>From server!csn!magnus.acs.ohio-state.edu!usenet.ins.cwru.edu!cleveland.Freenet.Edu!dg528 Wed Aug 25 09:25:24 1993 Path: server!csn!magnus.acs.ohio-state.edu!usenet.ins.cwru.edu!cleveland.Freenet.Edu!dg528 From: dg528@cleveland.Freenet.Edu (James L. Kline) Newsgroups: rec.games.board Subject: PAX BRITANICA errata Date: 24 Aug 1993 06:57:06 GMT Organization: Case Western Reserve University, Cleveland, OH (USA) Lines: 761 Message-ID: <25ce42$iou@usenet.INS.CWRU.Edu> Reply-To: dg528@cleveland.Freenet.Edu (James L. Kline) NNTP-Posting-Host: slc4.ins.cwru.edu The following is a copy of the errata I picked-up at Atlanticon. Sorry it to so long to get it here, but is is (quite) long. I will take all blame for errors in typing, but none for the changes themselves. I hope you find this helpful. PAX BRITANNICA IMPROVED by Greg Costikyan & Robert Sacks (c) Copyright 1993 by Greg Costikyan and Robert Sacks. Individuals are free to make copies for their own use and for distribution to other PAX BRITANNICA players, provided distribution is free or at cost, so long as credit is given to the authors and this notice is included. Amateur publications are free to reproduce this document in whole or in part, again provided that credit is given and this notice is included. Professional publication rights are reserved by the authors. Published by Costikyan Publishing Empire, 306 Eighth Street, Jersey City, NJ 07302. PAX BRITANNICA is a trademark of The Avalon Hill Game Company, Inc. and is used without permission. _____________________________________________________________________________ In the eight years since the original publication of PAX BRITANNICA, we've developed a number of improvements that, we think, improve the game's play. We've also developed play-by-mail rules, and would like to share them with you. ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ----------------------------------------------------------------------------- PAX BRITANNICA PLAY-BY-MAIL RULES One person acts as gamemaster (hereafter called GM); he does not control a Great Power. Instead, he collects moves from the players, adjudicates them, and mails them the results. The gamemaster should set regular deadlines for moves; we recommend three to four weeks between moves during peace. Before the game begins, each player should send the gamemaster a list of the powers, with the power he would most like to play listed first. The gamemaster will strive to give each player as highly-ranked a position as feasable. _____________________________________________________________________________ Start-of-Turn Phases At the beginning of the game, the gamemaster will perform the Random Events, Administrative, and Minor Powers phases, informing the players of the results. The players will then submit moves for the Movement/Status Change Phase. _____________________________________________________________________________ Movement/Status Change Phase In a postal game all actions in the Movement/Status Change Phase are con- sidered simultaneous. Players may make move conditional on the action of other players (e.g., Italy may write, "If Britain places a Protectorate in Tunis, purchase a Protectorate marker, place it there, and move two 3- strength armies from home."). If two or more conditional orders depend on each other, and having both or all occur would resolve the conflict, they all take place. Example: Italy writes "Place a Protectorate in Tunis if anyone else does." Britain writes, "Place a Protectorate in Tunis if Italy does." Both powers will place Pro- tectorate markers. If two or more conditional orders create a paradox, the gamemaster will ar- bitrarily resolve it; his decisions are final, and not subject to appeal. Example: Italy writes, "Put a Protectorate marker in Tunis, unless Britain does so." Britain writes, "Put a Procetorate marker in Tunis, unless Italy does so." If no markers are placed, both powers should place markers; but if either power does, neither power should. There is no logical resolution to the paradox; the gamemaster might rule that both powers placed markers, or neither. Players may submit orders that involve the use of more funds or counters than they possess. The gamemaster will assume that the first order listed on the player's order form takes priority. If not all orders can be carried out, the highest-priority orders will take precedence. Example: Italy's first order is, "Place a Protectorate marker in Tunis and two 3-strength armies if Britain places a Protectorate marker there." Britain does do so; the cost of placing the Protectorate marker means Italy does not have enough money left over to fund any of its remaining moves, which are therefore nul- lified. Nullified orders are not reported to the other players. _____________________________________________________________________________ Negotiation Phase Once the gamemaster adjudicates the Movement/Status Change Phase, he per- forms Colonial Combat and the Marker Adjustment Phase. If there are any casus belli at this point, he notes them, and reports the results of the Movement/Status Change phase to the players. The players must resolve outstanding casus belli by: a) voluntarily downgrading status markers; b) signing treaties resolving outstanding disputes; c) or calling a Congress of Europe. Treaties: The gamemaster must be convinced that each proposed signer of a treaty actually wants to sign it. There are