The Battleline/Avalon Hill rules are notoriously unclear on many points. This document contains suggestions on how to interpret these rules.
The main body of this work draws on the clarifications and interpretations made
by the playing community when using the nJudge. Main contributor was Bruce
Duewer, with some minor additions by Sergio Lidsell and others.
Suggested optional rules have been added at the
end of this document.
Movement rules
The rules for moves, retreats, standoffs and dislodgement follow the
Diplomacy or Judge rules where the Machiavelli rules are unclear.
As movement is simultaneous a dislodged unit may still cut support or cause a standoff in any province except the one the attacker came from.
Because attackers may never "switch provinces". Ex: (A) A Tyr M
Mil, (A) A Trt S A Tyr M Mil, (A) A Aus M Tyr thus (I) A Mil M Tyr will not
cause a bounce, while (I) A Com M Tyr will cause a bounce.
Support is always cut if the supporting unit is dislodged or if the
attacker comes from any province except the one support is given into. Ex:
(A) A Trt M Mil, (A) A Tyr S A Trt M Mil thus (I) A Mil M Tyr will not cut
support, while (I) A Com M Tyr will cut the support.
If you attack an empty province with two different attacks the stronger
force will succeed. As long as the province is unoccupied by any of your
units normal attack rules apply and not the "self-dislodgement"
rules. So do not expect a bounce in this case. Ex: (A) A Tyr M Mil,
(A) A Trt S A Tyr M Mil, (A) A Carin M Mil and (-) Mil. In this case there
will be no bounce but the Tyr unit will move to Milan and not the Carin
unit.
You may never cut your own support by a "self-attack".
Units convoyed by different routes may "switch provinces".
Ex: (P) A Anc M LAS M Dal, (V) A Dal M UAS M Anc will succeed. (This is
an exception to the "no-switch rule".)
Alternate convoy routes are not allowed as any intermediate province must
be specified. Ex: A2 (in Anc)-Dal, F1(in UAS) T-A2, F2 (in LAS) T-A2 must
be specified as A2-UAS-Dal.
Dual/alternate movement orders cannot be issued. See point 6 above.
Convoyed units cannot cut support unless they dislodge the
supporting unit.
Support cutting determination
The judge determines how support gets cut in the following manner:
All non-convoyed supports are resolved.
Units convoyed by fleets that still may be dislodged are flagged
"maybe no convoy".
Convoyed units not flagged with "maybe no convoy" cut support in
their destination provinces.
Units convoyed by dislodged fleets are flagged "no convoy".
Any units still being flagged "maybe no convoy" cut support in
the destination province.
Retreats
Multistrength units are treated as one (1) strength point units for retreat
purposes.
Rebellion units can not and do not support retreats.
Automatic disband determination
If a player does not remove a unit it cannot maintain the judge will
automatically disband a unit (usually the oldest built) not in a city/supply
center province.
Venice rules
These clarifications were agreed upon by the "machfix" group (the
Machiavelli Rules Clarifications Committee, MARC ;-)
Only one unit may be in Venice at any time. Thus if there is a garrison there cannot be a fleet or an army or vice versa.
This will also affect attacks and conversions as outlined in 3-9 below.
In Venice you are not allowed to disband a unit of one type and build one of a different type.
An army or fleet unit in Venice is always unable to retreat into the city in case of losing a combat (the loser will be eliminated
as an attacker can only come from the lagoon).
An army or fleet unit in Venice that is attacked by a unit of greater
strength will be eliminated even if the unit attempted to convert to garrison (as no retreats are available). The attacker
will gain Venice. If the attack is of equal or lesser strength, the conversion will
succeed and the attacker will bounce.
An attempted conversion to army or fleet by a garrison in Venice will bounce if Venice is attacked.
This is regardless of strengths.
A garrison in Venice can never be besieged (as there can only be one unit there).
No rebellion may be placed in Venice if there is a unit in Venice (regardless whether the unit is an army, fleet or garrison).
Only one rebellion unit is placed in Venice, and then always in the city.
A rebellion in Venice can never be besieged by the affected player as the rebelling unit will bounce any of his units (as there can
only be one unit). However, any other player will 'put down' the rebellion and thus be able to move into Venice.
Machiavelli 2. Notice that, as Venice is a sea area with a city, no
army units may be built, exist or enter into Venice.
Sieges
In the following cases the siege lapses and the besieging unit is free to
issue other orders in what would be the second campaign of the siege (that is -
need not issue hold, lift siege or 2nd besiege order):
If the garrison is eliminated (whatever the cause).
If the garrison is disbanded by a bribe or the owning player. (Do note
that if the bribe fails you are stuck with a hold order.)
Self-sieges
As bribes are processed before moves you may issue a besiege order on your
own garrison, but, if the garrison remains yours, the order will automatically
be changed to 'hold'. Should a similar situation occur as a result of bribes the
besieging unit will automatically have its orders automatically changed to 'lift
siege'.
