10.0 Miscellaneous And General Rules

This section covers rules that apply in various phases and steps and so do not fit into the sequence of play format of the rules covered so far.

10.1 IRREGULAR FORCES: These are special types of army forces that require some special rules.
10.1.1 GUERILLAS: Guerillas are special land forces available to Spain when invaded by an enemy. CREATING GUERILLA FACTORS: Guerilla counters of the appropriate number of factors are placed on the map under the following conditions: Whenever Spain loses a field or limited field combat involving a Spanish corps inside an unceded Spanish home nation province, one guerilla factor is created in that area as soon as the combat is ended. For every unceded Spanish province containing an unbesieged enemy corps and/or garrison during the Spanish Guerilla Step, a die is rolled. For every point the die is lower than that province's guerilla value (printed on the map in parenthesis next to Spanish provincial tax/manpower values) one guerilla factor is placed in an area in that province. ANTI-GUERILLA OPERATIONS: A major power (major powers using combined movement are treated as one major power for this purpose) at war with Spain may mount an "antiguerilla operation" during its Guerilla Step in each Spanish province occupied by one or more of its corps that did not participate in any type of land combats during that major power's Land Combat Step and is not besieged or a besieger. The player rolls a die for each province. This die roll is modified by "+1" if the major power has two or more corps available for an anti-guerilla operation in a province. If the result is higher than the province's guerilla value, all unbesieged guerilla factors in any areas of that province are eliminated. Note that if several different major powers had corps in the same Spanish province, each could do this during that major power's Guerilla Step. USING GUERILLAS: Guerillas have a morale value of "1". They may be used as part or all of city garrisons but may not be used to garrison depots. They may attack if the controlling player chooses to use some or all of the guerilla factors present in an area, but may not be attacked using the usual combat procedures unless besieged in a city. Guerillas are not compelled to attack or defend when occupying an area containing enemy forces. Guerillas may block supply lines but need no supply themselves unless besieged. Guerillas may besiege cities only in conjunction with friendly corps. Guerillas may be moved during Spanish Land Movement Steps only into one adjacent area (regardless of terrain) each Turn, if they are moved at all. They may never leave Spain's original home nation borders. Guerillas can be ignored for movement purposes by enemy forces. GUERILLA REMOVAL: If there are no enemy factors inside any unceded Spanish home nation province during a Spanish Guerilla Step, all guerilla factors are removed from the board.

10.1.2 COSSACKS AND FREIKORPS: Each cossack or freikorps counter represents one army factor. This factor is a cavalry factor for all purposes and has morale value of "1". In scenarios, they are placed as reinforcements when directed by the scenario instructions. *CREATION OF COSSACKS AND FREIKORPS: New cossack and freikorps counters, if all allowable counters are not already on the map, may be placed on the map during a Levy Step. Cossack Placement: One cossack counter is placed in any Russian-controlled "cossack province" (a cossack province has a "C" in parenthesis next to the province name on the map), so long as there would then be no more cossack counters on the map than there are Russian-controlled cossack provinces. EXCEPTION: If an enemy corps is inside the Russian home nation, even if besieged, then there may be up to two cossacks on the map for each Russian-controlled cossack province. Any excess is removed by the Russian player during a Levy Step when enemy corps are no longer inside Russia. Freikorps Placement: A new Austrian freikorps counter is placed in the Vienna area and a new Prussian freikorps counter is placed in the Berlin area, if those areas are under their own home nation control and the cities are unbesieged. Freikorps are only available after certain dates. The Austrian freikorps is available starting in the March, 1809 Economic Phase and the Prussian freikorps is available starting in the March, 1813 Economic Phase. USING COSSACKS AND FREIKORPS: Cossacks and freikorps have five movement points and may not be forced marched. They may move through enemy forces and may be moved through by enemy forces, without being required to stop. They may not be transported by fleets. Cossacks may move anywhere they can reach and are allowed by the rules, but freikorps may operate only within their home nation's original borders and in areas currently controlled by their major power. Cossacks and freikorps block enemy supply but do not need to be supplied themselves unless besieged. When a cossack or freikorps ends its movement in an area containing enemy field forces it must initiate an attack. When unbesieged cossack and/or freikorps that are alone in an area and are themselves attacked, the controlling player(s) may, if desired, automatically retreat them before any combat occurs into any adjacent area not containing an unbesieged enemy corps. EXCEPTIONS: If attacked by a force containing at least one enemy corps with a cavalry symbol, cossacks and/or freikorps may only retreat before combat if their controlling player(s) rolls a "4" or less on one die (roll once for the cossacks, regardless of the number of cossack counters present). This system is also used when cossacks/freikorps are with corps attempting to withdraw (see Opposing cossacks/freikorps must fight a trivial combat if alone (no other forces from either side) together in an area.