several ways to convince him of this; one is to circulate a single copy of the treaty among the signers, and have them each afix his signature. Time may not permit this. Another is to photocopy the draft treaty and have each player sign one copy and return it to the GM. If different players return different versions of the treaty to the GM, he will intend they do not intend to sign the same treaty. Players may establish secret treaties, or secret protocols to otherwise public treaties. The gamemaster will not make these public until asked, but must be informed of these agreements if the players wish them to be enforced. Any party to a secret treaty or protocol may ask the GM to publish it; he will do so with the next report (even if other parties wish the treaty or protocol to remain secret). No casus belli exists for violation of a secret treaty or protocol until published; a player may use the terms of a secret treaty or protocol to de- clare war in the same report that publishes the treaty or protocol. The GM will publish all public treaties, and the public portions of treaties with secret protocols, in his first report after their adoption. The signatories should choose a name for the treaty; the usual practice is to name it after the city or town where negotiated (e.g., "Treaty of Ver- sailles," "Treaty of Oshkosh," etc.). _____________________________________________________________________________ Congress of Europe Phase If a Congress of Europe is convened, the gamemaster will determine where it is to be held, what power presides, and what powers must or may attend, re- porting these results to the players. He should set a deadline (usually four weeks) by which time the Congress should complete its work. During a Congress, any member of the Congress may propose a treaty resol- ving the casus belli under dispute by mailing copies to the GM and all other players who are attending the Congress. The proposer should state a deadline for voting on the treaty, usually two weeks from the date on which the pro- poser mails the treaty to the other players. The GM will compile votes; if he feels the deadline for voting was unreasonably short, he may extend it. If no treaty resolving the matters under dispute is passed by the GM's stated deadline for the Congress, he must set a new deadline. At any time, any member of a Congress may inform the gamemaster that he is declaring war. At this point, the gamemaster will announce that a war is in progress to the other players, cutting short the Congress of Europe negoti- ation period. Exception: If the war will not resolve all matters under dis- pute before a Congress, the Congress may continue negotiations while the war is being resolved to draw up and adopt a treaty resolving those other mat- ters. When a player submits a vote on a treaty to the GM, he should also tell the GM, at the same time, whether he plans to defy the Congress if the treaty is passed, or sign it. If the treaty is defeated, the gamemaster will keep this information confidential. If a Congress is defied, the gamemaster must im- mediately determine whether or not the other members of the Congress intend to declare war on the defier. We recommend he use the phone or e-mail for quick response, but that's up to the GM. If they do, a war begins; if not, status markers are downgraded and the end-of-turn phases resolved (see be- low). _____________________________________________________________________________ Chinese Resentment Phase If war is declared, the gamemaster immediately performs the Chinese Resent- ment phase, to determine whether a Chinese Rebellion occurs first. The results of the phase are reported with the declaration of war. If no war is declared, the GM performs the Chinese Resentment phase; if no Chinese Rebellion occurs, he continues with the end-of-turn phases (see be- low). Otherwise, a war turn begins, and the results of the game-turn so far are reported. Any Chinese Rebellion or Ottoman war is resolved before subsequent wars. _____________________________________________________________________________ War At the beginning of a war, the gamemaster will determine which alliance has initiative. During a war, the first alliance submits its moves to the game- master, who adjudicates the results and reports them to the players; then, the second alliance does so. In the interests of speed, players are reques- ted to submit war orders as quickly as possible, via e-mail if feasible. The GM should set reasonable deadlines--2 weeks, perhaps--but will, if all mem- bers of an alliance submit orders in advance of the deadline, adjudicate them as soon as feasible. In the first report of a war, the gamemaster will adjudicate the first al- liance's movement, combat, and attacker retreats. The second alliance will then submit orders; the second report will include defender retreats re- sulting from the first alliance's attacks, the results of the first alliance supply phase, movement and combat for the second alliance, retreats for both sides, the second alliance's supply phase, and initiative determination for the next war turn, assuming the war hasn't automatically ended. This se- quence repeats until the war ends, either automatically or by treaty. Movement orders may not be made conditional on the orders of allied players. Units only attack if specifically ordered to do so. Players can make at- tack orders conditional on the moves of allied players (e.g., "Attack Italy in Tunis, but only if Britian moved at least 5 strength points of army units to Tunis."). They may not make attack orders conditional on the attacks of allied players (e.g., "Attack Italy in Tunis only if Britain also does so" would be invalid). However, if two or more allies independently order at- tacks in the same area, they deliver a single, combined attack. Players should submit orders indicating where their units will retreat if forced to do so; if no retreat order is assigned a unit, and it is forced to retreat, the gamemaster will determine where it retreats according to the following preference schedule: 1. Units never retreat to areas or sea zones where they would be out of supply. If this is their only option, they surrender. 