Pax Britannica

 

Play-by-Mail Game Turn Sequence

 

Start-of-Turn Phases:

  1. The Gamemaster (hereafter referred to as GM) consults the Game Turn Track to determine which players, if any, receive new Merchant Fleets this turn.
  2. Random Events:
    1. The GM rolls one die to determine the number of Random Events.
    2. For each random event GM rolls two dice and consults the Random Events Table.
  3. Administrative:
    1. The GM rolls one die for each power and consults the Colonial Office Income Table to determine income from each power’s Colonial Office.
    2. To this income is added for each marker that each player has on the board, using the Income/Maintenance Cost Analysis Table.
    3. From this total £1 is subtracted for maintenance for every strength point of Armies or Fleets that each player has outside his home country or a State/Dominion.
    4. From this result maintenance is subtracted for each marker that each player has on the board, consulting the Income/Maintenance Cost Analysis Table.
    5. The remainder is each player’s Net Income for the turn.
  4. Minor Powers:
    1. The GM rolls one die for each Minor Power (including Italy, Russia, and Japan, if those are not controlled by players), and consults the Minor Powers Activity Table to determine which, if any, are active this turn.
    2. For each Minor Power that is determined to be active, the GM rolls two dice and again consults the Minor Powers Activity Table to determine where the Minor Power activity will occur.

 

Movement/Status Change Phase:  Players submit orders that include the following information--

  1. Purchases: All new units and markers are purchased, with costs as listed on the Purchase Costs Table.  The ability to purchase new units or markers is limited both by Net Income and the Counter Limits.
  2. Placements: All new units are assumed to be placed in the player’s home country; new markers may be placed anywhere on the board within the limitations of the Movement/Status Change Restriction Summary and the Status Marker Placement Effects Summary.  Each new Control marker placed on the board must be accompanied by at least 1A1.
  3. Moves: All units (including Merchant Fleets) may be moved to any place on the board within the limitations of the Movement/Status Change Restriction Summary.

 

Resolution Phases: The GM notes the players’ orders for Purchases, Placements, and Moves, noting any that may result in increases to European Tensions or Chinese Resentment.

  1. Colonial Combat: The GM resolves Colonial Combat for each new Control marker placed by rolling one die and consulting the appropriate Combat Table (Table #1 if the smaller force’s total strength points are less than 5, Table #2 if there are more than 5 strength points in the smaller force).
  2. Marker Adjustment:
    1. The GM downgrades Control markers in, and retreats Army and Naval Units from, each area where Unrest was not successfully crushed.
    2. The GM then removes all remaining Unrest markers from the map.
    3. The GM then downgrades all Control markers to Influence markers in areas where garrisons no longer exist.
    4. The GM then makes adjustments to the markers on the map based on the Status Marker Placement Effects Summary.
    5. Finally, the GM consults the Casus Belli Summary to determine where Casus Belli exist.  Results are then sent to the players.

 

Negotiation Phase: 

  1. Resolution of Casus Belli: Players attempt to resolve existing Casus Belli by any of the following means:
    1. Parties to a Status dispute may choose to share the disputed area as a codominion.
    2. Either side may choose to downgrade a marker voluntarily (with a corresponding increase in European Tensions).
    3. Any player with a Casus Belli may call a Congress of Europe (with a corresponding increase in European Tensions).
    4. Any player with a Casus Belli may declare war (with a corresponding increase in European Tensions).
  2. Negotiation of Treaties:
    1. Players may conclude treaties to resolve Casus Belli, to form defensive alliances, or for any other purpose.
    2. Players who wish to conclude any sort of treaty must each send a message to the GM indicating their consent to the treaty.
    3. Players concluding a treaty should indicate to the GM whether the treaty—or any part of it—is to remain secret.  The GM will report only public treaties to the other players.  Note that only public alliance treaties qualify for an end of turn Victory Point Bonus.
    4. Players concluding a treaty should choose a name for the treaty; the usual practice is to name it after the city or town where negotiated (e.g., "Treaty of Versailles," "Treaty of Oshkosh," etc.).

 

Congress of Europe Phase: Occurs only if a player with a Casus Belli has called a Congress to resolve the dispute.

  1. If a Congress of Europe is convened, the GM will determine where it is to be held, what power presides, and what powers must or may attend, reporting these results to the players. He should set a deadline (usually four weeks) by which time the Congress should complete its work.
  2. During a Congress, any member of the Congress may propose a treaty resolving the casus belli under dispute by mailing copies to the GM and all other players who are attending the Congress. The proposer should state a deadline for voting on the treaty, usually two weeks from the date on which the proposer mails the treaty to the other players. The GM will compile votes; if he feels the deadline for voting was unreasonably short, he may extend it.
  3. If no treaty resolving the matters under dispute is passed by the GM's stated deadline for the Congress, he must set a new deadline.
  4. At any time, any member of a Congress may inform the GM that he is declaring war. At this point, the GM will announce that a war is in progress to the other players, cutting short the Congress of Europe negotiation period. Exception: If the war will not resolve all matters under dispute before a Congress, the Congress may continue negotiations while the war is being resolved to draw up and adopt a treaty resolving those other matters.
  5. When a player submits a vote on a treaty to the GM, he should also tell the GM, at the same time, whether he plans to defy the Congress if the treaty is passed, or sign it. If the treaty is defeated, the GM will keep this information confidential. If a Congress is defied, the GM must immediately determine whether or not the other members of the Congress intend to declare war on the defier.

