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Summaries
A Mighty Fortress
The 1977 board game by SPI
Contents:
Basic Rules
Sequence of Play
- Campaign Phase - Move. Combat. Debate.
- Ottoman Empire
- Papal States
- Hapsburg Empire
- France
- England
- Lutherans
- Taxation Phase
- Diplomacy Phase
- Expenditures Phase
- Reinforcement and Replacement Phase
Movement
- Land units move at half speed outside areas they control (missionaries not limited by this).
- No army or navy may enter Poland or its coast.
- No cost to embark or debark, but army must pay movement points of navy and navy must pay
movement points of army.
- Navy may move 12 if 1-4 is rolled, 18 if 1-2 is rolled. Any other result means
navy does not move. State before rolling whether 12 or 18 is desired.
- Navy may carry 2 armies and 2 missionaries.
- Missionaries not affected by ZOC or sea; if using sea movement, allowance is reduced to 6.
Stacking
- In cities, limites printed on map: Armies/Navies.
- In other hexes, 2/2. Plus 3 missionaries.
- Restrictions apply at all times, even during movement.
Zones of Control
- May move into enemy ZOC only if (1) allied or (2) in state of war.
- First case requires hex-by-hex assent, second means unit must stop.
- May not move from ZOC to ZOC.
- Missionaries can move onto other missionaries at any time.
Combat
- Mandatory; all adjacent enemy units must be attacked.
- If in a city, need not attack out; however, if attacking out, must attack all adjacent.
- All friendly units adjacent to an enemy must attack (exc. city).
- Armies and navies can attack each other in port.
- 1-5 is lowest possible odds; if lower odds, attack is disallowed
- Declaration of war during Diplomacy necessary to enter another player's country and
attack units; does not apply to missionaries of neutrals.
- No Lutheran army or navy may enter a German area until converted.
- No one (besides the Lutherans) may enter Germany unless at war or alliance with the
Lutherans.
- Advance 1 hex after combat.
- Missionaries are eliminated by enemy combat units unless in a city.
Siege
- Combat in which defender is in city.
Missionaries
- Chosen from countermix randomly with true value unknown.
- Convert a region if no opposing missionaries present (check status during Diplomacy Phase).
- Ottoman territory cannot be converted; Poland may be converted.
- To convert the following areas to Catholicism, it is necessary to eliminate all combat
units belonging to the Lutheran there: Brunswick, Saxony, Anhalt, Mansfield,
Hesse, Mecklenburg, Wurttemburg, Augsburg, Brandenburg.
- See 10.28 for how to convert an area by treaty.
- Flip missionaries up only to resolve theological debate.
Replacements
- Must obey stacking limits.
- Combat units return 2 turns later and enter in the capital.
- Navies are placed in any port not under siege.
- See 11.13 for list of capitals.
- No city replacements if surrounded by enemy ZOC.
- Lutherans enter on their area of origin in a hex free of enemy ZOC and only
if the area has not been converted to Catholicism or occupied.
- Replacements which cannot appear accrue until they can.
- Missionaries appear after 2 turns unless burned, in which case they are
permanently eliminated.
- Lutheran missionaries appear in any non-hostile ZOC hex of a non-Catholic German area.
- Papal missionaries appear in Rome, or, failing that, in the Papal States, if friendly
- Treaty may allow placing missionaries elsewhere (11.19)
Reinforcements
- Lutheran and Papal only; see cards.
- Reinforcements may be delayed if desired.
Political Control
- If only one player has combat units in an area (check during Diplomacy Phase)
- Once an area has been occupied, it need not be garrisoned.
- Control may be ceded via treaty (12.16)
Diplomacy
- All agreements must be written.
- 15 minutes for this phase the first time, 5 minutes thereafter.
- Only way to declare war or set up peace treaty.
- Future promises in treaties may be broken.
- Alliances must be announced:
- Run for a specified time.
- May allow moving into another country without war being declared or
movement penalty.
- May allow units of different countries to enter ZOCs.
- May allow missionaries to traverse unowned combat units.
- See examples in 13.36.
- May only be formally renounced during Diplomacy Phase.
- Truces allow end of war without peace treaty. Must state duration of truce.
- Ultimata may be delivered.
- Territory may be ceded; combat units must evacuate next turn.
Victory
- Missionary preseence at end of game required for religious control.
Advanced Rules
Finances
- Players can examine another's finances at any time.
- See 16.13 for starting treasury amounts.
- City income table is on the map.
- Only receive city income if able to trace control back to player
country (without enemy ZOC) (16.17)
- Each replacement costs 2G and returns on the turn after the money is paid
(need not pay for missionaries).
- Mercenaries cost 5G.
- If a player moves any unit, he pays 1/3 of his income (rounded up) (missionaries
excepted).
- But if a player is belligerent, he pays his entire income. Belligerence includes
(a) Declaration of War, (b) Moving into an unowned area, (c) Attacking.
- Each combat unit used in attack or defense costs 1G.
- Papal States never pay for belligerence, but Papal income may never exceed 6.
- War may never be ended unilaterally; thus the country making the Declaration of War
must pay each turn the war continues except that if it makes no belligerent
act in two years, the state of war is over (16.37).
- Declarations against multiple countries do not cost extra.
- Countries may make agreements to lend one another money.
- Catholic countries may not lend to other Catholic countries except for the Papal
States (including England) (16.43).
- Pope may never charge interest (16.44).
- Catholic countries lending to non-Catholics are liable to excommunication.
- No penalty for not repaying a loan.
Excommunication
- Pope may excommunicate a Catholic country for any of the following actions:
- belligerent action against Papal territory
- Alliance with Lutherans
- Lending to a non-Catholic
- Voluntarily allowing a Lutheran missionary to enter and remain in the country
(in this case, ultimatum must be delivered immediately)
- If ultimatum demands not met in 1 full turn, pope may excommunicate with a
written statement which states the reason for it.
- Lasts until end of game or reason goes away.
- Effects of Excommunication:
- loses 1 VP per year
- third year, no longer loses VP, but loses 1/2 income until becomes Lutheran
- Pope may withdraw excommunication at any time should he so desire.
Naval Movement
- Instead of rolling the die to extend movement, pay:
Henry VIII Requests Papal Annulment
English have 3 no request English lose
years to request ----------------> 10 VP.
dispensation.
|
|
| request
|
v
Pope loses grant Pope may deny, allow Pope loses
12 VP. <--------- grant or allow ----------------> 10 VP.
annulment in 2
years.
|
|
| deny
|
v
England may accept English lose
accept or insist ----------------> 10 VP.
on annulment
immediately.
|
|
| insist
|
v
Pope may allow allow Pope loses
annulment or ----------------> 10 VP.
excommunicate.
|
|
| excommunicate
|
v
English lose 2 VP per turn (maximum 4).
England no longer Catholic.
Last updated:
Wed Nov 28 12:15:49 PST 2001
Rick Heli