y ahora haz lo mismo con la 2ª parte de las reglas: ""If multiple stacks from different enemy powers all want to intercept , resolve the intercept attempts in Impulse Order . Once one power succeeds , no other power may attempt an intercep - tion ( even if that other power is an ally of the intercepting power ) . Interception may not be attempted by naval unit ( s ) in a location that already contains naval units from the active power . The intercepting power rolls two dice and adds the Battle Rating of any naval leader present to the dice sum . A result of 9 or greater indicates success . If successful , the intercepting naval units are placed in the destination space and are oriented vertically . All stacks that successfully inter - cept are combined into a single stack ( and will fight as a combined force in the naval combat in Step 7 below ) . 5 . Conduct Avoid Battle : Enemy naval units in sea zones ( not ports ) may try to avoid battle if both of these conditions are met ( these conditions represent a sea zone entered by the active power in Step 2 in which no intercept occurred in Step 4 ) : • All enemy naval units are oriented normally . • The naval units of the active power are oriented vertically . Resolve avoid battle attempts in Impulse Order . The enemy power attempting to avoid battle designates an adjacent location into which the naval units will try to move . Adjacent ports must be controlled by the power avoiding battle ; adjacent sea zones may not contain units from a power at war with the power avoiding battle . All of this power ’ s naval units in the sea zone must avoid battle together . The power avoiding battle rolls two dice and adds the Battle Rating of any naval leader present to the dice sum . If the modified dice roll is 9 or more , the Avoid Battle Attempt is successful . If successful , the units are placed in the chosen adjacent location . 6 . Rotate Units : After all avoid battle attempts are complete , rotate all units that are oriented vertically to a normal orientation . 7 . Conduct Naval Combat : If naval units of the active power and an enemy power occupy the same sea zone or port , naval combat occurs in that location . The active power resolves the naval combats that result from a Naval Move in any order it desires . If more than one enemy power is present in that sea zone , the active power chooses which one to fight first ( allied enemy stacks are not combined ) ; he must continue fighting enemy naval forces until he either loses a combat ( and retreats ) or has fought each enemy once . Here I Stand24 © 2024 GMT Games , LLC 16.2 Naval Combat Naval combat occurs due to a Naval Move action into a sea zone or port occupied by enemy naval units or because of a successful interception . Each power involved adds up their combat dice and rolls to see how many hits they score . Hits may cause casualties on the opponent . The side with the most hits is the victor . After the combat , one side ’ s units must retreat to an adjacent location . Naval Combat Procedure 1 . Attacker Adds Up Dice : The active player is always considered the attacker in a naval combat . The attacker adds up the number of dice he will roll as follows : • 1 die for each corsair • 2 dice for each naval squadron • 1 die for each Battle Rating point from their highest-rated naval leader in the sea zone or port 2 . Defender Adds Up Dice : The intercepting player or the player with the stack of units that began the Naval Move action in the desti - nation location is always considered the defender in a naval combat . The defender adds up the number of dice he will roll as follows : • 1 die for each corsair • 2 dice for each naval squadron • 1 die for each Battle Rating point of their highest-rated naval leader in the sea zone or port • 1 die for being the defender , but only if this combat is taking place in a port 3 . Attacker Declares Combat Cards : The attacker declares any Combat cards he wants to play as events to affect the combat . 4 . Defender Declares Combat Cards : The defender declares any Combat cards he wants to play as events to affect the combat . 5 . Roll Dice : Both players roll their dice and add up the number of hits they have scored . Each roll of a “ 5 ” or a “ 6 ” is considered to be a hit . 6 . Play Response Cards : If the Ottoman was one of the powers involved in this battle and they have not yet played J anissaries this turn , they may play this Home card to roll extra dice in an attempt to score additional hits . Any power may play the Response card Pro- fessional Rowers to give one side an attempt to score additional hits . 7 . Declare Winner : The side scoring the most hits is declared the winner of the battle . In the case of a tie , the defender is declared the winner . 8 . Take Casualties : Each side eliminates 1 naval squadron for ev - ery 2 hits scored by the opposing side . If hits against the Ottoman power remain after applying hits to naval squadrons , each remaining hit eliminates 1 corsair . Odd hits remaining against the losing side eliminate 1 extra naval squadron ; odd hits remaining against the winner are ignored . If both sides are eliminated , the side that rolled more dice retains 1 unit . If both sides are eliminated and the two sides rolled the same number of dice , the defender retains 1 unit . 9 . One Power Retreats : If the combat occurred in a port , the attacker retreats to a sea zone connected to that port that is free of enemy naval units . ( NOTE : The attacker retreats regardless of whether or not he won the battle . ) If the combat occurred in a sea zone , the loser retreats to an adjacent port under its control ( free of enemy naval units ) or an adjacent sea zone ( also free of enemy naval units ) . If no such location exists , the naval units are eliminated . 10 . Place Units on Turn Track : If one or more naval leaders are present on a side that is completely eliminated , they are placed on the next turn of the Turn Track . All naval units lost in the combat are also placed on the Turn Track . In a future turn , the leader will reenter play and the naval units may be rebuilt ( 8.2 ) . 16.3 Naval Transport If a power has naval units in one or more adjacent sea zones , it may make a special move of lands units across those sea zones . This special move is called “ naval transport ” and is considered to be a special case of the Move Formation In Clear action . Naval Transport Procedure 1 . Spend CPs and Move : The active power must have at least 2 CPs remaining to spend in the current Action Phase . If so , a formation Naval Movement and Combat Example It is the Ottoman impulse . Genoa is a Hapsburg ally . Venice is a Papal ally , but they loaned 1 Venetian fleet to the Haps - burgs during the Diplomacy Phase of this turn . The Ottoman undertakes a Naval Move action . After moving several other naval squadrons into the Aegean Sea , the Ottoman also moves Barbarossa and the 3 naval units in Tunis ( 2 squadrons and 1 corsair ) to the Barbary Coast , as shown above . A Hapsburg naval force consisting of Andrea Doria , a Genoese squadron , and a Hapsburg squadron is in an adjacent sea zone , the Tyrrhenian Sea . The loaned Venetian fleet is also in an adjacent sea zone , the Ionian Sea . Both stacks of Hapsburg naval units attempt to intercept . Each rolls a 7 on two dice . Because of the +2 added to the roll for Doria ’ s Battle Rating , his stack succeeds . The stack without Andrea Doria ’ s modifier does not . Naval combat ensues in the Barbary Coast . The Ottoman rolls 7 dice ( 4 for the two squadrons , 1 for the corsair , 2 for Barbarossa ) . The Hapsburgs roll 6 dice ( 4 for squadrons , 2 for Doria ) . Each side rolls 3 hits . Since the Hapsburgs are the defender , they win the battle . An Ottoman squadron and corsair are eliminated . Barbarossa and the remaining squadron must retreat to an adjacent sea zone or controlled port ( though it doesn ’ t have to be Tunis ) . The Haps - burgs eliminate one of their squadrons ; the other remains with Doria in the Barbary Coast . Wars of the Reformation 1517–155525 © 2024 GMT Games , LLC of 5 or fewer land units ( plus army leaders ) in a port may move to an adjacent sea zone containing naval units controlled by the active power . This move costs 1 CP and is considered to be a Move For - mation in Clear action . Units moving by naval transport may not be intercepted at sea . Other powers may play the Response card Foul Weather to disrupt naval transport . A formation under siege may not be moved by naval transport . 2 . Multi-zone Transport : The active power then continues to move the formation to an adjacent sea zone or port at the cost of 1 CP for each such move . Moves from one sea zone to another are permitted as long as the power has a naval unit in each sea zone and enough CP to get the formation back to a port before the impulse is over . Formations may never end an impulse at sea . You must end a naval transport with one formation before starting another one later in the impulse . 3 . End at Port : Formations end their naval transport by moving to a port adjacent to the last sea zone they entered . That port must conform to the following restrictions : • The port may not contain any enemy naval units . • It must be a space into which the power could move using land movement ( i.e . it can not be a port of a power that the active power is neither allied with nor at war with ) . Treat this movement into the final space as if it were a Move action . Enemy units may intercept , avoid battle , withdraw into fortifications or stay and force a field battle . 4 . Naval Transport and Field Battles : If the active power loses a field battle in the port space at the end of a naval transport , all transported units are eliminated and any army leaders present are captured . 16.4 Piracy If the Ottoman power has corsairs in a sea zone , he may spend 2 CPs on the Initiate Piracy in Sea Zone action and target any power that controls a port space adjacent to that sea zone . The target and any powers at war with the Ottoman roll to see if they can eliminate some of the corsairs . If corsairs remain , they roll for piracy hits , which may result in Ottoman VP , card draws from the targeted power , or removal of naval units . VP earned through Piracy are marked on the Ottoman power card . When earned , these VP increase the Ottoman VP total , but they do not affect the VP total of the targeted power . Piracy Procedure 1 . Declare Piracy : An active Ottoman power declares that the cor - sairs in a sea zone are going to initiate piracy . A major power that controls one or more port spaces connected to that sea zone must be specified as the target for the piracy . The Ottoman does not need to be At War with that power . The Ottoman may only initiate piracy in a given sea zone once per turn ; place a “ Piracy ” marker in this sea zone as a reminder . The Ottoman is also limited to four piracy actions per turn ( one for each “ Piracy ” marker included in the game ) . 2 . Targeted Player Adds Up Dice : The targeted power adds up the number of dice they will roll against the Ottoman . They receive : • 2 dice for each naval squadron of the targeted power in the sea zone where piracy is occurring• 1 die for each naval squadron of the targeted power or another power ( major or minor ) that is at war with the Ottoman in a port or sea zone adjacent to the sea zone where piracy is occurring • 1 die for each fortress controlled by either the targeted power , another power ( major or minor ) at war with the Ottoman , or the Knights of St. John . This fortress must be adjacent to the zone where piracy is occurring and may not be in unrest or under siege . ( NOTE : This die is for fortresses , not fortified spaces , so keys do not give you these extra dice . ) 3 . Roll Dice Against Pirates : If the targeted power receives 1 or more dice , he makes these rolls . Each roll of a “ 5 ” or a “ 6 ” is con - sidered to be a hit . The Ottoman eliminates one corsair for each hit . 4.Ottoman Adds Up Piracy Dice : If one or more corsairs remain in the sea zone after Step 3 , the Ottoman will roll for piracy . The Ottoman has the following base number of dice : • 1 die : if there is only 1 corsair in the sea zone or only 1 port of the targeted power connected to the zone • 2 dice : otherwise The Ottoman then adds the Piracy rating of any naval leader present in the zone ( 1 bonus die for Barbarossa ; 2 bonus dice for Dragut ) . Piracy Example It is the Ottoman impulse . Barbarossa , 2 corsairs , and 1 naval squadron have moved out into the Ionian Sea during an earlier action . The Hapsburgs are at war with the Ottomans ; the Papacy is not . The Ottoman player spends 2 CP for an Initiate Piracy action in this sea zone , targeting the Hapsburg power . The Hapsburg player gets to roll 2 dice against the pirates : 1 for the Knights of St. John in Malta and 1 for the squadron in Messina . The Papal fort at Corfu does not assist since the Papacy is not at war with the Ottoman . The Hapsburgs score 1 hit , eliminating 1 of the corsairs . Having only 1 corsair left , the Ottoman receives 1 base die ( plus 1 die for Barbarossa ’ s Piracy rating ) . Both Ottoman rolls are hits . The Hapsburg player elects to eliminate its naval squadron at Messina and give the Ottoman player 1 piracy VP . The Hapsburg wants to avoid giving the Ottoman a card draw ( which might lead to additional piracy attempts ! ) . Here I Stand26 © 2024 GMT Games , LLC 5 . Roll Piracy Dice : The Ottoman rolls this number of dice . Each roll of a “ 5 ” or a “ 6 ” is considered to be a hit . For each hit scored , the targeted power must choose to do one of the following : a. eliminate a naval squadron that they control in or adjacent to the targeted sea zone b. allow the Ottoman player to draw at random and keep 1 card from his hand ( it can not be played until a future impulse ) c. award the Ottoman player 1 VP for Piracy . The Ottoman player may not be awarded a card draw if no cards are left to be drawn from the target power ’ s hand . Similarly , the Ottoman player may never earn more than 10 VP through piracy in a game . The target power must always try and award one of these three items to the Ottoman for each hit . Picking a choice of no benefit to the Ottoman player is not permitted if another selection is available . If more than one hit is scored on the same piracy action , the target power must divide the hits as equally as possible between valid awards ( i.e. , an award can not be chosen for a second time until all possible awards are granted at least once ) . 