**SELECT FACTION**
[[PATRIOTS->P1]]
[[BRITISH->B1]]
[[FRENCH->F1]]
[[INDIAN->I1]]
**Sequence of Play prevents Event play or Patriot symbol has sword?**
[[YES->P2]]
[[NO->P6]]**Sequence of Play prevents Event play or British symbol has sword?**
[[YES->B2]]
[[NO->B6]]**Sequence of Play prevents Event play of French symbol has Sword?**
[[YES->F2]]
[[NO->F7]]
**Sequence of Play prevents Event play or Indian symbol has sword?**
[[YES->I2]]
[[NO->I5]]**Patriot Resources > 0?**
[[YES->P3]]
[[NO, PASS->INICIO]] **Event or Command?**
Check Event Instructions (Musket), then play Event (shaded if no other Instruction) if any of:
- Support > Opposition, and Event shifts Support/Opposition in Rebel favor?
- Event places Underground Militia in at least one Active Support or Village space with none?
- Event Places a Patriot Fort or removes an Indian Village?
- Event adds 3+ Patriot Resources?
- Event is effective, Patriots have 25+ pieces on the map, and a D6 rolls 5+?
[[IF NONE, CONTINUE->P2]]
[[END TURN->INICIO]]
**Rebel cubes + Leader > Active Royalist pieces in space with both?**
[[YES->P7]]
[[NO->P4]]**Battle**
- Select all spaces where the Rebel Force Level (if possible including French) + modifiers exceeds the British Force Level + modifiers, * first* with Washington, *then, in highest Pop, *then* elsewhere.
- *Then* resolve all Battles. If Win the Day, Patriots free [[RALLY->RALLY]] in 1 space and French move Blockade to City with more Support.
[[IF NONE->P10]]
**then**
**Partisans** *Max 1*
- *If Patriot Resources = 0, Instead [[EXECUTE PERSUASION->P9]]*.
- *Otherwise*, Partisans in a space with Underground Militia and enemy, *first* to remove a village, *then* to remove most War Parties *then* British; *within each first* to add most Rebel Control *then* to remove most British Control, *then* elsewhere.
[[IF NONE, SKIRMISH->P8]]
[[END TURN->INICIO]] **Rally would place Fort, or 1D6 > Underground Militia on map?**
[[YES->P10]]
[[NO->P5]]
**Rally Max4**
*If Patriot Resources reach 0, immediately use [[PERSUASION->PERSUASION]] before continuing the Rally Command*
- Place a Fort in each space with 4+ Patriot units and room, *first* in Cities, *within that* in highest Pop.
- *Then* place Militia, *first* at each Patriot Fort with no other Rebellion pieces, *then* if any Continentals are Available at the Fort with the largest number of Militia already.
- In the Patriot For space with most Militia of those already selected for Rally, replace all Militia except 1 Underground with Continentals.
-*If Patriot Fort Available*, place Militia in the space with no Patriot Fort and most Patriot units.
-*Then* place Militia, *first* to change Control *then* where no Active Opposition, *within each first* in Cities, *within that* in highest Pop.
- *At 1 Fort*, move all adjacent Active Militia possible there without losing any Rebel Control, *then* flip all Militia at that Fort Underground.
[[IF NONE, EXECUTE RABBLE-ROUSING->P13]]
*then, if Persuasion not already used*
**Partisans** *Max 1*
- *If Patriot Resources = 0, Instead [[EXECUTE PERSUASION->P12]]*.
- *Otherwise*, Partisans in a space with Underground Militia and enemy, *first* to remove a village, *then* to remove most War Parties *then* British; *within each first* to add most Rebel Control *then* to remove most British Control, *then* elsewhere.
[[IF NONE, SKIRMISH->P11]]
[[END TURN->INICIO]]
**Rabble – Rousing can shift 1+ spaces toward Active Opposition?**
[[YES->P13]]
[[NO->P16]]**Rabble-Rousing**
*If Patriot Resources reach 0, immediately use [[PERSUASION->PERSUASION RABBLE ROUSING]] before continuing the Rabble-Rousing Command*
- In each space where Rabble-Rousing can shift towards Active Opposition, *first* in Active Support, *within the first* in highest Pop.
[[IF NONE, RALLY UNLESS ALREADY TRIED->P10]]
[[ELSE, PASS->INICIO]]
*then, if Persuasion not already used*
**Partisans** *Max 1*
- *If Patriot Resources = 0, Instead [[EXECUTE PERSUASION->P15]]*.
- *Otherwise*, Partisans in a space with Underground Militia and enemy, *first* to remove a village, *then* to remove most War Parties *then* British; *within each first* to add most Rebel Control *then* to remove most British Control, *then* elsewhere.
[[IF NONE, SKIRMISH->P14]]
[[END TURN->INICIO]] **March**
- Lose no Rebel control. Leave 1 Active Patriot unit with each Patriot Fort, and 1 Patriot unit (*if possible* Underground Militia) where no Active Opposition
- *Moving the largest groups first*, add Rebel Control to 2 spaces, *first* where Villages, *then* Cities, *then* elsewhere, *within that* where largest Pop. Include most French Regulars possible.
- *Then* get 1 Militia (Underground if possible) into each other space with none, *first* to change Control of most Population *then* elsewhere.
