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Here I Stand

Wars of the Reformation, 1517-1555

Frequently Misplayed Rules


New Players’ Version
Approved by Ed Beach on February 18, 2009

Hands, Card Draws and Discards

You may not pass until you have played your home card, you have no mandatory events in hand,
and your hand size is equal to or below your ruler’s administrative rating. Page 15.

Home cards can not be drawn from a player’s hand as part of a random card draw (during
diplomacy or to discard a card). They may be intentionally discarded to pay for DOWs,
during the Diet of Worms, or to satisfy the requirements of cards such as Mercenaries
Demand Pay. Pages 13 and 26, FAQ Akinji Raiders et. al., FAQ Mercenaries Demand Pay.

Mandatory events may not be intentionally discarded during the Diet of Worms, to pay for
DOWs, or to satisfy the requirements of cards such as Mercenaries Demand Pay. However,
they may be drawn from a player’s hand as a random card draw; if discarded, the event does
not occur. Pages 13 and 26, FAQ Akinji Raiders et. al., FAQ Mercenaries Demand Pay.

Diplomacy

Two powers can agree to make peace during the negotiation segment. This is different from the
“sue for peace” procedure and simply ends the war with no victory points or other changes.
(The Hapsburg/Protestant and Papacy/Protestant wars that begin after the formation of the
Schmalkaldic League cannot be ended.) Page 11.

Spring Deployment

Spring deployments may only cross a sea zone if there are no naval units of other major powers
(even your allies) adjacent to the zone, unless the card Spring Preparations is used. Page 14.

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Formations that cross sea zones are limited to five units, just as during naval transport, unless
Spring Preparations is used. Page 14.

Spring deployments may only cross one sea zone even when using Spring Preparations. Page 14.

Units may spring deploy over passes only when using Spring Preparations. Page 14.

Movement

Units move in “formations.” A formation’s size is limited to the total command ratings of all its
leaders; formations without leaders are limited to four units. Page 6.

Carefully review the revised movement rules governing when you can and can’t enter spaces that
contain units of other powers. Erratum p. 17.

No army leader or unit may participate in a move action if it occupies an enemy fortified space
that its power placed under siege earlier in the same impulse. Erratum p. 17.

Intercepting, Avoiding Battle and Retreating

Formation size limits apply to interceptions, but not to avoiding battle or retreating. Page 18-20.

If multiple enemy stacks are adjacent to the destination space, each may attempt to intercept.
Each such attempt is announced and resolved before announcing and resolving any other
attempts. If multiple stacks from different enemy powers all want to intercept, resolve the
interception attempts in impulse order. Once one power succeeds, no other power may
attempt an interception (even if that other power is an ally of the intercepting power).
However, formations belonging to the successful intercepting power may continue to attempt
to intercept from any number of adjacent spaces. Page 18.

If every unit in a formation attempting to avoid battle has already lost a field battle during this
impulse, it may avoid battle automatically; no dice roll is necessary. Page 19.

Field Battles and Assaults

All defending units in a space will fight together; formation size limits do not apply. FAQ 14.

You can only play combat cards when you are the attacker or defender, not during battles or
assaults among other players. Siege Artillery is a response card so you can play it to give
extra dice during another player’s assault.

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During a field battle or assault, cards are played in the following order: attacker response cards,
defender response cards, attacker combat cards, defender combat cards. (Note that this
procedure is often streamlined in PBEM groups to facilitate faster play.) Pages 19 & 21.

During an assault, the assaulting player rolls one die per two units, rounding up. Page 21.

Passes

Units may retreat or avoid battle over a pass. Page 5.

Units may not intercept over a pass. Page 5.

Units may spring deploy over passes only when using the card Spring Preparations. Page 14.

Units may not take political control of spaces across passes. Page 5.

Units may not remove unrest in spaces across passes. Page 5.

Naval Affairs

When a power pays 1CP for a naval move, it may simultaneously move any or all of its naval
units; this is different from land units, which move one formation at a time. Page 22-23.

Naval transport (moving land units across sea zones where you have naval units) always costs at
least 2CP. The cost is equal to 1CP plus an additional 1CP per sea zone crossed. Page 24-25.