17 . UNIT CONSTRUCTION There are five actions which allow powers to construct new units . New units must be constructed in friendly home spaces ( Exceptions : The card Foreign Recruits allows units to be built in a non-home friendly space ; the cards Landsknechts and Swiss Mercenaries allow units to be built in a space already containing a stack of the active power ’ s units ) . Units may never be constructed in a space in unrest . The counters provided with the game for each power are purposely limited to reflect the total manpower of these powers during the period . Units may never be constructed in excess of the counters available . Players may exchange different denominations of counters at this time to facilitate new builds ( Example : If the player has run out of “ 1 ” counters , he could still build in a space containing 3 units by replacing the units with a “ 4 ” counter . ) 17.1 Land Units Land units may be constructed in any friendly home space that is not occupied by enemy units . Regulars : All powers may spend 2 CPs on the Raise Regular Troop action . Add 1 regular unit to the map for each such action taken . Mercenaries : All powers except the Ottoman may spend 1 CP on the Buy Mercenary action . Add 1 mercenary unit to the map for each such action taken . Cavalry : The Ottoman power ( only ) may spend 1 CP on the Raise Cavalry action . Add 1 cavalry unit to the map for each such action taken . 17.2 Naval Units Naval units may be constructed in any friendly home port that is not occupied by enemy units . Naval units lost by any method can not reenter play on the turn in which they were eliminated . When a naval unit is lost , place it on the Turn Track in the box provided for the next game turn . At the start of that turn , return these eliminated naval units to the pool of units available to be constructed by that power . If an event calls for naval units to be added to the map , and the only units available are on the Turn Track , these units are forfeited.Squadrons : All powers except the Protestant may spend 2 CPs on the Build Naval Squadron action . Add 1 naval squadron to the map for each such action taken . Corsairs : If the Barbary Pirates Mandatory Event has occurred , the Ottoman power ( only ) may spend 1 CP on the Build Corsair action . Add 1 corsair to the map for each such action taken . Note that Corsairs may be built in either an Ottoman home port , Algiers , or a port that has been targeted by the event Pirate Haven . Corsairs are the only type of unit the Ottoman power can build at Algiers or at a port targeted by Pirate Haven . 18 . THE REFORMATION The religious struggle started by Luther ’ s 95 Theses in 1517 takes place during the game at the same time as the military campaigning covered in the earlier rule sections . This section presents all the rules governing the religious conflict . Although the Papacy and the Prot- estant power are the key figures in the religious arena , the English and Hapsburg powers both have a vested interest in the outcome . The religious actions that trigger a change in religious status are presented first below . These are followed by detailed instructions on resolving the Reformation attempts , Counter Reformation attempts , and Theological Debates that result from these actions . 18.1 Religious Actions The following eight sections describe the actions that affect the religious status of Europe . The first two items ( Luther ’ s 95 Theses and the Diet of Worms ) occur automatically at the start of Turn 1 to represent Luther ’ s initial attack on the institutions of Catholicism . The remaining six religious actions are initiated through the expen - diture of CP during the action cycle . Luther ’ s 95 Theses The first phase of Turn 1 is always the play of the Mandatory Event card Luther ’ s 95 Theses by the Protestant player . This card always starts the game in the possession of the Protestant player ( and note that cards are not dealt until after the Luther ’ s 95 Theses Phase ) . This event has the following effects : • Luther is added to the Wittenberg space ( Section 8.2 ) • Wittenberg comes under Protestant religious influence ( and the 2 Protestant regulars on Wittenberg in the Electorate display are added to the space , see 21.6 ) • The Protestant power makes 5 Reformation attempts targeting the German language zone . These attempts are resolved as described in Section 18.3 . The Protestant rolls one extra die in each attempt . This Mandatory Event card is then removed from the deck . Luther ’ s 95 Theses is the only Mandatory Event that does not grant the player 2 CPs after the event is resolved . Diet of Worms The fourth phase of Turn 1 is always the Diet of Worms phase . In 1521 , the newly-appointed Holy Roman Emperor Charles V reviewed Luther ’ s teachings in front of this German legislature . In the game , the Diet is played out using the following procedure . Wars of the Reformation 1517–155527 © 2024 GMT Games , LLC Diet of Worms Procedure 1 . Select Commitment Card : The Protestant , Hapsburgs , and Pa - pacy all secretly select one card from their hand to represent their level of commitment to these proceedings . Each of these powers must play a card . The card may not be a Mandatory Event . A power may choose its Home card . Cards with higher CP values represent higher levels of commitment . 2 . Reveal Cards : All chosen cards are simultaneously revealed . 3 . Roll Protestant Dice : The Protestant player adds 4 to the CP value of his card . This total represents the number of dice he now rolls . Each roll of a “ 5 ” or a “ 6 ” is considered to be a hit . 4 . Roll Papal and Hapsburg Dice : The Papal player rolls a number of dice equal to the CP value of his card . The Hapsburg player does the same . Each roll of a “ 5 ” or a “ 6 ” is considered to be a hit . These two powers combine their hits into a Catholic total . 5 . Protestant Victory : If the number of Protestant hits exceeds the number of Catholic hits , the Protestant power flips a number of spaces equal to the number of extra hits he rolled to Protestant influence . All spaces flipped must be in the German language zone . Spaces flipped must be adjacent to another Protestant space ; spaces that were just flipped in this step can be used as the required adjacent Protestant space . 6 . Catholic Victory : If the number of Catholic hits exceeds the number of Protestant hits , the Papacy flips a number of spaces equal to the number of extra hits he rolled to Catholic influence . All spaces flipped must be in the German language zone . Spaces flipped must be adjacent to another Catholic space ; spaces that were just flipped in this step can be used as the required adjacent Catholic space . 7 . Draw : If the number of Protestant and Catholic hits is equal , the Diet is inconclusive . No action is taken . Publishing a Treatise The Protestant power may spend 2 CPs on the Publish Treatise ac - tion . The Protestant power makes 2 Reformation attempts targeting a single language zone . This target language zone must be specified before attempting the first Reformation attempt ( Section 18.3 ) . If Cranmer is on the map , the English power may also undertake the Publish Treatise action , although the cost for the action is 3 CP . Treatises published by the English always target the English language zone . Biblical Translations The Protestant power ( only ) may spend 1 or more CP on the Translate Scripture action . In the game , completion of a translation represents the huge boost the Protestant faiths received for offering biblical texts in worshippers ’ native languages . For each CP spent , advance one marker one space on either the New Testament translation track or the Full Bible translation track on the Protestant power card . Several debaters ( Luther , Melanchthon , Tyndale , Coverdale , Olivetan ) have bonuses that allow the marker to be advanced one additional space without spending a CP if that debater is committed during this im - pulse ( see 18.2 below ) . Only one bonus space can ever be awarded in a single impulse . The appropriate portion of the Protestant power card is shown below for ease of reference . There are three markers on each of these two tracks , one for each of these three language zones : German , English and French . The Protestant may not advance the Full Bible marker in a language zone until the New Testament is complete for that language . When a marker reaches the final space on the track , the translation is complete . The Protestant must advance a marker 6 spaces to complete translation of the New Testament in each language , and 10 spaces to translate the Full Bible in a language . Immediately upon completion of a New Testament translation , the Protestant power may make 6 Reformation attempts , targeting the language zone that matches the language of translation . Immediately upon completion of a Full Bible translation , the Protestant power may make 6 Reformation attempts , targeting the language zone that matches the language of translation and all dice rolled by the Protestant receive a +1 die roll modifier ( i.e . possible results range from 2-7 ) . In addition , the Protestant player earns 1 bonus VP when each Full Bible translation is completed . Once these markers reach a final box , there is no reason to continue to pay CP to advance them ; each translation may only occur once in a given game . Biblical translation section of the Protestant power card Calling Theological Debates Both the Protestant and Papal powers may spend 3 CPs to Call a Theological Debate in one of these three language zones : German , English and French . If all Protestant debaters in a language zone are committed , the Protestant player may not initiate debates in that language zone . Similarly , if all Papal debaters are committed , the Papal player may not initiate debates in any language zone . If none of the Protestant debaters for a language zone have entered the game ( or all of them have been burnt at the stake , excommunicated , or removed from play ) , neither player may call a debate in that zone . Complete rules on how to resolve a theological debate are found in Section 18.5 . This action can be triggered by a card play by the English power if Mary I is ruler of England ( Section 21.3 ) . Certain Event cards also result in the calling of a debate . Building Saint Peter ’ s The Papal power ( only ) may spend 1 or more CP on the Build Saint Peter ’ s action . This action represents spending money on the Papacy ’ s main building project of the time : the refurbishment of St. Peter ’ s Basilica . For each CP spent , advance the “ St . Peter ’ s CP ” marker one space to the right on the Papacy ’ s power card . If the marker reaches the rightmost space , labeled “ +1 CP ( Add 1 VP , Set to 0 ) ” , reset this marker to the “ At Start : 0 CP ” space and move the “ St . Peter ’ s VP ” marker on the line below one space to the right . The Papacy may never earn more than 5 VP from St. Peter ’ s construction in a single game . Burning Books The Papal power may spend 2 CPs on the Burn Books action . The Papal power makes 2 Counter Reformation attempts targeting any Here I Stand28 © 2024 GMT Games , LLC single language zone . This action can also be triggered by a card play by the English power if Mary I is ruler of England ( Section 21.3 ) . Founding a Jesuit University After the Society of Jesus Mandatory Event has been played , the Papal power may spend 3 CPs on the Found Jesuit University action . The Papal power adds a Jesuit university marker to a Catholic space ( that does not yet have such a university ) . The cost of adding a Jesuit university is reduced to 2 CPs if the debater Loyola is committed during this action ( see 18.2 below ) . 18.2 Religious Modifiers The chance of success of a Reformation or Counter Reformation attempt on a space is based on the board position in and adjacent to the target space . The religious affiliation of adjacent spaces is the most important variable , but the presence of reformers , Jesuit uni - versities , and some land units also affects those religious conflicts . Each debater present in the game has a unique special bonus ; many of these bonuses also serve as modifiers to religious activities . Reformers The four Protestant reformers are placed on the map as described in Section 8.2 . Each of these reformers provides a strong positive modifier for the Protestant in Reformation and Counter Reformation attempts nearby ( 2 extra dice in the same space as the reformer , 1 extra die in all adjacent spaces ) . Jesuit University Two Jesuit Universities are placed on the map when the Society of Jesus Mandatory Event is played . After that event has been played , the Papacy may then start adding additional Jesuit universities . Each of these universities provides a strong positive modifier for the Papacy in Reformation and Counter Reformation attempts nearby ( 2 extra dice in the same space as the university , 1 extra die in all adjacent spaces ) . Land Units Land units that have Protestant and Catholic leanings have the same effect as reformers/Jesuit universities on nearby Reformation and Counter Reformation attempts . The sections below describe which armies fall into each religious camp ( note that a few units are unaligned and have no effect on the religious struggle ) . Each stack of land units only modifies a religious attempt once ; there is no cumulative effect for having additional land units ( or army leaders ) in a space . Protestant land units are : • Protestant regulars and mercenaries . • English regulars and mercenaries if either Edward VI or Elizabeth I rules England . Catholic land units are : • Papal regulars and mercenaries . • Hapsburg regulars and mercenaries . • French regulars and mercenaries . • English regulars and mercenaries if Mary I rules England . • Regulars of all four minor powers ( Genoa , Hungary-Bohemia , Scotland and Venice ) . Exception : While Scotland is allied with England , Scottish units are treated the same as English ones . • Independent regulars including the Knights of St. John . Unaligned land units are : • Ottoman regulars and cavalry . • English regulars and mercenaries if Henry VIII rules England . Unaligned land units are ignored in religious conflicts . Debater Bonuses The front ( uncommitted ) side of each debater contains text describing the unique special bonus that this debater provides . If uncommitted , a debater may use his bonus to increase the chance of success of Reformation attempts , Counter Reformation attempts , Theological Debates , and the Council of Trent . These bonuses also can be used to make actions more cost effective . When a debater bonus is used , that debater counter is flipped to the gray , committed side . Debaters also become committed when events requiring their presence are played and when they are involved in theological debates . Debaters are flipped back to the uncommitted side during the Winter Phase . The following restrictions apply to these debater bonuses : Restrictions : • Debaters that were committed earlier in the turn may never use their bonus . • Debater bonuses last for that one Event card play or action only . A bonus may not be applied repeatedly to multiple actions in the same impulse . ( Example : With Loyola ’ s bonus , only one Found Jesuit University action can be discounted to 2 CP . Building two universities in a single impulse would thus cost 5 CP : one at 2 CP and one at the full price of 3 CP ) . • Each power that can undertake religious actions ( England , Prot - estant , and Papacy ) may only use one debater ’ s bonus in a given impulse that applies during Reformation or Counter Reformation attempts or biblical translations . Debaters whose bonuses apply during theological debates always apply their bonus if they enter a debate uncommitted ( i.e . it is not optional ) . Flipping a debater to his committed side to fulfill the requirement for playing an Event card does not count as using a debater bonus in an impulse . ( Example : The Protestant plays the event Katherina Bora which flips Luther to the committed side . The Protestant may commit another debater to get bonus dice on the Reformation attempts generated by this event . ) • Debater bonuses may be used during other power ’ s impulses . Thus , a power might play an event on behalf of the Protestant or Papal player , or the English power may publish a treatise in the English language zone . The English , Protestant , and Papal players may use debater bonuses to improve the effectiveness of such an activity . The decision to allocate debater bonuses is always made by the player initiating the religious action ; note that since England can only publish treatises , the only debaters they can allocate are Cranmer , Latimer , Wishart , and Knox . • A debater who provides “ Bonus CP ” for translation in a language zone may only use their bonus if the Protestant spent one or more CP on translating in that zone this impulse . • Debaters who provide extra Reformation or Counter Reformation attempts during a publish treatise or burn books action ( e.g . Carl - stadt , Cajetan , Caraffa , and Calvin ) must be committed before any of the attempts for that action are made . ( However debaters who provide a bonus die roll for such an action may be committed in the middle of the string of attempts , as long as it is before any dice Wars of the Reformation 1517–155529 © 2024 GMT Games , LLC are rolled for the first attempt in which their bonus die is being applied ) . 