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Libertad o Muerte! 1 Libertad o Muerte! Rules of Play • © 2020 Headquarter S. L.• www.hqwargames.com Rules of Play TABLE OF CONTENTS 1.0 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 2.0 Summary of play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3.0 Game Component. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4.0 Draw Cards Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 5.0 Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 6.0 Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 7.0 Maintenance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 8.0 Purchasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 9.0 Naval Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 10.0 Sea Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 11.0 Land Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . .10 12.0 Land Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 13.0 Sieges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . .12 14.0 Replacements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 15.0 New Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 16.0 End of Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 17.0 Tension Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 18.0 Privateers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 19.0 The Expeditionary Troops . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . .14 20.0 Guerrilla Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 21.0 Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 22.0 Cards explanations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 23.0 Royalist and Patriot Aid Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 24.0 Player Armies Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 25.0 Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

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Page 1: Libertad o Muerte! Rulebook - HQWargames• 1 rulebook • 1 playbook • 9 Aid cards • 1 ten sided dice • 6 countersheets • 300 Event cards • 2 Army sheets • 2 Player Aid

Libertad o Muerte!

1 Libertad o Muerte! Rules of Play • © 2020 Headquarter S. L.• www.hqwargames.com

Rules of Play

TABLE OF CONTENTS

1.0 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 2.0 Summary of play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3.0 Game Component. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4.0 Draw Cards Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 5.0 Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 6.0 Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 7.0 Maintenance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 8.0 Purchasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 9.0 Naval Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 10.0 Sea Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 11.0 Land Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . .10 12.0 Land Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 13.0 Sieges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . .12

14.0 Replacements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 15.0 New Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 16.0 End of Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 17.0 Tension Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 18.0 Privateers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 19.0 The Expeditionary Troops . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . .14 20.0 Guerrilla Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 21.0 Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 22.0 Cards explanations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 23.0 Royalist and Patriot Aid Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 24.0 Player Armies Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 25.0 Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Page 2: Libertad o Muerte! Rulebook - HQWargames• 1 rulebook • 1 playbook • 9 Aid cards • 1 ten sided dice • 6 countersheets • 300 Event cards • 2 Army sheets • 2 Player Aid

Libertad o Muerte!

2 Libertad o Muerte! Rules of Play • © 2020 Headquarter S. L.• www.hqwargames.com

1.0 Introduction . Welcome to Libertad o Muerte! The political situation in the Viceroyalties of New Spain, La Plata and Perú in 1810 was deeply influenced by the French invasion of Spain and the news of the dissolution of the Junta Suprema Central of Sevilla. A succession of Local Juntas erupted across Spanish Latin America looking for a way of self government. This meant the start of a long war

2.0 Summary of Play .

2.1 Turn Sequence In Libertad o Muerte! Each turn is divided into phases.

1.- Draw Cards 2.- Reinforcements 3.- Income 4.- Maintenance 5.- Purchase (only odd turns) 6.- Naval Movement 7.- Naval Combat 8.- Land Movement 9.- Land Combat 10.- Sieges (if there is any) 11.- New Units 12.- Replacements 13.- End of Turn

Each player goes each turn across all these phases. First play the Patriot player, second the Royalist player. It is called the phasing player or active player the one that is playing his turn.

3.0 Game Components . 3.1 Components List

• 1 mapboard • 1 rulebook • 1 playbook • 9 Aid cards • 1 ten sided dice • 6 countersheets • 300 Event cards

• 2 Army sheets • 2 Player Aid Cards • 2 Game Charts Cards

3.2 The Game map The game map consists of regions separated between them by an irregular frontier. The regions that are connected/adjacent by this frontier is said to be “adjacent” to each other. All region’s graphic show the type of terrain they contain, if the space is a port, if the space contains a city or a fortressed city, if the region produces resources, if it is a special region and whether the region counts for Victory purposes. The map represents all the Spanish Empire in America and neighbour areas. There are some non playable areas marked with diagonal shapes, like Brazil, part of USA, the Chaco region and some more. The game map also contains a number of boxes and tracks to record various game functions like these : The four Privateers squares, the Battle Ground box, the Expeditionary Forces Box, the in play cards box and the General turn track.

Design Note: Southern part of Argentina has been scalated to fit into the already big map. This part of South America has no interest in the conflict depicted in the game so to make the map bigger had no interest, and to make it a minor scale to give room to draw it in the same scale will make some regions very small for the game purposes. .

3.2.1 Types of terrain. Players can find 7 different types of terrain in the regions that conform the map: Clear, Tropical, desert, Jungle, Mountain, Andine and sea.

How type of terrain affects:

- Mountain : Movement cost of two, no cavalry pursuit allowed in battle, artillery fire modified in battle. Three

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3 Libertad o Muerte! Rules of Play • © 2020 Headquarter S. L.• www.hqwargames.com

combat rounds. Maximum of four units in the Line of Fire. - Andine : Movement cost of two, no cavalry pursuit allowed in battle, artillery cannot fire in battle. Three combat rounds. Maximum of three units in the Line of Fire. - Desert : Movement cost of one, no cavalry pursuit allowed in battle. Five combat rounds. Maximum of five units in the Line of Fire. - Clear : Movement cost of one. Five combat rounds. Maximum of five units in the Line of Fire. - Tropical : Movement cost of one. Some cards can only be played against units in Tropical regions. Five combat rounds. Maximum of four units in the Line of Fire. - Jungle : Movement cost of two, no cavalry pursuit allowed in battle, artillery cannot fire in battle. Stack of combat units limited to six. Four combat rounds. Maximum of four units in the Line of Fire.

3.2.2 Regions details Lets see the different information we can find in a sea or land region. See image below.

Image 3.2.2

We can see here a total of 8 characteristics that can be present in a region. 1.- The name of the region. 2.- A strait double arrow. 3.- The name of the city. 4.- This icon represents that the region has a sea port. 5.- This icon represents that region produces military resources. 6.- This golden star next to the city means that this region awards Victory Points at the end of the game to the side in possession.

7.- This number in white over a black diamond means the fortress level. 8.- This big anchor on the sea indicates the sea region to access the port next to it. Lima in this case.

