8.0 *The Economic Phase

During this phase, which occurs only at the end of the March, June, September and December Turns, money and manpower are collected and certain expenditures are made. Players should keep track of their current amounts of money on a separate sheet of paper or use the REINFORCEMENTS RECORD and ECONOMIC AND MANPOWER WORKSHEET forms on copies of side two of the National Cards, Prussia should do similarly for current saved manpower levels. The actions of the Economic Phase occur in the following order:

8.1 THE VICTORY POINTS STEP: In this step, the POLITICAL STATUS DISPLAY on the Status Card is consulted and each major power receives the victory points specified for the position at which it is located. For example, if the Austrian political status market it, as on the square at the extreme right of the neutral zone line, Austria would receive 8 victory points.
8.1.1 RECORDING VICTORY POINTS: The victory points gained are recorded by adjusting each major power's victory point markers on the VICTORY POINTS DISPLAY on the Status Card to show the new total of victory points.
8.1.2 POSSIBLE BRITISH CHANGE IN VICTORY POINTS: The British player has the option of spending up to one third of the victory points he gained this step to subtract that same number of victory points from the total victory points of any ONE major power with which Great Britain is currently at war. This is done instead of Great Britain gaining those victory points.
8.1.3 HOW TO WIN A GAME: During the Victory Points Step of a game's final Turn, or possibly sooner, a victor is determined. SCENARIO VICTORY: Each scenario has its own victory conditions (see the individual scenarios in 13.0) and the victory determination systems are different from those used for campaign games. CAMPAIGN VICTORY: Victory points are collected during each Victory Points Step (see 8.1). In the campaign games, the first player(s) to obtain enough total victory points to reach or exceed his major power's victory level and announce this fact (it does not have to be announced at the first opportunity) is a winner. If two or more major powers have reached or exceeded their victory levels simultaneously, those major powers are co-winners. Players may not transfer victory points to each other. If no player reaches the required victory level by the end of a campaign game, Great Britain wins. The Major Power Victory Levels: The required victory levels for each major power are given in the VICTORY LEVELS CHART on the Game Card. Shorter Campaigns: If players wish to finish a campaign game earlier, they can determine the victor by calculating the major power which has attained the largest percentage of its victory level. Average these percentages for players controlling two major powers (see 14.2.2). The Final Victory Points Step: During a Victory Points Step when the announced total victory points of a major power has matched or exceeded that major power's victory level or, if the final month that will be played has been concluded, during the final Victory Points Step of the game, manpower levels are counted for additional victory points. Each major power counts its total currently controlled manpower values in controlled home nation provinces, controlled ceded provinces of other home nations and conquered minor countries (none of the component territories of the new political combinations used in options 11.1 - 11.6 count as conquered). Controlled minor free states and/or controlled provinces or minor countries with capitals currently occupied by an enemy are not counted. These manpower values are added as extra victory points to the major power’s victory point totals for determining a winner or winners. For players controlling two major powers (see 14.2.2) to win, both of their major powers must match or exceed their victory level or the excess victory points of one of these major powers must be enough that, by adding these excess (not needed to match its own victory level) victory points to the other major power’s victory points, that addition will be enough to bring that second major power to its victory level.

8.2 THE MONEY AND MANPOWER COLLECTION STEP: The "tax" (for money) and "manpower" (recruiting for ships and army factors) values for each province are printed within the province on the mapboard. The domestic trading values for each port city are printed in its blockade box. NOTE: Copies of the ECONOMIC AND MANPOWER WORKSHEET forms on side 2 of the National Cards are useful for the calculations involved in 8.2 - 8.5.

