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1.4 Turn details:
1.4a Playing event cards:
Your event card can be played in any manner which best creates the maximum advantage for the player. With each card you follow the instructions and not every card will help you, while others may affect the other player.
Next each player rolls the following dice according to this schedule:
The Imperial Player plays first and receives the following activations:
Spain and Confederation of the Rhine: 6
The Coalition plays second and receives the following activations:
Great Britain: 6
1.5 player action allocations:
Players now draw colored blocks equal to each nation’s activations. Each block has two sides which indicate either a movement or combat allocation. Each time a player uses these blocks they are placed with the leader to note how many actions that leader has undertaken. A leader can never take on more allocations as his leadership rating and further each additional allocation on the same leader costs one additional point. For example: Napoleon is used to move his army twice and conduct two combat actions. Thus he has used 1+2+3+4= 10 allocations out of Frances total this turn.
For example: the Imperial player activates Napoleon for movement and combat, then the Coalition player decides that the British player will activate Wellington for similar actions.
The Imperial player always starts with the first action in any event. The player who has less actions to allocate has specific options as follows: 1) He may take a pass option and force the other player to perform a double allocation and 2) He may himself take a double allocation. The player with fewer player actions can never allow more than two consecutive pass or double actions unless he’s out of player actions completely. If both players end up with the same number of allocations the Imperial player is awarded the options.
Player actions consist of the following types of items that can be performed during the turn:
- Movement allocation: activate a Military Leader and move your army into one enemy controlled territory (unoccupied or occupied) or if using an Admiral you move your fleet up to three sea zones.
- Combat allocation: attack enemy units into their territory/sea zone you moved into. Landing units during sea invasions constitute a combat allocation.
- Redeployment allocation: Activate a leader and either move units toward this leader (e.g. Rally) or move the forces within your controlled territories in any manner of your choosing.
One General or Admiral is required to activate your forces. Your forces do not move without a leader. A General can only lead an army of his own kind, while an Admiral can lead a fleet of ships from different nations.
All players on the same side move and conduct all other turn functions together. Once both sides have no further allocations to make then they perform turn phases 3-5 in sequence with the Imperial player performing this first. Each player of the alliance then tallies up his total value of his territories and makes his purchases. Each nation counts his controlled territories and adjusts his Production Point (PP) total based on each nations production multiplier value ( see section 5.0 Determine Production totals).All units take one turn to build. Ground forces are placed in your home nations in any manner you choose. Naval vessels can only be built in friendly ports in home nations.
At the end of each complete game turn the Imperial and Coalition player representative now draws one event card for use on its following turn. They also determine their production point (PP) totals for the following turn and this is either given to the player in the form of play money or written down.