2. Land units retreat to land areas, in preference to sea zones; naval units, to sea zones in preference to land areas. 3. An area controlled by the retreating player is preferable to one con- trolled by an ally; an area controlled by an ally is preferable to one that is enemy-controlled. 4. An area or sea zone containing solely friendly units is preferable to one containing no units; an empty sea zone or area is preferable to one con- taining both friendly and enemy units. Army units may not retreat to sea zones or areas containing solely enemy units; naval units consider sea zones solely containing enemy units as being of the lowest preference, even lower than adjoining land areas. 5. If, by these rules, two or more adjoining areas or sea zones remain of equal preference, retreat to the one that is topologically closer to the player's nearest Home Country, State, or Dominion. 6. If still tied, roll dice. After the gamemaster resolves movement and combat, he will check supply for all units and areas belonging to the active alliance. Unsupplied units (and areas; see changes to the War rules above) surrender to the opposing alli- ance. In a Chinese Rebellion, the gamemaster resolves the Great Powers' orders, then performs movement and combat for Chinese forces and reports both simul- taneously. The same is true for Ottoman Wars when the Ottomans have no Great Power ally, and in a war with a minor power with no allies. When a minor power or the Ottomans do have allies, the gamemaster decides which player will order the minor power or Ottoman forces. That player may transfer control of the minor power to an ally by so informing the game- master. If two or more independent wars occur simultaneously, they will be resolved simultaneously. Example: America is at war with Spain; France is at war with a Germano-Japanese alliance. The first turn of the Spanish-American war is resolved at the same time as the first turn of the French/German-Japanese war. Exception: Chinese Rebellions and Ottoman Wars are resolved before all others. Even if a treaty calls for a power to enter a war (e.g., France declares war on Germany; Germany and Italy have a mutual defence pact), the gamemaster will not assume that the power does in fact enter it, until the power spec- ifically states that he is doing so. If the player does not submit moves by the deadline, and the GM does not wish to extend the deadline, he will in- stead assume that the power is abrogating the treaty (and will increase the European Tensions Index accordingly). When a war ends, the victors tell the gamemaster how the spoils are to be divided--who is to receive status markers, what markers are to be removed, etc. The gamemaster will publish the results. _____________________________________________________________________________ End-of-Turn Phases Once casus belli and wars, if any, have been resolved, the gamemaster adju- dicates and reports the Victory Point Record and Final Record phases for the current game-turn, as well as the Random Events, Administrative, and Minor Power phases for the next. _____________________________________________________________________________ Missed Moves When a player misses a moves, the gamemaster will use the rules outlined under "General Orders for Abandoned Powers" (see above) to determine the power's actions. If a player drops from the game (or misses his moves sev- eral times, to the annoyance of the other players) the gamemaster will try to find a replacement. If no replacement can be found, he will use the General Orders to determine the power's actions. One change is made to the General Orders: rule 9 stipulates that another player is appointed to command an unplayed power's forces during a war. This is true only when the power has Great Power allies, and in this case the gamemaster selects one of the player's allies to order its forces. If the unplayed power has no Great Power allies, the gamemaster determines its actions during a war. _____________________________________________________________________________ GM Reports Please note that reports from gamemasters will vary considerably in nature, depending on what happens on a particular turn. For instance, if there are no wars or Congresses, a report might include a whole four-year game-turn, plus the random events, administrative, and minor powers phases of the next turn. During a war, a report might include only one alliance's moves and attacks; during a Congress, a report might be nothing more than a list of de- feated treaties and a call for the Congress' extension. _____________________________________________________________________________ _____________________________________________________________________________ ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ----------------------------------------------------------------------------- MAJOR CHANGES Codominions The codominion rules were originally intended to represent an area's part- ition, or the establishment of true co-rulership over an area, as with the Anglo-French protectorate of the New Hebrides. Both forms of codominion were historically rare; but the rules encourage the plague-like spread of codominions as a peaceful way of resolving disputes over areas. The fol- lowing change imposes an economic cost to codominions, and helps to reduce their frequency, without dramatically changing the nature of the game. Change: When calculating income from control markers in an area where a codominion has been established, reduce the area's effective economic value by 1 for every control marker after the first. Example: Hawaii's economic value is 5; currently, it is a codominion among the United States, Great Britain, and Japan, each of whom has established a Protectorate. Its ef- fective economic value is 3 (5 minus 2 surplus control markers), and each power will receive 12 in income, less 10 maintenence, each turn. Note: Only income for control markers is reduced; if France, say, had an Interest in Hawaii, it would still receive an income of 5, not 3. Note: When using this rule, Guiana's base economic value is changed to 4 (see Maps, below). _____________________________________________________________________________ Chinese Resentment During the period of the game, only one major Chinese war occurred; in a typical game, two or more will occur. The current rules (combined with a tendency for players to be rather more aggressive than their historical counterparts) breed Chinese Rebellions with ahistorical frequency. These rules are intended to reduce their frequency and number. Change: The Chinese Resentment Index may now exceed 100. Write "+100" on the back of one of the Chinese Resentment Markers; use this marker on the 10s track of the Index. When the Index exceeds 99, flip the marker over to its "+100" side, and move it back to the beginning of the track; the Index is now 100 plus the number represented by the the markers on the track. Change: During the Chinese Resentment Phase, determine the current value of the Chinese Resentment Index; drop the final digit. Then roll three dice (not two). If the dice roll is less than or equal to the number determined by dropping the final digit of the Index, a Chinese Rebellion occurs. Example: The Chinese Resentment Index is 129; dropping the last digit yields 12. If you roll 12 or less on three dice, a Chinese Rebellion occurs. _____________________________________________________________________________ Victory Points In the designer's opinion, Russia's victory point divisor of 3 is exces- sively harsh; given Russia's limited opportunity to gain colonial posses- sions, a divisor of 3 makes it virtually impossible for Russia to win. Conversely, though Italy has few resources, its merchant fleets give it ac- cess to a good many colonial areas, making its divisor or 2 insufficient. Change: The victory point divisors for both Russia and Italy are changed to 2 1/2. _____________________________________________________________________________ ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ----------------------------------------------------------------------------- MINOR CHANGES AND CLARIFICATIONS Language Embarrassingly, the designer's memory of his high school Latin was faulty. "Cassus" is fifth declension; its proper plural is not "Casi" but "Casus." Moreover, in the plural, "Belli" does not become "Bellorum"; that would be causes of wars, and one merely wishes to talk about causes of war -- multi- ple causes of a single war. Hence, the proper plural of "Casus Belli" is not "Casi Bellorum," but "Casus Belli." _____________________________________________________________________________ The Maps Correction: The Cape of Good Hope and Cape Horn have been mislabeled. Cape Horn is just below South America; the Cape of Good Hope is just below Africa. (This has no effect on play.) Change: Fiji and New Zealand are adjacent to the South Pacific as well as Oceania. Discussion: The New Zealand Pressure for Dominion random event [3-3] was highly annoying to Britain, since New Zealand was useless -- any- thing you could do with New Zealand you could do with Australia, which was worth more and was closer to the rest of the world through the Indian Ocean. At the same time, New Zealand was relatively immune to attack since few powers would place a merchant fleet in Oceania. With this change, New Zea- land gains a role as a base for British activity in Hawaii and Latin America, and must be defended. Also, Fiji was historically an area of American inter- est, something the game does not currently simulate well, since the U.S. is unlikely to place a merchant fleet in Oceania. Change: Guiana should have an economic value of 4, not 2. (See Codomin- ions, above.) Optional: After the first War in the Balkans (Random Event 1-1), there exists an overland route between Bulgaria and Greece replacing the route be- tween Anatolia and Serbia; in addition, there exists a connection between Bulgaria and the Mediterranean Sea. (These rules reflect the border changes resulting from the First and Second Balkan