10.1.3 *TURKISH FEUDAL TROOPS: Turkey differs from the other major powers in that it purchases army factors and ships only for the Janissary, Imperial Cavalry and Nizami-Cedid corps and fleets. Turkish feudal corps (infantry and cavalry) start the game at full strength in feudal infantry or cavalry factors. RAISING FEUDAL FACTORS: All army factors in the feudal corps are raised in an annual "levy". During the Levy Step of a December Economic Phase, the Turkish player may elect to bring any or all of the feudal corps up to full strength by removing them from any location (even if eliminated and/or off the map) to any area in the province of their origin (the province for which the feudal corps is named). This may not be done if that province contains an unbesieged enemy corps, if it is controlled by another major power or if the feudal corps in question is besieged. STANDING DOWN FEUDAL CORPS: During the year the Turkish major power may "stand down" (i.e., remove from the map) any or all feudal corps (feudal infantry and feudal cavalry) during Turkey's Land Movement Step without altering their army factor strengths. A feudal corps may not stand down if besieged. RETURNING FEUDAL CORPS THAT STAND DOWN: Any feudal corps that stands down may be placed back on the map during any later Turkish Land Movement Step. A feudal corps that stands down may only be placed back on the map in its home province if that home province does not contain an unbesieged enemy corps or is not controlled by another major power, A corps may not move on the same Turn it is placed back on the map. USING FEUDAL CORPS: Feudal corps perform like other corps except that they may neither detach, exchange, or absorb army factors. FEUDAL CORPS PROVINCES: The Crimean, Podolian and Transylvanian feudal corps are available only if the province of the same name is ceded to Turkey. Feudal corps from any provinces ceded by Turkey to other major powers are lost while ceded --Turkey cannot use the feudal corps nor can it be used by the major power to which the province was ceded. FEUDAL CORPS MAINTENANCE: Maintenance must be paid only for feudal corps actually on the map during a Money and Manpower Expenditure Step of an Economic Phase. Feudal corps not then on the map, even if placed during the following three months, do not have to be purchased.

10.1.4 AUSTRIAN INSURRECTION CORPS: The Austrian major power has two insurrection corps available. PLACING INSURRECTION CORPS: Immediately after an enemy corps, cossack or freikorps has entered certain Austrian border provinces, the triggers the possible placement of the insurrection corps and the Austrian player may (if desired) place on-map either or both insurrection corps anywhere within that province, at their current strength. These border provinces are Illyria, Military Border, Transylvania and Hungary. These border provinces are not eligible for insurrection corps activation if the province is currently ceded. If the corps are placed in the area containing the enemy corps, that enemy corps (but not cossack or freikorps) would have to cease its movement. Insurrection corps need not be placed at the first opportunity and so could cut supply chains if corps, cossacks or freikorps later activiate their placement by crossing a border into an eligible Austrian border province. Insurrection corps may only move within these four border provinces, even if they are ceded (subject to access rules-see 10.3). If compelled to retreat out of these border provinces they must immediately stand down. Insurrection corps may not move during the same Turn they are placed on the map. USING INSURRECTION CORPS: In other respects insurrection corps are treated similarly to Turkish feudal corps they may not detach, absorb or exchange factors; they may stand down during Austria's Land Movement Step unless besieged or as a result of a retreat (see However, after standing down, they may not be placed on the map except by using the activiaton procedure in *RAISING INSURRECTION CORPS FACTORS: Insurrection corps are brought up to their full strength of 15 militia and 3 regular cavalry factors (even if off map), only during the Levy Step of the December Economic Phase, if not then besieged, so long as any one of the four border provinces is Austrian controlled and contains no unbesieged enemy corps. Unlike Turkish feudal corps, the factors in the insurrection corps are treated as normal Austrian militia and regular cavalry factors (although they may not be detached). * INSURRECTION CORPS MAINTENANCE: Maintenance must be paid only for insurrection corps actually on the map during a Money and Manpower Expenditure Step. Insurrection corps not then on the map, even if placed during the following three months, do not have to be purchased.

