GAME TURN RECORD TRACK
Game Turn 1

1762-66
	Game Turn 2

1767-71	Game Turn 3

1772-76	Game Turn 4

1777-81	Game Turn 5

1782-86	Game Turn 6

1787-91	Game Turn 7

1792-96	

BALANCE OF POWER INDEX
-10	-9	-8	-7	-6	-5	-4	-3	-2	-1

0
	
+1	+2	+3	+4	+5	+6	+7	+8	+9	+10

Coalition Activation Marker Picks Table 

Balance of Power at:	# of Chits Picked
-10 to -7			1
-6 to  -3			2	
-2 to +2			3
+3 to +6			4
+7 to +10			5

SEQUENCE OF PLAY OUTLINE
I. COALITION TURN 
A.	Coalition Activation Phase
B.	Coalition Reinforcement Phase
C.	Coalition Movement Phase
D.	Coalition Combat Phase
E.	Coalition Forced March Phase
F.	Coalition Supply Phase

II. RUSSIAN EMPIRE TURN
A.	Russian Empire Treasury Phase
B.	Russian Empire Policy Phase
C.	Russian Empire Reinforcement Phase
D.	Russian Empire Movement Phase
E.	Russian Empire Combat Phase
F.	Russian Empire Forced March Phase
G.	Russian Empire Supply Phase

III. ADMINISTRATIVE PHASE

COALITION COMBAT MARKERS 

	

RUSSIAN EMPIRE COMBAT MARKERS

	

RUSSIAN EMPIRE TREASURY POINTS
0	1	2	3	4	5	6	7	8	9
	
10	11	12	13	14	15	16	17	18	19
	
20	21	22	23	24	25	26	27	28	29

TERRAIN EFFECTS CHART
Movement 	Notes
Clear Border		1		
Forest Border		2		 	 
Mountain Border	2		 	 
Marsh Border		2				 
Desert	Border		2		Blocks lines of supply.
Arctic Border		Not Allowed	Blocks lines of supply.
River			No Effect	Allows for unlimited line of supply along it length.	 
Sea Region		1		Fleets only. Also see naval transport rules, 22.3.
					Blocks land lines of supply.
Hellespont		2		See 14.32. 
Fortress		No Effect	See rules sections 17.0 and 19.14. 
Capital			No Effect	See Capital Capture Table.	
Port			See 22.3	See 22.3
Treasury Value		No Effect 	See rules section 10.0.

Markers
Colony					Increase treasury value by one; see rules section 28.0.
Fortress				Increase fortress value; see rules section 17.0.
Pillage					See “Combat Markers Explanations” below.

UNIT CAPABILITIES CHART
Unit Type	Movement Factor	Special	
Elite Field Armies	2	See section 17.0.	
Field Armies	2	-	
Mobile Columns & Cossacks	2	May move through regions containing enemy force that has no mobile column.	
Garrisons	0	May not attack. May not retreat. 	
Rebels	0	See section 24.0.	
Gatchina Corps	2	See 5.4.	
Leaders	2	Doubles combat strength of accompanying force. Also see forced march rule, section 18.0.	
Fleets	See 22.2.	See 22.3.	

CAPITAL CAPTURE TABLE 
Roll during the administrative phase for each capital region occupied by units of a different power. Must roll in order of precedence of the powers whose capitals are occupied.
Die
Roll			Effect on BoP
1-2 			Shift the BoP one die roll in favor of the occupying side.
3-4 			No effect.
5-6 			Shift the BoP one die roll in favor of the occupied side.

GREAT BRITAIN/FRANCE INTERVENTION TABLE
	
Die
Roll	Result
1-2 	Remains neutral. Britain/France not activated.
3-4 	Support. If the Russian Empire is gaining the support, roll a die and record that number of TP. If the coalition is gaining the support, rolls a die and deduct that number of Russian TP. 
5-6	Full Belligerency. If France, the activating side receives two French "8" armies. If Britain, the activating side receives one British "9" army and one British "6" fleet.

RUSSIAN REINFORCEMENT CHART  
 
Unit Type	Point Cost		Deploy		 
Field Army	1			In any Russian-controlled region in Russia.
Mobile Column	1			In any Russian-controlled region in Russia.
Elite Field Army	1			In any Russian-controlled region in Russia with 
 marshal. 
Gatchina Corps	1			In St. Petersburg if Russian-controlled. 
Garrison		0.5			In any region on the map containing a Russian unit.
Navy		2			In a sea region adjoining a Russian-controlled port.
Leader		0			Via policy marker pick.
Cossacks	Via Cossack card.	Deploy in any Cossack region regardless of control.
Fortress		Via Fortify card.		In any Russian-controlled region in Russia.
Colony		Via Colony card. 		In any Russian-controlled region on the map.