[[IF NONE, RALLY->P10]]
*then*
**Partisans** *Max 1*
- *If Patriot Resources = 0, Instead [[EXECUTE PERSUASION->P18]]*.
- *Otherwise*, Partisans in a space with Underground Militia and enemy, *first* to remove a village, *then* to remove most War Parties *then* British; *within each first* to add most Rebel Control *then* to remove most British Control, *then* elsewhere.
[[IF NONE, SKIRMISH->P17]]
[[END TURN->INICIO]] **Rally** **Max4**
- Place a Fort in each space with 4+ Patriot units and room, *first* in Cities, *within that* in highest Pop.
-*Then* place Militia, *first* at each Patriot Fort with no other Rebellion pieces, *then* if any Continentals are Available at the Fort with the largest number of Militia already.
- In the Patriot For space with most Militia of those already selected for Rally, replace all Militia except 1 Underground with Continentals.
-*If Patriot Fort Available*, place Militia in the space with no Patriot Fort and most Patriot units.
-*Then* place Militia, *first* to change Control *then* where no Active Opposition, *within each first* in Cities, *within that* in highest Pop.
- *At 1 Fort*, move all adjacent Active Militia possible there without losing any Rebel Control, *then* flip all Militia at that Fort Underground.**Rally Max4**
- Place a Fort in each space with 4+ Patriot units and room, *first* in Cities, *within that* in highest Pop.
- *Then* place Militia, *first* at each Patriot Fort with no other Rebellion pieces, *then* if any Continentals are Available at the Fort with the largest number of Militia already.
- In the Patriot For space with most Militia of those already selected for Rally, replace all Militia except 1 Underground with Continentals.
-*If Patriot Fort Available*, place Militia in the space with no Patriot Fort and most Patriot units.
-*Then* place Militia, *first* to change Control *then* where no Active Opposition, *within each first* in Cities, *within that* in highest Pop.
- *At 1 Fort*, move all adjacent Active Militia possible there without losing any Rebel Control, *then* flip all Militia at that Fort Underground.
[[IF NONE, EXECUTE RABBLE-ROUSING->P13]]
*then*
**Persuasion** *Max 3*
In up to 3 spaces with Rebel Control and Underground Militia, first where Patriot Forts, Activate 1 Militia per Space to add Patriot Resources.
*If none*, no Special Activity.
[[END TURN->INICIO]]**Rally Max4**
- Place a Fort in each space with 4+ Patriot units and room, *first* in Cities, *within that* in highest Pop.
- *Then* place Militia, *first* at each Patriot Fort with no other Rebellion pieces, *then* if any Continentals are Available at the Fort with the largest number of Militia already.
- In the Patriot For space with most Militia of those already selected for Rally, replace all Militia except 1 Underground with Continentals.
-*If Patriot Fort Available*, place Militia in the space with no Patriot Fort and most Patriot units.
-*Then* place Militia, *first* to change Control *then* where no Active Opposition, *within each first* in Cities, *within that* in highest Pop.
- *At 1 Fort*, move all adjacent Active Militia possible there without losing any Rebel Control, *then* flip all Militia at that Fort Underground.
[[IF NONE, EXECUTE RABBLE-ROUSING->P13]]
*then*
**Skirmish** *Max 1*
- *If Patriot Resources = 0, instead [[EXECUTE PERSUASION->P12]]*.
- *Otherwise*, Skirmish in a space with Continentals and enemy, *first* to remove British Fort; *within that first* to add most Rebel Control *then* to remove most British Control, *then elsewhere.
[[IF NONE, PERSUASION->P12]]
[[END TURN->INICIO]] **Battle**
• Select all spaces where the Rebel Force Level (if possible including French) + modifiers exceeds the British Force Level + modifiers, * first* with Washington, *then, in highest Pop, *then* elsewhere.
• *Then* resolve all Battles. If Win the Day, Patriots free [[RALLY->RALLY]] in 1 space and French move Blockade to City with more Support.
[[IF NONE->P10]]
**then**
**Persuasion** *Max 3*
In up to 3 spaces with Rebel Control and Underground Militia, first where Patriot Forts, Activate 1 Militia per Space to add Patriot Resources.
*If none*, no Special Activity.
[[END TURN->INICIO]]
**Battle**
- Select all spaces where the Rebel Force Level (if possible including French) + modifiers exceeds the British Force Level + modifiers, * first* with Washington, *then, in highest Pop, *then* elsewhere.
- *Then* resolve all Battles. If Win the Day, Patriots free [[RALLY->RALLY]] in 1 space and French move Blockade to City with more Support.
[[IF NONE->P10]]
**then**
**Skirmish** *Max 1*
- *If Patriot Resources = 0, instead [[EXECUTE PERSUASION->P9]]*.
- *Otherwise*, Skirmish in a space with Continentals and enemy, *first* to remove British Fort; *within that first* to add most Rebel Control *then* to remove most British Control, *then elsewhere.
[[IF NONE, PERSUASION->P9]]
[[END TURN->INICIO]] **Persuasion** *Max 3*
In up to 3 spaces with Rebel Control and Underground Militia, first where Patriot Forts, Activate 1 Militia per Space to add Patriot Resources.
*If none*, no Special Activity.
**Rally**
- Place a Fort in each space with 4+ Patriot units and room, *first* in Cities, *within that* in highest Pop.
