Friedrich: unfolding the game board
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Time Track and the Cards of Fate.
The game is played as a series of turns, four to a year. The first five turns are recorded using the time track
printed on the game board. After the first five turns, time is recorded by drawing a card from the Cards of Fate,
one of which is drawn per turn. Each card describes a unique event that affects the course of the game.
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Map Legend.
The game board is essentially a network of cities connected by major and minor roads. Pieces occupy
the cities and move by the roads. The heavy lines denote major roads, along which pieces are allowed
to move faster. Cities can be specially marked as set-up, depot, or 1st or 2nd order objective cites.
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Prussia.
The medium blue territories constitute Prussia. For Prussia, victory is about survival (although there
is an advanced game option that lets Prussia win by taking objective cities inside Austria). There are
cards of fate that can knock France, Sweden, and Russia out of the war: if no Allied country has achieved
victory before all of those cards have been drawn, Prussia wins the game.
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Hannover.
The light blue territories constitute Hannover. Hannover is Prussia‘s only ally in the game. Hannover
has its own leaders, army, and territory, but there is no Hannoverian player, nor can Hannover win the
game separately from Prussia.
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Saxony.
The dark yellow territory is Saxony. Saxony was an Austrian ally that was conquered by Prussia at
the start of the war, and which was heavily taxed by Prussia to pay for the Prussian war effort. There
is no Saxon army or player, although the Imperial Army can treat Saxony as its home territory.
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Austria.
It was Austria (colored light brown) that initiated the alliance against Prussia. Its ruler, Maria Theresa, was a bitter
enemy of Prussia in the wake of Prussia‘s seizure of Austrian’s Silesian province (marked on the map
with the German name Schlesien). There is no card of fate that can knock Austrian out of the war.
Austria wins if at the end of any turn it controls all its objective cities, which not coincidentally, are
mostly in Silesia.
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France.
France has no territory on the map, but it does have armies that start the game on the Hannoverian
border. France wins the game if at the end of any turn it occupies all of its objective cities, most
of which are in Hannover. There are two cards of fate that control French participation in the war: once
both are drawn, France is out of the war.
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Imperial Army. The light yellow territory is the home territory of the Imperial Army, which
was the army of the Holy Roman Empire, a loose confederation of German states who sometimes acted together
but more often apart. There is no Imperial player. At start, the Empire is controlled by the Austrian player, but
if France is knocked out of the war, the French player takes it over. The player controlling the Empire wins
the game if at the end of any turn the Empire controls all of its objective cities.
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Russia.
Russia has no territory in the game but its pieces start play in Poland (colored medium brown). Russia
wins the game if a the end of any turn it controls all of its objective cites, which are in eastern and northern
Prussia. Russia’s involvement in the war was motivated by the Czarina Elizabeth‘s hatred
of Frederick. There is a card of fate for the Czarina’s death, which once drawn, will knock Russia
out of the war.
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Sweden.
Sweden (colored light green) has its own army and objective cities, but there is no
Swedish player; Sweden is under the control of the Russian player. Even if Russia is knocked out of the
game, the Russian player can still win the game if at the end of any turn Sweden controls all of its objective cites.
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