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RAMSHEAD WARGAME #1

A WAR GAME BY RALPH MAZZA


10/9/10 V0.1

Wherein this doc is an outline of a basic war game idea intended to be quickly playable on the fly with
supplies handy to most gamers.
I. Set Up
A. What you need to play
1. Dice
a) D6s, 4-5x the number of players, Plus 2-3x the number of players more
in a different color (Leadership color)
b) D8s, approx 4-8
c) D10s, approx 10-15
d) D12s, approx 2-6
e) A sheet of paper (perhaps 1 per player) and felt tip pen, or (better) a dry
erase mat and pens. Colored pens to identify players are useful.
f) A copy of the Command Table
g) Coins; pennies, nickels, and quarters
h) Plastic cups or mugs to hide dice. 1 for each player.
i) A totem of some kind to designate Starting Player.

B. Draw the Map
1. Draw a continent with a large number of irregular shaped
territories.
a) Each territory should be comfortably larger than a quarter.
b) Recommended: divide the map into roughly equal parts and let each
player draw territories in their section as desired
c) Alternatively borrow a map from an existing game like Risk or Axis &
Allies (and then use sticky flags in place of writing on the map itself)
d) Alternatively just let one player draw it and get on with it already.
2. In turn, starting with a randomly chosen player, each player
a) can mark 1 territory as impassable by filling it with scribble on the
map.
b) and mark 1 territory as water by putting 3 wavy lines through it.
c) Or mark 3 territories as either impassable or water as long as they
are all connected.
d) Any territories that have the map edge as part of their border are
automatically water and should be marked as such.
e) All rules referring to territories or spaces refer to passable land
territories only unless specified otherwise.
3. In turn, starting with a randomly chosen player, each player
a) Selects 1 territory near a map edge (probably not adjacent to water) and
roughly equally distant from other players as their Citadel territory and
places a Fortification Symbol in it (square shape)
b) Also select 2 territories adjacent to your Citadel and draw a penny sized
circle with the number 1 (for 1 cent) in each and place a penny in each
circle for your starting units. If there arent 2 territories adjacent to your
Citadel, select a different Citadel.
II. Game Terms
A. Territories
1. Any irregularly shaped space drawn on the map
2. Impassable Territories
a) are designated as such at the beginning of the game and represented
with a scribble or blacking out of the space.
b) Do not exist for purposes of the game. Cannot be moved into, built up,
occupied, or take part in battle.
3. Water Territories / Water / Sea Spaces
a) Are designated as such at the beginning of the game and represented
with a big W or 3 wavy lines.
b) Cannot be moved into by land units (except as transported), or built up,
and are never owned.
c) Coastal Spaces are water spaces adjacent to a land space. May be
occupied by a sea unit/ship. Ships must always end their turn adjacent
to a clearly identified land territory that you own.
d) Non coastal water spaces can be moved through by ships but cannot be
occupied.
e) Coastal Spaces may take part in Battle if occupied by a ship but provide
no dice and cannot be targeted.
4. Land Territories / Spaces
a) All non impassable non water territories
b) The game is played in these spaces. May be owned, moved into, built
up, occupied by land units, and take part in and be targeted by battles.
c) Territories become owned when moved into by a land unit. Write the
initials of the new owner in the space. Cross out the initials of the prior
owner.
d) Each Land Territory involved in a Battle provides 1d8 to the Territorys
owner.
e) If a Land Territory is Advanced into any unused d8 it provided is lost.