Wars.) _____________________________________________________________________________ Set-Up Correction: Spain should also begin with merchant fleets in the South At- lantic and North Pacific; use spare counters. The fleet in the South Atlan- tic permits colonial activity in Ashantee (which the Minor Powers Activity Table calls for, but which the old distribution of merchant fleets did not permit). The fleet in the North Pacific is to penalize poor American play in a Spanish-American War: Spain can conquer American controlled areas such as Hawaii and Alaska. Correction: When Japan is a minor power, set it up with a second merchant fleet in the South China Sea. This permits colonial activity in the Philip- pines, as called for by the Minor Powers Activity Table. Change: The Russian 10 strength naval unit begins in the Baltic Sea box, not the Black Sea box; the 1 strength naval unit that formerly began in the Baltic Sea box is set up in the Black Sea. This more properly reflects the actual strength of the Russian Baltic and Black Sea fleets. By the treaties ending the Crimean War, the strength of Russia's Black Sea fleet was strictly limited; a Russian 10-strength fleet there would have been a casus belli for Britain, France, the Ottoman Empire, and almost any European Great Power that wanted one. Change: The British fleet in Canada is set up on the North Atlantic coast. _____________________________________________________________________________ Random Events Clarification: If both German Navy League Agitation [event 2-4] and German Colonial Office Income [2-5] occur in the same turn, Colonial Office income is quadrupled. Clarification: When any of the forced expenditure events occur (Conser- vative Victory in Britain [1-2], American Yellow Press Journalism [2-2], French Anti-German Agitation [2-3], German Navy League Agitation [2-4], Pan- Slav Agitation in Russia [2-6], Italian Irredentist Agitation [3-1], and Japanese War Party Gains Prestige [4-1]), and the affected power has insuf- ficient income to pay for these expenditures, he must first maintain all appropriate units, then maintain status markers and, if any money remains after this, must spend as much of the remaining funds as possible building units. Clarification: If the Serbia Defies Austria-Hungary event is rolled [1-4], Austria-Hungary may purchase a Control marker, place it in Serbia, then move in army units and engage in colonial combat there. (Previously, the rules made it unclear whether Austria-Hungary must pay for the control marker or not; they must, if they wish to invade Serbia.) Similarly, when War in South America [2-1] or Boer Oppression of Uitlanders [3-6] is rolled, America (in the first case) or Britain (in the second) must pay for any Control marker they place. Clarification: If both Upheaval in Russia [1-5] and Pan-Slav Agitation [2-6] occur on the same turn, the Russian player is required to purchase mil- itary units even though he has no Colonial Office income for the turn. Optional: If an area adjacent to an Ottoman Empire area or possession, with an overland link to Anatolia, goes into unrest, and no power suppresses it, the area immediately becomes and Ottoman Empire possession. Use a spare counter to represent possession and a 5-strength army unit. (Do not use the 5-strength units provided with the game, because they are needed for Chinese rebellions.) If this expansion gives a power a casus belli against the Ot- tomans, and a Congress of Europe is called, the Ottomans will yield the area in question, but no others, if required by the Congress to do so. If the expansion gives a power a casus belli, and war results, the area may be con- quered during the resulting war. During any subsequent war with the Otto- mans, any Ottoman possessions are treated as Ottoman Empire areas. If an ac- quired area later goes into unrest again, the Ottomans will move in two ad- ditional 5-strength army units and attempt to suppress it; if multiple areas are in unrest, the two 5-strength units move to the area with the highest ec- onomic value (the armies already occupying other areas will try to suppress unrest by themselves). Once the Ottomans suppress unrest in a possession, it becomes an Ottoman Empire area. _____________________________________________________________________________ Minor Powers Clarification: If a minor power loses Influence or control over an area because of unrest, Great Powers amy, on subsequent turns, place status markers there and attempt to control (assuming other rules permit them to do so). Clarification: If a minor power places a Control marker in an area, Great Powers may not place Control or Influence markers in the area on the same turn. Clarification: If two or more minor powers are active in the same area, they will establish a codominion, if possible. Clarification: If a minor power begins a war with naval units in areas out- side its home country (e.g., Spain starts with fleets in Cuba and the Philip- pines), and the minor power wins the war, the minor power's strongest re- maining naval unit is returned to its home country. Then, naval units should be returned to the areas outside the home country where naval units began, one per area. Any remaining naval units are returned to the home country. If the minor power does not have enough remaining naval units to place them in all areas where its naval units began, it places units in the highest eco- nomic-value areas