 

Chinese Resentment Phase:

  1. The GM consults the Chinese Resentment Increase Summary and adjusts the Chinese Resentment Index accordingly.
  2. The GM then rolls three dice; if the result is less than 10 percent of the total level of resentment (rounding down), a Chinese Rebellion occurs this turn.
  3. If a Chinese Rebellion occurs, proceed to the War Phase.
    1. The GM rolls one die—the result determines the number of Chinese armies that will appear.
    2. For each Chinese army the GM rolls two dice and consults the Chinese Army Placement Table to determine where the armies are to be placed.

 

War Phase: Occurs only if a Chinese Rebellion occurs, the Ottoman Empire declares war, or a player declares war; otherwise proceed to End-of-Turn Phases.

  1. Initiative Determination:
    1. For Chinese Rebellions and wars with the Ottoman Empire, the Chinese or Ottomans are automatically assumed to be the First Alliance.  All countries at war with them are assumed to be the Second Alliance.
    2. In all other cases the GM rolls a die for each alliance; the side with the higher die roll becomes the First Alliance; the other is the Second Alliance.
  2. First Alliance Maneuver Phase:
    1. Players of the First Alliance submit orders to the GM for their movement, as well as specific orders to attack enemy forces and an indication of where their units will go if forced to retreat.
    2. Players of the First Alliance can move any and all Army and Naval Units under their control, subject to the limitations listed in the Alliance Maneuver Phase Restriction Summary.
  3. First Alliance Attack Phase:
    1. Army or Naval Units of the First Alliance may attack any enemy units with which they share a Sea Zone or Area, if instructions to do so were included in the players’ orders.
    2. The GM resolves each instance of combat by rolling one die and consulting the appropriate Combat Table (Table #1 if the smaller force’s total strength points are less than 5, Table #2 if there are more than 5 strength points in the smaller force).
    3. If either side is forced to retreat, and the owning player has not indicated in his orders where his units will retreat in these circumstances, the GM moves them according to the Retreat Priority Summary.
  4. First Alliance Supply Determination Phase:
    1. The GM checks each Army and Naval Unit controlled by the First Alliance to determine if it is in supply.
    2. Units determined not to be in supply are surrendered.
  5. Second Alliance Maneuver Phase:
    1. Players of the Second Alliance submit orders to the GM for their movement, as well as specific orders to attack enemy forces and an indication of where their units will go if forced to retreat.
    2. Players of the Second Alliance can move any and all Army and Naval Units under their control, subject to the limitations listed in the Alliance Maneuver Phase Restriction Summary.
  6. Second Alliance Attack Phase:
    1. Army or Naval Units of the Second Alliance may attack any enemy units with which they share a Sea Zone or Area, if instructions to do so were included in the players’ orders.
    2. The GM resolves each instance of combat by rolling one die and consulting the appropriate Combat Table (Table #1 if the smaller force’s total strength points are less than 5, Table #2 if there are more than 5 strength points in the smaller force).
    3. If either side is forced to retreat, and the owning player has not indicated in his orders where his units will retreat in these circumstances, the GM moves them according to the Retreat Priority Summary.
  7. Second Alliance Supply Determination Phase:
    1. The GM checks each Army and Naval Unit controlled by the Second Alliance to determine if it is in supply.
    2. Units determined not to be in supply are surrendered.
  8. War End Determination Phase:
    1. The GM checks to determine if any of the following conditions exist; if so, the game proceeds directly to the Resolution Phase.

                                                               i.      The players have negotiated an end to the War.

                                                             ii.      One Alliance no longer has any Army or Naval Units outside the Alliance’s Home Country or Countries.

                                                            iii.      Every Area containing one Alliance’s Control markers is occupied solely by enemy Army Units.

                                                           iv.      Three consecutive War Sequences have passed without any attacks by either side—the War ends in a Stalemate.

    1. If none of the above conditions exist a new War Sequence begins. Return to the Initiative Determination Phase (with a corresponding increase in European Tensions).
  1. Resolution Phase:
    1. Players of whichever Alliance is victorious indicate to the GM how the spoils will be divided.
    2. Status markers are altered to reflect the outcome of the War and any subsequent negotiations.
    3. Any Naval and Army Units that surrendered during the War are returned to their Home Countries.

 

End-of-Turn Phases:

  1. Victory Point Record:
    1. Each player’s remaining income (if any) is converted into Victory Points using that player’s Victory Point Divisor.
    2. The GM consults the Bonus Victory Point Summary and awards any applicable Per Turn Bonus Victory Points.
  2. Final Record:
    1. If the 1916 turn has not been completed, advance the Game Turn Track to signal the end of the current turn and the beginning of the next; return to the Start-of-Turn Phases.
    2. If the 1916 turn has been completed, or a Great War has broken out, the GM computes each player’s total Victory Points, which includes the following.

                                                               i.      All victory points accumulated from the end of each turn, plus...

                                                             ii.      Any End-of-Game Bonus Victory Points that apply (see the Bonus Victory Point Summary), plus...

                                                            iii.      Double the player’s total income from markers on the board at the end of the game, converted into Victory Points using the relevant Victory Point Divisor, minus...

                                                           iv.      The Great War Victory Point penalty, indicated on the Game Turn Track.

    1. The GM announces the finishing rank of each player based on his Victory Point total.

 

 

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