--------------------------------------------------------------- Send Another Gunboat The Megagame of Colonial Expansion (c) Megagame Makers 1996 --------------------------------------------------------------- CONTENTS 1. Introduction The Game 2 Time 2 Game Layout 2 Information 3 Reporting Information 4 2. Player Teams 5 3. Running a Government Cabinet Government 6 Autocratic Government 7 Changes of Government 7 4. Working Out Your Income 8 5. Military Forces Types of Forces 9 Forces Costs 10 Forces Availability 11 6. Colonial Endeavours Background 11 Diagram 13 Detailed Rules 14 7. Economic Development Investment Units 16 Developing Major Powers 16 Strategic Railways & Canals 17 8. Actions on the Map General Rules 18 Coaling Stations 18 9. Map Information 19 10. Casus Belli 20 11. Conflict Between Powers Types of Wars 21 The Colonial Expedition 21 Major Wars 22 The Great War 23 War at Sea 23 Submarine Operations 24 12. Negotiation, Treaties and Summits Negotiations 25 Treaties 25 Secret Treaties 26 Summits 27 Congresses 27 13. Team Shuffles 28 Hiring & Firing 28 Death 28 14. Domestic Support 29 15. The Game Turn Sequence 30 --------------------------------------------------------------- 1. INTRODUCTION --------------------------------------------------------------- The Game This is a game of global political endeavour and expansion from 1876 onwards. The player teams represent the governments of those powers that were, or might have been, engaged in a struggle for colonies or expansionist control in the latter part of the nineteenth and early twentieth centuries. One of the main aims for the players of this game will be to establish and maintain a sphere of influence and/or colonial empire in proportion to the colonial expectations of the country concerned. This means, that in common with most of our other games, this game will have no absolute winners or losers. History will tell who did the best! Time Each turn represents FOUR years. Because of time limitations the umpires will move the game on rigorously, if you are not ready for a turn then you miss it. Similarly negotiations and wars will be carried out simultaneously with the rest of the work of running the country and building an empire, the game will not be stopped to accommodate these activities. Wars may thus be a distracting activity. Game Layout The game is laid out mainly in a single hall, with a master map of the world visible to all. As usual in games of this sort, only the umpires will have direct access to the map, but the players can see deployments and allocation of resources to areas as they happen. Obviously, each player team will have free access to all the other teams, and they can move about freely and conduct discussions as they see fit. This player interaction should form the main action of the game. There are a few rules of etiquette in dealing with other teams, and you must bear these in mind: a. A team's table and the area around it must be thought of as private. Visitors (other than umpires) should approach and ask permission to visit. If the permission is not granted they must go away. b. When approaching other teams - whether or not it is around their table - you must announce the capacity in which you are speaking. Roles will shuffle as the game progresses and not everyone will necessarily know who you actually represent. Information Given the long timeslice of each turn and the different attitude to so-called 'state secrets' in the nineteenth century, more information is freely available in this game than might be the case in other games. As mentioned above, the main umpire map is open to view; but also information such as the building of fleets, national income, the economic development of colonies and the results of negotiations and treaties will be available to all. To help this along we will have a number of displays and charts showing such things as treaty status, the military balance etc. Also there will be a News Wall which is a large board on which announcements and news items are pinned. The charts and the News Wall are available to view - but the teams themselves are the ones responsible for actually taking the trouble to look at the information - the umpires will not necessarily draw your attention to new items posted up (unless they feel it is sufficiently important). The News Wall will be available for countries to put up their own news items and announcements - but the umpires reserve the right to remove or alter items that are blatantly and demonstrably inaccurate or any other time wasting items. On the economic side, teams are responsible for their own economic record keeping, and umpires have the right of access to their records should they feel the need to check up on you. The penalties for 'errors' in your national balance sheets are arbitrary and will be unfair. REPORTING Information Various members of the team have differing responsibilities to report information to the Umpires. They should not have to come looking for this - it will be in your interests to keep the umpires up to date. Minister of War /Navy : Report changes in force strengths to CONTROL (both gains and losses) so that they can keep the military balance up to date. Treasury Minister : Report to Finance/Economic Umpires how much money they are claiming each turn. That umpire will then hand over the cash, and make a note of how much you've had. Prime Minister / Foreign Minister : Report new treaties and/or international agreements to CONTROL, so that they can keep the treaty status board up to date. Secret treaties must also be reported to CONTROL (who will obviously treat the information as confidential). Head of State : Must report changes to Domestic Support score to CONTROL. Also, where autocratic, they should inform CONTROL whenever they reshuffle their team. --------------------------------------------------------------- 2. PLAYER TEAMS --------------------------------------------------------------- Player Teams represent the following countries: Britain France Russia Germany Portugal Austria-Hungary Italy Japan Netherlands United States of America Belgium Ottoman Empire Spain Most teams will have the following main player roles; the exact way in which this works will vary slightly between a cabinet-type government and an autocratic style of government. 