first. Clarification: The only way a minor power can gain new units is when it places a control marker in an area and has no surplus units to garrison it; in this case, a unit is taken from the counter storage tray, if one is avail- able. _____________________________________________________________________________ The Congress of Europe Clarification: Status markers removed or downgraded in an area in conflict during a Congress of Europe do increase European Tensions. Clarification: During a Congress of Europe, a power may be granted a co- dominion in an area under dispute at no cost in pounds, as long as at least one power at the Congress already has a control marker in the area. All powers with control markers in an area must agree if a codominion is to be granted to another power; powers with Influence in the area are not required to consent, but if they do not consent, they retain casus belli. Clarification: If a Congress of Europe votes on a treaty, and one or more members abstain, the treaty passes if a majority of those voting vote in favor. Clarification: The Congress may pass a treaty that contains clauses af- fecting powers that are not party to the dispute. However, these clauses are not binding, and no casus belli occurs if the affected power refuses to sign the treaty. If he does sign the treaty, however, the causes come into play. Example: A Congress is called over a dispute between England, Germany, and Belgium over the Kongo; it is held in France, and all the European powers attend. Russia proposes a treaty establishing an Anglo-German codominion in the Kongo, reducing Belgium to an Interest, and also requiring Japan to per- mit a Russian codominion in Korea (where no dispute currently exists). The European powers unanimously pass the Treaty, and all sign it; Japan refuses to sign the treaty. The status of Korea is not changed, and no power has a casus belli against Japan. _____________________________________________________________________________ Chinese Resentment Clarification: If a power with a control marker in a Chinese Empire area or Vassal State grants a codominion to another power, this causes no immediate increase in the Chinese Resentment Index. If more than one power places a status marker in a Chinese Empire or Vassal State area during a Movement/ Status Change Phase, this does cause the Resentment Index to increase for each marker placed. During the Chinese Resentment Phase, the Chinese Resent- ment Index increases for each control marker in a Chinese Empire area. Ex- ample: Britain controls Hong Kong, and grants Japan a codominion there; there is no immediate increase to Chinese Resentment. During the Chinese Resent- ment Phase, the index increases by 6 points because two control markers are in Hong Kong, one British and one Japanese. Clarification: During a Chinese Rebellion, it is possible for Chinese forces to have cleared mainland China of foreign devils, but be unable to reach enemy troops in Formosa because they cannot move through the North China Seas. In this case, the enemies of the Chinese may declare an end to the Rebellion during any War End Determination Phase. All status markers in Formosa remain unchanged; all other status markers in Chinese Empire or Vas- sal State areas are removed. All Chinese armies are removed from the map, and the Chinese Resentment Index is resent to zero. Clarification: A Chinese Rebellion in which four or more European Powers participate is not considered a Great War. _____________________________________________________________________________ War with the Ottomans Clarification: If the Ottomans have no Great Power ally and wage war against four or more European powers, no Great War is deemed to occur. How- ever, if at least one Great Power has declared its support for the Ottomans, and four or more European powers are involved in the war, the Great War breaks out. _____________________________________________________________________________ War Clarification: A Great War occurs when four or more European powers are in- volved in a single war. If is possible for four or more European powers to be at war during a single game-turn, and for no Great War to break out, if two or more separate but simultaneous wars occur. Clarification: A single Declaration of War may name more than one opposing power; the European Tensions Index only increases by 5 points regardless of the number of powers named. Clarification: When a half-exchange is rolled and both powers have the same strength, the attacker is treated a the smaller force. Clarification: If a war ends because one side has no units outside its home country, the other side conquers all areas its forces are capable of reaching. Clarification: At the end of a war, the power(s) in control of a conquered area may place any status markers they wish in the area, at no cost in pounds. Any conflicting markers, including those that belong to neutrals, are reduced or removed. This does not cause any change to the European Ten- sions index. Example: Kongo contains a Belgian Protectorate marker and a French Intrest; Germany defeats Belgium in a war and conquers Kongo. The German player chooses to place a German Possession marker there; the French Interest must be removed. Clarification: If, in a particular area at the end of a war, no power has conquered the area, conflicting status markers exist, it is unclear what power controls the area, and there