Rules: Actions


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Building

It costs 3 gold to build a palace, 2 gold to build a church, and 1 gold to build a trading firm.

A province may at most have one building of each type. Only one building can be built on each city in a province (provinces have between 1 and 3 cities).

The "Commercial Bonus" event applies to this action.


Grain/Gold

The player receives grain or gold from the province in which this action is played. However, this increases the discontent of the population. The following sequence should be applied for both actions:

  1. The player receives the quantity of grain or gold as indicated on the province.

  2. If there is at least one revolt marker in the province, then a revolt breaks out (see rules page 10).

  3. A revolt marker is added in the province.

Revolt markers are removed only at the end of the year or if the province is devastated.

The "Good harvest in..." and "Harvest failure in..." events apply to this action.


Supply

By paying the indicated amount of gold, the player places five, three or one armies into the province selected. There is no limit to the number of armies that can be in a province. If a player does not have enough armies in his/her supply, the action is cancelled.

The "Supply 1 / Move 1 Army" action offers an option: the player may place an army and/or move armies from this province to a neighbouring province he/she owns (no conflict is allowed). When it is time to execute the action, the player can decide which, or both, of the two options to conduct, and if applicable, decides how many armies to move and into which neighbouring province. On a move, at least one army must remain in the originating province.

Provinces are neighbouring if they have a common boundary. Example: the neighbours of Bm. Konstanz are Breisgau, Württemberg and Augsburg.

The "Lack of troops in..." events apply to this action.


Movements/Battles

A movement action allows a player to move armies from the selected province into any neighbouring province (one he/she owns, another player owns, or is neutral). When it is time to execute the action, the player decides how many armies to move and into which neighbouring province.

If a movement action has been planned, at least one army must, if possible, leave the originating province. At the same time, at least one army must remain in the province. A movement action is cancelled if the province has only one army.

If the destination province doesn't belong to that player, whether it belongs to another player or is netural (unoccupied), then a battle occurs (see rules page 8). Otherwise, the player's armies are simply transferred to the destination province.

Movement action A and B are identical but not exchangeable. If Movement A is revealed, the movement must occur from the province selected for Movement A. The same applies for Movement B.

The "Church peace", "Furious farmers", "Combat tired farmers", and "Palace guards" events apply to this action.