Rule Remarks About MaharajaV5.2 Holger Burbach - Starting Areas: (one army in each area)
Pandyas: Khandesh, Malwa Cholas: Bundelkhand, Gondwana Harappans: Baluchistan, Delhi, Gandhara, Gujarat, Kashmir, Lahore, Punjab, Rajpuntana, Sind
- Sequence of Play:
- increase population phase
- invasion phase
- movement phase
- battle phase
- factory phase
- arms phase
- victory point count phase
- Movement:
- 2 areas
- stop in hiland
- colonial armies (British, Dutch, French and Portuguese) 3 areas
- no direct movement Malwa-Gondwana,
Bundelkhand-Khandesh - Karnatak-Lanka: one turn; retreat possible
- 2 to 1 stop in enemy area; additional may continue
- boats: move through one sea area; colonial armies: may stop at sea
- major invastion: move and fight twice
- group with leader: 3 areas; no stop in hiland
- permission to move through sea area for boad-building Indian nation by Colonial nations in that area
- Stacking:
- 3 armies
- 2 armies in hiland
- one unlimited group in non-hiland or one group of 4 armies in hiland
- check: end of movement phase
- no exception: increase population; retreat
- overpopulation (check after turn): whole people: 2 armies for each area, not for colonial armies
- leader removal critical for battle resolution: Alexander, Timur and Abdali removed at end of nationīs turn; Ashoka and Chandra removed at start of subsequent game turn; all others removed at start of nationīs next turn
- Battle:
- fight against hostile factory optional
- fight among colonial armies at sea optional (moving player decides)
- Indian nation with boats may attack Colonial armies at sea but must retreat afterwards
- roll die for each army to determine hostile elimination:
- Indian armies eliminated on 5 or 6
- Colonial factories on 5 or 6
- Colonial armies on 6
- defending army or factory in hiland on 6
- Colonial armies add 1 to die roll
- add 1 to die roll if own leader present
- partial retreat possible
- defender retreat to own area or to vacant area not adjacent to attackers area; no retreat to attackers start area
- attacker retreat to own area he came from
- Population (rules p. 7):
- one new army for 3 areas; hiland counts 1/2
- if possible at most 1 new army in an area
- removals as listed:
- 2 Greeks and Alexander at end of Greek turn 4
- 2 Mughals and Timur at end of Mughal turn 11
- 2 Afghans and Abdali at end of Afghan turn 15
- 6 Mauryans and Ashoka at beginning of turn 5
- 8 Guptas and Chandra at beginning of turn 8
- 8 Guptas at beginning of turn 9
- increase restrictions as listed:
- no increase for Mauryans during turn 5
- no increase for Guptas after turn 7
- no increase for Cholas after turn 9
- Muslims only count areas in South India from turn 12 onwards
- Mughals only count areas in South India during turns 15 and 16
- Chola and Maratha reinforcements in vacant South Indian area if necessary (else: do not appear)
- british reinforcements: new armies in Indian Ocean
- Submission:
- only allowed, if listed:
- Sinhalese if 1 area in Ceylon
- Sikhs if 1 area in North India
- Rajputs if 2 or fewer areas in North India
- Pandyas, Marathas and Muslims if 2 or fewer areas in South India
- Mughals from turn 11 onwards if 2 or fewer areas in North India or 1 area in South India (consider separately!)
- lasts one turn; repeated submission possible
- at any time during movement or battle
- no movement or battle restriction for submitter
- attacker must retreat at once
- attacker must accept submission
- count submitted area towards Raj points
- submission during major invasion: may move through submitters area
- Alliance:
- declare at any time
- submission to British causes alliance
- allies must retreat immediately
- no battle among allies
- at declaration of alliance immediately loose one army from game board or population marker (i. e. no further increase of population); move it to British alliance box
- British armies may move through allied areas
- British may build factories in eligible allied areas
- Factories:
- factories only in listed coastal areas: Andhra, Bengal, Bijapur, Golconda, Gujarat, Karnatak, Kerala, Lanka, Maharashtra, Malabar, Orissa, Sind
- no factory in: Assam, Baluchistan, Simhala
- build up to 2 in factory phase
- may remove 1 in factory phase
- factory area must belong to Colonial nation or to friendly nation touching at least one Colonial sea area
- permission to build factory by diplomacy or force
- factory may co-exist with armies of any nation
- factory as immovable army; first destroy armies
- Arms:
- assign and or withdraw in arms phase
- nation shares area with Colonial factory and at least one Colonial army on land area (12.2 p. 8)
- acts as leader (together with normal leader: add 2 to die roll during battle)
- enters play in population phase
- each colonial nation has one arms marker
- Raj:
- for Mauryans Guptas, Muslims, Mughals, British
- at end of their players turn
- 9 areas Raja (1VP), 18 areas Maharaja (2VP), 27 areas Maharajadhiraja (3VP), 36 areas Chakravattin (4VP)
- occupied and submitted areas
- British: occupied by army or factory (no conflict!), allied areas, vacant areas
- count conflict for area: neither may count
- Strategy:
- attention on indigenous invasions:
- turn 4: 3 Sinhaleses in Lanka
- turn 5: 6 Marathas in Maharashtra
- turn 13: 4 Sikhs in Lahore
- mighty British
- 3 Player Short Game:
- begins with turn 9
- Guptas do not remove armies at start of turn 9
- Starting Areas: (one army in each area)
Pandyas: Bijapur, Kerala, Malabar, Mysore Marathas: Berar, Gondwana, Khandesh, Maharashtra Cholas: Andhra, Bidar, Golconda, Karnatak Sinhalese: Lanka, Simhala Rajputs: Delhi, Gujarat, Lahore, Malwa, Punjab, Rajpuntana Guptas: Agra, Bengal, Bihar, Bundelkhand, Jaunpur, Ladakh, Magadha, Nepal, Orissa, Oudh Muslims: Baluchistan, Sind
File translated from TEX by TTH, version 2.00. On 12 May 2003, 23:57. |