In naval battles, the defender only gets a die for being the defender when in a port. Page 24.

You can only play combat cards when you are the attacker or defender, not during battles among
other players. Professional Rowers is a response card, so you can play it to affect a battle or
interception attempt that your ships are not involved in.

In naval battles, response and combat cards are played in the same order as during a land battle
or assault (see above).

Building Units

You can only build units in your home spaces – the ones printed in your color on the map, not on
the counters – unless you are using a card that specifically allows you to build elsewhere (e.g.
Foreign Recruits). For example, France cannot normally build units in Milan. Page 26.

Landsknechts and Swiss Mercenaries can only build your own units, not someone else’s (except
when the Ottoman uses Swiss Mercenaries). FAQ Landsknechts and Swiss Mercenaries.

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Religious Actions

You may make Reformation or Counter Reformation attempts outside of the target language
zone. However, when you make such attempts, you always lose ties, and you do not receive
the +1 die modifier from Full Bible translations or Calvin’s Institutes. You do, however,
receive bonus dice from debater bonuses, Printing Press, etc. Pages 29 and 31.

Reformation and Counter Reformation attempts may be made in spaces with a tan background,
which are not in any language zone (e.g. Buda, Antwerp). However, these spaces are always
considered outside the targeted language zone, even if the Reformation or Counter
Reformation attempt targets “all language zones.” FAQ 18.3.

A power may only flip one debater for his bonus per impulse. Even if a power conducts multiple
actions on an impulse, only one debater bonus is allowed for the whole impulse. However,
this is in addition to any debaters flipped for reasons other than the use of their bonuses (e.g.
due to participation in debates or because a card says to flip him). If you flip a debater
because a card says to flip him, you do not get to use his bonus. Page 28.

Spaces converted after a debate (or the Diet of Worms) may be “daisy chained” – that is, if you
are converting multiple spaces, you convert them one at a time, so a space that is not eligible
to be converted when you start can become eligible if you reach it by converting spaces in
between. For example, if the only Protestant space is Wittenberg and the Protestant has won
a debate by one, he cannot flip Nuremburg because that space is not eligible. However, if he
wins the debate by two, he can flip Leipzig and then flip Nuremberg. Page 32.

If Aleander is in the final round of a debate and loses, the Protestant flips an extra space.

Debaters are burned or disgraced only if the difference between the winner’s hits and the loser’s
hits is more than the debater’s debate value. For example, if Tyndale (value 2) loses a debate
by a difference of only two hits (such as a score of 0-2 or 4-6), he is not burned. Page 32.

Ottoman

During piracy, if the targeted power has only one port on the sea zone, the Ottoman rolls only
one “base” piracy die (plus any leader bonus) even if he has more than one corsair. Page 25.

Hapsburg

The Hapsburg may not move units from one capital to the other during winter (although he may
spring deploy from one capital to the other if he has a legal path). Page 33, FAQ 19.3.

The Protestant does not receive 2VP for an electorate unless it is under both Protestant religious
influence and political control. The Hapsburg gains 1VP for an electorate under Hapsburg
political control regardless of its religious affiliation. Page 42.

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England

When Henry VIII marries Anne Boleyn, at the start of the next turn, cards for the English
Reformation are added to the deck and Cranmer, Coverdale, and Latimer enter play. Page 37.

Papacy

The Papacy may excommunicate a ruler for being allied to the Ottoman. Page 38.

The Papacy and Ottoman may never become allies. Page 12.

The Papacy may not ally with the Hapsburg if he granted a divorce this turn. Page 12.

The Protestant does not receive 2VP for an electorate unless it is under both Protestant religious
influence and political control. The Hapsburg gains 1VP for an electorate under Hapsburg
political control regardless of its religious affiliation. Page 42.

Protestant

Mandatory events may never be retrieved from the discard pile. Page 9.

A power may not retrieve a card from the discard pile if that same power (not a different power)
played it as an event, response or combat card earlier in the turn. Page 9.

