CONTINENTAL CONQUEST Official Rulebook ¥ Revision 5.0 ¥ June 1995 HISTORICAL BACKGROUND 2029 American spacecraft Lewis & Clark returns from historic first manned mission to Mars. Included in its holds are several Martian soil samples brought back to aid in the search for possible life on the Red Planet. 2030 Scientists discover microscopic spores in Martian soil. Findings announced to public in various scientific journals. 2031 Chinese infiltration team attempts to steal spore samples, fearing they may be analyzed and turned in to a biological weapon by American government (which is becoming increasingly alarmed by 3 billion-plus Chinese population and its frightening growth rate). US National Security Agency foils raid, then seizes spores and moves them to top secret Arizona lab, where they can be experimented with in protected, sterile environment. During the transfer, two samples are misplaced and accidentally mislabeled, then stored in an out-of-the-way refrigerator in Arizona. 2035 Research scientist Calvin McRaney, later known as ÒThe Scourge-BringerÓ for his unwilling role in transmitting the Plague, discovers spore samples in refrigerator. Not knowing the unlabeled sampleÕs true nature, he innocently opens their containers to investigate, and accidentally breathes the spores into his lungs. Over the course of the next year, the spores grow and multiply in the moist, warm and oxygen-rich environment of CalvinÕs body, and in the course of normal breathing, he unwittingly transmits new spores into hundreds of acquaintances. 2036 First signs of what will become known as ÒThe ScourgeÓ or simply ÒThe PlagueÓ begin to appear in Phoenix and other parts of Arizona. Center for Disease Control is called in and quickly discovers the cause of the plague. The entire state of Arizona is quarantined, though it is far too late to halt the spread of the Scourge. 2037 United States declares martial law as people begin dying by the thousands. Plague signs are now apparent in every country in the world, and many angry nations consider war with America, but United Nations averts it with Nuclear Annihilation Accord of 2037. Meanwhile, the Scourge is finally traced back to its source, and Calvin McRaney (who, ironically, is immune to the PlagueÕs blood-corrupting effects) commits suicide in a fit of despair. 2038 Millions die as Scourge ravages the world. Most governments, save for a few small nations, collapse into anarchy. Renegade bands of military and para-military forces sweep the countryside in an orgy of killing and destruction. 2039 No governments remain. Survivors have mostly banded together in cities, erecting walls for protection from marauders. Chaos reigns. 2040 Cure for the Plague discovered in the Fortress of Atlanta, where AmericaÕs surviving doctors have entrenched themselves in the Center for Disease Control for the past three years. The announcement is broadcast by radio, and most cities learn of it and pass the word along. Convoys of vehicles are assembled to make the trek and collect the antidote, and those which can do so make the trip by plane. The cure swiftly spreads across the continent and soon to the rest of the world. 2041 Present Day. GAME OBJECTIVES After the Scourge ravaged the world, nothing was left of any national or state government. Each city is now an island to itself, with a small (but growing) population that is doing its best to recover from the nightmare. Outside the cities, anarchy reigns supreme. Into this world of chaos have come the Clans, small bands of mercenaries loyal to a visionary with dreams of reuniting the cities into a new Empire. That visionary is YOU! YouÕll start with control of a single city, as well as the hex containing that city. Your Clan will also have a small convoy scavenged from the wrecked vehicles that litter the countryside. From here youÕll spread your influence outward, to other hexes and cities, growing in power. Soon youÕll meet other Clans trying to do the same thing, and your strategic and diplomatic skills will be put to the ultimate test. The ultimate aim of your Clan is to control a significant amount of the continentÕs populationÑso much so that the people have no choice but to recognize you as Emperor. If you achieve this goal, you win the game! WHAT IS PLAY-BY-MAIL? Play-by-mail (PBM) games are, quite simply, games played through the postal system. PBM games have become increasingly popular in recent years for several reasons. First, you can play the game when you want to, whenever you have free timeÑunlike a conventional board game which you can only play when your opponents are right there in front of you. Second, the amount of players is higher than normalÑ20 or more in CONTINENTAL CONQUESTÑwhich makes the strategic and diplomatic possibilities endless. Unlike a computer game, which is limited by the computerÕs artificial intelligence programming, PBM games feature real human players whose reactions and strategies are unpredictable (and therefore all the more intriguing). Playing CONTINENTAL CONQUEST by mail is simple. Basically, each turn youÕll write your orders on a sheet weÕll provide for you. This Òorders sheetÓ is then sent to our post office box. WeÕll pick up your turn, enter it into our game computer, process it, and print out a report, which is in turn mailed back to you. This completes one ÒturnÓ of the game. This process will be repeated every two weeks, for approximately 20-25 turns (until victory conditions have been achieved by one of the players). Each turn will be due on a particular day, which will be listed on the first page of your report. If your turn is late, it will be run when we receive it (you will not be penalized). If you fall more than one turn behind, your position may be dropped or given to another player. We do offer a fax service whereby you can fax in your turn for an additional fee (see the enclosed House Rules sheet). To sign up for a game, you can send in the sign-up sheet included with these rules, or a photocopy. You can also hand-write one if you like, or simply call us! Information on contacting us is provided with the House Rules. TERRAIN Along with this rulebook, you received the maps for North America, Europe, and possibly other continents as well. A game of CONTINENTAL CONQUEST will be played on one of these maps. When you sign up to play, you can request a particular map (if you have a preference), and youÕll be placed in the first available game which uses that map. The CONTINENTAL CONQUEST maps have been provided in several pieces so you can easily move them around or photocopy them as necessary. Some players have the pages enlarged, taped together, and hung on their wall for easy reference. Take out one of these maps and look it over. YouÕll notice that it has been divided up into hexes, each of which has a terrain type. This represents the predominant terrain in that general area, and this terrain can have many effects on economics and convoy movement. The various terrains in the game are as follows: Plains Agricultural Forest Desert Mountains Swamp Wilderness Jungle Barren Metropolis Water Islands Sea Lane Road River The various terrains are described below. In parenthesis following each type is a multiplier showing the effect of the terrain on a vehicleÕs fuel and parts requirements when it enters a hex. This will be explained in more later, but is listed here for reference. Plains: This terrain is generally flat grassland or prairie, with perhaps some scrub forest mixed in. It is one of the easiest terrains to drive through (fuel x1, parts x1). Plains are known for parts (which are easy to find) and some food and fuel supplies. Agricultural: Cultivated farmland, wheat fields, livestock grazing areas, and the like are frequently found in these areas, and these hexes produce high quantities of food each turn. The presence of many small dirt roads (not shown on the map) makes driving quick but not necessarily easy on your vehicles (fuel x1, parts x1.5). Forest: Any of various types of light or medium-density woodland, such as broadleaf or coniferous forest. Driving is impeded somewhat but not tremendously so (fuel x1.25, parts x2). Food can be found in the form of game animals, and vaccine can also be drawn from certain trees. Desert: Basically sandy soil with little or no undergrowth. Easy to drive on, but sand can choke engines and other vital components (fuel x1.25, parts x2.5). Oil wells often dot desert hexes, making them strong money and fuel producers. Mountains: Elevated land ranging from high hills to tall peaks. Driving can be difficult (fuel x2, parts x2.5) but these hexes tend to be rich in minerals and thus very valuable. Swamp: Woodland or grassland with standing water prevalent. Swamps are often known to produce fuel in oil or gas form, and sometimes marsh plants can yield important vaccines. Swamps are difficult to drive on and harder on vehicles (fuel x1.5, parts x3). Wilderness: This is mountainous, heavily forested territory which is very difficult to traverse, and usually has no roads or other access facilities. Driving is tough (fuel x3, parts x3), and wilderness produces littleÑsmall amounts of food, money and food at best. Jungle: This is thick rainforest, heavily overgrown and hard to pass through, but medicinal plants are plentiful. Driving is unusually tough (fuel x2.5, parts x3.5). Barren: These hexes are tundra at best, glacial at worst, producing little or no amounts of food but nothing else. They are the hardest terrain to pass through in the game (fuel x5, parts x4). Metropolis: This is a hex where civilization once ran rampant, with buildings and roads overwhelming the landscape. These are mostly overgrown now, looted and burned almost completely, but spare parts can still be scavenged in abundance. The complex road network makes this the easiest terrain to drive through (fuel x0.5, parts x1). Water: These hexes indicate wide expanses of ocean, sea or lake of varying depth. They have no value and cannot be controlled. While driving across them is impossible, seagoing vehicles pay the standard fuel and parts costs to pass through water hexes. Islands: Small islands, cays, sandbars and the like occupy these hexes, making movement difficult whether by land or sea (fuel x1.5, parts x1.5). Islands produce both money (from tourism) and food (from fishing). Sea Lane: These hexes are treated as water hexes for all purposes, but can also be used to travel between maps in certain ÒConquest of the WorldÓ variants. In these variants, sea or air convoys can cross the ocean between the South Pacific and North America using the Pacific sea lanes, or North America and Europe using the Atlantic sea lanes. The exact method used to accomplish this will be explained later. Road: These make movement easier. If a land, military, or amphibious convoy leaves a hex in the direction a road travels, its fuel cost is reduced by 50% (after all other modifications) and its parts usage is reduced to normal levels regardless of terrain. (This will be explained in more detail later.) The presence of a road also increases the parts production of that hex slightly. River: Rivers allow sea convoys to travel through a land hex, but only in the direction of the river. If a sea convoy moves along a river, it will find the trip tougher than normal water movement (fuel x2, parts x1.5). Land and amphibious convoy movement is not affected by rivers. The presence of a river also increases the food production of that hex slightly. TERRAIN SUMMARY $$FoodFuelPartsVac-cineFuel CostParts CostPlains0-110-1350-5910-1201.01.0Agro0-140-430001.01.5Forest0-120-23004-51.252.0Desert1-20150-159001.252.5Mountains4-500002.02.5Swamp0-10150-15902-31.53.0Wilderness1-210-1350-593.03.0Jungle0-10008-92.53.5Barren0-110-130005.04.0Metropolis0-10020-2200.51.0Water0-100001.01.0Islands2-320-230001.51.5Road+4-6**River+8-10** Dollar values are in thousands. RESOURCES Your Clan can collect, store and use various resources during the game. As mentioned in the preceding section, many of these are produced by hexes you capture. Some are produced by cities, which are the subject of a later section. Each of the resources listed below are stored in stockpiles of unlimited size, and are used as necessary. (You need not concern yourself with these logistical matters; your loyal staff will take care of it for you.) MONEY This is the most important resource in the game, because money can be used to buy almost anythingÑvehicles, troops, other resources, and so on. Money is produced by cities and some (but not all) terrain types. Unspent money is known as your treasury. In this game, it is assumed that the world marketplace standardized on the dollar system sometime after the turn of the century. (This stems not from any American arrogance but simply because some standard notation was needed, and since the game was written in the USA, dollar amounts were the logical choice.) Therefore, all monetary amounts use a dollar sign ($) with any transaction. FUEL Fuel is essential for your convoy movements. Each vehicle type has a fuel cost (which you will find on a chart later in these rules). When a convoy is ordered to move, the total fuel cost of all vehicles within that convoy is calculated, and this sum indicates how much fuel is needed to move that convoy one time (assuming no other modifiers exist). If your Clan does not possess enough fuel, the convoy will not be able to move! Running out of fuel can ruin your entire turn, so be sure to avoid this situation. Fuel is produced by certain terrain types and structures. If your Clan does not produce enough (and early in the game it wonÕt), you can buy it on the open market. The starting cost of fuel is $20 per unit (roughly equal to one tank of gas). As the game progresses, this price can fluctuate. Your turn report will keep you appraised of the current cost of fuel in your area. FOOD People need food, and your loyal supporters will demand to be fed each turn. Each troop in a convoy or waiting to be assigned for duty will require one unit of food each turn. (Troops guarding cities or hexes do not use food from your stores. The city/hexÕs residents share their own harvest with their protectors.) If you do not have enough food at any time, troops will begin to desert, slowly at first and then more hastily, until you have purchased more food to keep them happy. When desertions occur, the troops will lower morale and may take weapons or (in extreme cases) vehicles with them. Food can also be used for celebrations, which improve the convoy morale. Since a convoy with high morale performs better in combat, you will find celebrations very important during the game. Certain terrains (notably agricultural, and any hex with a river passing through it) produce food for your hungry Clansmen. If you need to purchase food to cover a shortage, you can buy one unit for around $100. As with fuel, this cost can fluctuate as the game progresses. PARTS Spare parts are the essentials for keeping vehicles in a good state of repair. All the trucks in the world wonÕt help you if you canÕt find a spark plug to fit their engines or enough oil to keep them running smoothly. When a convoy enters a hex, it expends spare parts automatically to fix minor problems its vehicles encounter. This is done at a standard rate, although most terrains have a higher rate as shown in the Terrain section. In addition to this, any time one of your convoys fights a battle with another convoy, its vehicles will suffer damage. When the battle is over, this damage is repaired automatically using spare parts (see the chapter on Combat for more details). If, at any time, your Clan runs out of parts for one of your convoys, one or more vehicles will be scrapped on the spot to make repairs to other vehicles. If this results in an excess of parts, the extras will be put into your stockpile for future use. Parts can be produced by a few terrains, most notably metropolis hexes (plus any hex with a road). If your Clan is short on parts, you can buy them for $200 per unit, but again, this price will probably change as the game goes on. VACCINE The Scourge is still out there, in a number of mutated forms, and these new variations are faster to spread and kill their victims. Your Clan will need constant supplies of the antidote to keep the disease in remission. Fortunately, the ingredients are found in many common trees (frequently found in jungles but also present in other forested areas). Each city you own can become afflicted with the Plague, and you can cure it using vaccine. When you cure a city, its residents will multiply faster and produce more money for you. If a city is left uncured for long, its population will quickly drop, as will its production levels. Convoys can also pick up the Scourge, usually by visiting afflicted cities, although your men have learned to quickly identify and cure it. Vaccine will automatically be used whenever necessary. If you donÕt have enough, the troops in your convoy might die off! If you run low on vaccine, you can buy it, though it is expensiveÑits price starts at $500, and will continually change throughout the game. TROOPS These are your followers, those survivors youÕve convinced to join you and fight for your cause. Some of them are former military, some are survivalists, and some are just fanatics, but all of them serve you loyally (as long as you keep them fed). There are three ways troops can be used: Offensively: Troops can be carried by convoys to attack your objectives. Convoys will automatically pick up unallocated troops whenever they visit a friendly city, and you can then use them to attack hexes or cities and attempt to take control of them. (Note: The maximum number of troops a convoy can carry depends the type and quantity of vehicles that make up the convoy. Check out the vehicle data tables later in these rules for a list of these maximums.) Defensively: Troops can be assigned to cities you capture, and will defend the city if it is attacked by an enemy convoy. You can also garrison troops in certain valuable hexes, forcing your opponents to sacrifice extra troops of their own to capture these positions. Troops used defensively do not use food. In Reserve: Troops are often Òunallocated,Ó meaning they have been enlisted, but have not yet been assigned to one of the other two missions (above). For example, if you enlist troops at the start of your turn, but none of your convoys visit friendly troops to pick them up, and you donÕt assign them to guard cities or hexes, they will be unallocated and Òin reserve.Ó While in this state of limbo, they are generally uselessÑthey canÕt defend your cities or hexes, you canÕt use them to attack, and they still use up your food. However, they are ready for use at a momentÕs notice. Troops usually cost about $100 apiece to enlist, although this will change as the game moves on. POPULARITY This is not actually a resource, but rather a means to judge how you are doing in the game. It gives you a way to determine at a glance the relative strength of your opposition, and for them to do the same about you. Each turn a list of the top Clans, by popularity, will be listed on your turn results for easy reference. In order to win the game, you need to accumulate a certain total number of popularity points. The actual number needed is determined at the start of play, and varies from game to game, so it cannot be printed here. Games with fewer players tend to need more popularity points, as do maps with more cities than others. You will be told the victory conditions at the start of any game you join. Popularity points are based on the number of hexes you own and the population of your cities at the end of the previous game turn. There is no randomness involved in determining this statistic. You start the game with 100 points as a base starting value. On turn #1, youÕll add one point for each hex you own, and an additional 1 point for every 10,000 people populating your cities (total them all, then drop any remaining fraction). Thus, after your first turn runs, your popularity will be around 107 or 108, since you start the game with a single hex and a city with from 60-80,000 population. Popularity has little other impact on game play, other than to rank the Clans. The only exception is espionage, which is more difficult to do against a popular Clan. See the description of the ESPIONAGE order for details on this. CITIES Cities contain the last real vestiges of civilization that remain on the continent, and as such are your primary targets for conquest! Cities produce money each turn, and possibly other resources. You can take control of cities by ordering one of your convoys to attack it. This requires a special order (the attempt is not automatic). When you do this, your troops invade the city, engaging the defenders in hand-to-hand combat within the streets and buildings until one side or the other wins. Your vehicles will not be able to participate, as they would merely be targets for the well-armed citizens to shoot at. Cities are usually very well guarded (possibly including fortifications, which increase the abilities of the defending troops) and will be tough to capture. It might take several tries, or several convoys working together, to succeed in conquering a city. Once youÕve captured it, though, it will produce money for you every turn. If you attack a city and fail to capture it, that city will refuse to sell you supplies or troops thereafter until it has been conquered by someone else. (The residents have long memories!) A city youÕve attacked in this way will be classified as Òhostile.