d. Placement of military operations (12.4.3): Austrian player places Austrian Military Operation markers on Austrian Armies (one for Army), if there is Generalissimo may place Austrian military support marker on the army of Silesia (Russian). If he wins "Austrian Mil. Op." must spend a resource marker by each issue won.

e. Political Influence (12.4.4): Austrian player can activate by spending a resource marker for each diplomatic issue gained in Italy, Naples, Saxony, Bavaria and Poland. 1 VP for every activated Austrian Political Influence won (1 Inf. unit by each controlled Austrian minor country).

f. Central Europe Theater Generalissimo (12.4.5): If Austria actives this issue, merge both Allied armies into the army of Bohemia. Austria and Russia may place up two military support markers in this army. If Austria is Generalissimo recives 1VP. The Generalissimo issue cannot be selected before “Armistice”.

g. Liberalism versus Absolutism (12.4.6): Austrian player may place resources if Absolutism was won for Russia or Austria with a +1 modifier per resource marker; with a result of 4-6, the green pawn of Absolutism advances one space towards the Absolutism and Holy Alliance. h. Recruitment (12.4.7): + 2 Austrian Mil. Units (-1 VP; except before Austria at War) + ??Initial Sit., Staff & Event cards. Austrian player can activate by spending a resource markeri. Military Support Markers (12.4.8): Austrian player places Austrian up two support markers on Austria.

j. Future Government of France (12.4.9): Austrian player can activate by spending a resource marker and the black pawn is moved towards "Regency King Louis Napoleon Bonaparte Hapsburg" space. At the end of the game VPs are determined by the position of the black pawn.

k. Pax Britannica (12.4.10): No affect.

l. Sound Government (12.4.11): By turn, a player can only obtain no more than one Sound Government VP (1 VP).3. Ending Government phase (12.4.12)War Phase (13.0) (in each segment of this phase the game begins with the player to the left of the player who won diplomacy segment )

1. Reinforcements and replacements (even turns only) (13.1): 2 Austrian Mil. units in Austria. If there are not appropiate units, those reinforcements are lost. Place Austrian units in Tyrol or Army of Bohemia.

2. Distribution of military units and fleets (13.2): Each player can move forward the desired military units until they arrive a friendly army stands.

3. Placing military support markers (13.3):Place Austrian support markers on Austrian Armies (one for Army), if there is Generalissimo may place Austrian military support marker on Army of Silesia (Russian).4. Strategic Movement Sequence (13.4): Austria can move, free of charge, max. 2 Austrian Mil. units in mapboard.5. Military operations and battles Sequence (13.5) (Once established the initiative order for activated forces, this order is followed to carry out Mil. Op. )

a. Determine order (for all players): 1st Central Europe; 2nd Northern Europe;3th Portugal; 4th Mediterranean; 5th Italian; 6th Sicilian and 7th War of 1812.

b. Battles (13.5.3); if both sides have placed Op.Mil. Markers; consider then attacker/defender simoultaneusly.; otherwise, consider the army with Op.Mil. Marker as attacker and the other side as defender.

b1. Withdrawal: Only one army may choose withdrawal (the French player begins selecting this option).b2. Calculate Battle DRM (13.5.3.2) of each army are determined: two dice roll ; # military units (max.12); Staff & event cards (maximum +12);-3 Attacker on mountain space; +3 If the majority of units are in their own nation; +3 Mil. support marker (each); -6/-12 for withdrawal.

b3. Determine and remove casualties: DRM Record Track determines enemy losses. In withdrawal at least one military unit must remain in your army/ box.

b4. Advance and retreat (13.5.3.4 & 13.5.4.5): The winner always is the one who did not choose withdrawal; otherwise who has received the lowest number of casualties. The loser must retreat a space from battlefield, except French in Paris, War of 1812 &Denmark box, or in mountain territories (and this last case he may remain in the battlefield losing an additional unit). An attacking army must remain (or return) in this original territory when: 1) he does not win the battle; 2) In a mountain territory if the defender remains; 3) French in Paris or War of 1812 &Denmark box; 4) Otherwise, the winning army advances one territory.

b5. Major battle and VPs (13.5.3.6)(except in withdrawal): In the case of a major battle (4+ Mil. unit in both sides or 6+ total military units involved at the War of 1812& Denmark boxes) and casualties difference ≥ 1 . The winner obtains a major victory and 1 VP and the loser receives a major defeat and -1 VP (2 VP/ -2 VP, if Napoleon is military active). The penalty for destroyed army (no Mil. units remain) is 1VP.

b6. End of military operations (13.5.3.9): When all battles, retreats and advances are resolved; remove all military support and military operation markers.

End of turn phase and Victory checking (14.0): Eliminate this Initial Event card. 1. You check for Generalissimo VP (12.4.5); 2. +2 VP if Austria is not at War. 3. If France has reached 80 VPs; wins; 4. If Napoleon has surrendered, the game ends; 5.+3 VPs if the “Peace Congress” issue is activated por Austria; 6. If the “Peace Congress” issue is gained by any player), the game will be ended except it is a fiasco; 7. If this turn was the month of March-April 1814 (or the last turn of a shorter scenario), the game ends; 8. If Napoleon has not surrendered, the next turn begins by advancing the turn marker to the following turn.

Page 2: Congress of Vienna cards, charts & tables .1.07.19...5866,$1 3/$

INITIAL RUSSIAN DEPLOYEMENT -March 18131. Central Europe Front: Austria space, Army of Silesia; 3 Austrian Mil. units.2. Italian Front: Tyrol space, Army of Italy (Austrian); box is empty. 3. On the “Force Pool” Box; 9 Russian Mil. units.

Card Choice1. Implement any Initial Initial Event card & Enviroment Table Instructions.2. Afterwards "Austria at War", reserve Schwarzenberg for War Phase.3. Roll 1d6 (choice between British, Austrian & French cards in the 1st-3rd round).4. 1-2 Play High Value Card. If choice random.5. 3-4 Play 2º High Value Card. If choice random.6. 5-6 Play Lowest Value Card. If choice random.7. If agenda card win, look at highest value card in hand (no leader), if choice random, and pick issues (see Initial Situation Picking Two issues, paragraph 5) aligned to high card's attribute.8. Win or lose, go to Negotiation segment issues, choices.

