1: REVOLT IN INDONESIA (*) (historical date:
no definite date)
(duration: until the suppression of the revolts)
EVENTS PHASE:
1. Place one revolt- and one revolt+ in two randomnly chosen COL/TPs
in areas JAVA, SUMATRA, BORNEO, CELEBES and SURABAYA. Both revolts can
occur in the same place. Roll on the Revolt Table for the control of these
revolts,.
2: SALE OF CORSICA BY GENOA (historical
date: 1759)
(duration: permanent)
1. In case there is no Corsica minor nor Genoese CORSICA treat this event as an R result in Corsica and mark it off.
EVENTS PHASE:
1. Genoese CORSICA (or the minor Corsica if it exists) is for sale.
Each player must immediately make a secret bid for it and the highest bid
annexes CORSICA. Only the winning bid is actually paid. FRA receives a
bonus of 50d for its bid.
DIPLOMACY PHASE:
1. If CORSICA is currently occupied by foreign troops, the owner of
those troops must either declare a war to the new controller of this province
profiting from a CB, or withdraw its forces as per peace process.
3: REVOLT OF POUGATCHEV (historical date:
1773-74)
(duration: until the end of the civil war)
EVENTS PHASE:
1. A civil war erupts in RUS (See rule 53.40). The rebels are controlled
by SPA.
2. Place a revolt- in Russian KAZAN, ASTRAKHAN, STEPPES, URAL, AZOW,
CRIMEA and all ROTW provinces adjacent to URAL that have RUS COL/TPs. Roll
for two additional revolts in RUS. If the result is outside RUS territory,
ignore and do not re-roll.
3. Place a revolt A- (10i/10c) and a minor general, or leader Pugachev
(ES1), if he is in play, in any revolted province.
4. If during any following turn two revolt+ caused by this event and
at least one revolt army counter still exists, place revolt- in any one
original revolt province even if no revolt exists any longer in it. This
extension or revolt is cancelled if the rebels suffered a major defeat
during the preceding turn.
5. From the third turn on, if a rebel army is located during this phase
in either KAZAN, ASTRAKHAN, STEPPES or URAL, the Sibir A+ (20i/30c) is
placed with it even if this breaks stacking limits (if Sibir still exists,
use an army counter of any non-existing minor). If this army suffers losses,
rebel reinforcements can be used to fill it in a normal way. However, its
current strength is also its maximum strength.
ADMINISTRATION PHASE:
1. The rebels roll reinforcement in Offensive status during each turn
of the civil war. The number and continent of rebel counters available
to them is the same as for regular RUS counters. Reinforcement bonus is
counted by treating all currently rebellious provinces as being owned by
the rebels even if they do not control their fortresses.
MILITARY PHASE:
1. All rebel units can use revolt counters as supply bases in the same
way as fortresses as long as there are no non-defeated enemy units present
at the moment supply is needed.
4: WAR OF INDEPENDENCE IN THE COLONIES (historical
date: 1775-83)
(duration: until the end of the rebellion)
EVENTS PHASE:
1. A rebellion begins in the colonial possessions of one of the protestant
players. The target is chosen according following priorities.
2. The target area is the first eligible among the following groups:
a. ”North America”
b. ”South America”
c. ”India”
d. ”Asia” (not counting ”India”)
3. The target player is the first eligible among the following, but
only if protestant:
a. ENG
b. FRA
c. SPA
d. HOL
4. The target is determined by first going through the first group
with each player one at a time, then continuing with the next group and
so no, until an eligible target is foung.
5. To be eligible target the player must have at least 10 levels of
COL (not TP) in four adjacent provinces with land access to each other.
Not all of these provinces must have a COL, but whatever COL’s there are
in them, must add up to 10 leves. COL of other players or have no effect
in this respect.
6. As soon as an eligible target has been found, the search can be
dropped as this event affects only one player. If no eligible target is
found, nothing happens, but the event is considered as having been played
and is marked off.
7. After the target has been found, a die-roll D10 is made to determine
whether a rebellion occurs or not. The die-roll is modified as follows:
a. –5 if no other player has COL inside this group.
b. –1 if the player has any land detachments in
any of the colonies in this group.
c. –2 if the player has any armies in any of the
colonies in this group (non-cumulative with the modification above).
d. –2 if the player controls the diplomatic marker
of any native minor (Ohio, Hyderabad, Mysore, Oman, Aden) with territories
inside the group.
e. +1 for each other player that has COL/TPs within
two provinces from any of the players COL in the target group.
f. +2 for each other player with a COL adjacent
to any of the players COL in the target group (non-cumulative with the
modification above).
g. +3 if another player controls the diplomatic
marker of any native minor (Ohio, Hyderabad, Mysore, Oman, Aden) with territories
inside the group.