10.1.5 THE AUSTRIAN TYROLEAN REVOLT CORPS: If a major power to which the Tyrol province has been ceded goes to war with Austria, the Austrian player may, during any Austrian Land Movement Step, place the Tyrol corps marker in any Tyrol area that does not contain an enemy corps. The Tyrol corps may not be moved during the same step in which it is placed on the map. TYROL CORPS STRENGTH AND USE: The Tyrol corps has an initial strength of eight Austrian regular infantry factors and, once placed, can be used the same as any other Austrian corps, detaching and absorbing army factors, getting infantry factors as reinforcements, etc. *: Maintenance must be paid for the corps during every Money and Manpower Expenditure Step that it is on the map. If the corps counter is removed from the map for any reason, it cannot be placed on the map again for the remainder of the war that triggered its placement. *TYROL CORPS REMOVAL: When peace is made between Austria and the major power that held (and may still hold) Tyrol province, the Tyrol corps and any infantry factors it may hold at that time is removed from the map. It may be introduced again, at its full strength of 8 infantry factors, if there is another, later war that again triggers its availability, etc.

10.2.1 THE CONQUEST OF MINOR COUNTRIES: A minor country is conquered by one month's unbesieged occupation of its capital. The old control flag is changed for a conquered control flag of the new controlling major power to show the new control during the Conquest Step. When a minor country is conquered by a major power, the minor country's surviving land forces (except for Poland --see are considered to be eliminated and removed from the map. Minor country fleets are removed, but remain at their current ship strength and the fleet and ships are available as soon as that minor country again becomes a minor free state. While off -map, no maintenance is paid and factors and ships may not be added. A minor country conquest gains the conqueror one political point per district (see 10.4) and costs the major power from which the country was conquered one political point per district. Record on the POLITICAL STATUS DISPLAY on the Status Card. If a major power is not at war with another major power when a minor country it has been selected to run captures army factors of that other major power, those army factors must be returned immediately when the minor country is conquered or the war lapses (see
10.2.2 CONQUERING CEDED PROVINCES: A major power may conquer a ceded province (even if not originally owned by that major power) exactly as if it were a minor country, unless the original owner controls it again, in which case it again becomcs an unceded province. An unceded province may never be conquered. A major power may cede provinces only as part of a formal (conditional or unconditional) peace (see peace terms B.7 and C.4). Conquest of a ceded province does not gain or lose political points.

