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FAN-01: The Merchant of Venice (3 Players)

Key Information Papal Curia


Time Period: 1444–1720 (Age I, II, and III) ›Portugal controls C #1, ›Venice C #2, and ›Netherlands C #3.
Number of Players: 3
Marking Objectives
Player Realms: ›Venice (blue), ›Netherlands (yellow),
(in clockwise order) and ›Portugal (red) Place a purple z on each N (see Victory Conditions).
1st Player Round 1: ›Venice
Number of Rounds: 12
Player Realm Setup
Use the setup indicated on the 1444 Setup Cards.
Designer: Aaron Lahey

Event Decks
Introduction
Age I: 12A-1, 12A-2, 13A-1, 152B, 158B, 110-1, 111-1, 114-1
In this scenario, three Players will focus their efforts on trade and expansion instead
(1st half)
of outright warfare.
›Venice starts with a strong navy and lucrative Trade Nodes close by, however Age I: 11A-2, 11A-3, 13A-2, 14A-2, 14A-3 110-2, 111-2, 114-2
›Portugal is in prime position to claim Trade Nodes in the new world and around (2nd half)
Africa. The ›Netherlands begin small, but have more growth potential in their start- Age II: 21A-1, 22A-1, 22A-2, 23A-1, 24A-1, 210-1, 211-1, 214-1
ing region, as well as dominance of the Baltic Sea. (1st half)
In addition, Influence can be spent to access inland Trade Nodes, and a race will Age II: 21A-2, 23A-2, 24A-4, 257B, 261B, 210-2, 211-2, 214-2
be on in several directions to claim Trade Nodes. Each Player Realm begins with a (2nd half)
large DNPR on their border to restrict too much expansion at home. With Ducats
Age III: 31A-1, 32A-1, 33A-1, 352B, 361B, 310-1, 311-1, 314-1
held in your treasury being worth Prestige at the end, a strong economy can help
(1st half)
you win the game.
Age III: 31A-2, 32A-2, 33A-2, 34A-2, 34A-3, 310-2, 311-2, 314-2
(2nd half)
Setup Instructions
Set the game up as described on page 6 of the main rules, with the following ad-
ditions. Dynamic NPRs (æ)
›France (Blue), ›Castille (Green), and ›Austria (Orange).
Boards and Areas in play
Use the 1444 setup side of the Western Europe, Eastern Europe, and Distant Con- Scenario-specific Rules
tinents map boards. The first time a N is activated with a Merchant, that Player takes the purple z
there.
Trade Deck
Take out all cards that are marked with a †, and set them aside. These are only added Victory Conditions
later (see main rules, section 12.6, p. 35 ). The winner is the player with the most 0 at the end of Round 12. Normal
endgame triggers apply (see main rules, p. 11 ).
Missions
All players may pick two Missions from their green starting Missions. Additional Prestige scored during Final Scoring
›Venice: Native: 1F, 2B, 3L, 3M, Gen: 1D, 1F, 2D, 2F, 3A, 3M, 4O, 4P
Each purple z collected is worth 1 , and every 10 D in your treasury is worth
›Netherlands: Native: 1D, 2A, 2H, 3B, Gen: 1C, 1F, 2B, 2C, 3C, 3H, 3K, 4N
›Portugal: Native: 1F, 2B, 2D, 3B, Gen: 1A, 1B, 2C, 2F, 2H, 3A, 3D, 4B
1.

Milestones
Only use Economic and Expansion Milestone cards. Display two Milestone cards
for each of these categories.

Emperor
›Austria (orange DNPR) is the Emperor of the HRE (starting at +3E). Remem-
ber to use the rules for NPR Emperor, described on page 45 of the main rules.

Player Realm Setups


Realm Provinces (t\v) Influence (I) Z\A\M\G\< Merchants Military
›Venice (Setup Card 014-1) – same setup as in S2-03
›Netherlands (Setup Card 011-1) – same setup as in S1-02
›Portugal t: Lisboa (L), Porto, Aragon (2), Central Italy (1) State Religion: Catholic Sevilla N, Portugal (Army 1:
(Setup Card 010-1) Beira, Ceuta, Madeira Bordeaux N 2 Infantry), C. Atlantic
(2 L. Ships)

Europa Universalis 1 The Price of Power


FAN-02: A Tale of Two Romes (2 Players)

