Successors by Decision Games Sequence of Play ---------------- Each player in clockwise order does all of the following: I. Events - roll once [1st die odd or even, 2nd tens digit, 3rd ones digit] II. Revenue - sum provinces, maintain units, purchase units [not on turn 1] III. Movement IV. Combat Revenue ------- -jointly occupied provinces controlled by player with more units in -if cannot pay for an Event, must lose a unit -money can be exchanged freely through turn 8 -captured leaders are ransomed for 5 Talents (T) (rule 5.3) -maintenance is 1T/unit -Purchase Costs: Levy: 1 Infantry (Inf): 2 Cavalry (Cav): 3 Fleet: 3 in port, 5 in coastal Elephant (EL): by table only -place in home province or w/ leader. EL in generating province. fleets in province or sea with or adjacent to own provinces. -Prereq: need province of either type to buy. Movement -------- -no stacking limit, no ZOCs -land units have MA=3, shaded provinces cost 2 -stop when entering area with unfriendly units -leader moves 4 MP (also the forces starting with him) -fleets have 5 MP - must stop when enemy fleets encountered -may not enter enemy-held port -fleets carry armies 1 for 1, no embark/disembark costs -alliance moves are OK Combat ------ -at least 1 player must want it -phasing player chooses the order -each Cav gets a pre-battle roll; each EL stops 2 pre-battle rolls -one round of simultaneous combat -leader gives +1 to a single unit (not usable in pre-battle) -loss priority: 1. same type 2. better class, closest to same 3. worse class, closest to same -ranking: Cav (best), Inf, EL, Levy -Retreats: defender can send some or all to adjacent province; attacker next -if any units left, fight another round Sea: -fight in sea, not in port. Combat occurs during movement phase. -roll of 5-6 kills -after 1 round, surviving moving player units can move on -lost leader immediately placed in home province -no ldeader modification in sea combat Sea Invasion: -disembark troops -no pre-battle -if all attackers disembarking, defender gets double rolls -invaders may not retreat -roll to determine fate of captured fleets: 1-2 captured and re-usable 3-4 destroyed 5-6 sail in sea for adjacent center Victory ------- -Every Province solely occupied is worth its value -If any Revolt or Invasion chits, province is worthless -Each Talent is worth half a point -If there is a tie, the player moving earlier on the last turn wins Rick Heli Sat Nov 7 16:04:47 PST 1998