Diplomacy issues selection (two issues)Look at cards and based on available issues pick two issues;1. Recruitment only when Austrian unit on map < 10.2. Afterwards "Austria at War", if Schwarzemberg or Bellegarde are in his hand, pick Austrian Mil. Op. 3.After Armistice, if Generalissimo is not activated or this is Russian, pick this issue.4. In 1814, pick Future Government of France issue.5. Other "Austrian" issues: Bavaria, Italy, Naples, Saxony, Poland, Absolutism, Recruitment, Austria at War, British Aid, Austrian Mil. Op. for which the Austrian hand has the highest value + Attribute. In case of ties, choose randomly

Advancing an Issue1. Intent is to hold strongest card + attribute for last.2. Considering the above restrictions, pick the next strongest card + attribute that advances an "Austrian" issue onto Austrian Track, moves an isuue closest to Austrian Track, if choice pick randomly.3. If Armistice is active, do not advance "Austria at War" else advance the issue once at first oportunity then ignore the issue until last card play then follow item 2 instructions.4. If Generalissimo is not activated do not advance "Generalissimo" else advance the issue once at first oportunity then ignore the issue until last card play then follow item 2 instructions. Preference "Austria at War".5. If all "Austrian" * issues are on Austrian Track, another issue is advanced closet to Austrian Track, if choice pick randomly.Debating an Issue1. If debating the issue just advanced would move the issue onto the Austrian Track, debate the issue.2. If not, then do not debate.3. During next turn after debating; 1-5 pass; 6 play card.Trading cards1. Never trade Staff cards in your round.2. Always exchange Staff cards in your round (exchange the lowest value card, if more than one choose randomly).Metternich1. If Absol./ Liberalism issue is in the map -not onto Russian Track- and playing Metternich will move it onto Austrian Track or onto his chair, play Metternich (discard the weakest card -value + attribute).2. In 1814, if Absolutism pawn is at Holy Alliance space or Future Gov. of France issue is in the map and playing Metternich will move it onto Austrian Track or onto his chair, play Metternich (discard the weakest card -value + attribute).3. Otherwise save Metternich to debate another issue if it would move issue off the Austrian Track.

DiplomacyPhase

Initial Event Phase

Decision Segment1. Military Operations Placement; 1 Italian Front; otherwise in Central Europe Front.2. After fullfilling any Initial Situation instruction and mandatory allocation resource, one resource for Recruitment; one for Absolutism; one for Diplomatic issue (first Bavaria, 2º Saxony, 3º Government of France rest randomly).3. Use all remaining resources for Military support (if no Battles with Austrian armies; 1 resource to Sound government).

Military Unit Reinforcement and replacement Sequence: ● If Austrian Inf. >10; convert 2 Inf. on 1 Cav. Place 1-2 Italian Front, 3-6 Central Europe Front.● Placing Military support markers: 1st in Army of Bohemia; 2nd in Army of Italy.Strategic Movement Sequence: If Army of Bohemia < 8. Move units from Italian Front; if Army of Bohemia > 8. Move units to Italian Front.Military Operations Sequence: ● Always use cards for Commander in Chief. ● If opposed French Army size is ≥ 2:1; choose Withdrawal● Battles: Use all possible modifiers per battle (inclusive Austrian modifiers on Central Europe Front, if Generalissimo is activated).Choose losses Randomly.

Austrian Player 'Bot

War Phase

Government Phase1. Resources.2. Issues resolution3. Ending Government phase

End of turn phase and Victory checking (14.0): Check for ending the game; if the game continues,advance turn marker & repeat the flow chart

War Phase (it begins with the player seated to the left winner the Diplomacy segment)1. 1. Reinforcements and replacements (even turns only) Sequence 2. Distribution of military units and fleets.3. Placing military support markers.4. Strategic Movement Sequence. 5. Military operations and battles Sequence.

Government Phase1. Resources.2. Issues resolution3. Ending Government phase

Initial Event Phase1. Initial event card Secuence2. Initial Environment

If Additional card is Austria?1. Stadion, while Austria it is at Peace2. Schwarzen-berg, otherwise.

Page 3: Congress of Vienna cards, charts & tables .1.07.19...5866,$1 3/$

RUSSIAN PLAYER AID CHART v.20Initial event Phase (10.0)1. Initial event card Secuence (10.1)2. Initial Environment Table (10.2): 2 dice at this TableDiplomacy Phase (11.0)1. Deal game cards sequence (11.1): 9 cards + 1 Prussia controlled? + 1 Pomerania controlled? + 1 Hanover controlled? + Kutuzov card if it's Alive? 2. Diplomacy issues selection Sequence (11.2.2): 1 Initial diplomacy round (no modifiers card value; except Russian an Neutral cards +1)

3. Diplomatic Rounds Sequence: 6 rounds, Russia wins tie initial round with Neutral or Russian National cards.

4. Determine the Diplomatic winner (if Russia +2 VP). Alexander I cannot be debating on Absolutism issue by Napoleon.Government Phase (12.0): Beginning with the player on the left of the diplomacy winner, each player decides wich issues gained will activated by resources. 1. Resources (12.1): 3 Russian Resources + British Aid? + /- Initial Event Card + ?? Staff card played.2. Issues resolution (12.4)

a. Congress of Peace (12.4.1 & 15) is the first issue that must be resolved, it will be necessary to check whether the CoP ends up being a success or a failure (see 5). The player who wins this issue must now pay a resource; just after if he decides not to celebrate, he loses -1 VP.

b. Other Peace issues (12.4.1): If the "Armistice" issue remains in the center of the table; no military operations occur between Russia and France until Austria enters the war. If a player wins this issue it is activated by spending a resource marker. While "Armistice" is not in effect; not place Austrian at War & Sweden at War issues at Diplomacy Display. If Russia wins "Peace of Ghent" must spend resource marker and it not is in effect.

c. Austria and Sweden at War (12.4.2): If Russia wins "Sweden at War" and/or "Austria at War" issues, Austria and/or Sweden goes to war in favor of the Coalition and the issue(s) is removed from the negotiation table. Place 3 Sw. Mil. units on the Northern Army when Sweden goes to War. If Russia wins these issues must spend resource markers.