B. Buildings
1. Denoted by drawing symbols on the map,
2. Fortification Symbols: square shapes or tower shape.
a) May have up to one in any Land space that does not include a
Recruitment Circle.
b) Each Fortification involved in the battle on a defending side provides
1d12 to the owner.
c) Each Fortification involved in the battle on the aggressors side
provides a reroll to any die rolled.
d) A military unit in a space with a Fortification cannot be targeted until the
Fortification has been damaged (1 hit, place a slash through the
square).
e) An enemy military unit cannot Advance into a space with a Fortification
until the Fortification has been damaged.
f) A damaged Fortification that is not destroyed in the Battle is rebuilt
(erase the slash) automatically if the space did not change ownership in
the Battle.
g) A destroyed Fortification (2 hits, place a second slash X through the
square) is not automatically rebuilt after the battle. Any die it provided
is not lost even if not yet used.
h) A damaged Fortification in a space that changes ownership is destroyed
after the Battle (non damaged fortifications cannot change ownership).
3. Recruitment Base: Coin sized and denominated circles.
a) Cannot be built in a territory with a Fortification
b) Each Land Territory can have only 1 Recruitment Symbol.
c) Number 1: penny sized. With 1 Recruit Command Action, an empty #1
Recruitment Base may produce 1 Tough Land Unit (penny)
d) Number 5: nickel sized. With 1 Recruit Command Action an empty #5
Recruitment Base may produce 1 Fast Land Unit (nickel)
e) Number 25: Quarter sized. With 1 Recruit Command Action an empty
#25 Recruitment Base may produce 1 ship/water unit (quarter). Ship
Recruitment Bases can only be drawn in land spaces adjacent to a
water space.

C. Units
1. Only 1 land unit of each type (penny, nickel) can occupy the same
land space at a time.
a) This stacking limitation may be violated during Battle but at the end of
the Battle any violators are eliminated.
b) A unit cannot Move or Advance into a space if there is an enemy unit or
an undamaged Fortification in the space.
c) A unit can Reinforce into a space containing an enemy unit or
undamaged Fortification.
2. Pennies: Tough Land Unit
a) Every Tough Land Unit in a space involved in Battle provides 1d10 to its
owner.
b) A damaged Penny (1 hit) is flipped over to its tail side.
(1) If by the end of battle the unit has not been destroyed it is
automatically flipped back to undamaged
(2) There is no other damage effect.
c) A destroyed Penny (2 hits) is immediately removed from play and any
die it provided to the Battle is immediately discarded if not already used.
d) Pennies move 1 space when activated by a Move order or Advancing in
combat.
e) Pennies can be Transported by Nickels or Quarters.
f) Pennies may Fortify spaces.

3. Nickel: Fast Land Unit
a) Every undamaged Fast Land Unit in a space involved in Battle provides
1d10 to its owner (damaged Nickels do not provide dice).
b) A damaged Nickel (1 hit) is flipped over to its tail side.
(1) Any unused die provided by the Nickel is immediately discarded.
(2) Nickels do not automatically heal after Battle like Pennies. They
can be healed by expending a Recruit action to heal the existing
unit rather than build another.
c) A destroyed Nickel (2 hits) is immediately removed from play.
d) Nickels move up to 2 spaces when activated by a Move order or
Advancing in combat. Nickels can move through another Nickel during
the first space of its move.
e) Nickels can transport Pennies and be transported by Quarters.
(1) A Penny is stacked on top of a Nickel when its in the same
space, indicating its ready for transport.
(2) The Penny carried with the Nickel can move 2 spaces with the
Nickel.
(3) The Nickel can pick up or drop off a Penny at any point in its
move subject to the limit of 1 Penny per space as long as the
Penny has not been moved by the same Move Order.
(4) The Nickel cannot carry a Penny as above as part of an
Advance. They are separated when Battle begins.

