1 / 10

The Seven Years War: Frederick's Gamble

Experience the historical conflict as Austria, France, Prussia, and their allies vie for victory points through territory control, battles, alliances, and naval dominance. Will you lead your team to triumph in this strategic war game?

Download Presentation

The Seven Years War: Frederick's Gamble

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Overview – The Seven Years War: Frederick’s Gamble Purpose of the game: • Austria, France and their allies are responding to Prussia’s incursion into Saxony. This is supported by Prussia’s ally Britain, who is at war with France over colonies in North America & India. Score victorypoints for your country by taking and holding Key Duchies and maximizing bonus victory points. You want to improve your initial VP position • Teams gather victory points by: • Marching armies across the map and capturing enemy Keys:using fortress siege as necessary (12). • Collecting loot (VP) by routing or eliminating enemy armies and leader(s)participating in battle (11) • Establishing dominance of the seas (7.6) • Gathering allies to your cause or conquering those of your enemies • This continues until one of the following conditions is met: • Time – completion of the 1762 Game Year • Sudden Death – one power achieves control of 14 keys on the Key Control Track • Sudden Death – all of Austria or Prussia is conquered • Sudden Death – all of French Keys outside France itself are lost or British Hanover is conquered (5.84) • Peace breaks out – by a successful peace die roll starting in 1759 • The victor is the team (Camp) that collects the most victory points and the member of that winning team with the most victory points gained from the game’s 1757 start is the sole game winner. There are tie-breakers. • The Coalition Camp • The Imperial Camp Control Keys Naval Dominance Loot (Resources) Diplomacy Track 7YW:FG Rules Overview Tutorial

  2. Mini maps represent the war in the colonies. Local troops may not be transferred into/out of mini maps. Once all of an area’s Keys are conquered by either Britain or France, the Colonial Area becomes shut down & limited European troop transfer becomes possible (6.13B). Diplomacy Track for influencing Minor Powers. Pact Allies allow control of cards and troops as well as a victory point at game end. Continental Europe as it was during the 7 Year’s War. A Headquarter Display for each Power provides important information (e.g, units set-up, reinforcements, card hand min/max) as well as troop holding boxes for leaders on the map and units that are available for build. Each display is back printed with the optional 1756 Set-Up Determines how many trained troops (SP’s) are available. You can acquire more trained troop points (TTP)at the cost of 1 lost nationality bonus (15.2) as well as through other means. British Naval Control Track: this is an abstract representation of naval power and activates special bonuses and victory points. Honors of War Box for all casualties: SP’s & Leaderseliminated from any cause go to Honors of War and a portion of them (70%) return into play via a Power’s mustering centers each year. Leaders are always brought back into play first. 7YW:FG Rules Overview Tutorial

  3. Summary of Game Play 7YW:FG Rules Overview Tutorial

  4. Cards & Card Dealing Cards can be played for their number of command points... • Powers receive 1 card for every 2 Keys on the Key Control Track • Britain & France receive a Turn Reserve if they played a card in the Colonies last turn (4.41). Prussia and Austria automatically get a Turn Reserve for each year. • Powers are subject to minimum and maximum hand sizes (13.42) • Players can discard their draw and get new cards less one. Important! Mandatory cards can not be discarded (4.5 Mulligans) • Each Power can use its Turn Reserve, or a Resource, as a “plus card”. That is, when it is a Power’s Impulse, it can use its Reserve or Resource to select a card from the top of the draw deck. The Power may then immediately play that card, or another, during that Impulse. A “plus card” play can also be made to select a card from the deck after the Impulse’s card is played. Only a single Resource may be so expended per Impulse. • When to play a Mandatory card during a turn is at the option of the player possessing that card. ...or for their effect. Mandatory Cards are the exception and are played for BOTH effect and CP’s 7YW:FG Rules Overview Tutorial