18.3 Reformation Attempts The following actions award a player one or more Reformation attempts ( notes in parentheses give the target language zone ( s ) and the number of attempts ) : • Luther ’ s 95 Theses ( German zone , 5 attempts with one extra die in each ) • Publishing a treatise ( zone is chosen by power taking action . 2 attempts normally ) . If Carlstadt ’ s debater bonus is used , make 3 attempts which all must be in German zone . If Calvin ’ s debater bonus is used , make 3 attempts which all must be in French zone . • Finishing a New Testament translation ( Zone determined by language of translation ; 6 attempts ) • Finishing a Bible translation ( Zone determined by language of translation ; 6 attempts with +1 die roll modifier added to each Protestant die ) . A number of Event cards also award Reformation attempts ( target language zone as listed ; number in parentheses is the number of attempts ) : • German language zone : A Mighty Fortress ( 6 ) . • French language zone : Affair of the Placards ( 3 ) , Calvin ’ s In - stitutes ( 5 with +1 die roll modifier added to each Protestant die ) • English language zone : Book of Common Prayer ( 4 ) , Dissolution of the Monasteries ( 3 ) . • All language zones : Marburg Colloquy ( sum of 2 German de - baters ) , Erasmus ( 4 ) , Katherina Bora ( 5 ) , and Printing Press ( 3 with one extra die in each Reformation Attempt for the rest of the turn ) . Many of these events are only playable if a specific debater is still uncommitted . Upon play of an Event card with such a requirement , regardless of which power played it , the appropriate debater is au - tomatically flipped to the committed side . Each Reformation attempt gives the Protestant player ( or English player if this is one of the two attempts from an English Publish Treatise action ) a chance to flip a single space to Protestant reli- gious influence . Resolve each Reformation attempt according to the following procedure . Each space on the map can only be the target for a Reformation attempt once per impulse . If the Protestant ( or English ) power fails to convert a space , they must wait until a future impulse before trying again . Spaces may be chosen for an attempt even if outside the target language zone or outside all lan - guage zones ( though as you will see below the chances of success on such a space are reduced ) . Reformation Attempt Procedure 1 . Pick Target Space : For each attempt , the attempting power picks a target space . This space must be Catholic and either : • Contain a reformer , • Be adjacent to a space under Protestant religious influence ( even if across a pass ) , or • Be a port connected to a sea zone that contains other ports under Protestant religious influence.The chosen space may be in any language zone , but the attempting power will only win ties and receive +1 die roll modifiers ( if appli - cable ) if the space is in the target language zone ( s ) . The event Book of Common Prayer is further restricted to allowing only English home spaces ( which includes Calais ) as targets . 2 . Add Up Reformer Dice : The attempting power adds up the base number of dice to roll : • 1 die for each adjacent space under Protestant religious influence • 1 die for each adjacent reformer • 1 die for each adjacent stack of Protestant land units • 2 dice if reformer in target space • 2 dice if there is a stack of Protestant land units in the target space . The attempting power always rolls at least 1 base die , even if none of the items above applies to the target space ( such as a space that is across a pass from all adjacent Protestant spaces ) . Adjacent spaces , adjacent reformers , or adjacent stacks of units that are either ( a ) across a pass or ( b ) in a space that is in unrest do not provide extra dice . Note : A single unit is considered to be a “ stack ” for the pur - pose of this procedure . 3 . Add Bonus Dice : The attempting power then adds bonus dice to the base dice if any of the following conditions are met : • 1 die if the Printing Press event has been played this turn • 1 die if this is an attempt from the Luther ’ s 95 Theses event • 1 die if an applicable debater bonus applies to this Reformation attempt . The total is the number of dice used in Step 4 . 4 . Roll Dice : The attempting power rolls this many dice . He adds a +1 die roll modifier to each roll if this attempt was generated by Calvin ’ s Institutes or a Full Bible translation and if this attempt is in the target language zone ( s ) . The attempting power remembers the highest single modified roll achieved ; unlike other combats , he does not count the number of hits . 5 . Automatic Success : If the highest modified roll achieved is a 6 or higher and this is a space within the target language zone , this Reformation attempt has succeeded without a Papal challenge . Flip the target space to Protestant religious influence and skip the rest of the steps in this procedure . Otherwise , the Papacy may attempt to stop this attempt . 6 . Add Up Papal Dice : The Papal power adds up how many dice to roll : • 1 die for each adjacent Catholic space • 1 die for each adjacent Jesuit university • 1 die for each adjacent stack of Catholic land units • 2 dice if Jesuit university in space • 2 dice if stack of Catholic land units in space The Papacy always rolls at least 1 die , even if none of the items above applies to the target space . Adjacent spaces , adjacent universities , or adjacent stacks of units that are either ( a ) across a pass or ( b ) in a space that is in unrest do not provide extra dice . 7 . Roll Papal Dice : The Papal power rolls this many dice and re - members the highest single roll achieved . 8 . Determine Result : If the highest single modified Protestant die roll exceeds the highest single Papal die roll , the space is flipped Here I Stand30 © 2024 GMT Games , LLC to the Protestant side . If this is an electorate being converted to the Protestant religion for the first time , place a Protestant regular in as specified in Section 21.6 . If the highest Protestant roll is lower , the attempt fails . Add an unrest marker to the target space if this was an attempt in the German language zone and the Carlstadt debater bonus was used . The Protestant ( or English ) power wins ties within the target language zone ( s ) ; the Papacy wins ties everywhere else . NOTE : When switching spaces to Protestant religious influence , note that there are no control makers for minor powers . Minor power home spaces that become Protestant are marked by placing independent ( gray ) control markers on their white fill side . 18.4 Counter Reformation Attempts The following actions award the Papal player one or more Counter Reformation attempts ( number in parentheses is the number of attempts ) : • Burning books ( 2 normally ; 3 in a single language zone if Cajetan ’ s debater bonus is used ; 3 in any language zone if Caraffa ’ s debater bonus is used ) . • These events cards : Defender of the Faith ( 3 ) , Mary Defies Council ( 3 ) , and Erasmus ( 4 ) . Each Counter Reformation attempt gives the Papal player a chance to flip a single space back to Catholic religious influence . Resolve each attempt according to the following procedure . Each space on the map can only be the target for a Counter Reformation attempt once per impulse . If the Papal player fails to convert a space , he must wait until a future impulse before trying again . Spaces may be chosen for an attempt even if outside the target language zone or outside all language zones ( though as you will see below the chances of success on such a space are reduced ) . Counter Reformation Procedure 1 . Pick Target Space : For each Counter Reformation attempt , the Papal power picks a target space . This space must currently be Protestant and must either : • Contain a Jesuit university , • Be adjacent to a space under Catholic influence ( even if across a pass ) , or • Be a port connected to a sea zone that contains other ports under Catholic religious influence . The chosen space may be in any language zone , but the Papacy will only win ties if Paul III or Julius III is the Papal ruler and the space is in the target language zone ( s ) . 2 . Add Up Catholic Dice : The Catholic player adds up the number of dice to roll : • 1 die for each adjacent Catholic space • 1 die for each adjacent Jesuit university • 1 die for each adjacent stack of Catholic land units • 2 dice if Jesuit university in target space • 2 dice if stack of Catholic units in target space The Papacy always rolls at least 1 die , even if none of the items above applies to the target space . Adjacent spaces , adjacent universities , or adjacent stacks of units that are either ( a ) across a pass or ( b ) in a space that is in unrest do not provide extra dice . NOTE : A single unit is considered to be a “ stack ” for the purpose of this procedure.Reformation Attempt Example It is the Luther ’ s 95 Theses Phase at the beginning of Turn 1 . The Protestant player has already taken his first Reformation attempt and successfully flipped Brandenburg to Protestant influence . As specified in Section 21.6 , this conversion of an electorate allows the Protestant player to take the 1 regular listed for Brandenburg on the Electorate display and place it on the map in this space . The situation is shown below : The Protestant player is unsure which space to target with the next Reformation attempt . He therefore decides to compute the odds against all spaces eligible for a Reformation attempt ( re - member that the Luther ’ s 95 Theses card grants one extra die on each attempt ) : Lubeck : 3 Protestant dice ( 1 die for adjacent space under Prot - estant religious influence , 1 die for adjacent stack of Protestant land units , 1 die for 95 Theses ) vs. 3 Papal dice ( all for adjacent Catholic spaces ) . In German language zone , so Protestant will win a tie . Stettin : 3 Protestant dice ( 1 adjacent space , 1 adjacent stack , 95 Theses ) vs. 1 Papal die ( 1 adjacent space ) . In German language zone , so Protestant will win a tie . Breslau : 6 Protestant dice ( 2 adjacent spaces , 2 adjacent stacks , 1 adjacent Reformer , 95 Theses ) vs. 1 Papal die ( 1 adjacent space ) . Outside German language zone , Papacy wins a tie . Prague : 4 Protestant dice ( 1 adjacent space , 1 adjacent stack , 1 adjacent Reformer , 95 Theses ) vs. 5 Papal dice ( 3 adjacent spaces , 1 stack of Catholic land units in space ) . Outside German language zone , Papacy wins a tie . Leipzig : 4 Protestant dice ( 1 adjacent space , 1 adjacent stack , 1 adjacent Reformer , 95 Theses ) vs. 4 Papal dice ( 3 adjacent spaces , 1 adjacent Catholic stack ) . Protestant wins a tie . Magdeburg : 6 Protestant dice ( 2 adjacent spaces , 2 adjacent stacks , 1 adjacent Reformer , 95 Theses ) vs. 3 Papal dice ( 3 adjacent spaces ) . Protestant wins a tie . Based on the odds , Breslau and Magdeburg look like the best targets . The Protestant chooses Magdeburg since he win a tie there and doesn ’ t have to fear that he will lose automatically as soon as the Papacy rolls a 6 . Wars of the Reformation 1517–155531 © 2024 GMT Games , LLC 3 . Determine Bonus Dice : The Papal player then adds 1 or 2 bonus dice to the base dice if an applicable debater bonus applies to this Counter Reformation attempt . 4 . Roll Papal Dice : The Papal power rolls this many dice . He sub - tracts 1 from each die roll if the event Augsburg Confession was played this turn . The Papal player remembers the highest single roll achieved ; unlike other combats , he does not count the number of hits . 5 . Automatic Success : If the highest modified roll achieved is a 6 , this is a space within the target language zone , and Paul III or Julius III is the current ruler of the Papacy , this Counter Reforma - tion attempt has succeeded without a Protestant challenge . Flip the target space to Catholic religious influence and skip the rest of the steps in this procedure . Otherwise , the Protestant may attempt to stop this attempt . 6 . Adds Up Protestant Dice : The Protestant power adds up how many dice to roll : • 1 die for each adjacent space under Protestant religious influence • 1 die for each adjacent reformer • 1 die for each adjacent stack of Protestant land units • 2 dice if reformer in space • 2 dice if stack of Protestant land units in space The Protestant always rolls at least 1 die , even if none of the items above applies to the target space . Adjacent spaces , adjacent reform - ers , or adjacent stacks of units that are either ( a ) across a pass or ( b ) in a space that is in unrest do not provide extra dice . 7 . Roll Protestant Dice : The Protestant power rolls this many dice and remembers the highest single roll achieved . 8 . Determine Result : If the highest single Papal modified die roll exceeds the highest single Protestant die roll , the space is flipped to the Catholic side . If the highest Papal roll is lower , the attempt fails . The Papacy wins all ties if this is a space within the target language zone and Paul III or Julius III is the Papal ruler ; otherwise the Protestant wins all ties . 9 . Award CP : Award 1 CP toward St. Peter ’ s construction if Tetzel ’ s debater bonus was used in this attempt . 