Key Information Event Decks


Time Period: 1444–1821 (Age I, II, III, and IV) Age I: 11A-1, 12A-1, 13A-1, 14A-1, 152B, 153B, 157B, 158B, 112-
Number of Players: 2 (1st half) 1, 116-1
Player Realms: ›Papal States (red), and ›Byzantium (purple) Age I: 11A-3, 12A-2, 13A-2, 14A-2, 155B, 156B, 159B, 162B, 112-
(in clockwise order) (2nd half) 2, 116-2
1st Player Round 1: ›Papal States Age II: 21A-1, 22A-1, 23A-1, 24A-1, 251B, 254B, 255B, 260B, 212-
Number of Rounds: 16 (1st half) 1, 216-11
Designer: Aaron Lahey Age II: 21A-2, 22A-2, 23A-2, 24A-2, 257B, 258B, 262B, 264B, 212-
(2nd half) 2, 216-2
Age III: 31A-1, 32A-1, 33A-1, 34A-2, 351B, 354B, 357B, 359B, 312-
Introduction
(1st half) 1, 316-1
In this scenario two Players may work together, or compete, to reclaim the glory of
the Roman Empire. Cooperation will require the Byzantine Emperor to mend the Age III: 31A-2, 32A-2, 33A-2, 34A-3, 360B, 361B, 362B, 363B, 312-
schism by converting to Catholicism when the opportunity arises. Of course, this (2nd half) 2, 316-2
alliance may not hold if the Players aren’t within reach of a shared victory before Age IV: 41A-1, 42A-1, 43A-1, 44A-1, 451B, 452B, 453B, 454B, 412-
time runs out. Alternatively, the ›Byzantines may decide to go it alone, and remain (1st half) 1, 416-1
Orthodox, however they may have a harder time expanding as they have more larger Age IV: 41A-2, 42A-2, 43A-2, 44A-2, 455B, 456B, 457B, 458B, 412-
neighbors than the ›Papal States. (2nd half) 2, 416-2
During play, reveal 5 Events. Each Player must take 2 Event actions each Action
Setup Instructions Phase before they may Pass. Refer to 20.2, page 46 in the rules for the 2 Player, No
Set the game up as described on page 6 of the main rules, with the following ad- Bots Variant.
ditions.
Victory Conditions
Boards and Areas in play
The winner is the player with the most 0 at the end of Round 16. Normal
Use the 1444 setup side of the Western Europe, Eastern Europe, and Distant Con-
endgame triggers apply (see main rules, p. 11 ).
tinents map boards.

Additional Prestige scored during Final Scoring


Trade Deck
Players can share a co-operative victory if they have an Alliance, Royal Marriage,
Take out all cards that are marked with a †, and set them aside. These are only added
share the same State Religion, and reclaim the old Roman borders.
later (see main rules, section 12.6, p. 35 ).
To share a victory, the majority of Provinces in following Areas must be controlled
Missions by either player:
All players may pick two Missions from their green starting Missions.
›Papal States: Native: 1F, 3H, 3K, 4P, Gen: 1A, 1C, 2A, 2C, 2G, 2H, 3G, 4O Northumbria, Wales & Wessex, East Anglia, Brittany & Normandy,
›Byzantium: Generic: 1A, 1C, 1F, 2A, 2C, 2H, 3A, 3C, 3H, 3J, 3M, 4P Siene, Aquitaine, Loire, Burgundy, Languedoc, Aragon, Castile, Leon,
Portugal, Andalucia, Flanders & Wallonia, Rhineland, Bavaria &
Emperor Swabia, Switzerland, Tirol, Austria, Lombardy, Venetia, Central
›Austria is the Emperor of the HRE (starting at +3E). Remember to use the rules Italy, Naples, Sicily, Corsica & Sardinia, Dalmatia, Croatia & Bosnia,
for NPR Emperor, described on page 45 of the main rules. Hungarian Plain, Transylvania, Serbia & Albania, Wallachia & Bul-
garia, Macedonia & Thrace, Greece, Agean Archipelago, Northern
Papal Curia Anatolia, Ayden, Karaman, Rum, Circassia, Caucasus, Transcaucasia,
›Papal States controls the Roma C. Iraq, Kurdistan, Syria, Palestine, Cyprus, Egypt, Cyrenaica, Tripoli-
tania, Tunisia, Algiers, and Northern Morocco.