3.2.3 Rivers There are a few rivers in the map. The only effect rivers create is to increment the cost of movement in

one point when crossing regions with a river between them.

See here River Bravo between Presidio and Río Grande

regions

3.2.4 Straits There are some straits in the map. See number two in Image 3.2.2. Straits connect two land regions. Land units can cross this straits using his full movement points. Land units cannot cross a strait if there are enemy naval units in the sea region where the double arrow is. Design Note: Montevideo is not an island, but it is . represented in this way to force having naval control to . be allowed to move to the city. .

3.2 5 Boxes inside the map. Inside the Brazil area, we have included a big box to place there the Battle Card. There is also, at its side, two boxes to place there the combat cards played by each side. There is a Turn Record Track on the top left side of the map. You can find in each box the number of the turn, the current year and in some boxes a colored circles that brings information regarding the scenarios, you can see more about this in the playbook. There are also four Privateers boxes between some of the sea regions. Design Note: With these boxes we represent the privateers activity in the commercial routes within the sea zone they represent. . At one of each privateers box there is a smallbox giving information regarding the impact of privateers in the royalist resources, see paragraph 18. 3.2 6 Region Icons There are several types of icons in some regions that bring us additional information about those regions. See image 3.2.6.

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Libertad o Muerte!

4 Libertad o Muerte! Rules of Play • © 2020 Headquarter S. L.• www.hqwargames.com

Image 3.2.6

- Gaucho or Llanero units cannot leave the Gaucho’s/Llanero’s regions. If they are forced to do this they are eliminated as in a normal combat. - Guerrilla units cannot leave the Guerrilla’s regions. If they are forced to do this they are eliminated as in a normal combat. - Natives/warriors units cannot leave the Native’s regions. If they are forced to do this they are eliminated as in a normal combat.

3.3 Cards. Cards are a very important part of the game Libertad o Muerte! Let us explain them here. Each player has their own deck of cards. These can be played for the benefit of the player or against another player to harm him. Player hand: This is the cards a player has in his hand ready to be played. 3.3.1 Parts of a card. Lets see the details of a card in the image below:

3.3 LoM Cards

1.- Card’s Tittle. 2.- Brown or Purple banner. 3.- The scenario which the card belongs. 4.- Historical Image. 5.- Condition.

6.- Historical description. 7.- Instructions of the card. 8.- Phase of the scenario. 9.- Last action. 10.- Turn (forced events cards). 11.- Phase to play the card.

3.3.2 Types of cards. There are basically three types of cards in LoM: 1.- Forced historical event. 2.- Purple cards. 3.- Brown cards. 4.- Player Aid. Forced historical event cards. These cards have a turn number (see number 10) inside a white circle on the top right side of the card. This number means in which turn the card has to be played. Purple Cards. These cards are event cards and have to be played immediately after a player draws it. Brown Cards. These Cards are part of the main deck of each side and the player can keep it in his hand and play it whenever he wants (if allowed by the rules). Help Cards These cards are useful to give some help to the players, like the turn sequence or the details of a terrain in battle. Players Armies Card These cards are used to manage the armies of each side. Players Force Pool Card These cards are needed to manage the unit not placed in the map like: - Units that will arrive as reinforcements or by playing

cards. - New purchased units - Replacements

Back of the cards. Each side has its own graphic for the back of its cards to easily understand wich side the card belongs.

3.3.2 Back side of Cards

Page 5: Libertad o Muerte! Rulebook - HQWargames• 1 rulebook • 1 playbook • 9 Aid cards • 1 ten sided dice • 6 countersheets • 300 Event cards • 2 Army sheets • 2 Player Aid

Libertad o Muerte!

5 Libertad o Muerte! Rules of Play • © 2020 Headquarter S. L.• www.hqwargames.com

The left hand side is a Patriot card and the right hand side is a Royalist card.

3.4 Units. Units means the counters that represent leaders, troops or ships. There are several types of units in LoM: Leaders, Regular units, Militia units, artillery units and sea units (ships).

3.4.1 Leader units. Leaders are a special type of unit representing military commanders. Lets see a leader counter components:

1.- Is the rank. 2.- Is the Portrait 3.- Is the Morale Value (MV). 4.- Is the Tactical Value (TV) of the Leader. 5.- Is the Name, we identify the unit with this. 6.- Is the Movement Points (MP). And the background color depends of the side, nation or other type of identification useful for the game.. 3.4.2 Combat units. These units represent the battalions, regiments, natives, rebels and ships that took part in this conflict. Lets see a combat unit detail here:

1.- Is an icon for some special units. 2.- Is the graphic that represents the type of unit. 3.- Is the Morale Value (MV). 4.- Is the Combat Value (CV). 5.- Is the Name, we identify the unit with this. 6.- Is the Movement Points of the unit (MP).

7.- This number is the Strength Points of the unit. The combat units also show a background wich color and flag represents the side, nation or region of that counter. Note: Some units have an additional identifier between the moral and movement factor value, like the Cuba army units or some Expeditionary units. Note 2: A black dot on the right of the unit graphic means this unit cannot be purchased.

3.4.3 Artillery units. These units represent the few artillery that took place in the battles of this conflict. Lets see an artillery unit detail here:

1.- Is the Name, we identify the unit with this. 2.- Is the Movement Points of the unit (MP). Note: siege artillery units are similar but only affects during sieges. They have a special icon. 3.4.4 Units Icons There are several unit icons in LoM lets see them in detail, these icons only brings information to the players in an easy way:

Militia units use to have a Moral Value of 4, there are few exceptions. All infantry and cavalry units not having the Militia icon are considered regular units. Most of them have a CV of 1. Regular units cost 1 resource during the maintenance phase. Many rebel units have a MP of zero. All units wearing the Mounted Guerrillas and Gauchos Guerrillas icons are Guerrilla units. Garrison units cost zero for maintenance, but cannot move except retreating from battle. Note: A garrison unit can exceptionally move one region to return to his native region in the case it has retreated from it previously. 3.4.5 Type of units

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6 Libertad o Muerte! Rules of Play • © 2020 Headquarter S. L.• www.hqwargames.com

The graphic on the unit tells us the type of unit it is. - Sea unit: Represented by ships. - Leader: Represented by a portrait of a historical commander. - Infantry: Represented by a soldier/warrior. - Cavalry: Represented by a soldier and his horse. Artillery units main difference is their role in battle. Leaders are needed to attack and have some special functions in battle. Infantry and cavalry are the main combat units in the game and the main difference between them is the MP and the cavalry units ability of pursuing routed enemy units. 3.4.6 Combat Value Is the modifier the units subtract to the die roll when they open fire on the enemy during a battle. 3.5 Armies There are some special counters called armies in LoM.

