Murat -> RE: Economic Phase and OOB (9/2/2004 12:49:17 PM)
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[ 1.5 ] THE NATIONAL CARDS: The seven National Cards for the major powers have two sides, and players may use either side in a game, as desired. Side one is used with small garrison/strength counters to record the strengths of corps and fleets and with economic manipulation markers for economic manipulation (see option 12.5) and is recommended for use with the scenarios. Side two must be copied, with pencils and erasers used to record and modify necessary information and is recommended for use with the campaign games. The card for the minor countries also has two sides. Side one is used to record the strengths of corps and fleets the same as the major power cards' side one, while side two has forms for use with option 12.6 and must be copied (numerous copies needed) and cut up for use. If side two of the major power's national cards are used side one of the Minor Country National Card is not needed as strengths can be recorded on the major powers' copies of side two. 2.4.2 USING THE NATIONAL CARDS: The maximum strengths of corps and fleets are shown on the appropriate National Cards (one card per major power, and one for all of the minor countries). The corps and fleet counters when face-up on the map only show their general type and movement allowance. Which corps each counter represents is shown on the back of the counter and may be examined by only the owning player, except when its identity must be revealed to other players (e.g., during a combat-see 7.5.2.6.3). The designation of each fleet (and its movement allowance) is shown on the front of the counter and so its designation and exact strength should always be known to all players. 2.4.2.1 USING SIDE ONE OF THE NATIONAL CARDS: Side one of each National Card contains spaces for indicating the strength of every corps and fleet of that major power or of the minor countries. 2.4.2. 1. 1 Showing Strengths: The number in each box indicates the maximum number of ships or army factors of that type that that corps or fleet may contain. The current strength of a corps is shown by the placement of garrison/strength counters in the appropriate boxes. For this purpose, use any national or neutral infantry or militia garrison/strength counter or counters. The counters used can be of any type or nationality, as it is their strength and the box they occupy that determine their effect and what they represent. For example, a French militia counter of "3 "factors in a Russian cavalry box acts as "3 " cavalry factors, not as militia. These factors are also interchangeable (e.g., a "2" and a "1 " factor counters can be exchanged for a "3" factor counter, etc.), as with the garrison strengths (see 2.4. 1). Note that most corps for most major powers allow for a maximum number of regular infantry and/or militia factors plus an additional number of cavalry factors (plus an additional number of guard factors in some cases). 2.4.2.1.2 Altering Strengths: The current strength of a corps or fleet is altered as strengths vary (e.g., because of swapping factors between corps, combat losses, foraging losses, garrison detachments, etc.) by changing the number of factors in the appropriate boxes of that corps or fleet. 2.4.2.1.3 Economic Manipulation (Optional): If option 12.5 is used, the major power's economic manipulation markers should be initially placed in the "O" boxes of their ECONOMIC MANIPULATION DISPLAYS. 2.4.2.2 USING SIDE TWO OF THE NATIONAL CARDS: Side two of the major power National Cards is recommended for campaign games because most garrison/strength counters will be required to show garrisons and also because other sections are handy for maintaining economic and reinforcement records for both the major powers and their controlled minor free states. This side of the cards should be photocopied and used simply by penciling in information and erasing as changes are made. 2.4.2.2.1: Corps and fleet strengths for both the major power and its controlled minor free states can be penciled in and erased and adjusted as necessary. 2.4.2.2.2: Money expenditures between Economic Phases, prisoners, etc. can be recorded on any free space on the copies. 2.4.2.2.3: Economic manipulation (see option 12.5) is recorded as part of the ECONOMIC AND MANPOWER WORKSHEET on side two plus using the ECONOMIC MANIPULATION DISPLAYS on side one. OK.... 1.5 says it is the PLAYER'S option on how they wish to record their information; 2.4.2 only discusses FLEET STRENGTHS as something that SHOULD be known (not MUST be known); 2.4.2.2 RECOMMENDS using side two; soo.... technically the rules do not REQUIRE anything to be revealed by a player and IMPLY only that fleet strengths be known. IF this sounds to legalese keep in mind the numbering system IS English Legal and as with all rules, if it is not discussed and need interpretation then you need some way to resolve conflicts, no EiA Court exists, but there is: quote:
[ 10.8 ] SETTLING DISPUTES: Although it is pointed out in numerous places throughout the rules that major powers with conflicting and equal claims may settle their disputes through mutual agreement or through competitive die, rolls (sometimes modified), other cases can arise that are not mentioned elsewhere. In all these cases, if a mutual agreement cannot be reached, let unmodified competitive die rolls decide. for example, if leaders or army factors are captured by mixed forces controlled by more than one major power, the control over the "prisoners " can be decided by mutual agreement or, if agreement cannot be reached, by competitive die rolls (roll for each factor or leader over which there is a disagreement). As for there being a fog of war option, there is much less stragtegy to a game when you know what units are where and how strong each is. If I wanted a simple war game, I would not be playing EiA. To not have a fog of war option would be a disservice IMHO (unless of course fog of war was standard and there was no way to turn it off, then such an option would be moot). [:D]
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