d. Placement of military operations (12.4.3): Russian player places Russian Military Operation markers on Russian Armies (one for Army), if there is Generalissimo may place Russian military support marker on the army of Bohemia (Austrian). If he wins "Russian Mil. Op." must spend a resource marker by each issue won.

e. Political Influence (12.4.4): Russian player can activate by spending a resource marker for each diplomatic issue gained in Hannover, Saxony, Bavaria, Norway and Poland. 1 VP for every Russian Political Influence won (1 Inf. unit by each controlled Russian minor country).

f. Central Europe Theater Generalissimo (12.4.5): If Russia actives this issue, merge both Allied armies into the army of Silesia. Austria and Russia may place up two military support markers in this army. If Russia is Generalissimo recives 1VP. The Generalissimo issue cannot be selected before “Armistice”.

g. Liberalism versus Absolutism (12.4.6): Austrian player may place resources if Absolutism was won for Russia or Austria with a +1 modifier per resource marker; with a result of 4-6, the green pawn of Absolutism advances one space towards the Absolutism and Holy Alliance. h. Recruitment (12.4.7): + 2 Russian Mil. units (-1 VP; except during Armistice) + ?? Initial Sit., Staff & Event cards. Russian player can activate by spending a resource markeri. Military Support Markers (12.4.8): Russian player places Russian up two support markers in Russia.

j. Future Government of France (12.4.9): Russian player can activate by spending a resource marker and the black pawn is moved towards "King Charles III Bernadotte" space. At the end of the game VPs are determined by the position of the black pawn.

k. Pax Britannica (12.4.10): No affect.

l. Sound Government (12.4.11): By turn, a player can only obtain no more than one Sound Government VP (1 VP).3. Ending Government phase (12.4.12)War Phase (13.0) (in each segment of this phase the game begins with the player to the left of the player who won diplomacy segment )

1. Reinforcements and replacements (even turns only) (13.1): 3 Russian Mil. units (in Russia) + 1 Inf. Prussian Mil. unit (East Prussia space controlled) + 1 Swedish Mil. unit (Pomerania space controlled). If there are not appropiate units those reinforcements are lost.

2. Distribution of military units and fleets (13.2): Each player can move forward the desired military units until they arrive a friendly army stands.

3. Placing military support markers (13.3): Place Russian support markers on Russian Armies (one for Army) & "Denmark/Norway" Box; if there is Generalissimo may place Russian military support marker on Army of Bohemia (Austrian).4. Strategic Movement Sequence (13.4): Russia can move, free of charge, max. 2 Russian controlled units in mapboard.5. Military operations and battles Sequence (13.5) (Once established the initiative order for activated forces, this order is followed to carry out Mil. Op. )

a. Determine order (for all players): 1st Central Europe; 2nd Northern Europe;3th Portugal; 4th Mediterranean; 5th Italian; 6th Sicilian and 7th War of 1812.

b. Battles (13.5.3); if both sides have placed Op.Mil. Markers; consider then attacker/defender simoultaneusly; otherwise, consider the army with Op.Mil. Marker as attacker and the other side as defender.

b1. Withdrawal: Only one army may choose withdrawal (the French player begins selecting this option).b2. Calculate Battle DRM (13.5.3.2) of each army are determined: two dice roll ; # military units (max.12); Staff & event cards (maximum +12);-3 Attacker on mountain space; +3 If the majority of units are in their own nation; +3 Mil. support marker (each); -6/-12 for withdrawal.

b3. Determine and remove casualties: DRM Record Track determines enemy losses. In withdrawal at least one military unit must remain in your army/ box.

b4. Advance and retreat (13.5.3.4 & 13.5.4.5): The winner always is the one who did not choose withdrawal; otherwise who has received the lowest number of casualties. The loser must retreat a space from battlefield, except French in Paris, War of 1812 &Denmark box, or in mountain territories (and this last case he may remain in the battlefield losing an additional unit). An attacking army must remain (or return) in this original territory when: 1) he does not win the battle; 2) In a mountain territory if the defender remains; 3) French in Paris or War of 1812 &Denmark box; 4) Otherwise, the winning army advances one territory.

b5. Major battle and VPs (13.5.3.6)(except in withdrawal): In the case of a major battle (4+ Mil. unit in both sides or 6+ total military units involved at the War of 1812& Denmark boxes) and casualties difference ≥ 1 . The winner obtains a major victory and 1 VP and the loser receives a major defeat and -1 VP (2 VP/ -2 VP, if Napoleon is military active). The penalty for destroyed army (no Mil. units remain) is 1VP.

b6. End of military operations (13.5.3.9): When all battles, retreats and advances are resolved; remove all military support and military operation markers.

End of turn phase and Victory checking (14.0): Eliminate this Initial Event card. 1. You check for Generalissimo VP (12.4.5); 2. -1 VP if Prussia space is not Allied controlled. 3. If France has reached 80 VPs; wins; 4. If Napoleon has surrendered, the game ends; 5.5. If the “Peace Congress” issue is gained by any player), the game will be ended except it is a fiasco; 6. If this turn was the month of March-April 1814 (or the last turn of a shorter scenario), the game ends; 7. If Napoleon has not surrendered, the next turn begins by advancing the turn marker to the following turn.

Page 4: Congress of Vienna cards, charts & tables .1.07.19...5866,$1 3/$

INITIAL RUSSIAN DEPLOYEMENT -March 18131. Northern Front: East Prussia space, Reserve Army (Russian); 3 Russian Mil. units, 1 Prussian Mil. unit2. Central Europe Front: Polesia space, Army of Silesia; 3 Russian Mil. units.3. On the “Force Pool” Box; 7 Russian Mil. units, 8 Prussian Mil. units, 3 Swedish Mil. Units.

Russian Player 'BotCard Choice1. Implement any Initial Initial Event card & Enviroment Table Instructions.2. Reserve for War Phase: Blücher, Kutuzov (Barclay after his dead), Wittgenstein, Benningsen cards (only two ones). If choice random.3. Roll 1d6 (choice between British, Austrian & French cards in the 1st-3rd round).4. 1-2 Play High Value Card (remember “Imperial Staff” bonus). If choice random.5. 3-4 Play 2º High Value Card (+1“Imperial Staff”). If choice random.6. 5-6 Play Lowest Value Card (+1“Imperial Staff”). If choice random.7. If agenda card win, look at highest value card in hand (no leader), if choice random, and pick issues (see Initial Situation Picking Two issues, paragraph 9) aligned to high card's attribute.8. Win or lose, go to Negotiation segment issues, choices.