4. Quarters: Water / Sea Unit (ship)
a) Every Ship in a coastal space involved in Battle provides 1d10 to its
owner.
b) A damaged Quarter (1 hit) is flipped over to its tail side.
(1) Quarters do not automatically heal after Battle like Pennies.
They can be healed by expending a Recruit action to heal the
existing unit rather than build another.
(2) There is no other damage effect.
c) A destroyed Quarter (2 hits) is immediately removed from play and any
die it provided to the Battle is immediately discarded if not already used.
d) Quarters move as far as they wish across any number of connected
water territories.
(1) Quarters must end a move or an advance in a Coastal Water
Territory.
(2) If the Coastal Territory is adjacent to more than one Land
Territory is must be positioned to make it clear which Land
Territory it is adjacent to.
(3) Ships may Reinforce to a position adjacent to an enemy Land
Territory, but must end a normal Move adjacent to an owned
territory.
e) Quarters can transport Pennies and Nickels.
(1) Pennies and Nickels are not stacked on top of the Quarter until
the Quarter is Moved.
(2) The units carried with the Quarter move with the Quarter to the
Quarters destination.
(3) Units cannot be picked up or dropped off as part of the Quarters
move.
(4) The land units can remain in the Coastal Space with the ship at
the end of the ships Move if desired.
(a) If the adjacent land space is owned by the same player one or both
of the land units may be unloaded into that space as part of the
Move subject to stacking limit
(b) The ship can be moved adjacent to an unowned land space only if
one or both of the land units are unloaded and claim ownership of
the space.
(c) There is no stacking limit in coastal water spaces for ships or the
land units they carry.
(5) Land units cannot be carried by a ship as part of a combat
advance. They are separated when Battle begins.
(a) If targeted in Battle an undamaged ship transporting units must be
targeted before any carried land units.
(b) If a ship is destroyed in a battle, any carried land units remain in
the coastal water space.
(i) If they are able to Advance onto land before the end of the
Battle they are safe (subject to stacking limits)
(ii) If they remain in the coastal space at the end of the Battle,
they are lost and automatically eliminated.

D. Command Dice
1. This is a pool of d6s that begins play with a number of dice equal
to the number of players.
2. In each round of play the pool is rolled by the Starting Player and
the dice arranged on the Command Table.
3. In each player turn starting with the Starting Player then
proceeding clockwise, players will select one die from the
Command Table to perform an action or pass.
4. When all players pass or there are no more dice on the Command
Table the round ends.
a) The starting player rotates one to the left.
b) The new starting player adds 1 more d6 to the pool.
c) The new starting player then rolls the pool and arranges the dice on the
Command Table.

E. Leadership Dice
1. Leadership dice are d6s of a different color than those of the
Command Dice.
2. Each player has their own separate pool of Leadership Dice.
a) Begin the game with 1 Leadership Die
b) Gain additional dice during play with an Expand Leadership action.
3. Whenever the Command Dice are rolled, each player also rolls their
Leadership Dice and hides them under their cup.
4. In addition to selecting a die from the Command Table, the player
may also select a Leadership Die to take a second action.


F. The Command Table
1. After the Command Dice are rolled they must be arranged on the
Command Table.
2. There are 6 tiers on the command table labeled A-F from lowest to
highest. Each tier is associated with a different action players can
perform on their turn.
3. The Command Dice are sorted by number and arranged on the
table as follows:
a) All dice of the same number are placed on the same tier.
b) The lowest numbered dice are always placed on the lowest tier (Tier A).
Thus Tier A is always available every round.
c) The second lowest numbered dice are always placed on the second
lowest tier (Tier B). Thus Tier B will always be available every round
unless all of the Command Dice roll the same number.
d) Successively higher dice are arranged on successively higher tiers
skipping none. Thus, Tier F will only be available if all 6 numbers have
been rolled.
e) Often the higher tiers will have no dice and thus those actions will not
be available.
4. Leadership Dice are not added to the table but kept hidden until
used.
a) If the number on the Leadership die matches a number rolled this round
on the Command Table, then that die may be used for the same action
as the matching number on the table.
b) If the number on the Leadership die does not match a command
number, then:
(1) The first such die placed gives its number to and takes on the
action of the lowest unused tier.
(2) Subsequent leader dice of that same number take on that same
tier action.
(3) Subsequent leader dice of another unused number take on the
next unused tiers action, and so on.
(4) The numbers on leadership dice will often be out of numerical
order with the Command Dice.