Ó So long as you refrain from attacking it, and its owner does not ban you from using it, it will be ÒfriendlyÓ to you and can be used to pick up troops, hire Expert Clansmen, and for other purposes. Capturing a city should be your first objective at the start of the game (along with conquering and looting as many hexes as possible), although it will take you several turns to actually take out a city. Once you do, though, your income will see a substantial increase, and each subsequent city will be easier to capture. Due to the sequence of play, a city (or hex) you capture will not provide income for you until your NEXT turn. This is because income is produced at the start of your turn, before movement. Cities cannot be destroyed. They can be conquered, depopulated, bombed, and sabotaged, but can never be wiped off the map. POPULATION All cities have a population level. City populations usually start the game at around 25,000 people (100,000 for major cities), although some exceptions may exist. The city you begin the game with will have from 50,000 to 60,000 population. You will not begin the game in a major city. Population tends to fluctuate every turn, usually rising by 8-12% of its current level. It can be encouraged to rise by buildings in the city, and can go down as a result of battles or if the Plague appears and is left untreated. Population never increases in uncontrolled cities, only in those cities owned by a strong Clan leader (like yourself). Populations between 25,000 and 50,000 (or 100,000 to 200,000 for major cities) are normal, and do not affect the cityÕs production. Amounts below the minimum shown reduce the cityÕs dollar value, while higher amounts increase it. Thus, it is desirable to encourage population growth. However, cities can only support so many peopleÑa maximum of 100,000 in a minor city and 400,000 in a major city. Any city at these levels will not grow further. (Note: A special building, called a Stockyard, can be erected to increase these maximums. See ÒBuildingsÓ later in this section.) If a cityÕs population drops below 10,000 people, it will not produce anything at all. However, a city will never become completely depopulated, as some survivors always manage to cling to life. Population Size Summary TypeLowNormalHighMaximum sizesMinor10,000-24,99925,000-50,00050,001-above100,000 (150,000 with Stockyard)Major10,000-99,999100,000-200,000200,001-above400,000 (500,000 with Stockyard)Goods Cities produce goods of various types, and have one type of goods they need as well. The goods a city produces and/or needs will be listed on your results sheet the first time you encounter that city, and the prices these goods will sell for will be listed for you every turn. There are ten types of goods in the game: milk, wool, ores, minerals, coal, steel, alcohol, gas (as in natural gas), cloth, and gems. Goods can be transported around and sold by your convoys. This is accomplished by using the PICKUP order (which collects as many goods as possible), moving the convoy to a city that needs that type of goods, and dropping off the cargo. The amount of money you can make doing this is quite considerable. Note, however, that a convoy can only carry one type of goods at a time. Hint: Make trade routes by locating city pairs in which each city needs what the other produces. Dedicate a convoy to traveling back and forth every turn, picking up and dropping off cargo. This is free money, and if you donÕt take advantage of it, youÕre missing out on a lot of potential income. INCOME BONUSES The goods a city produces can also be used to generate income bonuses, which simulate unofficial and informal Òtrade routesÓ between cities. If you own a city that produces the goods another city needs, the needy city will generate an economic bonus (from these invisible trade routes) equal to 50% of the cityÕs base value. Population does not affect these bonuses unless the population level drops below 10,000, in which case the city will not generate any income at all. In order to collect a bonus, you need to Òmeet the needsÓ of your cities as best you can. For example, if Kobe produces milk and Kushiro needs milk, and you control both these cities, Kushiro (not Kobe) will generate an income bonus. You only need one city in order to meet the needs of any number of other cities. Continuing the above example, if you also owned Pusan and Taibei, and those cities also needed milk, you will collect income bonuses for them as well. These income bonuses are in addition to any money you can make picking up and dropping off goods through convoy cargo transportation. CITIES THAT NEED ANYTHING Some rare cities, usually those which are located in remote areas, need Òanything.Ó These special cities always produce an income bonus for you, even if you own no other cities. These cities will still produce one kind of goods, just like any other city will. This is the one commodity which they will not accept in trade (thus, you cannot send a convoy there and issue repetitive PICKUP/DROPOFF combinations for easy money). However, you can drop off any other kind of cargo there without penalty. FORTIFICATIONS Every city has a certain amount of fortifications, which are basically jury-built city walls shored up with stone, scrap metal and anything else the residents can get their hands on. Fortifications include barracks and other facilities for supporting defensive troops. There are six levels of fortifications, ranging from 1 (weakest) to 6 (highest). Cities normally start at level 1 or 2, occasionally higher. Starting cities are always level 2, while major cities begin at level 5. The levels are as follows: Fort. LevelLevelNameCombat ValueTroop CapacityCost to Raise1Outpost0.650 (60)$30,0002Station0.7100 (125)$50,0003Base0.85150 (200)$100,0004Stronghold1.0250 (350)$200,0005Fortress1.5500 (600)$500,0006Citadel2.01000 (1200)N/A Combat Value indicates the amount of hits any troop in the city will expect to score on any attacking troops during each round of battle. See the chapter on Combat for more details on the procedure used for attacking cities. Troop Capacity shows the number of troops the fortifications can support at any given time. Cities may not start the game with a full amount of troops, but city owners can add them at will by using the ASSIGN order. If a city has a Barracks building (see the next section), this amount can be increased to the level shown in parenthesis. Thus, a Base can hold 150 troops, or 200 if a Barracks is added. Cost to Raise: This shows the dollar cost required to raise fortifications to the next higher level. Outposts and Stations are the easiest to improve, while Bases and higher should only be improved if the city is particularly valuable or strategically important. SPOTTING REPORTS Each city you own will make a spotting report each turn from any of the surviving buildings (or shells of buildings) which remain standing. This report notes the presence of any enemy convoys and the hex in which they are seen. The range of any cityÕs spotting vision is equal to the fortification levelÑi.e., outposts have a range of 1 hex, stations 2 hexes, and so on. This range can be increased and enhanced by constructing a Spotting Tower (see Buildings below). Spotting reports normally list only the hex locations of convoys they see. However, if the convoy is at least 2 hexes closer than the cityÕs maximum range, the owner of the convoy can be determined. For example, a Fortress will show only the location of convoys at ranges 4 or 5, but will also show the convoyÕs owner at range 1, 2 or 3. The Clan number of the owner will appear in parenthesis after the convoyÕs location. Spotting reports are automatically made at the end of your turn (after all orders are issued) and appear in their own section of your orders sheet. If you do not see a spotting report for any given city, that city saw nothing of interest. RADIO REPORTS Cities also listen in on radio broadcasts, which are made to announce battles and other conflicts to listeners close by. Any time a convoy fights another convoy or attacks a city, a report is made over the radio and any city with a strong enough receiver can hear it. Things you hear in this way are listed at the end of the next turn you run. A cityÕs reception range is equal to its fortification level times 2, plus an additional two hexes. Thus, an outpost can hear reports 4 hexes away, stations 6 hexes, bases 8, and so on. This can be improved by building a Radio Tower (see Buildings below). Radio Towers do not benefit you on the turn they are constructed, since the battles your cities report have already happened, before your turn ran (see ÒSequence of PlayÓ). BUILDINGS Most cities were razed and burned during the rioting that accompanied the Scourge. The people who live there now inhabit the homes that survived the riots. Few, if any, original buildings remain intact. You can rebuild some of these buildings if you wish, improving the abilities of key cities in your empire. The ERECT order is used for this purposeÑsee the chapter on Orders later in these rules for more details on the exact procedure. All buildings cost $10,000 to construct. Once built, they remain in place, even if the city changes hands, unless deliberately destroyed by an enemy BOMB, RAZE or SABOTAGE order. Buildings cannot be constructed in a city on the same turn you conquer that city. None of the effects listed function if they are in a city you capture during your turn. If you construct the building during your turn, it starts providing its beneficial effects at the moment it is built. Here is a list of the buildings available. Buildings are often denoted with the three-letter abbreviation shown in parenthesis. Airport (AIR): Allows construction of air convoys in the city. In addition, any air convoys which begin their turn in a city with an airport add four to their movement range on that turn only. Armory (ARM): Allows the city to construct military convoys. Armories also automatically build 1-2 rifles and 1-3 grenades each turn, which are added to your stockpiles. Arms are produced during Income Phase and are usable on the same turn they are created. Barracks (BAR): This useful building increases the number of troops a city can hold as defenders. With a Barracks, an Outpost can hold 60 troops, a Station 125, a Base 200, a Stronghold 350, a Fortress 600, and a Citadel 1200. See the chart on the preceding page for a complete summary. Battery (BAT): Anti-aircraft batteries help defend against bombing attacks. If an air convoy bombs a city with defensive batteries, approximately one-half of his bombs will have no effect whatsoever. See the description of the BOMB order for more on how this works. Church (CHU): These religious temples encourage the scattered survivors who live near the city to hear their words and join the flock. Population growth is doubledÑthat is, from the normal level of 8-12% to 16-24% per turn. Helipad (HEL): Allows easy access to the city by your logistics personnel. If, at the end of your turn, the amount of troops in the city is below 100% of its maximum level AND you have unallocated troops available, the city will be automatically filled with as many troops as possible. Hospital (HOS): Helps keep the Plague in check. If the Plague attacks one of your cities which has a Hospital, this fact will be shown on your city list, and the death rate from the Scourge will be reduced by 50%. Indoctrination Center (IND): Improves the starting statistics of new convoys built in the city. Any convoys you build here (using the CREATE order) have the following advantages: one free scout vehicle, +15-20 morale, +15-20 training, and a full load of troops at no charge. Junkyard (JUN): Produces one car each turn. The first land convoy to enter the cityÕs hex will pick it up automatically. If no land vehicle passes through the hex on your turn, the vehicle is lost. Marketplace (MAR): Increases the base dollar value of the city by $2000-$3000 per turn and increases the amount of ÒkickbackÓ made selling goods at the city by 10%. These useful buildings will pay for themselves in 3-4 turns (or less if your city has a very high population). Radio Tower (RAD): This increases the ability of your city to hear reports of nearby battles and enemy activities. Add six to the range of your cityÕs radio reception. Radio Towers are an excellent way to keep track of what is going on in the world beyond the borders of your empire. Recruiting Center (REC): Encourages city inhabitants to join your ClanÕs troops. For every 5,000 people in the city, one citizen will enlist every turn at no charge to you. Enlistment occurs at the end of the turn including the turn you construct the building. Shelter (SHE): Increases the defense percentage of the city by 10% when the city comes under attack by enemy invasions. Also reduces population loss from combat or bombing by 50%. Spotting Tower (SPO): These increase the range of spotting reports from a city by 2 hexes. In addition, if the city spots a convoy 4 or more hexes closer than the maximum range, you learn the size of the convoy. For example, if a Citadel (size 6) has a Spotting Tower, it sees convoys at a range of 8 hexes, identifies their owners at 6 hexes and notes the convoy size at 4 hexes or less. (Note: The size of the convoy appears on your report in brackets, just after the convoyÕs owner. For example, a report of the form Ò0516 (329) [large]Ó would indicate a convoy in hex 0516 owned by Clan #329 of large size. Sizes are explained in the section on Convoys.) Stockyard (STO): Increases the maximum population of the city. Minor cities with Stockyards can hold 150,000 people, while major cities can support 500,000. CITY REPORTS Each turn, you will receive a City Report which shows all cities you own, as well as any city you visited with your convoys. Other actions you undertake (such as sending a spy or agent to a city) can also entitle you to see a cityÕs data on your City List. The following is a sample of what a City List might look like on one of your turns: Sample City List HEX NAME OWN VALUE POP F TRP CM PRODUCES NEEDS EXPERT STATUS SR RR BUILDINGS 0825 Limerick 122 $14103 31166 2 36 0 Gas Steel Sergeant Owned 2 6 ChuStoMar 0927 Cork 122 $13831 68648 2 38 0 Cloth Ores Chemist Owned 2 6 ChuStoMar 1022 Londonderry 122 $12214 80921 1 50 0 Steel Wool Engineer Owned 1 4 ChuStoHelMar 1125 DUBLIN 392 $106439 206296 6 893 0 Coal Gas Armsmaster Banned 8 20 ChuStoSpoMar 1222 Belfast 122 $12517 100000 3 75 0 Alcohol Gems None Owned 3 8 Ind Hex: This is the hex the city is found in. This sample is obviously from Ireland, on the European map. Name: The name of the city. Own: The Clan number of the cityÕs owner. The Clan whose turn this came from is #122. Note that Clan #392 owns Dublin, a major city (its name is in capital letters to denote this). In order for Dublin to appear on this report, Clan #122 must have sent a convoy there on this turn or used a spy or agent on the city. Value: The base dollar value of the city. Pop: The current city population. F (Fortifications): The fortification level of the city (1=Outpost, 2=Station, etc.). Trp (Troops): The number of troops currently assigned to the city as defenders. CM (Claymore Mines): The number of claymores currently being used to defend the city. Produces: The type of goods this city produces. Needs: The type of goods this city needs. In order to receive an income bonus from a city, a player must meet the needs of that city by owning another city which produces that commodity. For example, Clan #122 will receive an income bonus from Limerick because its needs (Steel) are met by Londonderry, which produces Steel. Expert: The Expert Clansman this city provides. Note that Belfast has no expert, so none can be hired there. Status: This can be Owned, Friendly, Hostile, or Banned. Owned means the city is owned by you. Friendly means it will trade with you, can be used for troop pickups, etc. Hostile means you have attacked it before and it will not deal or trade with you at all. Finally, Banned means that the cityÕs owner has banned you, and you cannot pick up items from it. See the description of the BAN order on how this is done. SR (Spotting Range): The distance at which the city will spot enemy convoys. See Spotting Range earlier in this chapter. RR (Radio Range): The distance at which the city will hear radio broadcasts of battles involving Clans other than yours. See Radio Range earlier in this chapter. Note the extended range provided by the Spotting Tower in Dublin. Buildings: A list of the buildings a city possesses. Buildings are listed by three-letter abbreviation only, as shown in the sample. Thus, Dublin has a Church, Stockyard, Spotting Tower, and Marketplace. HEXES There are a lot more hexes than there are cities, and hexes are much easier to control. Hexes are worth money and resources, as you have already seen in the section on Terrain previously in this chapter. At the beginning of the game, you should attempt to capture as many hexes as you canÑnot just for the money, but because hexes can help detect the movements of other playersÕ convoys (your potential enemies) through the area. Hint: You can control a hex but not the city in the hex (or vice versa). The two are separate entities. Owning one and not the other does not affect the production of either. DEFENSE LEVELS Each hex has a defense level which reflects how difficult it will be to take control of. If you have enough troops in your convoy when it moves through a hex, your men will attack automatically (unless you have ordered the convoy not to do this by putting it into Recon mode). If you take control, youÕll have to leave a few men behind to guard the hex, collect your tribute, and enforce your will on the residents. Defense levels are shown in the chart which follows. Def. LevelLevelNameCost toIncreaseTroops to Conquer1Pathetic$1001-42Wimpy$2002-53Mediocre$3003-74Average$4004-95Disciplined$5005-116Tenacious$7506-147Solid$1,0007-178Rugged$1,5008-209Powerful$2,00010-2410MightyN/A12-30 Most hexes start the game with a defense level of 1-5, though some terrains provide bonuses (such as wilderness, mountains and jungles, plus any hex containing a river). You can increase the defense level by using the DEFEND order. In addition to the defense level, you can add troops to hexes (at most a number of troops equal to the defense level) using the GARRISON order, which will make the hex even more costly to conquer. Each troop you place in a hex requires 2-4 enemy troops to defeat it (3-5 if located in Mountain, Swamp, Wilderness, or Jungle terrain). For example, if you had 6 troops assigned to a hex in Plains terrain of defense level 8, it would take 8-20 troops to beat the defense level, plus 12-24 more to beat the guards, or 20-44 attacking troopsÑan average of 32 troops expended just to conquer a single hex! You cannot assign troops to a hex you just conquered on your current turn. Hint: You canÕt realistically expect to stop a determined opponent from capturing one of your hexes. You can, however, make it as difficult and expensive for him as possible. 32 troops (as in the example above) cost $3,200 to enlist as well as the effort to get them there. If you have a large number of hexes defended this well, you can drain an attacking convoy of troops very quickly! SPECIAL STRUCTURES Some hexes have special structures which improve their value greatly. Special structures are random occurrences and their presence cannot be predicted, nor can you build them or destroy them. YouÕll have to watch your turn reports carefully to determine which hexes have special structures. There is a 15-20% chance that any given hex will contain a special structure. Exceptions: They do not appear in barren or water hexes, or in hexes containing cities. Fisheries can appear in water hexes, however. In order to gain any of the benefits described below, you must own the hex containing the structure (except Fisheries, since you cannot conquer open water). Structures which produce resources do so during Income Phase, which comes at the start of the turn, so you will not benefit from them until the turn after they are conquered. See ÒSequence of PlayÓ later in these rules. The following special structures are available. On your turnÕs hex report, youÕll see them denoted by the three-letter abbreviations in parenthesis. Arsenals (ARS): Construct 1-2 rifles and 1-3 grenades per turn. Banks (BAN): Produce an extra $2,000-$3,000 per turn and can also be looted for an additional $2,000-$3,000 per turn. Casinos (CAS): Produce an extra $2,000-$3,000 per turn. The GAMBLE order can also be used once per turn for each casino you own. Fisheries (FIS): Allow the FISH order to be used in their hex. These special structures can only appear in water hexes, and since you cannot conquer water, you must send a convoy to a fishery each turn to benefit from them. Gas Stations (GAS): These produce 100-150 units of fuel per turn. Hospitals (HOS): Produce 6-10 units of vaccine per turn (these are not the same as hospital buildings in cities). Military Bases (MIL): Produce 40-60 fuel, 8-12 food, 4-6 parts, 2-4 vaccine, and 8-12 troops per turn. Parts Stores (PAR): Produce 10-20 spare parts per turn. Police Stations (POL): Improves the training level of each convoy which visits it in a turn by 1-5 points. Also provides a temporary 10% bonus to all combat abilities for the duration of the turn. Police Stations can also be used with the PRACTICE order as though they were a city. Racetracks (RAC): The first convoy which visits a racetrack hex you own during your turn will pick up a free scout vehicle free of charge. Rec Centers (REC): Increase the morale of each convoy visiting it by 5-10 points. Convoys can also use the CELEBRATE order in rec centers as though they were in a city. Convoys can only use the same rec center once per turn. Restaurants (RES): Produce 20-30 units of food per turn. Stadiums (STA): Improve your popularity. Hexes containing Stadiums are worth 5 popularity points instead of just 1. Training Schools (TRA): Produce 15-20 troops per turn. These hexes can also be used to pick up troops or optional weapons as though they were friendly cities. Universities (UNI): Allow a convoy to use the Hire order at will in the hex, hiring any Expert Clansman desired. Hint: Watch your Hex List every turn and look for special structures. Make it a priority to capture hexes that have them. The best ones, if you have a choice, are Universities and Military Bases. Stadiums produce nothing you can use directly but are worth so much popularity that they need to be heavily defended. CUSTOM STRUCTURES These are structures you can build yourself by using the BUILD order. You can place a custom structure in any hex you own for $10,000. Custom structures can be built only where the terrain supports them. You cannot, for example, put a farm in a mountain hex. You may place only one custom structure in any hex. Available custom structures are listed on the chart which follows. StructureTerrainProductionApprox. ValueDerrickIsland or Desert120 fuel$3,000FarmAgricultural30 food$3,000ShopMountains15 spare parts $3,000LabForest or Jungle6 vaccine$3,000CampPlains or Wilderness30 troops$3,000GarrisonMetropolis10 troops, 10 spare parts$3,000RefugeSwamp10 troops, 10 food, and 4 vaccine$4,000 Garrisons have a special ability. If at any time the number of troops defending the hex is below the hexÕs defense level, the difference will be recruited by the hex automatically at no cost to you (they do not come out of your ClanÕs unallocated troop pool, and cost nothing to enlist). Note that this does not happen on the same turn you conquer a hex with a garrison (since you cannot assign troops to a hex on the same turn you capture it). There are no custom structures available for barren or water hexes. Custom structures and special structures are separateÑa hex could contain either, both or neither. If a hex contains both a special structure and a custom structure, their benefits are cumulative. Hint: Use custom structures to cover deficits your Clan experiences. Regardless of its starting position, a Clan will always find itself with a surplus of one or more resources and a shortfall in one or more others. You will want to build the structure that best alleviates these shortfalls. If your hexes are producing more fuel than you can use (e.g., if you own a lot of deserts), there is little point to building derricks, but if you are always running out of food, concentrate on capturing agricultural hexes and building farms in them. HEX REPORTS Each turn, you will receive a list of hexes you encountered. As with cities, this list is composed