The Protestant rolls one extra die during the Reformation attempts for the 95 Theses. Page 27.

The bonus to Reformation attempts from a Full Bible translation or the card Calvin’s Institutes is
not one extra die, but a +1 die roll modifier. You roll the same number of dice, but you add
one to the value of each die (so that the range of values is 2-7 rather than 1-6). You do not get
this modifier if you make an attempt outside the targeted language zone. Page 27.

The Protestant does not receive 2VP for an electorate unless it is under both Protestant religious
influence and political control. The Hapsburg gains 1VP for an electorate under Hapsburg
political control regardless of its religious affiliation. Page 42.

The Protestant cannot acquire units through any means other than from the electorate display, or
receive control of any space, prior to the formation of the Schmalkaldic League. FAQ 21.6.

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Here I Stand
Wars of the Reformation, 1517-1555

Frequently Misplayed Rules


Experienced Players’ Version
Approved by Ed Beach on February 18, 2009

General

References to a “power” apply only to a major power unless “minor power” is specified. Page 5.

Specific Cards

City State Rebels cannot be played against a space that is under siege. FAQ City State Rebels.

Landsknechts and Swiss Mercenaries can only build your own units, not someone else’s (except
when the Ottoman uses Swiss Mercenaries). FAQ Landsknechts and Swiss Mercenaries.

Landsknechts and Swiss Mercenaries cannot build units in a space unless there is already a unit
you control in that space (even though the card says you can build where there are “friendly”
units, which would normally include units of your allies). FAQ Landsknechts and Swiss
Mercenaries.

When Scots Raid is played, the Scottish naval unit (if present) counts as one unit. English naval
units do not count – the card includes all Scottish “units” but specifies English “land units.”

The cards Copernicus and Michael Servetus can be played during the Victory Determination
phase only to prevent another player from winning by a domination victory. They cannot be
used to stop any other type of victory. Page 43.

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Card Draws and Discards

Home cards can not be drawn from a player’s hand as part of a random card draw (during
diplomacy or to discard a card). They may be intentionally discarded to pay for DOWs,
during the Diet of Worms, or to satisfy the requirements of cards such as Mercenaries
Demand Pay. Pages 13 and 26, FAQ Akinji Raiders et. al., FAQ Mercenaries Demand Pay.

Mandatory events may not be intentionally discarded during the Diet of Worms, to pay for
DOWs, or to satisfy the requirements of cards such as Mercenaries Demand Pay. However,
they may be drawn from a player’s hand as a random card draw; if discarded, the event does
not occur. Pages 13 and 26, FAQ Akinji Raiders et. al., FAQ Mercenaries Demand Pay.

Leaders

Leaders are “units” but they are not “land units.” Pages 6-7.

A leader alone in an unfortified space may not attempt to avoid battle. However, if a stack
contains both a leader and one or more land units, the player may attempt to avoid battle and
designate only the leader to move if the attempt is successful. Pages 17 and 19, Ed Beach on
BGG (http://www.boardgamegeek.com/thread/375824).

A leader alone in a space does “occupy” it for determining placement of unrest. FAQ 12.4.

In winter, a leader who is alone moves like a land unit; he never suffers attrition. FAQ 19.3.

Leaders who are alone under siege do not count as defending units; the attacker may roll one die
per assaulting unit. Ed Beach on BGG (http://www.boardgamegeek.com/thread/304723).

Diplomacy

During Turn 1, England does not negotiate with the Hapsburg and France at the same time. He
negotiates with one, then the other. England chooses which to negotiate with first. Page 9.

During Turn 1, the Declaration of War segment is skipped. Page 9.

Powers must be allies to loan fleets to one another. Page 11.

A diplomatic transaction between two powers announced during the Negotiation Segment must
be announced by the power that comes first in impulse order; the other power then confirms
the agreement when its turn comes. Thus each power speaks only once during the
announcements. (Note that Ed Beach has said this rule exists primarily to facilitate PBEM
and need not be followed in FTF play if players prefer.) Page 11.

