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France
chooses "move
two units" as an action. The first move is to move an army from France
to Africa. France has a fleet off the shore of this colony, so movement
is allowed. Since this crosses a rope, a sea roll check is necessary. For a sea roll: Sea
Roll Roll 1d6:
1-2 unit destroyed.
(also
take 1 unrest)
1 then roll a second 1d6 3-4 unit returns to its point of origin. 2-6 Safe Arrival. 5-6 the unit completes its movement safely. The first roll is a "1" --not looking good. This requires the second roll, which is a "3" "unit returns to point of origin". This means the army is lost at sea and will return to France at the end of this action without reaching its destination. Since you are only allowed to move each unit only once in a given action, you may not move this unit further, even though you still have unit movements left in this action. France decides to attempt to move the second army into Africa. Again a "1", which requires the second roll. The second roll is a "2". The army is destroyed and the player takes one "unrest" point from the bank. |
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Green
can make the movement because it has a Control Token at destination. Red can make the movement because it has a Control Token adjacent to the destination. Yellow can make the movement because it has a Fleet in the Mediterranean Sea, which allows landing units both in the Mediterranean and the Ottoman Empire. Blue may not make the movement. It has no Control Token at the destination, in a country adjacent to the destination, nor a fleet in an adjacent Sea. |