of hexes you own, plus any hexes you visited with a convoy or spied on with an agent. A sample hex list follows: Sample Hex List HEX TER OWN DF TR VALUE FO FU PA VA SS CS ROADS 0726 Pla 122 4 0 $ 437 13 69 12 0 --- Cam 0727 Pla 122 4 0 $3172 13 67 12 0 Cas Cam 0824 For 122 6 0 $ 178 24 0 0 5 --- --- 0825 Pla 122 1 0 $ 414 14 67 17 0 --- Cam NE S 0826 Pla 122 2 0 $ 408 15 72 19 0 Sta Cam N NW 0924 For 122 6 0 $ 274 25 0 0 6 --- --- 0925 Agr 122 5 0 $ 63 45 0 5 0 --- --- NW SW 0926 Agr 122 1 0 $ 373 42 0 0 0 --- --- 0927 Agr --- 4 0 $ 182 45 0 7 0 --- --- NE SE 1022 For 122 3 0 $ 51 24 0 6 5 --- --- NE S 1023 Agr 122 5 0 $ 141 45 0 5 0 --- --- N S 1024 For 122 6 0 $ 414 22 0 7 6 --- --- N NW 1025 Agr 122 3 0 $ 125 42 0 6 0 Tra --- NE SE 1026 Agr 122 2 0 $ 386 43 0 6 0 Tra --- NE SW 1125 Agr 122 1 0 $ 389 42 0 5 0 --- --- N S SW SE 1126 Agr --- 3 0 $ 401 42 0 7 0 --- --- N SW 1222 Agr --- 4 0 $ 486 45 0 7 0 --- --- SW SE Hex: The hex the report refers to. As with the City List example provided earlier, this sample is from Ireland on the European map. Ter (Terrain): The terrain in the hex, listed by its standard three-letter abbreviation. Own: The hexÕs owner. Note that unowned hexes are listed with dashes in this location. DF (Defenses): The defense level of the hex. TR (Troops): The number of troops assigned to the hex as guards. Value: The dollar value of the hex (i.e., the income it provides you with each turn). FO (Food): The amount of food the hex produces each turn. FU (Fuel): The amount of fuel the hex produces each turn. PA (Parts): The amount of parts the hex produces each turn. VA (Vaccine): The amount of vaccine the hex produces each turn. SS (Special Structure): The special structure present in the hex, if any. Again, the standard three-letter abbreviation is used. For example, the special structure in 0727 is a Casino. CS (Custom Structure): The custom structure present, if any. Note the camps in 0726, 0727, 0825 and 0826. Roads: The roads in the hex. This list appears only because new roads can be built during the game. Rivers are not listed as they cannot be changed or added. CONVOYS A convoy is a collection of vehicles youÕve put together into a cohesive unit. Convoys are the means whereby you project force into your territory, expanding your empire and keeping your enemies at bay. Convoys have many statistics and features, but their primary purpose is to deliver troops where they are needed, capturing hexes and cities as they go. All other objectives are secondary to this one, as far as convoys are concerned. In order to achieve this objective, a convoy has to move, and different kinds of convoys move differently. The five types of convoys in the game are listed below. CONVOY TYPES Land Convoys: This is the most frequently encountered type of convoy. Land convoys are made up of scavenged vehicles from junkyards, parking lots, and so forth: motorcycles (called ÒbikesÓ), cars, vans, buses and trucks. Land convoys can drive over any land hex (even if that hex contains a river), but cannot enter water or island hexes unless a road leads out of the convoyÕs current hex and into the destination hex. For example, a convoy could drive from Miami to Key West because a road leads there, but it would have to follow the roadÕs path exactly. Land convoys gain movement benefits when driving on roads. The fuel cost of such movement is halved, and the parts cost of road movement is always the standard amount regardless of terrain in the hex. Sea Convoys: Sea convoys are the next most commonly seen convoy types, made up of ordinary boats converted for your use: jetskis (modified for long-range travel), motorboats, gunships (large motorboats with added firepower), yachts, and warships (usually captured Coast Guard patrol vessels). Sea convoys can enter any water or island hex without difficulty, and can also enter any coastal hex (one which borders water or islands). The way this works is simple: If a sea convoy is in water or islands, it can enter any adjacent hex. If not (i.e., if in a coastal hex), it can ONLY enter a water or island hex on its next movement. In this way, sea convoys can enter and capture coastal hexes and cities, and pass through canals like the ones at Panama and Istanbul. Sea convoys can also travel up rivers. If a sea convoy enters a land hex which contains a river, its next movement can follow the path of the river in either direction, but it cannot enter another adjacent land hex. For example, a sea convoy in 0616 on the Oceania map could move northwest to 0516 or southeast to 0717 but not in any other direction. Combat can, and frequently does, occur between land convoys in a coastal or river hex and a sea convoy entering that hex (or vice versa). Amphibious Convoys: These convoys combine the abilities of Land and Sea types while sacrificing some combat power. Amphibious convoys can move equally well over land or sea, with some exceptions, and are made up of skimmers (the kind often seen in Florida swamps), hovercraft, GEVs (ground effects vehicles), ATVs (all terrain vehicles), and hydrofoils, the latter three of which are military in nature. Amphibious convoys move like land convoys while in land hexes, paying the movement costs associated with the terrain being entered (including road bonuses, and treating rivers as roads), except that they cannot enter Wilderness or Mountain terrains unless they are following a road or river. Amphibious convoys can also cross water or island hexes as though they were sea convoys, but they are much less effective in open waterÑtheir combat values are halved in such hexes. The best use for an amphibious convoy is to attack cities on islands, such as those in the North Sea and Caribbean Sea. Military Convoys: These convoys are rare and are usually purchased only in the latter stages of the game. They are terribly expensive to own and operate, drinking fuel and parts at incredible rates. However, nothing can surpass military vehicles for combat effectiveness. Military convoys are made up of jeeps, hummers (HMMWVs), LAVs (large armored vehicles), APCs (armored personnel carriers), and tanks. Military convoys can only be constructed at cities which have an Armory. See the section on Buildings for more information on how to construct these. Military convoys move exactly like a land convoy would, with all the abilities and restrictions thereof. They have special bonuses when used for military-style missions (hunting or patrolling, specifically). For example, when using the HUNT or PATROL order, military convoys do double damage on the first round of combat with the enemy! See the description of these orders for more information. Air Convoys: These are made up of planes your Clan has outfitted for combat duty. (Helicopters are too rare for combat use. It is assumed that helicopters are a prime element of your logistical network, getting supplies to and from where they are needed, and would never be pulled away from this vital duty for combat purposes.) Air convoys are made up of ultralights, biplanes, piper cubs, jets (any of a number of types), and fighters. Air convoys can only be built at cities which have built an Airport. See the section on Buildings for more information on constructing these. Air convoys are unique in that instead of moving just one hex at a time, they can move any distance they wish with each movement! (They do, however, have a maximum range per turn which cannot be exceeded.) This flexibility makes them ideal for bombing runs on enemy cities, fast transportation of cargo for economic reasons, delivering vaccine to plague-infected areas, or safely planting spies in enemy cities. Air convoys tend to use a lot of fuel and parts, however, and are dangerously vulnerable if caught unawares. If an air convoy is attacked by an enemy convoy of any type except another air convoy, it defends at only 50% of its full combat strength. If you attempt to move an air convoy farther than its range (which will be explained in due course), the entire move will be cancelled before it begins. You wonÕt move part of the way and then stop. Air convoys do not have to land in any particular location at the end of your turn, as long as their final destination hex is not open water. (It is assumed that enough flat land can be found in any hexÑconsidering the true size of hexesÑto land in.) However, air convoys cannot float and will sink if left in a water hex at the end of your turn. Thus, it is wise to never use a water hex as the destination for an air convoy. Air convoys are not affected by terrain in any way. Each hex they move has a fuel cost of 1 and parts cost of 1. CONVOY VEHICLES Convoys are made up of vehicles, which you can buy and assign as needed. There are five vehicle classes in any convoy: fast scouts, small combat vehicles, medium multi-purpose vehicles, large troop carriers, and large assault vehicles. Fast Scouts are small, quick vehicles which are typically used for exploration. A convoy which contains nothing but scout vehicles gains a bonus to its speed, enabling it to move more hexes per turn. Scouts generally cannot stand up to heavy combat, but since they are cheap, you can buy them in huge numbers, absorbing damage that otherwise would hit larger, more important vehicles. Small Combat Vehicles are common types like cars, motorboats, and the like. These offer reasonable combat factors against enemy convoys, but do not carry a large quantity of troops. Medium Multi-Purpose Vehicles are the ÒaverageÓ vehicle type for any convoy, with an average cost, average combat power and average troop capacity. Many players consider this class, which includes the ubiquitous van, the best bet in the game. If youÕre not designing a convoy for a specific purpose (city attacks, convoy patrols or goods transportation), youÕll want to consider this vehicle class. Large Troop Carriers are designed to carry troops for the specific purpose of attacking enemy cities. They do not fight very well against other convoys, but you canÕt beat them for troop transportation. Large Assault Vehicles are the biggest things you could find for any convoy class: trucks, warships, hydrofoils, fighters, and tanks. These are your convoy-killers, designed to dish out punishment in combat and take damage well. VEHICLE SIZE SUMMARY Convoy TypeFast ScoutSmall CombatMedium MultPrpLarge TroopLarge AssaultLandBikeCarVanBusTruckSeaJetskiMotorboatGunboatYachtWarshipAmphibSkimmerHovercraftGEVATVHydrofoilMilitaryJeepHummerLAVAPCTankAirUltralightBiplanePiper CubJetFighterConvoy Movement & Speed Land, sea, amphibious and military convoys can move one hex at a time. Air convoys, in contrast, have a range, and can move any number of hexes in each movement phase, so long as the total number of hexes moved in a turn does not exceed their range. The number of hexes a convoy can move per turn is shown on the chart below: LandSeaAmphibMilitaryAir5106520 The following modifiers are available for land, sea, amphibious, and military convoys: +1 Convoy is made up of all scout vehicles +1 Convoy has an Expert Engineer The following modifiers are available for air convoys only: +8 Convoy is made up of all scout vehicles +4 Convoy has an Expert Pilot +4 Convoy has an Expert Engineer +4 Convoy starts turn in a friendly city with an Airport CONVOY STATISTICS Each convoy has several other statistics which can help or hinder its performance. Morale: This is general feeling among your convoyÕs troops, drivers and support personnel, and indicates how loyal they are to you and how much feeling they will put into their duties. Morale ranges from zero to 100 (it can temporarily increase above 100 during your turn, but if so, it will be reduced to 100 when your turn ends). Emotions run high, but quickly fade, and people need constant encouragement to keep their spirits up. Each turn a convoyÕs morale will drop steadily (possibly as much as 15-20 points or more if things go very badly), and if morale reaches zero and remains at that level for an entire turn, your convoy will disband! To keep this from happening, keep your convoy in combat and winning victoriesÑeach time it captures a city or defeats an enemy convoy, morale will be improved. Another way to improve morale rapidly is with a celebration, as described in the section on Convoy Orders. For every 5 points of morale over 30 (the approximate starting level of a newly created convoy), a convoyÕs combat abilities are improved by 1%. Similarly, every 5 points below 30 reduces combat strength by a like factor. Hint: To get a convoyÕs morale up quickly, celebrate once per turn until morale reaches the maximum of 100. It is more efficient to celebrate while convoys are still small, because the food cost is less. Training: Convoys are made up of not only vehicles, but a number of drivers, gunners, logisticians and other support personnel. These are assumed to be part of your convoy and you donÕt need to worry about keeping track of them. You do, however, have to train them to do their jobs as well as they can. Like morale, training ranges from 0 to 100 and normally starts around 30 when convoys are created. Training levels drop when new vehicles are added (reflecting the difficulty of assimilating new support crews) but unlike morale, a zero training cannot cause a convoy to disband. Training can be improved slightly by combat experience or by issuing the PRACTICE order (which requires an Expert Trainer as explained in the rules on experts, below). Each 5 points of training above 30 improves a convoyÕs combat abilities by 1% and lowers its fuel, food and parts consumption rates by 1%. Likewise, every 5 points below 30 have an opposite effect. Hint: DonÕt be too concerned about training levels early on in the game. As you add vehicles, training will always dropÑthe amount is based on how much you are increasing the convoyÕs size. For example, if you double the size of a convoy, its training level will drop in half! Once your convoys are larger, however, adding a few vehicles will not affect training too severely. Wait until then to hire your Expert Trainer and start using PRACTICE orders. Health: The Scourge is still out there and can infect convoys as they move through afflicted areas. Health starts at 100% and remains at that level until the convoy is infected. Once the Plague strikes, the convoyÕs health level will begin to drop steadily and will continue to do so until cured. At the start of your turn (after you have had a chance to buy vaccine on the open market), vaccine will be expended to restore the health of your convoys. The exact amount you need is based on the percentage your convoyÕs health has declined and the size of the convoy. If you have enough vaccine, all your convoys will be restored to 100% effectiveness. If not, some or all of your convoys will be left below normal. If a convoy is below 75% health at this point, all its troops will desert (in fear of the Scourge) and the convoy will not be able to pick up more. If a convoy is allowed to drop below 50% health, it will not be able to move at all or issue any orders whatsoever. For every 3% a convoyÕs health is below 100%, the combat abilities of that convoy are reduced by 1%, and the food consumption rate is increased by 1%. Fuel Consumption: This is determined solely by the vehicles in the convoy (see the Master Vehicle Chart in the Appendix). A sum of the fuel rates for every vehicle in the convoy indicates how much fuel that convoy will expend when moving (note that this is then multiplied by the terrain factor, if any). Fuel is only used if the convoy actually moves. Fuel can also be expended by patrolling (see the PATROL order description) or when using the PRACTICE order. Food Consumption: This is determined by the number of troops in the convoy and the troops you have unallocated. Every troop uses one unit of food per turn. (Troops in cities and hexes do not require food; the residents see to their needs.) Since the turn is divided up into 10 phases (see the Sequence of Play), and the number of troops in a convoy can fluctuate from phase to phase, food is consumed at the rate of 1/10th the basic rate per movement phase (whether the convoy moves or not). If any phase passes in which not enough food is available, some troops will desert and convoy morale will decrease. Sea convoys with Expert Engineers have 12 movement phases instead of 10. In each phase for such convoys, food is consumed at 1/12th the basic rate instead of 1/10th. This can be a disadvantage if you run out of food early in the turn, as it provides two additional phases in which troops can desert and lower convoy morale. Food consumption can be modified by health and the presence of an Expert Gourmet. Food can also be used up by the CELEBRATE order. Parts Consumption: Convoys require parts and regular maintenance to keep in top working condition. The parts rate for each vehicle is not shown on the Master Vehicle Chart because it tends to vary from turn to turn, at rates too random to list here (although itÕs always true that the larger the vehicle, the more parts it will require). Each time a vehicle moves, its parts requirement is multiplied by the terrain factor (exception: air convoys do not suffer from terrain penalties). The total number of parts used over the course of the turn are then spent during the turnÕs Maintenance Phase, which comes after all orders have been issued. (Parts can also be used to repair battle damage, which is done as needed.) Size Factor: Convoys have a ÒsizeÓ which is used for certain orders or to give a general description of your convoy when it is spotted by an opponent. A convoyÕs size factor is calculated using the following chart: Fast ScoutSmall CombatMedium MultPrpLarge TroopLarge Assault1351018Tiny1-15Large61-120Small16-30Huge121-240Medium31-60Gigantic241-720Monstrous721+ For example, a land convoy with 5 bikes, 2 cars and 1 truck would have a total size of 39, which would be considered ÒsmallÓ for descriptive purposes. Combat Strength: Convoys have a Òcombat strengthÓ which can be used to determine their power level in battle. This is calculated by adding together the maximum amount of damage all the convoyÕs vehicles and troops can do in combat (see the Vehicle Chart in the Appendix for vehicle combat values). If the convoy has any rockets, these add 20 points each (see Optional Weapons), and if it has an Expert Gunner or Pilot, its combat strength is increased by 10% (each). Remember that the Combat Strength statistic indicates the maximum damage your convoy can inflict. In practice, it will usually be much less. CONVOY EXPERTS Experts are skilled Clansmen you can hire during the game to enhance your convoysÕ abilities. Experts are trained by Guilds. When a convoy enters a friendly city, it can hire the Expert Clansman provided by that cityÕs Guild, assuming a Guild is present. Also, any major city which you own (or any hex you own which contains a University) can be used to hire any expert type, regardless of which Guild is present. The cost to hire any expert is $10,000. A convoy can have only ONE of each type of expert. Attempts to hire extras will fail. Experts available are listed below, along with the three-letter abbreviations by which they are often referred: Armsmaster (ARM): These useful experts know the secrets of making weapons and armor for vehicles. Any convoy with an armsmaster can construct rifles and shotguns for itself (albeit at slow rates) and also has the hit points of its vehicles increased by 10%. See the chapter on Combat for more details on weapons and hit points. Chemist (CHE): Gasoline is a dwindling resource in the post-Plague world, and anyone who can improve the fuel mixture is much in demand. Expert Chemists reduce a convoyÕs fuel expenditures by 15%. They also know how to find hidden supplies of gasoline, and can occasionally locate these when their convoys move along roads. Dealer (DEA): Food, fuel, and parts are commodities your Clan can occasionally run out of accidentally. If this happens, your convoys will suffer detrimental effectsÑfor example, if your Clan runs out of fuel in the middle of your turn, none of your convoys will be able to move from that point on. An Expert Dealer knows ways to circumvent this problem. If your Clan ever runs out of food, fuel, or spare parts, a dealer will automatically buy as many as his convoy needs, using his black market and underground connections. Unfortunately, these items will cost double the normal amount because of the rush delivery. There is no way to Òturn offÓ an Expert Dealer once he has been acquired. Note that in order for a dealer to do his work, your Clan must have the money available to make a purchase! Doctor (DOC): Most true doctors are found in cities, hard at work fighting illnesses which were once easily controlledÑmeasles, smallpox, meningitis, and so on. The Expert Doctor youÕll hire is a specialist trained solely in combating the Scourge. Any convoy with a Doctor reduces its vaccine requirement by 15% when curing convoys or cities. Doctors can also detect the Plague in cities they pass through and will report it to you when they detect it. Convoys with Doctors can also issue the AID order, enabling them to automatically cure hexes and cities they enter. Engineer (ENG): Adds to the number of hexes a convoy can move per turn (+1 hex for land, sea, military and amphibious convoys; +4 range for air convoys). Sea convoys with Engineers gain two additional movement phases, allowing them to use 12 orders per turn instead of 10 (these are the only type of convoy which earns this benefit). Gourmet (GOU): Specializes in making quality food, and can make more out of less. Any convoy with a Gourmet uses food at 15% below the normal rate, and collects 15% more food when using the FISH order. In addition, ordinary morale improvements are greater, as are the results of celebrations. Gunner (GUN): Improves convoy combat abilities by 10% when fighting other convoys (this is cumulative with the PilotÕs bonus). Also makes KILL MODE special combat options available. See the chapter on Combat for more information. Merchant (MER): Merchants are skilled at trading and also in packing cargo. A convoy with a merchant can carry 15% more goods than normal. Convoys with merchants also automatically sell any goods they are carrying whenever they enter a city which needs them, eliminating the need for the DROPOFF order. Finally, merchants allow a city to trade at hostile cities (which normally canÕt be done), allowing both picking up and dropping off of cargo in such cities. Pilot (PIL): These experts can be hired only by air convoys. Air convoys with Expert Pilots gain a 10% bonus in combat against other convoys (this is cumulative with the GunnerÕs bonus). Pilots also improve the range of their convoy by 4 hexes. Politician (POL): He can convince your troops to tolerate overcrowding, which increases the troop-carrying capacity of his convoy by 15%. Also makes the VIGILANCE order available, enabling your convoy to automatically leave some of its troops behind in captured cities. Priest (PRI): These are religious zealots, missionaries, and the like. Priests lend a greater meaning to your actions, thereby encouraging your experts to work harder, and your crews to pay better attention to their suggestions and demands. If a Priest is traveling with your convoy, the 15% improvements provided by Politicians, Gourmets, Chemists, Tinkerers, Doctors, and Merchants are doubled to 30%. Scout (SCO): These useful experts are skilled at information-gathering and scavenging. A convoy with a Scout will automatically loot any hex it enters (if there is anything to be found), eliminating the need for the LOOT order. Scouts also enable a convoy to issue the SCAN order, which reports information on hexes and cities adjacent to the convoy. Sergeant (SER): Keeps your convoyÕs troops well-drilled in urban assaults, giving them a 10% combat bonus when attacking cities. Constant drill also improves the convoyÕs overall training skills each turn, at a slow but noticeable rate. Finally, the bonus achieved by visiting a Police Station structure during a turn is doubled. Spy (SPY): Spies are the only experts that do their best work in cities, rather than convoysÑin fact, they are of no use in convoys at all! To use one you should hire him, move your convoy to a city, and issue the PLANT order. The spy is secreted in the city and will send you a city report each turn, as well as a spotting report from that city (plus gives you an opportunity to use the SABOTAGE order against the city if you wish). If you own the city, the spy instead engages in counter-espionage, interfering with the work of spies owned by other Clans. See the description of the PLANT and SABOTAGE orders for more information on these actions. Tinkerer (TIN): These hard-working individuals are occasionally called Òvehicle doctors.