THE OTTOMAN ASSAULT ON THE HOLY ROMAN EMPIRE

1526 -1683

TABLE OF CONTENTS 10.3 Leaders and Combat 1.0 Introduction 10.4 Towns and Combat 2.0 Game Components and Terms 10.5 Forts and Combat 2.1 Game Pieces 10.6 Fleet vs. Fleet Combat 2.2 Game Map 10.7 Siege Combat ith breech-loading rifles and the ith breech-loading rifles and the 2.3 Game Concepts, Terms and Abbreviations 11.0 Raids first “machine guns” in mass Wfirst “machine guns” in mass 3.0 Sequence of Play 12.0 Fort Repair Woperation, the Franco-Prussian War operation, the Franco-Prussian War 4.0 Supply 13.0 Winning the Game had a modern feel about it… but there had a modern feel about it… but there 4.1 Tracing Supply 13.1 Sudden Death Victory were still vestiges of the old ways. Both were still vestiges of the old ways. Both 4.2 Supply Sources 13.2 Victory Points sides made powerful, desperate, and 4.3 Foraging 14.0 Scenarios sides made powerful, desperate, and bloodily successful cavalry charges… 4.4 Out of Supply 14.1 The Year of Mohacs bloodily successful cavalry charges… “Deathrides” to the men within them. 5.0 Weather 14.2 The Shadow of the Vulture “Deathrides” to the men within them. 6.0 Transylvanian/Magyar Loyalty 14.3 Lash of the Turk Deathride, by noted designer Charles Vasey, Deathride, by noted designer Charles Vasey, 7.0 Attrition highlights the technology and command 14.4 The Last Bold Thrust highlights the technology and command differences between the two armies. 8.0 Replacements and Garrisons 15.0 Optional Advantage Marker rule differences between the two armies. 8.1 Garrisons 16.0 Designer’s Notes 9.0 Movement DEATHRIDE 16.1 Further Reading DEATHRIDE 9.1 Stacking includes Against the Odds #24 includes Against the Odds #24 9.2 Leader Holding Boxes Game Design: Andy Nunez Full color 22" x 34" map Full color 22" x 34" map 9.3 Fleet Movement 200 counters Game Development: Lembit Tohver 200 counters 9.4 Leaders and Interception Movement 12 page Rulebook Editing: Jack Beckman 12 page Rulebook 9.5 Forced March $29.95 ziplock, $34.95 boxed Language Consulting: Karoly Szigetvari 9.6 Overrun $29.95 ziplock, $34.95 boxed Playtesting: Brian Brennan, Frank Clark, 10.0 Combat James Istvanffy, Steve Mones, Isobel Priest, 10.1 Combat Resolution Marc Priest, Brian Rempel, James Richards, Paul Rohrbaugh, David Smith, Philip 10.2 Retreats Tohver 2 THE LASH OF THE TURK rules THE LASH OF THE TURK rules 3

READ THIS FIRST 1.0 INTRODUCTION 2.1 Game Pieces behind to maintain control). Forts and towns Kassim B. Kassim Bey – leader of the Combat unitS not listed as being controlled in scenarios are Turkish raiding forces in the 1532 campaign We’ve organized the overall structure of the Lash of the Turk covers the significant Each counter in the game represents either Defense Movement considered neutral and can be grabbed for rules of this LPS simulation game to follow campaigns waged by the Ottoman Empire a military unit, or a game function marker. Attack IT Italian supply and VPs by any player bold enough to this game’s sequence of play in introducing against the Holy Roman Empire during Military units may be groups of soldiers, march into them. LK Landsknecht concepts. The rules themselves are written the sixteenth and seventeenth centuries. fleets of ships or leaders and their staffs or Nationality in a format known as the Case System. This For centuries the Ottomans fought against Wagon Supply Train . They are rated for Century DR/DRM Die roll/ Die roll modifier Lorraine Charles, Duke of Lorraine approach divides the rules into Modules (each the Austrian Emperor across the plains of *Century - Type commanded the Austrian field army in 1683 attack combat factor, defense combat factor Ottoman Represents the forces of the of which deals with a major important aspect Hungary using Hungarians, Transylvanians and movement for land units or fleets, use in both Turkish-dominated Ottoman Empire that of play). Modules are numbered sequentially and Wallachians as their chess pieces. Louis Louis II, King of Hungary was only and attack modifier, defense modifier and bordered what is now Hungary and as well as possessing a title. Each Module is From the dismemberment of Hungary by 20 in 1526 movement for leaders as explained within and prosecuted a lengthy campaign to divided into Sections (that deal with a major Suleiman the Magnificent after the battle the rules. Game function markers help keep Type: M - Mercenaries control not only these areas but also the Lubomirksi Prince Jerome Lubomirski sub-topic inside the Module) which are also of Mohacs in 1526 to the rolling back of the track of the control status of towns, supply G - Garrison R - Raider Austrian capital of Vienna. of , who was contracted to bring 3 numbered sequentially. Modules and Sec- Ottoman frontiers during the campaign of exhaustion of a hex, siege combat, out of H - Heavy troops S – Siege Guns regiments of horse in 1683 tions are introduced by some text that briefly 1683, hundreds of thousands of lives were supply or disrupted status of combat units, Raid During the part of a turn designated as describes the subject covered by that particu- lost as the two empires ground against each M Mercenary infantry unit the turn’s weather, Victory Points (VPs) Raid Phase, the active player moves his raider lar Module or Section. Finally, the majority other. By using counters to represent the accumulated and the number of replacement units and makes raid attacks. Mehmet Mehmet Giray, king of the Tartars, of each Section consists of Cases. These are military units of both sides, players will points available for each player. Austro- who joined in the siege of 1683 for glory and the specific, detailed rules that govern play. recreate four important campaigns: 1526, Rounding Whenever a unit’s combat Hungarian units have a blue background plunder. Each Case is also numbered sequentially. The 1529, 1532 and 1683, as they contest over Infantry Cavalry Artillery factor is halved (or quartered) round up numbering follows a logical progression based a map representing Hungary, Wallachia, with a light beige stripe, Austro-Hungarian any fraction to the next whole number. Mustapha Kara Mustapha, Vizier of upon the number of the Module of which Transylvania and parts of Austria, Allied units have a blue background with Odds ratios are always rounded in favor of Mehmed the Cases are a part. A Case with the number and . a two tone stripe. Ottoman units have an the defender. Movement allowance can be orange background with a light beige stripe. rounded up or down depending on rules Philip Philip was the Palgrave , nephew of 7.51, for example, is the first Case of the fifth the Elector Palatine, in 1529 Section of the seventh Module of the rules. Ottoman Allied have a orange background Ship Wagon condition to the next whole number. Each Module can have as many as ninety- 2.0 GAME COMPONENTS with a two tone stripe. Turn A full turn consists of both sides PL Polish nine Sections and each Section can have as AND TERMS leaderS resolving loyalty, supply, moving, attacking, PS Austrian Peasant Vigilantes (think mobs many as ninety-nine Cases. The numbering 2.2 Game Map Each copy of Lash of the Turk is composed and raiding. Each turn represents one week with pitchforks and torches!) system is designed as an organizational aid. of the following: The map covers a roughly square area where Defense Modifier of actual time. The weather can also change Use it to determine where a Case is located in these campaigns actually took place. A Attack each turn, depending on a DR. R Raider type unit. Usually cavalry units, but the rules. One 22 by 34 inch map Modifier Movement includes Austrian Peasants (PS) hexagonal grid overlays the map to regulate Victory Winning the game depends on One sheet with 216 9/16” counters movement, and the courses of rivers have accumulation of Victroy Points. The type of Rogendorf William Von Rogendorf, Marshal 3.1.4 Century been altered slightly to conform to the sides victory can be altered by the death of certain 4 pages of tables (2 player Aid Charts) Name Salm Nicholas, Count Salm The example above is the number of the of the grid in the interests of playability. The leaders. fourth Case of the first Section of the third This rules booklet terrain features on the map are representative Sobieski John III Sobieski, King of Poland Module of the rules. of the actual terrain over which the conflict The following abbreviations are used on the Players will also need two six-sided dice to raged and their effects are further explained counters: SP Spanish play the game. If any of these components in the rules and on a chart. If a hex has more markers Learning to Play the Game Agha The Agha Khan of the Jannisaries Strmbrg Ernest Starhemberg are missing or damaged please contact: than one terrain type, the highest movement Begin by familiarizing yourself with all of the Against the Odds point (MP) cost to enter is paid, and the BA Bavarian Suleiman Sultan of the Ottoman Empire components listed for this game. Then skim terrain most advantageous to the defender is 1520-1566 BO through the charts and rules, reading all the PO Box 165 used for combat. Bohemian titles of the Modules and Sections. Set up a SX Swedish Charles Charles V, Holy Roman Emperor game scenario or portion of a scenario (after Southeastern, PA 19399-0165 USA Note: The locations of the Mohacs battlefield Advantage Bridge Control Disrupted during most of Suleiman’s reign Thokoly Imre Thokoly, puppet King of reading the applicable Module) and play a and Count Dracula’s (Vlad the Impaler) Attn: Lash of the Turk Hungary trial game against yourself. During this trial castle are denoted on the map only for DU Dutch game, try referring to the rules only when you Or e-mail us at: [email protected] historical and geographic purposes. These TM Transylvanian/Magyar have a question and remember the numbering have no special function in terms of game Esterhazy Paul Esterhazy was the Hungarian We hope you enjoy this game. Should Tomori Pal Tomori was the Archbishop of system we employ makes it easy to look up