These counters are used to make it easy to move big stacks across the map. A player can take a whole stack and replace it by an army counter and place all the stack in the army area within the Player Aid Card.

Just operate normally with the army counter as you were moving the whole stack. When an army goes to battle just deploy in the battle card the units belonging to that army from the Player Armies Card. After resolving the battle get back to the army box the surviving units. 3.5 Markers. There are several markers in LoM needed for several purposes. Let see them in this table:

Image 3.5

Victory Points Marker: To indicate the VPs of each side. Income Marker: Tell us the current income of that side. Non Playable: Use this marker to indicate regions non playable in the scenario in play. Battle Marker: Place it in the region where the battle being resolved takes place. Siege Marker: Put over the stack besieging a Fortified city. Battle Points: Indicates who is winning the current battle. Cost Marker: Indicates the cost in resources of the regular units of one side. Resources: Tell us the current amount of military resource available for one side. Temporary Event: It is used to indicate in the board that a determined event is still in effect. Replacements: Use this counter to purchase replacements. Routed: Indicates if a unit is routed/demoralized during the current battle. Turn: Indicates in the Turn Record Track current turn. Control Marker: To indicate a region is under Patriot control. Privateers: These counters are used to indicate privateer activity in one sea area. 3.6 Small counters. There are several small counters in LoM needed for different purposes. Let see them in this table:

Image 3.6

Increased MF: To indicate increased MF in one unit. Hidden Unit: Used for the hide status of the Guerrillas units. Moral Hit: Indicate the moral impact suffered by a unit in battle. Increased Combat Fire: Used to indicate a card effect in units battle. Immobilized: Indicates this unit/stack can’t move. Strength Hit: Used during battles to show strength hits in units. Produced Resources: Indicates the number of resources produced in a region. Extra Roll: Indicates that a unit has an extra die roll in battle.

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7 Libertad o Muerte! Rules of Play • © 2020 Headquarter S. L.• www.hqwargames.com

4.0 Draw Cards Phase .

During this phase the phasing player has to do these actions: Check if there is any Event Card of his side to be played during this turn and play it following its instructions. Draw a number of cards from his deck corresponding to the scenario in play (5 for the Great Campaign and Early Years, 2 for the rest). Play immediately any purple card. Keep the rest of the cards in your hand to be played when you decide to do it and the rules of the game allow it. Play the effect of any temporary card active on the board. Discard: Players can keep a maximum of 5 cards during the minor scenarios ( La Plata, Bolivar and Mexico). And a maximum of 7 if playing the Great Campaign or Early Years. If after drawing new cards a player exceeds the allowed number of cards in his hand, he must discard the number of cards needed to not exceed the allowed number of cards in his hand. Discarding cards: At any moment that a player discards a card, this must go back to the discard deck following this procedure. 4.1 Playing cards. The way in which each card is used is indicated on its front side. - The name is just to identify the card. - The banner is just to identify is the card is or not purple, and thus it is forced to be played at the moment (or turn) it is drawn. - The scenario name just is used to prepare the scenario setup. If you are playing the La Plata scenario you will need all the La Plata cards. In the Great Campaign scenario you will need all the cards in the game. - The Image of the card its only for flavor purpose. - The condition means that something must happen to be allowed to play the card. - The historical text its just to bring some flavor to the game. - The Instructions. Follow them to play the card. - The Phase. This indicates in which phase of the game this card enters play (became part of the player deck). - Special instructions. Some cards have some text here in red that explains what to do with the card after playing it. Some remain in the game in the In Play Cards Box, some are removed from the game. If there is no text the card goes to the discard deck of the player. - Turn. Some cards have a number here, they are the Forced historical Events cards. These cards are drawn at the indicated turn by each side and played immediatly. Some cards have a ‘?’ symbol, that means it works in a special way and its explained in the Playbook. - Phase. If there is an icon here it indicates in which phase the player can play this card. Its explained below. So, in order to play a card that a player has in his hand, he needs to see if any condition is fulfilled, if it has to be played

in a determined phase of the game, if everything is ok then play the card. And follow its instructions. Note: A Player only plays cards during his own turn, except combat cards. 4.2 Card Phase. Some cards can only be played within a specific phase of the turn. If there is no symbol for any phase the card can be played at any moment for the phasing player. There are four icons to identify the card phase: 1.- Reinforcements or Land Movement Phase. 2.- Combat Phase (battles). 3.- Replacements Phase. 4.- Naval Phase (movement and Combat).

Cards without phase symbol can be played in any moment of the turn. 4.3 Combat cards. These cards can only be played during battles. See in detail in the Land Battle and Sea Battle paragraphs.

4.4 Help Cards. These cards are just to bring help to the players. They are not playable and are just used as information about the game.

5.0 Reinforcements . Some reinforcements arrive playing a card, this happens during the reinforcement phase. These troops can move during the Land Movement Phase normally. Some units arrive at a scheduled turn in some scenarios, check the scenario scheduled reinforcements in the Gameplay document. These units can also be moved during that same turn.

6.0 Resources . During this phase the phasing player checks the resources he receives from its controlled regions or any card in effect. Adjust to this amount the player Income marker on the turn record track. Add this amount to the player Resources marker. Tension Index and Privateers can make the Royalist Player to receive less Resources, see later in 17.0 and 18.0.

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7.0 Maintenance . 7.1 The Cost marker. This marker indicates the current cost of the maintenance of the regular units of one side. 7.2 Cost of the units. Units with Morale value of 5 colored in red cost one maintenance point. These are the regular units on each side. Sea units don’t count for this. Guerrilla, Natives/warriors, Portuguese and USA units Maintenance cost is zero.

