How to Play

Here I Stand

2-6 players 180-360 min 7.9 Board Game Geek Rating

This card-driven strategy game recreates Europe's 16th-century religious and political upheavals during the Reformation era. Six major powers—Ottomans, Habsburgs, English, French, Papacy, and Protestants—each pursue distinct victory conditions through warfare, diplomacy, and religious influence. Success depends on forming strategic alliances through secret negotiations while using event cards to disrupt opponents' plans.

Published 2006

Here I Stand

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Assign powers to players
Each player controls one of six powers: Ottoman, Hapsburg, England, France, Papacy, or Protestant (in impulse order)
2
Distribute power cards
Each player receives their faction's Power Card containing rules, action costs, VP tracking, and special abilities
3
Place control markers
Position political control markers on spaces according to the starting scenario setup
4
Set religious influence
Mark each space as Catholic (dark background) or Protestant (white background) per setup instructions
5
Position starting units
Place land units, naval squadrons, and leaders on the map as indicated by the scenario
6
Prepare the card deck
Shuffle the main deck; players will draw cards during the Card Draw phase
7
Give home cards
Each player receives their faction's Home Card which must be played each turn
8
Set up debaters
Place Protestant reformers and Catholic debaters according to Turn 1 setup
9
Execute Luther's 95 Theses
On Turn 1 only, the Protestant player makes reformation attempts in the German language zone
10
Resolve Diet of Worms
On Turn 1 only, conduct the special debate between Luther and Catholic debaters

On Your Turn

What you can do during your turn.