play. Exhausted No Supply Replacement Siege Palatine in 1683 and led the Magyar forces you have any difficulty interpreting the Calocza, a fighting priest rules when you do. While a trial game may rules, please write to us at the above postal FR Franconian take you an hour or two, it is the quickest and address, or send an e-mail to gamesupport@ 2.3 Game Concepts, Terms, and TT Tartars most pleasant way to learn (short of having an Fredrick Frederick II, Count Palatine of the atomagazine.com, phrasing your questions Abbreviations experienced friend teach you). We also don’t Rhine, was a general under King Ferdinand VO Volunteers so that a simple sentence, word, or number Lash of the Turk recommend attempting to learn the rules is basically a two-player in 1529 and 1532 can answer them. If you send a letter by mail, Siege Level Turn Victory Points Weather Zapolya John Zapolya, Voivode (Warlord) of word-for-word. Memorizing all the details is game. The following terms will help you you must enclose a stamped, self-addressed G Garrison Infantry type units. Garrison Transylvania and puppet King of Hungary an effort that few can do. We’ve written these digest the rules as you look them over along envelope to receive a reply. We recommend Hungary. units may only move out of a fort if stacked rules to be as comprehensive as possible – with the other components. Game Scale Each hex measures e-mail as the best way to resolve a query. with a leader but they are not designed to be memorized. Control of forts (cities) must be done by approximately 25 miles across. A Turn Although we welcome comments and Allied units These are non-Imperial units Taking in the rules in this way (as you play garrisoning (having a unit) in the hex. Ghirat Murad Ghirat, Khan of the Crimea represents one week. suggestions about the game’s interpretation that are allied to one side or the other and, in along) is the best approach to mastering this Control of towns is either by occupation or of events, we cannot promise to respond the case of Transylvanian and Magyar units, H Heavy troops of infantry or cavalry game. We’re always open to suggestions on by being the last player to have a friendly to questions on theory or design intent. may switch sides under certain conditions. how to improve the comprehension of our unit occupy the hex at any point, and is Ibrm Buda Ibrahim of Buda 3.0 SEQUENCE OF PLAY Changes and updates to the game’s rules can rules. Write to us (see addresses below) if you Austro-Hungarian Represents the forces of marked on the board by placing a control The following sequence of phases is be found at the website Ibrahim Ibrahim Pasha, Grand Vizier have an idea on how we can communicate the Austrian Empire, which include Imperial marker (friendly side up) on the town (thus performed during each game turn: better with you. www.atomagazine.com. holdings such as Austria, Bohemia and representing a small garrison force left JA Jannisary Infantry 2 THE LASH OF THE TURK rules THE LASH OF THE TURK rules 3

READ THIS FIRST 1.0 INTRODUCTION 2.1 Game Pieces behind to maintain control). Forts and towns Kassim B. Kassim Bey – leader of the Combat unitS not listed as being controlled in scenarios are Turkish raiding forces in the 1532 campaign We’ve organized the overall structure of the Lash of the Turk covers the significant Each counter in the game represents either Defense Movement considered neutral and can be grabbed for rules of this LPS simulation game to follow campaigns waged by the Ottoman Empire a military unit, or a game function marker. Attack IT Italian supply and VPs by any player bold enough to this game’s sequence of play in introducing against the Holy Roman Empire during Military units may be groups of soldiers, march into them. LK Landsknecht concepts. The rules themselves are written the sixteenth and seventeenth centuries. fleets of ships or leaders and their staffs or Nationality in a format known as the Case System. This For centuries the Ottomans fought against Wagon Supply Train . They are rated for Century DR/DRM Die roll/ Die roll modifier Lorraine Charles, Duke of Lorraine approach divides the rules into Modules (each the Austrian Emperor across the plains of *Century - Type commanded the Austrian field army in 1683 attack combat factor, defense combat factor Ottoman Represents the forces of the of which deals with a major important aspect Hungary using Hungarians, Transylvanians and movement for land units or fleets, use in both Turkish-dominated Ottoman Empire that of play). Modules are numbered sequentially and Wallachians as their chess pieces. Louis Louis II, King of Hungary was only and attack modifier, defense modifier and bordered what is now Hungary and Romania as well as possessing a title. Each Module is From the dismemberment of Hungary by 20 in 1526 movement for leaders as explained within and prosecuted a lengthy campaign to divided into Sections (that deal with a major Suleiman the Magnificent after the battle the rules. Game function markers help keep Type: M - Mercenaries control not only these areas but also the Lubomirksi Prince Jerome Lubomirski sub-topic inside the Module) which are also of Mohacs in 1526 to the rolling back of the track of the control status of towns, supply G - Garrison R - Raider Austrian capital of Vienna. of Poland, who was contracted to bring 3 numbered sequentially. Modules and Sec- Ottoman frontiers during the campaign of exhaustion of a hex, siege combat, out of H - Heavy troops S – Siege Guns regiments of horse in 1683 tions are introduced by some text that briefly 1683, hundreds of thousands of lives were supply or disrupted status of combat units, Raid During the part of a turn designated as describes the subject covered by that particu- lost as the two empires ground against each M Mercenary infantry unit the turn’s weather, Victory Points (VPs) Raid Phase, the active player moves his raider lar Module or Section. Finally, the majority other. By using counters to represent the accumulated and the number of replacement units and makes raid attacks. Mehmet Mehmet Giray, king of the Tartars, of each Section consists of Cases. These are military units of both sides, players will points available for each player. Austro- who joined in the siege of 1683 for glory and the specific, detailed rules that govern play. recreate four important campaigns: 1526, Rounding Whenever a unit’s combat Hungarian units have a blue background plunder. Each Case is also numbered sequentially. The 1529, 1532 and 1683, as they contest over Infantry Cavalry Artillery factor is halved (or quartered) round up numbering follows a logical progression based a map representing Hungary, Wallachia, with a light beige stripe, Austro-Hungarian any fraction to the next whole number. Mustapha Kara Mustapha, Vizier of upon the number of the Module of which Transylvania and parts of Austria, Bulgaria Allied units have a blue background with Odds ratios are always rounded in favor of Mehmed the Cases are a part. A Case with the number and Serbia. a two tone stripe. Ottoman units have an the defender. Movement allowance can be orange background with a light beige stripe. rounded up or down depending on rules Philip Philip was the Palgrave , nephew of 7.51, for example, is the first Case of the fifth the Elector Palatine, in 1529 Section of the seventh Module of the rules. Ottoman Allied have a orange background Ship Wagon condition to the next whole number. Each Module can have as many as ninety- 2.0 GAME COMPONENTS with a two tone stripe. Turn A full turn consists of both sides PL Polish nine Sections and each Section can have as AND TERMS leaderS resolving loyalty, supply, moving, attacking, PS Austrian Peasant Vigilantes (think mobs many as ninety-nine Cases. The numbering 2.2 Game Map Each copy of Lash of the Turk is composed and raiding. Each turn represents one week with pitchforks and torches!) system is designed as an organizational aid. of the following: The map covers a roughly square area where Defense Modifier of actual time. The weather can also change Use it to determine where a Case is located in these campaigns actually took place. A Attack each turn, depending on a DR. R Raider type unit. Usually cavalry units, but the rules. One 22 by 34 inch map Modifier Movement includes Austrian Peasants (PS) hexagonal grid overlays the map to regulate Victory Winning the game depends on One sheet with 216 9/16” counters movement, and the courses of rivers have accumulation of Victroy Points. The type of Rogendorf William Von Rogendorf, Marshal 3.1.4 Century been altered slightly to conform to the sides victory can be altered by the death of certain 4 pages of tables (2 player Aid Charts) Name Salm Nicholas, Count Salm The example above is the number of the of the grid in the interests of playability. The leaders. fourth Case of the first Section of the third This rules booklet terrain features on the map are representative Sobieski John III Sobieski, King of Poland Module of the rules. of the actual terrain over which the conflict The following abbreviations are used on the Players will also need two six-sided dice to raged and their effects are further explained counters: SP Spanish play the game. If any of these components in the rules and on a chart. If a hex has more markers Learning to Play the Game Agha The Agha Khan of the Jannisaries Strmbrg Ernest Starhemberg are missing or damaged please contact: than one terrain type, the highest movement Begin by familiarizing yourself with all of the Against the Odds point (MP) cost to enter is paid, and the BA Bavarian Suleiman Sultan of the Ottoman Empire components listed for this game. Then skim terrain most advantageous to the defender is 1520-1566 BO through the charts and rules, reading all the PO Box 165 used for combat. Bohemian titles of the Modules and Sections. Set up a SX Swedish Charles Charles V, Holy Roman Emperor game scenario or portion of a scenario (after Southeastern, PA 19399-0165 USA Note: The locations of the Mohacs battlefield Advantage Bridge Control Disrupted during most of