Diplomacy issues selection (two issues)Look at cards and based on available issues pick two issues; 1.Russian Mil.Op. except when Armistice is in force.2. Recruitment only if Prusian + Russian Inf. on map < 12.3. If Prussia and Pomerania were Russian controlled or French units in Central & Northern Europe > Russian + Prussian units, pick Armistice issue.4. If Prussia or Pomerania not is Russian controlled, pick a 2nd Russian Milit. Operation issue.5. If Armistice is in force; pick Austria at War and Sweden at War issue.6. If Austria is at War; pick Sweden at War issue.7. If Generalissimo is not activated pick this issue.8. In 1814, pick Future Gov. of France issue.9. Other "Russian" issues: Bavaria, Hannover, Norway, Saxony, Poland, Absolutism, Recruitment, Austria at War, Sweden at War, British Aid, Russian Mil. Op. for which the Russian hand has the highest value + Attribute. In case of ties, choose randomly.

Advancing an Issue1. Intent is to hold strongest card + attribute for last.2. Considering the above restrictions, pick the next strongest card + attribute that advances an "Russian"* issue onto Russian Track, moves an issue closestto Russian Track, if choice pick randomly.3. If Armistice (Generalissimo) is active, do not advance "Austria at War" (Generalisimo) else advance the issue once at first oportunity then ignore the issue until last card play then follow item 2 instructions.Preference "Austria at War".4. If Armistice is Russian pick (not randomly); advance or debate the issue once at first oportunity towards Negotiation table.5. If all "Russian" issues are on Russian Track, another issue is advanced closet to Russian Track, if choice pick randomly.Debating an Issue1. If debating the issue just advanced would move the issue onto the Russian Track, debate the issue.2. If not, then do not debate.3. During next turn after debating; 1-4 pass; 5-6 play card.Trading cards1. Never trade Staff cards in your round.2. If Austrian or British player request to exchange cards, always accept (exchange the lowest value card, if more than one choose randomly).Tsar Alexander1. If Absol./ Liberalism issue is in the map -not onto Austrian Track- and playing Alexander will move it onto Russian Track or onto his chair, play Alexander (discard the weakest card -value + attribute).2. In 1814, if Absolutism pawn is at Holy Alliance space, and Future Government of France issue is in the map and playing Alexander will move it onto Russian Track or onto his chair, play Alexander (discard the weakest card -value + attribute).3. Otherwise save Alexander to debate another issue if it would move issue

DiplomacyPhase

Initial Event Phase

Decision Segment1. Military Operations Placement; If Prussia space is Allied controlled place Mil. Op. in Northern Front; otherwise in Central Front.2. After fullfilling any Initial Situation instruction and mandatory allocation resource, one resource for Recruitment; one for Absolutism; one for Diplomatic issue (first Poland, 2º Norway, rest randomly).3. Use all remaining resources for Military support (if no Battles with Russian armies; 1

Military Unit Reinforcement and replacement Sequence: ● If Prusian + Russian Inf. >12; convert 2 Inf. on 1 Cav. Place 1 Unit in Northern Army by each 2 Units in Army of Silesia. Europe Front.● Placing Military support markers: If Prussia is French controlled; 1st in Northern Army; otherwise randomly.Strategic Movement Sequence: If Army of Silesia < 8 and Prussia is Allied-controlled; move units to Central Europe Front; Otherwise; move from Central Europe Front;move units to Norway/Denmark box if French units > Allied units.Military operations and battles Sequence: ● Always use cards for Commander in Chief. ● If opposed French Army size is ≥ 2:1; choose Withdrawal● Battles: Use all possible modifiers per battle (inclusive Russian modifiers on Central Europe Front, if Generalissimo is activated).Choose losses Randomly. In mountain space play not withdrawal procedure.● Army Advance: Always, it is possible, advance to next space.

War Phase

If Additional card is Russia?1. Blücher

Government Phase1. Resources.2. Issues resolution3. Ending Government phase

End of turn phase and Victory checking (14.0): Check for ending the game; if the game continues,advance turn marker & repeat the flow chart

War Phase (it begins with the player seated to the left winner the Diplomacy segment)1. 1. Reinforcements and replacements (even turns only) Sequence 2. Distribution of military units and fleets.3. Placing military support markers.4. Strategic Movement Sequence. 5. Military operations and battles Sequence.

Government Phase1. Resources.2. Issues resolution3. Ending Government phase

Initial Event Phase1. Initial event card Secuence2. Initial Environment

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BRITISH PLAYER AID CHART v.20Initial event Phase (10.0)1. Initial event card Secuence (10.1)2. Initial Environment Table (10.2): 2 dice at this TableDiplomacy Phase (11.0)1. Deal game cards sequence (11.1): 9 cards + 1 Portugal + 1 Southern Spain + 1 Castile controlled? + 1 Peace of Ghent?2. Diplomacy issues selection (11.2.2): 1 Initial diplomacy round (no modifiers card value)

3. Diplomatic Rounds: 6 rounds, British player wins ties (except with leaders).

4. Determine the Diplomatic winner (if Britain +2 VP)Government Phase (12.0): Beginning with the player on the left of the diplomacy winner, each player decides wich issues gained will activated by resources. 1. Resources (12.1): 5 British Resources - British Aid? + /- Initial Event Card +/- Initial Enviroment Table + ?? Staff card played.2. Issues resolution (12.4)

a. Congress of Peace (12.4.1 & 15) is the first issue that must be resolved, it will be necessary to check whether the CoP ends up being a success or a failure (see 5). The player who wins this issue must now pay a resource; just after if he decides not to celebrate, he loses -1 VP.