On a result of 5 or more the rebellion occurs. However, a non-modified
10 always means a rebellion, while a non-modified 1 never means a rebellion.
If rebellion does not occur, nothing happens, but the event is considered
as having been played and is marked off.
8. All COL of the target and inside the chosen group rebel save one,
which can be chosen by the target. A revolt- is placed in all the rest.
In addition, 3 Ldets (use US counters if available, otherwise rebel counters)
with 10i conscripts are placed in these revolts by the controller of the
rebellion (use the priority list for USA to determine the controller).
All fortresses in the rebelling areas are in rebel hands ands all forts
in them are eliminated.
DIPLOMACY PHASE:
1. The target may use a bonus of +5 to certain minors that can exceptionally
be used in ROTW map against the rebels (only). The bonus can only be used
to raise these minors to CE and not higher. These minors can only be used
when inactive and only by following the restrictions of CE (even if they
are actually higher up in the diplomatic track). The minors in question
are the following:
a. ENG: Hannover and Hessen
b. FRA: Savoia and Lorraine
c. SPA: Portugal
d. HOL: Palatinate
ADMINISTRATION PHASE:
1. As long as this event lasts, the target receives no income from
COL that rebelled even if they are later suppressed. Nor can he raise any
military units in them or use their colonial militias. He can, however,
construct fortresses and forts in them.
2. As long as this event lasts, the target can receive no income from
any commercial fleets in STZ adjacent to COL that rebel (even if they are
later suppressed). All commercial fleets of other players within the same
STZ receive double income (but not double bonus).
3. The rebels can draw reinforcements in either Defensive or Offensive
status. They can use only US counters to place these reinforcements (use
up to three rebel detachments if there are no US detachments available).
4. The rebels receive two generals for the duration of this event.
Use unnamed generals if enough named ones are not in play (note that General
Washington becomes US general, even if the target is not ENG).
5. The rebels have the same technology and unit content than the target
has.
6. The target receives at no cost an additional random mercenary general
as long as this event lasts (this is counted above normal mercenary allowance).
The hierarchy status of this mercenary is always Z, but it can be used
in ROTW.
7. Leaders Washington and Lafayette (ES1) represent two nations; ENG/FRA
and USA. They remain as normal leaders of the colonial powers until this
event occurs. Thereafter they can become rebel leaders. This is mandatory
if their other nationality is that of the target player, and voluntary
if it is not. In the former case the leader becomes permanently a US leader
and is removed from play if the rebellion fails. In the latter case the
player of the nation in question decides during each turn which country
the leader represents and it cannot continue as a US leader after the event
is finished.
MILITARY PHASE:
1. All rebel units can use revolt counters as supply bases in the same
way as fortresses as long as there are no non-defeated enemy units present
at the moment supply is needed.
PEACE PHASE:
1. If the target has not suppressed all revolts caused by this event
by the end of the second turn, all rebelling COL (even those successfully
suppressed) form an independent state USA (or whatever). From now on, all
such provinced become European provinces for all game purposes; they are
regarded to be cities with first level fortresses, their movement cost
is not doubled and all natives in their areas are permanently subjugated.
Also, in the future all US land units can travel across native territories
without causing them to activate.
POSSIBLE EXTENSION OF THE EVENT (applies only if the revolt succeeded!):
1. A succesfull revolt can later extent to the colonies of other players
as well. In order to become possible targets they must fill the same conditions
as above except for the condition for protestant religion. Also non-Protestant
colonies can revolt this way.
2. In order to be eligible target the required conditions must also
be filled within the same group where the original rebellion took place,
or in a group adjacent to it by land.
3. During any following Events Phase when such conditions apply, roll
a D10 for each eligible target. On a result of 10 another rebellion occurs
exactly the same as above.
4. This revolt is however independent of the earlier one in all respect.
If it results in another independent state, this state is also independent
forming in fact a second United States (use the same markers, or whatever
supplements if both are active in the same time).
5. There can be only one such extension of this event. However, if
this extension is succesful, then even it can later extent, if conditions
allow.
5: REVOLUTION IN HOLLAND (historical date:
1785-87)
(duration: until the revolts are suppressed or the monarch is overthrown)
EVENTS PHASE:
1. Place revolt- in each province owned by HOL/Holland. The revolts
are controlled by TUR (unless the controller of Holland, in which case
RUS)
2. HOL looses three levels of stability and 50d.
3. Holland immediately offers at least a white peace to all its enemies
(even if this means separate peace).