10.3.1 ACCESS:
"Access" is one country permitting another country's forces to operate in the first country's territory. There may be limitations on this access. MINOR COUNTRY ACCESS: Any major power may move forces and trace supply through a neutral minor country. A major power may not also build depots and/or occupy cities in a minor country unless that major power is at war with or controls that minor country. MAJOR POWER ACCESS: A major power may only move through another major power's territory with that major power's permission (called "voluntary access") or, without permission, if at war with that major power or if peace condition C.5 applies. General Access Rules: Once inside another's province or controlled minor country, the voluntary access permission to be there mav not be rescinded (unless war between the major power's negates the agreements). Other corps or forces may be denied entry, but those already there must be allowed to move, detach garrisons and place depots as desired within any conditions already set. Forces may not be granted voluntary access to move through a major power's territory and then denied permission to return by the same route and under the same conditions.
(Errata:) Neutral forces that previously had access in territory that has changed control (i.e., due to reconquest or ceding) can be given voluntary access under any new conditions granted by the new controlling major power (unconditional access must be given if peace condition C.5 applies between the involved major powers). If no access is given or available, the neutral forces must be handled as with force repatriation (see and/or option 12.4). Voluntary Access Limitations: Voluntary access permission might be limited by specifying only certain provinces through which movement is permitted. "Conditional access" is also possible (e.g., access only if at war with a particular country, etc.). This is up to the players, who may wish to put the conditions in writing. The player having access must obey the conditions set. The player through whose territory access is desired may set any conditions (e.g., whether the moving major power can leave garrisons, build depots, payment for the privilage, etc.). Unconditional Access: Access gained as a peace condition (see C.5 on the VICTORY CONDITIONS CHART on the Game Card) is "unconditional access," and no restrictions other than those in peace condition C.5 can be imposed.
10.3.2 CITY OCCUPATION: The nationality of a city garrison determines who controls the city for combat purposes, regardless of the major power formally controlling the province or minor country in which the city is located. For example, a Russian garrison in a French port city allows the Russian player to determine if the port's harbor defences are used against attacking fleets. If a city has a garrison consisting of army factors from more than one major power, control is with the major power formally controlling the province or minor country. If no army factors of the major power formally controlling the province are present, control for combat purposes can be decided by mutual agreement among the players with army factors present or, if agreement is impossible, by competitive die rolls with no modifiers. If there is no garrison, the city is controlled by major power or neutral minor country which controls the territory in which the city is located --port cities without garrisons may not use their harbor defences.
10.3.3 NEUTRAL GARRISONS IN ENEMY TERRITORY: Neutral garrisons or portions of garrisons (army factors belonging to a major power not at war with any of the besieging corps) in a city belonging to an enemy of a besieging corps must surrender as soon as a siege of the city is announced. These surrendered army factors and corps are automatically "exchanged" and automatically returned to the map as reinforcements during the surrendered forces' next Army Reinforcement Step.
(Errata:)10.3.4 FORCIBLE ACCESS: If a major power is denied voluntary access or denied desired access conditions, its land forces may still be moved into or through desired areas by using "forcible access," as follows: Forcible access operates under the same restrictions as access through neutral minor countries (see A phasing major power loses one political point per Turn for each major power's territories in which forcible access is used. For example, during a Turn, French counters are moved through some Bavarian and Saxon areas using forcible access. France loses one political points if both these minor countries are controlled by Prussia, but loses two political points if Bavaria is Austrian-controlled and Saxony is Prussian-controlled. The major power controlling territory in which forcible access occurs may, if desired, immediately declare war and lose the requisite political points for each separate declaration on any or all of the major powers using forcible access in its territory, unless prevented by limitation in This chance to declare war is repeated each time a counter using forcible access is moved. If war is declared, allies may be called as in 4.3.