b. Other Peace issues (12.4.1): If the "Armistice" issue remains in the center of the table; no military operations occur between Russia and France until Austria enters the war. If a player wins this issue it is activated by spending a resource marker. While "Armistice" is not in effect; not place Austrian at War & Sweden at War issues at Diplomacy Display. You only can play Peace of Ghent if two conditions are met: 1. The British player has +2 net VP in America; 2. 3-4 British Fleets & 1-2 Brit. Mil. unit(s) at Box of War of 1812. If Britain wins "Peace of Ghent" must spend resource marker and it not is in effect.

c. Austria and Sweden at War (12.4.2): If Britain wins "Armistice" the issue is removed from the negotiation table. If Britain wins "Sweden at War" and/or "Austria at War" issues, Austria and/or Sweden goes to war in favor of the Coalition and the issue(s) is removed from the negotiation table. If Britain wins these issues must spend resource markers.

d. Placement of military operations (12.4.3): British player places British Military Operation markers on British Armies (one for Army) & "War of 1812" box. If he wins "British Mil. Op." must spend a resource marker by each issue won.

e. Political Influence (12.4.4): British player can activate by spending a resource marker for each diplomatic issue gained in Hannover, Holland, Norway and Naples. 1 VP for every British Political Influence won (1 Inf. unit by each controlled British minor country).

f. Central Europe Theater Generalissimo (12.4.5): If Britain wins this issue and pays a resource, she decides which of Austria and Russia is the Generalissimo in Central Europe.

g. Liberalism versus Absolutism (12.4.6): British player may place resources if Liberalism was won for Britain or France with a +1 modifier per resource marker; with a result of 4-6, the red pawn of Liberalism advances one space towards the Liberalism and Democracy.h. Recruitment (12.4.7): ??Initial Sit., Staff & Event cards. The British player only receive one British Mil. unit; the second unit must be a British Fleet, Spanish or Portuguese Mil. Unit (-1 VP; except after Peace of Ghent). British player can activate by spending a resource markeri. Military Support Markers (12.4.8): British player places British up three support markers on Britain.

j. Future Government of France (12.4.9): British player can activate by spending a resource marker and the black pawn is moved towards "King Louis XVIII Bourbon" space. At the end of the game VPs are determined by the position of the black pawn.

k. Pax Britannica (12.4.10): Rolls a die modified by +1 for each resource marker; 4-6 the Pax Britannica pawn advances and appropriate VPs are received. However, in some boxes it is required to meet additional requirements.

l. Sound Government (12.4.11): By turn, a player can only obtain no more than one Sound Government VP (1 VP).3. Ending Government phase (12.4.12)War Phase (13.0) (in each segment of this phase the game begins with the player to the left of the player who won diplomacy segment )

1. Reinforcements and replacements (even turns only)(13.1): 1 Inf. in England + 1 Fleet in England + 1 Portuguese (in Portugal) + 1 Spanish (if any French army is in Spain) + 2 British Recruitment (Fleet & Inf.). If there are not appropiate units, those reinf. are lost.

2. Distribution of military units and fleets (13.2): Each player can move forward the desired military units until they arrive where a friendly army stands.

3. Placing military support markers (13.3):British player places British support markers on British Armies & "War of 1812" box (one for Army or box).

4. Strategic Movement Sequence (13.4): UK can move free of charge until 2 British controlled units in mapboard (no British Inf. towards War of 1812 Box).5. Military operations and battles Sequence (13.5) (Once established the initiative order for activated forces, this order is followed to carry out Mil. Op. )

a. Determine order (for all players): 1st Central Europe; 2nd Northern Europe;3th Portugal; 4th Mediterranean; 5th Italian; 6th Sicilian and 7th War of 1812.

b. Battles (13.5.3); if both sides have placed Op.Mil. Markers; consider then attacker/defender simoultaneusly.; otherwise, consider the army with Op.Mil. Marker as attacker and the other side as defender.

b1. Withdrawal: Only one army may choose withdrawal (the French player begins selecting this option).b2. Calculate Battle DRM (13.5.3.2) of each army are determined: two dice roll ; # military units (max.12); Staff & event cards (maximum +12);-3 Attacker on mountain space; +3 If the majority of units are in their own nation; +3 Mil. support marker (each); -6/-12 for withdrawal.

b3. Determine and remove casualties: DRM Record Track determines enemy losses. In withdrawal at least one military unit must remain in your army/ box.

b4. Advance and retreat (13.5.3.4 & 13.5.4.5): The winner always is the one who did not choose withdrawal; otherwise who has received the lowest number of casualties. The loser must retreat a space from battlefield, except French in Paris, War of 1812 &Denmark box, or in mountain territories (and this last case he may remain in the battlefield losing an additional unit). An attacking army must remain (or return) in this original territory when: 1) he does not win the battle; 2) In a mountain territory if the defender remains; 3) French in Paris or War of 1812 &Denmark box; 4) Otherwise, the winning army advances one territory.

b5. Major battle and VPs (13.5.3.6)(except in withdrawal): In the case of a major battle (4+ Mil. unit in both sides or 6+ total military units involved at the War of 1812& Denmark boxes) and casualties difference ≥ 1 . The winner obtains a major victory and 1 VP and the loser receives a major defeat and -1 VP (2 VP/ -2 VP, if Napoleon is military active). The penalty for destroyed army (no Mil. units remain) is 1VP.

b6. End of military operations (13.5.3.9): When all battles, retreats and advances are resolved; remove all military support and military operation markers.

End of turn phase and Victory checking (14.0): Eliminate this Initial Event card. 1. +2 VP is Castile space is Allied controlled; 2. +3 VP if Peace of Ghent has been signed; otherwise if America Net marker is in +1/+2 space at the box of “War of 1812”; VP+1/+2 . 3. If France has reached 80 VPs; wins; 4. If Napoleon has surrendered, the game ends; 5. If the “Peace Congress” issue is gained by any player), the game will be ended except it is a fiasco; 6. If this turn was the month of March-April 1814 (or the last month of a shorter scenario), the game ends; 7. If Napoleon has not surrendered, the next turn begins by advancing the turn marker to the following month.

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INITIAL BRITISH DEPLOYEMENT -March 18131. Front of Portugal: Portugal space, Army of Portugal; 4 British Mil. units, 2 Portuguese Mil. units, 2 Spanish Mil. units. 2. Mediterranean Front: South of Spain, Eastern Army; 1 British Mil. units, 2 Spanish Mil. units. 3. Naples Front: Sicily space, Army of Sicily (British); box is empty. 4. Holland Front: Scheldt space, Army of Scheldt (British); box is empty. 5. “War of 1812” Box: 1 British Fleet.6. On the “Force Pool” Box; 3 Spanish Mil. units; 4 British Mil. units, 7 British Fleet.

