
Transcription
A game by Dirk Henn for 3 – 5 playersPages 2 – 12: Wallenstein basic game1Pages 13 – 16: Wallenstein expansion„Emperor’s Court“1Wallenstein Spielregel EN.indd 130.09.2011 17:21:26 Uhr
Game components 1 game board – a map showing the 5 regions of Brandenburg, Sachsen, Österreich, Bayern, and Kurpfalz.Each region consists of 9 counties. Some counties aremarked by a lighter border; these counties are notused when playing with 3 players. 45 county cards – there is one card for each county.Back and front of county cards 25 money cards – each player has their own set of 5cards, showing their coat of arms. These cards havea value of 0 – 4 coins shown in their lower half, theupper halves are blank.Back and front of money cards 10 action cards – the players use these cards to determine the order in which the actions take place.Back and front of action cards 12 event cards – an event affecting a particular actionis shown in the upper half, the lower half displays theplayers’ loss of grain during the winter round.EventEach player’s loss ofgrain during winterBack and front of event cards2Wallenstein Spielregel EN.indd 230.09.2011 17:21:34 Uhr
5 player mats – double-sided mats, one for each player.The back (landscape) is used at the start of the gamewhen assigning initial counties. Players use the frontside throughout the game for planning their actions. 310 colored cubes – 62 each in 5 player colors. Eachcube represents an army. 20 green cubes – these cubes represent the neutralpeasants’ armies. 15 coat of arms tokens - 3 pieces for each player intheir chosen color.One piece each is used as victory points marker, grainmarker, and military leader token. 5 bonus tiles – the owner of a bonus tile benefits froma special bonus. 80 building tiles – 28 palaces, 26 churches, and 26trading posts. Players build these buildings in theircounties, thus gaining victory points. 42 revolt markers – these are used to record the extentof peasant uprisings in a given county.PalaceChurchTrading postRevolt marker 60 coins – 20 coins of 1 Thaler each, 20 coins of 2Thalers each, 20 coins of 5 Thalers each. 1 dice tower made up of three parts – used for combat.Before each game, assemble the 3parts of the dice tower: funnel, cardboard tower and tray 1 sorting tray – for building tiles, revolt markers, andcoins. 1 linen bag 1 supplement – including a defaultBoth tray and funnel of the dice tower are – other than showninitial line up, a game survey, and adetailed description of all event cards. here – made of clear plastic, so that all players will have abetter view of combat results. For technical reasons, these parts These Rulesare printed in black in this illustration.Object of the gameshould be well developed by building palaces, churchesand trading posts.The players managing to build the most buildings of eachtype in each of all 5 regions will gain valuable bonusvictory points.During the times of the Thirty Years’ War, each playertries to gain dominance as a military leader and to securethe best of everything for themselves.In order to be successful, it is not just sufficient to control as many counties as possible, but a player’s empire3Wallenstein Spielregel EN.indd 330.09.2011 17:21:37 Uhr
SetupCounties used in the gamePlease remove the following county cards in a 3-player-game:Bremen, Holstein, Lüttich, Burgund, Konstanz, Fm. Bayern,Steiermark, Tirol.If there are only 3 players, they do not need certaincounty cards. These cards are removed from the game;the corresponding counties on the map are marked bya light border.These counties are off-limits during the game, i. e. noarmies may enter there.BorderlineSymbolExample: Lüttich is not used in a 3-player-game.A player’s initial componentsEach player takes the player mat of their chosen color,their armies (62 cubes in that color), their military leadertoken, and their set of money cards (0 – 4). Give thefollowing start capital to each player:3 players 18 Thalers,4 players 15 Thalers,5 players 12 Thalers.1 military leader and5 money cardsPlayers keep their armies and coins always on opendisplay. Put all components not used (when playing withless than 5 players) back into the box.18 Thalers (3 players)62 armiesAssigning initial countiesPlease note: If all players are inexperienced and doubtful which counties to select best, they may skip the step“Assigning initial counties” and use the default line up asshown in the supplement.Shuffle the county cards well and place the pile facedown in easy reach. Reveal the two top cards.Next to the picture of the military leader, the back ofeach player mat shows 9 numbered locations, embeddedin a landscape. Depending on the number of players,each player places a number of armies as imprinted on7 to 9 of these locations. The armies of each location arecalled a group.Now these armies are deployed to the initial counties thefollowing way: Starting with the oldest player, and continuing in clockwise direction, each player either takes oneof the two revealed county cards or the top card from thepile. Then, the player selects any group of armies from theirplayer mat and places it in that county on the game board.Players keep the selected county cards on their hand. Ifone of the two face up cards is picked up, it is immediately replaced by a new card from the pile.Players continue placing their armies in this manneruntil all players have placed all their army groups onthe game board. The remaining armies are each player’spersonal supply.9 locations forThis location is usedinitial deployment in a 3-player-gameof armiesonly.This location is used in a3- or 4-player-.game only.4Wallenstein Spielregel EN.indd 430.09.2011 17:21:42 Uhr