8.2.1 MONEY COLLECTION: There are a number of sources from which a major power may collect money. Each player totals the money due to him from Economic Manipulation (see option 12.5 - this may be negative), from taxation, from trade and Spanish Gold. This total is added to any accumulated amount carried over from previous quarters. MONEY COLLECTION BY TAXATION: The tax money due a major power is determined by adding together all of the tax values of all of its controlled home provinces, currently ceded enemy provinces and conquered minor countries. The tax money due a controlled minor free state is similarly and separately figured (see 8.2.3). A major power may not collect taxes from a province or minor country if its capital city is occupied by unbesieged enemy factors. A major power collects no taxes at all (except for its minor free states) if its national capital city (or, in the case of Russia, if either Moscow or St. Petersburg) is occupied by unbesieged enemy factors. MONEY COLLECTION BY TRADE: The trade money due a major power is determined by adding together all of the domestic trading values of its ports. The domestic trade money due a controlled minor free state is similarly and separately figured. Great Britain may trade with any eligible ports, but only if the major power controlling the port also wishes to trade. (Errata:) For ALL trade, Great Britain announces all trading he wishes to conduct, after which each major power involved may agree or disagree. Domestic (Normal) Trade: All domestic trade is considered to be done with Great Britain. When an eligible port does trade, Great Britain receives the first trading value amount listed for its trade and the controlling major power gains the second trading value amount. A port is not eligible for trading (domestic or overseas) if it is blockaded, besieged, or occupied by an enemy major power other than the major power controlling the province or minor country in which the port lies. Ports north of the ice line are not eligible for trade in the last (December) Economic Phase of a year. Ports on the Black Sea can only trade if given permission by the major power controlling Constantinopole. A major power may not trade using any port in a province or minor country if that province or minor country's capital city is occupied by unbesieged enemy factors. A major power may not conduct any trade (except through eligible controlled minor free state ports) if its national capital city (both Moscow and St. Petersburg for Russia) is occupied by unbesieged enemy factors. A major power at war with Great Britain may not conduct any domestic trade. Great Britain may trade with ports in minor neutral countries, with no major power earning the second amount. Great Britain may trade with eligible ports in provinces and minor conquered countries it controls, gaining both values. Great Britain may also trade with eligible ports in minor free states it controls, gaining the first amount, the minor free state gaining the second. Overseas Trade: This represents trade with nations and colonies not shown on the map. British Colonial Trade: Great Britain receives an additional 30 (only 15 money points while at war with the U.S.A. --see money points for trade with its colonies. American Trade: American trade represents European trade with the American continents. American Trade Value: Each major power other than Great Britain may trade with America, receiving twice the second domestic trading value of any one port eligible (must use the one with the highest possible domestic trading values) for domestic trade which it controls. This port may not be in a controlled minor free state but may be in a controlled conquered minor country, It does not matter if this port is also used for domestic trade with Great Britain. Minor free states have no separate American trade. Stopping American Trade-War With The United States: If Great Britain is at war with another major power(s), it may elect during this step to automatically stop that major power(s) from trading with America. If Great Britain stops the American trade, Great Britain gains the value of the American trade it stops. If this is done, the British player also rolls one die. If the roll is equal to or less than the number of major powers denied trade with America by Great Britain, Great Britain's actions are considered to have started a war with the U.S.A. Great Britain immediately loses 15 money points and loses 15 money points of its colonial trade every following Economic Phase while it remains at war with the USA. While Great Britain is at war with the U.S.A no major power may trade with America. The war with the U.S.A lasts until Great Britain ends it by choosing to lose 5 political points during any Peace Step. There may be more than one war with the U.S.A. during the course of a campaign game. SPANISH GOLD: Spain receives money from a yearly gold convoy from Spanish overseas colonies --two dice are rolled on the SPANISH GOLD CONVOY TABLE on the Game Card during the September Economic Phase only and the amount indicated is received in money points. If Great Britain is at war with Spain at this time, modify the dice roll by "-2". A modified dice roll of less than "2" results in there being no gold for Spain this year --instead, Great Britain has captured the gold convoy and gets 15 money points for the capture. If all Spanish-controlled ports are blockaded and/or if no ports are Spanish-controlled or unoccupied by enemy forces then there is also no gold convoy, although there is also no dice roll in this case.

8.2.2 MANPOWER COLLECTION: Each player totals the manpower due to him from Economic Manipulation (this may be negative), from friendly controlled home provinces and conquered minor countries only. Manpower is not collected from ceded enemy provinces nor from a controlled province or minor country whose capital city contains unbesieged enemy factors. The presence of an unbesieged enemv in the national capital of a major power does not affect the collection of manpower except for the capital's province.

8.2.3 MINOR FREE STATES MONEY AND MANPOWER COLLECTION: Minor free states gain double the money and manpower values printed on the map. To this is added the money value of any domestic trade with Great Britain. Minor free states do not trade with America. This money and manpower is used exclusively for purchases and maintenance of that minor's forces. Any wastage is lost. The controlling major power may loan money (actually, give the money --minor free states never repay loans and may not make loans of their own) to a minor free state. If the capital city of a minor free state is occupied by unbesieged enemy factors, it gains no money (including trade) or manpower.

8.3 THE LENDING MONEY STEP: Major powers may now lend or give ("subsidies?") money to each other or to their own controlled minor free states. Minor free states may not loan money. Money may not be lent or given at any other time in the game. Monev that changes hands is added or subtracted from the money obtained from other sources. Manpower may not be loaned or given away at any time. Between major powers, money may only be loaned or given to allies.