III. Game Play
A. The Round
1. At the beginning of play choose 1 player randomly to be the first
Starting Payer.
2. At the beginning of each round the current Starting Player rolls all
of the Command Dice and arranges them on the Command Table
as described in II.F
3. All players secretly roll their Leadership Dice.
4. The starting player takes the first player turn of the round.
a) Play passes clockwise
b) Each player takes up to 2 actions or passes.
5. When all players have passed or all dice are gone from the
Command Table the round ends.
a) Remove remaining dice from the Command Table and return to the
Command Pool
b) Players pick up all unused Leadership Dice
c) 1 additional die is added to the Command Pool
d) The Starting Player passes to the left.
6. Begin the next round at step 2 above.
7. The game ends when only 1 player is in control of their Citadel at
the end of a Round.

B. The Player Turn
1. Each turn a player can take up to two actions
a) They may take 1 Action by selecting a Command Die from the Command
Table.
b) They may take 1 Action by selecting a Leadership Die from their stash
per II.F.4.
c) These may be played in either order
d) Or the player may pass and take no actions.
2. Selecting a die identifies a tier on the Command Table determined
by the number on the die and how it was arranged on the table.
a) The tier determines the action you may perform.
b) The number of dice on that tier represents how many of that action are
available this round (not including any Leadership Dice).
c) After the die is selected it can be discarded back to the Command Pool.
d) The last die taken from any tier (or the first Leadership Die played to an
empty tier) should be set aside next to that Tier (but off the Command
Table) as a reminder of what number filled that Tier for future
Leadership Die play.
(1) Remember to add the set aside Command Dice back to the
Command Pool at the end of the round
(2) Remember to reclaim any set aside Leadership Dice.


3. The Actions
a) Tier F: Expand Leadership.
(1) Add 1 new Leadership Die to your pool.
(2) It does not get rolled this round
b) Tier E: Build
(1) Choose any space you own that does not contain a Recruitment
Circle or Fortification.
(2) Draw a Recruitment Base in that space (any type).
(3) Quarter Bases can only be drawn in spaces adjacent to water.
c) Tier D: Fortify
(1) Choose any space you own that does not contain a Fortification
or Recruitment Base but does contain a Penny.
(2) Draw a Fortification Square in that Space.
(3) Or rebuild (erase X) any destroyed Fortification you own in a
space containing a Penny.
d) Tier C: Recruit
(1) Choose any empty Recruitment Base you own.
(2) Place a new unit of matching type in that circle head side up.
(3) The unit remains in that circle (it is not empty) until it Moves or
Advances out of the space.
(4) Or choose 1 damaged Nickel or Quarter and flip it head side up.
e) Tier B: Initiate Battle see III.D
f) Tier A: Issue a Move To or Move From move order see III.C


C. Move Orders
1. The spaces moved to must all be either owned or unowned.
a) If unowned, the space now becomes owned
b) Write your initials in the space
c) Owned spaces can be captured but they never return to unowned
status.
d) Nickel Movement stops if the first space is unowned.
e) Ships must end their move adjacent to an owned space. They may
move adjacent to an unowned space if they unload a land unit to claim
it.
f) Units transported by Ship may be dropped off in the targeted space
(subject to stacking limit) or left in the Coastal Space with the Ship
g) Nickels may bring transported pennies or drop off a transported penny
in an adjacent space with this move.

2. Move To order
a) Select any space you own or that is unowned.
b) You may now move any 1 Penny, any 1 Nickel, and any 1 Ship (plus
additional transported units) that can reach the targeted space to that
space.
(1) Pennies have a move of 1 and thus must be adjacent
(2) Nickels have a move of 2 and thus can come from 2 away.
(3) Ships must be on the same body of water and move to a Coastal
Space adjacent to the targeted space.

