EUROPE AT WAR
INTRODUCTION
War in Europe in the 18th & 19th Centuries.
Module for the Warp Empires system.
You must use the Warp Empires system to play this game.
MAP
Depicts Europe circa 1700-1800+.
Each country is divided into 10+ territories.
Country: Connected to:
France Spain, Holland, Rhineland, Switzerland, Italy
England Controls the Seas. Access to all except Warsaw and Switzerland
Russia Prussia, Warsaw, Sweden, Austria, Ottoman Empire
Austria Rhineland, Prussia, Russia, Warsaw, Ottoman Empire
Prussia Rhineland, Austria, Russia, Warsaw,
Holland Denmark, Rhineland, France
Sweden Denmark, Russia
Denmark Holland, Rhineland
Spain France, Portugal
Portugal Spain
Rhineland Switzerland, Italy, France, Holland, Denmark, Prussia, Austria
Italy Rhineland, Switzerland, Naples, Austria
Naples Italy, Egypt
Switzerland Rhineland, Italy, France
Warsaw Prussia, Russia, Austria
Egypt Naples, Ottoman Empire
Ottoman Empire Russia, Egypt
TERRITORY TYPES
Type: Revenue Points generated per turn:
Wilderness 1
Small City 2
Medium City 3
Major City 4
Capitol City 5
DEFENSIVE POSITIONS
Units defending inside Major Cities & Capitol Cities get +2 Force.
VICTORY
The side that controls the most territories at the end of the game wins.
Either side wins automatically if all opposing units are destroyed.
SETUP
Each player starts with:
Control of all territories in 1 Country
1 General & 1 Admiral
10 Random units
ACTION DECK
Players share a common Action deck.
MOVEMENT RULES
Stacks (except for ships) without Generals cannot move.
All Stacks (with Generals) get 1 free move per turn!!!!
By use of cards, a Unit can move a maximum of twice per turn.
SHIPS
Ships can move in open Sea spaces.
A Ship can 'carry' 4 Land Units.
REVENUE
Revenue can be saved from turn to turn.
Saved Revenue is located in Capitols & Major Cities.
UPKEEP RULES
Units do not receive free upkeep.
Pay 1 Revenue Point for each unit.
Discard units that do not receive upkeep.
Units cannot receive any upkeep from territories they are cut off from or
From territories that are 5+ territories distant.
Revenue generated by cards can be used for upkeep anywhere.
RECRUITMENT RULES
Units must start in Major Cities or Capitol Spaces.
RAIDERS
A Stack containing light troops will reduce the revenue
of each opposing adjacent Territory by 1.
CASUALTIES
The Loser of a battle suffers a base loss of 20% (rounding up) of his units.
The Winner of a Battle suffers a base loss of half the number of
Units lost by the Loser (Rounding down).
Example: French have 13 units and British have 12
The British win the Battle…
The French lose 3 Units (20% of 13 rounding up) and the
British lose 1 Unit (half of 3 rounding down)
CAVALRY & ARTILLERY
In Battles Cavalry is +1 Force & Artillery is -1 Force
In Sieges Cavalry is -1 Force & Artillery is +1 Force
UNITS
Each player gets a set of unit chits of a unique color.
Use the Basic set or create sets unique to each nationality
(Each Infantry Unit roughly represents a Division of 5,000 Men)
REPUTATION
Leaders get a permanent +1 Force for each Battle they win.
Such Leaders are said to be experienced.