DIPLOMACY PHASE:
1. As long as this event lasts HOL receives a bonus of +5 to its diplomacy
on Prussia, but only in order to raise it to CE (ignore higher results).
HOL does not have to use this bonus, if it so wishes.
ADMINISTRATION PHASE:
1. HOL/Holland cannot build any military units during the first turn
of this event.
MILITARY PHASE:
1. If Prussia is in CE or higher of HOL, the Dutch player may use Prussian
units, even when inactive, to suppress the revolts caused by this event.
However, Prussian participation remains limited by the rules for CE status
and it is not regarded to be in active status by helping suppressing the
revolts.
PEACE PHASE:
1. As long as there are revolts in Holland, it continues to offer at
least a white peace to all its enemies as above.
2. If, at the end of a turn there are revolts in more than half the
provinces belonging to Holland, this minor is regarded to have gone through
a revolution. Return the Dutch marker to neutral status (unless activated
in which case place it in MA of the controller) and remove all revolt markers.
6: FRENCH REVOLUTION (2) (historical date:
1789/1792)
(duration: permanent)
1. Cannot occur before event 4:VII (War of Independence by the colonies) has occurred and the rebellion, if there was one, has been played through. Otherwise re-roll and do not mark off.
FIRST EVENT:
EVENTS PHASE:
1. FRA looses three levels of stability and 50d.
2. The remaining treasury of FRA is immediately halved. FRA looses
an additional 10% from its treasury during every following events phase
until the end of the game.
3. The survival roll for the French monarch receives a permanent bonus
of +2 until the end of the period, or his deat, whatever comes first.
4. Three revolts are immediately rolled in the French Revolt table.
Ignore the result and do not re-roll, if they hit non-French territory.
During all the following turns one additional revolt is similarly rolled
until the game ends.
5. FRA receives an additional level of both DTI and FTI (unless it
already has 5 levels) and an additional manufacture level of its choise
(if available). These can go over period limit for FRA.
INCOME PHASE:
1. The income of FRA is halved for this turn.
SECOND EVENT:
EVENTS PHASE:
1. The game ends immediately and final VP situation is counted without
taking any account on what has already happened during the current turn.
7: FIRST DIVISION OF POLAND (historical
date: 1772)
(duration: immediate or until a war resulting from this event is over)
1. Cannot occur if there is no Poland. In that case consider as played.
2. Cannot occur unless Prussia and Austria/Habsburgs are currently
inactive. In that case re-roll and do not mark off.
3. There are three possible cases how this event is played depending
on the status of Poland.
CASE I: If event 4:VI is in effect and Poland is in VA of FRA.
EVENTS PHASE:
1. Prussia and Austria/Habsburgs declare war to Poland and FRA.
2. FRA looses the control of Prussia and Austria.
3. Normal call for allies can be made for these declarations of war.
4. If Prussia and Austria are neutral, they become controlled by RUS.
DIPLOMATIC PHASE
1. RUS and AUS receive a temporary free CB against Poland and FRA (together)
for this turn.
PEACE PHASE:
1. If FRA (and not only Poland) looses the war, the following is added
to normal peace conditions:
a. The special VA status of Poland is cancelled
and it becomes a normal neutral minor.
b. RUS (if it took part in the war) may annex Polish
POLOTSK, BIELOROSSYA, UKRANYA, DONETSK and SEWERIA.
c. PRU annexes Polish WEST PREUSSEN.
d. AUS (if it took part in the war) may annex Polish
KRAKOW.
e. Austria/Habsburgs annexes Polish KRAKOW.
If any of these provinces are currently occupied by another enemy of
Poland, it has to declare war to the new owner of such a province with
a free CB or retreat as per peace process during the next declarations
of war phase.
CASE II: If Poland is an ally of another player save RUS or AUS.
EVENTS PHASE:
1. A plan to divide Poland as in the peace phase below (clauses a-e)
is put forward.
2. Unless the controller of Poland announces that it does not tolerate
this, the plan is put in effect immediately and the event is over.
3. If the controlloer of Poland defies the plan, Prussia and Austria/Habsburgs
declare war against both it and Poland.
4. The controller of Poland looses the control of Prussia and Austria.
5. Normal call for allies can be made for these declarations of war.
6. If Prussia and Austria are neutral, they become controlled by RUS.
DIPLOMATIC PHASE
1. RUS and AUS receive a temporary free CB against Poland and its controller
for this turn.