7.3 Paying the units Maintenance. During this phase the phasing player must pay from its available Resources the maintenance of his units. This cost of maintenance is represented with the Cost marker on the Turn Record Track. Subtract the current Cost from the Resources the player has available. If a player doesn’t have enough Resources to pay for the maintenance he must take losses in as many units as needed to cover the difference. One strength point loss for each unit of cost he can’t afford. These losses must be taken through any land combat unit from his side, with the exception of Rebels, Guerrillas, Natives/Warriors, USA, and Portuguese troops.

8.0 Purchasing . Players can purchase new units from the forcepool if they have the needed resources available. A unit can only be purchased if the player controls the home region of the unit and the city in the region (the name of the region or the city appears in the unit name). Purchased units are placed on the New Units Box in the Player Aid Sheet. Exception: Purchased Expeditionary forces are moved from the Expeditionary Box to Cadiz. Purchased units will be deployed during New Units phase. 8.1 Units purchased strength. Garrison purchased units always enter play on their reduced side if they have more than one strength point. As a general rule, three strength point units purchased enter the game in their reduced counter side. See more detail in the Scenarios Playbook. 8.2 Units purchase cost. - Militia/Natives units cost 1 Resource Point. - Regular units cost 2 Resources Points. - Combat/Transport ships cost 3 Resources Points. - Artillery cost 2 Resources Points. - Siege artillery costs 4 resources points.

8.3 Purchasing Colonels From turn 8, for all the scenarios, it is possible to purchase any colonel that could be available in the Force Pool. Just pay 1 VP for it or add 1 VP to the enemy. Place the Colonel in its corresponding New Units box. New colonel will arrive together with any new unit of his country (or Vicerroyalty) or will be placed in the biggest stack of units of his country (or Vicerroyalty). Royalist colonels can’t arrive in a Theater where there is already one colonel present. See the Playbook to more info about Theaters. 8.4 Purchasing Replacements Any replacement costs 1 Resource Point. Place the replacement purchased in the Replacements Box in the Player Aid Card.

9.0 Sea Movement . Only naval units can move across the sea regions, land units can do it only when being transported by a transport ship. Moving from a sea region to another cost 1 Movement Point. Moving from a port to and adjacent sea region and vice versa costs zero. During Sea Movement phase a player can move stacks or units. A stack of naval units can’t move more regions than the lower movement factor of the sea units within the stack. While moving a stack you can detach any sea units from the stack in any region you move across. Naval units can enter a port in the same region they are with no movement factor cost only if their side controls the City. Naval units can move in a region occupied by enemy naval units, this will end the movement and will start a battle. Ships cannot be moved to a region where there is already a declared battle (there are ships from both sides). Patriot ships are not allowed to enter “Oceano Atlántico” sea region. 9.1 Naval transport.

A friendly naval unit that has a « T » symbol (an icon on top left of the counter) and that is in a port may, at the beginning of the naval movement phase, load ground units present in the city of the port and later, carry them on the sea regions it will travel

through/to. To represent this, put the ship over the Land units in the port box and during the ship movement until the units are disembarked. Each transport ship has a load capacity of 3. There are some Big Transport ships with an icon with a ‘GT’, these ships have a capacity of 5. A ship with a capacity of 3 can transport until 3 Strength points of Land units. Leader don’t cost against this and artillery units counts as one.

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It is also possible to embark and disembark from the sea to an adjacent land region or vice versa. This movement ends the movement of the Land units. A land unit/stack disembarks if the ship that carries it reaches friendly port. The transported units are placed in the city of the port. If a transport ship is sunk during combat, the units being carried by it are lost as it were in combat. It is not allowed to move part of the movement factor of a unit/stack, then move another unit and after that continue moving the remaining movement points. Natives, rebels, garrisons, Portuguese, USA, Texans are not allowed to embark any ship.

10.0 Sea Battle . During the sea battle phase, sea combats take place. This happens if there are ships on both sides present in the same sea region. 10.1 Deploying the battle. Place the Sea battle card in the Battle Box of the board. Place a battle marker in the region where the battle takes place. Place both side’s units in the Sea battle card in the First Line Area. Attacker units in the attacker side and defender units in the defender side.

10.2 Initiative Roll. Each side rolls the dice, the winner has the initiative on the combat, if there is a tie the attacker has the initiative. The side that wins initiative fires first and decides if the combat will last 3 or 5 rounds. 10.3 Sea battle rounds. The side that won the initiative fires first with one of its ships. Then will fire one of the enemy ships and after that another ship of the side that won the initiative will fire, this is, each round will fire all the combat ships of each side, just one time and alternating the side that fires. A roll of 1 or 2 means a strength hit, a 3 or 4 means a morale hit. A result of 5 to 10 is a miss. Ships of the line have a Combat Value of 2 and fires two times if the first time is a miss, they also achieve a Strength hit with a result of 1,2,3 or 4, being 5 or 6 a morale hit. When a ship is firing the player has to declare to which enemy ship is firing. Roll the die to see the result and apply it over the enemy ship. After this move the ship that has fired towards the fired line to represent this ship has already fired. It is not allowed to one side to fire two consecutive times to the same ship unless there is no other available. Ships of the line can fire a second time to the same objective if they missed their first fire.