10.4 MINOR COUNTRIES WITH DISTRICTS: Some minor countries are unusual in that they consist of two or more "districts" while most minor countries have only one district.
10.4.1 COUNTRY COMPOSITION: These minor countries have a "major" district (which gives its name to the whole minor power) and a "secondary" district. The minor country Denmark consists of the major district of Denmark (capital Copenhagen) and the secondary district of Norway (capital Christiana). Similarly, there is the major district of Sweden (capital Stockholm) and the secondary district of Finland (capital Abo). Others can occur if optional rules 11.4 and 11.7 are used.
10.4.2 DECLARATIONS OF WAR: Major powers may not separately declare war on a neutral secondary district while it is still part of the neutral combined minor country. For example, a declaration o war on Sweden is also considered a declaration o war on Finland (unless Finland has already been conquered). The cost in political points to declare war on neutral minor countries with more than one district is one political point per district.
10.4.3 CONTROL: Whoever is given control of, or conquers, the major district of one of these minor countries is also automatically given control of, or conquers, the secondary district with no need to independently conquer the secondary district capital. The control of a secondary district is not given to the controller of the major district if a secondary district is already controlled by a different major power. It is possible for one major power to conquer a secondary district (by controlling its capital) while another major power controls the major district. For example, one major power can conquer Norway, by controlling Christiana while another major power conquers Denmark (the district) by controlling Copenhagen. When this happens, Sweden is considered a separate minor country from Finland, Denmark is considered a separate minor country from Norway, etc. until a secondary district satisfies the conditions of returning to neutrality (e.g., the controlling major power is in the Fiasco Zone of the POLITICAL STATUS DISPLAY --see 10.5.2). The secondary district does not in this case revert to neutrality but immediately reverts to the control of the major power controlling the major district or (if also neutral) to the control of the major district to again form a multi-district minor country. For example, Norway reverts to the control of the major power controlling Denmark (as part of the controlled Danish free state), or, if Denmark is also neutral, Norway would again become a part of combined neutral Denmark minor country.
10.4.4 CORPS AND FLEETS: The major power controlling the major districts of these minor countries controls their corps and fleets. For example, Finland and Norway have no corps and fleets and, when separate, these secondary districts must be treated as conquered minor countries. EXCEPTION: see option 11.7 for Naples and Sicily, if used. When a secondary district is a part of its combined minor free state its manpower and money values can be used to purchase that minor free state's ships and army factors. For example, when Norway is a province Denmark its manpower and money values (all doubled --see 8.2.3) can be used to purchase Danish ships and army factors.

10.5 * THE POLITICAL STATUS DISPLAY: Each major power has an initial starting position on this Status Card display as given in the campaign games. That position is altered by winning or losing combats, by gaining formal allies or breaking alliances, being surrendered to or surrendering, declaring war upon a country, becoming bankrupt, by economic manipulation, by conquering a minor country or having one conquered from you or by being selected to run it, etc. See the POLITICAL POINTS CHART on the back of this rulebook and the appropriate rules sections to find the reasons for and the extent of these adjustments.
10.5.1 ADJUSTMENT PROCEDURE: When political points are adjusted, all positive adjustments require the major power's political status marker to be moved that number of spaces along the display from left to right (the zone lines are contiguous e.g., the right hand end of the Neutral Zone joins the left hand end of the Dominant Zone). Similarly, negative adjustments require the marker to be moved from right to left along the display. A major power's political status marker cannot be adjusted off either end of the POLITICAL STATUS DISPLAY, but remains at the end until adjusted away by gains or losses. If a major power would have been forced off the lower end of the display, then that major power must sue for peace during the next Peace Step with every major power at war with it (only a conditional surrender has to be accepted).
10.5.2 LOCATED IN THE INSTABILITY/FIASCO ZONES: When a Money and Manpower Collection Step of an Economic Phase finds a major power's political status marker in a box in the Instability or Fiasco Zones, a die may have to be rolled by that major power's controlling player. No die roll is necessary if there is no economic loss number in the box. If the roll is not greater than the economic loss number found in the political status marker's box then only half the available major power money and manpower values are collected by that major power (rounding fractions up) and its minor free states collect only their printed values, not the normal doubled amounts. The value of trade is unaffected. Other effects are: BEING IN THE INSTABILITY ZONE: If a major power commences the Minor Country Control Step of a Political Phase in the Instability Zone of the display, all of the conquered minor countries of that major power become neutral, unless there is an unbesieged corps of that major power in the minor country. EXCEPTIONS: see options, and BEING IN THE FIASCO ZONE: If a major power commences a Minor Country Control Step in the Fiasco Zone all controlled minor countries of that major power will become neutral regardless of occupation attempts, including minor free states. CHANGING CONTROL: If an enemy corps is located in the minor country and/or an enemy garrison is in the minor country at these times, the minor country does not become neutral but is transferred to the control of that enemy major power instead (resolve control by competitive die rolls as in 8.7.4 if two or more different enemy major power forces occupy the minor country). Free states whose control is transferred become conquered minor countries. When a minor free state becomes neutral or its control changes, all of its forces are removed, but a note is kept of its current fleet strength (which will become available if the minor country later again becomes a free state). (Errata:) Garrison factors (NOT corps, freikorps, or cossacks in garrison) of the controlling major power MUST be immediately removed from the minor country following the honors of war rules (see --in this case, it can be done by Spanish and Turkish garrisons). POLITICAL POINTS FOR CHANGED CONTROL: No political points are lost when a major power loses control of minor countries in this way. However, all major powers who have the control of a minor country (regardless of the number of districts) transferred to them gain a political point.
10.5.3 STATUS MODIFIERS: The status modifiers at the side of the POLITICAL STATUS DISPLAY are the die roll modifiers used (in addition to any others) when dicing to determine who will run a particular neutral minor country that has been attacked (see 4.6.2 and 4.6.3) or when using the Uncontrolled Major Power (UMP) rules (see 14.3). The status modifiers number next to the zone line a major power's political status marker occupies is used.

