CATHERINE THE GREAT SOLITAIRE CARDS October 2004

Unless specified, the player may mobilize each Russian Empire policy only once in each of that side’s  turns.

RUSSIAN EMPIRE POLICY CARDS

Policies

HOLY ALLIANCE
(1) Activation Cost: 10
(2) Reinforcements: 3
(3) Objectives: Moldavia, Constantinople. 
Special: May be played only if Austria is Russian-controlled or neutral. If Austria is neutral, this policy automatically activates Austria as a Russian-controlled power for this Russian turn. Automatically activates Ottoman Empire as a coalition power.

PARTITION POLAND
(1) Activation Cost: 8
(2) Reinforcements: 2
(3) Objectives: White Russia 
Special: the Russian Empire may activate this card only if Prussia and Austria are neutral and/or Russian- controlled. Prussia and Austria become Russian- controlled for this Russian turn. Automatically activates Sweden as a coalition power.
 
NORTHERN WAR
(1) Activation Cost: 6
(2) Reinforcements: 2 
(3) Objectives: Finland 
Special: automatically activates Sweden as a coalition power.

BALTIC WAR
(1) Activation Cost: 6
(2) Reinforcements: 4 
(3) Objectives: East Prussia, Pomerania 
Special: automatically activates Prussia and Sweden as coalition powers.

POLISH WAR
(1) Activation Cost: 6
(2) Reinforcements: 4 
(3) Objectives: Galicia
Special: automatically activates Poland, Prussia and Austria as coalition powers.

OTTOMAN WAR
(1) Activation Cost: 8
(2) Reinforcements: 4 
(3) Objectives: Moldavia 
Special: automatically activates Ottomans as coalition power.

CRIMEA  WAR
(1) Activation Cost: 4
(2) Reinforcements: 2
(3) Objectives: Khanate 
Special: automatically activates Khanate as coalition power.

CAUCASIA WAR
(1) Activation Cost: 4
(2) Reinforcements: 2 
(3) Objectives: Caucasia 
Special: automatically activates Caucasia as coalition power.

CENTRAL ASIA WAR
(1) Activation Cost: 6
(2) Reinforcements: 2 
(3) Objectives: Turkistan 
Special: automatically activates Turkistan as coalition power.

PERSIAN WAR
(1) Activation Cost: 8
(2) Reinforcements: 3
(3) Objectives: Tehran 
Special: automatically activates Persia as coalition power.

MOBILIZE
(1) Activation Cost: 1
(2) Reinforcements: 2 
(3) Objectives: None 
Special: this policy may be activated up to three times in a turn, for a maximum of six reinforcement points.

COSSACKS
(1) Activation Cost: 1
(2) Reinforcements: all available Cossack units. 
(3) Objectives: None 

DIPLOMACY 
(1) Activation Cost: 3
(2) Reinforcements: 0 
(3) Objectives: None 
Special: pick an activation marker for every three TP spent, up to three picks. 
1) If a marker has the name of a power on it  that’s currently neutral, it becomes Russian-controlled.
2) If a marker has the name of a power on it that’s currently belligerent on either side, it becomes neutral.
3) If a marker is an event, implement it.
4) If the marker is a leader, he is deployed as a reinforcement.

FORTIFY
(1) Activation Cost: 2 per fortress level.
(2) Reinforcements: 0 
(3) Objectives: None 
Special: increase the value of any one Russian-controlled fortress by one. This policy may be activated up to three times a turn, with a maximum three fortress levels raised.

COLONIZATION 
(1) Activation Cost: 3 per colony.
(2) Reinforcements: 0 
(3) Objectives: None
Special: place colony markers in any Russian- controlled regions, no more than one per region. This policy may be activated up to three times a turn, with a maximum three Colonies placed.

COALITION POLICY CARDS

PRUSSIA
(1) Precedence: 1
(2) Coalition Controlled: (2a) Objectives: Warsaw
(2b) Activation: Poland
(3) Russian Controlled:
(3a) Objectives: Bohemia, Pomerania 
(3b) Activation: Austria, Sweden.
 
AUSTRIA
(1) Precedence: 2
(2) Coalition Controlled: (2a) Objectives: Galicia, White Russia
(2b) Activation: Poland
(3) Russian Controlled: 
(3a) Objectives: Balkans, Constantinople
(3b) Activation: Ottomans.
 
SWEDEN
(1) Precedence: 3
(2) Coalition Controlled: (2a) Objectives: Baltic, St. Petersburg
(2b) Activation: None
(3) Empire Controlled: (3a) Objectives: Norway 
(3b) Activation: Denmark

DENMARK
(1) Precedence: 4
(2) Coalition Controlled: (2a) Objectives: German States 
(2b) Activation: None
(3) Empire Controlled: (3a) Objectives: Pomerania
(3b) Activation: Sweden

POLAND
(1) Precedence: 5
(2) Coalition Controlled: (2a) Objectives: Ukraine, Moscovy 
(2b) Activation: None
(3) Empire Controlled: (3a) Objectives: Defense 
(3b) Activation: None
 
GERMAN STATES
(1) Precedence: 6
(2) Coalition Controlled: (2a) Objectives: Defense 
(2b) Activation: None
(3) Russian Controlled: (3a) Objectives: Defense 
(3b) Activation: None 

OTTOMANS 
(1) Precedence: 7
(2) Coalition Controlled: (2a) Objectives (West): Zaporozhe, Ukraine, Voronezh, Moscovy 
(2b) Objectives (East): Caucasia, Astrakhan
(2c) Activation: Caucasia
(3) Russian Controlled: (3a) Objectives (West): Hungary, Vienna 
(3b) Objectives (East): Tehran, Khorosan
(3c) Activation: Austria, Persia 
Special: West Ottoman units may enter only the following regions in the Ottoman Empire: Constantinople, Greece, Balkans, Moldavia. East Ottoman units may enter only the following regions in the Ottoman Empire: Anatolia, Syria, Mesopotamia.

