1
Follow turn order
Politics phase, then Hussars phase, then Action Stages (France + Bavaria, Prussia + Saxony, Austria + Saxony + Pragmatic Army), with Winter every 3 turns
2
Deal political cards
Deal 2 political cards; if Imperial Election card is dealt, deal 3 instead
3
Determine trump suit
Selected by the player who most recently won combat, OR by flipping cards from deck until a non-Reserve appears
4
Bid with tactical cards
Major powers MAY place one tactical card face down, then flip all cards simultaneously
5
Return non-trump cards
Non-trump suit tactical cards just played return to hand; conserved cards remain on display
6
Calculate bid totals
Sum points of played and conserved tactical cards; Reserve cards count as 16 for politics
7
Resolve in order
Powers act in descending order of total points; ties broken Austria > Pragmatic > France > Prussia
8
Select political card action
Either DISCARD a political card, OR EXECUTE part or all of a card bearing your power's crest
9
Conserve option
Leave tactical cards on the political board to conserve them for future rounds
10
Return unused cards
Powers that did NOT conserve or select a card return ALL cards from political display to hand
11
Place Austrian hussars
Austria places 2 hussars on any empty city on the Bohemia map, each within 4 cities of any Austrian general
12
Note hussar limitations
Hussars do NOT block movement or retreat
13
Draw tactical cards
Draw the number of cards specified for your power
14
Check supply
Each general must be in home country OR trace a path of less than 6 cities to a matching supply train
15
Move generals
Base movement 3 cities, or 4 if ALL movement on main roads, or 8 if all on main roads with no conquering, not onto enemy fortresses, and not onto cities adjacent to enemy pieces
16
Move supply trains
Base movement 2 cities, or 3 if ALL movement on main roads
17
Observe movement restrictions
Cannot move through any other friendly pieces; cannot move onto enemy generals
18
Capture enemy supply trains
General moving onto enemy supply train removes it and may continue movement
19
Create stacks
When a general moves onto another friendly general, pieces stack and no further movement occurs for either piece
20
Re-enter supply trains
Spend 4 points of tactical cards to place supply train in controlled major fortress in home country or co-operating minor power's territory
21
Meet conquest requirements
General must be face up, moving OUT of enemy controlled fortress, with no enemy/co-operating enemy general within 3 cities
22
Mark uncertain conquests
If condition 3 is not met, mark fortress with "?" and check retroactive conquest after combat
23
Return enemy markers
Remove enemy victory marker to enemy's pool
24
Place your markers
If conquering enemy home territory, minor power territory, or Silesia, place your victory marker
25
Handle elector cities
If Trier, Mainz, Koln, or Mannheim is conquered, flip marker and adjust elector markers on track
26
Initiate combat
Combat occurs if an active player's general is adjacent to an enemy general who has NOT retreated this combat
27
Choose combat order
Active player chooses resolution order; Austrian combat happens before Pragmatic Army combat
28
Determine first card play
Player with fewer troops plays first; attacker plays first if tied
29
Continue card play
Player with fewer troops + tactical card points chooses to play; if tied, choice switches to other player who MUST play a non-reserve
30
Apply combat results
Player with less total strength at combat end loses troops equal to the difference AND retreats
31
Execute retreat
Winning player moves losing general a number of cities equal to loss, as far from enemy general as possible
32
Remove destroyed generals
If troops reduced to 0 OR cannot retreat full distance, remove general
33
Transfer victory markers
For each 3 troops lost, losing player removes victory marker(s) from battle box; winning player adds victory marker(s) to their battle box (max 2)
34
Saxony political shift
If Prussia loses a battle box victory marker, Austria MAY move Saxony 1 right on political track
35
Check marked fortresses
After combat, if a fortress marked "?" no longer has enemy general within 3 cities, conquest is completed
36
Use combined strength
In combat, use combined troop strength of stacked generals
37
Restrict card use
Only tactical cards for the power on top may be used in combat
38
Assign victory consequences
Battle box victory markers won or lost belong to the power on top
39
Transfer troops freely
Troops may be moved between generals of the same power in a stack at any time
40
Austria and Pragmatic Army disagreements
If players disagree on Flanders map movement, they alternate moving pieces, with Pragmatic Army starting
41
Austrian Flanders restrictions
Austrian supply train may NOT be re-entered in Flanders
42
Arenberg special supply
Is in supply in Austrian OR Pragmatic Netherlands home country; can trace supply to Pragmatic Army supply train; may re-enter in Winter in Amsterdam or Groningen
43
Subsidy contracts
Only way to give tactical cards; only from major power to an allied power; give 1 tactical card from income without looking
44
Neutrality rules
Neutral pieces may not leave home country; neutral generals do not participate in combat; neutral territory cannot be entered by foreign pieces; supply cannot be traced through neutral territory; Saxony controlled by Austria when neutral
45
Recruit troops
Spend 4 points of tactical cards to recruit 1 troop; no making change
46
Re-enter generals
Generals not in off-map boxes may re-enter at player-controlled major fortress in home country
47
Score victory markers
Record the number of victory markers in each player's pool
48
Trigger condition
At end of Prussian action stage when Prussia controls ALL fortresses in Silesia, Prussia may offer terms to Austria
49
If Austria accepts
Silesia becomes Prussian home territory; Saxony moves to S on political board if Prussian ally; half of Prussian victory markers from Austria are set aside (rest to pool); Austrian pieces in Prussia/Poland move to nearest Austrian city; Prussia gets Silesia victory box; Prussia places 2nd supply train; Prussia is neutral until end of next action stage; if Prussian piece leaves home territory, set-aside markers return to pool
50
Trigger condition
At end of France action stage when no French generals are in Austria on Bohemia map
51
Execute reduction
France may remove all victory markers from Bohemia map and place half (rounded up) aside, rest to pool
52
Penalty for breaking
If France or Bavaria conquers any fortress on Bohemia map, set-aside markers return to pool
53
Trigger timing
Occurs at end of turn when Election political card is dealt
54
Cast votes
Each player gets 1 vote per elector they control
55
Determine winner
Vote for Austria OR France to receive victory marker; 5+ votes wins
56
Control requirement
If France OR Austria/Pragmatics control 3 or 4 electors on Flanders map, place corresponding power's victory marker in Electors victory box