1. Head of State: The exact nature of a head of state will vary with the type of government. It is an important role, in that they are the constitutional ruler. In a Constitutional Monarchy, they act as a force for continuity and have considerable influence, if little actual power. In an Autocracy, the Head of State and Head of Government are the same person. In a Republic, the President is the Head of State and usually have considerable executive powers, but is assisted by the Head of Government. Player Function: Varies according to the type of government and the personality of the player. 2. Head of Government: responsible for the overall direction of policy, and chairs the cabinet or is the supreme ruler in an autocracy. Player Function: To co-ordinate the players actions and chair the committee. Usually has the final say in decision making for the team. 3. Head of the Treasury: Keeps track of the finances of the state, and reports to the cabinet on the current financial state of the nation. Player Function: Controls the purse. Umpires pass on the income available, and the player acts as the government's accountant. 4. Head of the Colonial Office: Responsible for all activities concerning the colonies or trade interests - effectively dealing with non-played states. Player Function: Issuing orders for expansion of colonial interest around the world (See Colonial Endeavours). Team Representative at the Main Map for colonial matters. 5. Minister of War: Responsible for the deployment and operations of the Army to meet commitments. Make recommendations to the cabinet/ruler on the size and shape of the Army. In smaller teams, or teams with a small Navy, the minister of war will handle the navy as well. Player Function: Issuing orders for deployment of Army. In the absence of a Colonial Player, handles colonial matters. 6. Minister of the Navy: Only the teams with sizeable navies get a Minister of the Navy. Responsible for the deployment and operations of the Navy to meet commitments. Make recommendations to the cabinet/ruler on the size and shape of the Navy. Player Function: Issuing orders for deployment of Navy. Handles fleet deployment on the Master Map in the event of a war. 7. Head of the Foreign Office: Responsible for all diplomacy with other played powers. Player Function: Diplomatic representative on the Cabinet. Control of diplomatic representative and emissary players. He can also act as an ambassador in his own right (see below). 8. Ambassadors and Emissaries: Carrying out diplomacy on the orders of the Cabinet/Ruler and under the direction of the Head of the Foreign Office, and representing the interests of their country abroad. Player Function: Visiting other teams to carry out negotiations, carry ultimata, declarations etc. --------------------------------------------------------------- 3. RUNNING A GOVERNMENT --------------------------------------------------------------- The way a team operates should reflect the nature of the government. For simplicity we describe here how the two main types will work. Failure to operate in a manner appropriate to your system of government will lose you internal political support. CABINET GOVERNMENT The cabinet usually consists of the Head of Government, Head of the Colonial Office, Head of the Foreign Office and the Minister of War/Navy. Its function is to establish policy and determine the best means for carrying it out. It is not a voting committee. The Chairman's function is to hold the committee together, and ensure that decisions are made. The decisions of the cabinet are as a result of a consensus. If such a consensus cannot be achieved, the cabinet will continue to procrastinate until it is. Ultimately, in the event of an irreconcilable conflict, aggrieved members can resign, and the umpires will find them another (possibly less interesting) employment elsewhere, or shuffle the team. In a Monarchy the Monarch can attend the Cabinet, but usually does not. Precisely how the Monarch influences events is up to the team - but remember that Monarchs usually have considerable influence particularly with the population at home. In a Republic the President attends the Cabinet, and usually has the power to make treaties, start wars etc., but requires some ratification from the Cabinet committee at some point. AUTOCRATIC GOVERNMENT In the case of the autocratic government, the team leader is, in theory, the primary decision-maker for every aspect of that state's policy. In practice, of course, the wise ruler might delegate that to trusted aides. At the very least, the ruler should listen to the views of his subordinates. In this case, Ministers must be thought of as advisors only - in other words they should offer advice, but cannot and should not take decisions on their own unless specifically given that option by their ruler. In game terms, the council of ministers (the composition of which is entirely the decision of the head of state) should be consulted over major issues and might even be encouraged to debate the issue - but the question of achieving a consensus does not arise (unless the head of state wants it to, that is) and the final say goes to the head