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No one discards CP to pay for DOWs until all powers have announced their DOWs; first all
powers announce DOWs in impulse order, then all powers pay for DOWs in impulse order.
(Note that this rule is often disregarded in PBEM groups to facilitate faster play.) Page 13.

You may discard one card to pay for multiple DOWs, and you may discard multiple cards to pay
for the total costs of one or more DOWs. Page 13.

If a power DOWs Venice and the Papacy intervenes, the power that DOWed Venice does not
have the option of negating the DOW (as is the case with other interventions involving
DOWs on minor powers). That power must spend the turn at war with the Papacy. Page 13,
Ed Beach on BGG (http://www.boardgamegeek.com/thread/357165).

The Papacy and Ottoman may never become allies. Page 12.

The Papacy may not ally with the Hapsburg if he granted a divorce this turn. Page 12.

Loaned fleets and minor power units may not be eliminated to pay for a Suit for Peace. FAQ 9.3.

Unrest

Spaces in unrest may be the target of Reformation and Counter Reformation attempts. However,
they do not make adjacent spaces eligible for such attempts. Page 17.

The entire contents of a space in unrest (including land units, reformers and universities as well
as the affiliation of the space itself) have no effect on Reformation and Counter Reformation
attempts in adjacent spaces. They do, however, affect attempts in the same space. Page 17.

Units may not remove unrest in spaces across passes. Page 5.

A leader alone in a space does “occupy” it for determining placement of unrest. A reformer,
Jesuit university or control marker does not count as “occupying” a space. FAQ 12.4.

Spring Deployment

Spring deployments may only cross a sea zone if there are no naval units of other major powers
(even your allies) adjacent to the zone, unless the card Spring Preparations is used. Page 14.

Formations that cross sea zones are limited to five units, just as during naval transport, unless
Spring Preparations is used. Page 14.

Spring deployments may only cross one sea zone even when using Spring Preparations. Page 14.

Units may spring deploy over passes only when using Spring Preparations. Page 14.

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Movement

Carefully review the revised movement rules governing when you can and can’t enter spaces that
contain units of other powers. Erratum p. 17.

No army leader or unit may participate in a move action if it occupies an enemy fortified space
that its power placed under siege earlier in the same impulse. Erratum p. 17.

Intercepting, Avoiding Battle and Retreating

Units may not intercept over a pass. Units may avoid battle or retreat over a pass. Page 5.

Formation size limits apply to interceptions, but not to avoiding battle or retreating. Page 18-20.

Units and army leaders that have already tried to intercept a movement earlier in the same
impulse (whether or not they were successful) may not try to intercept again. Page 18.

Units moving into a friendly fortified space not under siege may not be intercepted. Page 18.

If multiple enemy stacks are adjacent to the destination space, each may attempt to intercept.
Each such attempt is announced and resolved before announcing and resolving any other
attempts. If multiple stacks from different enemy powers all want to intercept, resolve the
interception attempts in impulse order. Once one power succeeds, no other power may
attempt an interception (even if that other power is an ally of the intercepting power).
However, formations belonging to the successful intercepting power may continue to attempt
to intercept from any number of adjacent spaces. Page 18.

If every unit in a formation attempting to avoid battle has already lost a field battle during this
impulse, it may avoid battle automatically; no dice roll is necessary. Page 19.

A leader alone in an unfortified space may not attempt to avoid battle. However, if a stack
contains both a leader and one or more land units, the player may attempt to avoid battle and
designate only the leader to move if the attempt is successful. Pages 17 and 19, Ed Beach on
BGG (http://www.boardgamegeek.com/thread/375824).

Field Battles and Assaults

All defending units in a space will fight together; formation size limits do not apply. FAQ 14.

You can only play combat cards when you are the attacker or defender, not during battles or
assaults among other players. Siege Artillery is a response card so you can play it to give
extra dice during another player’s assault.

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During a field battle or assault, cards are played in the following order: attacker response cards,
defender response cards, attacker combat cards, defender combat cards. (Note that this
procedure is often streamlined in PBEM groups to facilitate faster play.) Pages 19 & 21.