18.5 Theological Debates Calling a Theological Debate is less predictable than using Ref - ormation ( or Counter Reformation ) attempts , but it does offer the following potential benefits : • Victory Points ( VP ) can be earned for burning or disgracing enemy debaters , and • Spaces may be converted to your denomination even if you don ’ t have many positive religious modifiers nearby . Theological Debate Procedure 1 . Specify Language Zone : The attacker specifies the language zone for the debate : German , French or English . 2 . Choosing the Attacker : The power initiating the debate randomly picks an uncommitted debater to serve as the attacker in this debate . The Protestant must select from the pool of uncommitted debaters for that language zone . The Papacy always selects from its full pool of uncommitted debaters , regardless of the language zone where the debate is being held . This debater is placed on the “ Current Debater ” box for this power on the Religious Struggle Card . 3 . Choosing the Defender : The power initiating the debate has two options when choosing who to target with a theological attack . They may either : • choose a random enemy debater from the pool of committed enemy debaters ( of the proper language zone if the target is the Protestant ) , OR • choose a random enemy debater from the pool of uncommitted enemy debaters ( again of the proper language zone if the target is the Protestant ) . The defender chosen is placed on the “ Current Debater ” box for this power . Exception to Steps 2 and 3 : If this debate was called with the Leipzig Debate Home card , the Papal player can either select his own attacker or specify that one Protestant debater is not available to defend during any round of this debate . Likewise , the Protestant player may play Here I Stand at this time to substitute Luther for another debater ( attacking or defending ) , as long as this debate is occurring in Germany . Here I Stand may be used to substitute Luther even if the Papacy already specified that Luther was not available with Leipzig Debate and even if Luther is committed . 4 . Debate Initiator Rolls Dice : The power initiating the debate rolls a number of dice equal to the value of the debater plus 3 . Each roll of a “ 5 ” or a “ 6 ” is considered to be a hit . Exceptions : • The number of dice rolled by a Papal debater initiating a debate is reduced by 1 if the event Augsburg Confession was played this turn . • The debate value of a Papal debater in the English language zone is doubled in this step if Mary I rules England . • If the debater Eck or Gardiner was chosen in Step 2 , their debater bonuses allows one additional attack die in a debate . • A Papal debater rolls additional attack dice if they have initiated a debate from either the event Thomas More or Papal Inquisition . 5 . Debate Defender Rolls Dice : The number of dice rolled by the defending power varies based on whether or not the defender was already committed prior to the debate : • If committed : Debate value of debater plus 1 die • If uncommitted : Debate value of debater plus 2 dice . Each roll of a “ 5 ” or a “ 6 ” is considered to be a hit . 6 . Flip Debaters : Flip these two debaters to their committed side . Also flip a debater that Luther replaced to his committed side . 7 . Compare Dice Rolls : Compare the number of hits for each side . The possible outcomes are : • Equal hits on both sides ; this is the first round of the debate : The debate enters a second round using new debaters . Both players select a second debater at random from among those debaters still uncommitted in this language zone . If no uncommitted debaters remain , the debater is chosen at random from the pool of com - mitted debaters in this zone . The Protestant player may instead commit Bullinger to use his debater bonus at this point ; if so , Bullinger is inserted as the second round debater ( before the ran - dom determination is made ) . The Protestant player also may play Here I Stand at this time to substitute Luther for another debater Here I Stand32 © 2024 GMT Games , LLC as long as this debate is occurring in Germany . After both second round debaters are selected , return to Step 4 . • Equal hits on both sides ; this is the second round of the debate : The debate is inconclusive . The action is over . • One side has more hits : The difference in the hit total is the number of spaces that the winning side may flip to their reli- gious influence . All spaces flipped must be in the language zone in which the debate was held if possible . Once all spaces in the chosen language zone are flipped to the winning denomination , additional hits are then used to flip spaces in any other language zone . Spaces flipped to Protestant influence must be eligible for a Reformation attempt as specified in Step 1 of the Reformation Procedure . Spaces flipped to Catholic influence must be eligible for a Counter Reformation attempt as specified in Step 1 of the Counter Reformation Procedure . The result of the debate may be modified if Aleander or Campeggio was the final Papal debater , as specified by their debater bonus text , assuming they were not committed prior to this round of the debate . 8 . Burn Protestant Debater : If the Papal player won the debate and the difference in the hit total was greater than the debate value of the Protestant debater , that debater is burnt at the stake ! Place him in the Bonus VP box of the Papacy ’ s power card . The Papacy earns VP equal to his debate value . In the unlikely event that the burnt Protestant debater was Luther , Zwingli , Calvin or Cranmer , remove the matching reformer from the map at this time . Note that a burnt debater never affects the status of the Protestant ruler . Thus if Luther or Calvin is burnt while the current ruler of the Protestant power , retain their ruler attributes anyway . It is assumed that an equivalent replacement is found within the ranks of the Protestant movement . 9 . Disgrace Papal Debater : If the Protestant player won the debate and the difference in the hit total was greater than the debate value of the Papal debater , that debater is disgraced ! Place him in the Bonus VP box of the Protestant ’ s power card . The Protestant earns VP equal to his debate value . THEOLOGICAL DEBATE EXAMPLE : It is the Papal impulse on Turn 1 . The only committed debater is Carlstadt , whose debater bonus was used in an earlier Protestant impulse to give the Protes - tant three Reformation attempts for publishing a treatise . The Papal player plays the Leipzig Debate Home card , using that event ’ s special ability to choose his debater ( Eck ) . Eck will roll 7 dice ( 3 for his debate value , plus 3 as attacker , plus 1 more for his debater bonus ) . Since Carlstadt was committed , he will defend with only 2 dice ( 1 for his debate value , plus 1 as a committed defender ) . The odds look grim , so the Protestant player uses Here I Stand to substitute Luther for Carlstadt ( drawing a new card from the deck as specified on that Home card ) . Luther ( previously uncommitted ) , defends with 6 dice ( 4 for his debate value , plus 2 as an uncommitted defender ) . Both sides roll and each scores 2 hits . The debate is inconclusive ; another round of debate is necessary . Both Eck and Luther are now commit - ted . The attacker is now randomly determined from uncommitted Papal debaters ; Aleander is chosen . The defender is also selected at random from the uncommitted Protestant debaters ; Melanchthon is chosen . The Papacy rolls 5 dice ( 2 for Aleander ’ s debate value , plus 3 as attacker ) ; the Protestant rolls 5 dice ( 3 for Melanchthon ’ s debate value , plus 2 as an uncommitted defender ) . The Papacy rolls 1 hit ; the Protestant rolls 2 . The difference in hits is only 1 ; Aleander is not disgraced . However , because of Aleander ’ s debate bonus , the Protestant player flips 2 spaces to Protestant influence ( instead of just 1 ) . Aleander and Melanchthon are now committed . 19 . WINTER The seventh phase of each turn is the Winter Phase , which starts immediately after the last impulse of the Action Rounds . During this phase , all players complete the following actions in this order : • Remove loaned naval squadron markers • Remove the Renegade Leader if in play • Return naval units to the nearest port • Return leaders and units to fortified spaces ( suffering attrition if there is no clear path to such a space ) • Remove major power alliance markers • Add 1 regular to each friendly-controlled capital • Remove all piracy markers • Flip all debaters to their uncommitted ( white ) side , and • Resolve specific Mandatory Events if they have not occurred by their “ due date ” . All actions in the Winter Phase are undertaken by all players si - multaneously . 19.1 Loaned Squadron Markers Remove all Loaned markers from naval squadrons . These fleets will return to a port controlled by their owning power in a following step , not to a port controlled by the power to which they have been on loan . 19.2 Renegade Leader Remove the Renegade Leader if brought into play this turn with the event Charles Bourbon . Land and naval units stacked with this extra army leader are not affected . 19.3 Returning Home In the first part of the Winter Phase , naval units are returned to ports . Immediately after naval units have been moved to ports , all land units are moved to fortified spaces . Naval Units Returning Home Naval units must be placed in the nearest port controlled by their major power . Squadrons of a controlled minor power have the option to go to the nearest home port of that minor power instead as long as it is also under control of their major power ally . If more than one port is the same distance away , the owning player selects any of these equidistant ports ( splitting a stack between several ports if desired ) . Naval units returning home at this time can not be intercepted , do not fight naval combat if moving through enemy units , never suffer any attrition , and may return to a port that was under siege at the start of the phase . Naval leaders in a sea zone must return to a port with one of the units that started this phase in the same sea zone . If there is no valid port for a naval squadron to return to , it is eliminated . Land Units Returning Home Land units in either unfortified spaces or fortified spaces not con- trolled by their major power must return to a fortified space that is controlled by their power ( with a limit of 4 per space except capitals ) . Land units already in fortified spaces controlled by their power have the option of returning to their home capital . Land units already in their home capital are the only ones that are prohibited from moving Wars of the Reformation 1517–155533 © 2024 GMT Games , LLC during this phase ( all other land units at least have the option to be moved at this time ) . Land units move according to the procedure listed below . All land units moving between the same two spaces are moved as a stack . Check for an open path of any length of adjacent land spaces or sea zones from the stack ’ s current location to its destination . To avoid losing units to attrition , all spaces on the path ( except the space where the path begins ) must be : • Friendly-controlled • Free of unrest . Note that unlike the determination of LOC ( Section 12.1 ) , enemy units are ignored at this time . In addition , paths may be traced over any number of sea zones without a friendly naval unit being present in the sea zone . Because alliances are in effect until the end of the next step of the Winter Phase , land units may trace a path through spaces controlled by allied powers . If no such path exists , the stack takes attrition , losing half of its units ( round up ) . The owning power chooses which units are lost to attrition . Land Unit Return Home Procedure Each power performs the following steps to check the status of all of its land units . This procedure may be performed simultaneously for all powers . 1. . Check Stacking Violations : Review all land units that are stacked in fortified spaces controlled by their power ( other than the major power in question ’ s home capital ) . For each such fortified space that contains more than 4 units , the power must return the excess units to their capital ( minor power units could also optionally return to a minor power home key ) . Other land units in these spaces also have the option of returning to their home capital ( or minor key for minor power units ) if desired , even if not overstacked . The stack takes attrition ( see above ) if its path must cross or end on a space in unrest or not under friendly control . 2 . Return Units : Now review all land units in unfortified spaces and in fortified spaces not controlled by their major power . These units must either : • Return to their home capital ( or minor key for minor power units ) , or • Return to the nearest fortified space controlled by their power ( but not if that would put more than 4 land units in that space ) . The nearest space is always computed using a direct path to the destination without regard to which power controls any of the intervening spaces . The player may split a stack at this time , choosing to move some units to the nearest fortified space and returning the rest to the home capital ( or minor power key ) . If more than 1 fortified space is “ near - est ” ( i.e . they are equidistant from the stack ’ s current location ) , the player may move units to each of these spaces , as long as the limit of 4 land units is observed . Any stack moving during this phase takes attrition ( see above ) if its path must cross or ends on a space in unrest or not under friendly control . 3 . Return Army Leaders : If a space containing an army leader is vacated during this procedure , that army leader must either accom - pany one of the land units leaving the space throughout the entire Winter Returning Home Example It has been a very active campaign in Italy this turn , with the Papacy , France , and Hapsburgs all at war with each other and fighting over control of Milan . The situation at the end of the turn is shown . Genoa is a French ally ; Venice is a Hapsburg ally . Hapsburgs : Charles and the 4 Hapsburg regulars in Turin oc - cupy an unfortified space and must move to the nearest fortified space ( or to a capital ) . They have a path available over the Alps to Besancon . Unfortunately there is no path of Hapsburg con - trolled spaces all the way to one of their capitals . They choose to return Besancon at full strength , rather than return to a capital ; a return to a capital would force them to undergo attrition and lose 2 regulars . France : Montmorency and the 5 French regulars in Milan occupy a ( very important ) fortified space . Montmorency and 4 regulars may spend the winter in Milan . The fifth regular must return to the capital . The French have a path of controlled spaces all the way back to Paris ( tracing over the Gulf of Lyon from Genoa to Marseille ) ; this fifth unit is needed back in Paris and returns over the path shown above . The 2 Genoese regulars in Genoa remain there , though either or both of them could have returned to Paris if desired . Papacy : The 5 Papal regulars in Trent occupy an unfortified space and must move to Rome or the nearest fortified space . In either case , they will move through an enemy space and lose three units to attrition . Ravenna and Florence are both 2 spaces away ; the Papacy may choose to return the 2 surviving units to any combination of those 3 spaces . The Papacy chooses to return 2 of those regulars to Rome and to leave its regular in Ravenna ( instead of having it also return to Rome ) . Here I Stand34 © 2024 GMT Games , LLC 20 . THE NEW WORLD There are three actions which allow the English , French and Haps - burg powers to explore the recently discovered lands of America . These powers may build a colony as an investment to receive future economic benefits ( i.e . extra cards ) . They may launch a voyage of exploration in hope of making a discovery that awards them victory points . Finally , they can send an expedition to conquer a native civilization , which yields both of the benefits listed above . New World voyages are initiated by CP spent during the Action Phase and resolved at the end of each turn . Economic benefits are gained at the start of each turn during the Card Draw Phase . 