- *Then* place Militia, *first* at each Patriot Fort with no other Rebellion pieces, *then* if any Continentals are Available at the Fort with the largest number of Militia already.
- In the Patriot For space with most Militia of those already selected for Rally, replace all Militia except 1 Underground with Continentals.
-*If Patriot Fort Available*, place Militia in the space with no Patriot Fort and most Patriot units.
-*Then* place Militia, *first* to change Control *then* where no Active Opposition, *within each first* in Cities, *within that* in highest Pop.
- *At 1 Fort*, move all adjacent Active Militia possible there without losing any Rebel Control, *then* flip all Militia at that Fort Underground.
[[END TURN->INICIO]] **Persuasion** *Max 3*
In up to 3 spaces with Rebel Control and Underground Militia, first where Patriot Forts, Activate 1 Militia per Space to add Patriot Resources.
*If none*, no Special Activity.
**Rabble-Rousing**
- In each space where Rabble-Rousing can shift towards Active Opposition, *first* in Active Support, *within the first* in highest Pop.
[[END TURN->INICIO]] **Rabble-Rousing**
- In each space where Rabble-Rousing can shift towards Active Opposition, *first* in Active Support, *within the first* in highest Pop.
[[IF NONE, RALLY UNLESS ALREADY TRIED->P10]]
[[ELSE, PASS->INICIO]]
*then*
**Persuasion** *Max 3*
In up to 3 spaces with Rebel Control and Underground Militia, first where Patriot Forts, Activate 1 Militia per Space to add Patriot Resources.
*If none*, no Special Activity.
[[END TURN->INICIO]]**Rabble-Rousing**
- In each space where Rabble-Rousing can shift towards Active Opposition, *first* in Active Support, *within the first* in highest Pop.
[[IF NONE, RALLY UNLESS ALREADY TRIED->P10]]
[[ELSE, PASS->INICIO]]
*then*
**Skirmish** *Max 1*
- *If Patriot Resources = 0, instead [[EXECUTE PERSUASION->P15]]*.
- *Otherwise*, Skirmish in a space with Continentals and enemy, *first* to remove British Fort; *within that first* to add most Rebel Control *then* to remove most British Control, *then elsewhere.
[[IF NONE, PERSUASION->P15]]
[[END TURN->INICIO]] **March**
- Lose no Rebel control. Leave 1 Active Patriot unit with each Patriot Fort, and 1 Patriot unit (*if possible* Underground Militia) where no Active Opposition
- *Moving the largest groups first*, add Rebel Control to 2 spaces, *first* where Villages, *then* Cities, *then* elsewhere, *within that* where largest Pop. Include most French Regulars possible.
- *Then* get 1 Militia (Underground if possible) into each other space with none, *first* to change Control of most Population *then* elsewhere.
[[IF NONE, RALLY->P10]]
*then*
**Persuasion** *Max 3*
In up to 3 spaces with Rebel Control and Underground Militia, first where Patriot Forts, Activate 1 Militia per Space to add Patriot Resources.
*If none*, no Special Activity.
[[END TURN->INICIO]]**March**
- Lose no Rebel control. Leave 1 Active Patriot unit with each Patriot Fort, and 1 Patriot unit (*if possible* Underground Militia) where no Active Opposition
- *Moving the largest groups first*, add Rebel Control to 2 spaces, *first* where Villages, *then* Cities, *then* elsewhere, *within that* where largest Pop. Include most French Regulars possible.
- *Then* get 1 Militia (Underground if possible) into each other space with none, *first* to change Control of most Population *then* elsewhere.
[[IF NONE, RALLY->P10]]
*then*
**Skirmish** *Max 1*
- *If Patriot Resources = 0, instead [[EXECUTE PERSUASION->P18]]*.
- *Otherwise*, Skirmish in a space with Continentals and enemy, *first* to remove British Fort; *within that first* to add most Rebel Control *then* to remove most British Control, *then elsewhere.
[[IF NONE, PERSUASION->P18]]
[[END TURN->INICIO]] **British resources > 0?**
[[YES->B3]]
[[NO, PASS->INICIO]] **Event or Command?**
Check Event Instructions (Musket), then play the unshaded Event if any of:
- Opposition > Support, and Event shifts Support/Opposition in Royalist favor (including by removing a Blockade but not by free Battle)?
- Event places British pieces from Unavailable?
- Event places Tories in Active Opposition with none, British fort in Colony with none, or British Regulars in City or Colony?
- Event Inflicts Rebel Casualties (including free Skirmish or Battle)?
- British Control 5+ Cities, the Event is effective, and a D6 rolls 5+?
[[IF NONE,CONTINUE->B2]]
[[END TURN->INICIO]]
**10+ Brit Regulars on map, and Rebels Control City w/o Rebel Fort?**
[[YES->B7]]
[[NO->B4]]**Naval Pressure**
*If FNI > 0 and Cage or Clinton is British Leader*, remove 1 Blockade, *first* from a Battle space, *then* from the City with most Rebels without a Patriot Fort, *then* from the City with more Support.
*Otherwise if FNI = 0, add +1D3 British Resources*.
[[IF NEITHER IS POSSIBLE, SKIRMISH->B8]]
**Garrison**
- In origin spaces with British Control, leave 2 more Royalist than Rebel pieces and remove last Regular only if Pop 0 or Active Support. *Within that, move*:
- *First* just enough to add British Control; *first* where most Rebels without Patriot Fort, *then* NYC, *then* random.