If units of multiple allied powers are in a space when units of another power that is at war with
any of those powers enters the space, all the allied units will fight together as defenders (even
if some of them are not at war with the power entering the space). Erratum p. 17.

During an assault, the assaulting player rolls one die per two units, rounding up. Page 21.

If there are no defending land units during an assault, the assaulting force rolls one die per unit in
the assaulting formation, rather than one for every two units. Cavalry count as defending
units even though they do not provide combat dice. Leaders do not count. Page 21, FAQ 15,
Ed Beach on BGG (http://www.boardgamegeek.com/thread/304723).

If the space you are assaulting contains naval units and is adjacent to two sea zones, you may
count the combined total of your naval units in both adjacent sea zones when determining
whether you have enough adjacent naval units to assault. Page 21.

Passes

Units may retreat or avoid battle over a pass. Page 5.

Units may not intercept over a pass. Page 5.

Units may spring deploy over passes only when using the card Spring Preparations. Page 14.

Units may not take political control of spaces across passes. Page 5.

Units may not remove unrest in spaces across passes. Page 5.

Players may count paths across passes when determining whether a space is within a certain
distance of another space for purposes of debater bonuses. FAQ 18.3.

Protestant spaces do make spaces across passes eligible for Reformation attempts, but do not
influence the attempt by providing any dice for the space’s affiliation or its contents (land
units, reformers, and universities). The same applies in reverse for Catholic spaces and
Counter Reformation attempts. Pages 29-30, Erratum p. 30.

Naval Affairs

Powers must be allies to loan fleets to one another. Page 11.

Spring deployments may only cross one sea zone even when using Spring Preparations. Page 14.

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Units cannot move between the Barbary Coast and the Atlantic Ocean without first entering the
port of Gibraltar as a separate move. The same goes for moving through Messina to travel
between the Ionian Sea and the Tyrrhenian Sea.

Naval units may never move into a port controlled by another power, even an ally, unless the
port contains enemy naval units. (However, naval units may move into a port that is a home
space for another power if the port is controlled by their own power.) Page 23.

If multiple enemy stacks of naval units are adjacent to the destination sea zone, an interception
attempt may be made from each stack. Each such attempt is announced and resolved before
announcing and resolving any other attempts. If multiple stacks from different enemy powers
all want to intercept, resolve the interception attempts in impulse order. Once one power
succeeds, no other power may attempt an interception (even if that other power is an ally of
the intercepting power). However, stacks belonging to the successful intercepting power may
continue to attempt to intercept from any number of adjacent sea zones or ports. Page 23.

In naval battles, the defender only gets a die for being the defender when in a port. Page 24.

You can only play combat cards when you are the attacker or defender, not during battles among
other players. Professional Rowers is a response card, so you can play it to affect a battle or
interception attempt that your ships are not involved in.

During a naval battle, cards are played in the following order: attacker response cards, defender
response cards, attacker combat cards, defender combat cards. (Note that this procedure is
often streamlined in PBEM groups to facilitate faster play.) Pages 19 & 21.

During piracy, if the targeted power has only one port adjacent to the sea zone, the Ottoman rolls
only one “base” piracy die (not counting bonuses from Barbarossa or Dragut) even if he has
more than one corsair. Page 25.

Winter

During winter, land units that are already in fortified spaces controlled by their power do not
have the option of returning to the nearest other fortified space; they must remain where they
are or return to their capital. Pages 32-33.

Units may spend the winter in spaces that are in unrest. If they were not already in those spaces
when winter started, they take attrition when they move there. Erratum p. 33.

In winter, minor power units may return to a home key of their minor power as though it were
another capital. If there are more than four units in a minor power key at the start of winter,
at least X units must leave the space, where X equals the number of units in the space at the
start of the winter phase minus four. But there can be more than four units in the space at the
end of the winter phase as a result of new minor power units arriving. Page 41, Ed Beach on
CSW (http://talk.consimworld.com/WebX?14@815.gp6ReRGWQ5R.0@.1dd00596/9204).

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During winter, a leader alone in a space moves exactly like a land unit, except that he never
suffers attrition. FAQ 19.3.