has been no resolution by treaty, all con- trol markers in the area are reduced to Influences. No increase in European Tensions results. Change: During the Supply Determination Phase, you must check supply for all areas as well as units. All Home Countries, States, and Dominions are automatically in supply. Other areas draw supply just as if they were units, that is, must trace Lines of Supply to a Home Country, State, or Dominion, or one of an ally. If an area cannot trace supply, an army units of the op- posing side are capable of reaching it given enough time (either overland or via sea zones occupied by friendly merchant fleets, or both), the area im- mediately surrenders to the opposing alliance, that is, is conquered by them. Clarification: It is possible for a war to develop in such a way that the remaining forces of one side cannot reach those of the other. In this case, either side may simply announce that the war has ended. The first side cap- tures all areas its forces are capable of reaching, while the second side retains any the first side could not reach. Example: Spain gained a Pro- tectorate in Tunis before the Spanish-American War broke out. The U.S. has no Merchant Fleet in the Mediterranean, and no coaling rights there; Algiers and Taureg are French, and Tripoli Ottoman, both of which are neutrals; so the U.S. cannot attack Tunis. All Spanish units, except for a 1-strength army in Tunis, have been eliminated or withdrawn to Spain. Spain announces an end to the war. The U.S. captures Porto Rico, Cuba, the Philippines, and Rio del Oro, but Spain retains possession of Tunis. _____________________________________________________________________________ Victory Points Clarification: Any money left after purchasing victory points is lost; all treasuries begin every turn empty. _____________________________________________________________________________ Belgium as an Eighth Player If you have an eighth person who's really desperate to play, let him play Belgium. It's a very limited position, but might be kind of fun, if only as a trouble-maker. (Under Leopold, Belgium was aggressive about establishing a colonial empire; the other minor powers--the Netherlands, Spain, and Port- ugal--had built their empires during the 17th and 18th centuries and did not really attempt to expand them during the Victorian era. Consequently, they make less sense as player-countries than Belgium.) Belgium is limited by the countermix of Belgian units and markers (except for Merchant Fleets, see below). Belgium is not considered a European Great Power for the purposes of trig- gering the Great War. It may only attend Congresses of Europe when it is a party to a dispute (or the site of a Congress), but does receive a full vote when it attends. Congresses may be sited in Belgium. Belgium's victory point divisor is 1. During the Administrative Phase, Belgium rolls on Italy's row of the Colon- ial Office income table, but recieves only half the sum indicated by the table, rounding fractions up. It is considered to roll a '6' until it est- ablishes its first control marker. When a Random Event of "4-2" is rolled (Unrest on Table A), in addition to rolling for Unrest on Table A, treat it also as the following event: "KING LEOPOLD DEMANDS COLONIAL EXPANSION: When rolliong for Belgian Colonial Office income this turn, do not halve the result (as you normally do). In addition, the Belgian player must purchase and place a Possession or Protectorate marker in at least one area this turn, if possible. Belgium gains additional Merchant Fleets in 1896 and 1916; spare counters must be used to represent these fleets. _____________________________________________________________________________ ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ----------------------------------------------------------------------------- GENERAL ORDERS FOR ABANDONED POWERS The following rules were developed for use in postal games of PAX BRITAN- NICA, but may prove useful face-to-face as well. In postal games, players frequently drop out, and it is not always possible to find replacements; the same thing can happen over the board. In DIPLOMACY, it's easy enough to han- dle this; the abandoned country just goes into civil disorder. But there's no equivalent in PAX BRITANNICA; you have to continue handling the power's income, maintenance, and so on. These rules are used to determine how an a- bandoned position acts while the remaining players continue the game. The players will jointly calculate the power's income and maintenance costs each turn. The power will only buy units, move them, buy and place status markers, declare war, and take other actions in accordance with the rules below. Implement the rules in the order stated; that is, if following Rule 7 would conflict in some way with following Rule 1, Rule 1 governs. 1. The power will not take any action that would cause the Great War; this includes declaring war, if this would make the power the fourth European Power in the war. 2. The power will abide by existing (unbroken) treaties. 3. The power will sign any treaties adopted by Congress, if it is a Con- gress member. 