- *Then* to give each British Control City *first* 1+ Regular *if without Active Support, then* 3+ British cubes first where Underground Militia.
- *If no cubes have moved yet*, instead [[MUSTER->B10]]
- *If any cubes did move*, Activate Underground Militia *then* displace most Rebels, *first* to a Province with most Opposition, *then* least Support, *within that* to Lowest Pop.
[[END TURN->INICIO]]
**Available British Regulars > 1D6?**
[[YES->B10]]
[[NO->B5]]**Muster** **Max 4**
- Place Regulars, *first* in Neutral or Passive, *within that first* to add British Control *then* where Tories are the only British units *then* elsewhere; *within each first* in highest Pop.
- *Then* place Tories, *first* where Regulars are the only British cubes, (*within that first* where Regulars were just placed), *then* to change most Control, *then* in Colonies with < 5 British cubes and no British Fort.
- *Then*, in 1 space, *first* one already selected above:
o *If Opposition > Support + 1D3 OR no British Fort Available*, Reward Loyalty.
o *If no Reward Loyalty*, place Fort in a Colony with 5 + British Cubes and no British Fort.
[[IF NONE, MARCH->B12]] **UNLESS ALREADY TRIED**
[[ELSE, PASS->INICIO]]
- *If any Muster was done:*
**Skirmish**
*In 1 space not selected for Battle or Muster, nor as Garrison destination*:
- *First* in WI, *then* where exactly 1 British Regular, *then* per below.
- Remove as many Rebels cubes as possible, *first* whichever type is least in the space, removing 1 British Regular if necessary.
- Remove 1 Rebel piece, *first* last Rebel in space, *within that first* in a City.
- If Clinton in the space: Remove 1 additional Militia if possible.
[[IF NONE, NAVAL PRESSURE->B11]]
[[END TURN->INICIO]] **2+ Active Rebels in a space outnumbered by British Regulars + Leader?**
[[NO->B12]]
[[YES->B15]]**March** **Max 4**
- Lose no British Control. Leave last Tory and War Party in each space, and last Regular if British Control but no Active Support. *Within that*:
- *Moving the largest groups first*, add British Control to up 2 Cities *then* Colonies, *within each first* where Rebel cubes *then* highest Pop. Use Common Cause to increase group size if destination is adjacent Province.
**Common Cause**
If British Regulars > Tories, use War Parties (Active First) as Tories up to the number of regulars.
- If Marching into an adjacent Province, do not use the last War Party (if possible Underground) in the origin space.
- If Battle, do not use the last Underground War Party.
**March**
- *Then* March to Pop 1+ spaces not at Active Support, *first* to add Tories where Regulars are the only British, *then to add Regulars where Tories are the only British units, *within each first* in the above destinations.
- *Then* March in place to Activate Underground Militia, *first* in support.
- If no Common Cause used, [[SKIRMISH->B13]].
If not possible, [[MUSTER->B10]] unless already tried , else [[PASS->INICIO]]
[[END TURN->INICIO]] **Battle**
- Select all spaces/WI with rebel Forts *and/or* Rebel cubes where Royalist Force Level + modifiers exceeds Rebel Force Level + modifiers, *first* where most British. Use common Cause to increase British Force Level.
**Common Cause**
If British Regulars > Tories, use War Parties (Active First) as Tories up to the number of regulars.
- If Marching into an adjacent Province, do not use the last War Party (if possible Underground) in the origin space.
- If Battle, do not use the last Underground War Party.
**Battle**
- If no Common Cause was used, execute [[SKIRMISH->B16]]
- Then resolve all Battles
**If not possible**, [[MARCH->B12]]
**Skirmish**
*In 1 space not selected for Battle or Muster, nor as Garrison destination*:
- *First* in WI, *then* where exactly 1 British Regular, *then* per below.
- Remove as many Rebels cubes as possible, *first* whichever type is least in the space, removing 1 British Regular if necessary.
- Remove 1 Rebel piece, *first* last Rebel in space, *within that first* in a City.
- If Clinton in the space: Remove 1 additional Militia if possible.
**If none, no Special Activity**
**Garrison**
- In origin spaces with British Control, leave 2 more Royalist than Rebel pieces and remove last Regular only if Pop 0 or Active Support. *Within that, move*:
- *First* just enough to add British Control; *first* where most Rebels without Patriot Fort, *then* NYC, *then* random.
- *Then* to give each British Control City *first* 1+ Regular *if without Active Support, then* 3+ British cubes first where Underground Militia.
- *If no cubes have moved yet*, instead [[MUSTER->B10]]
- *If any cubes did move*, Activate Underground Militia *then* displace most Rebels, *first* to a Province with most Opposition, *then* least Support, *within that* to Lowest Pop.
[[END TURN->INICIO]]**Muster** **Max 4**
- Place Regulars, *first* in Neutral or Passive, *within that first* to add British Control *then* where Tories are the only British units *then* elsewhere; *within each first* in highest Pop.
- *Then* place Tories, *first* where Regulars are the only British cubes, (*within that first* where Regulars were just placed), *then* to change most Control, *then* in Colonies with < 5 British cubes and no British Fort.