20.1 Colonies These three powers may spend CP on the Colonize action . The cost of the action is 2 CPs for the Haps - burgs , or 3 CPs for either England or France . Add one of this power ’ s colony markers to the Crossing Atlan - tic box of the New World display . ( Colonies markers can be identi - fied by the colored border that matches the color of the power . ) The presence of the colony in this box is to remind the players that this action may only be taken once per turn by each power ; play of the event Potosi Silver Mines as an event does not count against this limit . The English and French are limited to two colonies at a time ; the Hapsburgs may have three . Colonies are moved from the Cross - ing Atlantic box to one of that power ’ s colored boxes to the left of the New World Riches Table during the New World Phase at the end of the turn . Colonies remain in place there until the Card Draw phase of each turn when their status is checked with a roll of the New World Riches Table . 20.2 Voyages of Exploration The English , French and Hapsburgs may spend 2 CPs on the Explore action . Place the “ Exploration Under - way ” marker for this power in the Crossing Atlantic Box to show that there is a voyage of exploration to be resolved at the end of the turn . If this player has not yet rolled for an exploration this game , place the marker on the “ –1 : Unchart - ed ” side ; in all other cases it is placed on the “ 0 : Charts Available ” side . This action may only be taken once per turn by each power : play of the Event card Sebastian Cabot as an event does NOT count against this limit , play of the event Mercator ’ s Map or explorers that start a scenario in the Crossing Atlantic box do count against this limit . A power may not undertake this action if it has no remaining explorers . Resolution The eighth phase of each turn is the New World Phase . V oyages of exploration are always resolved before voyages of conquest . To resolve each exploration , randomly select an explorer from the pool currently available for this power and place that explorer next to the “ Exploration Underway ” marker . Resolve their voyages in order from best explorer ( the one with the highest printed numeric value ) to worst explorer . In the cases of a tie , resolve any English voyages , then French , then Hapsburg . For each voyage , roll two dice and add these modifiers : +X , where X is the explorer ’ s numeric value +2 if the card Mercator ’ s Map was played to initiate this voyage –1 if the “ Exploration Underway ” marker for this power is on the winter move or return to the power ’ s capital . There are four exceptions to the rules in this procedure : 1 . PROTESTANT UNITS : Since the Protestant player has no cap - ital , Protestant land units are always moved to the nearest fortified space under Protestant control that can accommodate the units while remaining within the limit of 4 or fewer units per fortified space . Land units that start the phase in a stack may of necessity be split up and moved to separate spaces ( Once the nearest fortified space fills to 4 , compute the new nearest space . ) 2 . ENEMY-CONTROLLED CAPITAL : If a power ’ s capital is currently controlled by an enemy power , none of its land units may be returned to the capital . All units that would normally have been required to return to the capital are eliminated instead . 3 . HAPSBURG UNITS : Since the Hapsburg player has two home capitals , his units may return to either capital in Steps 2 and 3 of the Land Unit Return Home Procedure . The Hapsburg player may not move units into or through an electorate if the Schmalkaldic League Mandatory Event has not been played . 4 . SCOTTISH UNITS : Scottish land units must winter in either Ed - inburgh or Stirling . Scottish land units may return to either of these two spaces as if they were each a minor power key . Any Scottish land units that can not return to one of these two spaces ( because they are under enemy control ) are eliminated . 19.4 Major Power Alliance Markers Remove all Allied markers between Major Powers from the Diplo - matic Status Display . All alliances declared for this turn during the Diplomacy Phase are over ; all alliances with minor powers created through play of Event cards remain in effect . 19.5 Replacements Each power now adds 1 regular to its capital if it is under friendly control and not in unrest . The Hapsburgs check both capitals and can receive a regular at each capital at this time if that space is both controlled and not in unrest . The Protestant never receives units at this time . 19.6 Piracy Markers Remove all piracy markers from the map at this time . 19.7 Debaters Flip all debaters to their white , uncommitted side . 19.8 Mandatory Events The following events must occur by a specified “ due date ” . If it is the Winter Phase of the indicated turn and that event has not yet been triggered , resolve the event at this time . The card is extracted from the deck and removed from play as if it had been played by one of the powers . The 2 CP normally granted to the power playing such a card during the Action Phase are ignored . Event Required by Winter Phase of : Clement VII Turn 2 Barbary Pirates Turn 3 Schmalkaldic League Turn 4 Paul III Turn 4 Society of Jesus Turn 6 Wars of the Reformation 1517–155535 © 2024 GMT Games , LLC “ –1 : Uncharted ” side After rolling the dice , flip that power ’ s “ Exploration Underway ” marker to the “ 0 : Charts Available side ” on which it will remain for the rest of the game ( including any upcoming rolls on the Cir - cumnavigation Table ) . The modified die roll is then located in the Exploration Table to give the result for the voyage : 4 or less : The explorer is lost at sea ; remove him from the game . 5 or 6 : No discovery is made ; the explorer is returned to the pool for that country . 7 , 8 , or 9 : A discovery has been made . If the discovery corresponding to the number rolled has already been claimed earlier in the game , this voyage claims the next available discovery below the number rolled . The discovery marker is removed from the game and placed in the Bonus VP box for this power to mark the VP earned . The explorer used to initiate this voyage is placed over the appropriate discovery on the map of the New World . The explorer counter remains there for the rest of the game as a record of his accomplishments in the New World . 10 or higher : The explorer has penetrated deep into South America , and has a choice how to proceed . The options are : 1 . The explorer has the option to sail through the Pacific Strait and try to circumnavigate . If the Pacific Strait discovery has not been claimed , place it in the Bonus VP box for this power . Then roll two dice adding the same modifiers as before ( except never include the –1 Uncharted modifier ) . Locate the modified roll in the Circumnavigation Table to give the result for the circumnavigation attempt . All results of 9 or less are failure ; the explorer is removed from the game . Leave his counter on the Pacific Strait discovery if he claimed those VP . A result of 10 or more is success ( if the result is 12 or more , a card draw is rewarded as well ) . Place the Circumnavigation VP marker in the Bonus VP box for this power ; place the explorer counter on the Circumnavigation discovery box on the map of the New World . No other explorer may circumnavigate the world during this game once one succeeds . 2 . The explorer has the option to claim the Amazon River discovery ( 2 VP ) , placing the VP marker in the power ’ s Bonus VP box and leaving the explorer counter on the Amazon River box . 3 . The explorer has the option to claim any unclaimed discovery normally worth 1 VP ( St. Lawrence River , Great Lakes , or Mississippi River ) , just as if he rolled a 7 , 8 , or 9 . 20.3 Voyages of Conquest The English , French and Hapsburgs may spend 4 CPs on the Conquer action . If the power is England or France , place an “ English Conquest ” or “ French Con - quest ” marker in the Crossing Atlantic box to mark that there is a voyage of conquest to be resolved at the end of the turn . If the power is the Hapsburgs , place the Hapsburg “ Conquest Underway ” marker in the Cross Atlantic Box . This action may only be taken once per turn by each power : play of the Event card Small - pox as an event does count against this limit ; the Hapsburg conquis - tador that starts the game in the Crossing Atlantic box also counts against this limit . A power may not undertake this action if it has no remaining conquistadors/conquest markers.Resolution To resolve these voyages of conquest , first replace a Hapsburg “ Conquest Underway ” marker with a random selection from the pool of conquistadors currently available . Resolve any Hapsburg voyage first , then English , then French . For each voyage , roll two dice and add the conquistador ’ s numeric value . Add 2 if the card Smallpox was played to initiate this voyage . If the result is a 6 or less , the expedition is killed by natives ; remove the conquistador or English/French Conquest marker used from the game . If the result is a 7 or 8 , no conquest is completed ; the conquistador/conquest marker is returned to the pool for that country . If the result if a 9 or better , a conquest has been made , as shown on the New World display . If the conquest corresponding to the number rolled has already been claimed earlier in the game , this voyage claims the next available conquest below the number rolled . The VP marker associated with the conquest is placed in one of that power ’ s colored conquest boxes to the left of the New World Riches Table . The VP listed on the VP marker are immediately added to the power ’ s current total for the power ( even though the VP marker does not move to the Bonus VP box until the riches from that conquest are depleted ) . The conquis -Exploration Example It is the New World Phase of Turn 1 . The Hapsburgs have the explorer that started the scenario in the Crossing Atlantic box and Sebastian Cabot heading off on voyages of exploration . The English and French have sent explorers too . The “ Exploration Underway ” marker for all three powers is on the “ –1 : Unchart - ed ” side . The explorers are chosen at random and revealed . The following order is established to resolve these voyages : 3 - Orellana ( Hapsburgs ) 2 - Verranzano ( France ) 1 - Rut ( England ) 1 - Cabot ( Hapsburgs ) Orellana rolls two dice ( dice sum is a 7 ) and adds +3 ( rating ) while subtracting 1 ( Uncharted ) getting a 9 result ; he has discovered the Mississippi River . The Hapsburg “ Exploration Underway ” marker is flipped to its “ 0 : Charts Available ” side . The Mississippi River VP marker is placed in the Hapsburg Bonus VP box and Orellana is placed on the Mississippi River discovery . Verrazano rolls two dice ( dice sum is a 9 ) and adds +2 ( rating ) while subtracting 1 ( Uncharted ) getting a 10 result . The French “ Exploration Underway ” marker is flipped to its “ 0 : Charts Available ” side . He can try to circumnavigate the world . The French players elects to attempt this , but rolls a 5 + 2 = 7 . Verranzano is roasted by cannibals ! The Pacific Strait VP marker is placed in the French Bonus VP box and Verranzano is placed on the Pacific Strait discovery . Rut rolls just a 4 , and with a +1 and –1 modifier , that is the final result . The English “ Exploration Underway ” marker is flipped . He is lost at sea and removed from the game . Finally the Hapsburg player rolls a 9 + 1 = 10 for Cabot . Another explorer can try to circumnavigate ! He rolls an 8 + 1 = 9 , missing the circumnavigation by just 1 . He is removed from the game and the Sebastian Cabot card is removed from the deck . No VP are earned for Cabot ’ s efforts since the Pacific Strait VP had already been claimed . Here I Stand36 © 2024 GMT Games , LLC tador/conquest marker used to initiate this voyage is placed over the box on the map of the New World that held the VP marker . The conquistador/conquest marker remains there for the rest of the game as a record of his accomplishments in the New World . 20.4 New World Riches During the Card Draw Phase , powers with colonies or conquests on the New World display may receive extra cards . The power owning a colony or conquest rolls two dice for each and consults the appropriate column of the New World Riches Table . Add +1 if rolling for a colony ( even the Potosi colony ) if your power has a Plantations marker next to your colonies . The results on that table are explained below : Deplete 1 : Receive a card but this conquest is depleted . Move its marker to the Bonus VP box on this power ’ s card . Card : Receive a card and keep this conquest or colony in the New World display for another turn . Galleon : Receive a card only if your power has a Gal - leon marker next to your colonies . Keep this conquest or colony in the New World display for another turn . NE : No effect . Keep this conquest or colony in the New World display for another turn . Exceptions : If your power has the Colonial Governor marker next to your colonies , treat this roll as a Card result . If your power has the Native Uprising marker next to your colonies , treat this roll as a Elim result . If either exception occurs , remove the marker at the end of this Card Draw Phase . Elim : Conquest or colony eliminated . Conquest markers are moved to the Bonus VP box on this power ’ s card . Colonies are removed from the New World display ( though they may reenter the game with another Colonize action ) . If the Hapsburgs received a card from either a colony or a conquest , and one or more major powers have a Raider counter in play , the extra card may be stolen by the Raider ’ s power . The owning power of each Raider rolls a die ( starting with French raiders , then English , then Protes - tant ) . The possible results are as follows : 1 : Raider eliminated ( card still goes to Hapsburgs ) . 