Ó A tinkerer reduces the parts cost of your convoy by 15% for both regular maintenance and battle repairs. In addition, vehicles scrapped are worth double the normal amount of parts (this normally happens only if you run out of spare parts during your turn). Trainer (TRA): These are teachers who care little for fighting, but can instruct others in various skills. A trainer will automatically raise the training level of his convoy by a few points each turn. Trainers also allow use of the PRACTICE order, which can further improve a convoyÕs training level. CREATING CONVOYS At the start of the game, you will have one convoy (usually a land convoy, unless you begin on an island like Hawaii or Puerto Rico). You will want to add more as quickly as possible, depending on your needs. Convoys can be built at any city you own as long as you did not conquer that city on the same turn. Land, sea and amphibious convoys do not require anything other than ownership of the city; military and air convoys require the presence of special buildings (armories and airports, respectively). Building a convoy costs money (first you have to find the vehicles to form the core of your convoy, and then you have to get the new unit organized into your logistics network). The costs to create convoys is shown on the chart below: Convoy Creation Costs #Cost#Cost#Cost1$5,0005$60,0009$200,0002$15,0006$85,00010$300,0003$25,0007$115,00011$450,0004$40,0008$150,00012$750,000 The costs shown are the amounts you will have to pay to create that convoy# for your Clan. For example, if you are building convoy #2 (and already have #1), the cost is $15,000. Note that the cost of a new convoy is based on the amount of convoys you are operating at the moment the CREATE order is issued. This can have the obvious impact if one or more convoys are destroyed, whether voluntarily or otherwise. For example, if you have 3 convoys and issue an order to buy a fourth, but you lose one in combat before the new one can be built, it would cost $25,000 instead or $40,000. When a convoy is created, it appears with several vehicles, as shown on the chart below: Land 1 car, 2 bikes Sea 1 motorboat, 1 jetski Amphibious 1 hovercraft, 1 skimmer Military 2 jeeps Air 1 ultralight If the city in which the convoy is built contains an Indoctrination Center, add one scout-sized vehicle to the above numbers. Indoctrination Centers also provide a free load of troops to newly built convoys, plus a bonus to the convoyÕs starting morale and training levels. On the first few turns of the game, you should create a new convoy every turn, using it to loot, scout, and conquer hexes, until youÕre ready to go after your first city. DESTROYING CONVOYS Under certain circumstances you may wish to remove a convoy from the game. Sometimes this is not optional (your opponent may see fit to destroy it for you). Other times your convoy may have outlived its usefulness, and is now simply draining your resources. The easiest way to destroy a convoy is to sell it. There is an order (SELL) which can be used to do this. All vehicles in the convoy will be sold off for around half their value, and the convoy will be disbanded. Another way to cause a convoy to disappear is to remove all its vehicles, either by selling them, transferring them to other convoys, or failing to supply your Clan with enough spare parts to maintain your vehicles. If a convoy ever has no vehicles at all, even if only for a moment, it will be disbanded immediately, and you will receive no compensation for this. Convoys can also be removed from the game by merging them with other convoys. See the description of the ABSORB order for details. OPTIONAL WEAPONS Your Clan can utilize certain optional weapons which you can buy on the open market. These enhance the abilities of your convoys or cities, as described below. RIFLES These are used by your convoys to improve their chances of hitting the troops guarding an enemy city. A convoy will pick up as many rifles as it can from your stockpiles whenever it enters a friendly city, unless the convoy is in empty mode (in which case it will not carry rifles). Rifles cost approximately $1000, although this can fluctuate. Convoys can carry one rifle for every 25 troop capacity spaces (whether occupied or not). For example, a convoy which can carry 400 troops can carry at most 16 rifles. Each rifle will be used by the 25th troop in the convoy, so if this 400-troop convoy had 16 rifles but only 200 troops, it could only use 8 of them at a time (the others would be unused spares). Each rifle in use adds 1% to the convoyÕs chance of hitting against troops defending a city. This may not seem like much, but once youÕve read the combat section, youÕll see how effective it can be. Rifles can be lost when attacking a city. If the rifleman is hit by enemy fire, his rifle might be lost or damaged beyond repair. For every hit your troops suffer when attacking a city, there is a 1 in 50 chance a rifle will also be destroyed. GRENADES Convoys can also carry grenades, which improve their damage potential against enemy cities. Convoys will pick up as many as they can from friendly cities whenever possible, unless the convoy is in empty mode (in which case it will not carry them). Grenades cost about $500, which can change from turn to turn. Convoys can carry one grenade for every 10 troop capacity spaces (whether occupied or not). If a convoy has at least one grenade, it will attempt to use it every 10th round of combat against an enemy city. If the grenade hits, it kills 2-8 enemy troops; if it misses, it kills just 1. Regardless of whether or not it hits, the grenade is lost. ROCKETS Convoys can also carry rockets, which can be launched by assault vehicles to damage or destroy enemy vehicles. Convoys will pick up as many as they can from friendly cities whenever possible, unless the convoy is in empty mode (in which case it will not carry them). Rockets cost about $2000, which can vary as the game progresses. Convoys can carry one rocket for every large assault vehicle present. During each round of combat against an enemy convoy, one rocket will be fired at a random vehicle of a size larger then a fasts scout (if the convoy is entirely made up of scouts, no rockets will be wasted). The rocket will cause 20-50 points of damage to the target vehicle, which will destroy most small combat vehicles and seriously damage medium and large vehicles. Rocket fire is always the first action taken in any combat round. If a convoyÕs total size is twice that of its opponentÕs (or greater), the convoy will not bother wasting a rocket against such an obviously outmatched target. CLAYMORE MINES These are used by cities to improve their chance of damaging attacking convoys. Claymore mines are placed in cities directly using the ASSIGN order. They cost approximately $750, which, like all other optional items in the game, can vary from turn to turn. Each claymore mine in a city improves that cityÕs chance of killing enemy troops by 1% (this sounds low, but these bonuses are cumulative, so a city with 10 of them has a 10% bonus to hit enemy troops during every round of battle). See the chapter on combat for more details. A city can have one claymore for every 10 troop capacity available, so an outpost could hold 5, a station 10, and so on. Unlike rifles, a city does not actually have to have a full complement of troops to benefit from these weapons. Each round of combat, there is a 1 in 50 chance that a claymore mine will be completely used up and lost. If the city is captured, any remaining claymores are safely detonated by the victorious troops (thus, they are destroyed, not captured for re-use). BOMBS Bombs are used by air convoys to inflict damage on enemy cities. Generally, this is used to destroy population, buildings or troops in an attempt to weaken an opposing ClanÕs infrastructure. Bombs cost $4000, although this can be subject to various supply and demand fluctuations during the game. An air convoy can carry one bomb for every large vehicle (jet or fighter) in the convoy. These are picked up automatically, unless the convoy is in empty mode, in which case it will not carry bombs. The BOMB order causes all the bombs on the convoy to be dropped at once, the target being the city in the convoyÕs current hex. See the BOMB order description for more on the effects of this order. MOVEMENT The population of the world is no longer sufficient to make the construction and maintenance of large armies possible. Instead, the convoys have assumed this role. Convoys are used for all military purposes within CONTINENTAL CONQUEST, and the first thing you need to know is how to get them where they need to be. MOVEMENT ORDERS Moving a convoy is accomplished by giving it a movement order. Normally you will use directions to do this: N for north, NW for northwest, SW for southwest, S for south, SE for southeast, and NE for northeast. It is not possible to move directly west or east due to the hexagonal nature of the map (take a look at the map again to see what we mean). It is also possible to move a convoy by specifying a hex for it to move to. Land, sea, military and amphibious convoys can only move one hex at a time, so this is something of a waste of effort (and encourages errors) since the directional orders are much easier to coordinate and remember. However, air convoys can move any number of hexes at a time (subject to range limits), so you should always use hex numbers for air movement. MOVEMENT LIMITATIONS Land convoys cannot move onto water hexes. They also cannot move onto islands unless they are following a road which leads there (see Moving on a Road, below). Land convoys can move into any other terrains, and can cross over rivers without penalty. Military convoys are treated as land convoys in all respects and use the same rules as above. Sea convoys can move freely through water or island hexes. They can enter land hexes only if moving along rivers (see Moving on a River, below) or if entering a coastal hex from a water or island hex. Use this rule of thumb: If your sea convoy is on land and is not following a river, its next move must be onto water or islands. Amphibious convoys cannot enter wilderness or mountain hexes unless following a road or river. Otherwise, they can enter any kind of hex, including water or islands, although their combat values are halved when traveling in open water. Air convoys can enter any hex on the map. Terrain does not affect them. Note, however, that their last movement must return them to a non-water hex or they will be destroyed. MOVING ON A ROAD Land, military, and amphibious convoys can move along roads. This reduces their fuel expenditures by 50%, and their parts requirement to standard, as long as the road is being followed. Amphibious convoys often use road movement to give them access to mountain or wilderness terrains, which they normally cannot pass through. Sometimes sea convoys can follow roads (if the road is through islands or along a river, for example), but even if they do, they receive no benefit. Air convoys also receive no advantage for using roads. To move along a road, the convoy must be in a hex containing a road, and then exit the hex in the direction the road travels. For example, a convoy in the hex containing the city of Orlando, Florida (see the sample section of the American map shown below) could exit that hex in either a north or southeasterly direction in order to benefit from roads. If it moved northeast it would not benefit because there is no road into the resulting hex. If it moved southwest, it would also not benefit (even though there is a road in the destination hex) because that road does not connect directly to the one in OrlandoÕs hex. Land and military convoys cannot normally move onto small island hexes, but if a road leads there, they can do so. For example, a land convoy in Miami could move south on the road to 5034. However, that same convoy could not move from 4934 to 5034 because the road does not directly connect the two hexes. The reverse of this is also trueÑa land convoy in 5034 could not move to 4934. Roads can be built to help land and military convoys move easier. This is accomplished using the PAVE order, which is described later in these rules. MOVING ON A RIVER Sea and amphibious convoys can follow rivers, although they do not receive the same fuel and parts advantages as land convoys do when following roads. The primary use of this form of movement is to allow sea convoys to penetrate deeply into the interior of a continent. Amphibious convoys can also move along rivers in order to enter wilderness or mountain terrains, which they normally cannot penetrate. When a sea convoy uses a river, think of it as following a road. The convoy must be in a river hex, and exit the hex in a direction the river travels. Using this method a sea convoy can travel all the way up the length of a river. To enter a river, a convoy must be in an adjacent water or island hex and move into the hex containing the mouth of the river. To exit the river, the convoy simply moves down the river to its end, then enters an adjacent water or island hex. Note that the river is not considered a Òwater or islandÓ hex. If a sea convoy is in a river hex, its only legal movements are along that river or into an adjacent water or island hex. As an example illustrating the above concepts, consider this map section from the European map. A sea convoy in Hamburg can move northwest (into the water hex) or southeast (following the river). It cannot move north, west or south because no river leads there. It cannot move northeast even though a river is present because the rivers do not connect. If it moved SE, SE, N, and NW, it could reach this hex, but it cannot move there directly. USING COASTS WITH SEA CONVOYS Sea convoys can enter coastal hexes, but their next movement must be into either water or islands. On the sample map section below, which illustrates the ÒcanalÓ effect, a sea convoy could move from 5456 to 5455 and then into 5454 (thereby utilizing the Panama Canal). MOVEMENT MODES You can place your convoys in any of three possible movement modes: recon, capture, and empty. Convoys begin play in capture mode. Capture Mode: In this mode, a convoy will attempt to conquer any hex it enters (assuming you donÕt already control it). This assumes the convoy has at least enough troops to attempt the attackÑthe amount required is based on the hexÕs defense level (see ÒHexesÓ earlier in these rules) and how many troops have been assigned to guard that hex. If not enough troops are available, the attack will not take place. See the section on combat for more on how this works. If a convoy in capture mode enters a hex controlled by another player, that player will receive a note on his next turn that your convoy passed through the hex. Recon Mode: In recon mode, convoys do not attack hexes they pass through, and you cannot loot hexes (even if your convoy has an Expert Scout). This is because the convoy stays away from the hexÕs residents. The side effect of this is that the residents will not report your convoyÕs presence to their owner, enabling your convoy to slip through enemy-controlled areas without being noticed. Empty Mode: This mode is generally used when a convoy is being employed for cargo transport. In empty mode, convoys do not pick up or carry troops or optional weapons at all. This reduces their combat abilities, but keeps them from carrying troops around that could be used better elsewhere. In addition, space that those troops would normally use is reallocated for storage, increasing the convoyÕs cargo capacity by 25% while this mode is employed. Note: Convoys in empty mode can loot hexes, and can be noticed by the hexÕs owner (just as they can while in capture mode). A convoy can be in only one of the above modes at a time. You can switch modes at will by issuing the appropriate order (conveniently named CAPTURE, RECON and EMPTY). The change takes effect immediately. COMBAT There are three kinds of combat: attacking a hex, invading a city, and fighting another convoy. ATTACKING A HEX Convoys in capture mode automatically attempt to conquer hexes they enter. The convoyÕs leaders first compare their troop strength with the strength of the defenses (both the hexÕs defense level and the amount of troops in the hex, if any). If the attacking troops are sufficient, the battle occurs. Unless the battle is extremely close, the result will be that the hex is conquered, all defenders are killed, and some of the attackers will be lost. For example, 5-11 troops are normally required to conquer a defense level 5 plains hex. If 5 defending troops are present, each requiring 2-4 additional troops to conquer, the total attack requirement is 15-31 troops. If your convoy has at least 15 troops, it will attack; if it has 31 or more, the attack is automatic (and guaranteed to be successful). Continuing this example, letÕs say the attacking convoy has 25 troops. At least 15 of these will be lost in the fighting, and probably more. If the combat results in all 25 being killed, the attack will fail. This almost never happens, however, as your convoyÕs commander will usually be able to tell if his men can win the battle before it even begins. Note that one of the requirements for attacking a hex is that the convoy first defeat any enemy convoys in the same hex. The convoy must also be in capture mode. In addition, if the attacking player has declared the defending player as one of his allies (using the ALLY order), no attack will occur. INVADING A CITY This is initiated by a convoy when that convoy issues the ATTACK order. The order is required; convoys do not attack cities automatically as they do with hexes. When the attack occurs, your troops basically leave their vehicles behind and try to take out the troops defending the city. This is hand-to-hand combat in and around the buildingsÑvery little destruction actually occurs, since the city is no good to you if itÕs severely damaged. A city assault takes place in a series of combat rounds. During each round, both the attacker and the defender have a chance to score one or more ÒhitsÓ (each of which kills an opposing troop). The chance of hitting is determined differently for the attacker and defender. Attacking Convoy: The attacking convoy has a base Òto-hitÓ chance of 50%. This is modified by the following factors: Convoy has an Expert Sergeant +10% Convoy visited Police Station this turn +10% Convoy has both of the above +10% Each rifle in the convoy +1% Each 5 points of training above 30 +1% Each 5 points of training below 30 -1% Each 5 points of morale above 30 +1% Each 5 points of morale below 30 -1% Each 3 points of health below 100 -1% All bonuses are cumulative. In cases where the chance exceeds 100%, the convoy has an opportunity for two hits in the round. The first hit is automatic, and the second hit is equal to the to-hit chance minus 100. For example, a convoy with a to-hit chance of 118% would have an 18% chance of a second hit. Convoys with grenades can do additional damage. Every 10 rounds of battle (beginning with the 10th round), a grenadier takes a shot using the same percentages as above. If he hits, the defender loses 2-8 troops instead of 1. Note that convoys with a to-hit chance of 100% or more will hit automatically, but do not get a second roll for additional damage. Defending City: The defending city has a base Òto-hitÓ chance based on its fortification level: outposts 60%, stations 70%, bases 85%, strongholds 100%, fortresses 150% and citadels 200%. Add 10% if the city possess a Shelter, and 1% for every claymore mine in the city (see ÒOptional WeaponsÓ). Cities can have a to-hit chance greater than 100%. If this occurs, the city scores one hit automatically and then has a chance of scoring a second hit equal to the to-hit roll minus 100. For example, a city with a 135% to-hit roll would get one automatic hit, with a 35% chance of scoring a second. Citadels can exceed 200%, which might give them a third chance to score a hit! Combat Sequence: Each round, the attacker and defender both take a shot at the other. If a hit is scored, the opponent loses a troop (2-8 in the case of grenades). The player which runs out of troops first loses (if both run out first, the defender wins). If the attacker wins, the city is conquered and control transfers to the attacking player. If the city survives, it remains under the defenderÕs control. Cities which have been conquered cannot be fortified on that same turn, and you cannot erect buildings or create convoys in such cities. You can, however, assign troops to a city on the turn it is conquered. During any attack on a city, whether successful or not, some of the population can be killed. For every combat round, 6-10 population will be killed by collateral damage (3-5 if the city has a Shelter). If the city is conquered by the attacker, a further 11-15% of the population (3-5% if the city has a Shelter) will be killed in the ensuing uncontrolled looting/pillaging by victorious troops. COMBAT AGAINST CONVOYS If a convoy enters a hex containing one or more enemy convoys, it will attack each one in turn until it is defeated (in which case it goes into hidingÑsee the next section) or defeats each of the enemy convoys (either by destroying them or driving them into hiding). Your convoy commander will automatically compare the size and relative