Conversion of a besieged unit
In the 2nd season of a siege an unsupported besieged garrison cannot convert regardless
of unit strength. (Do notice that the 1995 2nd edition rules treat conversions as attacks,
and thus a stronger unit always succeeds.)
Rebellion rules
These clarifications were agreed upon by the "machfix" group.
Also see the section on Venice above.
Control is not affected.
Rebellions are always directed against the player
controlling the province as they can never be placed in a garrisoned city,
even if the garrison later on leaves or is eliminated.
Rebellion units are placed in both the province and, if
it's ungarrisoned, any fortified city or fortress (if in use) present in the affected
province.
Movement, conversions, retreats and builds
a) Movement into a rebelling province is not restricted.
b) The player who the rebellion is directed against can not retreat
into a rebelling city.
c) The player who the rebellion is directed against can not convert
into a rebelling city.
d) Conversion from garrison to a/f is allowed into a rebelling province.
Note that besieged units can not convert. (Conversion from a/f to garrison
into a rebelling city is only possible for a player who the rebellion is not
directed against - the rebellion is liberated. This situation can never
exist as it would only be possible if an a/f unit is bought after the
rebellion has occurred, which in itself would immediately liberate any
rebellions in the province and city.)
e) You cannot build new units in rebelling cities or provinces.
f) You may build a garrison in a non-rebelling city even if the containing
province is in rebellion.
Support
a) Any player who the rebellion is not directed against will get one
strength point in support when moving into a rebelling province.
b) Rebels can never give more than one strength point in support even if
there is a rebellion unit in both the city and the province.
c) Support from rebels can never be divided between different players even
if there is a rebellion in both the city and the province.
d) If more than one player attempts to get the rebel support none gets it.
e) A converting garrison not owned by the affected player will get
support from the rebellion unit in the province.(This means that a player in a city may cause a rebellion in the
province to support his own units into the province.)Note that besieged units can not convert.
f) Rebellion units can not and do not support retreats.
Income
a) The controlling player receives no income from rebelling provinces or
rebelling ungarrisoned cities.
b) Garrisoned cities produce income (as rebellions can never be placed in
those).
c) Income is collected for a city within a rebelling province if the city
itself is not in rebellion (even if the garrison was
disbanded/removed/eliminated/bought after the rebellion event).
How rebellions are removed
Notice that removal occurs after the rebels have given any support.
Also notice that cities may not be allowed to retreat/convert into, as
explained in 5b/c above *regardless* of what is said in paragraph 8c/d.
a) The player who the rebellion is directed against must besiege a rebelling
city to "put down" the rebellion.Any rebellion in the province is *also removed* at the completion of
the siege.
b) The player who the rebellion is directed against must "hold"
for one campaign with an army or fleet to "put down" a rebellion
in the province (note that a rebelling city must still be besieged).
c) A player who the rebellion is not directed against will
immediately "liberate" any rebellion upon entering a rebelling
city or province.If there is a
rebellion in both the city and the province proper both rebellions
will be liberated.
d) A player who the rebellion is not directed against will
immediately "liberate" any rebellion if it buys an army or fleet
or garrison in the rebelling province (if the bought unit was owned by the
affected player).
e) Pay for expense B, pacify rebellion. Removes both in city and province.
Province control determination clarifications
If you move away or disband or are eliminated from a province with an
enemy garrison. The power controlling the garrison gains control over the
province as well. (If the garrison is autonomous the province gets autonomous too.)
If both a garrison and an army/fleet in the same province are
simultaneously eliminated, control does not change.
If control is divided because of 2) above, units may not be built in
said province.
Home country control determination clarification
If a power simultaneously loses its only home country and gains a new home country, it
is nevertheless eliminated as the most adverse event takes precedence.
Loans
Loans are repaid oldest first, beginning with the interest. You may not give money to
another player if you are indebted to the bank.
Builds and conversions in multi-coastal provinces
Albeit there are none on the current Machiavelli map, you may have created one in a
scenario. The nJudge currently treats those as below.
All coasts are available for conversion or builds regardless of placement of city or
anchor symbol.
Probable future rules (used at GM's discretion):
Version 1: Fleets may only be built or convert to garrison or vice versa from/to a sea
area containing the anchor symbol. Would both coasts have the anchor then both coasts
would be eligible for builds/conversion.
Version 2: Fleets may only be built or convert to garrison or vice versa from/to a sea
area containing the anchor symbol. Only one anchored coast may exist.
Support from fleets into multi-coastal provinces
As in Diplomacy support is only successful if the fleet giving support can move to the
coast that the supported fleet is on.
Straits rules
As long as there is a fleet in either Messina or Piombino, no hostile fleet can
move, support or convoy between the Gulf of Naples and the Ionian Sea or the
Eastern Thyrrenian Sea and Pisa.
An army unit or garrison in either of these provinces does not control the straits.
If a fleet successfully advances into Piombino or Messina in the same turn as a
hostile fleet attempts to use the straits, the hostile fleet suffers all effects
described in 1) above.
If a garrison successfully converts to a fleet it will block a hostile fleet the
same turn it converted. The hostile fleet will suffer all effects described in 1)
above.