2 : Raider eliminated if the Hapsburgs have Galleons in play . Otherwise no effect ( and card still goes to Hapsburgs ) . 3 or 4 : No effect ( card still goes to Hapsburgs ) . 5 : Card is stolen ; award it to the Raiders ’ power . Raider is eliminated ( having retired with their loot ! ) . 6 : Card is stolen ; award it to the Raiders ’ power . Raider remains in play . If the result is a 3 , 4 or 6 ( or 2 if Galleons are not in play ) , a Raid - er remains in play and can try to steal a future card drawn by the Hapsburgs ( even later in the same Card Draw Phase ) . Eliminated Raiders may be rebuilt later if that power again draws the Huguenot Raider Event card.21 . MAJOR POWERS This section identifies the rules that apply specifically to one of the major powers . All unique characteristics of a power are mentioned here , even if they just refer to a more detailed rule section elsewhere . 21.1 Ottoman The Ottoman is the only power that may build cavalry ( a cheap land unit that helps in interceptions and avoid battle attempts ) . The rules for cavalry are contained in Sections 5 , 13 and 17 . They also are the only power that builds corsairs and initiates piracy . The rules for es - tablishing pirate havens at Algiers , Oran , and Tripoli are given below ; the rules for conducting piracy are located in Section 16.4 . Finally , the Ottoman , like the English , may have to divert troops off the map to handle foreign wars . Foreign wars are presented in Section 21.7 . Barbary Pirates and Pirate Havens Three spaces along the North African coast ( Algiers , Oran and Tripoli ) are marked with green on the bottom half of their space to show that they start the game with one status , but can be converted into pirate havens through events . The Ottoman power may begin building corsairs and initiating piracy once the Barbary Pirates Mandatory Event has been played . Prior to this event , the Algiers space is out of play and can not be entered by a unit of any power . That space does not count as an Ottoman key at the beginning of the game either . When the Barbary Pirates event is played , add a square control marker from the Ottoman power card to the Algiers space and add 2 corsairs , 2 regulars , and Barbarossa to that space ( as specified on that card ) . This space is now the focal point for Ottoman piracy in the Medi - terranean . After the Barbary Pirates event has been played , the Hapsburg home spaces of Oran and Tripoli may become additional pirate bases with the Pirate Haven Event card . When Pirate Haven is played , the Ottoman player adds 1 regular and 2 corsairs to the appropriate space . It also converts Oran or Tripoli into a fortified space ; mark this new status by putting a Pirate Haven marker there . Once converted into Ottoman pirate havens , these three spaces are considered to be Ottoman home spaces ( with a fortress present ) for all purposes . The only exception is that the Ottoman may only construct one type of unit ( corsairs ) in these spaces . Prior to con - version into pirate havens , Oran and Tripoli are considered to be Hapsburg home spaces in all respects . 21.2 Hapsburg Charles V received a lengthy series of dynastic inheritances that left him as the most powerful man in Europe at the start of his reign ( 1519 ) . However , during this period , Charles ’ greatest challenge is the geography of this empire ; he faces threats from all sides and has to meet them using a set of geographically dispersed assets . To deal with these issues , the Hapsburg power has two unique properties , detailed in the sections below . Holy Roman Emperor At the start of his reign , Charles is named Holy Roman Emperor , adding most of the German-speaking lands in Europe to his demesne . His role as protector of Germany is reflected by the Hapsburg con- trol markers that start the game over most Protestant home spaces . Charles toured his vast empire throughout his reign , traveling almost every year , and never spending more than a few years in a row in Wars of the Reformation 1517–155537 © 2024 GMT Games , LLC this bonus movement of the Marital Status marker nor playing of the Six Wives of Henry VIII event to advance the marker may ever be undertaken if Henry no longer rules England , if Henry is in a space under siege , or if Henry is currently captured . The Marital Status marker may also never be advanced if both Edward and Elizabeth have already been born . Marriage Benefits Each of Henry ’ s wives had personal characteristics , religious beliefs and dynastic ties that provided benefits to the English ruler . Each marriage therefore may provide a benefit to the English player , as specified below : Wife Benefit Anne Boleyn Reformation starts in England on the turn after the marriage to Anne ( 3 Event cards added to deck ; Cranmer , Coverdale and Latimer enter play ) . Jane Seymour +1 to her roll on the Pregnancy Chart . Anne of Cleves If English and Protestant powers are allied when marriage occurs , each of these powers draws a card from the deck after the Pregnancy Chart roll . Kathryn Howard England draws a card from the deck after the Pregnancy Chart roll ( representing Henry ’ s infatuation with the young , vivacious Kathryn ) . Katherine Parr No additional bonus ( though a marriage to Katherine Parr ensures that both Edward and Elizabeth are born ) . Catherine of Aragon In 1533 , Archbishop Thomas Cranmer declared Hen - ry VIII ’ s marriage to Catherine of Aragon to be void , paving the way for Henry ’ s marriage to Anne Boleyn . Since Catherine was Charles V ’ s aunt , this act had diplomatic repercussions felt across Europe . Thus , whenever Hen - ry marries Anne Boleyn ( either if the Papacy has granted a divorce or if the English player played the Six Wives of Henry VIII event to advance to Anne Boleyn ) , give the Catherine of Aragon marker to the Hapsburg player . The Hapsburg uses this marker to gain a 2 CP discount on their next DOW against England . The English Succession The following table summarizes the possible English successions to Henry ’ s rule , based on the results achieved on the Pregnancy Chart . All results are 3 or less : Mary I is added to the deck on Turn 6 and rules for the rest of the game once she enters play . Highest result is a 4 ( Elizabeth ) : Mary I is added to the deck on Turn 6 . Elizabeth I is added to the deck at the start of the first turn after Mary takes the throne . She rules for the rest of the game once she enters play . Highest result is a 5 ( sickly Edward ) : Edward VI is added to the deck on Turn 6 . Mary I is added to the deck at the start of the first turn after Edward takes the throne . If Mary takes the throne , check to see if Elizabeth was born . If so , add Elizabeth to the deck at the start of the first turn after Mary takes the throne . If not , Mary rules for the rest of the game.any area . This ability to quickly jump to another part of his realm is reflected by the Hapsburg Home card , Holy Roman Emperor . This card allows Charles to immediately jump to any other Hapsburg home space before spending the 5 CPs that the card provides . Note that the Response card Gout can be used to stop this special move ( and in fact , Charles did suffer greatly from gout for the last two decades of his life ) . Only the Duke of Alva may accompany Charles on this special move ; land and naval units that start in the same space as Charles may not use this special ability . Dual Capital Cities The Hapsburg power is the only one in the game with 2 capitals ( Valladolid and Vienna ) . This benefits them by allowing them to : • Return home to either capital in the Winter Phase , and • Add 1 regular in each capital in the Winter Phase . Despite the dual capitals , the Hapsburg is still allowed to make only 1 move during the Spring Deployment Phase . 21.3 England The special abilities granted to the English player all revolve around use of their Home card , Six Wives of Henry VIII . Henry ’ s marital status and heirs are tracked throughout the game , as detailed in the section below . This Home card also gives the English the ability to declare war against Scotland , France , or the Hapsburgs during the Action Phase . The only other card allowing DOW during the Action Phase is Machiavelli : “ The Prince ” , which enters the game on Turn 3 ( and can be played as an event by any power ) . Henry ’ s Wives & Heirs At the start of the game , Henry VIII is married to Catherine of Ara - gon , who has produced only a female heir , the future Mary I . By Turn 2 of the game ( 1526 ) , Henry is convinced that Catherine will not produce a male heir , and his interest is captivated by the young Anne Boleyn . Thus starts Henry ’ s famous progression through five new wives in an attempt to produce a male heir to continue the Tudor dynasty . Marital Status Changes The marker “ Henry ’ s Marital Status ” starts the game on the Catherine of Aragon space on the English pow - er card . Starting on Turn 2 ( and each turn thereafter ) , the English power may play the Six Wives of Henry VIII card to advance the marker one space to the right along this track . [ The marker may also be moved a space if the Papacy agrees to grant a divorce between Henry and Catherine ( Section 9.1 ) or if the “ 3 ” result is obtained on the Henry ’ s Wives ’ Pregnancy Chart . ] When the marker reaches a space with the name of one of Henry ’ s subsequent wives , Henry has married again . Roll a die and consult the Henry ’ s Wives ’ Pregnancy Chart printed on the game map . Add +1 to the roll if the new wife is Jane Seymour . After each result is achieved , place the marker for the new wife on the chart over the number rolled . If a result is ever rolled again , move up from that modified die roll one line at a time until you come to a result that has not yet occurred . This new result is then applied . Each result is explained in detail on the chart . The “ 3 ” result ( “ Henry ’ s flirtatious young wife ... ” ) allows the Marital Status marker to be advanced an additional space when England first decides to pass ( rather than play a card ) during one of their impulses later this turn . Note that neither Here I Stand38 © 2024 GMT Games , LLC Highest result is a 6 ( healthy Edward ) : Edward VI is added to the deck on Turn 6 and rules for the rest of the game once he enters play . If a result of 5 or 6 occurs on Turn 6 or later , Edward VI may be born while Mary I ’ s card is in a power ’ s hand or in the deck . In this one particular case , the play of the Mary I card by any power is equivalent to playing the Edward VI card . Edward becomes ruler of England immediately . If Edward is sickly , Mary ’ s card is put in the discard pile and is included in the deck for the next turn ; if Edward is healthy , the Mary card is removed from play . Mary I as Ruler of England Henry ’ s heirs all have Administrative Ratings and Card Bonuses as shown on the appropriate Mandatory Event card . These rulers also determine the religious modifiers of English land units , as described in Section 18.2 . However , there is one ruler , Mary I , who significantly affects the play of the English power during her reign . A devout Catholic , Mary initiated a vehement return to Catholicism during her reign . Therefore , the following procedure is in effect when Mary rules England . English Impulses Under Mary I 1 . Show Card : When the English impulse begins , the English power specifies the card to be played but does not yet indicate whether it will be played as an event or for CP . 2 . Mandatory Events : If the card is a Mandatory Event , it is resolved normally . If the card is not a Mandatory Event , proceed to Step 3 . 3 . Roll Die : The English power rolls a die . On a roll of 1-3 , proceed to step 4 . On a roll of 4-6 , the card is played as normal . The English player goes on to declare whether or not it is using the card as an event or CP and resolves the impulse normally . Skip the rest of this procedure . 4 . Papal Actions : The Papal power gets to execute one or more actions based on the CP value of the card . The English impulse is over as soon as this Papal action is resolved . • 1 or 2 CP card : Papal power initiates a Burn Books action target - ing the English language zone . You may only attempt conversions on spaces in the English language zone . • 3 CP card : Papal power initiates a Theological Debate targeting the English language zone . • 4 or higher CP card : Papal power initiates a Burn Books action targeting the English language zone followed directly by a Theo - logical Debate in England . Ignore this procedure entirely if all English home spaces in the En - glish Language Zone are Catholic at the start of the impulse ; play proceeds normally in such a case . While Mary rules , the English player is also under the following additional restriction : Response and Combat cards may only be played for their CP value in the Action Phase.21.4 France The French player has one special attribute : the ability to earn VP or improve their hand of cards directly through the play of its Home card . Francis I moved the French nobility away from building castles for defensive purposes toward the concept of a “ chateau ” as a grand estate and showplace for the arts . Each time the French player plays Patron of the Arts as an event , the French player rolls a die and consults the Chateau Table printed on the French power card . That roll is modified as follows : +2 if Milan is under French control +1 if Florence is under French control +2 if France controls 3 keys in the Italian language zone +1 if this is the Tournament Scenario –1 if a French home space is controlled by another power –2 if enemy units currently occupy a French home space Each result on the Chateau Table indicates whether or not the French player gains 1 VP ; if so , move the marker on the VP for Chateaux track on the French power card one space to the right . Chateau Table results may also allow the French player to draw 1 or 2 cards from the deck and/or discard a card from their hand . The draws from the deck are always taken first , followed by any discards . ( See Section 6.1 for rules on discarding Home Cards and Mandatory Events ) . The French player may never earn more than 6 VP from building chateaux in a game ; if 6 VP have already been earned Patron of the Arts may not be played as an event and must be used as a 5 CP card . 