Player Realm Setups


Allied NPRs are included as being controlled for this purpose.
›Papal States (Setup Card 012-1) – same setup as in S1-02
›Byzantium (Setup Card 016-1) – same setup as in S2-06

Europa Universalis 2 The Price of Power


FAN-03: The Baltic Battlegrounds (3 Players)

Key Information Event Decks


Time Period: 1444–1720 (Age I, II, and III) Age I: 11A-1, 12A-1, 13A-1, 14A-1, 161B, 105-1, 107-1, 109-1
Number of Players: 3 (1st half)
Player Realms: ›Poland (red), ›Sweden (blue), Age I: 11A-2, 12A-2, 13A-2, 14A-3, 160B, 105-2, 107-2, 109-2
(in clockwise order) and ›Muscovy (yellow) (2nd half)
1st Player Round 1: ›Poland Age II: 21A-1, 22A-1, 23A-1, 24A-3, 263B, 205-1, 207-1, 209-1
Number of Rounds: 12 (1st half)
Designer: Aaron Lahey Age II: 21A-2, 22A-2, 23A-2, 24A-4, 264B, 205-2, 207-2, 209-2
(2nd half)
Age III: 31A-1, 32A-1, 33A-1, 363B, 364B, 305-1, 307-1, 309-1
Introduction
(1st half)
Battle for dominance of the Baltic Sea. Constantly shifting alliances saw these 3
powers at war with the others in every combination during this time. Mission cards Age III: 31A-2, 32A-2, 33A-2, 34A-2, 34A-3, 305-2, 307-2, 309-2
and Power Struggles should focus the Players into the same regions, for a conflict (2nd half)
heavy game.
Power Struggles
Setup Instructions #1 The Deluge (Age II), #2 Great Northern War (Age III). Only activate the first
Set the game up as described on page 6 of the main rules, with the following ad- Power Struggle Event Icon that appears in each age.
ditions.
Dynamic NPRs (æ)
Boards and Areas in play ›Ottomans (Green), and ›Austria (Orange).
Use the 1444 setup side of the Western Europe, Eastern Europe, and Distant Con-
tinents map boards. Some Areas are off-limits, as shown by the shaded parts of the Victory Conditions
map image below. The North Sea Sea Zone and North Sea N are in play. The winner is the player with the most 0 at the end of Round 12. Normal
endgame triggers apply (see main rules, p. 11 ).
Trade Deck
Take out all cards that are marked with a †, as well as T22-1, and set them aside.
These are only added later (see main rules, section 12.6, p. 35 ).

Missions
All players may pick two Missions from their green starting Missions.

Emperor
›Austria (orange DNPR) is the Emperor of the HRE (starting at +3E). Remem-
ber to use the rules for NPR Emperor, described on page 45 of the main rules.

Papal Curia
›Poland controls C #1, and ›Sweden C #2.

Player Realm Setups


Realm Provinces (t\v) Influence (I) Z\A\M\G\< Merchants Military
›Poland (Setup Card 007-1) – same setup as in S2-01
›Sweden t: Stockholm, Bergsla- Trøndelag (2), Østlandet State Religion: Catholic Baltic Sea N, Svealand (Army 1:
(Setup Card 009-1) gen, Östergötland, Häls- (1), Jutland (1), Pomerania A+ M: ›Denmark, Lübeck N 2 Infantry), Baltic Sea
ingland, Österbotten, (1) M›Norway (L. Ships)
Åbo, Nyland
›Muscovy (Setup Card 005-1) – same setup as in S2-02

Europa Universalis 3 The Price of Power


FAN-04: An Imperial Diet (6 Players)

Key Information Boards and Areas in play


Time Period: 1444–1720 (Age I, II, and III) Use the 1444 setup side of the Western Europe, Eastern Europe, and Distant Con-
tinents map boards.
Number of Players: 6
Player Realms: ›Mainz (purple), ›Cologne (green),
Trade Deck
(in clockwise order) ›Saxony (yellow), ›Bohemia (red),
Take out all cards that are marked with a †, and set them aside. These are only added
›Brandenburg (blue), and ›Austria (white)
later (see main rules, section 12.6, p. 35 ).
1st Player Round 1: ›Mainz
Number of Rounds: 12 Missions
Designer: Aaron Lahey This scenario is played without any Missions.