Once all ships from both sides has fired move all of the to the First Line of Combat excepting the demoralized ones. 10.4 Taking hits during battle. When a ship receives a Strength hit it loses one strength point. This can mean the elimination of the ship if it only had one strength point left. Eliminated ships are removed from the game. A Strength hit also means Morale lost for the objective ship. Mark this with a Morale Marker, -1 for the first hit , -2 for the second etc... A ship with a Morale Marker of -1 means his Morale has become the one on the counter minus one. If a ship reaches a moral value of 1 it becomes demoralized and stops firing. Put a demoralized marker over it. If all the ships of one side became demoralized the side is routed and loses the battle. This means the end of the battle. 10.5 Winning the battle. If no side has been routed or has retreated from the battle at the end of the last round of fire, the side with the higher number of hits achieved (Battle Points) wins the battle. The winning side also receives 1 VP if has sunk two more ships than the enemy, the enemy also loses 1 VP. So, if winning side has sunk 3 ships and has suffered one sink, this side earns 1 VP. The enemy loses 1 VP. 10.6 Retreating from battle. After the first Fire Round any player can try to retreat from battle. Just declare this to the opponent, roll a die and if the result is 6 or more the fleet retreats, add the round number to the die roll and add one for each unit lost during this battle by this side. If the retreat is successful, place the winner side fleet in the region where the battle takes place. The retreating fleet goes to an adjacent sea region with no enemy ships. The retreating fleet can also go to an owned port in that sea region. The retreat player can retreat through a region with enemy ships in order to arrive to an empty region or a region with friendly ships at the cost of impact to one ship of the retreating ships. If there is no such region or port the fleet is eliminated. Retreating side loses one VP, and the enemy wins one VP. 10.7 Ending the battle. The naval battle ends in three ways: One side retreats One side is totally eliminated All combat rounds have been played. See the sea combat example in the Playbook for a better understanding.

11.0 Land Movement .

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11.1 Controlled regions. A region is controlled by a side if there are no enemy units in the region and at least one combat unit of this side. Regions start the scenario controlled by any of the sides as it is detailed on the Playbook . Place a control marker in Patriot controlled regions to make this visible. Regions without a control marker are supposed to be under royalist control. 11.2 Moving units/stacks. Land units move during the Land Movement phase. The player chooses how many units, stacks or armies he wants to move. The units/stacks move using their Movement Points. They pay the cost of entering a region against their remaining Movement Points. Units/stack/armies with zero movement factor or with an immobilized marker over it can’t move. Some units have some movement restrictions, see details on the Playbook. No stack/unit can enter an enemy region containing enemy units if there is no leader present with the stack/unit, this is, you cannot attack without a leader. A unit/stack or army ends its movement if enters a region with enemy units outside a fortress present. A stack or army initial Movement Points is the lowest Movement Points of the units inside the stack. While moving a stack/army is allowed to drop some of the units of the stack in any region you move trough. But it is not allowed to pick up units while moving a stack/army, this is allowed at the end of its movement. A stack/unit can embark on a transport ship with enough space, if the transport ship is in an adjacent sea region and the land unit/stack has not yet moved during its movement phase. A stack/unit can disembark from a transport in a sea region to any adjacent land region as in normal movement, this movement expends all the units/stack Movement Points. A player unit/stack is not allowed to disembark in an enemy region with enemy units on it there is no leader with that combat unit. Artillery/Leader units cannot move alone if it is not within controlled regions. Crossing a river between regions adds +1 to the default cost of moving to that region. Army units operate as stacks. Leaders can move their total movement points independently of the terrain (except when disembarking) while moving through friendly regions. Any damaged unit with a damage strength small counter over it will move together with the small counter all the time. Any unit/stack with MP higher than 0 at the start of its Movement Phase can at least move one region, doesn’t matter the cost of entering it. Exception: this doesn’t allow to cross a strait without having naval control.

It is not allowed to enter a region where a battle has been declared (there are units from both sides).

12.0 Land Battle . When stacks/units/armies of the Patriots and Royalists are present in the same land region a battle will take place there to determine who will remain in the region and thus will take control of it. If there are several Land battles to be resolved, the active player chooses the order he wants the battles to be resolved. 12.1 Leader in command If there is a leader in the same region with a unit/stack or army of his side, this leader is the Leader in command of this force If there is more than one leader present, the one with the higher rank (number of stars) is the Leader in command. If there are several with the same higher rank the player chooses which is the Leader in command among them. 12.2 Preparing a battle. The active player chooses the first battle to be resolved. Take the land battle map and place it in the battle box on the map. Place the Aid Card that corresponds to the terraint type of the region where the battle takes place next to the Battle Card. Put the battle marker in the region where the battle occurs and deploy all the units in the battle map. 12.3 Deploying units on the battle map. Place all the units from the region where the battle takes place on the deployed battle map, units ‘inside’ a fortification can remain inside the fortification or take part in the battle. If the commanding leader is a one star leader and if there are more than five non artillery units in one side, place only five of them in the battle and leave the rest in the region of the map where the battle takes place. These units won’t take part in the battle, but will proceed as the rest of the units on his side if it wins or loses the battle. First, place all the artillery units in the artillery section of the battle map, and the attacker’s artillery on the attacker side, the defender on the defender side. Second, place the Leaders in command in their corresponding box (it could happen that there is no defending leader). Place any other present leaders not in command in the ‘Other Leaders’ Box for each side.

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The battle map

Third, place the rest of the units on the First Line section of their side, according to the limit for the terrain type. The player chooses which units will go to the Second Line or First Line of Fire section (the ones that will open fire). Players can also place some cavalry units on the Reserve section (see Reserve area). This could be useful for pursuing a routed army. Fourth. Each secondary leader can be assigned to any non elite infantry battalion. This gives an additional die roll each fire round to this unit in the same way as elite units. Note: Only one additional roll can be assigned to a unit on each round. 12.4 Reserve area. Before resolving a battle, a player can place some of his cavalry units units in the reserve section instead in First Line section. There are some rules to observe here: - There can’t be more cavalry units in the reserve area

than in the Line of Fire section. - If a unit in the First Line of Fire is eliminated during the

combat, any unit in the Reserve area will occupy its place on the Line of Fire.

- If a unit in the First Line of Fire section became demoralized and fails the Recovery check during the Recovery Morale Phase, then any unit in the reserve area or Second Line Section must occupy the place of the demoralized unit, and this unit go to the First Line of Fire section.

- If a unit in the First Line of Fire section became demoralized before firing, then any unit in the reserve area or Second Line Section must occupy the place of the demoralized unit, and this unit go to the First Line of Fire section and can open fire during this fire round.

12.5 Choosing Battle cards. Each player now chooses any combat card he wants to play (if he have some available in his hand). First the defender and second the attacker. A player can only play a number of combat cards, less or equal to the number of stars of his commander in the battle. So a two stars commander allows to play up to two combat cards in a single battle.

