DOUBLOONS & DRAGOONS
Players take the role of Merchant Princes in control of their own city state.
Thru conquest and trade they try to outdo their opponents in the quest for Gold & Glory.
Dice = 20, 10, and 6 siders
Paper and pencil
Chits to represent units. Each player requires chits of a different color.
Conquer all Cities on the map.
The hex map should contain about 25 cities, many with ocean access.
NAME MOV DEF TYPE
Clear 1 --- Plains or terrain containing roads and bridges
Rough 2 +1 Forests, Hills
Difficult 2 +1 Mountains, Swamps; Cavalry use all 4 move points to enter
Treacherous --- --- Mountain Peaks; Cannot be entered
Water (1) --- Rivers, Oceans, Lakes; Can only be used by ships
Reefs (2) --- Can only be used by ships
Cities 1 +1 Any unit except cannons in a city hex become Garrison units while there
GAINING CONTROL OF NEUTRAL CITIES
Neutral cities will have a garrison of 1D6 militia units.
Players can gain control of neutral cities by diplomacy or military occupation.
All current trade routes to the city cease to exist. New ones may be established.
Each player starts with a Home City, 20 gold, and 3 Militia.
2-Bid for the Favor of the Church
4-Roll for turn order
5-Players take their main turns
One player rolls 1D6
1 Black Plague- Random City generates no income this or next turn.
Units present are destroyed on a roll of 1-2 on D6.
2 Surplus- One random trade good produces no trade income this and next turn.
3 Scarcity- One random trade good produces double trade income this and next turn.
4 Revolution- One random non-home city and its units become independent.
5 Renaissance Master- One random city produces +1 Gold in taxes for the rest of the game.
6 Fortification- One random city gains 1 Militia unit.
2-BID FOR THE FAVOR OF THE CHURCH
Players make secret bids for for the favor of the church.
Bids are revealed simultaneously. All gold bid is considered spent.
The highest bid wins. The favor may be used this turn to:
-Make one diplomacy attempt automatically succesful
-Target stack cannot move or initiate an attack
-Target city may not be attacked
-Recruit an extra unit in target city
-Negate a spy mission
-Target opponent controlled Non Home City with no garrison (or militia only) becomes neutral
-Win turn order roll
-Get +1D6 to next rounds bid
In case of ties, no one gets the Favor.
Players may trade gold, units, cities, promises, or anything of value.
4-ROLL FOR TURN ORDER
Roll D10. High roll takes their Main Turn first.
5-MAIN TURN SEQUENCE
There are 9 phases in the main turn sequence:
3-Trade Revenue Phase
8-Establish Trade routes
Pay 1 gold per 5 units you control.
Units whose upkeep is not paid are immediately disbanded.
Players may save gold from round to round.
Gain 1 gold for each city you control & 3 gold from your Home city.
Gain 1 gold per established trade route.
Each City produces 3 trade goods and demands 3 trade goods.
Roll D20 on the Trade Goods Table to determine goods produced and goods demanded.
Double results are allowed.
TRADE GOODS TABLE
20 Roll again twice
Recruit up to one unit at each city you control per turn.
NAME TYPE COST MOVE COMBAT
Musketeers Infantry Missile 4 2 +1 vs Pikemen & Dragoons
Pikemen Infantry Shock 4 2 +1 vs Lancers
Dragoons Cavalry Missile 4 4 +1 vs Pikemen
Lancers Cavalry Shock 6 4 +1 vs Missile
Cannon Missile 6 (2) +1 vs Infantry
Militia Infantry 3 - Garrison only
Garrison Infantry - - +1 vs Cavalry
Officer Leader 3 4 Required for stack to move
Diplomat Leader 3 4 Recruit Neutral cities
Governor Leader 3 4 City generates +1 Taxes
Agent Leader 3 4 Negates Spy missions
Caravan Merchant 2 2 Establish Trade Route
Caravel Merchant Ship 2 2 Establish Trade Route
Galleon Ship 5 4 Carry up to 4 units
Frigate Ship 5 4 +1 vs Ships
Roll 1D6 for every Gold you spend.
On a roll of 1 on 1D6 roll on the following table:
D10 MISSION SUCCESS
1 -Assassinate: Destroy target Leader.
2 -Set Fire: Destroy target ship adjacent to land.
3 -Banditry: Destroy target caravan & gain 1D6 Gold.
4 -Piracy: Destroy target caravel & gain 1D6 Gold.
5 -Sabotage: Target stack cannot move or initiate an attack or action this and next turn.
6 -Bribery: Buy opponents stack not in home city: Pay cost of all units.
7 -Start Revolt: Target opponent's Non-Home City with no garrison (or militia only) becomes neutral
8 -Thievery: Opponent loses and you gain 1D6 Gold.
9 -Arson: Target Non-Home City produces no income and cannot recruit this turn or next turn
10 -Pick Mission Result.
Agents negate a Spy mission targeting the Hex they occupy on a roll of 1-2 on D6.
Any number of units may occupy a single Hex.
Rough & difficult terrain cost 2 moves to enter.
Units cannot enter a hex occupied by enemy units unless the enemy units are all Leaders.
Military units automatically capture (destroy) enemy leaders in the same Hex
One stack of units may attack an adjacent stack of units.
Stacks may combine their attacks.
Militia and stacks without an officer may not initiate attacks.
Any unit may be attacked. The exception is nonmissle troops may not attack ships.
Merchant and Leader units do not get attack dice.
Both attacking and defending units make attack rolls
in the following order:
Units of the same type from both sides roll their attack dice simultaneously.
Targets are declared before attack dice are rolled.
An attack will destroy a target unit on a roll of 4-6 on 1D6
If the attacker is +1 against the target, add this to the attack roll.
An attacker is -1 on his roll if the target unit is in a terrain that has a Defense value = +1
Attacks by musketeers and dragoons vs Ships are at -2
Cannons cannot move & initiate attacks in the same turn.
8-ESTABLISHING TRADE ROUTES
Routes between cities you control are established automatically.
Routes can be established automatically with friendly empires.
Merchant units originating from a supply city you control may
establish a trade route with a neutral demand city by entering it.
One Supply will satisfy one demand.
Each Trade route will result in a revenue of 1 gold per turn.
If a diplomat occupies a neutral city pay 1 gold to make a Diplomacy attempt.
On a roll of 1 on 1D6 gain control of the city and its garrison.
Only one Diplomacy attempt per city per turn.