of state in every case. Obviously, given the nature of the game, on the law of averages few autocratic head of state players will survive in that role through to the end of the game. In some Autocracies there is a First Minister, who is much like a Prime Minister except that his main task is to take the ruler's directives and work out how to implement them in practice. As such he is usually given considerable delegated power. CHANGES OF GOVERNMENT During the period of Send Another Gunboat, some states changed their political systems from the autocratic model to a more democratic, cabinet-style government. This is something that the umpires will announce (where it is out of player control) or rule on as appropriate should it come up otherwise. Of course, a state might make the transition the other way. --------------------------------------------------------------- 4. WORKING OUT YOUR INCOME --------------------------------------------------------------- You must be sure to get this right. Use the following steps: 1. Total the current economic value of all the home areas, Protectorates or Possessions under your control. 2. Total the investment units you have placed in areas where you have an Involvement. Remember you gain œ1M per investment unit. 3. Subtract œ1M per Protectorate and/or Possession for maintenance costs. 4. Subtract the maintenance cost of your Continental Armies and Expeditionary Forces. 5. Subtract the maintenance cost of your fleets and cruiser squadrons. 6. Subtract the maintenance cost of any shipyards and coaling stations. 7. The final figure is how much you get in game money from the Financial Umpires. A proforma will be provided to help them lay out the economic data. EXAMPLE Bosrovia has two home areas, Upper Bosro, and Lower Bosro, with a current economic value of 6 and 8 respectively. It has an Involvement in Utopia, with two investment units, and a Protectorate in Cornucopia worth 3. It maintains a shipyard, 2 cruiser squadrons, a Continental Army and an Expeditionary force. Working through the Steps above: œM 1. Home areas = 6 + 8 (for Upper and Lower Bosro) +14 Protectorate of Cornucopia +3 2. Two investment units in Utopia +2 3. Running the Protectorate of Cornucopia -1 4. Army Maintenance; Cont. Army (2) + Exped Force (1) -3 5. Navy Maintenance: 2 x Cruiser Sqns -2 6. Shipyard Maintenance -2 7. TOTAL NET INCOME THIS TURN œ11M --------------------------------------------------------------- 5. MILITARY FORCES --------------------------------------------------------------- Types of Forces Continental Army: A massed conscript army designed for major war between continental enemies. All powers can raise these, but they cannot be easily shipped more than one sea area from the home country without paying a financial penalty. These have the most modern weapons and reflect the latest military doctrines. Expeditionary Force: These are forces designed to operate at the end of long logistic lines of communication and are numerically small forces that can be used to defeat natives and lesser enemies, or fight similarly armed major power expeditionary forces. These can be operated anywhere a secure route can be traced (either by land and/or sea). Cruiser Squadron: The majority of navies have large numbers of smaller armed ships that patrol the trade routes and sea lanes and are the first on the scene in times of crisis, the eponymous 'gunboats'. These can be used in much the same way as a land Expeditionary Force. Warship Fleet: The standard steam warships that control the seas. These capital ships are the mainstay of a national fleet and are essential for controlling or contesting sea areas. Dreadnought Fleet: An upgraded warship fleet using the latest designs. Its only advantage is in the event of a war at sea. These are not available to all powers, and then only after a certain period has elapsed. The umpires will announce the ability to build an HMS Dreadnought (and hence the availability of this sort of fleet) as and when it happens. A player country will only be able to build Dreadnoughts if it has at least three shipyards and has built a minimum of 6 Warship Fleets in its armed forces. Submarine Fleet: These are a late development. They can operate in any sea area within a specified range of their home waters, and can act to deny a sea area to troop movements or the movement of resources (such as income). The employment of submarines is only allowed to certain powers and then only after a certain time has elapsed. The umpires will announce when this option becomes available. A player country will only be able to build submarine fleets if it has at least three shipyards. The size of your armies and navies and plans for building more are all in the public domain; that is, they are something that everyone knows about given the size of the forces and the long timescale of each move. Forces Costs All costs in œmillions Type of To To Operations (3) at Force Build Maintain(4) Home Overseas Continental Army 3 2 1 3 x No. of areas covered(5) Expeditionary Force 2 1 1 1 Warship Fleet 3 2 1 3 Cruiser Squadron 2 1 1 1 Dreadnought Fleet (1) 4 2 1 3 Submarine Fleet (1) 4 2 1 3 Shipyard (2) 5 2 Coaling Station 2 1 Notes: (1) These types of unit are not available at the start of the game, and only become available as the technological infrastructure develops. Umpires will inform teams of when they can purchase more advanced fleets etc. (2) The ability of a country to build ships is determined by the number of shipyards. One shipyard can build one fleet per turn. Obviously, countries can buy fleets from another country that is prepared to build them. (3) All military operations cost extra depending on the nature of the operation. 