If a fleet moving away is bounced back into Piombino or Messina it will block a
hostile fleet. The hostile fleet will suffer all effects described in 1) above.
If a fleet converts to a garrison it will *not* block a hostile fleet in the same
turn as it converts.
A retreating fleet will suffer all effects described in 1) above. But a fleet *retreating
into* Piombino or Messina, will *not* block other fleets retreating through the
straits (in the same turn).
Adjacency for bribe purposes is not affected by blocking fleets.
Note that in Machiavelli 2 rules 3-4) above are not applicable, as only fleets that
are *already present* in the province (Messina only in this case) affect the straits.
These is a special unit of the elite type. Only one can be owned. It has the
following characteristics:
moves 2 provinces per season
may only move 1 province if convoyed !
has an attack/defense strength of one
cost 9 ducats to buy/maintain
double amount to bribe
maximum of one unit per power
Moves and retreats are resolved as follows:
Success is only calculated for the target province. There is no way to
block the move through the "middle" province in the case of a full
(two province) move.
If the target is occupied the unit will bounce.
If another unit moves to the same target both will bounce.
If a bounce occurs the unit must retreat to the preceding province in the
movement path. That is: if the move was Cav M Mil M Pav M Mon (*bounce*)
then the retreat must be to Pav.
If the preceding province is occupied (regardless if by a holding unit or
if by a unit that just moved there) the retreat must continue to the
starting province. If Pav had been occupied in the example above, then the
Cav would have had to move back to Mil.
If the starting province is occupied (regardless if by a holding unit or
if by a unit that just moved there) then the retreat will continue as per
the standard rules.
Alternate movement rule for Cavalry.
Cavalry can coexist with other units in a province (like a rebellion unit).
Cavalry does not automatically support like rebellion units, but must be ordered
like any other unit. Cavalry can be destroyed like a rebellion unit if it holds
in the province. If it supports another unit in the province, cavalry will be
dislodged if the supported unit is dislodged.
Autonomous A/F units
Holds until dislodged or eliminated.
If forced to retreat: do according to normal rules, butafter
all commited units have retreated. If multiple choices are available it
will retreat to a province with no city, else to a randomly available
province.
Storms at sea
This is an optional disaster table. Occurs
after the fall campaign (or if you wish a meaner version, after builds). A fleet in a sea area struck by a storm
will be sunk and thus eliminated.
Variable province and sea area income
Instead of letting any sea area or province generate a fixed amount of 1
ducat, some provinces or sea areas may generate income between 0 (zero) and 9
ducats.
Forced taxation (plunder)
Double income from a province and/or city. Province/city will immediately
rebel. Place a rebellion unit. (This actually has historical realism.) Order would
be FORCE[PROVINCENAME], and given in the fall turn. Can only be done in the
same province once per year.
Sub-option: order may be given in any season, and power gets the money immediately.
Sub-option2: the province (and city) cannot generate any income, nor be used for builds
the following year even if the rebellion is lifted (more realistic). (In 'judge' play this
would mean no income and builds in the adjustment phase of the same year, while for 'non-judge'
play it would mean no income and builds in the following year.) In this case no player may
force tax/plunder the same province until the 2nd year following.
Province trading
A power may give away control over one province he fully controls to another
power. This is limited to non-home country provinces. Order would be GIVE [PROVINCENAME]
TO [POWERNAME].
This would actually be historically very accurate and a great (?) tool for
diplomacy.
New bribes
For autonomous units
Buy autonomous A/F: 15 ducats.
Convert committed A/F to autonomous A/F: 12 ducats.
Disband autonomous A/F: 9 ducats.
Convert autonomous G to autonomous A/F: 9 ducats.
Convert autonomous A/F to autonomous G: 6 ducats.
Cost 9 ducats to bribe to give a move/advance or convoy order
(retreats can be bribed for too).
Cost 6 ducats to bribe to give support or to besiege.
Cause famine (scorched earth tactics)
A new bribe that puts a famine marker in a province in any season. The marker
is placed during the seasons expenditure phase and removed after all other
seasonal phases have been processed. Thus in fall it will be removed before
adjustments ! Costs 3 ducats.
Sub-option: famine can only be removed by the Famine Relief bribe.
Cause and relieve plague
OK relieve plague may not be too realistic and cause plague a tad powerful as
you may get two units removed when your catapults have thrown that corpse over
the city wall.
Cause plague costs 15 ducats
Plague relief costs 12 ducats.
"Realistic" plague
Sub-option 1: Plague stays put and expands to the adjacent
land provinces (like waves on water) every year.
Sub-option 2: A dice is rolled to determine one 'seed' province and then
another roll is made to determine how many surrounding provinces are affected.
(A one would mean the adjacent provinces, a two the next 'circle' of provinces
and so on.)
Sub-option 3: The usual roll is made to determine the plague affected
provinces, but then another roll is made to determine how many surrounding
provinces are affected.
No limit on assassination bribes
As the header says: you may spend how much you want on an assassination
attempt.