Introduction Emperor
This is an asymmetric scenario focused on the Holy Roman Empire. Diplomacy ›Austria is the Emperor of the HRE (starting at +3 E).
and negotiation will be important to make progress. 5 Players will be Electors and
their votes will determine who will be appointed Emperor. Papal Curia
›Austria begins as Emperor and has a stronger start, however they do not get a ›Cologne controls C #1, ›Mainz C #2, ›Austria C #3, ›Saxony C #4, ›Bran-
vote in Imperial elections, and may need to make some concessions to other Players denburg C #5, and ›Bohemia C #6.
to hold onto the Emperor title.
›Bohemia may want to form an Alliance with another Player to prevent ›Austria
from making moves against them, as ›Bohemia is ›Austria’s most immediate rival.
Event Decks
›Bohemia may also need the assistance of another Player to expand eastward. Age I: 12A-1, 13A-1, 14A-1, 151B, 152B, 153B, 154B, 157B, 158B,
›Brandenburg and ›Saxony have growth potential in the north, however taking (1st half) 161B, 101-1, 113-1
HRE territory may draw the attention of the Emperor. Voting for a weaker Emperor Age I: 11A-2, 11A-3, 12A-2, 13A-2, 14A-2, 155B, 156B, 159B,
may make grabbing imperial territory a little safer. (2nd half) 160B, 162B, 101-2, 113-2
›Cologne and ›Mainz will have a tough start. They may wish ally with each other Age II: 21A-1, 22A-1, 23A-1, 24A-1, 251B, 259B, 261B, 262B, 263B,
or a larger PR to help them expand within their starting Areas. Being seen as weaker (1st half) 264B, 201-1, 213-1
rivals, they may also be able to leverage their votes for more assistance than the
Age II: 21A-2, 22A-2, 23A-2, 24A-2, 252B, 254B, 255B, 256B, 257B,
others.
(2nd half) 258B, 201-2, 213-2
Age III: 31A-1, 32A-1, 33A-1, 34A-1, 351B, 353B, 354B, 355B, 356B,
Setup Instructions (1st half) 360B, 301-1, 313-1
Set the game up as described on page 6 of the main rules, with the following ad-
Age III: 31A-2, 32A-2, 33A-2, 34A-2, 357B, 358B, 359B, 361B, 362B,
ditions.
(2nd half) 363B, 301-2, 313-2
›Austria and ›Brandenburg Realm setups are described on their 1444 Setup
Cards. ›Brandenburg and ›Austria do not place I in Bohemia since all
provinces there are owned by ›Bohemia. ›Brandenburg places Merchants in Sax- Dynamic NPRs (æ)
ony and Krakow instead of Wein. ›France (Blue), ›Denmark (Orange), ›Ottomans (Green), and ›Poland (Pink).
All players will give 1 infantry unit from their supply to each Elector player, and
Electors will set aside one of their own infantry units so that they have 1 of each
color to use as voting markers.

Player Realm Setups


Realm Provinces (t\v) Influence (I) Z\A\M\G\< Merchants Military
›Mainz t: Mainz Rhineland (2), Bavaria & Swabia (1), State Religion: Catholic Saxony N, Rhineland
Leader: ç11-2 Netherlands (1), Lower Saxony (1), Champagne N (Army 1:
Flanders & Wallonia (1), Switzer- 1 Infantry)
land (1), Burgundy (1)
›Cologne t: Koln Westphalia (2), Netherlands (2), State Religion: Catholic Saxony N, Westphalia
Leader: ç06-3 Flanders & Wallonia (2), Lower Champagne N (Army 1:
Saxony (1), Rhineland (1) 1 Infantry)
›Saxony t: Dresden, Leipzig, Lower Saxony (2), Bavaria & Swabia (1), State Religion: Catholic Saxony N, Saxony (Army
Leader: ç05-3 Wittenburg Rhineland (1), Jutland (1) Wein N 1: 1 Infantry)
›Bohemia t: Praha (L), Rudohori, Wielkopolska (2), Bavaria & Swabia (1), State Religion: Catholic Saxony N, Bohemia
Leader: ç08-4 Olomouc, Budejovice; Saxony (1), Westphalia (1) Wein N (Army 1:
v: Silesia 1 Infantry)
›Brandenburg (Setup Card 013-1) – same setup as in S1-02
›Austria (Setup Card 001-1) – same setup as in S1-01

Europa Universalis 4 The Price of Power


Scenario-specific Rules
• No “+1 Event”: Place only 6 Events on display during Phase 1 in this scenario.
Each player must pick an Event during Phase 2, and there will be no unpicked
Event.

• ›Mainz, ›Cologne, ›Saxony, ›Bohemia, and ›Brandenburg are Electors of the


HRE. When the current Emperor is replaced or discarded, instead of determin-
ing the new Emperor using I in Elector Areas, the Elector players will cast
their votes for the new Emperor. Players may vote for themselves. If there is a tie
for the most votes, the current Emperor will decide which of the tied players will
win. When voting, each Elector will place an infantry unit matching the color of
the PR they are voting for in their closed hand. All players reveal their votes at
the same time.