Reformation and Counter Reformation Attempts

You may make Reformation or Counter Reformation attempts outside of the target language
zone. However, when you make such attempts, you always lose ties, and you do not receive
the +1 die modifier from Full Bible translations or Calvin’s Institutes. You do, however,
receive bonus dice from debater bonuses, Printing Press, etc. Pages 29 and 31.

Reformation and Counter Reformation attempts may be made in spaces with a tan background,
which are not in any language zone (e.g. Buda, Antwerp). However, these spaces are always
considered outside the targeted language zone, even if the Reformation or Counter
Reformation attempt targets “all language zones.” FAQ 18.3.

Spaces in unrest may be the target of Reformation and Counter Reformation attempts. However,
they do not make adjacent spaces eligible for such attempts. Page 17.

The entire contents of a space in unrest (including land units, reformers and universities as well
as the affiliation of the space itself) have no effect on Reformation and Counter Reformation
attempts in adjacent spaces. They do, however, affect attempts in the same space. Page 17.

During Reformation and Counter Reformation attempts, all Protestant units in a space count as
one stack, and all Catholic units in a space count as one stack. Ed Beach on BGG
(http://www.boardgamegeek.com/thread/310094).

Each Reformation or Counter Reformation attempt gets a minimum of one “base” die before
counting any bonus dice from cards or debater bonuses. Pages 29-30.

Debater Bonuses

Do count paths across passes when determining whether a space is within a certain distance of
another space for purposes of debater bonuses. Do not count sea zones. FAQ 18.3; Ed Beach
on BGG (http://www.boardgamegeek.com/thread/338020).

A power may only flip one debater for his bonus per impulse. Even if a power conducts multiple
actions on an impulse, only one debater bonus is allowed for the whole impulse. However,
this is in addition to any debaters flipped for reasons other than the use of their bonuses (e.g.
due to participation in debates or because a card says to flip him). If you flip a debater
because a card says to flip him, you do not get to use his bonus. Page 28.

Debater bonuses that provide extra CP for translation can only be used to add additional CP to a
translation action in that debater’s language. FAQ 18.2.

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Debaters who provide bonus dice to Reformation and Counter Reformation attempts may be
flipped to provide the bonus even after the player has already used some of his attempts, as
long as he has some attempts left. The debater must be flipped before the dice are rolled for
the actual attempt for which bonus dice are to be provided, however. And debaters who
provide extra Reformation or Counter Reformation attempts during a publish treatise or burn
books action (e.g. Carlstadt, Cajetan, Calvin) must be flipped before any of the attempts for
that action are made. Ed Beach on BGG (http://www.boardgamegeek.com/thread/339056).

Debates

If Mary reigns and the Papacy initiates a debate in the English zone, the debate value of the
Papal debater is doubled. Page 31.

Spaces converted after a debate (or the Diet of Worms) may be “daisy chained” – that is, if you
are converting multiple spaces, you convert them one at a time, so a space that is not eligible
to be converted when you start can become eligible if you reach it by converting spaces in
between. For example, if the only Protestant space is Wittenberg and the Protestant has won
a debate by one, he cannot flip Nuremburg because that space is not eligible. However, if he
wins the debate by two, he can flip Leipzig and then flip Nuremberg. Page 32.

Debaters are burned or disgraced only if the difference between the winner’s hits and the loser’s
hits is more than the debater’s debate value. For example, if Tyndale (value 2) loses a debate
by a difference of only two hits (such as a score of 0-2 or 4-6), he is not burned. Page 32.

You cannot call a debate if you have no uncommitted debaters. FAQ 18.5.

If there is only one debater in a language zone and a debate he participates in results in a tie, the
same debater returns for the second round. FAQ 18.5.

If Leipzig Debate was used to exclude a debater, that exclusion applies only to the first round of
the debate; if it goes to a second round, that debater may participate. FAQ Leipzig Debate.

Ottoman

Although they provide no combat dice, cavalry who are under siege still count as defending
units, so the assaulting power may not roll one die for every assaulting unit. FAQ 15.

