VIII

MILITARY ACTION

The MANEUVER wedge appears twice on the rondel, to give nations flexibility at all times to act and react militarily.

MANEUVER

The maneuver action is carried out in two suc- cessive phases:

1.In Phase one the galleys and legions of a nation on the board can move and fight. (Mo- vement action).

2.In Phase two, the nation can conquer foreign cities (Conquest action).

In the early stages of the game, each military unit may carry out only one maneuver action per turn. This may be either a movement or a conquest action. By obtaining the know-hows WHEEL, ROADS, SAILING and NAVIGATION, a nation can increase its actions per military unit per turn to two or three.

Phase 1: Movement Action

All of a nation‘s military units (legions and galleys) can be moved on the board in any desired se- quence. In every movement action, a military unit crosses a border of a neighboring province. Red land-borders can be crossed only by legions, and blue sea borders crossed only by galleys. Com- bined red-blue land-sea borders can be crossed by both legions and galleys.

Example:

A legion with the know-how ROADS can carry out three maneuver actions, and so may cross three red land borders per turn.

The movement of military units into a province where foreign units are already standing may result in a battle if either of the nations invol- ved wants it. Legions can fight only legions and galleys only galleys. In such a battle both sides lose the same number of similar military units, and remove them from the game-board on a 1:1 basis.

Example:

A nation‘s three galleys enter the Province of Athens, in which the Greeks have one galley and one legion stationed. The Greeks demand a

fight. The invaders and the Greeks each remove one galley from the gameboard. The Greek le- gion is not involved in the fight, since it cannot fight galleys.

Battles are always possible, and require no spe- cial preparation. Military units, including those that have not moved, can battle enemy units in the same province. All battles are resolved one after another. When one fight is over, the next military unit can carry out its movement and/or fight too.

As each military unit completes its movements, it is laid on its side. This way the nation retains an overview of which of its units still have maneuver actions left. Units that have not moved, or only partially moved, remain upright.

Example:

A galley with navigation that has moved only twice will not be tipped on its side, since it can still carry out a third maneuver action.

A city with enemy military units in its province is not disadvantaged in any way. It can continue producing resources and setting up military units in its province, unimpeded. If a nation has no wish to carry out further movements or fight, it may still engage in conquest of cities (phase 2).

Phase 2: Conquest Action

In Phase two, cities are conquered.

To take part in a conquest, military units must be situated in the province of the city to be conquered, and must be standing erect, that is, still capable of carrying out an action during the turn. To conquer a city, the number of the nation‘s active military units (those still standing erect) must be at least equal to the defense strength of the city.

The defense strength of any city totals:

1 for a city without a temple,

3 for a city with a temple. To this is added:

the number of the legions and galleys of the defender that stand in the province of the city,

a bonus of 1 if the defending nation has the know-how MONARCHY, OR 2 if it has the know-how DEMOCRACY.

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Rio Grande Games 19 manual Military Action, Maneuver

19 specifications

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