power of his convoy against that of the enemy convoy. If he feels the battle can be won, the battle ensues. The defending convoy has no choice but to endure at least one round of battle before it can flee. Note: If the defending convoy is patrolling (see the PATROL order description), the attacking convoy is ÒsurprisedÓ and must endure at least one round of battle before the above determination can be made. During each round of battle, each vehicle and troop in the convoy will cause damage to the enemy convoy. Troops can cause 1 point of damage each; vehicles can do a certain amount of damage based on their type (see the Vehicle Table in the back of this book). The total damage caused in any combat round is increased or decreased by training and morale levels (+1% for each 5 points over 30, -1% for each point below 30) or health degradation (-1% for every 3 points below 100), or if an Expert Gunner and/or Pilot is present (+10% for each). If the convoyÕs kill mode (see the KILL MODE order) is set to troops or vehicles instead of the standard setting, total damage is then reduced by 20% (reflecting inaccurate shots). Military convoys on patrol or hunting double this damage on the first round of battle. Air convoys under attack by enemy non-air convoys suffer a 50% reduction in their damage at all times. Once damage is totaled, it is applied to the enemy convoy. For each point of damage, there is a 1 in 5 chance a troop will be the target (killing that troop); this chance is 1 in 2 if the convoyÕs Kill Mode is set to Troops. If a troop is not selected, a random vehicle is chosen, and that vehicle takes 5-10 points of damage (unless the Kill Mode is set to Vehicles, in which case that vehicle continues taking damage until it is destroyed or the rest of the damage points are used up). This damage is then subtracted from the total salvo. After each round of combat, the attacker and defender reevaluate the situation, and if either feels it is hopeless, they flee. If both stay, the battle continues until one or the other flees or is completely wiped out (and in some rare cases, both will destroy each other). As a simple example, if a convoy with a single van engages a convoy with two cars, and both were filled with troops (but no experts or optional weapons), the combat might go like this. First, both sides roll for damage. The truck can do 8d6+4 damage, which is 8 six-sided dice plus four. In this case the truck rolls average and gets 32 total damage. Then every troop rolls, with a 50% chance of doing 1 point of damage. Trucks can carry 20 troops, so we will say half of them hit for 10 points, a grand total of 42 damage. Next the cars make their rolls. A car can do 2d6+1 damage and carries 3 troops. Average rolls for both would be 19 points of damage. The damage salvos are then applied. The truck moves through its 42 points in sequence, first checking to see if a hit is scored on a troop (1 in 5 chance). If not, then 5-10 of the salvo are immediately scored on a random vehicle. For simplicity, we will say that no troops are hit and that every vehicle hit takes 5 damage at a time, and that hits alternate between the two cars. This would cause a total of 20 damage to each car with the remaining 2 hit points scored on the first car. Since cars can take 30 hit points of damage, neither are destroyed. The cars then retaliate. Since there is only one truck, all damage is absorbed by it. If no hits kill troops, then the truck will take 19 hit points of damage. Combat would then proceed to the next round, but in this case, the two cars will flee, as it is obvious that they will be destroyed in the next round. The truck convoy would win this battle (as it should). When the battle is over, both convoys repair their battle damage. Every 5 hit points (10 if the convoy has an Expert Tinkerer) requires 1 spare part to fix. If not enough parts exist in the owning playerÕs stockpiles, vehicles will be scrapped from the convoy, in order of size from smallest to largest, until enough parts have been generated to repair the rest. In the example above, the cars would take a total of 9 spare parts to repair (all damage is rounded up) and the truck would require only 4. It is important to note that convoy combat is not exceptionally deadly. Most convoy engagements result in a lot of spare parts damage but few actual vehicles lost, unless the convoys are very close in power and the battle lasts several rounds. If you want to be sure of killing vehicles, use an Expert Gunner and set the convoyÕs Kill Mode to Vehicles. You might also fill your convoy with rockets, which will cause additional damage to individual vehicles. HIDING If a convoy is chased into hiding by a larger convoy, it is dispersed and cannot perform certain actions. Hidden convoys cannot attack cities, capture hexes, loot hexes, declare a celebration, practice, go on patrol, or pick up or drop off cargo. However, they also cannot be attacked, unless the attacking player specifically uses the HUNT order while in the defenderÕs hex. Fortunately, itÕs easy to become Òun-hidden.Ó Simply move your convoy out of the hex, or use the PAUSE order to move it around within the hex. Of course, the convoy could meet another large enemy force and go right back into hiding again, but that would be a bad stroke of luck. Newly created convoys begin the game in hiding, to make it harder for enemy players to destroy them (considering their small size). There is no way to voluntarily send your convoy into hiding. Many players attempt to issue a nonexistent ÒHIDEÓ order, but any such order is illegal and will be ignored. SEQUENCE OF PLAY PLAYER SEQUENCING When your turn runs, you are the only active Clan. All other Clans are idle, though they will defend themselves if you attack them. Each Clan has been assigned a sequence number. This number is very high, starting at around 1,000, so that the exact player order will not necessarily be obvious. Turns run in order from the lowest to highest sequence#, although if any turn is late arriving, it will run after all the others when it arrives. The game is not delayed for late players, nor are late turns lost as with some play-by-mail games. Note that running a turn out of sequence can have various effectsÑsome other players will appear to run two turns in a row, while to others you will appear to be the one moving twice. Some players even use this as a tactic, although it can be a two-edged sword. Note that no matter how late your turns are, you must wait at least a week between turns. Because turns run one after the other and not all at once, things can happen to you Òbetween turnsÓ (when other players move) that you wonÕt learn about until your next turn runs. Of course, you will do the same thing to your opponents. Also, when you see a report of where certain units are located, keep in mind that they may not be there when your next turn is processed. This is because itÕs very likely the owner of those units will have moved again before your next turn. Thus, what youÕre actually seeing can be a Òghost imageÓ of a unit. Part of playing the game is learning how to predict where it will move to between turns. GAME TURN ACTIVITIES A Ògame turnÓ is defined as the length of one entire turn cycle. In most games, this is two weeks long. During a game turn, each player will normally run just one turn (unless they are trying to catch up). At the end of any game turn, there are certain actions which take place. First, the turn counter is advanced, and anyone who is more than a turn behind at this point is usually dropped out of the game (or replaced if a standby player is available). Dropped positions cannot continue in the game, and all their units remain where they are (they can and will defend themselves if attacked, but they will never move again or take any offensive actions). At the end of the game turn, certain other calculations are made. It is at this point that city populations grow (or, if afflicted with the Plague, decline). After this happens, player popularity scores are recalculated. (Popularity is never modified until this point.) Finally, a check is made to see if the game has been won or if it should continue. If it ends, an end-of-game report is generated for each player; otherwise, the game continues with the next game turn. PLAYER TURN SEQUENCE When your turn runs, things happen in a precise order. This order is listed below. You donÕt have to memorize it, but you should at least know the basic sequence. It will help you coordinate your units and plot your activities with greater precision. INCOME PHASE Your turn starts with income collection. All hexes and cities you own produce their money and resources at this time. If you have lost anything between turns, it is not available to you for production. If you think you might lose a city between turns, donÕt count its value as part of your income estimation. Resources and income you produce at the start of your turn can be spent immediately. PRE-TURN CLAN ORDERS PHASE Your Clan can issue five orders in this phase. These are orders that deal with your Clan as a whole, such as purchasing additional resources or vehicles, setting certain modes on or off, and the like. Any Clan Order can be used during this phase. If you buy any resources, such as food or fuel, they are usable immediately. If you create a convoy, it cannot move on the current turn, but can be assigned vehicles, and will pick up resources and troops if possible. PRE-TURN PICKUP/HEALING PHASE After pre-turn orders, all convoys have an opportunity to pick up troops or optional weapons and heal themselves of the Plague. They must be in a friendly city to pick up troops/weapons, but will cure themselves no matter where they are, if there is enough vaccine available. CONVOY ORDERS PHASE This phase is made up of ten Òpulses.Ó During each pulse, each convoy issues one order. Convoy #1 issues its order first, followed by convoy #2, and so on. Once all convoys are done, the next pulse is executed, until all pulses are done. After each pulse, a convoy has an opportunity to pick up troops if it is located in a friendly city (including one which has been conquered on the same turn). At the end of each pulse, all your troops use up food. Because there are ten pulses, each pulse represents 1/10th of your turn, so 1/10th of your troops consume food each pulse. If not enough food is available, the troops eat what they can, troops in convoys first, and then unallocated troops. Troops which are not fed have a 10% chance of deserting, during any pulse. If troops in a convoy desert, there is a 10% chance theyÕll take an optional weapon with them when they go. The morale of that convoy will also decrease. Note that desertions can happen each pulse, so if you run out of food very early in your turn, you could find yourself without troops by the time itÕs over. Sea convoys can benefit from two additional pulses of movement if they possess an Expert Engineer. These extra pulses occur AFTER the original ten, not beforeÑi.e., they are effectively an eleventh and twelfth pulse. The troops in sea convoys with Engineers use 1/12th of a unit of food each pulse instead of 1/10th of a unit. POST-TURN CLAN ORDERS PHASE After convoy moves, your Clan gets to issue 10 more orders. These are of the same type as you would use during the pre-turn orders phase, except that they follow convoy actions instead of preceding them. Thus, you will want to use these orders to replace losses, assign troops to newly conquered cities, and so on. You can also utilize money earned from LOOT orders. POST-TURN MAINTENANCE PHASE This gives your convoys another opportunity to pick up troops and heal the Plague if they have contracted it during the course of the turn. At this stage of your turn, you convoys perform normal maintenance activities. Each convoy expends spare parts for maintenance, in order of convoy number (convoy #1 goes first, #2 second, and so on). If you run out of parts at any point, vehicles will be scrapped in the current convoy until enough parts have been collected to complete all maintenance. (It is usually wise to keep a large surplus of spare parts available in the event you use up a lot of them during unexpected battles before or during your turn.) POST-TURN STATUS REPORT After the action portion of your turn is over, youÕll be given an update on your ClanÕs status. The amount of money, resources and troops you have remaining is shown in the first report. YouÕll also be presented with an estimation of how much you can expect to earn next turn (assuming you lose nothing before then). Note that since population growth occurs at the end of each game turn (not during any playerÕs turn), the actual amount that your cities are worth can increase if population growth is sufficient to allow it. Other reports youÕll see include the Top Clans List, a Hexes List, a Cities List, and a Heard On the Radio Report. The Top Clans List shows the rankings of the highest Clans, in order of popularity. After a certain turn of the game, additional lists will appear, showing the Clans with the most cities, most hexes, highest income, and most powerful (ÒpowerÓ being the sum of the maximum combat values of all vehicles owned by the Clan). These other ÒTop ClansÓ lists are recorded at the conclusion of a game turn (before any player turns are processed for that game turn), at the same time popularity levels are recalculated. The Hexes and Cities Lists show all the hexes and cities you encountered on your turn. Those you conquered earlier in the turn have their hex numbers displayed in bold face type. After all of this, youÕll hear some things over the radio. This will include messages from other players, announcements by the game moderator, special buying opportunities next turn, and reports of battles which happened since your previous turn ran. You will always see any battle report that involves your Clan; others are heard depending on the battleÕs proximity to your cities. ORDERS SHEET Finally, after all this, youÕll get a new orders sheet to fill in for your next turn. ItÕs a good idea to make a photocopy of this for your records before mailing itÑthat way you have a record of what youÕve done, and of the status of your convoys. CONVOY ORDERS Your convoys can each issue ten orders per turn; sea convoys with Expert Engineers can issue twelve orders. Your orders sheet will provide the requisite number of lines for each convoy, and youÕll write each order on one of these lines. You do not have to use every line; simply leave the unused lines blank (see the sample below). ItÕs important to note that convoy orders and Clan orders are different things (Clan orders are described later in these rules). You can only write Clan orders in the spaces on your turn labeled ÒClan Orders,Ó and convoy orders can only be used in the Convoy Orders section. DonÕt try to mix the two! An example of a set of convoy orders follows. ORDERS FOR LAND CONVOY #1 (Robin's Hood #1) IN HEX 1525 [CAPTURE]: Vehicles: 4 trucks, 1 bus, 3 vans, 9 cars, 6 bikes Troops: 172 of 172 Rifles: 6 of 6 Grenades: 17 of 17 Rockets: 4 of 4 Combat Strength: 748 Morale: 95 Training: 100 Health: 100 Fuel Cost: 56 Kill: N Cargo: 0 (max 81) Experts: Gunner, Merchant, Chemist, Politician, Armsmaster, Trainer Convoy Orders: ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ Orders are written in the lines after ÒConvoy Orders.Ó Note that there are 10 lines, meaning this convoy can only issue 10 orders. Only a sea convoy with an engineer can earn 12 orders. Most of the other statistics for your convoy will also be found on the Orders Sheet, as you can see by the example. The stats include vehicles, troops, optional weapons, combat strength, morale, training, health, fuel cost, kill mode (if an Expert Gunner is present), cargo, and any experts traveling with the convoy. What follows is a list of all the available orders a convoy can use. Most of these orders consist of one word, which can be reduced to a two-letter abbreviation, shown in parenthesis. Some orders have an additional parameter (such as HIRE or BOMB). In this case, you can write these parameters in the space below the order line, as shown in the above example. Move Convoy N, NW, NE, SE, SW, S, or hex# Format: direction Example: NW This order moves your convoy one hex in any of the six possible directions out of its current location. You can spell out the direction (e.g., NORTHEAST), but the computer will recognize abbreviations. The six legal directions and abbreviations are NORTH (N), NORTHEAST (NE), SOUTHEAST (SE), SOUTH (S), SOUTHWEST (SW), and NORTHWEST (NW). If you prefer, you can write the hex number to move into instead of the direction, but we donÕt recommend this (except for air convoys). ItÕs harder, for one thing, and youÕll be more prone to errors. You can only move one hex per order, except for air convoys, which can move any distance (subject to range restrictions). Note that a convoy does have a maximum number of moves (see ÒCombat Movement and SpeedÓ). When a convoy moves, it uses up fuel. The terrain factor is multiplied by the total combined fuel cost of vehicles within the convoy. Example: The fuel cost of trucks is 7, cars 2, and bikes 1. To move 1 truck, 3 cars and 5 bikes would normally cost (1x7)+(3x2)+(5x1)=18 units of fuel. To move a convoy with these units through a Jungle hex (terrain factor of 2.5) would cost 18x2.5=45 fuel, which would be automatically drawn from your supply stockpile with no additional effort on your part. If you donÕt have enough fuel to make this move, you donÕt go anywhere, and no fuel will be expended. When your convoy enters another hex, it takes any of several actions. First, it will fight enemy convoys it encounters. It fights each convoy in turn, in no predictable order, and if it loses even one battle, it will ÒhideÓ (and not attempt any other actions on that move). If it wins all these battles, however, it will then attempt to attack the hex itself (assuming it meets the other criteria for this, e.g., it is not in recon mode, and it has enough troops). After this, the convoy looks around for any scavenging opportunities, and will also take advantage of any structures in the hex (if you own the hex or captured it on that turn). Lastly, it will then pick up troops if it is in the same hex as a friendly city. Move Around in the Current Hex PAUSE (PA) Format: PAUSE Example: PAUSE When a convoy issues this order, it just meanders around the hex it is in, looking for trouble. ItÕs as if it had just entered the hex for the first time, so it goes through the sequence described under the movement order (above). Generally, this is used to restore a convoy from hiding at the start of your turn, after you have ended a turn in hiding. This gives your convoy a chance to come out of hiding before any other orders (such as PICKUP or CELEBRATE) fail. This order costs fuel, but only half what entry into the hex would have cost, and half again that amount if there is even a single road in the hex (land or military convoys only). NOTE: If you are not using a convoy order space, just leave it blank. DonÕt use PAUSE in this case, as it will simply waste fuel. Attack City ATTACK (AT) Format: ATTACK troop-quantity Example: ATTACK 50 The troop-quantity parameter is optional and rarely used (see below). This is the order you use to invade the city in your convoyÕs hex. The number of men you specify will assault the town. If you do not enter a parameter (i.e., just write the word ATTACK by itself), all the convoyÕs troops will be used in the assault. This is the typical way to use this order (it has the best chance of success). The only reason to use a smaller number is to deceive your opponent as to the true size of your convoy. If two convoys attack the same city, each attack is a separate action, even if the two ATTACK orders are one behind the other. See the section ÒInvading a CityÓ for more details on the actual combat procedure. If an ATTACK order succeeds, youÕll leave a token force of guards behind to occupy your latest acquisition (from 5-10 troops unless you have specified a Vigilance setting and have a Politician in the convoyÑsee the VIGILANCE order description for details). The city will begin paying you tribute (and economic bonuses, if applicable) on your next turn. Fortifications and buildings are never destroyed by an ATTACK order. Population can be lost, however. If you attack a city and fail to take it, youÕll anger the people who live there and the current government (if any). You wonÕt be able to do business with that city (pick up or drop off goods, hire expert clansmen, or collect troops) thereafter until it changes hands. The city is thereafter considered Òhostile.Ó You cannot use this order if your convoy is in hiding. Bomb City BOMB (BO) Format: BOMB [primary-target] Example: BOMB BUILDINGS This order can only be used by air convoys which have at least one bomb aboard. If the convoy is not in the same hex as a city, or that city is controlled by your Clan or that of an ally, the bombing will not occur. A convoy can make only one bombing attack per turn, regardless of how much movement it has available or how many bombs are in your stockpiles. Bombing cannot be attempted if the convoy is in hiding. When BOMB is issued, the convoy drops all of its bombs in an attempt to damage some portion of the target city. The player should specify a primary target, as listed below. You can abbreviate these targets as just a single letter if you wish, using the letter shown in parenthesis. BUILDINGS (B): If buildings are the target, each bomb will destroy a random building on a successful hit (see below). You cannot specify any particular building as the target; your bombs are not that sophisticated. Note: Bombing attacks cannot destroy anti-aircraft batteries. POPULATION (P): If you select this as your primary target, each bomb will kill 8,000-16,000 population if it hits (see below) or 4,000-8,000 if it Òmisses.Ó These numbers are halved if the city possesses a Shelter. It is assumed that a cityÕs population is fairly well distributed, yet still dense, so even a miss will be devastating. Once a cityÕs population has dropped below 5,000, however, further bombings will have little effect. TROOPS (T): This is a highly specific barrage designed to kill the cityÕs defenders, and is not as effective as the above types of attacks. Each bomb will kill 10-30 defenders on a successful hit, or 5-10 if it misses. Again, the defenders tend to cluster in certain areas, so even a miss will kill a few men. SCOURGE (S): This is germ warfareÑyou attempt to infect the city with the Scourge! No buildings, troops or population are lost as a direct result of this bombing. If even one bomb hits (see below), the city has a 100% chance of being infected, but this chance is reduced to 50% if the city possesses a Hospital. NO TARGET: If you do not list a specific target letter (B, P, T, or S), each bomb will select buildings, population or defenders at random. Random bombings will not attempt to drop the Scourge. The chance of hitting any target is 100% for Outposts or Stations, minus 10% for every fortification level above Station, so the chance of hitting a Base is 90%, a Stronghold 80%, and so on. If you attempt to bomb a city with a Battery building, the battery puts up a wall of flak to disrupt your convoyÕs bombing run. In the course of dodging this flak (which is fairly easy to do), bombing runs are disrupted. Each bomb has a 50% chance of having no effect on the city whatsoever. This is in addition to the chance of missing the target as described in the previous paragraph. Bombing is best done to weaken an opponentÕs economic infrastructure, especially when he possesses a valuable city far behind his lines that you could never hope to conquer. The classic move is to bomb a cityÕs troops just before other convoys invade it. Loot Area for Bonus Income LOOT (LO) Format: LOOT Example: LOOT This order causes your convoy to hunt through the hex it is currently in for anything it can find. This order will likely work only one time in any given hex throughout the course of the gameÑafter that the hex will be Òempty.