  5. Impulses • Impulses progress in order along the impulse track (5.1) • If a player has more cards than any other player, after the first round of Major Power impulses, that player may pre-empt (take an immediate impulse out of order) as long as that does not result in having two impulses back-to-back (5.2). Under no circumstances, even with an Event, may a Power have two consecutive impulses • Minor Powers enter the impulse order with the second round of a turn’s impulses (5.52). Remember, no Diplomacy Track nor pre-emption play may occur during a turn’s first round of Major Power impulses. • Each impulse, a player MUST do one or more of the following • Play a card • Buy a card: using Resources (14.2) or, if a Major Power, a Turn Reserve Marker (4.41). This may be combined with regular card play to constitute a “Plus Play” (5.12) • Pass if you are out of cards (you may re-enter the impulse cycle by buying or receiving a card at a later time). A siege assault may be resolved during a Pass Impulse. • During impulses, battle (11) and/or sieges (12) may occur • Active sieges may be resolved before card selection for an impulse; but if a player executes siege assault(s), that must be the first thing a done for the impulse. • During a turn, Britain and/or France must play all CPs and/or Event of a single card in a Colonial Area in order to qualify for an Overseas Turn Reserve next turn (4.41) • Impulse play continues until all cards are played or one player would have back-to-back impulses (5.5). Impulse play can immediately end if one Power achieves an automatic end of the game (5.8). 7YW:FG Rules Overview Tutorial

  6. StrengthinBattle. Die roll modifier to Intercept/Evade Using Command Points Part 1 of 3 Number of Strength Points (SP’s) he can carry 7YW:FG Rules Overview Tutorial

  7. Using Command Points Part 2 of 3 7YW:FG Rules Overview Tutorial

  8. Using Command Points Part 3 of 3 Austrian Turn Reserve • British Overseas Turn Reserve French Col. Car Played 7YW:FG Rules Overview Tutorial

  9. Battle Initiating Battle When someone moves into a Duchy occupied by an enemy and/or adjacent to an enemy Leader, one or more of these things may happen: • The enemy may attempt an interception with nearby troops. This game has 2Duchy intercept card events for either side’s use prior to battle. Interception succeeds with a modified 9 die roll (dice roll less Leader’s Battle Rating, minus 1 for friendly to friendly territory + (?)terrain difficulty) • The intercepting Army is deemed to be in the Duchy BEFORE the other Army arrived • Successful interception either initiates a Battle or joins an existing Battle. A failed interception is marked to indicate that unit(s) may not attempt interception again during that Impulse (place a “Battle/Siege – Failed Intercept” marker upon the Formation) • The enemy may attempt to evade to a legal-to-enter Duchy • Evasion succeeds on a modified 9 die roll (dice roll less Leader Battle Rating, minus 1 for friendly to friendly territory + (?) terrain difficulty) • Unsuccessful evasion grants the attacker +1 Battle die for each failed evasion • If the Duchy is a friendly Fortress, the defender may withdraw into it, subject to the Fortress’ capacity limit, as “garrison” to face possible siege. • The enemy, less a possible Fortress garrison, may stay and fight the Battle. A besieged Fortress garrison may die roll to sortie to join a relief force. Battle • First, determine size of battle: 1-5 SP SMALL (“S”), 4-10SP MEDUIM (“M”), 11SP or more LARGE (“L”). Only consider SP, not any Leader(s). • Each side then rolls three dice to determine battle victor. Add modifiers: e.g. difference in Leader Battle Ratings, nationality,terrain bonuses etc. • Nationality bonus, British=2, French=2, Austria=2, Prussia=2, Russia=1 on attack 2 on defense, Sweden/Denmark=1, all others 0) An Army takes on the nationality of the majority (rounded up) of present troops (not including any Leaders). e.g., a British Leader with 2 European troops and 2 Colonial troops would get the 2 Nationality Bonus. Colonial Forts do not influence Nationality bonus determination. • If more than one Leader in a Duchy, only a single Leader may be designated Commander for Battle purposes. An excess leader is ignored. • Terrain bonusesmodify the dice roll: Friendly Duchy +1, Rough +1, Pass +2, Strait +3, British Sea Lane: Varies by level of British Naval Control • Before battle, the attacker declares battle cards, then the defender. Playing a battle card is optional. Response cards may be played at any time, but once one is revealed, other players must declare any of their Responses in Flag Track Order (less chaotic then other games in the series). • If tied, the defender wins and the attacker must retreat. See attached Rule 11, Field Battle Rules Extract for greater detail. 8 3 8 3 CARD Daun Ferdinand Resolving Battle • Both sides remove “killed” troops (SP’s & Leaders) to the Honors of War Box • Rout – if a Leader is present for both sides and there is a difference of 4 casualties or greater from losses inflicted on the loser, the victor is awarded a Resource. • In addition to a Rout Resource, If an enemy Leader is eliminated in combat or siege, roll for a loot Resource (a natural “one” or a number less than or equal to the Battle Rating of the defeated leader as well as any other eliminated leader[s] present in the Duchy). • After a Battle, units cannot move further during the impulse unless they achieve an “overrun” by getting as many “kills” as there were enemy troops (SP)/Leaders present • If they achieve an overrun they get a free flag (unless Duchy is a Fortress, then a Siege may be immediately established) • If the defeated defending Army was in enemy territory PRIOR to the battle’s beginning, it takes attrition for exiting enemy territory and for each non-friendly Duchy moved through during a retreat.See rule 11.4 for details regarding retreat from Battle • If troops can’t retreat, they are eliminated and go into the Honors of War Box. 3 ATTACKER Strength 6 units/SP 3 Leader 2 Nationality Bonus DEFENDER Strength 4 units/SP 3 Leader 2 Nationality Bonus 7YW:FG Rules Overview Tutorial • This is an example of a Medium Sized Battle (10 SP’s total) Note that in this game Leaders are not SPs.