Suleiman’s reign Thokoly Imre Thokoly, puppet King of reading the applicable Module) and play a and Count Dracula’s (Vlad the Impaler) Attn: Lash of the Turk Hungary trial game against yourself. During this trial castle are denoted on the map only for DU Dutch game, try referring to the rules only when you Or e-mail us at: [email protected] historical and geographic purposes. These TM Transylvanian/Magyar have a question and remember the numbering have no special function in terms of game Esterhazy Paul Esterhazy was the Hungarian We hope you enjoy this game. Should Tomori Pal Tomori was the Archbishop of system we employ makes it easy to look up play. Exhausted No Supply Replacement Siege Palatine in 1683 and led the Magyar forces you have any difficulty interpreting the Calocza, a fighting priest rules when you do. While a trial game may rules, please write to us at the above postal FR Franconian take you an hour or two, it is the quickest and address, or send an e-mail to gamesupport@ 2.3 Game Concepts, Terms, and TT Tartars most pleasant way to learn (short of having an Fredrick Frederick II, Count Palatine of the atomagazine.com, phrasing your questions Abbreviations experienced friend teach you). We also don’t Rhine, was a general under King Ferdinand VO Volunteers so that a simple sentence, word, or number Lash of the Turk recommend attempting to learn the rules is basically a two-player in 1529 and 1532 can answer them. If you send a letter by mail, Siege Level Turn Victory Points Weather Zapolya John Zapolya, Voivode (Warlord) of word-for-word. Memorizing all the details is game. The following terms will help you you must enclose a stamped, self-addressed G Garrison Infantry type units. Garrison Transylvania and puppet King of Hungary an effort that few can do. We’ve written these digest the rules as you look them over along envelope to receive a reply. We recommend Hungary. units may only move out of a fort if stacked rules to be as comprehensive as possible – with the other components. Game Scale Each hex measures e-mail as the best way to resolve a query. with a leader but they are not designed to be memorized. Control of forts (cities) must be done by approximately 25 miles across. A Turn Although we welcome comments and Allied units These are non-Imperial units Taking in the rules in this way (as you play garrisoning (having a unit) in the hex. Ghirat Murad Ghirat, Khan of the Crimea represents one week. suggestions about the game’s interpretation that are allied to one side or the other and, in along) is the best approach to mastering this Control of towns is either by occupation or of events, we cannot promise to respond the case of Transylvanian and Magyar units, H Heavy troops of infantry or cavalry game. We’re always open to suggestions on by being the last player to have a friendly to questions on theory or design intent. may switch sides under certain conditions. how to improve the comprehension of our unit occupy the hex at any point, and is Ibrm Buda Ibrahim of Buda 3.0 SEQUENCE OF PLAY Changes and updates to the game’s rules can rules. Write to us (see addresses below) if you Austro-Hungarian Represents the forces of marked on the board by placing a control The following sequence of phases is be found at the website Ibrahim Ibrahim Pasha, Grand Vizier have an idea on how we can communicate the Austrian Empire, which include Imperial marker (friendly side up) on the town (thus performed during each game turn: better with you. www.atomagazine.com. holdings such as Austria, Bohemia and representing a small garrison force left JA Jannisary Infantry 4 THE LASH OF THE TURK rules THE LASH OF THE TURK rules 5

Supply Determination Phase Both players 4.2 Supply Sources summarized below the Weather Chart (See to a friendly leader that can trace a line of stacks except during combat (regular or eligible interception stack, the non-phasing check the supply status of their units PAC). supply and is not besieged. siege). player may ask the phasing player to show A supply source is defined as: (Module 4.0). Units Out of Supply attempt the exact route his stack will take from that to forage (Section 4.3). • Any friendly controlled un-besieged fort or 8.1 Garrisons 9.2 Leader Holding Boxes point on. The non-phasing player then rolls fort not surrounded on all six sides, 6.0 Transylvanian/ a die and adds the attack modifier value Weather Determination Phase Weather is In scenarios that do not have all the garrison To reduce the sometimes unwieldy stacks Magyar Loyalty of his leader. If the result is a 5 or 6, the determined for the turn (Module 5.0). • Any Danube River hexside that can units initially deployed on the board, on the game board, leader holding boxes are non-phasing player may chose where his trace a path along these river hexsides of If the Ottoman or Austro-Hungarian player they can be exchanged or purchased as a provided (see map). Place any units that are Loyalty Check Phase Transylvanian/Magyar intercepting stack will intercept the phasing infinite length off the East Edge for the controls certain cities and forts specified replacement. with the leader in his holding box. They are Leaders check their loyalty status (Module player’s stack (within the interceptor’s Ottomans and the West Edge for the in each scenario during the Loyalty Check assumed to be in the same hex in which the 6.0). When there are 3 garrisons not initially allowed MA)and must attack it. The phasing Austro-Hungarians that is unblocked by a Phase, a DR check is made to determine the leader is on the board. As per the stacking deployed, randomly draw one and put it player’s intercepted stack may not retreat Attrition Phase Besieged units from the garrisoned enemy fort or enemy fleet, or loyalty of the TM leaders. rule, the opponent should only be able to into the available replacement pool. The before combat as noted in the combat start and then all units starting turn 3 and look at the top non-leader unit of the entire • A Supply Train which is itself in supply. If currently enemy allied and the Austro- other two are available only to be exchanged. section. onwards roll for attrition (Module 7.0). stack. Hungarian achieves his conditions, a TM Exchanging is performed at the beginning 9.4.1 Ottoman Bridge An Ottoman leader Replacement Phase leader changes sides on a roll of 5-6; if of the owning player’s movement phase. Austro-Hungarian and 4.3 Foraging 9.3 Fleet Movement is needed to put the Bridge counter into Ottoman armies may receive replacement the Ottoman achieves his conditions, the To perform the exchange, take one regular A unit deemed out of supply may attempt play. A stack with an Ottoman leader points (Module 8.0). TM leader changes sides on a roll of 3-6. onboard infantry unit whose attack strength Fleets do not move like land units, but to forage in its hex to attempt to stay in can place down the Bridge counter across Historically, the Ottomans were better is equal to or greater than the two garrison instead move along the Danube River on supply (Exception Supply Trains may not any non-Danube river hexside during the Ottoman Movement Phase The Ottoman able to gain the loyalty of the Magyars and units’ combined attack strength that will hexsides. There is no modifier to fleet forage). If there are multiple units in the movement phase. The counter starts flipped player may move all, some, or none of Szekelys of Hungary and Romania, either be brought onto the board. Remove the movement, but if fleets move onto a hexside hex, whichever unit is rolled for first is up over (under construction). At the end of the his eligible units up to their maximum through promises of autonomy or force of onboard infantry unit permanently from the of an enemy garrisoned fort, they must suffer to the owning player. Each unit making a following Ottoman’s movement phase, the movement allowance as adjusted by weather, arms. These leaders are back printed with the game and place the two garrison units into anti-ship combat (Case 10.6.3). successful roll on the forage table (See back bridge is turned over and useable. It negates supply status, etc. Ottoman reinforcements opposing side’s colors, so if they change sides, the hex the infantry unit was removed from. arrive at this time (Module 9.0). page of rules) is considered in supply. If, flip them over. The units they are with and 9.3.1 Naval Transport. Fleet units that have terrain on both sides for purposes of supply however, a unit fails the roll (“Exhausts those not with another enemy TM leader If there are only 2 initially non-placed not yet moved can transport units, once per only and negates the MP cost of the river Ottoman Combat Phase The Ottoman Hex”), it is considered out of supply and the garrison units, then they are available for turn, based on their size. A 5 defense factor it bridges for the same purposes (not the player conducts any attacks he wishes and and within supply distance change allegiance hex becomes exhausted. Any other units and are flipped as well. exchange only. fleet can transport one unit of any type to terrain in the hexes that lie on each end of then may conduct any siege warfare at this that have not yet rolled in the hex are also the limit of its movement. A 3 defense factor the bridge). Once built, the Bridge cannot If there is only one initially non-placed time (Module 10.0). considered out of supply and cannot roll fleet can transport 1 unit, but not artillery, be moved. garrison unit, it is put into the available for forage. The effects of exhaustion lasts siege artillery or heavy cavalry. In addition Ottoman Raid Phase Available Raider units 7.0 Attrition replacement pool. If the Austro-Hungarian player moves for as long as units occupy the hex and an to one unit, a fleet may also simultaneously may perform raids (Module 11.0). Attrition is rolled for during the Attrition into a hex adjacent to the Bridge, and an exhausted marker is placed in the hex. The transport one leader. For a unit to be Phase for any besieged units, and starting Ottoman unit is also adjacent, the Bridge is Austro-Hungarian