1
Card Draw Phase
Add debaters, reformers, and leaders to the map; deal cards to each player based on their Power Card allocation
2
Diplomacy Phase
Conduct negotiations, sue for peace, ransom leaders, remove excommunications, and declare wars
3
Spring Deployment
Move a single formation of land units and army leaders from your capital to any friendly-controlled space via friendly path
4
Action Phase
Players take turns in impulse order playing cards until all pass
5
Winter Phase
Return loaned squadrons, remove renegade leaders, return units to fortified spaces, add one regular to capitals
6
New World Phase
Resolve colonies, exploration, and conquest voyages
7
Victory Determination
Check if any power has achieved victory
8
Play for Command Points
Spend CPs from the card number to take multiple actions
9
Play as Event
Execute the card's text effect instead of using CPs
10
Play Mandatory Events
Must play these for the event AND receive 2 CPs
11
Play Home Card
Must play this card every turn before passing
12
Hold cards for next turn
May retain cards up to your ruler's Administrator Rating
13
Move formation in clear
Spend 1 CP to move one formation one space
14
Move formation over pass
Spend 2 CPs to move one formation across a dashed line
15
Naval move
Spend 1 CP to move naval squadrons through connected sea zones
16
Intercept enemy movement
Roll 2d6 plus Battle Rating; 9+ brings adjacent forces into battle
17
Avoid battle
Roll 2d6 plus Battle Rating; 9+ allows defender to retreat before combat
18
Withdraw into fortification
If 4 or fewer units in fortified space, defender may retreat inside
19
Raise regular troops
Spend 2 CPs to add 1 Regular to any friendly home space
20
Buy mercenaries
Spend 1 CP to add 1 Mercenary to any friendly home space (not Ottoman)
21
Raise cavalry
Spend 1 CP to add 1 Cavalry to any friendly Ottoman home space
22
Build naval squadron
Spend 2 CPs to add 1 Squadron to any friendly home port
23
Build corsair
Spend 1 CP to add 1 Corsair to Ottoman home port (after event enables this)
24
Play response cards
Both players may play response cards before combat
25
Gather dice
Roll 1d6 per unit plus 1d6 per Battle Rating of one leader; defender gets extra 1d6
26
Play combat cards
Attacker then defender play combat cards
27
Roll for hits
Each die showing 5+ scores one hit
28
Determine winner
Side with most hits wins; ties go to defender
29
Apply casualties
Remove 1 unit per enemy hit scored
30
Capture leaders
Winner captures losing side's army leaders if all units eliminated
31
Retreat loser
Losing force must retreat to adjacent friendly space
32
Initiate siege
When moving into fortified enemy space, place siege marker
33
Assault fortification
Spend 1 CP to attempt capture; roll dice as field battle
34
Score breach
Need only 1 hit and 1 surviving unit to capture the space
35
Capture defenders
Army leaders captured; naval units return to owner next turn
36
Break siege from within
Besieged force may attempt field battle to break out
37
Gather dice
Roll 1d6 per Corsair, 2d6 per Squadron, plus Battle Rating; defender gets extra 1d6
38
Attempt to avoid
Horizontally oriented ships may attempt to avoid battle
39
Orient ships
Rotate arriving ships vertically; rotate all vertical ships horizontal before battle
40
Resolve combat
Same hit procedure as field battle; loser retreats to friendly port
41
Target enemy port
Spend 2 CPs to conduct piracy against port adjacent to sea zone with corsairs
42
Defend against pirates
Target rolls 2d6 per friendly squadron in zone, 1d6 per allied squadron, 1d6 per controlled fort
43
Eliminate corsairs
Each hit (5+) removes one corsair
44
Conduct raid
Surviving corsairs roll 1d6 or 2d6; each hit allows eliminating squadron, stealing card, or gaining 1 VP
45
Publish treatise
Spend 2 CPs to make 2 Reformation attempts in one language zone (Protestant)
46
Reformation attempt
Target Catholic space with reformer, adjacent Protestant space, or connected Protestant port
47
Counter-reformation attempt
Target Protestant space with Jesuit University, adjacent Catholic space, or connected Catholic port
48
Select language zone
Attacker picks zone where debate occurs
49
Choose debaters
Attacker picks own debater matching language, then picks enemy debater (committed or uncommitted)
50
Roll for attacker
Roll d6 equal to debater value plus 3; hits on 5+
51
Roll for defender
Roll d6 equal to debater value plus 1 (committed) or plus 2 (uncommitted); hits on 5+
52
Commit debaters
Flip both debaters to committed side
53
Convert spaces
Winner converts spaces in that language zone per Religious Struggle results
54
Check for burning/disgrace
Losing debater may be eliminated based on results
55
Colonize
Spend 2 CPs (Hapsburg) or 3 CPs (England/France) to place colony in Crossing Atlantic box
56
Explore
Spend 2 CPs to place Exploration Underway marker in Crossing Atlantic box
57
Conquer
Spend 4 CPs to place Conquest marker in Crossing Atlantic box
58
Negotiate binding agreements
Form alliances, end wars, loan squadrons, return leaders, yield spaces, exchange cards/mercenaries
59
Sue for peace
Announce surrender; opponent becomes War Winner gaining VPs; loser returns spaces and removes 2 units
60
Ransom captured leaders
Take back captured leader; captor draws 1 random non-Home card from you
61
Declare war on major power
Pay CP cost from Diplomacy Chart by discarding cards
62
Declare war on minor power
Pay 1 CP to declare war on NPC faction
63
Intervene
France may intervene when Scotland attacked (2 CP); Papacy may intervene when Venice attacked (2 CP)

Winning

How to claim victory.

1
Military victory
Non-Protestant power controls enough keys (not in Unrest) to reveal Auto-Win space on Power Card; checked during Action Phase
2
Religious victory
Protestant power has 50 spaces (not in Unrest) under Protestant religious influence; checked during Action Phase
3
Standard victory
Any power reaches 25 VPs during Victory Determination Phase; ties go to power highest in previous turn
4
Domination victory
Any power has at least 5 VPs more than all other powers during Victory Determination Phase
5
Time limit victory
At end of Turn 9, highest VP total wins

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FULL rules

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