21.5 Papacy There are four unique considerations for the Papacy : the establish - ment of the Jesuit order through the play of the Society of Jesus Mandatory Event , excommunication of reformers and rulers through the play of the Papal Bull Home card , the Sack of Rome Event card , and the building program to create the new St. Peter ’ s Basilica in Rome to gain VP ( as described in Section 18.1 ) . Society of Jesus The Papacy may utilize the Found Jesuit University action once the Society of Jesus Mandatory Event has been played . Prior to this event , there are no Jesuit Universities on the map and this action may not be taken . Excommunication The Papal Home card Papal Bull may be played as an event to excommunicate a reformer or ruler . The Papa - cy always has grounds for excommunication against a reformer . However , the Pope must have justification before excommunicating a ruler . The possible grounds are : • That ruler ’ s power is currently at war with the Papacy . • That ruler ’ s power is currently an ally of the Ottoman . • The ruler is Henry VIII and at least one English home space is under Protestant religious influence . Being allied with a power that is at war with the Papacy is not by itself grounds for excommunication . The Pope may not excommu - nicate any of Henry VIII ’ s heirs . When the Papal Bull card is played against a valid target , place an “ Excommunicated ” marker on the appropriate box at the top of the Papacy power card ; this figure or Wars of the Reformation 1517–155539 © 2024 GMT Games , LLC ruler may not be excommunicated again on a later turn ( and the French can only have Francis I or Henry II excommunicated , not both of them ) . Against a Reformer When a reformer is excommunicated , remove his debater and reformer counters from the map for the rest of the turn . Flip the debater to the committed side ; Event cards that require this debater to be uncommitted may not be played this turn . He reenters play at the start of the next turn as described in Section 8.2 . Note that even if Luther is excommunicated , he can still insert himself into a theological debate through play of the Home card Here I Stand ( after the debate he is once again placed off the map ) . Excommu - nication of a reformer has no effect beyond the turn in which it is declared . After the reformer is removed from the board , the Papacy may initiate a theological debate in the same language zone as the excommunication ( i.e . English for Cranmer ; French for Calvin ; German for Luther or Zwingli ) . Against a Ruler When a ruler is excommunicated , place a “ –1 Card ” marker on their power card . This marker remains on the power card until this power either concludes a war with the Papacy or donates a card draw to the Papacy as described in Section 9.5 ( it is not removed if this ruler dies ) . This power receives 1 less card per turn during the Card Draw Phase while this marker is present on their power card . The Papacy now chooses 2 of that power ’ s unoccupied home spaces that are under Catholic religious influence ; add Unrest markers to those spaces . Sack of Rome In order for the Sack of Rome event to be played , there must be a single stack of non-Papal troops in an Italian-speaking space that contains more mercenaries than the number of Papal regulars in Rome . That stack does not need to be from the same power that plays the event , and neither these units nor the power playing the event needs to be at war with the Papacy . Rome does not even need to be under Papal control . The play of this card does not add a new state of war between powers and it is not grounds for excommunication . Once the event is played , undertake the following steps : Sack of Rome Procedure 1 . Place Troops in Rome : The stack of troops ( including all reg - ulars , mercenaries , and army leaders ) is removed from its current space and placed on Rome . Make a note of the space ; any surviving troops will return there . 2 . Resolve Field Battle : Although Rome is a fortified space , fight a field battle between this stack and the Papal regulars in Rome . Ignore formation limits ; roll 1 die for each unit in the attacking stack ( plus any dice for the best Battle Rating of a leader that was moved to Rome ) . Papal mercenaries and allied units in Rome are ignored . The Papacy is the defender in this battle ( so it receives 1 extra die and they win ties ; roll just 1 die if there are no Papal regulars in Rome ) . Both sides may play Combat cards ( and any power may play a Response card ) . 3 . Apply Hits : Apply all hits as losses ( as usual ) . Hits caused against the Papal forces must be absorbed by Papal regulars first . Any hits in excess of the number of regulars may be applied to Papal merce -naries . Hits caused by the Papal forces must be applied as evenly as possible between mercenaries and regulars of the attacking force . 4 . Return Troops : The stack of troops moved to Rome is returned to its starting space ( though probably reduced by several units ! ) . 5 . Papal Victory : If the Papacy won the battle , the procedure is over . The Sack of Rome card returns to the discard pile and may reenter play on a future turn . 6 . Papal Defeat : If the Papacy lost the battle , the effects are drastic . Reduce the accumulated CP on the St. Peter ’ s track of the Papal power card by 5 ( but not below 0 ) . The owner of the sacking stack then draws 2 cards from the Papal hand ( remember , Home cards are never taken in random card draws ) . After reviewing those cards , he discards one and retains the other in his hand . If the Papacy only has 1 card available to draw , he retains that card . The Sack of Rome card is removed from the deck and may not reenter play . 21.6 Protestant The Protestant is the one power in the game which spends several turns focused entirely on the religious conflict , with no military concerns whatsoever . During this time , Germany is still under the protectorate of the Holy Roman Empire ( and thus is covered in Hapsburg control markers ) . However , once the Reformation has spread ( 12 spaces converted to Protestant religious influence ; spaces in unrest are counted ) and is attracting notice across Europe , the Protestants begin to fear that their new religion will come under attack from Charles V . At this time , the Schmalkaldic defense league is formed through the play of a Mandatory Event . From this point on , the Protestant also has military matters to handle . Prior to the Schmalkaldic League Prior to the Mandatory Event Schmalkaldic League , the Protestant player is under the following restrictions : • He can not build any military units . • He can not move any military units . • He may never gain mercenaries . • He may never gain political control of a space . Other powers are also under these restrictions : • They may not declare war on the Protestant . • Their units may not move or retreat into an electorate . During this time , conversion of any electorate to Protestant religious influence allows the Protestant player to add Protestant regulars to that space . Remove the regulars from the Electorate display and place them on the appropriate space on the map . Schmalkaldic League The Mandatory Event Schmalkaldic League can be played as early as Turn 2 . It is automatically triggered during the Winter Phase of Turn 4 : it must occur at that time , if it hasn ’ t already . As described on the card , the following effects take place when Schmalkaldic League is played : • The army leader John Frederick is added to play . Place him with the stack of Protestant regulars closest to Wittenberg ( usually Wittenberg itself ) . Here I Stand40 © 2024 GMT Games , LLC • The army leader Philip of Hesse is added to play . Place him with the stack of Protestant regulars that is closest to the Kassel space ( usually Mainz ) . • Convert all Protestant home spaces that are currently under Prot- estant religious influence to Protestant political control . Spaces are not converted if they contain a Fortress marker . • All of the restrictions listed above in the section “ Prior to the Schmalkaldic League ” are now lifted . • The Hapsburgs and Protestant are now At War . The Papacy and Protestant are also At War . These powers may not lift these states of war for the rest of the game . • Any Protestant regulars and army leaders residing in an elector - ate that is under Catholic religious influence are displaced to the nearest electorate under Protestant religious control . From this point forward , conversion of an electorate to Protestant religious influence only allows the Protestant player to immediately place Protestant regulars from the Electorate display on to that space if that electorate is also under Protestant political control and not under siege . If that electorate is not under Protestant political control or is under siege , those regulars are withheld from the map until the instant that space is under both Protestant religious influence and political control and is no longer under siege . To gain political control , the Protestant player now has to besiege those electorates which were not automatically converted by the play of the Schmal - kaldic League event . 21.7 Foreign War Cards The Event cards Revolt in Egypt , Revolt in Ireland , and War in Persia force the Ottoman or English player to divert land units and/or army leaders off-map to resolve a foreign conflict . When these events are played , place the Event card on the map near the affected power ’ s home spaces . This power then selects the specified number of land units from any location on the map ( except a space under siege ) and moves those units onto the card . Units may be chosen from multiple stacks in different spaces . One army leader may be selected from any location on the board ( even if under siege ) and also moved onto the card . The power playing the event then specifies the strength of the foreign army ; use any available independent land units to represent these foreign units ( adding available minor power units if there are not enough independent ones available ) . The Ottoman or English player will receive 1 War Winner VP when the foreign war is over ; place a War Winner marker on the Foreign War card to remind players of this fact . To resolve the conflict , the Ottoman or English player must spend 1 CP on the Fight Foreign War action for each resolution attempt . A field battle then ensues between the major power units and the independent units on the card . The battle is resolved just like a field battle on the map , except that formation limits are ignored , there is no defender to receive one extra die , and there is no retreat . If all independent units are eliminated , the foreign war is over . All remaining major power units on the card are placed back in their capital ( or any other friendly home key if their capital is occupied by enemy units ) . If the independent units were not all eliminated , the major power will have to pay for another Fight For - eign War action in a future impulse . The Ottoman or English player receives one less card for each foreign war they are fighting during the Card Draw Phase ( use a –1 Card marker for each as a reminder ) . Major powers may construct new land units directly onto a foreign war card that they are fighting . However a major power may never have more units on a foreign war card than originally called for by the event . Major power units on a foreign war card can not return home ( even in the Winter Phase ) until they have eliminated all of the independent units in the foreign war . 22 . MINOR POWERS The four minor powers of Genoa , Hungary/Bohemia , Scotland and Venice can be important partners to many of the powers . Their role in the game is explained in this section . The section concludes with a brief description of the independent keys that are also present within the game . 22.1 Inactive Minor Powers All minor powers have two states : active and inactive . All minor powers start the game in the inactive state . As described in Section 9.6 , a major power may decide to declare war on a minor power . This declaration of war does not change the minor power from inactive to active unless another major power intervenes . In the inactive state , minor power forces behave as follows : • They do not move from their current space . • They do not intercept or avoid battle . • If there are 4 or fewer land units in a space , they will always withdraw into the fortifications and try to withstand a siege if their space is entered . • If there are 5 or more land units , they will hold their ground and fight a field battle . If they lose that field battle , do not retreat their units from the space as usual . Instead , they retain up to 4 units which withdraw into the fortifications ; all other land units in excess of 4 are eliminated . • Inactive naval units remain in their port and defend if that port is attacked . Minor Power Activation Table Minor Can be activated by ... Power England France Hapsburg Papacy Deactivate ? Genoa - yes yes yes yes Hungary- Bohemia - - yes^ - - Scotland yes yes * - - yes Venice - yes yes yes + yes * France and Scotland are natural allies . France may intervene in Step 4 of the DOW Procedure ( Section 9.6 ) if another power declares war on Scotland . +Papacy and Venice are natural allies . Papacy may intervene in Step 5 of the DOW Procedure ( Section 9.6 ) if another power declares war on Venice . ^Hapsburg and Hungary-Bohemia are natural allies . Hapsburg must intervene if Hungary-Bohemia is defeated by the Ottomans ( 22.5 ) . 22.2 Activation Changing a minor power from inactive to active is called “ activa - tion ” . Each minor power may only be activated by a small group of major powers ( those powers with which the minor power was Wars of the Reformation 1517–155541 © 2024 GMT Games , LLC closely aligned historically ) . ( See Minor Power Activation Table , above ) . All active minor powers may subsequently be deactivated , except for Hungary-Bohemia . Minor Powers can be activated in the following ways : • If France or the Papacy intervenes after a declaration of war ( Section 9.6 ) or if France intervenes after an English DOW on Scotland with the Home card Six Wives of Henry VIII . • The Hapsburg intervenes in Hungary-Bohemia if the Hungarians are defeated by the Ottoman as described in Section 22.5 . • If France activates Scotland with the card Auld Alliance . • If the Papacy activates Venice with the card Venetian Alliance . • A major power may play the card Diplomatic Marriage to activate any minor power it is permitted to activate according to the table above . • The French , Hapsburgs , and Papacy may play the card Andrea Doria to activate Genoa ( deactivating it from their current major power ally first ) . • The Rough Wooing event may cause Scotland to be deactivated as a French ally and activate as an English ally . Activate a minor power using the following procedure : 1 . Place “ Allied ” Marker : Add an “ Allied ” marker to the box that cross-references these powers on the Diplomatic Status Display . 2 . Declarations of War : A power currently at war with this minor power has the choice to immediately declare war ( at no cost in CP ) on the major power that is activating the minor power . That power may only declare war if none of the “ restrictions at all times ” listed in Section 9.6 apply . If the power chooses to declare war , add an “ At War ” marker to the appropriate box on the Diplomatic Status Display . If the power declines to declare war , any units of that power occu - pying spaces controlled by this minor power are displaced ( 12.5 ) . 3 . Place Square Control Markers : All keys currently controlled by the minor power are now marked with square control markers from the major power . 4 . Place Hexagonal Control Markers : All other spaces controlled by the minor power are marked with hexagonal control markers from the major power . 