PERSIA
(1) Precedence: 8
(2) Coalition Controlled: (2a) Objectives: Caucasia, Astrakhan 
(2b) Activation: Caucasia
(3) Russian Controlled: (3a) Objectives: Khiva, Mesopotamia
(3b) Activation: Turkistan, Ottoman Empire 
 
KHANATE
(1) Precedence: 9
(2) Coalition Controlled: (2a) Objectives: Zaporozhe
(2b) Activation: None
(3) Russian Controlled: (3a) Objectives: White Russia
(3b) Activation: Poland 

CAUCASIA
(1) Precedence: 10
(2) Coalition Controlled: (2a) Objectives: Astrakhan, Voronezh 
(2b) Activation: Persia
(3) Russian Controlled: (3a) Objectives: Azerbaijan, Anatolia 
(3b) Activation: Ottomans

TURKISTAN
(1) Precedence: 11
(2) Coalition Controlled: (2a) Objectives: Ufa, Astrakhan
(2b) Activation: None
(3) Russian Controlled: (3a) Objectives: Khorosan
(3b) Activation: Persia 

BRITAIN
(1) Precedence: 12
(2) Coalition Controlled: (2a) Objectives: German States 
(2b) Activation: German States
(3) Russian Controlled: (3a) Objectives: German States. 
(3b) Activation: German States 
Special: see Britain & France rule. 

FRANCE
(1) Precedence: 13.
(2) Coalition Controlled: (2a) Objectives: German States. 
(2b) Activation: German States.
(3) Russian Controlled: (3a) Objectives: German States
(3b) Activation: German States
Special: see Britain & France rule.

EVENTS

REBELLION
(1) Precedence: -.
(2) Objectives: Defense 
Special: See the Rebellion rule. 

PUGACHEV REBELLION
(1) Precedence: 0
(2) Objectives: Moscovy, Novgorod 
Special: The coalition gains control of all Cossack units. All eliminated Cossack units are immediately recruited and placed one per Cossack region. Also place three rebel units in any Russian regions. This event remains active until the end of any turn that Russian forces control all Cossack regions or all Cossack units are in the dead pile at the same time. At that time this marker is permanently removed from play. There may be only one Pugachev Rebellion per game. Pugachev reinforcements may come from any rebel or Cossack units, and may be placed in any areas containing any other Pugachev units, or in Cossack regions.

OFF-MAP WAR 1
Roll one die. Apply the result.
1-3: Far Eastern War: Russia
4: Brabant Revolt: Austria
5: Potato War: Prussia, Austria
6: Western War: Prussia, German States, Austria, Britain, France
Special: Roll a die for each indicated power if it’s active on either side. Then remove from the map a number of land-unit combat factors of that power equal to the die roll result. Garrisons may not be removed. Neutral powers are not affected. 

OFF-MAP WAR 2
Roll one die. Apply the result.
1-2: American War: Britain, France
3-4: Afghan War: Persia
5-6: Egyptian War: Ottomans
Special: Roll a die for each indicated power if it’s active on either side. Then remove from the map a number of land-unit combat factors of that power equal to the die roll result. Garrisons may not be removed. Neutral powers are not affected.

POLISH CIVIL WAR
(1) Roll a die:
1: No effect.
2-3: Poland is activated as a coalition power, regardless of control status up to this time. 
4-6: Poland is activated as a Russian-allied power, regardless of control status up to this time.
(2) The other side places a rebel unit in each Polish region.

SPECIAL EVENT 1
Roll one die. Apply the result.
1-2: Economic Expansion: roll a die; add that result to the Russian TP total.
3-4: Corruption: roll a die; subtract that result from the Russian TP total (to a minimum of zero).
5-6: Eliminate one Russian leader.

SPECIAL EVENT 2
Roll a die; apply the result.
1-2: Eliminate any one coalition leader.
3: BoP shifts +1, but never to more than +10.
4: BoP shifts -1, but never to less than -10.
5: Conspiracy: if the BoP is at -7 to -10, pick three markers from the pool for the coalition side.
6: Enlightenment: If the BoP is at +7 to +10, pick three markers from the pool for the Russian side.

EPIDEMIC EVENT
Determine one region at random in Russia and one region at random outside Russia. Eliminate the strongest unit from each power in those two regions. 

EUROPEAN CRISIS
If the BoP is -7 to -10 or +7 to +10, roll a die; otherwise, treat this as “No Event.” 
1-3: Revolutionary Stirrings: restore to neutrality one randomly determined active power for each side.
4-5: French Revolution: France stays neutral for the remainder of the game. Remove its marker from the pool. Austria, Prussia and Britain also become neutral, but may later be activated.
6: General Revolution: if the BoP is at +10 or +9, or -10 or -9, the game ends and both sides are considered to have lost.