2.0 Game Setup

After players decide which scenario or campaign to play, the following must be done to prepare for play.

2.1 SELECTION OF MAJOR POWERS: For the scenarios, players may utilize any preferred method to select sides. For the campaign games we recommend the procedure covered in 14.2.

2.2 SCENARIO SETUP: The setup for each scenario is described in the scenario rules (see 13.0), and the setup for each campaign is found in the campaign game rules (see 14.0). These contain needed specific setup information not found here.

2.3 MAPBOARD AND GAMING AREA SETUP: The two maps should be counterfolded to lay flat and placed together so that they match up. EMPIRES IN ARMS is a large game that requires a large area in which to play, and any table selected should be large enough not to hold the maps but also to provide room for the various cards to be placed near and around the maps.

2.4 COUNTER SETUP: This is covered more detailed in 13.0 and 14.0.

2.4.1 MAPBOARD COUNTERS: The forces on the map are represented by various counters. The strengths of garrisons (use garrison/strength counters), cossacks, freikorps and guerillas are directly shown by the factor on the actual counter. These factors are totally interchangeable within their type (e.g. , a "5" factor militia garrision cunter may be exchanged for a "2" factor plus a "3" factor militia counter etc.). Each cossack or freikorps counter is worth exactly one factor. The strengths of corps and fleet counters are recorded off the map.

2.4.2 USING THE NATIONAL CARDS: The maximum strengths of corps and fleets are shown on the appropriate National Cards (one card per major power, and one for all of the minor countries). The corps and fleet counters when face-up on the map only show their general type and movement allowance. Which corps each counter represents is shown on the back of the counter an may be examined by only the owning player, except when its identity must be reveald to other players (e.g., during a combat - see 7.5.2.6.3). The designation of each fleet (and its movement allowance) is shown on the front of the counter and so ist designation and exact strength should always be known to all players.

2.4.3.2 *VICTORY POINTS: Place the victory point markers (three per major power) on the VICTORY POINTS DISPLAY to record each major power´s starting victory points as given in the campaign. use the negative sides to show negative points (possible in campaign games starting 1805 if 14.2 and/or 14.3 are used) and the positive sides to show positive points.

2.4.3.3 *POLITICAL STATUS: Place the political status markers /one per major power) on the POLITICAL STATUS DISPLAY to record eaxh major power´s starting political status as given in the campaign. The starting boxes for each campaign are identified by letters for the major puwer (i.e., "Tu"=Turkey) and Roman numerals referred to the campaign games on the "Campaign Setup" line of the boxes. The POLITICAL POINTS CHART is for reference when using the POLITICAL STATUS DISPLAY.

2.4.2.1 USING SIDE ONE OF THE NATIONAL CARDS: Side one of each National Card contains spaces for indicating the strength of every corps and fleet of that major power or of the minor countries.

2.4.2.1.1 Showing Strengths: The number in each box indcates the maximum number of ships or army factors of that type that the corps or fleet may contain. The current strength of a corps is shown by the placement of garrison/strength counters in the appropriate boxes. For this purpose, use any national or neutral infantry or militia garrison/strength counter or counters. The counters used can be of any type or nationality, as it is their strength and the box they occupy that determine their effect and what they represent. for example, a French militia counter of "3" in a Russian cavalry box acts as "3" cavalry factors, not as militia. These factors are also interchangeable (e.g., a "2" and a "1" factor counter can be exchanged for a "3" factor counter, etc.), as with the garrison strengths (see 2.4.1). Note that most corps for most major powers allow for a maximum number of regular infantry and/or militia factors plus an additional number of cavalry factors (plus an additional number of guard factors in some cases).

2.4.2.1.2 Altering Strengths: The currens strength of a corps or fleet is altered as strengths vary (e.g., because of swapping factors between corps , combat losses, foraging losses, gerrison detachments, etc.) by changing the number of factors in the appropriate boxes of that corps or fleet.

2.4.2.1.3 *Economic Manipulation (Optional): If option 12.5 is used, the major powers´ economic manipulation markers should be placed in the "0" boxes of their ECONOMIC MANIPULATION DISPLAYS.

2.4.2.2 *USING SIDE TWO OF THE NATIONAL CARDS: Side two oof the major power National Cards is recommended for campaign games because most garrison/strength counters will be required to show garrisons and also because other sections are handy for maintaining economic an reinforcement records for both the major powers and their controlled free states. This side of the cards should be photocopied and used simply by pencilling in information and erasing as changes are made.

2.4.2.2.1: Corps and fleet strengths for both the major power and its controlled minor free state can be pencilled in and erased and adjusted as changes are made.

2.4.2.2.2: Money expenditures between Economic Phases, prisoners, etc. can be recorded on any free space on the copies.

2.4.2.2.3: Economic manipulation (see option 12.5) is recorded as part of the ECONOMIC AND MANPOWER WORKSHEET on side two plus using the ECONOMIC MANIPULATION DISPLAYS on side one.

2.4.3 STATUS CARD SETUP: The displays on this card record game information.

2.4.3.1 TIME: Place the Turn makers (month and year) in the appropriate boxes of the TIME DISPLAY to match the starting date of the scenario or campaign.

1.0 Introduction/Components

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3.0 Sequence of Play