Battle cards selected for the combat are placed at the side of the battle map. Note: Cards that are not combat cards, can’t be played during a battle. 12.6 Determining Initiative. Each side rolls a die to see which side has the initiative in the combat, add to the roll the Tactical Value of the commander in the battle. The higher result wins initiative. In case of a tie, the defender wins initiative. 12.6 Playing Combat cards Combat cards can only be played during battles. Cards regarding initiative are playing first (first the defensor, then the attacker). The effect of the last played card can deny the effect of a defender’s card, for example, if both sides play a card to gain initiative, the last played card effect prevails. Cards effects can change some restrictions of the battle resolution or add new capabilities to units, like a militia unit firing two times in a round or similar. 12.7 Artillery fire Round. There is no artillery round for Jungle or Andine terrains. The side that won the initiative select his first artillery firing unit and an objective from the enemy First Line of Fire. After this rolls a die and resolve following the Table 12.7. Repeat this for each artillery unit he has. Do the same with the side that lost the initiative roll.

Dice Result Effect

1 or 2 The enemy unit suffers a hit (morale and strength)

3 or 4 The enemy unit suffers a Morale hit

Table 12.7

12.8 Managing hits on the enemy.

If we hit an enemy unit the unit loses a point of life. If this was its last point the enemy unit is eliminated and it could return to the Force Pool. The enemy unit also loses one Morale Point.

If a unit Morale Points drop to 2 the unit is routed and a ‘demoralized’ marker is placed on it. Routed units don’t fire during the combat fire round. If a unit became demoralized before its own fire in this round, it can interchange its position immediately by an available unit in the Reserve or in Second Line. Check if the enemy army became routed if this was its last non routed combat unit in the army. If a hit eliminates an enemy unit it is removed from the battle chart and another unit (if available) in the reserve or Second Line takes its place in the First Line. If the eliminated unit hasn’t fired yet during this round, the new unit will fire in this fire round. 12.9 Combat units fire rounds. There can be up to five combat rounds (depending on the region terrain or any played card)

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On each round players can fire with their units on the First Line section. The side that won initiative fires first with his first unit, and after this is the other player who fires with his first firing unit. Second will fire the second firing unit of each side, this is repeated until there are no more firing units on each side. Each time a unit has fired move it to the ‘Fired line’ section. After the Rally Phase all the units leave the ‘Fired Line’ going back to the First Line of Fire section. When firing, subtract the Combat factor of the unit firing to the die roll.

12.10 Elite(veteran) units. Elite units have the chance to fire two consecutive times. If the unit misses its first shot it can try again, rolling the die for a second try. 12.11 Secondary leaders. Each secondary leader brings an extra roll to the unit he is linked with if that unit has missed his first fire roll. Not applicable to elite units. Secondary leaders can die if its infantry unit is eliminated during the battle. If this happens, roll a die, a result of 8,9 or 10 kill the leader, remove it from the game, a result of 6 or 7 means the leader is wounded, place it in the next turn box in the turn track, the leader will arrive as a reinforcement in the next turn. After the battle, secondary leaders stop being linked to any infantry unit. 12.12 Rally Phase. After each fire round excepting the last round of the battle, there is a rally phase. During this phase the leaders of each army roll a die for each Demoralized unit on his side. If the roll die is 5 or less the unit recovers one point of Morale. If the morale goes back to 3 it can fire again, in this case remove the Demoralized marker over it. Subtract the Morale value of the leader to the roll. See combat examples on the Playbook. 12.13 Effects of impacts during the battle. A unit that suffers an impact (die roll modified of 1 or 2) loses on step of life and its morale value is decreased by one. A unit that suffers a Moral Impact (die roll modified of 3 or 4) loses one point of its Moral Value. Represent this placing a ´-1’ Moral small counter over this unit. If the Morale of a unit reaches 2 then this unit became demoralized and doesn’t participate any more on the combat unless it recovers its morale over 2 during a Rally Phase. It is possible to fire in a demoralized unit present in the First Line of Fire, this unit can receive more Strength and Morale hits dropping his morale to 1 (lowest value) and even being eliminated. If there are non demoralized units in the Second Line section they can interchange their place with a demoralized unit on the Fire Line of Fire section, this can happen

immediately this situation occurs, even during enemy fire resolution. Each royalist elite unit eliminated gives one additional VP to the Patriot player. The first time a unit receives a hit, it is flipped to his damage side. If the unit already was in his flipped side and it has more than one Strength point, place a ‘-1’ strength marker over it. Place ‘-2’, ‘-3’ markers if necessary.

12.14 Retreating from battle. After first Fire Round any player can try to retreat from battle. Just declare this to the opponent, roll a die and if the result is 6 or more the army retreats, add the round number to the die roll and add one for each unit lost during this battle by this side. If the retreat is successful, resolve the battle as a lost battle for the retreating player. Apply VP as explained in Result of the battle section below. Garrison units must retreat inside any present fortress. 12.15 Routed army. An army becomes routed if none of its non eliminated units in the Line of Fire section has morale over 1. This army loses the battle immediately and an enemy cavalry charge can happen. 12.16 Cavalry charge. If an army becomes routed and there is enemy cavalry in the enemy reserve area. The units placed there can conduct a charge pursuing any demoralized unit of the enemy. The cavalry units charging open fire like in a normal combat round, only life points hits are taking into account during the charge as the enemy units are already demoralized. 12.17 Result of the battle. The winner side units remain in the region, the loser army retreats to an adjacent region without enemy units or battles to be resolved this turn. Defeated armies cannot retreat to an island if there are enemy sea units in the sea region that surrounds the island. If a side became routed the enemy automatically wins 1 VP and the routed side loses 1 VP. If a side has retreated from battle, its side automatically loses 1 VP and the enemy side wins 1 VP. The winner side also wins an additional VP if he scored a ‘+3’ Combat Points in this battle. In this case the loser side loses an additional VP. This will be additional to any VPs won/lost by a rout during combat. The losing side can also retreat part or his full army inside a fortified city in the attacked region if there is any. 12.18 Adjust Cost Marker. Elimination of units during the battle can cause the Cost Marker of any or both sides to be lowered, check it after the battle. For each two enemy units eliminated you receive one Victory Point, and for each two own units eliminated you lose one Victory Point.