All remaining county cards (not owned by any playeryet) are placed next to the game board in a face downpile. Players may conquer these counties during thecourse of the game.Please note: In case the two open cards at a player’s disposal are still the same than during their previous turn, theymay put both cards at the bottom of the pile and reveal thenext two cards from the top of the pile.After assigning initial counties is completed, all players flip their player mat to the front side, depicting theaction boxes.The front of a player mat:Depicting 10 action boxes,1 auction box and asummary of counties.All players place their victory points marker on space„0“ of the victory points track and their grain markeron space „0“ at the left end of the food track.Victory points trackVictory points and grain markersFood trackVictorypointsmarkerGrain markerThe dice towerPlace the green peasants’ armies next to the gameboard as common supply.Now the basic fill of the dice tower must be done. 7army cubes of each player and 10 peasants’ army cubesare filled in the tower through the funnel, casting themall at once.Any cubes emerging in the tray are put back into theconcerned player’s personal supply respectively into thecommon peasants’ armies supply.Example: In a 3-player-game,31 cubes are cast into the dicetower at the start of the game.CoinsThe coins are used when players pay for their variousactions. All coins not given to the players at the start of thegame are placed next to the game board as common supply.Event cardsShuffle all event cards well and place them as face downpile next to the game board.Reveal the four topmost event cards and place themnext to the event cards pile.During each of the next 3 game rounds one of theseevents will affect all players.In the 4th game round (winter) the remaining event cardshows how much grain each player will lose this winter.Example: The 4 topmost event cards are placed on open display.Put the action cards and bonus tiles on the table, ready touse.10 action cards5 bonus tiles5Wallenstein Spielregel EN.indd 530.09.2011 17:21:46 Uhr
Sequence of playThe game lasts for 2 years, consisting of 8 game roundsaltogether. After 3 game rounds (spring, summer, and fall),there is an intermediate game round (winter) and scoringtakes place. Then, another 4 game rounds are played.Spring, summer, and fallEach of these three game rounds consists of the following steps, performed in this order:Display action cardsDisplay bonus tilesPlan individual actions and place a bidDetermine eventFix player orderPerform actionsDisplay action cardsActions are the main options for the players to act. All10 actions are depicted on the players’ mats. Each playermay perform each of these actions once per game roundwithin their own area of control.The order in which these actions will be performed isredetermined each round. Shuffle the 10 action cardsface down and place the top 5 cards face up on theirdesignated spaces 1 to 5 at the lower edge of the gameboard. The remaining 5 cards are placed face down onthe spaces 6 to 10.Please note: The displayed cards indicate the order in whichthese actions will be performed; action no. 1 is performedfirst, action no. 2 next etc. The first 5 actions are visible forall players, so everybody can secretly consider their planshow to allocate their actions to their counties. The 5 facedown action cards will only be revealed one after the otherduring further progress of the round.Example of a display of the 10 action cardsDisplay bonus tilesShuffle the bonus tiles well and place them face up in theirdesignated boxes on the game board, one after the other.The players will acquire them by auction later on and thetiles have two functions. The position of the box of a certain bonus tile determines the player’s position in playerorder and the bonus tile itself shows that player’s benefitfor this round: 1 ThalerThe player receives 1 extra Thaler when performingthe action „Collect taxes“. 1 GrainThe player receives 1 extra grain when performingthe action „Collect grain“.6Wallenstein Spielregel EN.indd 630.09.2011 17:21:48 Uhr