3. Move From order
a) Select any space you own containing units.
b) All of the units in that space or ships in a coastal space adjacent to that
space may now move according to their normal move and transport
capabilities.
(1) Pennies have a move of 1 and thus can only move adjacent
(2) Nickels have a move of 2 and thus can move 2 spaces away.
(3) Ships can move to any Coastal Space on the same body of water
and identify which Land Space theyre adjacent to.
c) Units may move to the same or different spaces.

4. A unit cannot move both under its own power and be transported
with the same move action.



D. Battle
1. Initiate
a) Select any space owned by another player that is either adjacent to a
space owned by you or can be reached by one of your ships as a
reinforcement.
b) All land spaces adjacent to the target space are considered involved in
the Battle.
c) All ships in a coastal space adjacent to an involved land space are
considered involved in the Battle.
d) All coastal spaces adjacent to an involved land space are considered
involved in the Battle for purposes of allowed Ship Advances
e) The acting player is considered the Aggressor, the owner of the target
space is considered the Defender. Any other players who own involved
spaces must declare for one of the sides now.
2. Reinforce
a) Only the Aggressor may Reinforce.
b) Select 1 involved or uninvolved space that has units that can reach
(including by transport) any involved space.
c) Make an immediate Move From order action from that space. All moved
units must be moved to an involved space.
d) Nickels moving 2 spaces to reach the Battle must move through an
owned space first.
e) Reinforcing Units ARE allowed to move into an enemy owned space as
part of this move, even if the space contains an undamaged Fortification
or enemy units.
(1) They must still target an undamaged Fortification before
targeting any units.
(2) If the space is not captured by the end of the battle, all of these
units are lost.
f) Reinforced units do not have to obey normal stacking limits at the start
of a battle. If the Battle ends and the stacking limit is exceeded the
violating unit is automatically destroyed.
g) Reinforcing ships are moved to a Coastal Space adjacent to any
involved space (including an enemy space).
(1) Transported units may unload into the adjacent space or remain
in the coastal space with the ship.
(2) Any ship (and all transported units with it) moved to a coastal
space adjacent to an enemy space are automatically destroyed if
that space is not captured by the end of the battle.


3. Assemble Dice
a) Each player takes dice as follows:
(1) 1d8 for every involved Territory they own.
(2) 1d10 for every Penny in an involved Territory they own.
(3) 1d10 for every undamaged Nickel in an involved Territory they
own.
(4) 1d10 for every involved Quarter they own.
b) Defenders take in addition:
(1) 1d12 for every involved Fortification they own.
(2) Aggressors do not get any dice for Fortifications.
c) Roll the dice:
(1) All dice are rolled as a pool without regard to what die was
provided from what source.
(2) Aggressors may reroll 1 rolled die for every involved
Fortification they own. Defenders do not do this.

4. Arrange the Dice
a) Dice are assigned back to the elements that are involved in the Battle.
(1) Every element that provided a die receives a die.
(a) It does not need to receive the same die or even size of die back.
(b) Any die can be assigned to any element.
(c) Additionally, a damaged Fast Unit can be assigned a die even
though it did not provide one, but then some other element will not
get a die.
(2) Place the die (without changing the number rolled) so that it can
be identified what element it represents.
(a) Place a die on the coins for units
(b) Place a die in the square for Fortifications
(c) Place a die in an empty area of a space for Territories.
b) Starting with the Aggressor each player in clockwise order assigns one
die to an element. Continue around until all dice are placed
c) All dice are considered hits. The number on the die determines the
order in which the dice act.