Ó (There is an exception in the case of hexes with banks.) On occasion, youÕll get lucky and find something really valuable, but donÕt expect this unless youÕve been specifically directed to search a specific hex. You cannot use this order if your convoy is hidden. Looting cannot be performed while a convoy is moving in recon mode. Fish for Bonus Food FISH (FI) Format: FISH Example: FISH This order can only be used by a sea convoy in the same hex as a Fishery (a special structure which appears only in water hexes). Amphibious convoys cannot use this order (the noise and vibrations they put out frighten away the fish). The FISH order collects food equal to the size factor of the convoy, plus a 15% bonus if the convoy has an Expert Gourmet (doubled to 30% if an Expert Priest is present). The maximum amount of food which can be collected (before bonuses are applied) is 50 units (57 with a Gourmet and 65 with a Gourmet and Priest combination). Food collected goes into your stockpiles and can be used immediately. Each Fishery can be fished from only once during your turn. If two or more of your convoys attempt to use the same fishery, the first one to arrive will succeed and the others will fail. You cannot use this order if your convoy is hidden. Fishing cannot be performed while a convoy is moving in recon mode. Hire an Expert Clansman HIRE (HI) Format: HIRE [expert-type] Example: HIRE The expert-type parameter is optional (see below). A city may (but doesnÕt always) have a Guild for one of the various professions that survived the collapse of civilization. If it has one, your convoys can issue the HIRE order when they visit that city. For the payment of $10,000 to the Guild, you are then given the services of one of their experts. See the description of experts earlier in these rules for details on their abilities. If you are hiring an expert from a standard city guild, you donÕt need to specify the parameter. Simply write the HIRE order, and you will hire the expert provided by that cityÕs guild. If hiring from a major city you own, or from a University located in a hex you own, you can specify the expert type you want. For example, HIRE ENGINEER would request an Expert Engineer. (You can abbreviate the expert type to its first three letters, e.g., HIRE ENG.) You can hire only one expert with each HIRE order. You cannot HIRE from a hostile city, or if your convoy is hidden. Declare a Celebration CELEBRATE (CE) Format: CELEBRATE Example: CELEBRATE This allows you to throw a party for the convoy which issues the order, for the purpose of increasing morale. There are numerous restrictions (as listed below), but if itÕs successful, the celebration can result in a major increase in convoy morale (usually 10-15 points). Remember, morale can only temporarily exceed 100, so issuing this order while the convoy is in the 90Õs is usually a waste of time. In order to celebrate, the convoy must (1) be completely full of troops, (2) be in a friendly city or in a hex you own that contains a Rec Center, (3) not have celebrated earlier on the same turn, (4) not be in hiding, and (5) not already be at or above a morale level of 100. You do not have to be the owner of the city youÕre celebrating in (though it must be friendly), but if a Rec Center is used, you must own the hex it is in. A convoy can celebrate only once per turn, although it could celebrate every turn if desired (subject to your whims). In addition to this, your Clan must possess enough food to feed each troop in the convoy. The celebration will require 1 unit of food per troop, which is in addition to their normal food support paid each turn. If you just captured the city youÕre celebrating in, the morale increase will be significantly higher (by an additional 10 to 15 points). The convoy doing the celebration does not have to be the one which captured the city, but it must have been captured on the current turn. This is harder to arrange, but itÕs worth it! Perform Combat Drills PRACTICE (PR) Format: PRACTICE Example: PRACTICE This order requires an Expert Trainer. The convoy goes on maneuvers, improving its training level by 10 to 15 points. In order to practice, the convoy must (1) be completely full of troops, (2) be in a friendly city or a hex you own that contains a Police Station, (3) not have practiced earlier on the same turn, (4) not be in hiding, and (5) not already be at or above a training level of 100. You do not have to be the owner of the city youÕre practicing in (though it must be friendly to you), but if a Police Station is used, you must own the hex. A convoy can practice only once per turn, although it could practice every turn if desired. In addition to this, your Clan must possess enough fuel to complete the training maneuvers. The drill session will require fuel equal to five times the convoyÕs normal fuel consumption rate. Unlike celebrations, the fact that you have recently conquered the city does not impact the effectiveness of your training efforts. Pick Up Cargo PICKUP (PI) Format: PICKUP Example: PICKUP A convoy uses this order to collect goods from a city. It must be in the cityÕs hex to do this, obviously. The city must also be friendly to you unless your convoy has an Expert Merchant. Convoys in hiding cannot use this order. The convoy will pick up as many goods as it can carry. Goods being carried by convoys are usually referred to as Òcargo.Ó It costs nothing to use this order. The only type of goods that can be picked up from a given city is the kind which that city produces. Convoys cannot use this order if they are hidden. Convoys can only carry one type of cargo at a time. If they attempt to pick up one type of cargo while carrying another, the PICKUP order will fail. Drop Off Cargo DROPOFF (DR) Format: DROPOFF Example: DROPOFF This order is used to sell cargo which has been picked up from another city. Cargo can only be sold at a city which needs that type of goods. Convoys cannot use this order if they are hidden, or if the city is banning or hostile to them (unless an Expert Merchant is in the convoy). If an Expert Merchant is present, the DROPOFF order does not need to be used at all, as it will be used automatically when the convoy enters the cityÕs hex (assuming it does not go into hiding). Cities which need ÒanythingÓ will accept any type of goods except the goods that city produces. Unfortunately, these cities are usually too remote to take advantage of this ability (unless you employ air convoys). The price your cargo will fetch is based on the current Free Market prices for those goods, which will be printed on your turn results. These prices change from turn to turn, but not usually by much. If you drop off cargo in a city owned by another player, that player will receive a kickback of 10% of the value of the sale (20% if the city has a Marketplace). If you own the city, you get this money, so always try to sell at cities you own. Dump (Throw Away) Cargo DUMP (DU) Format: DUMP Example: DUMP If your convoy finds itself carrying cargo of a type that no city wants, use this order to get rid of all that useless cargo. The goods are abandoned and cannot be retrieved later. Guard a City GUARD (GU) Format: GUARD Example: GUARD In some cases, you will want to make a city impregnable from attack. Even with higher amounts of fortifications, cities still cannot hold enough troops to make taking them out impossible. The GUARD order enables your convoys to add their troops to the cityÕs defenses. A convoy can guard any friendly city. When the enemy convoy moves into the hex, it first attacks all convoys it sees there (including those on guard), then (if it wins) it can attack the city. Any troops in the guarding convoy are then included in the cityÕs defense total, and use the cityÕs defense factors in battle. Note that several large convoys can, with a combined effort, add hundreds or even thousands of troops to a cityÕs garrisonÑenough to hold out against any attack. Troops in convoys on guard are the first to die in any attack on that city. Convoys in hiding can still guard cities. After issuing GUARD, a convoy cannot move again in the current turn (it can perform other actions, except for patrolling, which cannot be combined with guarding a city). Thus, you should be sure GUARD is issued after all other movement for that convoy is complete. Go On Patrol PATROL (PT) Format: PATROL Example: PATROL Note that the abbreviation for this order is PT, not PA (which is used by the PAUSE order). This order sets your convoy Òon patrol.Ó It roams the hex it is in, attacking any convoy which enters the hex. The advantage is that patrolling convoys surprise their opponents, forcing them to fight for at least one round of battleÑso itÕs the ideal way to damage or destroy enemy scout convoys that would normally have hidden before you could fight them. If the convoy is not of the military type, this order costs fuel equal to four times the fuel consumption rate of the convoy issuing the order (expended immediately). Military convoys, which were designed for this sort of mission, do not pay this cost. No bonus is earned for roads, rivers or the like. Amphibious convoys cannot patrol mountain or wilderness terrains. If a military convoy is on patrol and surprises an enemy convoy, the damage it causes during the first ÒsurpriseÓ round of battle is doubled! Patrolling cannot be performed by convoys in hiding or which are guarding cities with the GUARD order (above). Hunt for Enemy Convoys HUNT (HU) Format: HUNT Example: HUNT If you think you can predict where an enemy convoy will be when your next turn runs, move one of your convoys to that hex and use the HUNT order. Your convoy will attack any enemy convoy in that hex, even if it is in hiding, for at least one round of battle. (Note that after this first round, they might escape again, but not after taking at least a round of damage). This order can be used just once (whether successful or not) by each non-military convoy during your turn. It uses fuel equal to the standard cost for entering the hex being searched (but no benefit is gained for road or river movement). Amphibious convoys cannot hunt in mountain or wilderness hexes. If a military convoy uses the HUNT order and finds an enemy convoy, the damage it causes during the first round of battle is doubled! In addition, military convoys can hunt as often as they like during their turn (although they cannot hunt in the same hex more than once). Combined with the double damage bonus, this makes military convoys the ideal hunter-killer units in CONTINENTAL CONQUEST. Change to Recon Mode RECON (RE) Format: RECON Example: RECON This order switches a convoy to recon mode. While in this mode, it will not make any attempt to capture hexes, and cannot loot them. This is because it stays away from the residents, not bothering them at all. The population of the hex will not be able to report your presence to the hexÕs owner. Recon mode remains in effect until you change it to another mode using CAPTURE or EMPTY. Change to Capture Mode CAPTURE (CA) Format: CAPTURE Example: CAPTURE This order switches a convoy into capture mode. While in this mode, the convoy can attack hexes, and can issue the LOOT order. Capture mode is the default mode for convoys when they are created. Capture mode remains set until you change it using the RECON or EMPTY orders. Change to Empty Mode EMPTY (EM) Format: EMPTY Example: EMPTY This order switches a convoy into empty mode. While in this mode, the convoy does not carry troops or optional weapons (thus, it is best for convoys which are being used to transport cargo). The convoy can issue the LOOT order and will be detected by the inhabitants of hexes it passes through. Empty mode remains set until you change it using the RECON or CAPTURE orders. Burn City RAZE (RA) Format: RAZE Example: RAZE This order is used rarely, if ever, and only when fighting in an area you cannot hope to hold onto. Rarely, it is done by a Clan which knows it will soon be defeated, and wishes to make life as difficult as possible for their conquerors. The RAZE order can only be issued by one of your convoys in a city you own. That convoy, and all other convoys you own in the same city at that time, go on an uncontrolled orgy of mayhem and destruction. Buildings are burned, stockpiles are looted, and much of the population is slaughtered mercilessly. This has the following effects: ¥ For each point of total convoy size and for each 10 troops in the convoys or the city garrison, 100-1,000 population are killed. Note that population will never drop below a certain minimum level depending on the city size (minor or major). ¥ For each large assault vehicle, one building is burned to the ground and destroyed. Each large troop carrier has a 50% chance of burning a building, and each medium multi-purpose vehicle has a 25% chance. ¥ Troops in the convoys or in the city garrison have a 10% chance of being killed in the mayhem (those troops in the garrison which survive are returned to your stockpiles immediately). Morale of all convoys involved will improve by 2-8 points, but training levels will be reduced by a like amount. ¥ If one of your spies is secreted in the city, it is lost with no chance of recovery. ¥ Each claymore in the city garrison has a 50% chance of being recovered; otherwise it is lost. ¥ The fortifications of the city is reduced by 1 level (except Outposts, which cannot be lowered further). ¥ The resulting conflagration cannot go unnoticed, and a radio broadcast will be generated to all receivers in range, informing other players of the cityÕs razing. After the carnage is over, your convoys retreat from the city and remain in the hex, outside the city walls. The city goes uncontrolled, and survivors man the defenses to keep you out (the maximum number of troops will be present, based on the cityÕs new fortification level). The city is assumed to be hostile to you at this point, although you can recapture it if you wish, even on the same turn. A city can be razed only once per turn. Cure a City of the Plague CURE (CU) Format: CURE Example: CURE When a city is afflicted with the plague, its population will begin to drop, and convoys will contract the plague when they visit it. You can solve this problem by curing the city with this order. Success is automatic if you have enough vaccine. Each unit of vaccine can cure 1,000 population (or any fraction thereof) in a city. Round fractions up, so a city with 60,001 people costs 61 vaccine to cure. If you donÕt have enough vaccine when this order is attempted, no vaccine is expended and the attempt will be cancelled. Convoys with Expert Doctors will report the presence of the Scourge in a city they enter, if the disease is present. Although you do not need to have a doctor is order to use the CURE order, he does reduce the vaccine requirement by 15% (30% if the convoy also has an Expert Priest). Convoys with Doctors can also use the AID order (below). When the city is cured, its population will usually give you a gift of some kind as thanks. This gift will take the form of food, fuel, parts, or even vehicles to improve your convoy. There is no way to predict what gift you will receive for your efforts. Automatically Cure Cities AID (AI) Format: AID ON/OFF Example: AID ON This order can only be issued by a convoy with an Expert Doctor. If the Doctor is lost or transferred elsewhere, Aid status automatically reverts to OFF. AID is a ÒmodeÓ which can be activated or deactivated, and is set ON or OFF by each convoy individually. If it is ON, the convoy will automatically cure the Plague in cities it passes through, exactly as if the CURE order had been issued (see the previous order description for more details). If it is OFF (the default setting), you have to issue CURE specifically. Normally, you will want to have this setting ON when moving through areas firmly under your control. If moving through enemy-controlled territory or through areas where your opponents are also moving convoys, it is wiser to leave this OFF so you do not inadvertently help the competition. Set ConvoyÕs Kill Mode KILL MODE (KM) Format: KILL MODE N/V/T Example: KM V This is another ÒmodeÓ which can be set for each convoy individually. A convoy must have an Expert Gunner to issue this order; if the Gunner is lost or transfers out of the convoy, the Kill Mode reverts to the Normal (N) setting. A convoyÕs Kill Mode modifies the way combat is conducted against enemy convoys. In the Normal mode, damage is distributed randomly, with each hit having a 10% chance of hitting a troop, the remainder hitting vehicles at random. The Gunner enables your fire to target troops (if set to the ÒTÓ mode) or vehicles (ÒVÓ mode) depending on the kind of war you wish to wage. When KM is set to ÒTÓ, hits have a 50% chance of hitting troops instead of the normal 20% chance; the remaining hits damage vehicles as usual. (If you destroy all the troops in the convoy, all remaining hits go to vehicles.) If KM is set to ÒVÓ, hits still have a 10% chance of first hitting a troop, but if a vehicle is selected, each subsequent hit strikes that vehicle until either the vehicle is destroyed or all hits have been allocated. The only disadvantage of setting KM to ÒTÓ or ÒVÓ is that the total volley of hits is reduced by 20% due to an increased amount of misses. If you are fighting defensively and trying to hold onto your cities, setting KM to ÒTÓ is your best bet, as you will wipe out opposing troops faster before they can be used against you. If instead you are trying to wipe out an opponentÕs mobility, or destroy his trading and reconnaissance convoys, set this mode to ÒVÓ. This helps insure that youÕll kill at least some vehicles in any battle. Scan Adjacent Hexes SCAN (SC) Format: SCAN Example: SCAN This order requires an Expert Scout. The convoy must not be in hiding. The convoy issuing this order makes a quick dash into all adjacent hexes which it could legally enter, gathering information on those hexes and any cities they contain. For each such hex, fuel is expended equal to the basic fuel consumption rate of the convoy times the fuel modifier of the hexÕs terrain (no road or river bonuses are available). If not enough fuel is available, as many hexes as possible will be scouted until all fuel is gone. Land and military convoys will scout only adjacent land hexes, not water or islands. Amphibious convoys will scout all hexes except Wilderness or Mountains. Sea convoys in a water or island hex will scout all adjacent hexes; sea convoys in a land hex will scout only adjacent water or islands. Air convoys will scout all adjacent hexes. Each hex successfully scouted will appear on your hex list (giving you information such as owner, defense level, etc.) and any cities in those hexes will appear on the city list (with all appropriate information, like fortifications, troops in the garrison, buildings, etc.). The convoy does not ÒofficiallyÓ enter those hexes/cities, so it cannot attack or loot them, and their owners are never aware of your convoyÕs scouting efforts. Scout convoys stay off the beaten path, and will not be able to report the presence or strength of enemy convoys. A convoy can issue the SCAN order just once per turn. The obvious time to do this is after all normal movement has been completed, earning you more information than your convoy could normally acquire during a turn. Plant Spy in City PLANT (PL) Format: SPY Example: SPY This order requires an Expert Spy, which leaves your convoy when the PLANT order is used. The spy permanently hides in the city and can never be recovered. Once hidden, the spy gives you a report on his city every turn, as though you had scouted that city with a convoy. He also performs a spotting report as though you owned the city, regardless of who the actual owner is. Spies also enable you to issue the SABOTAGE Clan order. If the city is one you own, the spy is useless unless an enemy spy is present. If this is true, the enemy spy suffers various adverse effects. First, the spotting report range is cut in half. Second, reports of the cityÕs fortifications, troops, buildings, etc. have a 50% chance of being wrong. Finally, attempts to use the SABOTAGE order have a reduced chance of success (see the description of that order for more details). If you RAZE the city one of your spies is in, the spy is killed. Spies owned by other Clans are unaffected. Absorb Another Convoy ABSORB (AB) Format: ABSORB convoy# Example: ABSORB 3 This order is used to absorb one convoy into another. In order for this to work, both convoys must be in the same hex, and both must be of the same type (land, air, etc.). The convoy which issues the order remains in play, receiving all components of the convoy specified by the order. For example, if convoy #1 issued the order ÒABSORB 3,Ó convoy #1 would remain in the game while convoy #3 would be absorbed (and disappear from your convoy list). The new, larger convoy will have the vehicles, troops, cargo, and experts of both convoys. Any duplicated experts are lost. The morale and training of the new convoy are equal to the average levels of both convoysÑfor example, if one had a training of 60 and the other 30, the new convoy would have a training level of 45. The health of the new convoy is equal to the lowest health level of the original convoys. For example, if one had a health of 100 and the other 75, the new convoy would have a 75. If the original convoy had any movement remaining, it can continue moving for the remainder of the turn, or can issue other orders after the ABSORB (such as LOOT or ATTACK). Remaining orders written for the absorbed convoy (if any) are ignored. This order costs nothing to issue. Since it causes one of your convoys to disappear, any convoys created after ABSORB will be based on your new convoy total (and therefore cheaper to create). However, no additional benefit is gained. Split Convoy Into Two Convoys SPLIT (SP) Format: SPLIT Example: SPLIT This is the converse of the ABSORB order. The convoy which issues SPLIT is divided in two as evenly as possible, using the rules defined below. The cost of using this