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12.19 Winning the battle. Combat Points. Each time a side scores a hit on an enemy unit during the battle, he receives one Combat Point. At the end of the battle if both sides remain in the battlefield the side with higher number of Combat Points wins the battle. Use Combat Points marker during the battle to reflect the situation. See combat samples on the Playbook. 12.20 Recovering morale. Once a battle is finished all the surviving units recover fully their morale level, so remove all the morale small counters. 12.21 Elimination of an army. If one of the combat units of any side is completely eliminated. Any leader that was stacked with this army/units is retreated to an adjacent controlled area. If there is no adjacent controlled area by his side, then the leader is eliminated. If it is a Generic Coronel it goes back to the Force Pool. Any remaining artillery of the eliminated army is eliminated, going to the force pool if it is a unit that can be purchased (without a black dot). 12.22 Siege. If the attacker wins the battle and there are present in the region enemy units inside a fortified town then a siege starts. Place a siege marker over the units inside the town.

13.0 Sieges . A siege takes place when a friendly force (with a leader) has the control of a region previously occupied by the enemy and there is a fortified city held by enemy units inside. Compare the strength (number of total life points (TLP) of the force) of the besiegers against the besieged. If besiegers TLF are bigger than the besieged a siege battle takes place (only if besieginf player wants to start a Siege Combat), if not, nothing happens. Siege Combat is divided into five rounds. On each round a die of 10 sides is rolled. The result determines what happens, see table 13.0

Table 13.0

Some modifiers can be applied to the dice roll : - The fortress level is subtracted to the die roll - If the besieger has artillery +1 is added to the die roll.

- If the besieger has siege artillery +2 is added to the die roll. - If the Tactical value of the besiegers commander is higher than the besieged commander (or there is none) +1 is added to the die roll. - If the city is a port and it is blockaded, +1 is added to the die roll. - If the city is not a port +1 is added to the die roll. If the any army is eliminated in any round the siege ends. The besieger can stop the siege in any round or decide to no start the siege battle.

14.0 Replacements . Play first any card that gives you replacements. In this phase players can use their purchased replacements. The procedure to use a replacement is the following: Each purchased replacement can be replaced by one strength point lost by one of our units. So you take the replacement counter purchased from your Player Aid Card and remove it. Then add one strength point to any unit that was not at his full strength points. Exceptions: - Elite units cannot recover ever their full strength points. - No unit can recover more than one strength point in a single turn , including the ones recovered by cards. - Rebels cannot use replacements. - Natives cannot use replacements. - Units with a black dot on the right side of the counter cannot receive replacements. Exception: Units with a black dot point on the right side of the counter can receive one replacement playing the card ‘Military Hospitals’.

15.0 New Units . Units purchased during the purchase phase are now placed in their arrival region. Players deploy their new units in a controlled region at the start of his movement phase. These regions must contain a controlled city. Only two new units can be deployed on each region in a single turn. New units cannot be placed in besieged cities. Units can only be deployed in its home country/area. So you cannot deploy Chilean troops in Mexico, for example, or a Royalist unit from La Plata scenario in New Granada. If a unit cannot be deployed, it is eliminated and returns to the force pool.

16.0 End of Turn . During the Royalist player End of Turn phase. Remove the markers which effect last one turn and that has been already executed. Check if any side meets the scenario Victory Conditions defined in the Gameplay document. If this was the last turn check the Scenario Final victory conditions in the Playbook.

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17.0 Tension Index . The Tension Index (TI) is a parameter that represents the degree of Social annoyance with the political situation in Latin-America between the population and the Spanish

Government. It starts growing from the very beginning of the game. For each 10 points of Tension Index the Royalist will see his income reduced by one. note: Some cards need a determined level of Tension Index (TI) to be playable.

Important! Each time an Expeditionary stack/unit disembarks from Spain in America, a die is rolled. Six or higher increases by one the Tension Index. Do the same if the force arrives by event card directly in America.

18.0 Privateers . Privateers fight against the Spanish crown is represented with privateers counters and the four Privateers areas on the map. One in the Pacific, one in the Caribbean sea, one in the South Atlantic and the last one in the North Atlantic. For each box with any privateer counter present on it the royalist player rolls a die during the his Income phase. Follow this table to execute its effects:

Number of privateers counters present

Roll Die Effect

1 9,10 -1 Resource

2 8,9,10 -1 Resource

3 7,8,9,10 -1 Resource

There is also a help box at the side of each box.

19.0 The Expeditionary Troops . 19.1 Playing Expeditionary Forces Cards. Expeditionary forces enter the game when the royalist player plays a card. They use to arrive in the Expeditionary Forces Box (EFB from now), next to Cadiz. 19.2 Purchasing Expeditionary Forces. The Royalist player can purchase any of the units in the Expeditionary Forces Box paying 1 Resource point for each , placing it in the Cadiz region. The royalist player must expend the first resource point in expeditionary forces (if there are units available in the EFB) before any spent in non expeditionary forces during the purchase phase.

19.3 Attrition. Expeditionary units have to be transported from Spain to America. At the start of each naval phase, roll a die for each expeditionary unit being transported by sea from Spain in any sea region with the exception of Cadiz Bay. - A unit at full of strength will suffer a hit if the die roll is 7,8,9 or 10. - A damaged unit with more than one life point remaining will suffer a hit if the die roll is 9 or 10. - A unit with only one life point won’t suffer any casualty. Design Note: This represents the casualties suffered by these troops during their trip to America due to several sickness.

. Leaders are not affected by attrition. 19.4 Tension Index impact. Each time an expeditionary unit is disembarked in America, the Tension Index is incremented by one if a Die Roll results 6 or higher.