Movement Phase As marker cannot be removed until a supply transported it must first move to the Danube turn 3 onwards, for all units except garrison 9.0 MOVEMENT destroyed. If the Austro-Hungarian player the Ottoman phase. Austro-Hungarian phase in which no combat units occupy the river hexside where the fleet starts. The naval units in a fort. This is rolled for by stack, or moves adjacent to the Bridge and there are reinforcements arrive at this time (Module hex. Ships, the Supply Wagon Train and Each unit may move if it has a Movement unit then moves with the unit and must drop if un-stacked, by unit. Leaders and fleets are no Ottoman units present the Ottoman 9.0). Leaders are not considered combat units for Allowance (MA). A unit’s movement off the land unit in the hex where it ends its not considered units for this roll. Consult allowance can be reduced by weather and player rolls a die. If the DR result is a 1-4: Austro-Hungarian Combat Phase Same as this purpose. transporting movement. the attrition chart (see back page of rules). supply status. Also, moving into non- nothing happens; the Austro-Hungarian the Ottoman player (Module 10.0). Find the correct column for the number of Once transported, a unit may not move any player can use the Bridge or destroy it at 4.4 Out of Supply clear terrain costs more movement points Austro-Hungarian Raid Phase As the units in the stack being rolled for and roll (MPs). Crossing a river costs extra MPs. A further. If the fleet unit still has movement that time. If the DR is 5 or 6 the Bridge is Ottoman phase (Module 11). Units that are deemed out of supply have an a die adjusting its result for all DRMs that unit is moved one hex at a time until it has points remaining, it can continue moving, destroyed (saboteurs got to it). If the Bridge Out of Supply Marker placed upon them apply. Cross-reference the modified roll’s exhausted its MA or has gone as far as its but may not transport again that turn. If a is destroyed it is out of the game and cannot End Phase Perform Fort Repair (Module and remain in that status until a supply result on the column and apply the result owner wishes it to go. Friendly units may fleet is sunk by Fort versus Fleet combat, the be rebuilt. 12.0) and then advance the turn marker determination phase when they are back immediately to the stack/unit. Attrition is unit it was transporting is eliminated. not enter an enemy occupied hex unless it is Designer’s Note: Historically the bridge was and assess if Sudden Death Victory (Section in supply. Out of Supply units have all also rolled for after units conduct a Forced part of a siege or initiating Fleet versus Fleet A fleet may also act as a ferry in that friendly built at Eszer by Suleiman. 13.1) has been achieved. If this was the attack and defense factors halved and lose March (Section 9.5). combat. forces can cross the Danube river at a hexside last turn of the scenario, determine victory one movement point unless they are in a containing a fleet as if the hexside were a (Section 13.2). fort, wherein they retain all factors, but are 9.5 Forced March 9.1 Stacking regular river hexside. A fleet may perform considered Out of Supply for Attrition rolls. 8.0 REPLACEMENTS And Units that are stacked with a leader can this action once per player turn at only one 4.0 SUPPLY garrisons More than one friendly combat unit in a perform a Forced March. Before moving Note: Raider units have a 10 hex supply hex is considered a stack. A stack without a hexside. A fleet may not transport and act as Each side gets one replacement point per the stack the owning player rolls a die and Each player examines his various units to see range. These units will have to roll for leader can contain no more than 4 combat a ferry in the same player turn. turn to replace destroyed units. Each point modifies it by the listed DRMs that apply if they are in or out of supply. attrition each turn when this starts, however units. (Exception: Forts (Case 10.6.1)). A can rebuild one unit. The following units below the Force March Table on the PAC. (not very reliable folks). stack with a leader can be of any size. There 9.4 Leaders and Interception can be rebuilt: Garrison, Peasant, Non- 4.1 Tracing Supply is no limit to the number of leaders in a Movement When conducting a Forced March, all of Heavy Cavalry, Non-Heavy Infantry. All hex. Fleets and supply trains do not count the units must finish their movement either A unit is in supply if: Transylvanian/Magyar units, Heavy Cavalry Leaders allow an unlimited number of units 5.0 WEATHER for stacking purposes. Units in a stack may still stacked with or in hexes adjacent to the or Infantry, Leaders, Supply Trains, Fleets, to move as a single stack and are used in • A line of hexes unblocked by prohibited During this Phase the Austro-Hungarian move separately if they desire and can be leader. Once the unit/stack has finished the and Artillery cannot be rebuilt. intercepting moving enemy. Allied leaders terrain or enemy units, no longer than 5 Player rolls one die and consults the weather dropped off at any point. Opposing units Forced March an Attrition DR check is made can only move units of the same nationality hexes (unit’s hex excluded), can be traced chart. The weather may be either Clear, may not stack/occupy the same hex unless for the stack or unit. Extra replacement points can be earned by for interception movement. Leaders with to a supply source. Rain, or Mud. Clear has no effect on the a siege is being performed or fleet combat is the capture of forts. Each captured fort earns movement factors of 4 and 5 that are stacked game. Rain reduces movement and anti- being initiated. Game markers do not count 9.6 Overrun • The owning player made a successful one replacement point once per scenario for with raider cavalry are an eligible stack to shipping rolls, and makes attrition worse. towards stacking. forage DR check. the player that first captures the fort. perform Interception. When the phasing Enemy units can be eliminated during a Mud effects are more severe and usually halt Aside from the top unit in a stack of units, player moves his stack or unit within half player’s movement phase if the moving stack an offensive in its tracks. The effects are Replaced units appear when purchased in the nearest at start and still controlled town/fort players may not inspect the opposing player’s the movement allowance (rounded up) of an achieves odds of 5:1 or better when the 4 THE LASH OF THE TURK rules THE LASH OF THE TURK rules 5

Supply Determination Phase Both players 4.2 Supply Sources summarized below the Weather Chart (See to a friendly leader that can trace a line of stacks except during combat (regular or eligible interception stack, the non-phasing check the supply status of their units PAC). supply and is not besieged. siege). player may ask the phasing player to show A supply source is defined as: (Module 4.0). Units Out of Supply attempt the exact route his stack will take from that to forage (Section 4.3). • Any friendly controlled un-besieged fort or 8.1 Garrisons 9.2 Leader Holding Boxes point on. The non-phasing player then rolls fort not surrounded on all six sides, 6.0 Transylvanian/ a die and adds the attack modifier value Weather Determination Phase Weather is In scenarios that do not have all the garrison To reduce the sometimes unwieldy stacks Magyar Loyalty of his leader. If the result is a 5 or 6, the determined for the turn (Module 5.0). • Any Danube River hexside that can units initially deployed on the board, on the game board, leader holding boxes are non-phasing player may chose where his trace a path along these river hexsides of If the Ottoman or Austro-Hungarian player they can be exchanged or purchased as a provided (see map). Place any units that are Loyalty Check Phase Transylvanian/Magyar intercepting stack will intercept the phasing infinite length off the East Edge for the controls certain cities and forts specified replacement. with the leader in his holding box. They are Leaders check their loyalty status (Module player’s stack (within the interceptor’s Ottomans and the West Edge for the in each scenario during the Loyalty Check assumed to be in the same hex in which the 6.0). When there are 3 garrisons not initially allowed MA)and must attack it. The phasing Austro-Hungarians that is unblocked by a Phase, a DR check is made to determine the leader is on the board. As per the stacking deployed, randomly draw one and put it player’s intercepted stack may not retreat Attrition Phase Besieged units from the garrisoned enemy fort or enemy fleet, or loyalty of the TM leaders. rule, the opponent should only be able to into the available replacement pool. The before combat as noted in the combat start and then all units starting turn 3 and look at the top non-leader unit of the entire • A Supply Train which is itself in supply. If currently enemy allied and the Austro- other two are available only to be exchanged. section. onwards roll for attrition (Module 7.0). stack. Hungarian achieves his conditions, a TM Exchanging is performed at the beginning 9.4.1 Ottoman Bridge An Ottoman leader Replacement Phase leader changes sides on a roll of 5-6; if of the owning player’s movement phase. Austro-Hungarian and 4.3 Foraging 9.3 Fleet Movement is needed to put the Bridge counter into Ottoman armies may receive replacement the Ottoman achieves his conditions, the To perform the exchange, take one regular A unit deemed out of supply may attempt play. A stack with an Ottoman leader points (Module 8.0). TM leader changes sides on a roll of 3-6. onboard infantry unit whose attack strength Fleets do not move like land units, but to forage in its hex to attempt to stay in can place down the Bridge counter across Historically, the Ottomans were better is equal to or greater than the two garrison instead move along the Danube River on supply (Exception Supply Trains may not any non-Danube river hexside during the Ottoman Movement Phase The Ottoman able to gain the loyalty of the Magyars and units’ combined