- *Then*, in 1 space, *first* one already selected above:
o *If Opposition > Support + 1D3 OR no British Fort Available*, Reward Loyalty.
o *If no Reward Loyalty*, place Fort in a Colony with 5 + British Cubes and no British Fort.
[[IF NONE, MARCH->B12]] **UNLESS ALREADY TRIED**
[[ELSE, PASS->INICIO]]
- *If any Muster was done:*
**Naval Pressure**
*If FNI > 0 and Cage or Clinton is British Leader*, remove 1 Blockade, *first* from a Battle space, *then* from the City with most Rebels without a Patriot Fort, *then* from the City with more Support.
*Otherwise if FNI = 0, add +1D3 British Resources*.
**If none, no Special Activity.**
[[END TURN->INICIO]] **March** **Max 4**
- Lose no British Control. Leave last Tory and War Party in each space, and last Regular if British Control but no Active Support. *Within that*:
- *Moving the largest groups first*, add British Control to up 2 Cities *then* Colonies, *within each first* where Rebel cubes *then* highest Pop.
- *Then* March to Pop 1+ spaces not at Active Support, *first* to add Tories where Regulars are the only British, *then to add Regulars where Tories are the only British units, *within each first* in the above destinations.
- *Then* March in place to Activate Underground Militia, *first* in support.
**then**
**Skirmish**
*In 1 space not selected for Battle or Muster, nor as Garrison destination*:
- *First* in WI, *then* where exactly 1 British Regular, *then* per below.
- Remove as many Rebels cubes as possible, *first* whichever type is least in the space, removing 1 British Regular if necessary.
- Remove 1 Rebel piece, *first* last Rebel in space, *within that first* in a City.
- If Clinton in the space: Remove 1 additional Militia if possible.
[[IF NONE, NAVAL PRESSURE->B14]]
If not possible, [[MUSTER->B10]] unless already tried, else [[PASS->INICIO]]
[[END TURN->INICIO]] **March** **Max 4**
- Lose no British Control. Leave last Tory and War Party in each space, and last Regular if British Control but no Active Support. *Within that*:
- *Moving the largest groups first*, add British Control to up 2 Cities *then* Colonies, *within each first* where Rebel cubes *then* highest Pop.
- *Then* March to Pop 1+ spaces not at Active Support, *first* to add Tories where Regulars are the only British, *then to add Regulars where Tories are the only British units, *within each first* in the above destinations.
- *Then* March in place to Activate Underground Militia, *first* in support.
**then**
**Naval Pressure**
*If FNI > 0 and Cage or Clinton is British Leader*, remove 1 Blockade, *first* from a Battle space, *then* from the City with most Rebels without a Patriot Fort, *then* from the City with more Support.
*Otherwise if FNI = 0, add +1D3 British Resources*.
**If none, no Special Activity.**
[[END TURN->INICIO]]
If not possible, [[MUSTER->B10]] unless already tried, else [[PASS->INICIO]] **Battle**
- Select all spaces/WI with rebel Forts *and/or* Rebel cubes where Royalist Force Level + modifiers exceeds Rebel Force Level + modifiers, *first* where most British.
**then**
**Skirmish**
*In 1 space not selected for Battle or Muster, nor as Garrison destination*:
- *First* in WI, *then* where exactly 1 British Regular, *then* per below.
- Remove as many Rebels cubes as possible, *first* whichever type is least in the space, removing 1 British Regular if necessary.
- Remove 1 Rebel piece, *first* last Rebel in space, *within that first* in a City.
- If Clinton in the space: Remove 1 additional Militia if possible.
[[IF NONE, NAVAL PRESSURE->B17]]
- Then resolve all Battles
**If not possible**, [[MARCH->B12]]**Battle**
- Select all spaces/WI with rebel Forts *and/or* Rebel cubes where Royalist Force Level + modifiers exceeds Rebel Force Level + modifiers, *first* where most British.
**then**
**Naval Pressure**
*If FNI > 0 and Cage or Clinton is British Leader*, remove 1 Blockade, *first* from a Battle space, *then* from the City with most Rebels without a Patriot Fort, *then* from the City with more Support.
*Otherwise if FNI = 0, add +1D3 British Resources*.
**If none, no Special Activity.**
[[END TURN->INICIO]]
**If not possible**, [[MARCH->B12]]**(Support + 1D6) > Opposition**
[[YES->I3]]
[[NO->I6]]**Event or Command? Max3**
Check Event Instructions (Musket), then play Event (unshaded if no other Instructions) if any of:
- Opposition > Support, and Event shifts Support/Opposition in Royalist favor (including by removing a Blockade but not free Battles)?
- Event places at least one Indian Village (*first with War Parties*) or grants free Gather?
- Event removes a Patriot Fort?
- Event is effective, 4+ Villages on the map, and a D6 rolls 5 or higher?
[[IF NONE, CONTINUE->I2]]
[[END TURN->INICIO]] **Gather would place 2+ Villages, or 1D6< Available War Parties?**
[[YES->I9]]
[[NO->I4]]**Raid Max 3**
- Raid Opposition Colonies with/adjacent to Underground War parties (or within 2 spaces of Dragging Canoe), *first* where Plunder possible after Raid move, *then* elsewhere, *within each* highest Pop.