10.6 LEADERS AND COMMAND: The leaders in the game represent historical personalities who held commands during the Napoleonic War. All leaders, except NELSON, must always be stacked with a corps of that major power or controlled minor power when on the map. NELSON must always be stacked with a fleet(s) of the British major power or British-controlled minor country. A player may not voluntarily cause his leader to become unstacked. Where a leader becomes unstacked due to foraging losses or disbanding, the leader is removed from the board and is returned in any later Army Reinforcement Step (Naval Reinforcement Step for NELSON). Leaders do not need supply and, except for NELSON, may be transported on fleets only if stacked with a corps.

10.6.1 LEADERS WHO ARE COMMANDERS: The leader in charge of a force is called the "commander”. If no leader is present, the best corps intrinsic ratings (there intrinsic ratings reflect the abilities of the corps commanders) of the corps present is used. Fleets have no intrinsic ratings. These intrinsic strategic and tactical ratings can be found on the reverse of the counters and minor countries' intrinsic ratings are those of their controlling major power. . If no corps is present, garrisons, cossacks and guerillas have an intrinsic tactical and strategic rating of zero. Note that Prussian strategic ratings differ in 1805-1809 from 1810 and later. CHOOSING OR DETERMINING A COMMANDER: If there is only one leader present on a side at a combat, that leader automatically commands. Otherwise, the commander is determined as follows: Commanders For Allied Armies: If several leaders are present on the same side at a combat then the leader commanding the whole army must be a leader of the major power with the greatest number of corps present. If there are equal greatest numbers, the major power providing the leader may be chosen by the controlling players by mutual agreement from among those major powers or by competitive unmodified die rolls. Commanders Among Other Leaders: If there are several leaders from the one major power, the leader with the highest seniority rating is chosen. "A" is a senior rating to "B" is a senior rating to "C" is a senior rating to "D”. If there is more than one leader of the same highest seniority rating then the controlling player may choose which leader to use. Reinforcing Leaders Taking Command: If a reinforcing leader arrives during a combat, it takes command only if from the same major power as the present commander and has a higher seniority rating or if there is currently no leader. COMMANDER USES: The commander chosen will be used for all purposes in combats and only that leader's strategic and tactical ratings will be used. Tactical Maximum Ratings: Each leader has a "tactical maximum rating". If commanding more corps than this rating, the leader's tactical rating is reduced by "-1", and if commanding more corps than twice this rating the leader's tactical rating is reduced by "-2". Regardless of the number of corps commanded, the tactical rating can never be modified to below zero. For example, if Napoleon, with a tactical maximum rating of "6" and a tactical rating of "5", commands seven to twelve corps, the tactical rating is reduced from "5" to "4". If Napoleon commands thirteen or more corps, the tactical rating is reduced from "5" to "3". Corps included in an outflanking force are counted for determining a cornmander's tactical rating. Tactical Ratings Comparisons: The opposing commanders' ratings (which may be modified if tactical maximum ratings are exceeded) are compared on the COMMANDER CHART on the Game Card, which gives a "0", "+1" or "-1" die roll modifier for attacker and defender in a combat round. The tactical rating is calculated round by round (i.e., reinforcements may change the commanders' tactical ratings from round to round). COMMANDERS FOR PURSUIT: For pursuits, the combat conunander is not necessarily the leader used. Any leader with a cavalry leader symbol may be used to modify the pursuit (see as long as at least one factor of that leader's nationality is pursuing.

