**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]]