COMBAT RESULTS TABLE
Combat Percentage = attacker combat strength divided by defender’s combat strength x 100. Percentages less than 49 are treated as 49. Percentages greater than 500 are treated as 500.
Die Roll	49%	50-99%	100-149%	150-199%	200-299%	300-399%	400-499%	500%	
1	AE	AE	AE	AD	BB	BB	BB	BB	
2	AE	AE	AD	BB	BB	BB	DD	DD	
3	AE	AD	BB	BB	DD	DD	DD	DE	
4	AE	BB	BB	DD	DD	DE	DE	DE	
5	AD	DD	DD	DD	DE	DE	DE	DE	
6	BB	DD	DE	DE	DE	DE	DE	DE	

Combat Results Explanations

AD = Attacker Defeated. 
1) The attacker must eliminate at least 50 percent of the attacking strength points. 
2) The attacker must then retreat his surviving units. 
3) Shift the BoP Index one in favor of the defending side. 

AE = Attacker Annihilated. 
1) All attacking units are eliminated. 
2) Shift the BoP Index one in favor of the defender.

BB = Bloodbath. 
1) The side whose total basic combat strength is lower is completely eliminated. The other side must eliminate a number of units equal to the strength of the enemy. If both sides have equal combat strengths, then both sides are eliminated.
2) There is no retreat. 
3) Don’t shift the BoP Index.

DD = Defender Defeated. 
1) The defender must eliminate at least 50 percent of defending strength points. 
2) The defender must then retreat his surviving units. 
3) Shift the BoP Index one in favor of the attacking side.
 
DE = Defender Annihilated. 
1) All defending units are eliminated. 
2) Shift the BoP Index one in favor of the attacking side.

Elimination 
1) When eliminating units, always use the printed strength of units for determining the number of units to be removed (don’t account for multiplications). For example, if a force with 12 combat strength points is attacking a defender with a strength of “4,” whose strength was doubled to “8,” and gets a BB result, he only needs to remove four combat strength points.
2) You must eliminate strength points as close as possible to the loss called for. In ambiguous situations, roll a die .
 
COMBAT MARKERS EXPLANATIONS
•	Honors of War. This goes into effect only if the defender controls the region's fortress and the attacker has at least a 200% combat percentage. The defender must retreat all units; garrisons are eliminated. The attacker gains control of the region and its fortress. 

•	Brilliant Maneuver. Doubles the combat strength of all attacking forces (in addition to any other applicable doublings). 
 
•	Brilliant Withdrawal. This only has effect if you’re defending, the attacker has 200% or more on the CRT and there are no friendly garrisons in your defending force. All defending units are retreated and there is no further combat resolution. The attacker does, though, gain control of the region and fortress. 

•	Pillage. This goes into effect only if the attack succeeds in clearing all enemy units from a region. Roll a die: the region is pillaged on a 1-4 if the attacking units are Ottoman, Khanate, Persian, Caucasian, Turkistani or a Russian force that contains any Cossacks; the region is otherwise pillaged on a 1-2. Pillage Effects
1) Place a Pillaged marker in the region. 
2) Shift the BoP one in favor of the non-pillaging side.
3) Reduce the region’s provisioning limit to zero.
4) No TP may be received for the region for the rest of the game.
5) Remove any fortress and colony markers from the region. Fortress values printed
 on the map aren’t affected.

RANDOM PLACEMENT TABLE
Roll two dice: the first roll determines the row; the second determines the column. 

RUSSIAN REGIONS
1		2		3		4		5		6
1	St. Petersburg	St. Petersburg	St. Petersburg	Baltic		Baltic		Baltic
2	Moscovy		Moscovy		Moscovy		Ukraine		Ukraine		Ukraine
3	Zaporozhe	Zaporozhe	Zaporozhe	Voronezh	Voronezh	Voronezh
4	Astrakhan	Astrakhan	Astrakhan	Kazan		Kazan		Kazan
5	Archangelesk	Archangelesk	Archangelesk	Siberia		Siberia		Siberia
6	Ufa		Ufa		Ufa		re-roll		re-roll		re-roll	

OTHER REGIONS
	1		2		3		4		5		6
1	Gothland	Finland		Pomerania	Copenhagen	Norway		German States
2	Brandenburg	Silesia		E. Prussia	Warsaw		Galicia		White Russia
3	Vienna		Bohemia		Hungary		Constantinople	Balkans		Greece
4	Moldavia	Anatolia		Syria		Mesopotamia	Khanate		Caucasia
5	Tehran		Azerbaijan	Khorosan	Khiva		Kazakhs		(Turkistan)
6	(Persia)		(Caucasia)	(Ottomans)	(Austria)		(Poland)		(Khanate)	

Results
Region name: take the indicated action in that region.
Power name (parenthesized): if checking for rebellion, place a rebel unit in one region in that power, chosen at random; otherwise, treat as no effect.
" re-roll " = roll again; a second " re-roll" means no effect.

EOF