- Without removing last War Party from any Village, move an Underground War Party into each Raid target with none OR where War Parties don't exceed Rebels.
- *If Resources fall to zero during the Raid Command*, if possible Plunder *then* Trade before completing the Raid.
[[IF NO RAID POSSIBLE, INSTEAD GATHER->I9]]
**with**
**Plunder Max1**
*If Patriot Resources > 0*, Plunder in a Raid space with more War Parties than Rebel pieces, *within that* in highest Pop.
[[IF NO PLUNDER, INSTEAD WAR PATH->I7]]
[[END TURN->INICIO]]
**Gather Max 4**
- Place Villages where room and 3+ War Parties (2+ if Cornplanter in the space), *first* with Indian Leader.
- *Then* place War Parties at Villages, *first* where enemies, *then* where no Underground War Parties, *then* with Indian Leader, *then* elsewhere.
- *If any Villages Available*: Place War Parties in 2 spaces with room for a Village, *first* where exactly 2 War Parties already, *then* where exactly 1 War Party, *then* elsewhere.
- *Then if no more War Parties are Available*, in 1 Village space move in all adjacent Active War Parties possible without adding any Rebel Control, then flip them Underground.
[[IF NONE MARCH, UNLESS ALREADY TRIED->I11]]
[[IF MARCH ALREADY TRIED, PASS->INICIO]]
**with**
**War Path Max 1**
*If Indian Resources = 0, Trade * if possible. *Otherwise* War Path, *first* to remove a Patriot Fort, *then* most Rebel pieces, *within that first* in a Province with 1+ Villages, *then* elsewhere.
[[IF NO SUCH SPACE, TRADE->I10]]
[[END TURN->INICIO]] **A space has War Party and British Regular?**
[[YES->I13]]
[[NO->I11]]**Scout Max1**
- Move 1 War Party + most Regulars + Tories possible without changing Control in origin space, *first* to a Patriot Fort, *then* to a Village with enemy, *then* to remove most Rebel Control.
- Skirmish to remove *first* a Patriot Fort *then* most enemy pieces.
[[IF NO SCOUT POSSIBLE, MARCH->I11]]
**with**
**War Path** **Max1**
*If Indian Resources = 0, Trade * if possible. *Otherwise* War Path, *first* to remove a Patriot Fort, *then* most Rebel pieces, *within that first* in a Province with 1+ Villages, *then* elsewhere.
[[IF NO SUCH SPACE, TRADE->I14]]
[[END TURN->INICIO]] **March Max 3**
- *With*: Underground *then* Active War Parties, without moving last War Party from any Village, moving last 3 War Parties where Gather can place Village, or adding any Rebel Control.
- *If* 1+ *Villages Available*, March to get 3+ War Parties in 1 additional Neutral or Passive space with room for a Village.
- *Then* to remove most Rebel Control, *first* where no Active Support.
[[IF NO MARCH POSSIBLE, GATHER UNLESS ALREADY TRIED->I9]]
[[IF GATHER ALREADY TRIED, PASS->INICIO]]
**with**
**War Path Max 1**
*If Indian Resources = 0, Trade * if possible. *Otherwise* War Path, *first* to remove a Patriot Fort, *then* most Rebel pieces, *within that first* in a Province with 1+ Villages, *then* elsewhere.
[[IF NO SUCH SPACE, TRADE->I12]]
[[END TURN->INICIO]] **Raid Max 3**
- Raid Opposition Colonies with/adjacent to Underground War parties (or within 2 spaces of Dragging Canoe), *first* where Plunder possible after Raid move, *then* elsewhere, *within each* highest Pop.
- Without removing last War Party from any Village, move an Underground War Party into each Raid target with none OR where War Parties don't exceed Rebels.
- *If Resources fall to zero during the Raid Command*, if possible Plunder *then* Trade before completing the Raid.
[[IF NO RAID POSSIBLE, INSTEAD GATHER->I9]]
**with**
**War Path Max 1**
*If Indian Resources = 0, Trade * if possible. *Otherwise* War Path, *first* to remove a Patriot Fort, *then* most Rebel pieces, *within that first* in a Province with 1+ Villages, *then* elsewhere.
[[IF NO SUCH SPACE, TRADE->I8]]
[[END TURN->INICIO]] **Raid Max 3**
- Raid Opposition Colonies with/adjacent to Underground War parties (or within 2 spaces of Dragging Canoe), *first* where Plunder possible after Raid move, *then* elsewhere, *within each* highest Pop.
- Without removing last War Party from any Village, move an Underground War Party into each Raid target with none OR where War Parties don't exceed Rebels.
- *If Resources fall to zero during the Raid Command*, if possible Plunder *then* Trade before completing the Raid.
[[IF NO RAID POSSIBLE, INSTEAD GATHER->I9]]
**with**
**Trade Max 1**
*If Underground War Parties at any Village*, Trade in the Village space with most war Parties, *first* requesting Resources from the British.
**If not possible, no Special Activity**
[[END TURN->INICIO]] **Gather Max 4**
- Place Villages where room and 3+ War Parties (2+ if Cornplanter in the space), *first* with Indian Leader.
- *Then* place War Parties at Villages, *first* where enemies, *then* where no Underground War Parties, *then* with Indian Leader, *then* elsewhere.