During piracy, if the targeted power has only one port on the sea zone, the Ottoman rolls only
one “base” piracy die (plus any leader bonus) even if he has more than one corsair. Page 25.

Corsairs are the only type of unit the Ottoman power can build at Algiers or at a Pirate Haven,
even when using Janissaries and Shipbuilding. Page 26, FAQ Janissaries, FAQ Shipbuilding.

The Papacy and Ottoman may never become allies. Page 12.

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Hapsburg

When the Schmalkaldic League forms, spaces containing a Fortress marker do not transfer to
Protestant control. Erratum p. 39.

“The Papacy may not ally with the Hapsburgs if they granted a divorce to Henry VIII this turn.”
Page 12.

The Hapsburg may not move units from one capital to the other during winter (although he may
spring deploy them from one capital to the other if he has a legal path). Page 33, FAQ 19.3.

The Protestant does not receive 2VP for an electorate unless it is under both Protestant religious
influence and political control. The Hapsburg gains 1VP for an electorate under Hapsburg
political control regardless of its religious affiliation. Page 42.

England

During Turn 1, England does not negotiate with the Hapsburgs and French at the same time. He
chooses one of the two powers and completes those discussions before starting discussions
with the other power. Page 9.

England cannot advance the marriage track if both Edward and Elizabeth have been born or if a
healthy Edward has been born. Page 37, game board text.

If Mary reigns and the Papacy initiates a debate in the English zone, the debate value of the
Papal debater is doubled. Page 31.

When the card Scots Raid is played, remember that the Scottish naval unit (if it is still present)
counts as one unit. English naval units do not contribute because while the card includes all
“units” of the Scots, it specifies “land units” for the English.

Papacy

If a power DOWs Venice and the Papacy intervenes, the power that DOWed Venice does not
have the option of negating the DOW (as is the case with other interventions involving
DOWs on minor powers). That power must spend the turn at war with the Papacy. Page 13,
Ed Beach on BGG (http://www.boardgamegeek.com/thread/357165).

The Papacy may excommunicate a ruler for being allied to the Ottoman. Page 38.

The Papacy may excommunicate Henry VIII if any English spaces are Protestant. Page 38.

If the Papacy makes peace with a power whose ruler is excommunicated, or if such a power sues
the Papacy for peace, the excommunication is lifted. Page 13.

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The Papacy and Ottoman may never become allies. Page 12.

The Papacy may not ally with the Hapsburg if he granted a divorce this turn. Page 12.

If Mary reigns and the Papacy initiates a debate in the English zone, the debate value of the
Papal debater is doubled. Page 31.

When an excommunicated leader dies, the effects of the excommunication remain. FAQ 21.5.

If Leipzig Debate was used to exclude a debater, that exclusion applies only to the first round of
the debate; if it goes to a second round, that debater may participate. FAQ Leipzig Debate.

The Protestant does not receive 2VP for an electorate unless it is under both Protestant religious
influence and political control. The Hapsburg gains 1VP for an electorate under Hapsburg
political control regardless of its religious affiliation. Page 42.

Protestant

Mandatory events may never be retrieved from the discard pile. Page 9.

A power may not retrieve a card from the discard pile if that same power (not a different power)
played it as an event, response or combat card earlier in the turn. Page 9.

When the Schmalkaldic League forms, spaces containing a Fortress marker do not transfer to
Protestant control. Erratum p. 39.

The Protestant rolls one extra die during the Reformation attempts for the 95 Theses. Page 27.

The bonus to Reformation attempts from a Full Bible translation or the card Calvin’s Institutes is
not one extra die, but a +1 die roll modifier. You roll the same number of dice, but you add
one to the value of each die (so that the range of values is 2-7 rather than 1-6). You do not get
this modifier if you make an attempt outside the targeted language zone. Page 27.

The Protestant does not receive 2VP for an electorate unless it is under both Protestant religious
influence and political control. The Hapsburg gains 1VP for an electorate under Hapsburg
political control regardless of its religious affiliation. Page 42.

The Protestant cannot acquire units through any means other than from the electorate display, or
receive control of any space, prior to the formation of the Schmalkaldic League. FAQ 21.6.

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