10.6.2 LEADER MOVEMENT: Leaders may move by spending their entire movement with a corps (fleet for NELSON) with which they began the Land or Naval Movement Step. Alternatively, a leader may be retired from the map during the appropriate Reinforcement Step (unless in a besieged city --a besieged port city must also be blockaded to prevent a leader's retirement) and then placed with any unbesieged corps (fleet for NELSON) of its major power in any later appropriate Reinforcement Step.

10.6.3 LEADER CAPTURE: When all factors on a side or in a pinning force with which a leader is present are eliminated by combat that leader is captured by any major power on the opposing side of the owning player's choice. If a leader becomes unstacked through losses incurred during besieged supply, the leader is captured by the besieging major power of the owning player's choice. Captured leaders must be returned as an effect of peace (see and may be returned earlier at the option of the capturing player, the leader being placed on the board in any later appropriate Reinforcement Steps.

10.6.4 *RETURNING LEADERS: When a leader is removed from the game under peace condition C.6, that leader can only be returned to the game in one of two ways: If the removed leader's major power ever occupies the Fiasco Zone on the POLITICAL STATUS DIDSPLAY on the Status Card at the end of the Manipulation Step of an Economic Phase, the leader is eligible to be returned to the map for normal use during the next or any later Reinforcement Phase. If the major power is not in the Fiasco Zone at the end of a Manipulation Step (see 8.4.3), the controlling player may, if desired, drop a number of political points equal to the total of the removed leader's strategic plus tactical ratings numbers (EXCEPTION: the NELSON leader, with no ratings numbers, can be returned for a drop of 10 political points). If this is done, the leader is eligible to be returned to the map for normal use during the next or any later Reinforcement Phase.

10.6.5 THE BERNADOTTE LEADER: The "BERNADOTTE" leader counter has two sides and is available as a French leader (use the French blue side of the counter) from 1805 to the August, 1810 Turn. At the start of the Army Reinforcement Step of the August, 1810 Turn, the French player must give this leader counter (even if besieged) to the major power controlling Sweden (use the gray side of the counter from now on). The major power controlling Sweden may now place the counter on the map during this or any later Land Reinforcement Step. The BERNADOTTE leader counter is now a Swedish leader and can be used with any of the corps of the major power controlling Sweden (which could change if control of Sweden changes). If BERNADOTTE was "killed" or France went into civil disorder prior to August, 1810, the BERNADOTTE leader counter does not become a Swedish leader. If Sweden is or becomes neutral after BERNADOTTE becomes a Swedish leader, the BERNADOTTE leader is kept off the map and can be placed when the rest of the Swedish forces are placed.

10.7 DARDANELLES CONTROL: Normally, the major power controlling Constantinople controls access through the Dardanelles sea area (see and for results of control), but if Constantinople is besieged, no one controls access through the Daradanelles. Note that this makes it possible for any major powers to pass through the Dardanelles and also makes it possible for enemy fleets to enter the area to reach the Constantinople blockade box.

10.8 SETTLING DISPUTES: Although it is pointed out in numerous places throughout the rules that major powers with conflicting and equal claims may settle their disputes through mutual agreement or through competitive die rolls (sometimes modified), other cases can arise that are not mentioned elsewhere. In all these cases, if a mutual agreement cannot be reached, let unmodified competitive die rolls decide. For example, if leaders or army factors are captured by mixed forces controlled by more than one major power, the control over the "prisoners" can be decided by mutual agreement or, if agreement cannot be reached, by competitive die rolls (roll for each factor or leader over which there is a disagreement).

9.0 The Time Record Phase


11.0 New Political Combinations