4. If the power has a casus belli against a minor power that possesses an area with an economic value of 5 or more, and the power has a communications link and/or coaling rights that allow his forces to reach that area, the power will purchase fleets and armies to obtain a 3:2 ratio over the minor power's fleets and armies, then declare war. In any other case where the power has an unresolved dispute, it will not declare war, but will instead downgrade its status marker. If other powers go to war and the unplayed power remains neutral, it will not declare war, offer a casus belli, or grant coaling rights to either side. 5. When the power gains a new merchant fleet, place it in the sea zone that offers access to the highest economic-value area that the power cannot currently reach. If two or more sea zones are tied for highest economic value, but one offers access to a larger number of such areas, place it in that one. If tied on this basis, place in the sea zone that offers access to the largest number of next highest economic value areas, and so on. If there is a complete tie--two sea zones offer access to precisely the same economic values--place the fleet in the sea zone that is topographically farther away from the home country. If still tied, roll dice. 6. If funds are available, Russia will replenish its Western Garrison, and Britain will replenish the Indian Army if permitted. Indian Army units are to garrison ungarrisoned areas, to suppress unrest, or adjacent to any area where Britain has a casus belli, or adjacent to China, in that order of priority. When a random event requires an expenditure or the loss of victory points, the expenditure will be made if the funds are available, but only to the extent required. (E.g., when Italian Irredentists Agitation occurs, Italy will build a 10-strength army unit, but no additional units.) 7. If the power controls any ungarrisoned areas, and/or areas are in un- rest where the power has control or Influence markers, seek to garrison or suppress unrest, starting with the highest economic value area. Note: This might mean failing to garrison, and thereby losing control of, a low-economic value area in order to attempt to suppress unrest in a high-economic value area. a) When a power attempts to suppress unrest in an area, it moves units from its home country to obtain a 3:2 advantage over the indigenous combat strength. If insufficient exit at home, it will purchase units to obtain this ratio if funds permit. No excess units will be purchased. When a power seeks to suppress unrest in an Influence area, it will purchase and place a Protectorate marker in the area, if funds permit; if insufficient funds are available, the power will not attempt to suppress unrest there. b) When a power garrisons ungarrisoned areas, it moves the smallest avail- able units from its home country. If funds and countermix permit, 1-strength units are purchased to avoid moving 3- or 10-strength units from home. c) If a power has insufficient units and funds to cover all ungarrisoned areas and areas in unrest, it covers them in this order: + High economic value areas before low economic value areas. + Among areas tied for economic value, garrison ungarrisoned areas first, suppress unrest in controlled areas second, suppress unrest in Influenced arease third. + If still tied, garrison starting with the area with the highest combat strength; suppress unrest starting with the areas with the lowest combat strength. + If still tied, roll dice. Note: It is pointless to garrison an area if this means you will lose other areas necessary to provide a line of communication to your garrisoned area. Lower economic value areas may be garrisoned first, if this is necessary to provide communication links to higher economic value areas. Cooperate to suppress unrest in codominions. 8. Excess garrisons are returned to the home country, or may be used to garrison ungarrisoned area or suppress unrest, pursuant to rule 7. Ex- caption: Excess garrisons in Chinese Empire areas remain where they are (a- gainst the danger of a Chinese Rebellion), as do excess garrisons in Ottoman Empire areas if any Ottoman area is uncontrolled and in unrest. 9. When the power goes to war, another player is appointed to control its forces, as per the rules for minor powers. However, in order to prevent the players from unduly destroying the unplayed power's position, the controlling player or alliance must abide by these rules: a. Units out of supply will move toward supply. b. Combat will be initiated only when there is at least a 3:2 advantage. c. Controlled areas will not be stripped of their garrisons, although sur- plus units may be moved. 10. In a Chinese rebellion, all military units at sea or moving toward China on land (and, on the first turn, all units in excess of the smallest unit in each garrison) will move toward China and land in the nearest Chinese area (other than Formosa). If two or more areas are equally near, they will land in the area where the power has the higher status; if tied on that score, in the one with the higher economic value; if tied again, in the one with the lower combat strength. 11. In a war with the Ottomans or an unallied minor power, the same rules apply as with a Chinese Rebellion, except that if there are naval units on both sides, the power will also move in naval units, and the target before other factors are considered shall be the largest force where at least a 3:2 advantage can be obtained. _____________________________________________________________________________ ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo -----------------------------------------------------------------------------