5 . Remove “ At War ” Markers : Remove all “ At War ” markers from this minor power ’ s column on the Diplomatic Status Display ( this minor power ’ s diplomacy is now controlled by their major power ally ) . 22.3 Active Minor Powers Activating a minor power has the following benefits : • Military units and naval leaders of this minor power are treated just like units and naval leaders of the major power . They now move , fight , retreat , avoid battle , and affect nearby Reformation/ Counter Reformation attempts just like the other units of that major power . ( The only difference is that minor power units have no impulse or cards of their own . ) • Military units of the minor power have one additional characteris - tic during the Winter Phase . These units may also return to a home key of that minor power just as if it were an additional capital . The units of their major power ally do not enjoy this option . • The controlling major power may use the Raise Regular Troop action to build a regular of this minor power in one of this minor power ’ s home spaces ( assuming an unbuilt regular exists in the counter mix ) . • If the minor power is Genoa , Venice , or Scotland , the controlling major power may use the Build Naval Squadron action to build a naval squadron of this minor power in one of this minor power ’ s home ports ( assuming an unbuilt squadron exists in the counter mix ) . 22.4 Deactivation Changing a minor power from active to inactive is called “ de - activation ” . All minor powers except Hungary-Bohemia may be deactivated . Minor Powers can be deactivated in the following ways : • If England or France deactivates Scotland with the card Auld Alliance . • If the Ottoman or Papacy deactivates Venice with the card Venetian Alliance . • England , France , Hapsburgs or Papacy may play the card Diplo - matic Marriage to deactivate Genoa , Scotland , or Venice . • The Rough Wooing event may cause Scotland to be deactivated from Scotland ( and then activated as an English ally ) . • The French , Hapsburgs , and Papacy may play the card Andrea Doria to deactivate Genoa from its current ally ( they then reac - tivate it as their own ally ) . Deactivate a minor power using the following procedure : • Remove the “ Allied ” marker from the box that cross-references these powers on the Diplomatic Status Display . • All control markers from this minor ’ s former ally are removed from the minor power ’ s home spaces . • Units from other powers are displaced if they occupy one of these minor power home spaces that just had a control marker removed . Move land units to the nearest friendly-controlled fortified space and naval units to the nearest friendly-controlled port . • Next , all land units of the minor power return to the nearest friend - ly-controlled , fortified home space of that minor power . If no such fortified space is available , return them to the nearest unfortified space . If no such space exists , the land units are eliminated . • All naval leaders and units of the minor power return to the nearest friendly-controlled home port of that minor power . If no such port exists , the naval units are eliminated and naval leaders are put on the turn track . 22.5 Defeat of Hungary-Bohemia The Ottoman power is given credit for winning a war against Hun - gary-Bohemia at the end of the assault or field battle in which one of these two sets of conditions apply : • Hungary-Bohemia has been activated as a Hapsburg ally through Diplomatic Marriage and the Ottomans control two home keys of Hungary-Bohemia , OR • Hungary-Bohemia is not a Hapsburg ally , but the Ottomans con- trol one home key of Hungary-Bohemia and there are 4 or fewer regulars from Hungary-Bohemia remaining on the map . Here I Stand42 © 2024 GMT Games , LLC When either of these conditions applies , undertake the following actions : • The Hapsburg player must intervene at no CP cost ; the Ottoman and Hapsburgs are now at war ( even if they were allied just prior to this assault or battle ) . • Hungary/Bohemia is activated as a Hapsburg ally ( if not already allied via Diplomatic Marriage ) . Hungary/Bohemia can never be deactivated and remains allied for the rest of the game . • All Hungarian home spaces with Ottoman land units in them come under Ottoman control ( including keys currently under siege ) . • Hungarian units under siege are eliminated . • The Ottoman is awarded 2 VP as a War Winner for defeating Hungary . 22.6 Independent Keys Four keys ( Metz , Milan , Florence , and Tunis ) are found in inde - pendent spaces . All four start in an independent political state in the 1532 scenario ; only two start independent in the 1517 scenario ( since Milan is under French control and Tunis under Hapsburg control at that time ) . Like other independent spaces , these keys can be entered by units of any power at any time . Independent regulars in these keys may not move ; they simply defend against any power that may be attacking them ( just like an inactive minor power , Sec - tion 22.1 ) . These regulars may not be rebuilt during play ( though they may reenter with the City State Rebels Event card ) . As soon as these keys are captured by a major power , these city states will no longer be independent . Such a key will be controlled by one major power or another for the rest of the game , unless they again revert to independent status due to the play of the City State Rebels Event card . 23 . VICTORY There are five ways to win the game , as explained below . The first two , Military and Religious victories , occur immediately in the Action Phase when the appropriate condition is triggered . Victory is usually achieved in the ninth phase of the turn , the Victory De - termination Phase , typically by the accumulation of victory points ( VP ) by each power . The three types of victory that may be achieved in this phase are the Standard , Domination , and Time Limit wins . 23.1 Automatic Victories Military and Religious Victories are immediate wins that end the game instantly during the Action Phase . The game is over , even though the turn has not reached the Victory Determination phase . Military Victory If a power ( other than the Protestant ) ever has control of enough keys that the Auto Win space is open on their power card during the Action Phase , they win a Military Victory immediately . None of these spaces may contain an Unrest marker . Note that a Military Victory is not achieved if a player reveals his Auto Win space during the Diplomacy Phase ( as deals and peace agreements conclude ) unless that space is still revealed when the Action Phase starts . Religious Victory If the Protestant power ever achieves religious influence over 50 spaces , it wins a Religious Victory immediately . None of these spaces may contain an Unrest marker . 23.2 Victory Points Since Military and Religious Victories are uncommon , the game is usually decided by accumulation of VP . Each power earns victory points as shown in the lower-left section of their power card . A pow - er ’ s current VP total is the sum of their base , special , and bonus VP . Base The English , French , Hapsburg , Ottoman and Papal base VP are all determined by the number of keys they control . Award the VP shown in the last open box on their power card . Make sure to mark a box with an Unrest marker for each key currently in unrest . Boxes with Unrest markers are not considered “ open ” when computing base VP . If all spaces are covered , that power has 0 base VP . The Protestant player adds up base VP as follows : 2 VP for each electorate that is under Protestant religious influence and political control . Protestant Spaces Three powers gain special VP based on the number of spaces under Protestant religious influence among English home spaces ( for England ) or anywhere on the map ( for Papacy and Protestants ) . Adjust the Protestant Spaces marker on the Protestant Spaces Track on the Religious Struggle Card whenever an action or event causes the number of spaces under Protestant influence to go up or down . The marker should always be placed over the box with the large number that corresponds to the current number of Protestant spaces . The box also contains two smaller numbers : the current special VP award to both the Papacy ( listed first in purple ) and the Protestant ( listed second in brown ) . Similarly , adjust the English Home Spaces marker whenever an action or event changes the number of English home spaces under Protestant influence . The back of the English Home Spaces counter reminds players that the English earn 1 VP for every 2 English home spaces under Protestant religious influence ( round fractions down ) . Special The special VP received by each power are as follows : Ottoman Piracy : 1 VP for each VP space marked on the piracy track of the Ottoman player card . Hapsburgs Electorates : 1 VP for each electorate under Hapsburg political control ( that is not in unrest ) . These points are not awarded until the Schmalkaldic League Mandatory event has been played . England Male heir : 5 VP if Edward VI is born during a roll on the Six Wives of Henry VIII table . The English receive 2 VP if Edward has not been born but Elizabeth I has . Protestant spaces : 1 VP for every 2 English home spaces that have been converted to the Protestant faith . Round fractions down . France Chateaux : 1 VP for each chateau that has been built using the Patron of the Arts Home card . Wars of the Reformation 1517–155543 © 2024 GMT Games , LLC Papacy Protestant spaces : Look at the box under the Protestant Spaces marker on the Protestant Spaces Track . Award the number of VP listed in purple as special VP for the Papacy . Saint Peter ’ s : 1 VP for each space marked on the lower St. Peter ’ s track . Protestant Protestant spaces : Look at the box under the Protestant Spaces marker on the Protestant Spaces Track . Award the number of VP listed in brown as special VP for the Protestant . Bonus Bonus VP are awarded to players when the following results occur in the game : • Protestant debater burned ( 1 per debate rating ) • Papal debater disgraced ( 1 per debate rating ) • Successful voyage of exploration • Successful voyage of conquest • Copernicus ( 1 or 2 VP ) or Michael Servetus ( 1 VP ) event • Julia Gonzaga ( 1 VP ) followed by successful Ottoman piracy in Tyrrhenian Sea • War Winner marker received during Peace Segment or from winning Foreign Wars • Master of Italy VP marker received during Action Phase • Bible translation completed ( 1 VP for each language ) • Phony War ( –1 VP for each such marker ) 23.3 Victory Determination Phase During the Victory Determination Phase , all powers check to see if any of the following three types of victories has been achieved . If after checking for standard and domination victories , there is still no winner , and this is not yet Turn 9 , advance the turn marker on the Turn Track to the next box and start another turn . Standard Victory If any of the powers have reached 25 VP or more , the game ends with a Standard Victory . The power with the highest VP total is declared the winner . If two or more powers tie for highest total , the power with the highest total in the previous turn is declared the winner . If the powers were tied on that earlier turn , proceed backward one turn at a time until the tie is broken . Players should record the VP total of each power at the end of each turn on the Victory Record Sheet ( found at the back of the rulebook ) . There is also a VP track printed on the map that can be used to mark each power ’ s total during the previous Victory Determination Phase . Domination Victory If during the Victory Determination Phase , if a power ’ s VP total is less than 25 but is at least 5 VP greater than each of the other powers , it wins a Domination Victory . This victory can only occur in the Victory Determination phase of Turn 4 or later . Do not check for a Domination victory during Turns 1 , 2 , and 3 . Time Limit Victory If no player has won by the end of Turn 9 , award the win to the power with the highest VP total at that time . If two or more powers tie for highest total , the power with the highest total in the previous turn is declared the winner . A Time Limit victory can only occur in the Victory Determination Phase at the end of Turn 9.GAME CREDITS GAME DESIGN & DEVELOPMENT : Ed Beach SPECIAL DEVELOPMENT ASSISTANCE : Matthew Beach , Ananda Gupta , Dave Cross ART DIRECTOR : Rodger MacGowan BOX ART AND PACKAGE DESIGN : Rodger MacGowan MAP , COUNTERS & LAYOUT : Mark Simonitch SOLDIER ICONS : Rodger MacGowan and Mike Lemick PLAYTESTING : Ed Beach , Matthew Beach , Dave Cross , Ananda Gupta , Mark Greenwood , Bryan Collars , Ken Rich - ards , Paul Nied , Tom Kassel , Jim Adams , Steve Caler , Brian Conlon , Jim Pyle , Bob Taylor , Barry Setser , Edgar Gallego , Dave Gray , Allen Hill , Dave Schmid , Robin Griller , Johnny Wilson , Steve Likevich , Steve Cole , Scott Bauer , David Wilson , Mick Uhl , Ben Hamdorf , Brian Wade , Joel Tamburo , Mike Willour , Nathan Hill , Robert Waters , Mike Rea , Ben Knight , Tito Autrey , Jarek Andruszkiewicz , Knut Grünitz , Brett Dedrick , Steve Nixon , Paul Elliott PROOFREADING : Bryan Collars , Brian Conlon , Dave Cross , Robin Griller , Ken Richards , Tom Wilde PRODUCTION COORDINATION : Kai Jensen PRODUCERS : Tony Curtis , Rodger MacGowan , Andy Lewis , Gene Billingsley and Mark Simonitch 500TH ANNIVERSARY CREDITS GAME DESIGN & DEVELOPMENT : Ed Beach PLAYTEST COORDINATOR : Justin Rice PLAYTESTING : Tito Autrey , William Bentley , Gerry Boily , Dawson Brotemarkle , Jeff Burdett , Rick Byrens , Richard Campbell , John Chan , Rod Coffey , Forest Cole , Bryan Collars , Farrell Covell , Dave Cross , Michael Dauer , Rob Da - vidson , Jim Ferguson , Carlos Ferreira , Esben Meulengracht Flachs , Greg Forster , Andy Foulke , Rich Gaffin , Ryan Gill , Jeff Heidman , David Hood , John Karlsson , Michael Kiefte , Stephen Koehler , Antero Kuusi , Nate Lanza , Jeromey Martin , Dennis Mishler , John Nestor , Ed Rothenheber , Dave Rubin , Barry Setser , Kristian Thy , Jacob Toman , Ted Torgerson , Gareth Williams , Evan Woodham A complete game of Here I Stand includes : • 1 rule book • 1 scenario book • 5 sheets of counters • 6 power cards • 1 map • 116 playing cards ( 1 deck ) • 19 Diplomacy cards • 1 Religious Struggle card • 2 Reference cards ( identical ) • 2 Sequence of Play cards ( identical ) • 10 dice Here I Stand44 © 2024 GMT Games , LLC GMT Games , LLC P.O . Box 1308 , Hanford , CA 93232-1308 www.GMTGames.comHERE I STAND - VICTORY RECORD SHEET TURN Ottoman Hapsburgs England France Papacy Protestant 1 2 3 4 5 6 7 8 9 Record the victory points at the end of each turn for each power in the spaces provided above . HERE I STAND - VICTORY RECORD SHEET TURN Ottoman Hapsburgs England France Papacy Protestant 1 2 3 4 5 6 7 8 9 Record the victory points at the end of each turn for each power in the spaces provided above . GMT Games grants permission to photocopy this page . ************************************************************************************************** ""