'Home' operations are defined as any combat within 1 land area of a home country area or one containing a strategic railway linked to a home territory. Overseas' operations are basically anything further away than that. (4) Where forces are purchased and used in the same turn, thepurchase cost includes the maintenance cost for that turn. (5) Count both land and sea areas when counting distance overseas. Force Availability New Armies, Expeditionary Forces or Cruiser Squadrons can be used in the same turn as purchase. Warship Fleets are available from the turn following the turn of purchase. Shipyards take one turn to build. Coaling stations are operational in the turn of purchase. --------------------------------------------------------------- 6. COLONIAL ENDEAVOURS --------------------------------------------------------------- Background The involvement of a power in an area follows a common pattern (in our game anyway). The thing to bear in mind right from the start is that all the unclaimed areas on the map have a population, local rulers and armed forces. They are most emphatically not merely empty areas for the more powerful countries to just walk into. In outline, the process of establishing colonial control goes like this: First Involvement then EITHER Protectorate OR Possession There are two ways in which a government can become Involved in an area: 1. Traders, Explorers And Missionaries (TEAM) Involvement. Independent traders, explorers, missionaries or companies (of your nationality) start trading or operating in the area in question. You have no control over this, and this is as it should be, after all this is the heyday of laissez faire capitalism. An Involvement which arises by this means costs your government nothing but it does not occur by your choice and may be in an area of no interest or one which potentially brings you into conflict with another power. 2. Agent Involvement. Agents (in the commercial or political sense rather than the intelligence sense) can be employed to open up an area. An Involvement which arises by this means costs œ2. In both cases an Involvement marker will be placed in the area. Once an Involvement has been established by either means it establishes a conduit for investment (by the government) in the local economy. In due course this will generate an income for the government. Note that an Involvement is not exclusive and up to 4 countries may declare an Involvement in the same area. You should also realise that the indigenous ruler is still in place and may act according to his (or her) own wishes - you do not control an area in which you have an Involvement. The only income you get from an Involvement is as a result of that generated by investment. 3. Protectorate or Possession. From this point there are two alternative paths to extending your influence in the country, known as Possession or Protectorate. a. A Protectorate implies a certain degree of acquiescence of your take-over by key sections of the local regime. This is essentially a political and (relatively) bloodless coup. The success is determined by the political value of an area, modified by the degree of your investment and weight of subtle threats. b. A Possession assumes that force is used to consolidate control and therefore this is regarded as a military operation (requiring military force in the form of one or more expeditionary forces or cruiser squadrons as appropriate). The success of this is determined by the size of the invading force measured against the inherent defence value of the area concerned. These options have the benefit of allowing complete political control of the area, and thereby allowing you to exclude the involvements of other nations. If excluded, those nations will lose any benefit they may have gained by investment so far. The disadvantage is that there are additional costs following on from establishing a Protectorate or Possession reflecting the cost of setting up your own political infrastructure (civil servants, judiciary, police etc.), œ2 and œ1 respectively.. Establishing a protectorate/possession does not, of itself, increase the economic value of an area. Colonial Endeavours Diagram The Detailed Rules 1. TEAM Involvements appear at random in areas on the map. They provide their home country with information about the economic and political value of the area. In game terms, a counter will be placed in each unknown area and only the countries with TEAMs or Agents present can look at the area's statistics. Once Investment Units are placed, the information enters the public domain. 2. Agent Involvement. Players can purchase Agent Involvements s at œ2M, and these have the same impact as TEAM Involvements. 3. Investment Units. In the same or subsequent turns that a country gains an Involvement in an area, they may purchase Investment Units for that area at a cost of œ3M each. Only one Investment Unit may be purchased per state per area per turn. The benefit from an Investment Unit is +œ1M to the economic value in undeveloped or Home Areas, up to the maximum economic value of the area concerned. 