order is the same as the cost of creating a new convoy with the CREATE order, and is therefore based on how many convoys you have in existence at the moment. In order to issue this order, the convoy must have two or more of at least one type of vehicle. A land convoy with one truck, one car and one bike could not use SPLIT, whereas a convoy with two cars and nothing else could use the order. A friendly city is not requiredÑconvoys can split themselves in any location. Of the two convoys created, one retains the number and name of the original. This convoy is the ÒprimaryÓ while the other is the ÒsecondaryÓ convoy. Each of these two receives exactly half of all vehicles, troops and goods carried by the original, with any extra leftovers going to the primary convoy. All experts also go to the primary convoy. The morale and training levels of the primary and secondary convoys are equal to 75% of the original convoyÕs levels in those two statistics. Their health is the same as the original convoyÕs. This order is useful whenever you find that two smaller convoys might be more valuable than one large one. In addition, it can be used to create a new convoy in an area where you have no cities (such as behind an opponentÕs lines). Build a Road PAVE (PV) Format: PAVE direction Example: PAVE NW Note that the abbreviation for this order is PV, not PA, which is used by the PAUSE order. This is an infrequently used order, but can be useful for designing the most efficient trading routes possible. Issue this order along with a direction to build the road (from the current hex). You must control both the current and destination hexes or this order will be cancelled. Paving can be done by any convoy which contains at least one truck (obviously, only a land convoy can do this). The cost is $2,500 times the sum of the parts multiplier of the two hexes involved (the one the convoy is in at the moment and the one in the destination hex). For example, if the current hex is Desert (a 2.5 multiplier) and the destination is Wilderness (3), the total cost is $5,000 x (2.5+3) = $13,750. This may seem costly, but if you are going to be running a large cargo convoy down the road frequently, the potential savings could be well worth it. You can build a road into any terrain except water. Note that this means you can build onto islands (like the road from Miami to Key West), allowing your land and military convoys to move where it wasnÕt possible to go before. Keep in mind that you must control both the starting and ending hexes, so some means will have to be employed to capture the islands before paving can commence. CLAN ORDERS In addition to your convoysÕ orders, your Clan can issue orders of its own. These orders are formatted similarly, but (generally) affect your entire Clan at once instead of just one convoy. Your Orders Sheet will feature two separate areas in which you will enter Clan orders. The first of these, the ÒPre-TurnÓ orders, consists of five order lines which will be handled before convoy orders. The second set, the ÒPost-TurnÓ orders, has 10 lines and are handled after convoy orders. This gives you the ability to make up to five actions before any convoy movement takes place, then ten more actions afterwards in reaction to this movement. As an example, here is a sample set of pre-turn orders for a hypothetical Clan. Note that the ClanÕs current treasury and stockpiles are listed for easy reference. -------------------------------- PRE-TURN MISCELLANEOUS ORDERS -------------------------------- Money: $43,038 Food: 7883 Fuel: 5181 Parts: 2168 Vaccine: 753 Troops: 186 Rifles: 0 Grenades: 0 Rockets: 0 Claymores: 0 Bombs: 0 1: ________ ________ ________ ________ ________ ________________________________________ 2: ________ ________ ________ ________ ________ ________________________________________ 3: ________ ________ ________ ________ ________ ________________________________________ 4: ________ ________ ________ ________ ________ ________________________________________ 5: ________ ________ ________ ________ ________ ________________________________________ This example shows a typical set of pre-turn orders as they might appear in the later stages of the game (hence the large amounts of supplies being bought). Your convoyÕs moves will follow the pre-turn orders, and post-turn Clan orders follow convoy moves. Post-turn orders are formatted exactly the same as pre-turn orders; the only difference is that they come after convoy actions instead of beforehand. Each order line consists of several blocks where keywords can be written. Notice that each word in the order is written on a separate line. The last, longer line should be used for names, such as those assigned to convoys and Clans. In orders with more than 5 words, such as ERECT orders in which more than four buildings are constructed, this last line can contain the remaining words that donÕt fit in the first 5 slots. Very long orders, such as messages or slogans, can be written with a ÒSee BelowÓ tag in the name area, with the actual message or slogan written in the open space at the bottom of the Orders Sheet. Create New Convoy CREATE (CR) Format: CREATE hex type Òconvoy-nameÓ Example: CREATE 1505 LAND ÒLight BrigadeÓ This is how you make a new convoy. You must specify two things: the hex it will appear in and the type of convoy youÕre creating. The hex must contain a city which you control, and it cannot be a city you conquered on the same turn the CREATE order is issued. You must specify either LAND, SEA, AMPHIBIOUS (abbreviated AMPHIB), MILITARY or AIR for the convoy type. Sea convoys can only be created in coastal hexes (that is, hexes adjacent to either a water or small island hex, but NOT river hexes). Air convoys can only be built in cities containing airports, and military convoys can only be constructed in cities containing armories. If you wish, you can name your convoy in the CREATE order by simply adding a name as a final parameter. Be sure to enclose the name in quotes. Convoys can be built during the pre-turn orders phase, but you cannot move them on the same turn they are created. You can, however, assign vehicles to them, and they can pick up troops or optional weapons. Newly created convoys are automatically considered hidden. For additional details on forming new convoys, see ÒCreating a ConvoyÓ elsewhere in these rules. Buy Vehicles BUY (BU) Format: BUY quantity vehicle-type convoy# Example: BUY 2 BIKES #1 This order is used to purchase a new vehicle or vehicles for a convoy. Simply state the quantity and type of vehicle, and then the convoy to send it to. The convoy does not have to be at a city to receive new vehicles (someone on your staff just drives/sails/flies them to wherever the convoy might be at the momentÑthis is handled automatically). You can buy as many of a given type of vehicle as you like with one order, but if you wish to buy different types, or send them to different convoys, youÕll have to use additional orders. Buy Supplies or Optional Weapons BUY (BU) Format: BUY quantity item Example: BUY 500 FUEL The BUY order is used not only for vehicle purchases, but for normal supplies or optional weapons as well. However, the difference is that with vehicles you MUST specify a convoy# to receive them, while supplies/weapons do not require (and cannot use) this parameter. ThatÕs why the BUY order has been listed twice within this rulebook. To purchase supplies or weapons, just enter a quantity and type. Allowed types are FOOD, FUEL, PARTS, VACCINE, RIFLES, GRENADES, ROCKETS, CLAYMORES, and BOMBS. Do not use this order to acquire troopsÑuse ENLIST, which is explained next. Enlist Troops ENLIST (EN) Format: ENLIST quantity Example: ENLIST 20 This order is used to acquire troops for your convoy. Simply list how many troops you wish to enlist and youÕll try to get that many to join you. When you issue this order youÕll expend money in your attempt to hire troops. Troops usually cost $100 apiece although this can fluctuate. Once youÕve enlisted them, they go into your stockpile area to await pickup by troops or assignment to cities. Assign Troops/Claymores to a City ASSIGN (AS) Format: ASSIGN hex troops claymores Example: ASSIGN 4551 50 5 This is the primary means by which youÕll defend cities. It assigns troops directly to a city as guardians, and optionally adds claymore mines as bonus defenses. The first parameter you list is the hex containing the city you wish to assign troops to. The second is the number of troops to send to the city in that hex. The third is the amount of claymore mines to send (if you are sending none, simply leave this parameter blank). Note that you must have troops and/or claymores in your stockpiles in order to assign them (this order does not buy them automatically if you run out). The maximum number of troops you can have in a city is based on the current fortification level at that city. (To put more troops there, increase the fortifications using the order listed hereafter.) The maximum number of claymore mines is one-tenth this amount. To deassign troops or claymores, use negative numbers. For example, ASSIGN 4551 -50 -5 would withdraw 50 troops and 5 claymores from the city in hex 4551, putting them into your stockpiles for immediate re-use elsewhere. Fortify City FORTIFY (FO) Format: FORTIFY hex troops claymores Example: FORTIFY 3219 10 2 This order can do two things at once: fortify a city, and assign troops/claymores to guard it. Issuing a FORTIFY order will increase the fortifications one level, i.e. from Outpost to Station, from Station to Base, and so forth. You can only fortify a given city one level per turn! If you like, you can also assign troops or claymores to the city by listing the amount as part of this order (see the example). This saves you the trouble of following each FORTIFY order with an ASSIGN order. You are not required to assign any troops or claymores, and if you didnÕt, you could just leave the second and third parameters blank. Erect a Building in a City ERECT (ER) Format: ERECT hex buildings Example: ERECT 2914 AIR ARM STO This order allows you to construct buildings in a city you own. You cannot erect a building in a city you just conquered on the current turn. All building types cost $10,000 each. A city can hold only one building of each type. You can list up to 6 buildings for each ERECT order. Each building will be erected in the sequence listed, until you run out of building requests or money (whichever comes first). In the example given above, if your Clan had only $24,000, you would successfully erect the Airport and Armory but would not be able to afford the Stockyard. Note that you need only list the first three letters of each building you erect. The game computer will recognize three-letter abbreviations. Defend a Hex DEFEND (DE) Format: DEFEND hex# [hex#...] DEFEND troops hex# [hex#...] Examples: DEFEND 0415 DEFEND 0416 0615 12** **** DEFEND 10 0417 **14 This order increases the defense level of one or more hexes by strengthening the inhabitants. Basically, you are training the population to be better fighters. You donÕt have enough troops to defend an entire hex (which is dozens of miles across), so itÕs more economical to train the natives to do it for you. The DEFEND order can also assign troops to the hex or hexes you list. If the first number after the DEFEND keyword is a one- or two-digit number, as in the third example above, up to that many troops will be assigned to the hex(es) specified. This amount can be a negative number, which withdraws troops from guard duty. You can increase the defense factor of a hex by only one level per turn, and you cannot defend a hex you conquered on the same turn this order is issued. You must control the hex in order to increase its defense level in this way! You can specify more than one hex to defend with this order. Simply list up to six hexes on the order line, as shown in the second example. The hexes listed can have ÒwildcardsÓ in them if youÕd like to defend a range of hexes. Each Ò*Ó character means Òany digit in this position.Ó For example, Ò051*Ó would indicate any hex which begins with Ò051ÓÑi.e., 0510, 0511, 0512, and so on up to 0519. You can include more than one wildcard, and can put them in any (or all) of the digit positions in a hex number. Ò****Ó would obviously indicate ALL hexes. Remember, though, that if you use a wildcard, you still must obey all the other restrictions of this order (i.e., you must own the hex, you must pay the cost, you can only defend it once per turn, and you must have held it for at least one turn of play). Garrison Troops in a Hex GARRISON (GR) Format: GARRISON troops hex# [hex#...] Examples: GARRISON 10 0417 **14 Note that the abbreviation for this order is GR, not GA, which is used by the GAMBLE order. This order is just like the DEFEND order (above) except that it only assigns troops to the specified hex or hexes; it doesnÕt increase their defense levels as well. Again, the troop total can be negative, withdrawing troops instead of assigning them, and the hex numbers can use wildcards. Sell Supplies or Vehicles SELL (SE) Format: SELL quantity item (convoy#) Examples: SELL 1 BIKE #2 SELL 10 FOOD SELL CONVOY #1 This is the reverse of the BUY order. You can sell either supplies/optional weapons (from your stockpile) or vehicles (from a specific convoy). You cannot sell troopsÑthey are mercenaries, not slaves! You will not be able to make money selling supplies or vehicles, except in certain rare cases. In fact, youÕll usually get only about half what you originally paid for the item youÕre selling. To sell an entire convoy, use the special format shown in the last example. This will sell all the vehicles at once. It will return all troops in the convoy to your ClanÕs headquarters to await reassignment, and all optional weapons held by that convoy will be reused as well (experts will be lost, however). The only time youÕd want to use this order is in times of desperation. Transfer Resources or Vehicles GIVE (GI) Format: GIVE quantity item sender# recipient# Example: GIVE 3 CARS #3 #1 This order allows one convoy to transfer something to another of your convoys. Both convoys must be in the same hex when the order is issued (this requires careful planning). RememberÑthis is a Clan order, not a Convoy order! This order can transfer anything, including any type of resources, vehicles, optional weapons, and experts, provided the recipient convoy is allowed to carry what youÕre transferring. (Note that you cannot transfer sea vehicles to landbound convoys or vice versa, nor can you give an expert to a convoy which already has one of that type.) The parameters are the quantity and the type of item to transfer, followed by the convoy# which will be giving the item(s) away, and then the convoy# receiving the item(s). Note that you must enter the convoyÕs number, not its name, so that the computer can locate it correctly. In the example shown above, 3 cars are being given from convoy #3 to convoy #1. You can transfer Expert Clansmen using this order, but you must specify the type of expert to be moved. Remember, a convoy can have only one of a given type of expert, so trying to transfer a second one to a convoy will fail. You cannot transfer items to a convoy that you do not own. Otherwise, players could give all their vehicles to one of their friends, ensuring an unfair victory. Special Option: If you wish to transfer all the experts from one convoy to another, use the special format GIVE ALL EXPERTS. For example, ÒGIVE ALL EXPERTS 2 5Ó would give all the experts in convoy #2 to convoy #5. If convoy #5 already had one or more of the experts in convoy #2, those experts would not be transferred. This special format is available only for expert transfers; you cannot GIVE ALL TROOPS, for example. Build a Custom Structure BUILD (BL) Format: BUILD hex structure-name Example: BUILD 1711 FARM Note that the abbreviation for this order is BL, not BU, which is used by the BUY order. A custom structure is one which produces a specific amount of supplies, as described in the relevant section of these rules. Once the structure has been built, it provides these resources to whoever owns the hex, and cannot be destroyed later. Special structures and custom structures are not the sameÑa hex could have one type or the other, none, or both, and the presence of one does not affect the other in any way. All custom structures cost $10,000 and provide about $3,000 worth of supplies to you Clan, starting on the turn after they are built. It usually takes 3-4 turns to begin making money on the deal. Train Agents TRAIN (TR) Format: TRAIN amount Example: TRAIN 3 Agents are individuals who operate independently from your convoys. Each agent can be ordered to any hex on the map each turn, and will report any data he can about that hex. Space will be provided on your orders sheet to specify which hex each agent should check. To buy one or more agents, issue this order. The first agent costs $1,000, and each additional one costs double that amount, e.g., $2,000 for the second, and $4,000 for the next. Set Vigilance Level VIGILANCE (VI) Format: VIGILANCE percentage Example: VI 50 This order can be abbreviated ÒVIÓ as in the above example. Normally, when you conquer a city, from 6-10 of the troops in the attacking convoy are placed in the garrison automatically (assuming that many troops survived). The VIGILANCE order modifies this procedure by allowing a player-specified percentage of a cityÕs maximum capacity to be left in the city. This percentage can be as high as 50% (a city cannot receive more than half its maximum troop capacity on the same turn it is captured). A convoy cannot utilize the VI setting unless it possesses an Expert Politician. As an example, if a convoy with 200 troops attacks a city with a Station (which can hold 100 troops) and wins the battle, losing 160 troops in the process, all 40 remaining troops will go to the cityÕs garrison if the playerÕs VI has been set to at least 40%. Note that individual convoys do not have their own separate Vigilance settingsÑevery convoy in your Clan will use your ClanÕs global setting. Conduct Espionage ESPIONAGE (ES) Format: ESPIONAGE clan# desired-info Example: ES 455 CITIES HEXES This order can be abbreviated ES. This order is used to gain information about another Clan. You cannot issue the ESPIONAGE order until at least turn 5 of the game. To use the ES order, specify first a Clan# to spy on and then one or more pieces of information you wish to learn. The information your spies can gather are shown on the following chart. The costs shown are multiplied by the popularity of the target Clan to determine the price of the information. Keyword Cost Explanation OWNER 25 Shows information on the player running the Clan: name, address, phone# if activated, etc. ALLIES 50 Lists all Clans the player has marked as his allies with the ALLY order ENEMIES 50 Lists all Clans the player has banned with the BAN order INCOME 50 Displays an estimation of how much income the Clan earns each turn HEXES 100 Lists hexes currently owned, but no other information on those hexes CITIES 150 Lists cities currently owned, but no other information on those cities CONVOYS 200 Displays the location, type and vehicle content (but not troops, goods or experts) of all convoys owned and operated by the Clan As an example, imagine a player issuing the order ÒESPIONAGE 405 OWNER INCOME ENEMIESÓ. If Clan #405 has a popularity of 110 points at the time this order is issued, the cost would be 110x(25+50+50)=$13,750. The best time to use this order is early in the game when player popularity is low. Many players also use it in order to pass information along to their allies, especially in a close war where every little bit counts. Convert a Convoy to Another Type CONVERT (CO) Format: CONVERT convoy# convoy-type [new-name] EXAMPLE: CONVERT 3 AMPHIB This order is available for the special purpose of turning one convoy into another type without having to create a new one from scratch. It is generally used as a utility order to save time and money. The order first sells all the vehicles from the specified convoy as though the SELL order had been used for this purpose. A new vehicle (of the fast scout class) is then purchased to start the new convoy of the specified type. All experts are transferred automatically, and all troops go back to the stockpiles for later reassignment. All goods are lost (as though DUMP had been used) when the conversion takes place. The new convoy retains the number and name of the original, although you can include a new name if you wish as the last parameter for this order. For example, if the order ÒCONVERT 3 AMPHIBÓ is issued, and convoy #3 contains 5 cars and 10 bikes, all those vehicles would be sold for approximately half their value, and a single skimmer would be bought as the starting point of the amphibious convoy. This order cannot be used unless your convoy is located in a city you own. Convoys cannot be converted to sea types unless they are located in a coastal or small island (not river) hex. Convoys cannot be converted into air convoys unless they are in a city which has an airport. Convoys cannot be converted into military convoys unless they are in a city which has an armory. This order is rarely used, but can have its advantages in some situations. For example, a player who begins on a large island like Cuba or Ireland and has a land convoy there might later wish to convert it to an amphibious convoy in order to move it across the ocean. Using a CONVERT order would save several SELL orders, the cost of a CREATE order, and the time it would take to transfer any experts from the land convoy to the amphibious convoy. Sabotage a City SABOTAGE (SA) Format: SABOTAGE hex# Example: SABOTAGE 1432 In order for this to have any chance of success, you must first secrete an Expert Spy in the city you wish to sabotage. See the description of the SPY Convoy order for more details. You have little control over what actually happens when this order is used. The Spy will create disruption and mayhem wherever possible. There are quite a few possible results, ranging from explosions that kill population or troops (or both), generation of inaccurate spotting reports for the cityÕs owner, destruction of some or all of the cityÕs income production, the burning of a random building, and so on. In some cases the spy can even steal money or supplies and get them into your treasury by some clandestine means. Sometimes the spy fails to accomplish anything. Note that if sabotage occurs, it is often (but not always) obvious to the city owner that a spy is at work. For example, if a city suddenly doesnÕt produce money one turn, or has a surprise explosion that kills 7,500 people, only a spy could do this. Inaccurate spotting reports are somewhat harder to detect, however. Even if your sabotage is detected, though, the player will have no chance of learning who is doing the sabotage unless a counterspy is present. If you attempt sabotage against a city which has a counterspy (a spy owned by the cityÕs owner), there is a base 10% chance that the counterspy will locate your spy and eliminate him. This chance increases by 10% every time another sabotage is attempted until the spy is caught. When a spy is eliminated, the spyÕs owner will be always be discovered by the counterspy. Gamble at a Casino GAMBLE (GA) Format: GAMBLE hex# Example: GAMBLE 1424 If you control a hex with a Casino special structure, you might wish to take advantage of this by gambling there. You can gamble only once at any given casino per turn, so if you own several casinos, you could gamble once at each one. Gambling costs $10,000. There are several possible results, all of them listed below, along with the chance they might happen. 