attack strength that will hexsides. There is no modifier to fleet forage). If there are multiple units in the movement phase. The counter starts flipped player may move all, some, or none of Szekelys of Hungary and Romania, either be brought onto the board. Remove the movement, but if fleets move onto a hexside hex, whichever unit is rolled for first is up over (under construction). At the end of the his eligible units up to their maximum through promises of autonomy or force of onboard infantry unit permanently from the of an enemy garrisoned fort, they must suffer to the owning player. Each unit making a following Ottoman’s movement phase, the movement allowance as adjusted by weather, arms. These leaders are back printed with the game and place the two garrison units into anti-ship combat (Case 10.6.3). successful roll on the forage table (See back bridge is turned over and useable. It negates supply status, etc. Ottoman reinforcements opposing side’s colors, so if they change sides, the hex the infantry unit was removed from. arrive at this time (Module 9.0). page of rules) is considered in supply. If, flip them over. The units they are with and 9.3.1 Naval Transport. Fleet units that have terrain on both sides for purposes of supply however, a unit fails the roll (“Exhausts those not with another enemy TM leader If there are only 2 initially non-placed not yet moved can transport units, once per only and negates the MP cost of the river Ottoman Combat Phase The Ottoman Hex”), it is considered out of supply and the garrison units, then they are available for turn, based on their size. A 5 defense factor it bridges for the same purposes (not the player conducts any attacks he wishes and and within supply distance change allegiance hex becomes exhausted. Any other units and are flipped as well. exchange only. fleet can transport one unit of any type to terrain in the hexes that lie on each end of then may conduct any siege warfare at this that have not yet rolled in the hex are also the limit of its movement. A 3 defense factor the bridge). Once built, the Bridge cannot If there is only one initially non-placed time (Module 10.0). considered out of supply and cannot roll fleet can transport 1 unit, but not artillery, be moved. garrison unit, it is put into the available for forage. The effects of exhaustion lasts siege artillery or heavy cavalry. In addition Ottoman Raid Phase Available Raider units 7.0 Attrition replacement pool. If the Austro-Hungarian player moves for as long as units occupy the hex and an to one unit, a fleet may also simultaneously may perform raids (Module 11.0). Attrition is rolled for during the Attrition into a hex adjacent to the Bridge, and an exhausted marker is placed in the hex. The transport one leader. For a unit to be Phase for any besieged units, and starting Ottoman unit is also adjacent, the Bridge is Austro-Hungarian Movement Phase As marker cannot be removed until a supply transported it must first move to the Danube turn 3 onwards, for all units except garrison 9.0 MOVEMENT destroyed. If the Austro-Hungarian player the Ottoman phase. Austro-Hungarian phase in which no combat units occupy the river hexside where the fleet starts. The naval units in a fort. This is rolled for by stack, or moves adjacent to the Bridge and there are reinforcements arrive at this time (Module hex. Ships, the Supply Wagon Train and Each unit may move if it has a Movement unit then moves with the unit and must drop if un-stacked, by unit. Leaders and fleets are no Ottoman units present the Ottoman 9.0). Leaders are not considered combat units for Allowance (MA). A unit’s movement off the land unit in the hex where it ends its not considered units for this roll. Consult allowance can be reduced by weather and player rolls a die. If the DR result is a 1-4: Austro-Hungarian Combat Phase Same as this purpose. transporting movement. the attrition chart (see back page of rules). supply status. Also, moving into non- nothing happens; the Austro-Hungarian the Ottoman player (Module 10.0). Find the correct column for the number of Once transported, a unit may not move any player can use the Bridge or destroy it at 4.4 Out of Supply clear terrain costs more movement points Austro-Hungarian Raid Phase As the units in the stack being rolled for and roll (MPs). Crossing a river costs extra MPs. A further. If the fleet unit still has movement that time. If the DR is 5 or 6 the Bridge is Ottoman phase (Module 11). Units that are deemed out of supply have an a die adjusting its result for all DRMs that unit is moved one hex at a time until it has points remaining, it can continue moving, destroyed (saboteurs got to it). If the Bridge Out of Supply Marker placed upon them apply. Cross-reference the modified roll’s exhausted its MA or has gone as far as its but may not transport again that turn. If a is destroyed it is out of the game and cannot End Phase Perform Fort Repair (Module and remain in that status until a supply result on the column and apply the result owner wishes it to go. Friendly units may fleet is sunk by Fort versus Fleet combat, the be rebuilt. 12.0) and then advance the turn marker determination phase when they are back immediately to the stack/unit. Attrition is unit it was transporting is eliminated. not enter an enemy occupied hex unless it is Designer’s Note: Historically the bridge was and assess if Sudden Death Victory (Section in supply. Out of Supply units have all also rolled for after units conduct a Forced part of a siege or initiating Fleet versus Fleet A fleet may also act as a ferry in that friendly built at Eszer by Suleiman. 13.1) has been achieved. If this was the attack and defense factors halved and lose March (Section 9.5). combat. forces can cross the Danube river at a hexside last turn of the scenario, determine victory one movement point unless they are in a containing a fleet as if the hexside were a (Section 13.2). fort, wherein they retain all factors, but are 9.5 Forced March 9.1 Stacking regular river hexside. A fleet may perform considered Out of Supply for Attrition rolls. 8.0 REPLACEMENTS And Units that are stacked with a leader can this action once per player turn at only one 4.0 SUPPLY garrisons More than one friendly combat unit in a perform a Forced March. Before moving Note: Raider units have a 10 hex supply hex is considered a stack. A stack without a hexside. A fleet may not transport and act as Each side gets one replacement point per the stack the owning player rolls a die and Each player examines his various units to see range. These units will have to roll for leader can contain no more than 4 combat a ferry in the same player turn. turn to replace destroyed units. Each point modifies it by the listed DRMs that apply if they are in or out of supply. attrition each turn when this starts, however units. (Exception: Forts (Case 10.6.1)). A can rebuild one unit. The following units below the Force March Table on the PAC. (not very reliable folks). stack with a leader can be of any size. There 9.4 Leaders and Interception can be rebuilt: Garrison, Peasant, Non- 4.1 Tracing Supply is no limit to the number of leaders in a Movement When conducting a Forced March, all of Heavy Cavalry, Non-Heavy Infantry. All hex. Fleets and supply trains do not count the units must finish their movement either A unit is in supply if: Transylvanian/Magyar units, Heavy Cavalry Leaders allow an unlimited number of units 5.0 WEATHER for stacking purposes. Units in a stack may still stacked with or in hexes adjacent to the or Infantry, Leaders, Supply Trains, Fleets, to move as a single stack and are used in • A line of hexes unblocked by prohibited During this Phase the Austro-Hungarian move separately if they desire and can be leader. Once the unit/stack has finished the and Artillery cannot be rebuilt. intercepting moving enemy. Allied leaders terrain or enemy units, no longer than 5 Player rolls one die and consults the weather dropped off at any point. Opposing units Forced March an Attrition DR check is made can only move units of the same nationality hexes (unit’s hex excluded), can be traced chart. The weather may be either Clear, may not stack/occupy the same hex unless for the stack or unit. Extra replacement points can be earned by for interception movement. Leaders with to a supply source. Rain, or Mud. Clear has no effect on the a siege is being performed or fleet combat is the capture of forts. Each captured fort earns movement factors of 4 and 5 that are stacked game. Rain reduces movement and anti- being initiated. Game markers do not count 9.6 Overrun • The owning player made a successful one replacement point once per scenario for with raider cavalry are an eligible stack to shipping rolls, and makes attrition worse. towards stacking. forage DR check. the player that first captures the fort. perform Interception. When the phasing Enemy units can be eliminated during a Mud effects are more severe and usually halt Aside from the top unit in a stack of units, player moves his stack or unit within half player’s movement phase if the moving stack an offensive in its tracks. The effects are Replaced units appear when purchased in the nearest at start and still controlled town/fort players may not inspect the opposing player’s the movement allowance (rounded up) of an achieves odds of 5:1 or better when the THE LASH OF THE TURK Players Aid Card 6 THE LASH OF THE TURK rules Terrain effects (4.0, 9.0 and 10.0) SEQUENCE OF PLAY D2 defending units are not in a fort. To engage have an MA of 3 or less. Modify the DR – Defender loses two units of his choice Supply Phase (4.0) in an overrun, the moving player declares the by the DRMs listed on the Retreat Before and must retreat one hex Terrain Type Combat Movement Supply Both players check all their units supply state. intention to do so against the defender’s hex Combat Table on the PAC and then apply OOS units attempt Forage. Unsuccessful are DE – Defender is eliminated. Clear No Effect 1 MP No Effect and pays the MPs to enter the hex +1 MP. the result as listed there. marked