If a major power home nation capital is enemy occupied and unbesieged during a Manipulation Step, the major power without a capital may not collect money (see or carry out any previosly set economic manipulation (see option 12.5) or set any new economic manipulation ("0" must be set). Instead, the major power's political status marker must be adjusted on the POLITICAL STATUS DISPLAY on the Status Card to show the following drop in political points: LONDON OR PARIS OCCUPIED: "-3" political points. BERLIN, CONSTANTINOPLE OR VIENNA OCCUPIED: "-2" political points. MADRID, MOSCOW OR ST. PETERSBURG OCCUPIED: "-1" political point. For Russia, this is "-1" political point per capital (Moscow and/or St. Petersburg) occupied.
8.4.2 ECONOMIC MANIPULATION (OPTIONAL): If 8.4.1 does not apply, see option 12.5 for information on using economic manipulation during this step.
8.4.3 RETURNING REMOVED LEADERS: At the end of a Manipulation Step, determine if a removed leader (removed as a result of peace condition C.6) can be returned to play (or drop political points at this time to ensure the return during the next Reinforcement Phase --see 10.6.4).

8.5 MONEY AND MANPOWER EXPENDITURE STEP: Money and manpower are used to pay expenses and for building/ recruiting new ships and/or army (regular infantry and cavalry, militia, guard and/or artillery) factors. Minor free states pay their own maintenance, at the same rates. If the minor free state cannot pay, the major power controlling the minor free state must pay. Money should be expended in the order that expenses are listed below. Any major power that becomes "bankrupt" during 8.5.1 or 8.5.2 loses "-3" political points (immediately adjust the major power's political status marker on the POLITICAL STATUS DISPLAY)

8.5.1 MAINTENANCE: These represent the expense of counters already on the map. If there is insufficient money for the maintenance of all counters in 8.5.1, the major power pays all available money and becomes bankrupt. This has no effect on the counters on the map. CORPS MAINTENANCE: For each corps of any type and at any location a major power has on the map (not including minor free state corps, which are paid for separately) it expends one money point in maintenance. FLEET MAINTENANCE: It costs various amounts to maintain fleets; one money point for each fleet located in a port or blockade box and 5 money points for each fleet located in a sea area. DEPOT MAINTENANCE: For each of its depots on the map a major power expends one money point in maintenance.

8.5.2 FORMAL DEBTS: Major powers now pay off any "formal" debts --that is, those required through peace terms (see peace terms B.3, C.3 and C.7). If there is insufficient money for this the major power pays what there is and becomes bankrupt (if not already so) and the remainder of the debt still exists as a formal debt. Players may now also choose, but are not obliged, to pay any informal debts.

8.5.3 EXPENDITURE ON FORCES: Major powers with money left may spend it on army factor or ship purchases (see the PURCHASE/COST CHART on the Game Card). For example, an infantry factor could be purchased by using three money and two manpower points. Minor free states make separate purchases using their own money and manpower. Any excess manpower is lost (except for Prussia, which may save manpower, though its controlled minor free states may not). The purchase of army factors and ships and their date of arrival on the map as reinforcements should be recorded on a separate piece of paper or on copies of the REINFORCEMENT RECORD of sides two of the National Cards. Neither the Turkish major power nor minor free states may build militia infantry. Insurrection, feudal troops, guerillas, cossacks or frelkorps are not build in this step (see,, and Turkey may not build any guard factors and only France and Russia may build artillery factors. All ships and factors purchased during this step are placed on the map as reinforcements during the Reinforcement Phase(s) after the required number of months have passed (based on the "Time" column on the PURCHASE/COST CHART on the Game Card) following the purchase of the factors. For example, an infantry factor (which requires three months to build) purchased during the March, 1806 Money and Manpower Expenditure Step is placed on the map during the June, 1806 Reinforcement Phase.

8.5.4 EXPENDITURE ON NEW CORPS AND FLEET COUNTERS: Major powers and their controlled minor free states may purchase fleet and corps counters not currently on the map by paying one money point per counter (CLARIFICATION: Only available (currently off the map) fleet and corps counters may be purchased as "new" counters. Counters currently on the mapboard may not be purchased to be available for immediate return to play as "new" counters should they be eliminated.). These counters must be placed on the board within the next three months (the next quarter) or they must be again purchased on another Economic Phase before they can be placed on the map. Turkish feudal, Austrian insurrection and the Austrian Tyrol corps that are not on the map at this time do not have to be purchased.

8.5.5 SURPLUS MINOR FREE STATE MONEY OR MANPOWER: Any remaining unused money or manpower points belonging to minor free states are lost.

8.5.6 MILITIA CONVERSION (OPTIONAL): If option 12.1.1 is used, militia to be converted is removed from the map and paid for during this step.

8.5.7 SURPLUS MAJOR POWER MONEY OR MANPOWER: Any remaining money points belonging to a major power are available for use to meet any of that major power's expenses (ie., building depots, using depot supply, etc. --this also includes these expenses for controlled free states and/or supplying allied corps) during future months. Prussian manpower points can also be saved --those of other major powers are lost if not used.

8.6 THE POLITICAL STATUS ADJUSTMENT STEP: In this step, each player checks the box on the POLITICAL STATUS DISPLAY on the Status Card containing his political status marker and gains or loses the political points specified by the value of the large political status adjustment ("PSA") number in the box. Where this is a positive number, this is a political points gain (move the marker to the right); where the number is negative, this is a political points loss (move the marker to the left). The political status marker is moved by the indicated number of boxes in the indicated direction. Players may not transfer political points to one another.

8.7 THE CIVIL DISORDER STEP: If, during any Economic Phase, a major power can collect no home nation manpower, that major power goes into "civil disorder" and that major power is permanently out of the game and all of its home nation forces are permanently eliminated from the map.
8.7.1: All conquered minor countries of the major power undergoing civil disorder pass to the control of the major power occupying the major power's capital.
8.7.2: Controlled minor free states of the major power undergoing civil disorder become neutral if no enemy forces control their capital. If a capital is controlled, their control passes to the major power occupying their capital.
8.7.3: Each of that major power's home nation provinces are ceded to the major power controlling the provincial capital. EXCEPTION: Where no major power controls the provincial capital, that province passes to the major power controlling the national capital. These provinces are now all considered to be ceded provinces
8.7.4: If the forces of two or more major powers are placed to dispute claims to territory afising from civil disorder (ie., mixed forces occupy a capital city), the involved major powers may decide on control in any mutually agreeable manner, or, if unable to agree, may use competitive die rolls to determine the new controlling major power (the modifiers from 4.6.2 apply to these die rolls for disputed minor countries).
8.7.5: Each major power at war with the major power undergoing civil disorder gains 5 political points, the same as if the major power in civil disorder had surrendered unconditionally.

8.8 THE CEDING STEP: Each player secretly writes down what controlled minor country or ceded province he wishes to "cede" (change control) to another major power. When such territories are ceded as a result of a peace settlement rather than of a player agreement, the territory is instead ceded at the moment peace is declared.
8.8.1: Unceded home nation provinces may not be ceded at this time. They may only be ceded as part of a formal (conditional or unconditional surrender) peace settlement.
8.8.2: Territory ceded during this step may only be ceded to allies. If desired, a major power may cede one individual district of a multidistrict minor countries instead of ceding the entire minor country (this still costs a political point). During any one Ceding Step no individual major power may cede more than one minor country, minor country district or ceded province.
8.8.3: A territory may not be ceded while it contains any forces of a major power at war with the controlling major power or, in the case of a minor country, separately at war with that minor country, unless it is ceded to that major power with forces inside that territory.
8.8.4: Ceding a territory during this step costs the ceding major power one political point (still only one regardless of the number of districts in a minor country). Record on the POLITICAL STATUS DISPLAY on the Status Card.
8.8.5: When a minor free state is ceded, the new controlling major power may accept it and all its current forces as a free state or immediately remove its forces (army factors are eliminated, ships are recorded for possible later use as in and change it to a (add a conquered control flag) conquered minor country.
8.8.6: A ceded province that is ceded back to its original home nation becomes an unceded province again. A ceded province that is ceded to any other major power remains a ceded province.

8.9 THE NEW POLITICAL COMBINATIONS STEP (OPTIONAL): Skip this step if options 11.1 through 11.6 and/or 11.8 are not used. Otherwise, new political combinations, additions to these combinations, component parts going neutral and/or changes in dominant status are determined and announced during this step.

8.10 THE LEVY STEP: New cossack and/or freikorps counters are placed on the map, if eligible (see, excess cossacks are removed from the map (see and (in December Economic Phases only) feudal and insurrection corps are brought up to full strength (see and

8.11 THE UMP CONTROL STEP: This step is used only at the end of December Turns in campaign games with less than seven players (see 14.3) to determine who runs the UMPS.

7.0 The Land Phase


9.0 The Time Record Phase