EMPIRES IN ARMS is a strategic and diplomatic game for up to 7 players that covers the Napoleonic wars from 1805 until 1815. The military counters in the game generally represent corps and fleets, with each army factor being equivalent to roughly 1000 to 2000 men and each "ship" equivalent to 1 ship of the line or a number of smaller ships of approximately equal force.

1.1 THE MAP: The game is played on two maps which, when placed together, show Europe and parts of Asia and North Africa. It is divided into "Areas" by colored lines for the purpose of regulating movement. Some of these lines have additional functions - as national or provincial borders and/or as rivers. These lines and all other mapboard terrain features are identified on th TERRAIN EFFECTS CHART printed on the northwest corner of the combined map.

1.2 THE COUNTERS: There are eight stes of counters - one for each of the major powers and one for the minor neutrals. All counters have a distinctive bacground colour - white for Austria, green for Russia, light green for Turkey, blue for Prussia, light blue for France, red for Great Britain, yellow for spain and gray for the neutrals. The motifs on the counters are decorative and functional, distinguishuíng infantry and cavalry corps, fleets, and depots and also provide information necessary for the play of the game. There are two sizs of counters provided in the game - the large counters for corps, fleet and depots, and the small counters for garrisons and off-map counters, guerillas, cossacks and freikorps, control flags, leaders and assorted markers. The information provided on each counter is shown as follows:


1.3 THE RULES: The Rules are written in sequence of play order. As rules sections are read, it is helpfull to pull out and examine the component or chart being discussed while reading the rule. Some rulesrelate only to the campaign games and are denoted by an asterisk (*) in the rule heading. An asterisk with any rule heading indicates that all of that rule and all of ist subsidaries are ignored for play of the scenarios. Players should play at least a scenario or two to familiarize themselves with the game´s combat and supply mechanics before trying a campaign game. A table of contents is provided to help find and references rules during the play of a game.

1.4 THE GAME CARD: The Game Card contains the most commonly used charts an tables for easy reference during a game. Two copies are included.

1.5 THE NATIONAL CARDS: The seven Nattional Cards for the mayor powers have two sides, and players may use either side in a game, as desired. Side one is used with small garrison/strength couters to record the strengths of corps an fleets and with economic manipulation markers for economic manipulation (see option 12.5) and is recommended for use with the scenarios. Side two must be copied, with pencils and erasers used to record and modify necessary information and is recommended for use with the campaign games. The card for the minor countries also has two sides. side one is used to record the strengths of corps and fleets thea same as the major power cards´ side one, while side two has forms for the use with option 12.6 and mus be copied  (numerous copies needed) and cut out for use. If side two of the major power´s national cars are used, side one of the Minor Country National Card is not needed as strengths can be recorded on the major powers´ copies of side two.

1.6 THE STATUS CARD: This card is used with small counters to record political status, victory points and the game date. The back contains additional forms to be copied and cut up for use with option 12.6.

1.7 THE DICE: Two 6-sided dice are included.

1.8 OTHER: Pencils and scratch paper (not included) are useful.

Table of Contents


2.0 Game Setup