Professional Documents
Culture Documents
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.
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.
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.
• 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).
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.