British Player 'BotCard Choice1. Implement any Initial Initial Event card & Enviroment Table Instructions.2. Reserve for War Phase: Wellington and Sherbrooke cards.3. Roll 1d6 (choice between Russian, Austrian & French cards in the 1st-3rd round).4. 1-2 Play High Value Card. If choice random.5. 3-4 Play 2º High Value Card. If choice random.6. 5-6 Play Lowest Value Card. If choice random.7. If agenda card win, look at highest value card in hand (no leader), if choice random, and pick issue (see Initial Situation Picking Two issues, paragraph 8) aligned to high card's attribute.8. Win or lose, go to Negotiation segment issues, choices.

Diplomacy issues selection (two issues)Look at cards and based on available issues, pick the two issues:1. Recruitment only if British Units + Portuguese Inf. < 10.2. If Wellington is with card hand, pick a British Milit. Operation issue.3. If # Brit. Mil. unit in America > 4, pick a British Milit. Operation issue.4. If is possible (see requeriment in 6.2.2) pick Peace of Ghent.5. If Generalissimo is not activated check this issue.6. If Russian player don't win initial round, pick Liberalism issue.7. In 1814, pick Future Gov. of France issue.8. Other "British" issues: Naples, Hannover, Holland, Recruitment, Armistice, Austria at War, British Mil. Op. for which the British hand has the highest value + Attribute. In case of ties, choose randomly.

Advancing an Issue1. Intent is to hold strongest card + attribute for last.2. Considering the above restrictions, pick the next strongest card + attribute that advances an "British" issue onto British Track, moves an isuue closestto British Track, if choice pick randomly.3. If Peace of Ghent is an selected issue or Armistice is active, do not advance "Austria at War" or "Peace of Ghent" else advance the issue once at first oportunity then ignore the issue until last card play then follow item 2 instructions. Preference "Austria at War".4. If all "British" issues are on British Track, another issue is advanced closet to British Track, if choice pick randomly.Debating an Issue1. If debating the issue just advanced would move the issue onto the British Track, debate the issue. Never debate for "British Aid" issue by Austrian or Russian players.2. If not, then do not debate.3. During next turn after debating; 1-3 pass; 4-6 play card.Trading cards1. If you not have Wellington, try trade once with Austrian and Russian players, Otherwise never trade Staff cards in your round.2. If Russian or Austrian player request to exchange cards, always accept (choose randomly).Castlereagh1. In 1814, if Absolutism pawn is at Holy Alliance space, and Future Government of France issue is in the map and playing Castlereagh will move it onto British Track or onto his chair, play Castlereagh (discard the weakest card -value + attribute).2. Otherwise save Castlereagh to debate another issue if it would move issue off the British Track.

Decision Segment1. Military Operations Placement; in Portugal Front if Wellington is in your hand; otherwise 1-3 Portugal Front; 4 Mediterranean or Sicily (randomly); 5-6 War of 1812 box.2. After fullfilling any Initial Situation instruction and mandatory allocation resource, one resource for Recruitment; one for Liberalism; one for Diplomatic issue (first Holland, 2º Naples, rest randomly).3. Always debating British Aid issue on French track.4. Use all remaining resources for Military support. Place first on Portugal Front if Wellington is in your hand, 2º at War 1812 box (if no Battles with British forces; 1 resource to

War Phase

Military Unit Reinforcement and replacement Sequence: ● If British + Port. Inf. > 8; convert 2 Inf. on 1 Cav. Place 1 Unit in America, afterwards fullfilling roll a die: 1 to Mediterranean, 2-5 Army of Portugal, 6 to Sicily Front. Try to obtain 4 fleet at War 1812 box; afterwards fullfilling Sicily requeriments.● Placing Mil.Support markers: 1st Army of Portugal; 2nd War of 1812 box; otherwise randomly.Strategic Movement Sequence: 1. If # Brit. mil. units on America < 4; move Brit. Fleet from Europe; 2. If Army of Portugal < 7; move from any Brit. Army (randomly).Military operations and battles Sequence: ● Always use cards for Commander in Chief. ● Never choose Withdrawal● Battles: Use all possible modifiers per battle. Choose losses Randomly. In mountain space play not withdrawal procedure.● Army Advance: Always, it is possible, advance to next space.

DiplomacyPhase

Initial Event

If Additional card is Britain?

1. Wellington

Government Phase1. Resources.2. Issues resolution3. Ending Government phase

End of turn phase and Victory checking (14.0): Check for ending the game; if the game continues,advance turn marker & repeat the flow chart

War Phase (it begins with the player seated to the left winner the Diplomacy segment)1. 1. Reinforcements and replacements (even turns only) Sequence 2. Distribution of military units and fleets.3. Placing military support markers.4. Strategic Movement Sequence. 5. Military operations and battles Sequence.

Government Phase1. Resources.2. Issues resolution3. Ending Government phase

Initial Event Phase1. Initial event card Secuence2. Initial Environment

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FRENCH PLAYER AID CHART v.19Initial event Phase (10.0)1. Initial event card Secuence (10.1)2. Initial Environment Table (10.2): 2 dice at this TableDiplomacy Phase (11.0)1. Deal game cards (11.1): 9 cards + 1 Prussia controlled + 1 Castile controlled + 1 Saxony controlled + 1 Italy controlled + 1 Hanover controlled2. Diplomacy issues selection (11.2.2): 1 Initial diplomacy round (no modifiers card value)

3. Dipl. Rounds: 6 rounds; any French request to exchange card must always be accepted; -1 for moving issue from French Track; once you can debate at 1st time order. Napoleon cannot be debated on French Mil.Op. & French Recr. He cannot intervene on "Peace Congr." & "Gov. of France".4. Determine the Dipl. winner (if France +4 VP). Government Phase (12.0): Beginning with the player on the left of the diplomacy winner, each player decides wich issues gained will activated by resources. 1. Resources (12.1): 6 French Resources (Italy and Holland loss?) + British Aid? + /- Initial Event Card +/- Initial Enviroment Table + ?? Staff card played.2. Issues resolution (12.4)

a. Congress of Peace (12.4.1 & 15) is the first issue that must be resolved, it will be necessary to check whether the CoP ends up being a success or a failure (see 5). The player who wins this issue must now pay a resource; just after if he decides not to celebrate, he loses -1 VP.