4. Protectorates and Possessions. A state may try for Protectorate/Possession status the turn after (or subsequent turns after) an Involvement has been established. The methods for this varies with the type: Political PROTECTORATE Roll 1d10 (0=0) and score equal or greater than the area's political value to achieve a Protectorate. Factors to the die roll: +1 for each investment unit spent on the area +1 for a military unit adjacent to the area +1 if the area is declared FRIENDLY by the umpires -2 if the area is declared HOSTILE by the umpires Failure to achieve Protectorate Status makes the area Hostile. Military POSSESSION Roll 1d10 (0=0) and score equal or greater than the area's defence value to achieve a Possession. Factors to the die roll: +1 for each Expeditionary force +3 for each Continental army +1 for each cruiser or Warship fleet +1 if the area is declared FRIENDLY by the umpires -2 if the area is declared HOSTILE by the umpires -2 if force was defeated last turn and is still in country and not reinforced by extra military forces. If the force is unsuccessful it can either be withdrawn to a neighbouring friendly area, withdrawn back to the home country or may remain in the area where it must fight again next turn. An expeditionary force defeated twice is destroyed. If a power fails to achieve Possession then the target area is deemed Hostile. 5. Expeditionary Forces. If another played power intervenes in a colonial expedition then the expeditionary forces fight it out first before resolving action with the natives. 6. Infrastructure Costs. The infrastructure and maintenance costs of establishing Protectorate/Possession are: Type Cost To Set Up Cost To Maintain (per turn) PROTECTORATE POSSESSION 7. Conflicts of Interest. Establishing a Protectorate does not negate other state's investments and income, but they may be ordered out. Establishing a Possession immediately negates other state's investments. Establishing either a Possession or a Protectorate does not alter the area's current economic value - even if it has been built up by investment from other states. 8. Revolts in Possessions. Once an area has been made a possession it is vulnerable to revolt. The Umpires will Roll 1d10 (0=0) and score the area's political value or less for a revolt to happen. FACTORS: +1 for each military unit present in the area +1 if there is current investment in the area 9. Player Inspired Revolts The Umpires may test for Revolt at any time. In addition, each turn each player team can, if they wish, request one test on one area of their choice anywhere in the world except state's Home Territory areas. Roll 1d10 (0=0) and score 2 or less for a revolt. FACTORS: +1 for each military unit present in the area +1 if there is current investment in the area A successful revolt places a Rebellious Army (which equates to the area's defence value) in the area which must be defeated. In the meantime, no revenue is to be had from that area. If the revolt is not put down by the end of the following turn, the area reverts to independent status, and the original owner loses control (and income). 7. Economic Development Investment Units The main way of improving the economic value of any area (and this includes the home territory of the played states) is to allocate Investment Units to the area. These have the effect of bringing the area up closer to its maximum economic value. An Investment Unit costs œ3M, and is allocated to a specified area. Once allocated it cannot be moved or recovered - the investment has been spent. The next turn, the economic value of the area is increased by œ1M, up to the maximum for that area. The maximum of an area is not revealed until it has been explored by TEAMs or investment starts in the area. Multiple Investment Units may exist in an area in any turn, but only one Investment Unit can be placed in an area by a state in any one turn. In other words, many states may invest in a single area. The total return from all investments from all the investors may not, however, exceed the maximum economic value for that area. If there is a dispute over the share of output, then there is something of a trade war going on - and no investors get a return that turn. Developing Major Powers States may invest in the development of their own economy and infrastructure. The same rules for placing Investment Units applies and areas of the home countries can be developed up to their economic ceiling. Strategic Railways and Canals Most of the player powers have developed railway and canal infrastructure (map areas with strategic railways at the start of the game are marked as having such), but circumstances may exist where a strategic link becomes necessary. The effect of a strategic link is to extend the range of Continental Armies and Battle Fleets - adding an area to the limit for each type with a strategic link. In the case of railways, these are marked on the map linking from one area-area border to another area-area border. It costs œ6M to build one area of strategic railway and takes one turn. A Major ocean-link canal requires a survey on the area concerned - costing œ1M - and if the area is suitable for the link it costs œ10M and takes 2 turns to complete. When extending a strategic rail link, only one area can be constructed per turn, and a railway must start on a Home Territory Border, and the sections of railway must link: "you can only build a railway where you have a railway" (except for the first section you build - obviously) Completed rail sections and canals have no maintenance cost. The extra rail link generates additional economic benefits - this is reflected by giving a free Investment Unit for the country that built it in that area (subject to the normal rules for Investment Units). --------------------------------------------------------------- 8. Action on The Map --------------------------------------------------------------- General Rules 1. SEA. Units moving by sea may reach any desired destination automatically provided that the power has free access to and/or control of the required sea area. Access depends on gaining coaling stations (see below), or agreed access to them. 2. LAND. Forces may be stationed/moved through a power's Possessions/Protectorates or into an area in which a power wishes to establish a Possession/Protectorate. Forces may not be stationed/moved through areas in which the power only has a an Involvement. 