5. Execute the Battle.
a) Dice are executed one at a time from highest number to lowest.
b) Ties are broken in clockwise order starting with the Aggressor.
c) Executing dice from Territories or Fortifications can do one of two
things.
(1) Attack a specified target in the same or adjacent involved space.
(2) Pass if there is no valid target to attack.
d) Executing dice from Units (pennies, Nickels, Quarters) can do one of
five things.
(1) Stand and Attack:
(a) The unit remains where it is
(b) An attack is launched at a specified target in the same or adjacent
involved space.
(2) Advance and Attack:
(a) The unit advances into an adjacent involved space according the
advancement rules (if allowed).
(b) An attack is launched at a specified target in the space just moved
into or an involved space adjacent to that space.
(3) Attack and Advance:
(a) An attack is launched at a specified target in the same or adjacent
involved space.
(b) The unit advances into an adjacent involved space (not just the
space attacked) according to the advancement rules (if allowed).
(4) Advance without Attacking
(a) The unit advances into an adjacent involved space according to the
advancement rules (if allowed)
(b) Theres no attack, typically because theres no valid target to
attack.
(5) Withdraw
(a) No attack is launched
(b) The unit withdraws into a UNinvolved space subject to standard
movement rules and stacking limitations.
(c) The uninvolved space must be owned by the withdrawing player
(d) The withdrawing unit may not transport.

6. Attacking:
a) Select a valid target
(1) Valid targets include
(a) Units, with or without a die
(b) Fortifications, with or without a die
(c) Territories with a die.
(i) Advancing into a territory will also eliminate the territory die
(ii) If advancing is not an option, the die can be eliminated with a
single hit (but no damage to the territory)
(2) The target may be in the same space as the attacking die or an
adjacent space
(3) If there is an undamaged enemy Fortification in that space, it is
the only valid target.
(a) Units or territory dice cannot be targeted as long as the
Fortification is undamaged.
(b) After being targeted once, the Fortification will be damaged and
subsequently units or territory dice can be targeted freely.
(4) Targeting a Coastal Water Space
(a) Coastal Spaces do not have Territory Dice to target but may have
ships and transported units to target.
(b) Of land space only the one the ship is specifically positioned
adjacent to is considered adjacent for targeting purposes.
(c) Undamaged Enemy ships located in an involved Coastal Water
Space may be targeted from the adjacent land space.
(d) Land Units may be targeted from the adjacent land space, only
after the ship transporting it has been damaged.
(e) A ship in a Coastal Water space may target an enemy ship in an
Adjacent Coastal Water space.
(5) Targeting from a Coastal Water Space
(a) Any ship or transported land unit may target any enemy in the
same coastal space (Possible if the ship reinforced into a coastal
space containing an enemy ship)
(b) Any ship of transported land unit may target into the land space
the ship is positioned adjacent to.

b) Damage that target
(1) All attacks inflict damage when executed. The question is the
order of the attacks, the impact of Advances, and whether the
die is lost before it has a chance to be executed.
(2) Damage Fortifications
(a) An undamaged Fortification (empty box) is damaged by putting a
/ through the box.
(i) Do not discard any unused die.
(ii) Other targets in the space may now be targeted.
(iii) Damage will be repaired after the battle if the space is
not captured (erase the /
(b) A damaged Fortification (/) is destroyed by a second hit.
(i) Do NOT discard any unused die
(ii) Put a \ in the box making an X


(3) Damage Units:
(a) An undamaged unit is damaged by flipping it from heads to tails
(i) If a Nickel, discard any unused die. Damage will remain after
the battle is over.
(ii) If a Quarter, do not discard any unused die. Damage will
remain after the battle is over.
(iii) If a Penny, do not discard any unused die. Damage will be
healed after the battle is over (flip back to heads).
(b) A damaged unit (showing tails) is destroyed by a second hit.
(i) Remove the coin from play.
(ii) Discard any unused die.
(c) If a ship is destroyed any land units it was carrying remain in the
space.
(i) If they are able to Advance into a land space the end of the
battle they are safe (subject to stacking limits).
(ii) Otherwise they are lost at battle end.