b. Other Peace issues (12.4.1): If the "Armistice" issue remains in the center of the table; no military operations occur between Russia and France until Austria enters the war. If a player wins this issue it is activated by spending a resource marker. While "Armistice" is not in effect; not place Austrian at War & Sweden at War issues at Diplomacy Display. If France wins "Peace of Ghent" must spend resource marker and it not is in effect.The British player only can play Peace of Ghent if: 1. The British player has +2 net VP in America; 2. 3-4 British Fleets & 1-2 Brit. Mil. unit(s) at Box of War of 1812.

c. Austria and Sweden at War (12.4.2): If France wins "Sweden at War" and/or "Austria at War" issues, Austria and/or Sweden continue on peace. The next turn, place "Sweden at War" and/or "Austria at War" issues at a distance of one on the French track. If France wins these issues must spend resource markers.

d. Placement of military operations (12.4.3): French player places French Mil. Op. markers on French Armies (one for Army;) or/and at "War 1812 Box". If he wins "French Mil. Op." must spend a resource marker by each issue won.The French player receives a free Mil. Op. if the Napoleon card has not been used in the Dipl. Phase and if any French Mil. Op. issue is available.e. Political Influence (12.4.4): French player can activate by spending a resource marker for each diplomatic issue gained in Denmark/Norway, Holland, Saxony, Bavaria, Hanover, Naples and Italy. 1 VP for every French Political Influence won (1 Inf. unit by each controlled French minor country).

f. Central Europe Theater Generalissimo (12.4.5): If France won "Generalissimo" issue and pays a resource; no player -Russia or Austria- obtains leadership, they do not receive the corresponding bonuses, and they suffer the -3 DRM battlepenalty and they cannot use indifferently staff and event cards like DRMs.

g. Liberalism versus Absolutism (12.4.6): French player may place resources if Liberalism was won for Britain or France with a +1 modifier per resource marker; with a result of 4-6, the red pawn of Liberalism advances one space towards the Liberalism and Democracy.h. Recruitment (12.4.7): + 2 French Mil.unit (-1 VP; except during Armistice) + ??Initial Situation, Staff & Event cards . At the "War of 1812" box it is only possible to place one French Mil. unit (convert to US militia) per turn. French player can activate by spending a resource markeri. Military Support Markers (12.4.8):French player places French military up four support markers on Paris.

j. Future Government of France (12.4.9): French player can activate by spending a resource marker and the black pawn is moved towards "Emperor Napoleon" space. At the end of the game VPs are determined by the position of the black pawn.

k. Pax Britannica (12.4.10): No affect.

l. Sound Government (12.4.11): By turn, a player can only obtain no more than one Sound Government VP (1 VP).3. Ending Government phase (12.4.12)War Phase (13.0) (in each segment of this phase the game begins with the player to the left of the player who won diplomacy segment )

1. Reinforcements and replacements (even turns only) (13.1): 2 in Paris + 1 in Toulouse + 1 in Belgium + 1 in Hanover + 1 in Italy + 1 Spanish Satellite in Castile (if spaces are French controlled. If there are not appropiate units, those reinforcements are lost. The French "off space" replacements are placed into Paris.

2. Distribution of military units and fleets (13.2): Each player can move forward the desired military units until they arrivea friendly army stands. The French player has allowed leaving his reinforcements on Paris space, as long as there is not a French army in Paris & it not is exceded limit.

3. Placing military support markers (13.3): Place French military support markers on French Armies (one for, Army except two ones on La Grande Armée), "Denmark/Norway" Box & "War of 1812" box (American support).4. Strategic Movement Sequence (13.4): France can move free of charge until 2 French military units in mapboard.5. Military operations and battles Sequence (13.5) (Once established the initiative order for activated forces, this order is followed to carry out Mil. Op. )

a. Determine order (for all players): 1st Central Europe; 2nd Northern Europe;3th Portugal; 4th Mediterranean; 5th Italian; 6th Sicilian and 7th War of 1812.

b. Battles (13.5.3); if both sides have placed Op.Mil. Markers; consider then attacker/defender simoultaneusly.; otherwise, consider the army with Op.Mil. Marker as attacker and the other side as defender.

b1. Withdrawal: Only one army may choose withdrawal (the French player begins selecting this option).b2. Calculate Battle DRM (13.5.3.2) of each army are determined: two dice roll ; # military units (max.12); Staff & event cards (maximum +12);-3 Attacker on mountain space; +3 If the majority of units are in their own nation; +3 Mil. support marker (each); -6/-12 for withdrawal.

b3. Determine and remove casualties: DRM Record Track determines enemy losses. In withdrawal at least one military unit must remain in your army/ box.

b4. Advance and retreat (13.5.3.4 & 13.5.4.5): The winner always is the one who did not choose withdrawal; otherwise who has received the lowest number of casualties. The loser must retreat a space from battlefield, except French in Paris, War of 1812 &Denmark box, or in mountain territories (and this last case he may remain in the battlefield losing an additional unit). An attacking army must remain (or return) in this original territory when: 1) he does not win the battle; 2) In a mountain territory if the defender remains; 3) French in Paris or War of 1812 &Denmark box; 4) Otherwise, the winning army advances one territory.

b5. Major battle and VPs (13.5.3.6)(except in withdrawal): In the case of a major battle (4+ Mil. unit in both sides or 6+ total military units involved at the War of 1812& Denmark boxes) and casualties difference ≥ 1 . The winner obtains a major victory and 1 VP and the loser receives a major defeat and -1 VP (2 VP/ -2 VP, if Napoleon is military active). The penalty for destroyed army (no Mil. units remain) is 1VP.

b6. End of military operations (13.5.3.9): When all battles, retreats and advances are resolved; remove all military support and military operation markers.