OOS. If there is a fort in the hex, the defending Heavy Cavaly/Art.: 2 MP 10.1.3 Odds Calculation. Once the attacker Woods Attacker x ½ +1 Forage DRM Weather Phase (5.0) unit(s) can withdraw into the fort, thus 10.2 Retreats All others: 1 MP has determined which units are in the attack, Determine Weather preventing the overrun (not a town). If the Retreats must be either toward the nearest he totals the attack factors for all his units odds ratio is less than 5:1, the overrunning friendly controlled fort or the nearest friendly Loyalty Check Phase (6.0) making this attack (modified by terrain -1 Forage DRM T/M Leaders check loyalty if required unit’s movement ends and they must attack map edge, whichever is closer. The west map Art./Wagons: No Entry effects (See TEC), supply or unit’s status if Mountains Defender x 2 Supply cannot be the defending stack in the following Combat edge is friendly to the Austro-Hungarian All others: 2 MPs Attrition Phase (7.0) applicable). The defender does the same. traced through phase. If the odds ratio is 5:1 or more, the Player and the east map edge is friendly to Siege units always. All others from turn 3 Compare the attacker’s modified factor total onwards. moving player rolls a die and applies any the Ottoman player. If a unit or stack of to the defender’s modified total and express DRMs listed on the Overrun Table on the units cannot retreat, they are eliminated. -2 Forage DRM Replacement Phase (8.0) this as an odds ratio found on the CRT (See Art./Wagons: No Entry PAC and implements the result listed. Once the defender’s hex has been vacated, Marsh Attacker x 1/2 No Supply into, out of, or Both Players receive RPs and purchase PAC). Round odds in favor of the defender. All others: 2 MPs the attacker has the option to advance with through replacements. Note that odds less than 1:3 are not allowed any or all attacking units into the hex. 10.0 COMBAT and odds greater than 4:1 are rolled on the Cost of Terrain +1 MP Ottoman Movement Phase (9.0) 4:1 table with an additional +1 DRM for Move eligible units up to their adjusted River Attacker x 1/2 No Effect at friendly No Effect Movement Allowance. Combat may occur, at the phasing player’s each odds level above 4:1 (i.e. a 6:1 odds 10.3 Leaders and Combat discretion, between his units and those of Town, City or Bridge. Reinforcements arrive. would provide a +2 DRM). Leaders have numeric values for attack and the opponent, if adjacent and not otherwise Danube: Cross only at defense which are used to modify the combat Not Allowed OK along/across friendly Ottoman Combat Phase (10.0) prohibited by terrain. Combat is always Combat Modifications. Any DRMs are Danube, friendly Town/Fort on one roll. Only one leader per stack is eligible except Forts towns or forts; Ships permit Normal attacks first, then Sieges voluntary, even during a siege (Siege Table is tallied and the net result will either be a Lake side or via Fleet. to be used in such a manner. A leader who and Fleets trace across Danube Ottoman Raid Phase (11.0) still consulted prior to the combat), as noted positive or negative DRM or no DRM. is in a hex, and was used in a combat that Lake: Not Allowed Eligible Raider units perform raids. below. Combat Resolution. A die is rolled, apply incurred an AE, EX or DE result, must roll +2 Forage DRM unless A/H Movement Phase (9.0) the net DRM to Its result and then cross- to see if he survives. On a roll of 5 or 6 As Ottoman Phase. AH Reinforcements arrive. besieged; 10.1 Combat Resolution reference the final result with the odds the leader is killed and removed from play. Defender x 1.5 No Effect; Town, Fort Negates marshes; The phasing player is known as the attacker; column on the CRT (See PAC). The results Leaders who cannot retreat when called No Retreats Fleets suffer Fort Attack. A/H Combat Phase (10.0) No tracing of supply past As Ottoman with roles reversed. he initiates all attacks made during his phase. are: for are automatically eliminated. Besieged enemy fort. The non-phasing player is known as the leaders are eliminated if they are the last A/H Raid Phase (11.0) AE – the attacker is eliminated. defender. Units may attack opposing units surviving unit of an attack. Austro-Hungarian player performs raids with eligible units. that they are adjacent to, except as prohibited A1 – the attacker loses one unit of his choice The Bridge only affects the 10.4 Cavalry Retreat Before Combat Ottoman by terrain or too low odds. The sequence is and must retreat all others one hex No Effect hexside (not hex terrain). No Effect End Phase (12.0, 13.0) as follows: Non-phasing leaders commanding only Bridge Perform Fort repair. Determine if Sudden AR – the attacker must retreat all attacking See rule 9.4.1 for Austro- cavalry units can elect to retreat before Hungarian crossing. Death Victory. Determine Victory if last turn, 10.1.1 Combat Declaration. The attacker units one hex if not advance Turn marker and start new turn. combat if all units attacking them have an informs the defender which defending stack EX - Both Players roll a d6. High roller is MA of 4 or less. The stack choosing to do he will attack first along with which of the winner of the battle. The value of the so retreats one hex without needing a DR his eligible adjacent units will attack. The Weather Table (5.0) DR of the loser is the number of units he check and the attacker may advance into the attacker then totals all his attacking factors. Siege Table (10.8) must randomly pick as losses. Then the vacated hex. Not all the units in a stack need to attack, DR May June July Aug Sept Oct Nov winner must eliminate a number of units DR Attacker Defender but non-attacking units will not be able whose combat factors (CFs) total equals ≤1 Clear Clear Clear Clear Clear Clear Clear to advance after combat if they did not 10.5 Towns and Combat ≤1 Unsuccessful Unsuccessful or exceeds the amount of the CFs the loser 2 Clear Clear Clear Clear Clear Rain Rain participate. Conversely, units not in the Towns represent unfortified urban areas. lost. The loser then must retreat one hex. 2 Unsuccessful Unsuccessful attack will not suffer a retreat result if the As such they have no defense DRMs but 3 Clear Clear Clear Clear Rain Rain Mud If the rolls are tied, both players randomly outcome calls for it. All units in a defender’s can modify the defense factors of units that 3 Unsuccessful Unsuccessful eliminate a number of units from their forces 4 Rain Clear Clear Clear Rain Mud Mud hex must be attacked, but the defending withdraw inside (see the Terrain Effects 4 -1 Fort Level Countermine successful 1 equal their DR. In addition, the leaders who 5 Rain Rain Clear Clear Mud Mud Mud stack does not have to be attacked as a whole Chart or TEC). The defender of a hex participated in the combat from both sides 5 -1 Fort Level Countermine successful 1, unless the defenders have withdrawn into containing a town must declare whether he ≥ 6 Mud Mud Rain Rain Mud Mud Mud must roll for survival (see Section 10.3).If sortie a fort or town. The attacker can make any is defending inside the town or outside. If both players still have forces remaining, fight Mud can not occur if previous weather clear; result is rain instead. combination of attacks against the hex he he is outside, he may not use the town’s 6 -2 Fort Levels Countermine successful 2, another combat recalculating the odds with Rain Effects Mud Effects wishes as long as all attacks against a single defensive bonus. However, if a retreat result sortie the new CF total of the remaining units. If hex are announced first before any are is called for, he may retreat into the town and Attrition +1 DRM No raid movement the original defender vacates the hex, any 7 -2 Fort Levels Countermine successful 2, resolved. The attacker may want to make a may be subject to a siege (see Siege Combat, Movement -1 to MA Attrition +2 DRM surviving attackers may enter the hex. If this sortie (+1 DR) low-odds attack on some units in the stack in Section 10.7). Only two combat units of Anti-Shipping -1 DRM Movement x 1/2 result is obtained when assaulting a fort, the order to get a good attack on a particularly any type plus one leader may retreat into a Anti-Shipping -1 DRM ≥ 8 Treachery or -2 Fort Countermine successful 2, defender of the fort does not have to retreat, juicy unit in the stack. This tactic is known town. Excess units must retreat out of the Forage -1 DRM Levels Besieging player loses 1 unit but instead loses one additional unit. as “soaking off.” hex if able. If unable to, they are eliminated. Supply Length. -1 hex NE – no effect If the attacker cannot besiege the town, he 10.1.2 Retreat Before Combat. All the cannot declare a siege. If, however, a siege defending units in a hex can attempt to DRMs +? Highest Sieging Leader’s value DR – the defender must retreat one hex can be declared, he moves his units that he retreat before any combat for that hex is (6.0) -? Highest Besieged Leader’s value unless in a fort (additional unit lost) wishes to siege with into the hex of the town Transylvanian/Magyar Loyalty Table resolved with a DR check (only one check is +1 Ottoman Siege Guns (Besieger only) (observing stacking limits), places a siege Currently Allied to Changes loyalty on D6 result of made, it is all or nothing). In order to retreat D1 – Defender loses one unit of his choice marker on the hex, and play immediately before combat, all of the attacking units must and must retreat one hex Austro-Hungary 3-6 proceeds to step 2 of a siege. See Cases 10.8.2 and 10.8.3 for results explanation. Ottoman 5-6 THE LASH OF THE TURK rules 7 Combat Results Table (10.0) Raid Table (11.0) Note: This is the one of two ways two a die and gets a 4. This is above Guns’ current satisfied this requirement, the attacker may Combat Odds (Odds < 1-3 not allowed) DR Result combats can be initiated against the same hex level of 3, so the DRM is reduced to a -1 DRM. then place a Siege marker on the hex. The See 10.1.3 for explanation of results ≤ 2 Unsuccessful in the same turn and where units of opposing turn