UNIT LIST ABBREVIATIONS
S = Ships
H = Heavy (Line) Infantry
C = Cavalry
CH = Heavy Cavalry
CL = Light Cavalry
C/H = Mounted Infantry
L = Light Infantry
A = Artillery
G = General (Leader)
F = Fortifications
D = Admiral (Leader)
BASIC SET UNIT LIST
Name # Type Force Move Notes
General 5 G 10 F
Admiral 5 D 10 FF
Ships of the Line 10 S 8 F
Frigates 10 S 4 FF
Fortifications 10 F 10 -
Guard Infantry 5 H 7 S
Grenadiers 5 H 6 S
Fusiliers 5 H 5 S
Troopers 20 H 4 S
Reserves 10 H 2 S
Rangers 5 L 6 M
Flankers 5 L 5 M
Skirmishers 5 L 4 M
Foot Artillery 10 A 6 S
Horse Artillery 5 A 5 M
Siege Artillery 5 A 4 S +4 vs Forts
Cuirassiers 5 CH 6 F
Dragoons 5 C/H 5 F
Lancers 5 CL 4 FF
Hussars 10 CL 3 FF
FRENCH UNIT LIST
Name # Type Force Move Notes
General 6 G 10 F
Admiral 4 D 10 FF
Ships of the Line 10 S 8 F
Frigates 10 S 4 FF
Fortifications 10 F 10 -
Old Guard 5 H 7 S
Middle Guard 5 H 6 S
Young Guard 5 H 5 S
Grenadiers 5 H 6 S
Fusiliers 5 H 5 S
Line Battalion 20 H 4 S
Reserves 10 H 2 S
Chasseurs 5 L 6 M
Voltigeurs 5 L 4 M
Foot Artillery 10 A 6 S
Horse Artillery 10 A 5 M
Siege Artillery 5 A 4 S +4 vs Forts
Cuirassiers 5 CH 6 F
Carabiniers 5 CH 6 F
Dragoons 5 C/H 5 F
Lancers 5 CL 4 FF
Hussars 10 CL 3 FF
Mounted Chasseurs 5 CL 4 FF
BRITISH UNIT LIST
Name # Type Force Move Notes
General 4 G 10 F
Admiral 6 D 10 FF
Ships of the Line 15 S 8 F
Frigates 15 S 4 FF
Fortifications 5 F 10 -
Foot Guards 5 H 7 S
Highlanders 5 H 7 S
Grenadiers 5 H 6 S
Fusiliers 5 H 5 S
Line Battalion 20 H 4 S
Sappers 5 H 2 S +2 vs Forts
Reserves 10 H 2 S
Riflemen 10 L 6 M
Cacadores 5 L 4 M
Foot Artillery 10 A 6 S
Congreve Rockets 5 A 2 S
Horse Artillery 5 A 5 M
Siege Artillery 5 A 4 S +4 vs Forts
Horse Guards 10 CH 6 F
Dragoons 10 C/H 5 F
Hussars 5 CL 3 FF
PRUSSIAN UNIT LIST
Name # Type Force Move Notes
General 6 G 10 F
Admiral 3 D 10 FF
Ships of the Line 5 S 8 F
Frigates 5 S 4 FF
Fortifications 10 F 10 -
Foot Guards 5 H 7 S
Grenadiers 5 H 6 S
Fusiliers 5 H 5 S
Landwher 20 H 4 S
Musketeers 10 H 2 S
Jagers 20 L 5 M
Foot Artillery 10 A 6 S
Horse Artillery 5 A 5 M
Siege Artillery 5 A 4 S +4 vs Forts
Cuirassiers 5 CH 6 F
Dragoons 5 C/H 5 F
Uhlans 5 CL 4 FF
Hussars 10 CL 3 FF
AUSTRIAN UNIT LIST
Name # Type Force Move Notes
General 7 G 10 F
Admiral 3 D 10 FF
Ships of the Line 5 S 8 F
Frigates 5 S 4 FF
Fortifications 10 F 10 -
Guard Infantry 5 H 7 S
Grenadiers 5 H 6 S
Fusiliers 5 H 5 S
Line Battalion 20 H 4 S
Reserves 10 H 2 S
Chasseurs 15 L 5 M
Foot Artillery 10 A 6 S
Horse Artillery 5 A 5 M
Siege Artillery 5 A 4 S +4 vs Forts
Cuirassiers 5 CH 6 F
Dragoons 5 C/H 5 F
Uhlans 5 CL 4 FF
Hussars 10 CL 3 FF
RUSSIAN UNIT LIST
Name # Type Force Move Notes
General 5 G 10 F
Admiral 2 D 10 FF
Ships of the Line 5 S 8 F
Frigates 5 S 4 FF
Fortifications 10 F 10 -
Guard Infantry 5 H 7 S
Grenadiers 5 H 6 S
Fusiliers 5 H 5 S
Troopers 20 H 4 S
Reserves 20 H 2 S
Chasseurs 15 L 5 M
Foot Artillery 10 A 6 S
Horse Artillery 5 A 5 M
Siege Artillery 5 A 4 S +4 vs Forts
Cuirassiers 5 CH 6 F
Dragoons 5 C/H 5 F
Lancers 5 CL 4 FF
Hussars 5 CL 3 FF
Cossacks 15 CL 4 FF
HISTORICAL UNITS
For more historical units see the lists in the game Eagles of Glory also on this website.