3. LAND/SEA. These forms of movement may be combined as long as it conforms with the restriction described above. Note: In order to deploy forces in an area, an appropriate link over land and sea must be demonstrated. 4. Land forces can move freely over sea areas provided no hostile naval force intervenes, whereupon the land force cannot pass through the area until the naval contest is resolved. The attempted crossing, the fight for naval supremacy and the successful crossing can all occur in the same turn if required. Special Note: The areas of the Ottoman Empire and Thrace are considered contiguous for movement purposes except when a hostile fleet in The Med is opposing such a move. Coaling Stations In order for a Warship, Dreadnought or Submarine fleet to operate in a sea area there must be a friendly Coaling Station in a land area adjacent to or in the sea area concerned. Coaling stations cost œ2M to establish and œ1M per turn to maintain. Coaling stations can only be established in areas that are Protectorates, Possessions or Home Territories. To keep things simple, you can count shipyards as coaling stations for these purposes. Cruiser Squadrons do not need coaling stations to operate --------------------------------------------------------------- 9. Map Information --------------------------------------------------------------- The main map will have a number of counters to help keep track of what is happening. In short they are: TEAM or Agent Involvement Small National Flag Counter. Protectorate Large, stand-up National Flag Possession Large flat National Flag Investment Units Colour-coded circular counters. Military Expeditionary Force is one toy soldier on a base, colour coded. Continental Army is several toy soldiers on a base, colour coded. Cruiser Squadron is a colour-coded diplomacy type single ship counter. Warship Fleet is several colour-coded ship counters on a base. Dreadnought Fleet is several large colour coded ship counters on a base. Submarine Fleet is a colour coded counter with a periscope on it. Area Data Counter Used in areas where the data is not yet known to the players, as an aid to quick reference. --------------------------------------------------------------- 10. CASUS BELLI --------------------------------------------------------------- You cannot attack anyone just because you feel like it. Player powers may not declare war without a Casus Belli. Casi Bellorum exist only for one turn and if not acted upon then, cease to exist. An attempt to solve a casus belli by negotiation can always be made. If such negotiations prove unsuccessful then a war will be fought (should one be declared). As everyone knows, war is hell, and in Send Another Gunboat, especially so. The rest of the game will continue while small wars are fought and resolved. Thus a member of the player team should be dispatched to conduct operations for the duration. Casus Belli (generally recognised by civilised nations) are: 1. As permitted by the political umpires. 2. Establishing a Possession/Protectorate in an area which causes other powers to lose their status in the area. 3. As a result of treaty obligations to another power with a Casus belli. 4. Breaking a treaty. 5. Attempting to materially extend your influence into an area recognised as another state's sphere of influence. 6. Acting in defence of an Involvement (i.e. when wanting to take Possession of a country or area). Spheres of Influence It was a common concept of the period that particular areas which, whilst not necessarily under that country's direct political control, the nature of their interest in the region made it a sphere of influence. These spheres were often arrived at by agreement with interested parties (well, to be honest they didn't usually consult the local inhabitants much), and as mentioned above, the perceived breach of a sphere of influence would have been a reasonable casus belli. However, players may not just create or extend spheres of influence to suit themselves. In game terms a sphere of influence must be agreed with those likely to have an interest in the region. Some spheres of influence already exist - and the detail is in the Game Encyclopaedia booklet. (See Section 12 : Treaties) 11. Conflict Between Powers Types of Wars There are a number of sorts of war that we need to consider: a. The Colonial Expedition. The main sort of action where the major powers take over some tiny native kingdom 'for its own good'. b. The Major War (usually between player powers). This is where a couple of major powers go at it using their continental armies. c. The Great War (in case the unthinkable happens). This is where a significant number of major powers go for a Major War at the same time, using continental armies. d. War at Sea. Control of the sea is central to the colonial effort for most powers. Actions at sea will vary between skirmishes between cruiser squadrons to full blooded attempts at naval supremacy between huge battle fleets. e. Submarine Operations. The new-fangled submarine has a significant impact when it is developed, but it is still not a force that can take on fleets. Each of these will have a slightly different treatment. The Colonial Expedition The colonial expedition against an ordinary area is dealt with under the detailed Rules in Section 6 : Colonial Endeavours. Where Expeditionary forces of major powers come into conflict out in the colonies use the following system: Roll 1d6 per side: add the following factors: +1 per Expeditionary Force unit after the first +3 Per Continental Army +1 per Cruiser Squadron /Warship Fleet (if operating in a coastal area) +1 if in an area under your control -1 if cut off from friendly areas Compare the scores and the highest score wins. Re-roll