following the besieging player having Die Roll 10.6.3 Forts vs. Fleets. Enemy fleets sides can occupying the same hex. initiated a siege, after all regular combat has 1-3 1-2 1-1 3-2 2-1 3-1 4-1 ≥ 3 Successful attempting to bypass fortifications are subject been taken care of, all sieges are resolved for Raid Table DRMs (apply all that pertain) to an anti-shipping attack for every hexside the turn. The sequence is as follows for each -1 AE AE AE A1 AR NE DR 10.6 Forts and Combat of the Danube that they enter that borders DRM Reason siege: 0 AE AE A1 AR NE NE DR Forts represent elaborate fortifications the garrisoned fort. The non-phasing player +1 No defending units in hex that are usually well stocked and able to rolls a die, applies any applicable DRMs and 10.8.1 Mercenary Surrender Impulse Roll 1 AE A1 A1 NE NE DR D1 -1 More defending strength than raiding strength (compare each withstand attacks at high odds. Units may then cross references its result on the Fleet/ one die and consult the Mercenary Surrender force’s summed CFs) choose to defend outside the fort hex as per Fort Combat Table’s column (See PAC) that Table on the PAC. Adjust the roll for any 2 AE AR AR NE DR DR D1 -1 Defender has available (not rotated 90°) Raider units in the hex towns (Section 10.5), or may retreat into the matches the Defense Factor (DF) of the applicable DRMs. There are three possible 3 A1 AR NE DR DR D1 D2 -1 More defending Raider CFs than the Raiders CFs Raiding fort. targeted Fleet. Apply the result immediately. results: Results are as follows: Forts, besides modifying the defense factors Mercenaries do not surrender There is 4 A1 NE NE DR D1 D1 D2 -1 Fort in raided hex as with towns, also have defensive levels. On Miss: The fleet may proceed to the next hex no change in their willingness to fight; +? Attacking Leadership rating 5 A1 NE DR EX D1 EX EX the map, the defensive level is printed inside side. continue to Siege Table roll. -? Defending Leadership rating the fort symbol. There are two numbers; the Damaged: The fleet has been damaged and Mercenaries given Honors of War The 6 A1 DR EX D1 EX D2 DE Raid Results Table (see 11.0 for results explanation) black one is used in scenarios taking place must retreat to the nearest friendly town Ottomans allow the Mercenaries to retreat in the 16th century, and the red one is used 7 AR DR D1 D1 D2 D2 DE DR Successful Raid Unsuccessful Raid or fort on the Danube regardless of its toward the nearest friendly non-besieged for the 17th century scenario. A level 5 fort 1 No Effect No Effect remaining MA. Any cargo it was carrying unit as a gesture of respect for their valor. modifies the attacker’s roll by a -3 DRM, a ≥ 8 NE D1 D1 D2 D2 DE DE must go with it. It may move normally the 2 Raiders gain 1/2 VP. One defending No Effect level 3 or 4 fort provides a -2 DRM to the Mercenaries Surrender, but are following player turn. DRMs Each Odds level above 4:1 +1 unit disrupted. combat, and a level 1 or 2 fort provides a -1 slaughtered Eliminate the mercenary Attacking Leader’s Value +? 3 Raiders gain 1/2 VP. One defending Raiders possibly eliminates DRM to the combat. Units retreating into Sunk Defending Leaders Value -? : The fleet, plus any unit(s) it was units. unit possibly eliminated and 1 one unit. forts may be subject to siege (Section 10.7). carrying, is eliminated. If more than one defending unit disrupted. Designer’s Note As at Buda in 1529, the Fleets and supply trains do not count against fleet is in the hex, the owning player decides Mercenaries are promised the Honors of War, fleet/Fort Combat Table (10.6.3) 4 Raiders gain 1 VP. One defending Raiders possibly eliminates stacking in forts. Once a Level reduction which fleet is eliminated. Any surviving fleet but enraged Ottoman forces kill them instead DRMs unit disrupted. 2 units marker is placed on a fort, it remains there retreats one hex. DR DF-3 DF-5 and they are eliminated. 5 Raiders gain 1 VP. One defending Defender gains 1 VP and for the remainder of the game unless repairs ≤1 Miss Miss Condition DRM unit possibly eliminated and 1 raiders possibly eliminate are made (Module 12.0). 10.7 Fleet vs. Fleet Combat 10.8.2 Attacker’s Siege Impulse The AF > DF (F vs F only) +1 defending unit disrupted. one unit. 2 Miss Miss besieging player rolls a die, modifies the AF < DF (F vs F only) -1 10.6.1 Forts and Stacking. Units occupying A ship entering the hexside of another 3 Damaged Miss 6 Raiders gain 2 VP. Two defending Defender gains 1 VP and roll by any applicable DRMs and consults a Fort may stack more than the usual ship must engage in combat, applying the Target ship carrying +1 units possibly eliminated and 1d6 raiders possibly eliminate 2 his column on the Siege Table on the PAC 4 Sunk Damaged units units disrupted. One Raiding unit units. number of units. The following stacking procedures and results as per the Forts vs. for the result. This represents the besieging possibly eliminated. limits apply inside a fort: Fleets combat. However, combat between 5 Sunk Damaged Weather is Rain or Mud -1 player’s efforts to batter down the fort’s F = Fleet fleets continues in a number of “rounds” ≥6 Sunk Sunk Up to three leaders, one artillery unit, one defenses by undermining the walls and See 10.6.3 for results explanation. until one side or the other is damaged garrison unit and four other types of combat planting explosives, enabling them to take it. (9.5) or sunk. Both sides roll simultaneously Overrun Table units, no more than one of which may be The results are: on the table and the results are applied Mercenary Surrender Table (10.8) DR Result cavalry simultaneously. If a non-phasing fleet is Attacker Unsuccessful Fort level remains DR Effect ≤ 3 The defending force is eliminated and the moving force can only enter Any additional units must retreat from the damaged it retreats to a friendly fort or the same. the overrun hex ≤2 No surrender fort hex if able to do so (any that can’t are town. If the phasing fleet has enough MA ≥ 4 The defending force is eliminated and the moving force enters the eliminated). remaining, it may pursue the defender’s fleet - 1 level Place a minus one level counter or 3-4 Given honors of war and retreat towards nearest hex plus it can continue moving if it still has MPs remaining (even to to its hex and if it survives any Fort vs. Fleet advance a current negative level one step. friendly unit 10.6.2 Variable Fort DRMs Whenever perform another overrun if able to against another hex adjacent to the attacks, it may attack the non-phasing fleet hex it just entered) a fort is involved in a siege assault, the - 2 level Place a minus two levels counter 5-6 Surrender and eliminated (slaughtered) again. If the non-phasing fleet is damaged defending player rolls a die to determine or advance a current negative level two DRMs -? defense rating of any leader in hex DRMs again, it must retreat again and can be +1 Moving force has more cavalry attack factors than the defender the actual DRM for the fort’s Level this steps. pursued until the phasing fleet is out of MA -1 if any non-mercenary unit in hex and odds ≥ 2-1 -1 Defending stack/unit has a Raider unit in it turn. Modify this roll by +1 if the assaulting or is damaged or sunk. A phasing fleet that Treachery! Traitors or spies have opened the +1 For each odds level above 5:1 odds. E.g. A 7:1 odds would provide a +2 force’s leader has a greater attack modifier is damaged and must retreat past enemy forts gates which negates the fort’s terrain effects DRM (7-5 =2) than any defending leader’s defense modifier Force March Table (9.4) is attacked in each hexside it passes through multiplier but not its Level DRM. or if there is no defending leader or if the DR Result of a garrisoned enemy fort. 10.8.3 Defender’s Siege Impulse The Retreat Before Combat (10.1.2) assaulting force has siege guns (+1 DRM ≤2 The stack can move an additional number of MP equal maximum). defender may attempt to negate the attacker’s to the leader’s command rating (the one used to modify DR Result 10.8 Siege Combat result by making a roll (modify by applicable If the modified DR result is equal to or less the DR) If the attacker causes a stack to retreat into DRMs) on the defender’s column of the siege ≤ 3 The units must stand and fight. than the fort’s adjusted level, the current level 3 - 5 The units can only move at their printed MP allowance a town or fort, or if the defender decides to table.. Result effects are as follows: ≥ 4 The defending units may retreat and combat does of the fort is used to determine the DRM for remain inside the fort, a siege may occur. ≥6 The units can move, but with 1 less than the their not occur. The units that would have attacked may the fort in the assault. If the modified result Unsuccessful The defender is unable to printed MP allowance advance into the hex. If the modified DR result for a Units in any hex able to attack the hex may is greater than the adjusted level, the fort’s stop any attacker results. defender’s stack with Raider units is 6 or more, one be counted toward the total but there must DRMs level DRM is reduced by 1 to a minimum -2 Ottoman player is conducting the Forced March Raider unit is eliminated (they’ve gone home). be at least a number of factors equal to the Countermine # The number of lost levels of 0. -? Leader’s Command Rating (greater of attack or defense) DRMs defender’s unmodified total in the actual the attacker caused is reduced by the # -1 All units in a Austro-Hungarian leader’s hex are of the same -1 The attacker has more cavalry units (any type) than the defender Example Guns’ current level is a 3 (1 level siege hex and a total of at least double the value shown down to minimum of 0 levels nationality +2 Raider unit in defender’s stack lost. +1 Hex units occupy is Exhausted reduction on it already). This means that it has number of the defender’s unmodified total +1 Weather is Mud +? Defending leader’s (one only) command rating a -2 DRM. The Austro -Hungarian player rolls in or adjacent to the siege hex. Having -? Attacking leader’s (one only) command rating Sortie One defending unit with one 8 THE LASH OF THE TURK rules THE LASH OF THE TURK rules 9

