Now we can make our first moves on the FRIEDRICH board. You will notice that the most important thing is that you are able to count to three ...
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(1) Generals and supply trains are the two types of playing pieces in the game. Pieces move from city to city along roads. Generals can move three cities a turn, supply trains two. Both can move one additional city by moving along main roads.
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(2) Generals can conquer objective cities by moving through them, unless there is an enemy general within three cities, in which case the city is defended. A defending general can be driven off by a successful attack from an adjacent city.
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(3) Each country has a hand of tactical cards, which is kept secret from the other players in the game. At the start of its turn, a country draws additional cards, the number of which varies per country and which can change over the course of the game. Tactical cards can be used to buy armies or to add to the strength of armies in combat.
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(4) The board is divided into squares, each of which is marked with a suit. In combat within that square, only tactical cards of that suit can be played to add to the strengths of the armies. Players must constantly adjust the locations of their armies to take into account the continually changing cards in their hands.
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(5) In combat, players take turns playing tactical cards to add to the strengths of their armies, which is denoted as a secret number on their army sheet. When one side runs out of cards or decides to give up, the weaker side loses armies equal to the difference in strength between the two sides and must retreat the same number of cities.
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(6) Supply trains are needed to keep generals in supply outside of their home country. If a general outside its home country is not within six cities of a supply train, it has one turn to get back into supply or be eliminated. Supply trains are eliminated if an enemy general moves onto them.
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(7) Every turn after the sixth, a Card of Fate is drawn. Each card is unique and describes an event that affects the game. Some are minor; others are major: there are cards that will knock France, Sweden, and Russia out of the war.
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(8)The game ends either when an Allied country has conquered all of its objective cities or when the cards of fate have been drawn that knock France, Sweden, and Russia out of the war; if the latter, Prussia has survived the war and wins the game.
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