any draws until a decisive result is obtained. The loser loses at least 1 unit, or 50% of the winner's strength whichever is highest. The winner loses 20% of the loser's strength rounded down. Any surviving loser units must retire from the area to a friendly area, or home territory. If they cannot do this they are destroyed. Major Wars These differ from the colonial expedition in that they involve Continental Armies and are much more expensive. Total the number of Continental Armies on each side (expeditionary forces don't count) and roll 1d6 per side: Add the following factors: -1 if Outnumbered 2-1 -2 if Outnumbered 3-1 +1 if Operating in Home Territory +1 if in control of local sea areas (that is, those bordering the area of the war) Compare the scores and Consult the following table: Difference in combat value Losses Winner Losses Loser Indemnity Colonies gained (1) Home territory lost (2) +5 10% 50% œ5 3 1 +2/3/4 20% 40% œ2/3/4 2 - +1 20% 30% œ1 1 - All loss percentages apply to opposing strength. Losers must lose a minimum of 1 unit. NOTES: (1) Victors choice of any won during the war otherwise loser's choice (2) Must border victor's territory No Major War can carry on for more than one turn. The Great War There is a possibility that a Great War may arise, which will be a Good Thing because it will (literally) be the war to end wars. The umpires will announce how this is to be handled should the need arise. They will bring into force special rules should this happen, allowing massively increased armies, and extending the length of the turn to accommodate the inevitable additional complexity of a Great War. This build up of forces will, of course be just a Prelude To Victory. Whatever else happens, the participants will be Home Before the Leaves Fall. War At Sea For the purposes of naval supremacy, use the following values: Cruiser Squadron = 1 Warship Fleet = 5 Dreadnought Fleet = 9 Total the forces on each side and roll 1d6 per side: Add the following factors: -1 if Outnumbered 2-1 -2 if Outnumbered 3-1 -1 if enemy submarines in the same sea area Compare the scores and the highest score wins. Re-roll any draws until a decisive result is obtained. The loser loses at least 1 unit (their choice), or 50% of the winner's strength whichever is highest. The winner loses 20% of the loser's strength, in units, rounded down. Any surviving loser units must retire from the area to a friendly area, or home territory, or into port (in this case move them into an adjacent land area under their control). Forcing A Passage through restricted waterways. If a fleet or squadron wishes to force the a restricted waterway, such as the Dardenelles or the Suez Canal, they have to fight against the Defence Value of the highest valued related Area (plus any other forces that want to get involved). Submarine Operations A submarine fleet must be allocated to a sea area. Submarine fleets of opposing nations can co-exist in the same area since they cannot affect each other. Submarines cannot directly affect Fleets or Cruiser squadrons, although they are a factor, see above. What they can do is hinder Armies and Expeditionary Forces moving over sea areas unimpeded. Whenever an Army or Expeditionary Force is moved over a hostile submarine-infested sea area, roll 1d6 for the additional cost in œM of moving them (representing the heavy losses to shipping and material). --------------------------------------------------------------- 12. NEGOTIATIONS, TREATIES AND SUMMITS --------------------------------------------------------------- Negotiations Player powers may at any time meet and negotiate to resolve casi bellorum, spheres of influence, treaties, etc. In the case of wars they will occur whilst the rest of the game proceeds. Treaties Given that there will not be the time to negotiate subtle and useful treaties during the game, all teams will use a set of standard treaties. These must be agreed and signed at the appropriate level. Players may define the duration of the treaty, and the default is two turns if no period is specified. There are the following standard treaty types. Players may not word their own treaties, this will only lead to hastily drafted over- complicated and confusing treaties. 1. Non Aggression Treaty. The signatories agree not to attack each other for the duration of the treaty. A legitimate casus belli will negate the terms of the treaty. 2. Recognition of A Claim. The signatories agree to recognise one or more claims to specified areas, and by implication agree not to interfere in the development of those areas. 3. Recognition of A Sphere of Influence. The signatories agree that one signatory has a legitimate claim to a sphere of interest (a list of areas). For this to be binding, the signatories MUST be at least the majority of states with control of areas bordered on the proposed sphere of influence. 4. Defensive Alliance. The signatories agree that an attack on one (either by a named power or any powers) constitutes an attack on all, and that they will declare war on the aggressor in the event of such an attack. 5. Offensive Alliance. The signatories agree that they will declare war on a named party at an agreed time etc. This still requires a casus belli for at least one party. 