20.0 Guerrilla units . Guerrilla units have a special capacity: The hidden mode. The player can declare during his land movement phase any of his non yet hidden guerrilla units to become hidden. To identify this, place a Hidden small counter over that unit. Hidden units cannot take replacements. 20.1 Hidden mode Any patriot unit in hidden mode loses the capacity of taking control of a region. Any hidden unit can change to visible mode if ends its movement in a region with allied units or in an empty region. If a battle starts in the region where there are hidden units, these units can change to visible mode and participate in the combat, even during the oponent turn, if not, they remain hidden and the battle occurs normally. Hidden units can enter regions with enemy units present (stacks or armies) and they are not forced to start a battle, they remain hidden. Leaders cannot be hidden. 20.2 Detecting hidden units Each time an onw unit (or stack or army) enters a region with enemy hidden units a die roll happens to see if the hidden units are detected. The die roll is a success if it is 8 or more. Add a modifier of +1 if own cavalry is present. Add a modifier of -1 if the region is Mountain or Andine terrain. If the hidden unit is detected remove the Hidden marker of the unit. If there is more than one hidden unit the detection die roll is done for each of them. If any of the Hidden units became non hidden units, then a combat happens if there is a leader with the detecting side units, if not, the enemy units not hidden should retreat from this region to another Guerrilla region without enemy

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15 Libertad o Muerte! Rules of Play • © 2020 Headquarter S. L.• www.hqwargames.com

units, if this is not possible, they became hidden again and take a strength hit. Guerrilla units don’t count against the Maintenance.

21.0 Scenarios . Please read the Playbook document for detailed information of the scenarios available to be played in Libertad o Muerte! You can also find there some useful examples of play.

22.0 Cards explanation . Some cards need a detailed explanation of they have to be played. 22.1 Desertions To reproduce a random effect to select the unit to be eliminated follow these instructions: If playing the big campaign select which Viceroyalty will be affected: New Spain, New Granada or Peru and La Plata (this two as one unique Viceroyalty). Choose three enemy stacks in that Viceroyaly to receive the hit and roll a die. If it is a 1,2 or 3 the first stack will take the hit. If it is a 4,5 or 6 the second stack will receive the hit. If it is a 7,8 or 9 the third stack will receive the hit. If it is a 10 the enemy player will choose which unit will suffer the strength hit. Once the stack is selected roll a die for each unit. The first one that rolls 6 or more receives the hit. If no unit rolls 6 or more, repeat the process or find yourself another random way of assigning the strength hit. If the stack is a single unit, it receives the hit. Do not select units with just one strength point if that is possible. 22.2 Shooters The player receives two extra roll small counters. He can play them during the battle. Each one will be assigned to a different non cavalry unit. Place the small counter next to the unit that will receive the extra roll. If this unit misses his first shot it can reroll. The effect works during all the battle. At the end of the battle remove the small counter.

22.3 Convertion of militias There are some militia units in the Argentinian, Colombian and Venezuelan armies that can be converted to regular units playing this card. When a militia unit is converted to regular, it can’t be built again unless the regular unit is eliminated. Once the regular unit is eliminated, place again the militia unit on the force pool and the regular unit in the event units box in the Player Aid.

23. Royalist and Patriot Aid Card . Players should use this card to manage their units not yet placed on the board.

New purchased units and Replacements are also placed here during the Purchase phase.

The units available in the Force Pool are placed in this card, in the corresponding box as explained in the Playbook. Any unit lost in battle or by event is placed in its corresponding box in this card if the unit can go back to the game later. All the units that are not yet available to be purchased and will arrive by event (playing a card) are placed in the Events Box. Follow explanations in the Playbook regarding the Aid Card of each side.

24. Player Armies Card . Players should use this card to manage their armies. This card is divided in ten boxes, each with an army name in it. The way to use the Armies Card is easy. When a player declares an army in any region, he has to place in the corresponding box the units of the army he has declared an placed on the map. An the declared army in the region the units were. When an army is not being used just leave its counter in the corresponding box.

Patriot Armies Card

25. Optional Rules . 25.1 Fighting Privateers. The royalist player can declare one of his combat ships of 1 combat factor to be fighting privateers during its naval movement phase. He just has to move the ship into a privateer area containing privateers counters. During the naval combat phase before any naval combat resolution, proceed in this way:

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16 Libertad o Muerte! Rules of Play • © 2020 Headquarter S. L.• www.hqwargames.com

Roll the die, if the result is 0 or 1 the ship is eliminated, 2 o3 the ship takes a hit. 7,8,9,10 one privateer counter is removed. If the ship has survived place it again in the adjacent sea area where it was before entering the privateer area. Modify wiht ‘-‘ the die roll if the Royalist ship is damaged before the detection try starts.

25.2 Big Battles. One time during each period of war (Rebellion, War to Death and Final Years), each player can determine that a battle will be a ‘Big Battle’ on each Theater. A player can only determine a Land battle to be a ‘Big Battle’ if there are at least 6 non artillery units of each side present in the battle. A Big Battle will always have five rounds of combat, doesn’t matter the terrain type of the region where the battle takes place. No side can retreat from a ‘Big Battle’.

Cards that provoke a retreat or to make to battle rounds be reduced cannot be played in a Big Battle.

The winner side earns 3 Victory Points, the defeated loses 2 VP. No more VPs are awarded. A Big Battle also ends if one side become routed. Place the counter ‘Big Battle’ in the region it takes place. At the start of his Period of war a player starts with one Big Batlle marker for each scenario in play. So just one for Mexico, Bolivar and La Plata and three in the case of the Big Campaign or Early Years scenarios. Big Battle Theaters: In order to play each Big Battle marker, consider the map divided in three big Theaters. Mexico Theater will be composed by Mexico as defined in the playbook in image 27.3.2. La Plata Theater will be composed by all South America from Trujillo and Moyobamba (included) to the South. Bolivar Theater will be composed by Colombia and Venezuela as defined in theh playbook in image 27.2.2.

C R E D I T S (under work)

Designer: Miguel Santacruz Counters graphics: David Arenas Map: Miguel Santacruz

Proofreader: John Durkee, Philippe Thibaut, Gonzalo Santacruz Playtesters: Carlos Sanchez, ...