  10. Fortresses and Siege • Enemy Fortresses must be conquered before they can be moved past. • Any enemy unit(s) outside a fortress must be defeatedto conduct a siege assault at the beginning of the besieging Power’s next impulse • Enemy units are face-up, outside, or face-down, inside (garrison), a Fortress. A garrison may be one SP per Fortress Level plus a single Leader: e.g. a two level could have 2SP and a Leader inside it as garrison. . It is possible for opposing units to coexist in a Fortress with one Camp’s pieces inside and the other outside. • A fortress may only become sieged, that is, eligible for a siege assault resolution, if the besieger has at least one more SP than the garrison. A 1SP, 2SP, or a singleArmyfulfilling that condition and able to trace a line of friendly flagged Duchies, which may include a besieged enemy Fortress or un-flagged Duchy containing at least one friendly SP, back to a friendly Home Key or Mustering Center not solely Native (e.g. Montreal or London) can resolve a siege assault each impulse. Remember: a Leader is not an SP. • An Assaulting Formation, e.g. an Army, may continue moving (overrun) if it defeats/captures the Fortress. Eliminating a Fortress’ internal garrison is always considered an Overrun if conquered. • See attached Rule 12, The Siege/Siege Assault Rules Extract, for greater detail EXAMPLE OF A SIEGE ASSAULT: Frederick’sArmy begins an impulse besieging the level 2 Austrian Fortress of Olmutz which is garrisoned by 2SP. The Prussian Player rolls 8 dice (4 for SP and 4 for their Leader’s Battle Rating) and three more for play of “Massed Siege Guns” (Card 22). Of those 11 dice two “ones” result which eliminates the 2SP Austrian garrison. The Austrians roll 3 dice (two for SP + one for Olmutz’s internal garrison) but get no 1’s. Since an overrun did not occur, Frederick’s Army may move no further during the impulse. Place a “Battle/Siege – Failed Intercept” Marker upon the Formation, just as would be placed on all Formations fighting a non-Overrun battle. However, now that Olmutz has no SP as garrison, Frederick’s Army will roll a minimum of 12 dice when resolving the next siege assault: needing to roll a single 1 to capture Olmutz via an Overrun which would allow it to move via CP that same Impulse. 2 SP Garrison 7YW:FG Rules Overview Tutorial

More Related