End of turn phase and Victory checking (14.0): Eliminate this Initial Event card. 1. After "Austrian at War"; +1 VP for France ; 2. +1 VP is Castile space is French controlled; 3. if Peace of Ghent has not been signed; if America Net marker is in -1/-2 space at the box of “War of 1812”; VP+1/+2 . 4. If France has reached +80 VPs; wins; 5. Napoleon has surrendered, the game ends; 6. If the “Peace Congress” issue is gained by any player), the game will be end except it is a fiasco (15.0); 7. If this turn was the month of March-April 1814 (or the last month of a shorter scenario), the game ends; 8. If Napoleon has not surrendered, the next turn begins by advancing the turn marker to the following month.

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INITIAL FRENCH DEPLOYEMENT -March 18131. Northern Front (France): Prussia space, Army of Elbe; 2 French Mil. units.2. Central Europe Front: Poland space, La Grande Armée ; 1 French Mil. units. 3. Front of Portugal: Leon space, Army of Spain; 5 French Mil. units, 1 King Joseph Mil. unit. 4. Mediterranean Front: Valencia space, Army of Mediterranean; 4 French Mil. units.5. Naples Front: Naples space, Army of Naples; 1 French Mil. units.6. Italian Front: Venice space, Army of Italy (French); 1 French Mil. unit.7. On the “Force Pool” Box; 22 French Mil. units.

French Player 'BotCard Choice1. Implement any Initial Initial Event card & Enviroment Table Instructions.2. Reserve for War Phaseat last two military cards randomly.3. Roll 1d6 (choice between Russian, Austrian & French cards in the 1st-3rd round).4. 1-2 Play High Value Card. If choice random.6. 3-4 Play 2º High Value Card. If choice random.7. 5-6 Play Lowest Value Card. If choice random.8. If agenda card win, look at highest value card in hand (no leader), if choice random, and pick issue (see Initial Situation Picking Two issues, paragraph 6) aligned to high card's attribute.9. Win or lose, go to Negotiation segment issues, choices.

Diplomacy issues selection (two issues)Look at cards and based on available issues, pick the two issues:1. Recruitment only if French Inf. < 20 or while Armistice is active.2. After May 1813, if Saxony is French controlled and French units in Central & Northern Europe < Russian + Prussian units, pick Armistice issue.3. If Armistice is not active or French MUs >Allied MUs in Central, Northern or PortugalFront; pick a French Mil. Op. issue.4. If Russian player don't win initial round, pick Liberalism issue.5. In 1814, pick Future Gov. of France or Peace Conference, even randomly. 6. Other "French" issues: Italy, Norway, Holland, Recruitment, Armistice, French Mil. Op. for which the French hand has the highest value + Attribute. In case of ties, choose randomly.

Advancing an Issue1. Intent is to hold strongest card + attribute for last.2. Considering the above restrictions, pick the next strongest card + attribute that advances an "French" issue onto French Track, moves an isuue closest to French Track, if choice pick randomly.3. If Peace of Ghent is an selected issue or Armistice is active, do not advance "Austria at War" or "Peace of Ghent" else advance the issue once at first oportunity then ignore the issue until last card play then follow item 2 instructions. Preference "Austria at War".4. If all "French" issues are on French Track, another issue is advanced closet to French Track, if choice pick randomly.Debating an Issue1. If debating the issue just advanced would move the issue onto the French Track, debate the issues: French Recruitment, Absolutism, Gov. of France, French Mil. Op., Austria at War, or British Financial Aid. Never debate for Minor countries issues by other players (except Italy or Norway).2. If not, then do not debate.3. During next turn after debating; 1-2 pass; 3-6 play card.Trading cards1. Try trade once cards with British, Austrian and Russian players.2. If Russian or British player request to trade cards, never accept. With Austrian player exchange the lowest value card, if more than one choose randomly.Napoleon1. If French Inf. < 20 and French Recruitment issue is in the map; and playing Napoleon will move it onto his chair, play Napoleon (discard the weakest card -value + attribute).2. In 1814 or French Inf. > 20; for Military use only.3. Otherwise save Napoleon to debate another issue if it would move issue off the French Track for French Recruitment, never for Diplomatic issues.

Decision Segment1. Military Operations Placement; onPortugal Front if Soult is in your hand and Armistice is active. Otherwise on Central Europe Front. 2. After fullfilling any Initial Situation instruction and mandatory allocation resource, one resource for Recruitment; one for Liberalism; one for Diplomatic issue (first Italy, 2º Government of France, rest randomly).3. Use all remaining resources for Military support. Place first on Central Europe Front; 2º on Portugal Front if Soult is in your hand and Austria at War is active, 2º box, the rest ramdomly between Italy, Northern Front or

War Phase

Military Unit Reinforcement and replacement Sequence: ● If French Inf. >15; convert 2 Inf. on 1 Cav. Place Units, roll a die: 1 evenly to Mediterranean or Italy, 2 to Portugal Front, 3-5 Central Europe Front, 6 Northern Front. Try to obtain 1 American Militia (if Am.Mil. < 4) if Jackson is in your hand.● Placing Mil.Support markers: 1st: Paris; 2nd: Gascony; 3rd: War of 1812 box; 4th mountain; Otherwise randomly.Strategic Movement Sequence: Move one Inf. unit onto each Army.Military operations and battles Sequence:● Always use cards for Commander in Chief.● If opposed Allied Army size is ≥ 2:1 and space is not mountain; choose Withdrawal● Battles: Use all possible modifiers per battle. Choose losses Randomly. In mountain space play not withdrawal procedure.● Army Advance: Always, it is possible, advance to next space.

Diplomacy Phase

Initial Event Phase

If Additional card is France?

1. Davout (1-3)2. Soult (4-6)

Government Phase1. Resources.2. Issues resolution3. Ending Government phase

End of turn phase and Victory checking (14.0): Check for ending the game; if the game continues,advance turn marker & repeat the flow chart

War Phase (it begins with the player seated to the left winner the Diplomacy segment)1. 1. Reinforcements and replacements (even turns only) Sequence 2. Distribution of military units and fleets.3. Placing military support markers.4. Strategic Movement Sequence. 5. Military operations and battles Sequence.

Government Phase1. Resources.2. Issues resolution3. Ending Government phase

Initial Event Phase1. Initial event card Secuence2. Initial Environment