From: risto.karttunen@ilmarinen.fi Subject: Re: machiavelli Dear Alan, Feel free to use in any way and whatever You wish to extract, modify or polish (our English is far from perfect!) from the following addenda & corrigenda to the rules of Machiavelli (2nd ed.). These are our own house rules which are continuously in the state of change; the Strategic Movement as follows is not yet tested, but soon will be. Our Excommunication rule is a joke more than anything else. I heartily recommend to have Genoa as the ninth player, the Forced Taxation rule and the Storm Phase. With these, life gets quite colourful. best, Risto Basic Game Rules III.B. (p.3) (...) at least twelve cities and their provinces, including at least one city of the original home country (...) V.B.a. (p.3) New military units may only be placed in provinces of the player's home country, or in any country which the player was the last to control completely. (...) V.D.1. (p.4) A player whose all home country cities are controlled by other players at the end of a campaign season is eliminated from the game. (...) V.D.2.e. (p.4) If the condition in V.D.1 above is met but the player has just acquired the control of another home country, then the home country of that player is changed into the new one. VII.B.2.c. (p.5) (...) A Fleet unit may give its support even to an army besieging a non-port fortified city or fortress, insofar as the Fleet unit could advance into that province. VII.B.5.d. (p.5) Mutual or chained support is prohibited, that is, you cannot support a supporting unit. VII.B.6.e. (p.5) A Fleet in a coastal province may not transport an Army. VII.D.2.NOTE CONCERNING PIOMBINO AND MESSINA (p.6) (...) This applies to every movement which has factually to be made through the straits of Messina. - A fleet which succesfully advances into Piombino or Messina does control the straits during that campaign. A fleet which leaves Piombino or Messina does not. Movement is allowed between Messina and Otranto for a fleet unit. VII.D.3 (p.6) (...) Movement is allowed between Dalmatia and Istria, even for an Army. VII.D.4.NOTE CONCERNING CROATIA AND PROVENCE (p.6) (...) When supporting into these provinces, the coasts are not discriminated in any way, even if the supporting unit is a fleet. VII.D.5 (p.6) (...) No movement is allowed between the Venice Lagoon and Ferrara / Friuli. VII.D.6. (p.6) (...) No movement is allowed between the Upper Adriatic and Treviso / Padua. VII.D.5 & 6 (p.6) It is possible to besiege Venice from the Lagoon. Moreover, if there is no military unit in Venice, it is controlled by a fleet in the Lagoon. VII.D.9 (p.6) Military units in Corsica or Sardinia may not be converted. However, it is possible to build armies or fleets in these provinces in scenarios where they belong to a home country. - Movement is allowed between Corsica and Sardinia for a fleet unit. VIII.B. (p.6) (...) A conflict does not occur until the action is attempted. Saying that orders are in conflict means, strictly speaking, that the attempts to carry out orders generate conflict. - In this paragraph, to "advance" means to advance or convert when applicable. VIII.B.2. (p.6) The combined strength of a force is defined only in the target area. VIII.B.3.c (p.7) Here the cases in parentheses should read "besiege, hold, lift siege or transport", i.e. an unit may advance into the province where another unit is succesfully converting into a garrison at the same time. VIII.B.3.d (p.7) Here "An equal force" is to be replaced by "An unsupported unit" (in the Basic Game Rules). VIII.B.3.f (p.7.) (...) However, the conversion may take place, if the enemy unit leaves the province. VIII.B.5. (p.7) Anytime a unit of a player attempts to advance into a place already occupied by one of his/her own units, or a place into which another of his/her own units is also attempting to advance, the advancing forces must hold, regardless of the strengths of the units. However, they may get into conflict with other forces in the usual way - for example, prevent them from advancing into the target place. (Remember, this situation is checked only after the Ducat Expenditure Phase in the Advanced Game rules). If two forces belonging to the same player are ordered to advance, each to the place that the other occupies, neither may advance. VIII.B.6.e. (p.7) (...) The neutral provinces are those which are dropped from the game. See the scenarios. VIII.B.6.f. (p.7) (...) (but see VIII.B.3.f, p.7). - Cancellation of orders means that if a unit is forced to retreat and did not receive an order to convert, it is assumed to have received a hold order. Example: suppose four armies. A1: Sie-A-Flo, A2: Urb-A-Flo, A3: Anc-A-Urb, A4: Spo-S-Urb(A3). A3 with A4 forces A2 to retreat, thus allowing A1 to advance into Florence. VIII.B.6.g. (p.7) Retreats are carried out simultaneously. In practice, they are carried out at the end of the phase. Conflicting retreats may require some negotiations. A superior unit (Opt. Rules, IV) may ignore weaker ones in retreat. Any remaining conflicts are resolved by die. VIII.C.2.6) (p.7) If the garrison unit under siege is removed from play (i.e. not paid for during a Spring Campaign, or the owner of the garrison is eliminated from the game), the siege automatically succeeds. No "lift siege" order is required. Advanced Game Rules II.C. (p.10) (...) Alternatively, to avoid the "Last Campaign Effect": if the leader of the game has control of more than