- *If any Villages Available*: Place War Parties in 2 spaces with room for a Village, *first* where exactly 2 War Parties already, *then* where exactly 1 War Party, *then* elsewhere.
- *Then if no more War Parties are Available*, in 1 Village space move in all adjacent Active War Parties possible without adding any Rebel Control, then flip them Underground.
[[IF NONE MARCH, UNLESS ALREADY TRIED->I11]]
[[IF MARCH ALREADY TRIED, PASS->INICIO]]
**with**
**Trade Max 1**
*If Underground War Parties at any Village*, Trade in the Village space with most war Parties, *first* requesting Resources from the British.
**If not possible, no Special Activity**
[[END TURN->INICIO]] **March Max 3**
- *With*: Underground *then* Active War Parties, without moving last War Party from any Village, moving last 3 War Parties where Gather can place Village, or adding any Rebel Control.
- *If* 1+ *Villages Available*, March to get 3+ War Parties in 1 additional Neutral or Passive space with room for a Village.
- *Then* to remove most Rebel Control, *first* where no Active Support.
[[IF NO MARCH POSSIBLE, GATHER UNLESS ALREADY TRIED->I9]]
[[IF GATHER ALREADY TRIED, PASS->INICIO]]
**with**
**Trade Max 1**
*If Underground War Parties at any Village*, Trade in the Village space with most war Parties, *first* requesting Resources from the British.
**If not possible, no Special Activity**
[[END TURN->INICIO]] **Scout Max1**
- Move 1 War Party + most Regulars + Tories possible without changing Control in origin space, *first* to a Patriot Fort, *then* to a Village with enemy, *then* to remove most Rebel Control.
- Skirmish to remove *first* a Patriot Fort *then* most enemy pieces.
[[IF NO SCOUT POSSIBLE, MARCH->I11]]
**with**
**Trade Max 1**
*If Underground War Parties at any Village*, Trade in the Village space with most war Parties, *first* requesting Resources from the British.
**If not possible, no Special Activity**
[[END TURN->INICIO]] **French Resources > 0?**
[[YES->F3]]
[[NO, PASS->INICIO]]
**Event or Command?**
Check Event Instructions (Musket), then play de shaded Event if any of:
- Support > Opposition, and Event Shifts Support/Opposition in Rebel favor?
- Event moves French regulars or Squadrons from Unavailable?
- Event places Available French pieces on the map?
- Event inflicts British Casualties (including free French Battle)?
- Event adds French resources?
- If ToA has been played: Event is effective, and a D6 rolls 5 or higher?
[[IF NONE, CONTINUE->F2]]
[[END TURN->INICIO]]
**Treaty of Alliance played?**
[[YES->F4]]
[[NO->F6]]
**1D6 < Available French Regulars**
[[YES->F10]]
[[NO->F5]]
**Patriot Resources < 1D3?**
[[YES->F8]]
[[NO->F9]]
**Muster Max 1**
*If 1 space with Rebel Control or the West Indies*
- *If fewer than 4 French Regulars are Available and WI is not Rebel Controlled, Muster in WI.*
- *Otherwise, Muster first* in a Colony or City with Continentals, *then* elsewhere*.
[[IF NOT POSSIBLE, RODERIGUE HORTALEZ ET CIE->F19]]
**then**
**Skirmish**
*In 1 space with both French and British not selected for Battle or Muster, first WI.*
- Remove *first* a British Fort, *then* most British cubes.
[[IF NONE; PRÉPARER LA GUERRE->F11]]
[[END TURN->INICIO]]
**Rebel cubes + Leader exceed British pieces in space with both?**
[[YES->F16]]
[[NO->F13]]
**Battle**
- *Select all spaces with british where Rebel Force Level (including Continentals if possible) + modifiers exceeds Royalist Force Level + modifiers, within that first in highest Pop:*
- First execute a Special Activity.
- *Then* resolve all Battles.
[[IF NONE, MARCH->F13]]
**then**
**Naval Pressure**
Add 1 Blockade, *first* in a City selected for Battle *then* at most Support.
[[IF NONE, SKIRMISH->F17]]
[[END TURN->INICIO]]**March**
- Lose no Rebel Control.
- *Within that*, March with as many French Regulars and Continentals as possible to add Rebel Control, *first* in Cities, within each *first* to spaces with most British pieces.
- March French not in/adjacent to space with British towards nearest British pieces.
- *If none of the above possible*, March 1 French Regular to a space with Patriots and British.
[[IF NONE, MUSTER->F10]]
**then**
**Skirmish**
*In 1 space with both French and British not selected for Battle or Muster, first WI.*
- Remove *first* a British Fort, *then* most British cubes.
[[IF NONE; PRÉPARER LA GUERRE->F14]]
[[END TURN->INICIO]]
**Roderigue Hortalez et Cie (before ToA)**
Spend 1D3 French Resource to add Patriot Resources.
[[IF NONE, PASS->INICIO]]
**then**
**Préparer la Guerre (before ToA)**
Move 1 Blockade from Unavailable the West Indies; *if none* move up to 3 French Regulars from Unavailable to Available.
**If none, no Special Activity**
[[END TURN->INICIO]]
**French Agent Mobilization Max1**
Place 2 Militia, *or if not possible* 1 Continental, in QC, NY, NH or MA, *first* to add most Rebel Control, *then* where most Patriot units.