6 ArmiesPlease note: If an action is affected by an event and abonus tile, the event is applied first and only thereafter theeffect of the bonus tile is used.The player is entitled to place 6 armies when performing the action „Deploy 5 armies“. 1 Army when attacking7 ThalersAs attacker, the player casts 1 extra army (from theirpersonal supply) into the dice tower when performingtheir actions “Combat/Movement A and B”. 1 Army when defending5 Thalers6 ThalersExample: Arne collects taxes in Burgund. Burgund pays 7 Thalers.The current event limits tax collection to a maximum of 5 Thalers.However, Arne owns the bonus tile “ 1 Thaler” and thus gains 1extra Thaler, his total being 6 Thalers.As defender, the player casts 1 extra army (from theirpersonal supply) into the dice tower when an opponentperforms their actions “Combat/Movement A and B”.Plan individual actions and place a bidPlease note: In the rare case that a player does not havesufficient cards to cover all their 10 action boxes, they simply do not cover any actions they do not want to perform.An uncovered action box is considered covered by a moneycard.Secretly and simultaneously, the players scheme whichof the 10 actions they want to perform in which of theirown counties.Each player selects that county from their own county cards in which they want to perform their plannedaction and places this card face down in the appropriateaction box of their player mat. This process is repeateduntil all action boxes are covered.If a player does not want to perform a certain action,they place one of their money cards in that action box.In this case, the coins have no meaning.The following actions are at each player’s disposal:Build a palaceThe player pays 3 Thalers into the common supply andplaces a palace in that county.Build a churchThe player pays 2 Thalers and places a church.Action:Build a palaceBuild a trading postThe player pays 1 Thaler and places a trading post.Action:Build a churchAction:Build a tradingpostExample: A church is builtin Bremen. Now only onebuilding site is left over inBremen. A palace or a tradingpost may still be built there.Any kind of building, no matter if palace, church, or trading post, may be built on a free building site only. There are 1 up to 3 building sites in each county. No kind ofbuilding may be built more than once in any county.Collect grainThe player gains as many grain units as shown on theselected county card. They advance their grain markeraccordingly on the food track.Collect taxesThe player gains as many Thalers from the commonsupply as shown on the selected county card. Collectinggrain or taxes in a county may cause a revolt there.Action:Collect grainAction:Collect taxesEach county card shows the amount of grain and taxes to be collected there.County’s nameTax revenue(See combat rules, page 11).Grain revenueNumber ofbuilding sites7Wallenstein Spielregel EN.indd 730.09.2011 17:21:50 Uhr
If no revolt was invoked or if a revolt was successfullysubdued, one revolt marker is placed in that county now.Revolt markerDeploy 5 armiesThe player pays 3 Thalers and puts 5 armies from theirpersonal supply in the selected county.Deploy 3 armiesThe player pays 2 Thalers and puts 3 armies from theirpersonal supply in the selected county.Action:Deploy 5 armiesDeploy 1 army/moveFirst, the player pays 1 Thaler and puts 1 army fromtheir personal supply in the selected county. Then, theymay move any number of armies from this county intoany one adjacent county under their own control (nocombat will take place).Action:Deploy 3 armiesAction:Deploy 1 army/moveGeneral rules for army movement:Any number of armies may move into an adjacentcounty, but 1 army at least must be left behind.The number of armies in a county is not limited.Action:Combat/Movement ACombat/Movement –A–The player may move armies from the selected county into one adjacent county. If they do not control thiscounty (meaning it is a neutral or an opponent’s county), combat will follow (see combat rules on page 11). Inthis case also at least 1 army must be left behind in thecounty of origin.Action:Combat/Movement BAuction boxCombat/Movement -BThis is the same as explained under –A– above.Each of the 10 action boxes of all players’ mats shouldbe covered now – if even possible. No box may containmore than 1 card.Place a bid for player orderExample: Dirk wants to collect taxes this round. He controlsBurgund, which allows him to collect a tax amount of7 Thalers. He decides for this action and places his countycard “Burgund” face down in his action box “collect taxes”.This means, that he will not be able to perform any otheraction in Burgund this round, because now the card is placedon his mat already.Additionally, all players must place a bid for player orderincluding a bonus action. To comply with this, they placeone of their unused money or county cards in the auction box of their player mat.Determine eventShuffle the face up event cards (2, 3, or 4, dependingon which round this is) and draw one of them. Placethis card face up in the event box of the game board.This card indicates the event of this game round. It willmodify certain actions for all players during this round.Put any remaining event cards face up next to the gameboard.Please read the detailed explanation of event cards in thesupplement.8Wallenstein Spielregel EN.indd 830.09.2011 17:21:54 Uhr