ten cities at the end of a campaign, a die is thrown and the game is over if the result is at most the number of those cities, ten subtracted. See also III.B, p.3. III.B. (p.10) (...) Not so in Optional Rules. V.B.1.d. (p.11) Roll one die for all players as in the 1995 edition. V.B.1.d.5) (p.11) When an individual major city produces a variable income, the player must control both the city and its province in order to receive that income. VI.B.2. (p.11) (...) However, if the player announces to expend certain sum which he/she does not have, no ducats are expended. If the player gives several expenditure orders which are impossible to carry out without ducats from other players, the player must specify the ducat sources for each expenditure order and the sequence in which the orders are carried out. It is not possible to specify any alternative strategy to be executed in case of the primary one fails. VI.C.3.e. (p.12) If several counter-bribes are directed at the same unit during the same Campaign, all of them are expended but only the greatest single counter-bribe is in effect, i.e. they are not cumulative. VI.C.4.g.1) (p.12) (...) However, if there is one largest bribe compared to the respective minimum costs, that bribe wins the tie. For example, an order D of nine ducats is stronger than an order E of nine ducats. VI.C.4.h. BUY COMMITTED GARRISON (J): This order is given to try to convert a committed Garrison unit into one of your own Garrison units. The name of the province containing the unit must also be noted. The minimum cost for this order is eighteen ducats. VI.C.4.g.4) (p.12) A player may direct bribes and counter-bribes only into areas (provinces, cities or seas) which are directly adjacent to one of the military units or controlled areas of that player. Thus, a player who has a garrison unit in a city but who does not control the surrounding province may not direct bribes into neighbouring provinces through that garrison unit. VI.C.5. (p.12) (...) These orders may be used against enemy-controlled provinces which fulfil the conditions as described in VI.C.4.g.4) (...) VI.C.5.c.2) (...) However, an army or a navy cannot convert into a rebelling city. VI.C.5.c.5) (p.12) (...) A rebellion may be pacified anywhere. VI.C.5.c.6) (p.12-p.13) (...) Likewise, if the military unit is converted out of a garrisoned city within a rebelling province. VI.C.5.c.8) (p.13) (...) The effects are similar if the owner of a military unit in the province/city/garrison is changed by bribery. In other words, the mere presence of a force owned by another player than the one whom the rebellion is directed against liberates the rebellion, however not until at the end of the turn. VI.C.5.c.9) (p.13) Here "the rebellion province" means a rebelling province or a province with a rebelling city or fortress. VI.C.5.c.12 (p.13) No one controls a province and an ungarrisoned city within, if either the province or the (major) city is rebelling. A garrisoned city is controlled by the owning player even if the province is rebelling (but see the new victory condition rules in III.B.). VI.C.5.c.13 (p.13) If there is a garrison in a fortified city and a fleet or army in the surrounding province, and they do not belong to the same player, then no player may start a rebellion in that province. VI.C.6. (p.13) ASSASSINATIONS: each player may try to ?assassinate? any other player an unlimited number of times. Optional Rules II.B (p.14) FORCED TAXATION. The controlling player may choose provinces to be taxed by force in the Military Unit Adjustment and Income Phase. This doubles the fixed income but may also give rise to rebellions in these provinces at the conclusion of this phase. Use the Assassination Rebellion Table; the die rolls for rebellion are - counted downwards in the table - 1-2, 1-3, 1-4 and 1-5. Provinces with a) famine, b) rebellion, c) major cities or d) new military units (including garrisons) may not be taxed by force. Moreover, the player must control both the province and the city, if there is one in the province. III.B.4.b. (p.14) (...) Initial military units at the start of the game are not considered new. III.B.4.e. (p.14) Any variable income is unaffected by famine. III.B.5 (p.14) A famine relief order for a specified province may also be given preventively in the preceding Fall campaign. The cost is three ducats and will be expended even if a famine would not occur in that province. III.C. (p. 14) In the beginning of the Fall campaign there is a Storm phase which may afflict fleet units at sea. A die is thrown for each sea area containing a fleet. If the result is 6, a storm occurs. After this, the die is thrown again for each stormy sea area and the following storm table consulted: STORM TABLE. 1-2: Excellent seamanship! No effect. 3-4: The fleet suffers serious damage and must retreat into a coastal province (the retreats are simultaneous, allowing negotiations. See also the addenda to VIII.B below) 5-6: The fleet is immediately destroyed. As in Plague, there are no further effects: the storms do not prevail. IV.A (p.15) (...) The identification and type of any such military unit must be...made known to all players, unless specifically otherwise agreed upon before the game. No major power may have more than one (...) at the same time and none in the first Spring Campaign.