6. Treaty of Neutrality. This is an agreement between two parties that in the event of a war with a specified third party, they will remain neutral with respect to that war. 7. Treaty of Friendship. This establishes particularly friendly relations between the signatories, and may be a precursor to more binding treaties. In the event of an unwitting casus belli arising between the signatories, this makes smoothing it over easier. NOTE: There is no specific Peace Treaty in this list, because the outcome of a war and the indemnities and transfers of territory are built into the combat system. The outcomes of the combat system have the force of a Treaty though and should be regarded as such. Secret Treaties Under normal circumstances all treaties are open. In certain special cases, states would have entered into secret treaties. In this game the only case for a secret treaty is the Offensive Alliance. Secret treaties MUST be notified to the Political Umpires. Summits A Summit may be called in the event of a major international dispute. A Summit will normally be attended by Heads of State and Foreign Ministers from each of the participating countries. Congresses The international congress was a much used mechanism for resolving issues and reaching agreements as the world was carved up by the major powers. In this game, to help things along, we will provide space for such congresses, and player teams would be well advised to earmark at least one player for 'Congress Duty' since they may have to attend every turn (historically there was at least one major congress going on in every four year period) These can be covered by a diplomat, and can be thought of as more working level meetings than a Summit. Obviously the agreements reached by a Congress have to be ratified by the Cabinet/Supreme Ruler. --------------------------------------------------------------- 13. Team Shuffles --------------------------------------------------------------- No team will retain its start roles throughout the game. After all, we will gaming over 40 years of world history. As the countries developed their colonial policy, so the degree of support or opposition to colonialism within the governments varied. What we want to do in this game is to provide the same sort of variable policy making by swapping players around in the team. There are no 'National Objectives' for the teams, the aims of your country are a matter for debate given their real political problems and the mix of views in the team. Unless the internal politics of the team cause a shuffle, the umpires will tell you when a shuffle is due. Hiring and Firing Autocratic Rulers can hire and fire their ministers at will. This is the case in the game, except that rulers cannot fire a player from their team - they must, therefore, limit themselves to rearranging people within the team. Death Death comes to us all, and Send Another Gunboat is no exception. The umpires have pre-generated a secret death list, in which is written your doom. Should you see a skeletal hooded figure that speaks in CAPITAL LETTERS, then you can be pretty sure your time is up, and its too late to worry about whether you are fully insured. The death of a Head of State or PM will automatically trigger a player shuffle --------------------------------------------------------------- 14. Domestic Support --------------------------------------------------------------- The various governments of the powers played in this game are not free to make whatever decisions they want. Event he most despotic tyrant has to consider his levels of domestic support, if only from the ruling caste he represents. Poor performance in domestic support can lead to a leadership change, but it can also affect the efficiency and economics of the country as well. The current Domestic Support is shown on an open chart, and is influenced as follows: -2 Military Defeat Abroad -3 Military Defeat at Home +1 Military Victory Abroad +2 Military Victory at Home +1 Gain new Possession/Protectorate -2 Breaking a Treaty -3 Poor Casus Belli +3 Strong Casus Belli +1 Political Umpire discretion -2 Failure to act consistently with your government type -1 Ignoring a casus belli -2 Monarch publicly expresses their displeasure at the Government's actions. +1 Bribing the Public (Costs 10% of annual income this turn) In the event of a negative value for Domestic Support, this will force a Team Shuffle (see Section 12 : Team Shuffles) In the event of a very high level of domestic support, there may be an increase in Home territory economic value. In the event of very low levels of Domestic Support, there may be a chance of a domestic Revolution/Revolt (and change of government type). --------------------------------------------------------------- 15. THE GAME TURN SEQUENCE --------------------------------------------------------------- Each game turn will take 40 minutes to process and will represent 4 years of real time. The game will continue regardless of whether individuals or teams are ready, since in a game such as this, the needs of the many must outweigh the needs of the few. 1. Calculate current income and cost of maintaining existing forces, Protectorates and Possessions etc. Any positive balance is available for spending during the turn. Player teams can go to the 'bank' umpires for their balance. 2. Pay for strategic railways, canals, shipyards and coaling stations. 3. Purchase new land forces, but they are not placed on the map at this stage. New naval forces are placed in the appropriate 'build box'. 4. Move naval forces completed last turn on to the map. Place forces purchased this turn on the map. 5. Purchase and place new Agent Involvements. 6. Purchase and place Investment Units. 7. Player Inspired Rebellions 8. SHORT TIME OUT : For players to consult on actions arising from steps 1 to 8. 9. Military Activity - move existing or place new forces. 10. Establishing Protectorates or Possessions. 11. Wars and Expeditions. 12. New TEAM Involvements announced by the map umpires. 13. Key World Events announced. 14. PLAYERS DISCUSSION AND PLANNING PERIOD. Preparation for next turn. Negotiations with other powers regarding conflicting colonial endeavours etc. can take place throughout the turn.