ADMINISTRATION PHASE:
1. Poland receives reinforcements in Defensive status during this war.
PEACE PHASE:
2. If the controller of Poland (and not only Poland itself) looses
the war and the capital of Poland is conquered by RUS, Prussia or AUS/Habsburgs/Austria,
the following is added to normal peace conditions:
a. Poland becomes a neutral minor.
b. RUS (if it took part in the war) may annex Polish
POLOTSK, BIELOROSSYA, UKRANYA, DONETSK and SEWERIA.
c. PRU annexes Polish WEST PREUSSEN.
d. AUS (if it took part in the war) may annex Polish
KRAKOW.
e. Austria/Habsburgs annexes Polish KRAKOW.
If any of these provinces are currently occupied by another enemy of
Poland, it has to declare war to the new owner of such a province with
a free CB or retreat as per peace process during the next declarations
of war phase.
CASE III: Poland is currently neutral or controlled by RUS or AUS (unless event 11:VII is in effect, in which case play as Case II above discarding the role of the controller):
EVENTS PHASE:
1. Following conditions are immediately applied:
a. Poland becomes a neutral minor.
b. RUS (if it took part in the war) may annex Polish
POLOTSK, BIELOROSSYA, UKRANYA, DONETSK and SEWERIA.
c. PRU annexes Polish WEST PREUSSEN.
d. AUS (if it took part in the war) may annex Polish
KRAKOW.
e. Austria/Habsburgs annexes Polish KRAKOW.
If any of these provinces are currently occupied by another enemy of
Poland, it has to declare war to the new owner of such a province with
a free CB or retreat as per peace process during the next declarations
of war phase.
8: SECOND DIVISION OF POLAND (historical
date: 1793)
(duration: immediate or until a war resulting from this event is over)
1. Cannot occur if there is no Poland. In that case consider as played.
2. Cannot take place if event 7:VII has not already been played and
over.
3. Cannot occur unless Prussia and Austria/Habsburgs are currently
inactive. In that case re-roll and do not mark off.
The second division of Poland event repeats exactly the first division of Poland event (7:VII), except for the following two additions or modifications:
I. Change the special peace conditions in all three cases to read as follows:
a. The special VA status of Poland is cancelled and
it becomes a normal neutral minor.
b. RUS (if it took part in the war) may annex Polish
POLOTSK, BIELOROSSYA, UKRANYA, DONETSK and SEWERIA, or if none of them
exist Polish PRIPET and LITHUANIA.
c. PRU annexes Polish WEST PREUSSEN, or if such
a province does not exist Polish POSEN, MAZOVIA and DANZIG.
d. AUS (if it took part in the war) may annex Polish
KRAKOW, or if such a province does not exist Polish PODLASIA, VOLHYNIA
and GALICIA.
e. Austria/Habsburgs annexes Polish KRAKOW, or if
such a province does not exist Polish PODLASIA, VOLHYNIA and GALICIA.
II. Make the following addition to the event description of all cases:
ADMINISTRATION PHASE:
1. In addition to regular Polish units, if any Polish provinces were
ceded by the special conditions in event 7:VI, two ”Polish” revolt+ and
a ”Polish” revolt army can be placed in any such province.
MILITARY PHASE:
1. All ”Polish” rebel units can use revolt counters as supply bases
in the same way as fortresses as long as there are no non-defeated enemy
units present at the moment supply is needed.
9: ANNEXATION OF DANZIG BY PRUSSIA (non-historical)
(duration: immediate or until the end of a war caused by this event)
1. Cannot occur if Prussia is currently active. In that case re-roll and do not mark off.
EVENTS PHASE:
1. Prussia immediately annexes Polish DANZIG unless it is in VA of
FRA (see event 4:VI) or event 11:VII is in effect. If currently occupied
by other units, the owner of such units must declare war against Prussia
during the following diplomacy phase (benefiting from a free CB), or withdraw
such troops as per normal peace process.
2. If there is no Prussian DANZIG after phase 1 above, Prussia now
declares a war to its owner. Such an owner looses the control of Prussia,
or if a player owns both Prussia and the minor owning DANZIG, it must choose
which one to loose. If this owner is Poland in VA of FRA, Prussia declares
war to both.
3. If Prussia is neutral, its control is decided according normal rules.
ADMINISTRATION PHASE:
1. Prussia receives double reinforcements in Offensive status for the
duration of a war caused by this event.
PEACE PHASE:
1. If the war caused by this event is fought solely between minors,
it ends after one turn with Prussia gaining DANZIG from its current owner.