Fix player orderHint: The advantage of bidding a county card is that theplayer does not pay any money, but still precedes playerswho had bid „0“ money. The disadvantage is that now allplayers know that this round no action will be performed inthat county.All players reveal their bid (the card in their auction box)and pay the amount shown on the card to the commonsupply; players who had bid a county card pay nothing.In order of their bids, highest bidder going first, next highest bidder second etc., players now select their positionof the player order by swapping their military leader tokenfor the bonus tile of their choice (positions 1 to 5). Put anyremaining bonus tiles (less than 5 players) aside for theremainder of this round.Players who had bid a county card precede players who hadbid a zero money card.The last players to select their position are those who hadbid no card at all (this is possible only if a player does not havesufficient county cards).Example: The player selecting the bonus tile of box 1 willbe first player for this round.In case of a tie (players had either bid the same amount ofmoney or a county card or no card at all) put the militaryleader tokens of the players concerned into the linen bagand draw one after the other; this is the order in whichthey select their position.The position of a player’s military leader on the gameboard determines their position in player order for thisround. Any unclaimed positions (less than 5 players) aredisregarded.Example in a 3-player-game: This round, the player order isRed – Blue – Black.Perform actionsNow actions are performed in order of the action cardsdisplay at the bottom edge of the game board.Please note: Players reveal their county card of the currentaction only when it is their turn to perform this action.All players perform each action in player order, beforethey perform the next action.Players take all cards from their player mat back on theirhand only after all 10 actions have been completed by allplayers. The only exception to this is when a player’s countyis conquered by another player; in this case, the losing player must hand the card out to the conqueror immediately.If a player is able to perform the current action, theymust do so. If a player cannot perform the action, oronly part of it, they must skip this action for this round.After all players have completed performing (or skipping) the current action, this action card is put aside andthe next face down action card is revealed.After all 10 actions have been completed, this gameround ends. All players resume their military leadertoken and return their bonus tile.After all players have completed the current action, thiscard is put aside and the next face down action card isrevealed.Remove the event card of this elapsed round from thegame.Shuffle the action cards and start the next game round.Note: After fall, the military leaders remain on the gameboard until the end of winter, because this player orderremains unchanged during winter.If this elapsed round had been fall, the next round will bewinter (see page 10).9Wallenstein Spielregel EN.indd 930.09.2011 17:21:57 Uhr
Winter game roundIn this game round, the players’ counties must besupplied with grain or revolts may arise. In addition, ascoring will take place.Supplying counties with grainFirst, the grain supplies of all players suffer losses. Thefourth, remaining event card indicates how many grainunits have to be removed from each player’s supply.The grain markers on the food track are moved backaccordingly.Now each player must prove that they own at least 1grain unit for each of their own counties. If a player failsto meet this condition, one or more revolts will arise intheir empire (see Combat rules page 11).RevoltsThe number of revolting counties and their fierceness isfound out by consulting the supply chart printed on thegame board (also, please see chart to the right).In case of revolts, the player to the left of an affectedplayer randomly draws that many face down countycards from that player’s hand as indicated by the chart(number of revolting counties). Revolts will arise in thesecounties now (see Combat rules page 11).If a player suffers from more than one revolt, they decide themselves about the order in which these revoltswill take place.If more players than one are affected by revolts, these are handled in player order of the former fall gameround.ScoringEach player now gains victory points for their owncounties and buildings, as well as for the majority ofbuilding types in the different regions:Each controlled county 1 victory point (VP)Each building 1 VPThe most palaces in a region* 3 VP’sThe most churches in a region* 2 VP’sThe most trading posts in a region* 1 VP* In case of a tie all concerned players gain this amountof VP’s minus 1 VP. The players’ victory points markersare