• During Phase 3, step D, after peace has been resolved between a PR and an-
other Realm within the HRE, the current Emperor may demand the return of 1
Province within the HRE taken by the Victor. If the Victor accepts the return de-
mand, they must remove their t token from the indicated Province, and they
lose 1. If the Victor refuses the return demand, they lose 3 I from HRE
Areas, and the Emperor must place a CB token on the indicated Province. The
Emperor cannot demand the return of a v province.

Victory Conditions
The winner is the player with the most 0 at the end of Round 12. Normal
endgame triggers apply (see main rules, p. 11 ). Instead of scoring 0 equal to
the current Tax Income, Players will earn 0 equal to half of their Tax Income
(rounded up).

Additional Prestige scored during Final Scoring


The Player who has the Emperor title at the end of the game earns 1 for each
independent NPR within HRE areas that match the Emperor’s State Religion. v
are not considered to be independent for this purpose.

Europa Universalis 5 The Price of Power


FAN-05: Crusader Emperor (4 Players)

Key Information Starting Prestige


Time Period: 1444–1510 (Age I) ›Venice begins with 10 0 and ›Austria begins with 5 0.
Number of Players: 4
Player Realms: ›Venice (blue), ›Mamluks (yellow), Event Decks
(in clockwise order) ›Austria (white), ›Ottomans (green) Age I: 11A-1, 12A-1, 13A-1, 14A-1, 154B, 158B, 101-1, 106-1, 114-
1st Player Round 1: ›Venice (1st half) 1, 115-1
Number of Rounds: 4 Age I: 11A-3, 12A-2, 13A-2, 14A-2, 155B, 156B, 101-2, 106-2, 114-
Designer: Aaron Lahey (2nd half) 2, 115-2

Introduction Scenario-specific Rules


This is a short 2 vs 2 scenario with ›Austria and ›Venice competing against ›Ot- • Use Team Play Rules described on p. 1 in the Scenarios II booklet.
tomans and ›Mamluks. While ›Austria and ›Venice rarely got along, this scenario
• ›Austria may activate Defending the HRE when a declaration of war is made on
imagines what would happen if they united against a common threat. The ›Ot-
›Venice directly.
tomans and ›Mamluks have a stronger start, however the event deck tends to favor
the Christian nations. ›Venice and the ›Mamluks are in position to compete over
naval supremacy while the ›Austrians and ›Ottomans battle over the Balkans. Victory Conditions
The winner is the player with the most 0 at the end of Round 4. Normal endgame
Setup Instructions triggers apply (see main rules, p. 11 ).
Set the game up as described on page 6 of the main rules, with the following ad-
ditions.

Boards and Areas in play


Use the 1444 setup side of the Western Europe, Eastern Europe, and Distant Con-
tinents map boards.

Trade Deck
Take out all cards that are marked with a †, and set them aside. From the cards set
aside, return the cards marked with a 2 or a 3 symbol to the Trade deck. The
remaining cards that were set aside may be added to the Trade deck later (see main
rules, section 12.6, p. 35 ).

Missions
All players may pick two Missions from their green starting Missions.

›Venice: Native: 1F, 2B, 3L, 3M, Gen: 1A, 1D, 2C, 2D, 2H, 3C, 3D, 4P
›Mamluks: Native: 1D, 2A, 2H, 4O, Gen: 1C, 1F, 2C, 2F, 3A, 3G, 3H, 5A
›Austria and ›Ottomans use their Native Mission Decks

Emperor
›Austria is the Emperor of the HRE (starting at +3 E).

Papal Curia
›Austria controls C #1 and ›Venice C #2.

Player Realm Setups


Realm Provinces (t\v) Influence (I) Z\A\M\G\< Merchants Military
›Venice (Setup Card 014-1) – same setup as in S2-03
›Mamluks t: Qahirah (L), Halab (L), Karaman (2), State Religion: Muslim Alexandria N, Egypt (Army 1:
(Setup Card 015-1) Bangazi, Iskandariyya, Dumyat, Kurdistan (1), Aleppo N 2 Infantry, 1 Cavalry),
Fayyum, Gazzah, Jaffa, Al- Tripolitania (1) E. Mediterranean (L. Ship,
Quds, Tarabulus, Dimashq Fleet: 2 Galleys)
Distant t: Upper Egypt (L)
Distant v: Hejaz
›Austria (Setup Card 001-1) – same setup as in S1-01
›Ottomans (Setup Card 006-1) – same setup as in S2-01

Europa Universalis 6 The Price of Power

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