[[IF NONE, RODERIGUE HORTALEZ ET CIE->F8]]
**then**
**Préparer la Guerre (before ToA)**
Move 1 Blockade from Unavailable the West Indies; *if none* move up to 3 French Regulars from Unavailable to Available.
**If none, no Special Activity**
[[END TURN->INICIO]]
**Roderigue Hortalez et Cie (after ToA)**
Spend up to 1D3 French Resource to add Patriot Resources.
**then**
**Skirmish**
*In 1 space with both French and British not selected for Battle or Muster, first WI.*
- Remove *first* a British Fort, *then* most British cubes.
[[IF NONE; PRÉPARER LA GUERRE->F20]]
[[END TURN->INICIO]]
**Muster Max 1**
*If 1 space with Rebel Control or the West Indies*
- *If fewer than 4 French Regulars are Available and WI is not Rebel Controlled, Muster in WI.*
- *Otherwise, Muster first* in a Colony or City with Continentals, *then* elsewhere*.
[[IF NOT POSSIBLE, RODERIGUE HORTALEZ ET CIE->F19]]
**then**
**Préparer la Guerre (after ToA)**
*If 1D6 <= Unavailable French Regulars + Blockades*, move 1 Blockade to WI, or if none move up to 3 Regulars from unavailable to Available.
*If no Regulars or Blockades moved and french Resources =0*, add +2 French Resources.
[[IF NONE, NAVAL PRESSURE->F12]]
[[END TURN->INICIO]]
**Muster Max 1**
*If 1 space with Rebel Control or the West Indies*
- *If fewer than 4 French Regulars are Available and WI is not Rebel Controlled, Muster in WI.*
- *Otherwise, Muster first* in a Colony or City with Continentals, *then* elsewhere*.
[[IF NOT POSSIBLE, RODERIGUE HORTALEZ ET CIE->F19]]
**then**
**Naval Pressure**
Add 1 Blockade, *first* in a City selected for Battle *then* at most Support.
**If none, No Special Activity**
[[END TURN->INICIO]]
**March**
- Lose no Rebel Control.
- *Within that*, March with as many French Regulars and Continentals as possible to add Rebel Control, *first* in Cities, within each *first* to spaces with most British pieces.
- March French not in/adjacent to space with British towards nearest British pieces.
- *If none of the above possible*, March 1 French Regular to a space with Patriots and British.
[[IF NONE, MUSTER->F10]]
**then**
**Préparer la Guerre (after ToA)**
*If 1D6 <= Unavailable French Regulars + Blockades*, move 1 Blockade to WI, or if none move up to 3 Regulars from unavailable to Available.
*If no Regulars or Blockades moved and french Resources =0*, add +2 French Resources.
[[IF NONE, NAVAL PRESSURE->F15]]
[[END TURN->INICIO]] **March**
- Lose no Rebel Control.
- *Within that*, March with as many French Regulars and Continentals as possible to add Rebel Control, *first* in Cities, within each *first* to spaces with most British pieces.
- March French not in/adjacent to space with British towards nearest British pieces.
- *If none of the above possible*, March 1 French Regular to a space with Patriots and British.
[[IF NONE, MUSTER->F10]]
**then**
**Naval Pressure**
Add 1 Blockade, *first* in a City selected for Battle *then* at most Support.
**If none, No Special Activity**
[[END TURN->INICIO]]**Battle**
- *Select all spaces with british where Rebel Force Level (including Continentals if possible) + modifiers exceeds Royalist Force Level + modifiers, within that first in highest Pop:*
- First execute a Special Activity.
- *Then* resolve all Battles.
[[IF NONE, MARCH->F13]]
**then**
**Skirmish**
*In 1 space with both French and British not selected for Battle or Muster, first WI.*
- Remove *first* a British Fort, *then* most British cubes.
[[IF NONE; PRÉPARER LA GUERRE->F18]]
[[END TURN->INICIO]]
**Battle**
- *Select all spaces with british where Rebel Force Level (including Continentals if possible) + modifiers exceeds Royalist Force Level + modifiers, within that first in highest Pop:*
- First execute a Special Activity.
- *Then* resolve all Battles.
[[IF NONE, MARCH->F13]]
**then**
**Préparer la Guerre (after ToA)**
*If 1D6 <= Unavailable French Regulars + Blockades*, move 1 Blockade to WI, or if none move up to 3 Regulars from unavailable to Available.
*If no Regulars or Blockades moved and french Resources =0*, add +2 French Resources.
**If none, No Special Activity**
[[END TURN->INICIO]] **Roderigue Hortalez et Cie (after ToA)**
Spend up to 1D3 French Resource to add Patriot Resources.
**then**
**Préparer la Guerre (after ToA)**
*If 1D6 <= Unavailable French Regulars + Blockades*, move 1 Blockade to WI, or if none move up to 3 Regulars from unavailable to Available.
*If no Regulars or Blockades moved and french Resources =0*, add +2 French Resources.
[[IF NONE, NAVAL PRESSURE->F21]]
[[END TURN->INICIO]] **Roderigue Hortalez et Cie (after ToA)**
Spend up to 1D3 French Resource to add Patriot Resources.
º
**then**
**Naval Pressure**
Add 1 Blockade, *first* in a City selected for Battle *then* at most Support.
**If none, No Special Activity**
[[END TURN->INICIO]]