(4) Damage Territory Dice:
(a) If a Territory is Advanced into by an enemy, any unused dice are
automatically discarded.
(i) An enemy cant Advance into the space if it contains an
undamaged Fortification.
(ii) An enemy cant Advance into a space if it contains a damaged
or undamaged unit
(b) If a Territory die is target by an attack, it is discarded

7. Advancing
a) Advancing with Land Units
(1) You cannot Advance into a space containing enemy units.
(a) This includes a space you own.
(b) This does not apply to the attackers Reinforce step III.D.2
(2) You cannot Advance into a space containing an undamaged
enemy fortification (exception attackers Reinforce step).
(3) Pennies may Advance 1 space into an adjacent involved space
(4) Nickels may Advance 2 spaces as long as the first space is
owned and contains no enemy units.
(5) Stacking limits do not apply when Advancing but at the end of
Battle, units violating the limit of 1 of each type per space are
automatically eliminated.
(6) Nickels cannot transport while Advancing.
(7) Units may enter and claim ownership of an unowned spaced
following an advance.
(8) If 1 or more of your units occupies an enemy owned space at the
end of the Battle, you have captured that space.
(a) Change the ownership initials written in the space.
(b) Finish destroying any damaged Fortification in the space.

b) Advancing with Land Units from a coastal space
(1) Land units transported by ship to a coastal space and now
involved in Battle follow the same rules as above.
(2) They can only be advanced into the involved land territory the
ship is adjacent to.
(3) They cannot be advanced into another adjacent coastal space,
even if there is another ship in that space.
(4) Units from the land space cannot advance into the coastal space
even if the ship would be eligible to transport them.
(5) At the end of Battle, land units in a coastal space may remain in
the coastal space as long as there is a ship to Transport them. If
the ship moves or is destroyed, the land units are lost.

c) Advancing with Ships
(1) Ships in a coastal space involved in Battle may Sdvance into
adjacent involved coastal spaces that do not contain enemy
ships.
(2) Ships cannot Advance into a Land Space
(3) Ships cannot transport during Battle.

8. The Battle Ends when the last die is executed or eliminated.
a) There is no second round to Battle.
b) Continuing the fight will involve selecting another Battle Action

9. End of Battle Clean up
a) Any territory that now contains only enemy units is captured by that
enemy. Change the ownership initials accordingly.
(1) Exception. If the territory still contains an undamaged
Fortification, it is not captured.
(2) This is possible if units reinforce into an enemy territory
containing a Fortification but no enemy units and never damage
that Fortification.
b) Any damaged Fortifications in spaces that have been captured are now
destroyed.
c) Any units that are located in an enemy territory (from having Reinforced
there) that was not captured are now eliminated.
d) Any units in excess of the 1 Penny & 1 Nickel per space stacking limit
are now eliminated.
e) Any damaged Pennies are now flipped back to their undamaged head
side (Nickels and Quarters are not).
f) Any damaged Fortifications in spaces that have not been captured are
now repaired.

IV. Game End
A.When only 1 Citadel Remains at the end of a round
B.If all Citadels have been captured at the end of a round
there are no winners.

Command Table

Set
Aside
Die
Tier Action






F: Leadership
Add 1 new Leadership Die to your Pool. It does not get rolled
this round






E: Build
Choose any owned space without a Recruitment Base or
Fortification. Draw a Recruitment Base in that Space of any
type. Quarter Bases can only be drawn adjacent to water.






D: Fortify
Choose any owned space without a Recruitment Base or
Fortification that contains a Penny. Draw a Fortification
Square in that space. OR rebuild any destroyed Fortification
you own in a space containing a Penny.






C: Recruit
Choose any empty Recruitment Base you own. Place a new
unit of matching type head-side up in the circle. Unit remains
in the circle until it Moves or Advance out. OR choose 1
damaged Nickel or Quarter you own and flip to its head-side






B: Battle Initiate a Battle see III.D.






A: Move Perform a Move To or Move From action see III.C.