1% Jackpot! You win ten times your initial investment, or $100,000! 4% Big winner! You win five times your investment, or $50,000! 25% Winner! You double your money, returning $20,000! 40% Average. You break even. 25% Loser. Your $10,000 is lost. 4% Big loser. You lose your investment and another $10,000 trying to win it back. 1% Cheated! The casino cheats you out of your investment and another $20,000 you spend trying to win it back. You quickly learn youÕve been cheated, but by the time you do, the casino owner has taken his money and fled. The casino disappears from the map permanently! Unlike todayÕs world, the odds are in your favor at one of these casinos. The amount of money you can win over the course of the game, assuming average distribution, is more than youÕll lose. However, you have to expend an order line to gamble, and you might not have one you can spare. GAMBLE orders should have a low priority for your Clan. Request Additional Orders ORDER (OR) Format: ORDER pre-turn-orders post-turn-orders Example: ORDER 4 6 This order allows you to buy more pre-turn and/or post-turn Clan orders for use next turn. They are not available on the turn you buy them! ORDER can be used just once per turn, regardless of how many orders you buy. Each new order costs $7,500. This price does not change like the price of other commodities will. Generally you will not start using this order until late in the game when you control many cities and hexes and want to be able to defend them properly. The maximum number of new orders you can purchase is 10. This can be split up between pre-turn and post-turn Clan orders in any way you choose. For example, you could buy 10 pre-turn orders, 5 pre-turn and 5 post-turn orders, 1 pre-turn and 9 post-turn orders, or any other combination. (In the example above, you would buy 4 pre-turn orders and 6 post-turn orders.) The new order lines will appear on your Orders Sheet for use when preparing your next turn. Request a Random Event EVENT (EV) Format: EVENT Example: EVENT Each turn you have a 50% chance of receiving a random event. These can have various effects, both good and bad, though the majority are good (or at least neutral). If you want to guarantee receiving an event, issue the EVENT order. There are no parameters and it costs nothing, except an order line. Ally With Another Clan ALLY (AL) Format: ALLY Clan# Example: ALLY 392 When you issue this order, you tell the game computer that you are friends with a particular Clan and donÕt want to attack them. If you enter a hex containing one of their convoys, you wonÕt attack it. If they control the hex, you wonÕt try to take it over. And, if you issue an ATTACK order against a city under their control, that order will not be processed! Other orders, like PLANT or SABOTAGE, will still function normally. You can ally with any number of Clans at once, although this may be foolish (you wonÕt be able to expand very easily). If you later decide to sever an alliance with a Clan, reissue the same order you used the first time. Being allied with another player does not allow you to get around certain other rules limitations, or issue orders for their units. For example, you cannot utilize a special structure in a hex they own, or issue a FORTIFY order for one of their cities. However, as long as they have not used the BAN order on you (below), you can use their cities to pick up troops, hire experts, and so on, just as you would from any other friendly city. Note: If youÕre allied with a Clan, they will not necessarily be allied with YOU. If not, this means that they could attack you with impunity. You wonÕt be able to know who is your ally and who is not without using the appropriate ESPIONAGE order, so take care when choosing your friends! Prevent a Clan From Using Your Cities BAN (BA) Format: BAN Clan# Example: BAN 133 This order is the converse of ALLY. The Clan you specify is automatically banned from your cities, meaning they cannot pick up troops, hire experts, collect or drop off cargo, or otherwise utilize a city you own in any way. (Of course, they could attack the city and take it over!) To remove a ban on a Clan, reissue the same order again. You can have any number of bans in place at a time. You can (if you want to) ban a Clan you have allied with. There is a special form of this order for you really antisocial types: BAN ALL. This will ban every Clan in the game, regardless of whether or not they are currently banned (or allied with you). There is no reverse of this order; if you wish to Òun-banÓ any Clans later, you will have to issue BAN orders for them individually. Note: It is not generally wise to do this, as it tends to make enemies out of potential friends. Send an Anonymous Message MESSAGE (ME) Format: MESSAGE destination ÒtextÓ Example: MESSAGE ALL ÒGet off my continent or die!Ó This order can be used to send a message to a Clan, a hex, or to everyone in the game. Specify either a Clan# to send it to, a hex to send it to, or the word ÒALL.Ó Then follow it up with your message, enclosed in quotes. Messages can be up to 100 characters in length. If you send a message to ALL, it will be preceded by a Ò>Ó character to let everyone know it was a public announcement. Messages are always anonymous (that is, no one knows who sent it), unless you use the BROADCAST order (below). Note: The Ò>Ó sign is a special character and cannot be used as part of a message, so no player duplicity is possible. It can appear by itself (as above), and/or as part of a BROADCAST order (see below). You can send only one message to ALL per turn. In addition, the maximum number of messages (of any type) per turn is three. BROADCAST is considered the same as MESSAGE for this purpose. No profanity (or material of possibly profane nature) will be allowed in messages. In addition, you may not make personal attacks on players via the messaging system. If you wish to insult or deride a Clan, go ahead, but do not humiliate a player in this way. Send a Known Message BROADCAST (BR) This is the same as the preceding order except that your Clan# will be attached to the front of the message (followed by a Ò>Ó symbol), indicating the fact that you were the one who sent it. Note: If you see a Ò>Ó symbol, you know itÕs real. For example, a message preceded by Ò588>Ó is guaranteed to have been sent by Clan #588. Name Clan or Convoy NAME (NA) Format: NAME ÒClan-nameÓ or NAME convoy# ÒConvoy-nameÓ Examples: NAME ÒJury RiggersÓ NAME #3 ÒRolling ThunderÓ This changes the name of your Clan, or the convoy specified by a number. You can change your Clan name only up until the third turn of the game, although convoy names can be changed at any time. The maximum length of any such name is 20 characters. DonÕt start a name with the word Òthe.Ó It interferes with the way Clans and convoys are referred to in your results. Turn On Your Phone Number PHONE (PH) Format: PHONE ON/OFF phone# Examples: PHONE ON (513)555-3902 PHONE OFF This order is used to help improve diplomacy. When you run into another Clan during play, you will always be given its playerÕs name and address. However, if that player has also turned on their phone number using this order, youÕll also see their phone number as well. You can then call them, accelerating the diplomatic process tremendously. When specifying your phone number, please use an area code, and the format shown above. You can specify only one phone number, not a secondary or alternate (e.g., your home and work numbers). If your phone number does not fit in this format, such as an international number or one with an extension, put your phone# in your slogan (see below). If you later decide you donÕt want your phone number turned on, deactivate it with PHONE OFF. If your phone number changes during the game, issue this order again with the new number. Specify a Slogan SLOGAN (SL) Format: SLOGAN Òslogan-textÓ Example: SLOGAN ÒWe are prepared to die. Are you?Ó This order allows you to specify a slogan for your Clan. This is usually a humorous comment or further description of your ClanÕs goals. The slogan will be given to any player who meets you, just like your address (and phone number if youÕve turned it on). Slogans can also be used to give further information about yourself, such as how to reach you by electronic mail or fax. You can change the slogan at any time during the game, and it can be a maximum of 100 characters. As with messages, slogans cannot contain profanity, personal attacks, and so on. ADMINISTRATIVE DETAILS STARTING A GAME To join a game of CONTINENTAL CONQUEST, you can send in one of the enclosed Startup Forms. If you donÕt have one, you can use regular notebook paperÑweÕll need your name, address and phone number in order to get you started. You can also call and let us know you want to play, or submit startup requests by electronic mail. For information on how to get in touch with the game moderators, see the enclosed House Rules sheet. Games start every couple of months or so. After we receive your startup request, weÕll send you a postcard letting you know when the game will begin. (This also helps us make sure we recorded your address correctly.) Games are played on any of several different maps (North America, Europe, Oceania, etc.). If you want to be on a specific map (or donÕt want a specific map), let us know with your startup request. You can also ask for a particular region on any map, and weÕll do our best to put you in that area (no guarantees, however). The Europe map can support up to 20 players, and is the most commonly used map. Games on the American map use 15 players, while the Oceania map can only handle 10 (at most). Starting cities vary from game to game, and are widely spaced, so you cannot expect to meet another player for several turns. ACCOUNTING When you sign up for your first game of CONTINENTAL CONQUEST, youÕll be given an account number. This number doubles as a player identifier and a security code. You MUST write your account# on every turn you send inÑthis tells us it was sent by the actual owner of the Clan, and not somebody else trying to submit a ÒfakeÓ turn. (If you feel your account# might have been compromised, just ask for a new one.) Each time you run a turn, funds will be subtracted from your account (see the enclosed House Rules sheet for current turn fees). Other fees, such as those deducted for fax or express mail services, are also drawn from this account. If your account goes negative, we wonÕt be able to process your turn! FINISHING THE GAME Victory conditions are based on popularity pointsÑthe first player to reach a certain amount of popularity wins. However, there is more to it than that. You not only have to reach this level, you also have to hold onto it for a full game turn, giving everyone else a chance to take away your hexes and cities and deny you the victory. For example, if your game requires a level of 500 popularity to win, and you exceed this amount on the 20th turn of the game, you must hold onto 500 (or more) points until the end of turn #21. If, at the conclusion of that turn, you still have 500 or more points, you win. Note that you will get to run a turn during turn #21, and could increase your lead or recover some of your losses, if any. If two (or more) players exceed the victory level on the same turn, and both (all) of them maintain it for the required one turn delay, the one with the most popularity will win. If there is still a tie, the award for winning the game is divided evenly. AWARDS There is a prize for winning each game of CONTINENTAL CONQUEST, in the form of game credit (not to mention the prestige). This is based on the size and complexity of the game, and varies too widely to put in this rulebook. If you win, the prize will be added to your account to be spent on future games. It cannot be refunded to you, however. It is a credit, not a cash prize. ACKNOWLEDGMENTS CONTINENTAL CONQUEST was developed during the first half of 1992 by a dedicated band of playtesters whose names are far too numerous to mention here. The game would not exist today if not for their efforts. A few specific names deserve attention: Tom Gondolfi, for helping get me started in the play-by-mail industry; Dan OÕConnor, for his constant complaints about the rules; and Gary Fitzpatrick, Jim Jongkind, Brian Tobolski, Gene Darr, and many others for their detailed comments and suggestion on this version of CONTINENTAL CONQUEST. Thanks, everyone! ÑBruce H. Graw CHARTS and TABLES Land Convoys VehicleClassCostDamageHit PointsCargoTroopsFuelSizeTruckLarge Assault$40,0008d6+41501220718BusLarge Troop$25,0004d6+175516510VanMedium MultiPrp$15,0003d6+2503735CarSmall Combat$7,5002d6+1301323BikeFast Scout$2,5001d3100111Sea ConvoysVehicleClassCostDamageHit PointsCargoTroopsFuelSizeWarshipLarge Assault$100,00010d15+832032241518YachtLarge Troop$40,0004d9+4100820710GunboatMedium MultiPrp$25,0005d6+26041045MotorboatSmall Combat$10,0002d6+2301423JetskiFast Scout$2,5001d3100111Amphibious ConvoysVehicleClassCostDamageHit PointsCargoTroopsFuelSizeHydrofoilLarge Assault$90,0009d13+825024282118ATVLarge Troop$75,0008d9+412010251610GEVHovercraft$40,0007d7+28051295HovercraftSmall Combat$15,0003d6+3402543SkimmerFast Scout$5,0001d5+1200221Military ConvoysVehicleClassCostDamageHit PointsCargoTroopsFuelSizeTankLarge Assault$100,00010d15+20300432018APCLarge Troop$80,0007d12+161758281310LAVMedium MultiPrp$50,0006d9+12150 6995HummerSmall Combat$20,0004d6+5753453JeepFast Scout$10,0002d3+6351231Air ConvoysVehicleClassCostDamageHit PointsCargoTroopsFuelSizeFighterLarge Assault$100,00010d12+5200001518JetLarge Troop$75,0006d10+1312520121110Piper CubMedium MultiPrp$25,0003d8+2506475BiplaneSmall Combat$12,5002d6+2301133UltralightFast Scout$5,0001d6150011 Terrain Types Plains Agricultural Forest Desert Mountains Swamp Wilderness Jungle Barren Metropolis Water Islands Sea Lane Road River Terrain Summary $$FoodFuelPartsVac-cineFuel CostParts CostPlains0-110-1350-5910-1201.01.0Agro0-140-430001.01.5Forest0-120-23004-51.252.0Desert1-20150-159001.252.5Mountains4-500002.02.5Swamp0-10150-15902-31.53.0Wilderness1-210-1350-593.03.0Jungle0-10008-92.53.5Barren0-110-130005.04.0Metropolis0-10020-2200.51.0Water0-100001.01.0Islands2-320-230001.51.5Road+4-6**River+8-10** Dollar values are in thousands.Hex Defense LevelsDef. LevelLevelNameCost toIncreaseTroops to Conquer1Pathetic$1001-42Wimpy$2002-53Mediocre$3003-74Average$4004-95Disciplined$5005-116Tenacious$7506-147Solid$1,0007-178Rugged$1,5008-209Powerful$2,00010-2410MightyN/A12-30 Hexes can also be assigned troops as defenses. A hex can have no more troops than its defense level. Each defending troop requires an additional 2-4 enemy troops (3-5 in Mountains, Swamps, Wilderness or Jungle) to conquer the hex. Custom Structure List StructureTerrainProductionApprox. ValueDerrickIsland or Desert120 fuel$3,000FarmAgricultural30 food$3,000ShopMountains15 spare parts$3,000LabForest or Jungle6 vaccine$3,000CampPlains or Wilderness30 troops$3,000GarrisonMetropolis10 troops, 10 spare parts$3,000RefugeSwamp10 troops, 10 food, and 4 vaccine$4,000City Fortification Levels Fort. LevelLevelNameCombat ValueTroop CapacityCost to Raise1Outpost0.650$30,0002Station0.7100$50,0003Base0.85150$100,0004Stronghold1.0250$200,0005Fortress1.5500$500,0006Citadel2.01000N/AAgent Training Costs#Cost#Cost#Cost1$1,0004$8,0007$64,0002$2,0005$16,0008$128,0003$4,0006$32,0009$256,000 The costs shown are the amounts you will have to pay to train that agent for your Clan. For example, if you are training your 5th agent, the cost is $16,000. Convoy Creation Costs #Cost#Cost#Cost1$5,0005$60,0009$200,0002$15,0006$85,00010$300,0003$25,0007$115,00011$450,0004$40,0008$150,00012$750,000 The costs shown are the amounts you will have to pay to create that convoy# for your Clan. For example, if you are building convoy #2 (and already have #1), the cost is $15,000.New Convoy VehiclesLand 1 car, 2 bikesSea 1 motorboat, 1 jetskiAmphibious 1 hovercraft, 1 skimmerMilitary 2 jeepsAir 1 ultralight Note that you must have a Armory in your city to build a military convoy, and an Airport to build an air convoy. Espionage Keywords Keyword Cost Explanation OWNER 25 Shows information on the player running the Clan: name, address, phone# if activated, etc. ALLIES 50 Lists all Clans the player has marked as his allies with the ALLY order ENEMIES 50 Lists all Clans the player has banned with the BAN order INCOME 50 Displays an estimation of how much income the Clan will earn on its next turn HEXES 100 Lists hexes currently owned, but no other information on those hexes CITIES 150 Lists cities currently owned, but no other information on those cities CONVOYS 200 Displays the location, type and vehicle content (but not troops, goods or experts) of all convoys owned and operated by the Clan Cost shown is multiplied by the target ClanÕs Popularity level to determine the actual espionage price. Convoy Orders Order Abbr Description ABSORB AB Absorb a specified convoy AID AI Toggle automatic city curing on/off ATTACK AT Attack city BOMB BO Bomb city CAPTURE CA Change to Capture mode CELEBR. CE Declare a celebration to increase morale CURE CU Cure city of the Plague DROPOFF DR Sell cargo in city DUMP DU Throw away cargo EMPTY EM Change to Empty mode FISH FI Fish using hexÕs fishery GUARD GU Guard city hex# hex# Move to specified hex HIRE HI Hire Expert Clansman HUNT HU Hunt for enemy convoys in hex KILLMODE KM Set kill mode to N, V, or T LOOT LO Loot hex N N Move north NE NE Move northeast NW NW Move northwest PATROL PT Patrol hex against enemy encroachment PAUSE PA Move around in current hex PAVE PV Build a road in a specified direction PICKUP PI Pick up available cargo in city PLANT PL Plant Expert Spy in city PRACTICE PR Combat drills; requires Expert Trainer RAZE RA Burn city RECON RE Change to Recon mode S S Move south SCAN SC Requires Expert Scout; gathers info on adjacent hexes SE SE Move southeast SPLIT SP Split into two convoys SW SW Move southwest Clan Orders ALLYclan#Declare alliance with specified ClanASSIGNcityÕs hex#troop quantity[claymores]Assigns troops to a city and optionally assigns claymores alsoBANclan# or ALLBan a Clan (or ALL Clans) from using your citiesBROAD-CASTdestinationmessage-textSends a non-anonymous message BUILDhex#structure nameBuilds custom structure in specified hexBUYquantityitem type[convoy#]Buys quantity of an item; if buying vehicles, specify convoy#CONVERTconvoy#new convoy type[convoy name]Sells all vehicles and converts convoy type to new typeCREATEcityÕs hex#convoy type[name]Creates a convoy of specified type in specified cityDEFEND[troop quantity]hex listIncreases defense level of listed hexes and optionally assigns troops as well, if specifiedENLISTtroop quantityEnlists troopsERECThex#buildings...Erects up to 6 buildings in specified cityESPIO-NAGEclan#information listSpies on specified clan for one or more pieces of information EVENT(no parameters)Request a random eventFORTIFYcityÕs hex#troop quantity [claymores]Like ASSIGN but also pays to increase fortification levelGAMBLEhex#Gambles at a casino GARRISONtroop quantityhex listLike DEFEND but only assigns troopsGIVEquantityitemsending convoy#receiving convoy#Transfers an amount of an item (or 1 expert) from one convoy to another in the same hexMESSAGEdestinationmessage textSends an anonymous message NAME[convoy#]nameNames convoy if convoy# specified, Clan otherwiseORDERpre-turn orderspost-turn ordersPurchases additional orders for use next turnPHONE[ON/OFF]phone#Sets your phone# and turns it on or offSELLquantityitemSells an amount of an item or an entire convoySLOGANslogan textSets slogan of up to 120 charactersTRAINagent quantityTrains agentsVIGIL-ANCE (VI)percentage (0-50)Sets vigilance level for all convoysCity Spotting & Radio RangesFortificationsSpottingw/TowerRadiow/TowerOutpost13410Station24612Base35814Stronghold461016Fortress571218Citadel681420 City Building List Airport Allows air convoys; +4 to air convoy range Armory Allows military convoys; builds weapons Barracks Improves defense rolls by 10% Battery Help defend against enemy bombing runs Church Improves population growth by 50% Helipad Automatically fills city with defenders Hospital Reduces effect of the Plague Indoc. Center Improves newly built convoys Junkyard Produces one car per turn Marketplace Increases city value and cargo kickbacks Radio Twr Adds 6 to radio range Recruiting Ctr Causes automatic enlistment Shelter Protects population from damage in combat Spotting Twr Adds 2 to spotting range Stockyard Improves maximum city population Hex Special Structure List Armory Produces rifles and grenades Bank Produces money and can be looted each turn Casino Produces money; allows gambling Gas Station Produces fuel Hospital Produces vaccine Military Base Produces fuel, food, parts, vaccine, & troops Parts Store Produces parts Police Station Improves training, provides combat bonuses Racetrack Produces scout vehicle each turn Rec Center Improves morale of convoys by 5-10 points Restaurant Produces food Stadium Worth 4 extra popularity points Training Schl Produces troops University Can be used to HIRE any expert Convoy Expert List Armsmaster Can make rifles and shotguns; increases hit points of convoy by 10% Chemist Reduces fuel consumption by 15%; can find extra supplies of gasoline along roads Doctor Reduces vaccine requirement by 15%; can use AID order Dealer If you run out of food, fuel or parts, automatically buys more as needed Engineer Improves convoy range by 1 hex for land, sea, amphibious, military; 4 for air; also adds two extra movement phases to sea convoys Gourmet Reduces food consumption by 15%; improves results of FISH order; improves morale increases Gunner Improves combat by 10% vs. other convoys; allows use of KILL MODE order Merchant Increases goods carrying capacity by 15%; automatically DROPOFF whenever possible Pilot (Air convoys only) Improves combat by 10% vs. other convoys; add 4 to convoy range Politician Improves troop capacity of convoy by 15%; allows use of VIGILANCE order Priest Doubles the bonus of Politicians, Gourmets, Chemists, Tinkerers, Doctors, and Merchants Scout Automatically loots hexes; enables use of SCAN order Sergeant Adds 10% in combat vs. cities; helps improve training; doubles Police Station bonus Spy Can use PLANT order for spy or counterspy purposes Tinkerer Reduces parts consumption by 15%; doubles vehicle scrapping value Trainer Raises training level of convoy each turn; allow use of PRACTICE order Continental Conquest Ñ Ñ Revision 5.0: