MASTERS OF EUROPE
INTRODUCTION
Board game for 3-6+ players.
Theme: Balance of Power in Early Modern Europe.
VICTORY
The game ends when 1 or more players goes over 100 Victory Chips.
The winner is the player with the most Victory Chips.
If tied, the tied player who controls the most Countries wins.
If still tied settle it by Arm Wrestling.
THE MAP
A Map is required showing the following countries:
Country: Notes:
England Major
France Major
Spain Major
Prussia Major
Austria Major
Italy Major
Netherlands Major
Russia Minor
Sweden Minor
Norway Minor
Denmark Minor
Belgium Minor
Portugal Minor
Poland Minor
Hungary Minor
Each Country must be large enough to hold several stacks of Tokens and Cubes.
CONTROL TOKENS
Each player has a set of Control Tokens (CT) of a unique Color.
VICTORY CHIPS
Players share a common set of Victory Chips.
Use Poker Chips.
INDUSTRY CUBES
Players share a common set of Industry Cubes.
The cubes are all the same color.
THE MASTER DECK
Players share a common deck.
There are 3 types of cards:
Country Cards
Number Cards
Action Cards
LEADER TOKEN
The player in possession of the Leader Token goes first each turn.
Play proceeds clockwise.
This is referred to as Initiative Order.
SETUP
Players roll high on 1D6 to determine who gets the Leader Token.
Each Player places 10 of his Control Tokens onto Countries on the Map.
In Initiative Order players take turns placing one Token at a Time.
A player cannot place more than 5 Tokens in a single Country.
ROUND SEQUENCE
Each Round has 5 Phases:
1. Draw Phase
2. Trade Phase
3. Action Phase
4. Score Phase
5. End Phase
DRAW PHASE
Each player draws 6 Cards from the Master deck.
If the deck runs out, shuffle the discard and draw from it.
TRADE PHASE
Players may freely trade Cards and Victory Chips.
ACTION PHASE
In Initiative Order Players take turns.
Each player gets 1 Turn during this phase.
During his turn a player may make 1 or more Melds.
A Meld must contain 1 Country Card, 1 Action Card, and 1 Number Card.
The effect of the Meld is based on the Action Card:
In all cases X = the value of the Number Card.
Control Tokens = CT
If you have the most CT on a Country you are said to control it.
If there is a tie for most, no one controls it.
All Meld cards are discarded.
WAR MELD
Remove X enemy CT from that Country.
Put X of your own CT onto that Country.
MARRIAGE MELD
Add X CT onto that Country.
It must be a Country you do not control.
Immediately earn X Victory Chips.
ROYALTY MELD
Add X CT to that Country.
Draw 1 Card.
INDUSTRY MELD
Add X Industry Cubes onto that Country.
Immediately earn X Victory Chips.
TREATY MELD
Move up to X CT to or from that Country to or from any other Country.
After Moving Tokens, you may draw 2 Cards and discard 1 Card.
REVOLUTION MELD
Remove X CT from that Country.
The CT must be from the player that controls that Country.
Steal X Victory Chips from that Player.
ABSOLUTISM MELD
Remove X CT from that Country.
The CT must be from a player that does not control that Country.
That player loses X Victory Chips.
ALLIANCE MELD
Play 2 Country Cards.
You must already have CT in at least one of those Countries.
Put X CT onto Both Countries.
SCORE PHASE
Go through all the Countries one at a time.
The player that controls the country gets Victory Chips equal to
X + the number of Industry Cubes in that Country.
X = 5 for a Major Country
X = 2 for a Minor Country
END PHASE
Max hand size is 4 cards.
Discard excess cards.
The Leader passes the Leader Token to the player on his left.
MASTER CARD LIST NOTATION
M = Major Country Cards
O = Minor Country Cards
N = Number Cards
A = Action Cards
# = Copies of that card in the Deck
MASTER DECK CARD LIST
Name: Type # Notes:
England M 3
France M 3
Spain M 3
Prussia M 3
Austria M 3
Italy M 3
Netherlands M 3
Major Power M 2 Any Major Country
Minor Power O 1 Any Minor Country
Russia O 1
Sweden O 1
Norway O 1
Denmark O 1
Belgium O 1
Portugal O 1
Poland O 1
Hungary O 1
War A 4
Marriage A 4
Treaty A 4
Royalty A 4
Industry A 4
Revolution A 4
Absolutism A 4
Alliance A 4
One N 8
Two N 8
Three N 8
Four N 8