10: INDEPENDENCE OF THE MAMELUKS OF EGYPT
(historical date: no definite date)
(duration: immediate, or until the end of a war caused by this event)
EVENTS PHASE:
1. If the current TUR monarch has an ADM of at least 8, he can cancel
all that follows at the cost of three randomnly placed revolts (use the
Revolt Table for their strength and a single controller) in any of the
provinces listed below in clause 3.
2. If Mameluks has been annexed by TUR as in political rule 53.28.A,
it now reappears in play as a VA of TUR.
3. Mameluks are composed of Turkish EGYPT, CATARACT, ALEXANDRIA, NILE,
QUATTARA, DELTA, SINAI and ROTW area SUDAN (North). Its statistics are
stated in the annexes, but its basic forces are only half of those listed
and it does not have the use of unnamed leader Qalif. TUR looses VPs for
all provinces lost to the Mameluks.
DIPLOMACY PHASE:
1. TUR receives a temporary free CB against Mameluks for this turn
only.
PEACE PHASE:
1. If TUR can achieve an enforced unconditional victory over Mameluks
during a war caused by this event as stated above, the effects of this
event are cancelled and Egyptian territories are again annexed to TUR providing
it normal VPs for annexation.
11: THE CONFEDERATION OF BAR (historica
date: 1791)
(duration: until Poland is defeated in one of the events involved)
1. Cannot occur if events 7:VII, 8:VII and 9:VII have all already taken place. In that case consider as played.
EVENTS PHASE:
1. From now on Poland shall fight even if neutral when its division
is proposed. Events 7:VII, 8:VII and 9:VII are modified as noted in their
event description.
PEACE PHASE:
1. The effects of this event last only until Poland is defeated in
a war caused by this event.
12: THE WAR OF BAVARIAN SUCCESSION (historical
date: 1778-79)
(duration: until the end of the war)
1. Cannot occur if Bavaria is currently engaged in a war against AUS/Austria/Habsburgs. In that case mark off as played.
EVENTS PHASE:
1. Bavaria offers to become an permanent ally of AUS/Habsburgs/Austria,
notwitstanding its current status.
2. If this offer is accepted (controllers can decide for Austria/Habsburg,
neutral Austria always accepts), the Bavarian marker is placed in AM of
AUS/the controller of Habsburgs/Austria (unless already higher). From now
on it cannot fall below AM of AUS, or to be separated from the control
of Austria/Habsburgs, who have the same advantage. If Austria changes hands,
Bavaria follows it automatically in MA.
3. If the offer is not accepted, the rest of the event is cancelled.
4. Inactive Prussia declares war against AUS/Habsburgs/Austria. Normal
call for allies can be immediately made for this declaration of war.
5. Note that Bavaria does not necessarily have to become engaged in
this war.
ADMINISTRATIVE PHASE:
1. Prussia must take its reinforcements in Offensive status during
this event.
PEACE PHASE:
1. If Prussia wins the war, or it ends in a draw (a white peace or
an informal peace), the special rules for Bavaria created by this event
are cancelled and it becomes a neutral minor. The controller of Prussia
receives 20 VPs.
2. If AUS/Habsburgs/Austria wins the war, the special rules for Bavaria
remain permanent until the rest of the game and AUS/the controller of Habsburgs/Austria
receives 25 VPs. The previous controller of Bavaria, if any, receives a
temporary CB against AUS/Habsburgs/Austria for the next turn.
13: POTEMKINE (historical date: 1783-91)
(duration: as long as Potemkine remains the excellent minister)
1. RUS can refuse this event if it so wishes. In that case mark off as played.
MONARCH SURVIVAL PHASE:
1. RUS can freely remove Potemkine from office at the end of any following
monarch survival phase and the event terminates.
EVENTS PHASE:
1. RUS receives automatically an excellent minister with values 9/8/8.
These minister values do not affect the current values of the monarch,
but supercedes them for a period determined with a roll of D10: The minister
lasts a number of turns equal to the roll or 6 turns, whichever is less.
2. If RUS monarch dies while the this event is still in effect, use
the minister values as a basis for rolling for the values of the new monarch.
Otherwise the monarch returns with its original values when the minister
dies and play continues normally.
ADMINISTRATION PHASE:
1. RUS basic force is increased by F- during every turn RUS is engaged
in a war as long as this event lasts.
MILITARY PHASE:
1. As long as this event is in effect RUS receives an additional bonus
of +1 to all attempts to suppress revolts.