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EU PBeM SEQUENCE OF PLAY

Note that the referee rolls some dice, but the players roll others themselves.

At any time: players send negotiation messages between them.
At appropiate time: Referee reports victory points gained or lost.

A. DIPLOMACY AND ADMINISTRATION

1. Referee reports results of preceding turn inflation, pirates, privateers and natives attacks, revolt extensions, Monarch Phase and Events Phase. Some events may demand exchange of messages.

2. Players report Alliances and trade denials

Every player signing an alliance must report it for the alliance to have an effect.

3. Players report DoWs and respond to trade denials.

DoWs are made simultaneusly. Do not read and incoming player's message before you have sent your own. If two countries reciprocally DoW, the one with highest initiative is supposed to have made first the DoW, and the other does not suffer penalty.

4. Players call allies.

5. Players answer to call of allies and report minor entry in war (players roll dice).

6. Players report diplomacy on minors including reaction preferences and maximum money to be spent in reaction (to referee only), and number of exotic resources exploited.

7. Referee reports results on minors and prices for exotic resources.

8. Players calculate income, take loans, report raising and disbanding of military units (in detail to the referee), including minor reinforcements, redeployment of leaders, result of administrative actions (players roll dice except for competition), and conversion to a new tech. They also report competition attempts, reaction preferences and maximum money to be spent in reaction (to referee only).

9. Referee reports results of competition (both voluntary and mandatory) and adjustment of Technology markers.
Players send orders of first Round. (if bad weather, wait for referee report of die roll).

B. MILITARY PHASE

1. Players indicate (to referee only) type of campaign and ORDERS to their military units.

2. Referee reports results of round, phase-end test and bad weather for next round.

C. END OF TURN

1. Players report looting, privateers attacks, naval return and attrition of sieges and naval units (in detail to referee), stability improvement (due to investment), losses of warships in priority to trade fleets.

2. Players report peace with minors results.

3. Players report Peace negotiations, prosperity and leader placement and redeployment.