ACTION DECK NOTATION
Battle: Any battle not involving Fortifications
Sea: Any battle between Ships or Movement by Ships
Siege: Any battle involving Fortifications
ACTION CARD DECK
Card Name Notes
Tactical Move Move 1 stack
Operational Move Move 2 stacks
Grand Strategy Move 3 stacks
Garrison Siege: Fortification gets +5 Force
Siege Siege: Destroy target Fort
Bayonet Charge Battle: Heavy Infantry get +3 Force each
Wheel About Battle: Cavalry get +2 Force each
Outflank Battle: Light Units get +2 Force each
Bombardment Battle or Siege: Artillery get +2 Force each
Encirclement Battle: Stack gets x2 Force
Counterattack Battle: Defender gets x1.5 Force
Rearguard Action Battle: Loser takes half Casualties
Forced March Move 1 Stack
Columns Move 1 Stack
Surprise Battle & Sea: Attacking Stack gets Force x2
Enlistments Recruit 2 random units
Shock Action Battle: Lancers & Heavy units get +2 Force each
Skirmishing Battle: Light Units get +2 Force each
Target Artillery Battle: Destroy target Artillery Unit
Lead Column Battle: Leader gets +10 Force
Column Attack Battle: Heavy Infantry get +3 Force each
Lance Charge Battle: Lancers get +5 Force each
Light Cavalry Pursuit Battle: Losers take 1 extra casualty
Successive Volleys Battle: Heavy Infantry get +3 Force each
Rear Attack Battle: Cavalry get +4 Force each
Flank Attack Battle: Cavalry get +3 Force each
Defensive Formation Battle: Heavy Infantry get +3 Force each
Square Formation Battle: Heavy Infantry get +3 Force each
Rapid Attack Battle: Cavalry get +2 Force each
Blunder Battle: Stack Force reduced by ½
Disordered Infantry Battle: Heavy Infantry get –2 Force each
Fire by Rank Battle: Heavy Infantry get +3 Force each
Broken Ground Battle: Heavy Infantry get –1 Force each
Form into Line Battle: Heavy Infantry get +3 Force each
Good Roads Move 1 Stack
Telescope Look at opponent’s hand
Disciplined Fire Battle: Heavy Infantry get +3 Force each
Canals Move 1 Stack
Forage Gain 1D6 Revenue Points
Dysentary Discard 2 random units from target Stack
Logistical Problems Negate Target Move
Live off the Land Gain 1D6 Revenue Points
Food & Fodder Opponent loses 1D6 Revenue Points
Desertions Target Stack loses 1 Random unit
Light Cavalry Raiders Opponent loses 1D6 Revenue Points
Attack Supply Convoy Opponent loses 1D6 Revenue Points
Light Infantry Raiders Opponent loses 1D6 Revenue Points
Protect Baggage Trains Negate Target Move
Strategic Defense Siege: Fortifications get +10 Force each
Careful Planning Battle: Leader gets +10 Force
Tactical Skill Battle: Leader gets +10 Force
Diplomacy Opponent may not attack this turn
Treaty Opponent may not attack this turn
Armistice Opponent may not attack this turn
Confusion Opponent must discard 2 random cards
Deception Opponent must discard 2 random cards
River Crossing Negate Target Move
Provisions from Locals Gain 1D6 Revenue Points
Assault Siege: Attacking Infantry get +2 Force each
Distraction Battle/Siege: Attacking Stack gets +10 Force
Control Bridge Move 1 Stack
Compel Action Target Opponent’s Stack must Move
Flanks Protected Battle: Stack gets +10 Force
Master of Strategy Draw 3 cards
Countercharge Battle: Defending Cavalry get +2 Force each
Crowding Battle: Stack suffers 1 additional casualty
Attrition Battle: Both sides suffer 1 extra casualty
Retreat into River Battle: Losing side loses 1 extra casualty
Take Prisoners Battle: Losing side loses 1 extra casualty
Concentrate Force Battle & Sea & Siege: Stack gets +10 Force
Interior Lines Move 1 Stack
Detachments Negate Target Move
Bugles Battle: Light Units & Cavalry get +3 Force each
Drums Battle: Heavy Infantry get +3 Force each
High Ground Battle: Stack gets +10 Force
Depots Gain 2D6 Revenue Points
Capture Supplies Take 1D6 Revenue Points from opponent
Glorious Death Battle: Enemy Leader Killed
Privateering Take 1D6 Revenue Points from opponent
Genius Battle: Leader gets +10 Force
Carronades Sea: Ships get Force +3 each
Fire by Platoon Battle: Heavy Infantry get +3 Force each
Standarized Artillery Battle: Artillery or Ships get +2 Force each
Observation Balloon Look at opponents hand & draw 2 cards from deck
Naval Signal Flags Sea: Stack gets +10 Force
Gunnery Battle: Artillery or Ships get +2 Force each
Expedition Move 1 Land or Sea Stack
Grand Battery Battle: Artillery get +3 Force each
Defense in Depth Siege: Defenders get +2 Force Each
Fortified Towns Siege: Defenders get +2 Force Each
Probing Attacks Battle: Light Units get +1 Force each
Revenge Target Stack with Leader must move to Attack
Attack Weak Point Battle: Stack gets +10 Force
Hidden Movements Battle: Stack gets +10 Force
Long Siege Siege: Attacking Stack gets +10 Force
Courage Battle: Leader gets +10 Force
Imagination Draw 3 cards
Mortar Bombs Siege: Attacking Artillery gets +5 Force each
Redoubts Siege: Forts get +5 Force each
Enfilade Fire Battle or Siege: Artillery get +4 Force each
Trenches Siege: Infantry get +2 Force each
Sorties Siege: Defending Infantry & Cavalry get +1 Force each
Strong Position Battle or Siege: Defending Stack gets +10 Force
Superb Fortifications Siege: Forts get +5 Force each
Lines of Communication Move 1 Stack
Diversions Battle: Stack gets +10 Force
Repulse Battle: Heavy Infantry get +3 Force each
Move Up & Deploy Move 1 Stack
Hold Firm Battle: Heavy Infantry get +3 Force each
Weaken the Center Battle: Stack gets +10 Force
Concealed Battery Battle: Artillery get +3 Force each
Bullet Wound Battle: Leader gets –10 Force
Orderly Withdrawal Battle: Loser takes 1 less casualty
Rout Battle: Loser takes 1 extra casualty
Artillery Support Battle: Artillery get +3 Force each
Costly Victory Battle or Siege: Winner take 1 extra casualty
Reserves Battle: Stack gets +10 Force
Final Main Attack Battle: Heavy Cavalry get +4 Force each
Dispersed Battle: Stack gets –10 Force
Base of Supplies Gain 2D6 Revenue Points
Blockade Siege: Attacking Stack gets +10 Force
Magazines Gain 1D6 Revenue Points
Winter Quarters Opponent may not move any stacks this turn
Reinforcements Gain 2 Random units
Keen & Resourceful Battle: Leader gets +10 Force
Concealed Troops Battle: Stack gets +10 Force
Ambush Battle: Defending Stack gets +10 Force
Volunteers Gain 2 Random units
Invasion Move 1 Stack
Secret March Move 1 Stack
Swift March Move 1 Stack
Vigorous Attack Battle or Siege: Attacking Stack gets +10 Force
Reconnoiter Look at Opponent’s hand & draw 2 cards from deck
Reconnaissance Look at Opponent’s hand & draw 2 cards from deck
Hide in Terrain Battle: Light Infantry get +3 Force each
Cover & Concealment Battle: Light Infantry get +3 Force each
Sabers & Pistols Battle: Light Cavalry get +3 Force each
Open Order Battle: Light Infantry get +3 Force each
Harrassment Battle: Light Units get +3 Force each
Attack Column Battle: Light Units & Cavalry get +3 Force each
Absorb Enemy Fire Battle: Light Infantry get +3 Force each
Sharpshooters Battle: Light Infantry get +3 Force each
Marksmen Battle: Light Infantry get +3 Force each
Menaced Negate Target Move
Good Morale Battle or Siege: All Units get +1 Force
Demoralized Battle or Siege: All Enemy Units get +1 Force
Night March Move 1 Stack
Veteran Troops Battle: All Units of Experienced Leader get +1 Force
Quick Deployment Battle: Heavy Infantry get +3 Force each
March Formation Move 1 Stack
Reverse Slope Battle: Stack gets +10 Force
Rally Battle: Stack gets +10 Force
Refuse Flank Battle: Stack gets +10 Force
Blocking Terrain Battle: Stack gets +10 Force
Lost Orders Negate a card just played
Esprit de Corps Battle: All Units get +1 Force each
Line of Battle Battle: Heavy Infantry get +3 Force each
Hail of Canister Battle: Artillery get +4 Force each
Howitzer Shells Battle: Artillery get +2 Force each
Bouncing Round Shot Battle: Artillery get +3 Force each
Roar of Cannon Battle & Sea: Artillery & Ships get +2 Force each
Exploding Shrapnel Battle: Artillery get +2 Force each
Expert Drill Battle: Heavy Infantry get +3 Force each
Disorganized Battle: Opposing Stack gets –10 Force
Lure by False Retreat Battle: Stack gets +10 Force
Roll up the Flank Battle: Stack gets x2 Force
Cavalry Charge Battle: Cavalry get +3 Force each
Earthworks Siege: Units with Forts get +2 Force each
Avoid Battle Move Stack out of Battle at end of Opponents Move Phase
Ineptitude Battle: Stack with Leader gets half Force
Bloody Fight Battle: Both sides take 1 extra casualty
Staff Corps Move 1 Stack
Experienced Officers Battle: All Units of Experienced Leader get +1 Force
Interdiction Move Stack into Battle at end of Opponents Move Phase
Local Contributions Gain 2D6 Revenue Points
Coinage Debasement Gain 2D6 Revenue Points
Increase Taxes Gain 2D6 Revenue Points
Loans Gain 2D6 Revenue Points
Allied Subsidies Gain 2D6 Revenue Points
Grapeshot Sea: Stack gets +10 Force
Boarding Actions Sea: Stack gets +10 Force
Cross the T Sea: Stack gets x2 Force
Chain Shot Sea: Stack gets +10 Force
Bar Shot Sea: Stack gets +10 Force
Break Enemies Line Battle & Sea: Stack gets x2 Force
Hot Shot Sea: Stack gets +10 Force
Fire Ships Sea: Stack gets +10 Force
Broadsides Sea: Ships get +2 Force each
Favorable Winds Move Sea Stack
Favorable Currents Move Sea Stack
Capture Ship Sea: Winner gains control of 1 enemy ship
Commerce Raiders Opponent loses 1D6 Revenue Points
Blockade Port Opponent loses 1D6 Revenue Points
Squall Target Sea Stack loses 1 random Ship
Mutiny Target Sea Stack loses 1 random Ship
Storms at Sea Negate Move of Target Sea Stack
Bypass Strongpoints Move 1 Stack through territory containing Fort
New Recruits Gain 2 random Units
Conquest Move 1 Stack
Fight on Your Terms Battle: Defender gets +10 Force
Campaign Move 1 Stack
Replacements Gain 2 random Units
Talent & Enterprise Battle: Leader gets +10 Force
Procure Provisions Gain 2D6 Revenue Points
Favorable Terrain Battle: Stack gets +10 Force
Oblique Attack Battle: Stack gets +10 Force
Advance in Echelon Battle: Heavy Infantry get +3 Force each
Favorable Disposition Battle: Stack gets +10 Force
Exploit Weakness Battle: Stack gets +10 Force
Tactical Innovation Battle: Stack gets +10 Force
Screen Movements Battle: Light units get +3 Force each
March by Divisions Move 1 Stack
Cover Gaps w Frpwr Battle: Heavy Infantry get +3 Force each
Battlefield Mobility Battle: Artillery get +3 Force each
Turn Enemies Flank Battle: Stack gets +10 Force
Offensive Feint Battle: Stack gets +10 Force
Force Battle Move 1 Stack into Battle
Delay Adversary Negate Target Move
Encounter Battle Move 1 Stack into Battle
Chain of Command Move 1 Stack
Grand Maneuver Move 1 Stack
Drive Them Back Battle: Stack gets +10 Force
Block Retreat Battle: Losing stack take 1 extra casualty
Scorched Earth Opponent loses 1D6 Revenue Points
Rank & File Battle: Heavy Infantry get +3 Force each
Battle-Seasoned Battle: Troops of Experienced Leader get +1 Force each
Thoroughly Trained Battle: Troops of Experienced Leader get +1 Force each
Popular Cause Battle: Troops get +1 Force each
***********************************************************************************
LINKS
Napoleon Guide
Fredrick the Great
Clausewitz
************************************************************************************
WARP EMPIRES RULESET
INTRODUCTION
Generic ruleset for a series of empire building/conquest games.
MAP
The map depicts an irregular, interlocked set of territories.
CONTROL MARKERS
Use chits to represent control markers.
UNITS
Use chits to represent units.
Units include Leaders & non-leader units.
DECK
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.
SETUP
Most Leader units will be in play.
Others will be mixed into the unit chit pile.
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario.
TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase
DRAW PHASE
First discard any cards you don't want.
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces.
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space.
Units can move into but not through opposing stacks.
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks
BATTLE PHASE
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value.
If one stack has a Leader and the other does not, the stack with the
leader gets an additional 5 Force.
The side with the highest force value wins.
The losing stack must retreat one space.
The losing stack loses half of its units. The winner picks the first
unit lost, the loser picks the remainder.
Fortification units in the losing stack are destroyed automatically.
The winning stack loses units with a force equal to at least half the force
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.
REVENUE PHASE
Gain revenue points for every revenue generating territory you control.
RECRUIT PHASE
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value.
If you purchased all the drawn units, draw another 1D6 random units.
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control.
UPKEEP PHASE
Number of Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units.
Example: You generate 10 revenue points per turn...
You may have up to 50 units.
CONTROL PHASE
Place a control marker on every revenue generating
territory occupied by one of your units.
Only one control marker per space.
UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.
Return to Warpspawn Mainpage