(...) It is not possible to change the composition of an existing military unit, for example, to upgrade a standard unit into Elite Mercenaries. However, see the addition to IV.A. below. IV.B.1., IV.C.1., IV.D.1. (p.15) This type of unit costs six/nine ducats to buy and maintain. Autonomous garrison units are always of the standard composition. IV.B.3., IV.D.3. (p.15) (...) The minimum cost for all bribes on these units in major cities is three (not four) times the basic amount. IV.A. (p.15) (...) When a player, who has a special military unit on the mapboard, buys another special military unit from another player, this unit automatically changes its composition into a standard type. IV.E. (p.15) UNIT STRENGTH: The conflict strength of a "strong" military unit is undivided. However, it is reduced by one, if the unit is giving support and other forces, each with a strenght of "one", are trying to advance or convert into the place the strong unit occupies. V.A. (p.15) See the addenda to VI.C.4.g.4) above. V.B. (p.15) Not recommended; this rule makes the game totally chaotic. VIII.A. THE JUDGE (...) Ducat transfer orders between the players are sent to the judge at the same time as other expenditure orders (including orders for the Military Unit Adjustment Phase). Ducats thus received may be expended immediately; however, to save the judge's burden, no monetary transactions are disclosed even to the receiver before the conclusion of the Campaign (or the Phase mentioned above). See the addenda to VI.B.2 (Advanced). Note: in a game without a judge the players may transfer ducats between each other during any phase, and also the judge may be able and willing to handle this extra communication. Of course, all rules must be agreed upon before the game. VIII.B (...) The judge determines the directions of retreat by choosing the place of retreat in the following order and resolving ties by die: 1. unoccupied sea areas (for a fleet, of course), 2. provinces controlled by the player, 3. provinces uncontrolled by any player, 4. provinces controlled by another player, 5. provinces with famine in the same order as above (see optional rules). 6. conversion into a Garrison unit, if possible. Alternatively, the judge may combine the first four classes into one, thus making retreats more confused. VIII.C (...) FOG OF WAR. The judge may hold back information in the Military unit adjustment and income phase, excluding the first Spring Campaign: the judge informs the players only about armies and fleets which may conquer provinces of other players or get into conflict with enemy units, if suitably moved, excluding the Transport order. Of course, a player has always complete information of his/hers own units. XI. EXCOMMUNICATION The Papal player may give an Excommunication Order to another player, once for each during the game (given to the Turkish player, the order is called a Crusade Order). An excommunicated player may not receive ducats from other players during the ensuing Campaign. XII. STRATEGIC MOVEMENT See the 1995 edition. However, strategic movement is an Order ('SM') and is carried out like other Orders, and any number of military units of each player may move strategically in a turn. Strategic movements are carried out after Conflict Resolution Phase. The complete route for a strategic movement must be noted, and the movement is carried out to the fullest possible extent for each moving unit. If the unit has been forced to retreat, it is assumed to have received a Hold order. Different units executing a SM order may temporarily meet in the same area, but if they would terminate their movement in the same area, a friendly unit enters the area, and the remaining ties are resolved with a die. Scenarios B. THE BALANCE OF POWER (p.17) Here is a variant of nine players: add Genoa as the ninth major power. Two new provinces are formed by separating the northern half of Provence as the new province of Avignon and the western half of Genoa as the new province of Ventimiglia. The old province of Avignon is renamed as Lyons. Thus, additional borderlines are drawn from border to border of the following provinces/seas: Saluzzo and Marseille, Montferrat and EgoL. There is a fortified city in Ventimiglia. There is an unfortified city in Avignon. The cities in Lyons and Austria are major ones, each producing a fixed income of two ducats. Make the following additions to the Plague and Famine tables: Lyons: row 10, column 6 (Plague); r.3, c.11 (Famine). Ventimiglia: row 9, column 7 (Plague); r.11, c.3 (Famine). 2. SET UP: FRANCE: Lyons (A), Avignon (A), Marseille (F), Provence. GENOA: Ventimiglia (A), Genoa (F), Corsica (F), Pontremoli (which did not belong to Genoa, but is required for play balance) 3. Place an independent garrison also in Turin. Swiss is now independent (as it really should be, historically speaking), and without a garrison, of course. 4.b. All powers plus some major cities receive variable income as indicated in the following table (Advanced). The player must control both the city and its province to receive its variable income. Country Die roll: 1 2 3 4 5 6 Austria 1 2 3 4 5 6 Florence (state) 3 4 5 6 6 7 Florence (city) 1 1 1 1 2 2 France 2 3 3 4 5 6 Genoa (state) 1 2 3 3 4 5 Genoa (city) 1 1 1 2 2 2 Milan (state) 3 3 4 4 5 5 Milan (city) 1 2 2 3 3 4 Naples (state) 2 2 3 3 4 4 Naples (city) 1 2 2 3 3 4 Papacy 3 3 4 5 6 7 Turkey 2 3 3 4 5 6 Venice (state) 3 3 4 4 5 5 Venice (city) 1 2 2 3 3 4 Note concerning the fabrication of new unit counters: the Genoan coat-of-arms has the red cross of St. George on argent.