advanced on the victory points track immediately.Provisions tableExample: This winter, all players will lose 3grain units each.Do not forget: If more players than one are affected byrevolts, these are handled in player order of the former fallgame round.Number of unsup- Number ofplied countiesrevolting countiesAdditional peasants’armies to be cast intothe dice tower.Example: Dirk controls 9 counties, but owns 7 grain units onlythis winter. This means that 2 of his counties are not supplied (leftcolumn of the chart). Therefore, there will be a revolt in one of hiscounties (center column). His left neighbor randomly draws one ofhis cards. There is one revolt marker already in that county.The following revolt is a battle of Dirk’s armies against that manypeasants’ armies as there are revolt markers in that county plus theadditional number of armies as shown in the right column of thechart (in this case Dirk fights against 1 2 3 peasants’ armies).End of the yearAfter the first 4 game rounds have been played, playersreveal 4 new event cards and move their grain markerson the food track back to space “0”, also all revolt markers are removed from all counties.Another 4 game rounds will be played (spring, summerfall, and winter) and the game ends after the second andlast scoring in winter.After 4 rounds: 4 new event cards, remove all revolt markers,reset all grain markers.10Wallenstein Spielregel EN.indd 1030.09.2011 17:22:01 Uhr
Combat rulesGeneral dice tower rulesEach time a battle is fought players use the dice tower.One of the players takes all engaged armies (cubes of attacker and defender) in their hand and casts them into thedice tower, along with all cubes currently lying in the tray.This way, caused by the devices inside the tower, someof these cubes are retained inside the tower. On theother hand, also some of the cubes that had been retained before will tumble into the tray. The final numberand colors of cubes in the tray is completely at random.When is battle taking place?Important: The tower may never be emptied (only after thegame is over!). If accidentally some cubes tumble into thetray during the game, they simply remain there. They willbe cast into the tower along with all other cubes from thetray when the next battle is fought.The following situations result in battle: Player versus player – a player moves their army orarmies to another player’s county (i. e. a county withanother player’s army or armies). Player vs. a neutral county – a player moves theirarmy or armies to a county without any armies (acounty without any armies belongs to nobody andtherefore is considered neutral). Peasants vs. a player [revolt].A revolt in a player’s county may arise for two causes:- Collecting grain/taxes – A player collects grain ortaxes in a county where at least 1 revolt marker isalready.- Undersupply in winter – A player does not own sufficient grain for all their counties.Please note: A player needs at least 2 armies in the countyof origin if they want to attack another county: 1 army tomove to the attacked county and 1 army to be left behind.Armies participating in battle Player vs. player or a neutral countyThe attacker always fights with all their armies movedto the contested county.Add to these all armies of the defender in that county.Add 1 peasants’ army instead in case of a neutralcounty.Additionally, cast all army cubes currently lying in thetray into the tower when a battle is taking place. Peasants vs. a player [revolt].In this case, the player is the defender and they use alltheir armies positioned in the affected county.The same number of peasants’ armies is taken fromthe common supply as there were revolt markers inthat county before the revolt broke out.Note:Peasants’ armies are never placed in a county!Even when the peasants win a battle, all their surplus armiesare taken from the tray and put back to the common supply.11Wallenstein Spielregel EN.indd 1130.09.2011 17:22:03 Uhr
Revolts in winterIf a revolt arises in winter, add an additional number ofpeasants’ armies to the tower as shown on the supplychart.As usual, cast all army cubes from the tray into thetower as well.Combat result and its consequencesThe combat result is derived from the number of bothattacker’s and defender’s armies that had tumbled inthe tray. The side with the larger number of armies is thewinner of the conflict.All armies in the tray of any factions not involved arenot considered and remain in the tray. Player vs. player or vs. a neutral countyIf there is/are no revolt marker/s in the defendingcounty, any peasants’ armies in the tray are allied withthe defender (these are the first losses to be removed, anyremaining peasants’ armies are put back to the commonsupply).That side with fewer cubes in the tray has lost the battle. Its armies are removed from the tray and put backto that player’s personal supply.Though the other side is the winner, it loses the samenumber of armies as the loser; these armies are also removed from the tray and put back in that player’s supply.The winner’s remaining armies from the tray areplaced in the contested county. This player keeps respectively receives that county card.In case of a tie, all armies of both contestants areremoved from the tray and put back to their respectivesupplies. All buildings, armies and revolt markers areremoved from that county and its card is added to thecommon supply. Peasants vs. a player [revolt].If the peasants win or if there is a tie, all involvedarmies are put back from the tray to their respectivesupplies. Remove all buildings and revolt markersfrom that county and add that county card to the common supply.If the player wins the conflict, they place their remaining armies from the tray back in that county.Example: Dirk collects taxes in Lüneburg. There are 2 revolt markersso far, so combat is taking place. Dirk takes his 4 armies present inLüneburg, 2 peasants’ armies and all armies from the tray and caststhem all into the tower. If he turns out to be the winner,he will keep this county, but another revolt marker isadded to Lüneburg.Example: Arne lacks 2 grain units in winter. His county Anhalt isdrawn randomly and the peasants there revolt. A total of 3 peasants’armies are fighting (2 according to the supply chart plus 1 because ofthe existing revolt marker).Note: If the defender has won but there are only peasants’armies in the tray this is considered a tie.Example: Blue moves 4 armies from Anhalt to Kursachsen,controlled by Yellow. Combat ensues, all attacking (4 x Blue)and defending (3 x Yellow) armies are cast into the tower (thetray is empty at this point). 3 blue armies, 1 yellow and 1 green(peasants’) army emerge in the tray. There is no revolt in Kursachsen, thus the peasants join the defender. Still, Blue is the winner(3:2). The yellow, green and 2 blue armies are put back to theirrespective supplies, the remaining“victorious” army is placed inKursachsen. Yellow gives theKursachsen county cardto Blue.Please note: If a player takes control of another player’scounty, the former owner must hand over that county cardimmediately.End of the game and winnerThe game ends after the second winter round has beencompleted. The player with the most victory points is thewinner of the game, a tie is broken by the higher amountof Thalers. Copyright 2002, 2010 Queen Games, D-53842 Troisdorf, Germany12Wallenstein Spielregel EN.indd 1230.09.2011 17:22:07 Uhr
Emperor’s CourtThe basic rules remain unchanged – you will find any changes or amendments explained in these rules.Germany at times of the Thirty Years’ War: War spreadsall over the country and leaves its marks everywhere. Themilitary leaders are still fighting for territory control andglory, while peasant revolts and famines expand all overthe country. However, the leaders do not fight for theirinterests on the battlefield only.Each leader has courtiers at the Emperor’s Court undertheir influence. They try to flatter the Emperor and gethold of gifts and highly rated privileges for “their” leader.But be careful: If you vie too much for the Emperor’s favoryou might easily loose control of your armies Game components 1 Emperor’s Court – In the lower area, you see theentrance hall, where the courtiers ask for permissionto enter the audience hall in the upper area.The audience hall offers additional space for 3 favorcards.Audience hall with space for 3 favorcards.The card spaces show 4, 3 or 2 courtiers.Entrance hall 5 Extra player boards – adding 3 new options to theplayer mats of the basic game.On the extra player boardsare three spaces for placingcards, the action boxes. 35 Wooden courtiers – 7 of each player color.Court officials are used at the Emperor’s Court toobtain favor cards. 21 Favor cards – each card is a special favor, which itsowner can use only once. The number near the bottom edge of each favor card is for identification andother game purposes only.See page 6 for a detailed explanation of all favor cards.Back and front of favor cards. 15 dice tower cards – serving to convert armies intocourtiers. These rulesBack and front of dice tower cards.13Wallenstein Spielregel EN.indd 1330.09.2011 17:22:11 Uhr
Set upUse the same setup procedure as in the basic gamePlace the Emperor’s Court next to the main game board.Jeder Spieler erhält zusätzlich zum Material desGrundspiels: 1 Extra player board 7 courtiers in their player color, and 3 dice tower cardsThe players place their extra player board next to theirstandard player board. Keep the courtiers and dice towercards in easy reach of all players. When playing with lessthan 5 players put any courtiers and dice tower cards notneeded back in the box.When filling the dice tower initially the players take onecourtier from their
Wallenstein Spielregel_EN.indd 3 30.09.2011 17:21:37 Uhr. 4 5 Setup Please note: If all players are inexperienced and doubt-ful which counties to select best, they may skip the step "Assigning initial counties" and use the default line up as shown in the supplement.