leader may attack one enemy unit of the down) of the slowest unit. If they are with units. had. Worse, one of his nominal vassals, Train keep the Turks out of Vienna until weather defending player’s choice (except leaders, a leader, they can move the full MA of the John Zapolya, the Voivoide (Warlord) of and disease made supplying Suleiman’s army If neither player achieves a sudden death Leaders Suleiman, Ibrahim artillery, ships, and siege guns). The slowest unit as a single stack accompanied by Transylvania, wasn’t as dedicated to the impossible. Buoyed by reinforcements victory by the end of the last turn, determine besieging unit does not get any benefit the leader. Hungarian cause as he might have been, Control Belgrade, Widdin, Nicopolis by Ferdinand, the Elector Palatine, Philip victory by VPs. from terrain. and spent most of the campaign avoiding managed to help the Turks on their way Once raider units have performed a raid, both armies. Suleiman built a bridge across 14.1.4 Setup: Austro-Hungarian sets up south. It would be three years before Sortie (+1 DRM) As Sortie except with a rotate them 90 degrees to indicate that 13.2 Victory Points the Drava River at Eszer after reducing first, then the Ottoman player. Suleiman would again make a determined +1 DRM to the combat. they cannot be used as “available” for the If an Automatic Victory has not occurred, the lower Danube forts. Upon the fateful effort. raider defense modifier during the following Austro-Hungarian All Garrison and BL1 Besieger loses one unit of the owner’s the winner of a scenario will be determined date of August 29, 1526, Louis met him opponent’s turn. Also, rotated raiders Mercenary units are to be set up one each in 14.2.1 Austro-Hungarian Forces 1x choice. by accumulated VPs. During the scenario on the plain of Mohacs, depending on cannot intercept and are halved on defense if a controlled Fort. All other units, including 3-3-4 Heavy Cavalry, 1x 4-4-4 Cavalry, 8x players will accumulate VPs for Raiding his heavily armored knights to drive off extra Garrison and Mercenary units, are 10.8.4 Siege Assault Impulse The besieging attacked during the following player’s turn. 3-3-3 infantry, 1x 6-2-2 artillery, 1x 2-3-3 (Module 11.0), and then at the end of the the lighter Turks. Initially successful, the placed on the west side of the Danube within player now decides if he wants to assault the Mercenary Infantry, Garrisons (1x 3-5-2, 2x Designer’s Note: The Austrian peasants, who scenario they will add additional VPs to their knights were stopped by a line of Turkish one hex of Buda. fort. If he decides to go in, calculate the 2-4-2, 4x 1-3-2), 1x 2-3-20 fleet eventually got tired of the Ottoman Tartars accumulated VP total to determine a winner. cannons chained together, behind which odds and roll as a normal attack. The current and Akinjis ravaging their territory, successfully The player with the highest VP total wins the the Sultan’s elite Janissaries stood, delivering Allied Units All Garrison units must start in Leaders Philip, Salm, Von Rog level of the fort is used to determine the went out to meet them on more than one scenario. volley after volley into the churning ranks of a controlled fort. All other units start within minus DRM to the combat. If the defender Control Tulln, Vienna, Pressburg, occasion. Think enraged town and village folk horsemen. The Turkish cavalry rallied and five hexes of Sibiu. takes casualties he does not have to retreat. 13.2.1 When a half VP is accumulated, flip Neuhausel, Komorn, Gyor, Guns, Gran, with pitchforks and torches here! the Hungarian army soon found itself in a the “VPx1” marker over. If already flipped. Ottoman Start in or within one hex of Graz, Buda Repeat for as many sieges are still active for rout situation. Tens of thousands died that Raid Results Explanation Flip it back to its front side and move it to Belgrade except in the hex with Semendria that player turn. day, including King Louis and his “fighting 14.2.2 Austro-Hungarian Allied Forces the next higher VP value. in it. Disruption If this result is called for, the parson” Bishop Paul Tomori. Content that 1 x 3-4-3 Bohemian Heavy Infantry, 1x 10.8.5 Once a defending force elects to owning player randomly draws the number 13.2.2 At the end of the game, players will he had destroyed Hungary as a point of 14.1.5 Special Scenario Rules: Allied units 4-5-3 Landsknecht Heavy Infantry, 1x 4-4-3 become besieged, the defending units cannot of units required from his forces and places receive VPs equal to the printed fortification resistance, Suleiman occupied Buda, where may only attack Ottoman forces until Eszer Spanish Heavy Infantry engage in regular combat (i.e., they cannot a disruption marker on top of the unit(s) value of the forts that they control and 1/2 he was met by John Zapolya, who swore and Peterwardien fall. After that, they may later attack). The besieged units must await 14.2.3 Ottoman Forces 2x 4-2-4 Cavalry, 2x During their next turn, those units can not VP for each town that they control. Control allegiance in return for recognition as King only move adjacent to Ottoman forces, but the lifting of the siege due to the attacker 9-9-3 JA Heavy Infantry, 15x 5-3-3 Infantry, move and attack at half strength. Remove the of forts is by occupation. Control of towns of Hungary. The Imperial Emperor put forth not attack unless one of those named forts giving up and moving away in a later turn, 1x 5-2-2 Artillery, 1x 7-2-2 Siege Artillery, 5x disruption marker at the end of their next is by having a friendly unit or control his brother Ferdinand as an heir, and loyalties are retaken. or the attacker’s force is driven off by a relief 2-1-5 TT Light Cavalry, 5x 1-1-5 AK Light turn. marker on the town. VPs will also have been in Hungary remained as divided as the land. force. 14.1.6 Scenario Length: The game begins Cavalry, 1x 2-3-2 Garrison, 1x 0-1-3 Supply accumulated during the game by Raiding. A Suleiman rode off to return the next spring Possible Elimination When this result is July II turn and ends September II turn (9 Train, 1x 2-3-20 Fleet 10.8.6 Besieging units that wish to remain player adds the VPs for the forts and towns and finish the job with an eye towards taking called for on the Raid Results table, the turns). part of the siege may move from their hex to controlled at the end of the game to his Vienna as well. Leaders Suleiman, Ibrahim owning player randomly draws one or two another adjacent hex or into the hex of the accumulated raiding tally on the VP track. 14.1.7 Victory Condition Forts units (as indicated) from his forces. Then a 14.1.1 Austrian-Hungarian Forces: 1x Control Nicopolis, Widdin, Orsova, town/fort, but no further. Any forts specifically listed in the scenario roll is performed for that unit. If the result 7-5-4 Heavy Cavalry, 4 x 4-4-4 cavalry. 4x Ottoman Take Peterwardien, Eszer, Buda. If Victory Conditions are worth double Victory Temesvar, Szalankemen, Peterwardien, Eszer 10.8.7 Besieging units that wish to remain is equal to or under it’s attack CF value, the 3-3-3 infantry, 1x 6-2-2 artillery, 1x 3-2-5 Suleiman is killed and the Ottoman wins the Points for the player they are listed for. 14.2.3 Ottoman Allied Forces 5x 2-1-4 TM part of the siege cannot attack other enemy unit survives but is disrupted (See above Volunteer Light Cavalry (VO), 3x 2-3-3 game normally, the result is a draw. Mercenary Infantry, Garrisions ( 2 x 3-5-2, 2 Light Cavalry, 2x TM 2-3-2 Garrisons units in other adjacent hexes. for effects). If the result is above its strength Note It is possible for the game to end in Austrian Hold Buda. If Louis is killed value, the unit is eliminated (thus units a tied VP score in which case the game is a x 2-4-2, 4 x 1-3-2) Leader Zapolya 10.8.8 A fort keeps its reduction marker on and the Austro-Hungarians win the game with a strength of 6 or more can not be draw. Leaders Louis and Tomori normally, the result is a draw. it for the remainder of the game or until it is eliminated). If the Ottoman supply train is Control Arad, Oradea, Hunedoara, Abba repaired. randomly chosen it cannot be eliminated. Control All towns and forts west of the Scenario Notes: The Austro-Hungarian Julia, Sibiu, Brasov player cannot sit back. Buda is out in the 14.0 SCENARIOS Danube between the Sava and the Neutra 14.2.5 Setup: Austro-Hungarian sets up 11.0 Raids 12.0 Fort Repair open without much blocking terrain, so you In the first three scenarios, the Austro- Rivers. first, then the Ottoman player. are going to have to try to attack the Ottomans Raider units (indicated by an “R” in the type During the End Phase of each game turn, Hungarian player is on the defensive, while Available for replacement 2x 3-3-3 infantry letter code of the counter) in each individual each player rolls a d6. If the player’s result is in the final scenario he will be able to mount before they can roll up to Buda and have Lake Austro Hungarian Forces The 3-5-2 (these two must be placed at Vienna when Balaton as an anchor on their flank. This is a Garrison unit, 6-2-2 Artillery and Leader hex that did not participate in combat earlier a 6, they can repair one fort’s level reduction an offense against the Ottoman player. entered into the game) can perform a raid within half their MA by one level if that fort was not besieged that perfect introductory scenario because there are Salm start in Vienna. The 2-3-3 Mercenary Counter addenda: A partial omission was distance (rounding down). Raids can be turn. 14.1.2 Austro-Hungarian Allied Forces 4 x fewer units and no fleets to worry about. unit starts in Buda. The other six Garrison discovered after the counters went to the performed against enemy controlled/non- 2-1-4 TM Light Cavalry, TM Garrisons (1 x units may be placed in any other controlled printer. The 3-2-5 16th century side of the controlled forts and towns (occupied or not) 3-4-2, 2 x 2-3-2) 14.2 The Shadow of the Vulture city or fort, one each. All other forces may Volunteer Cavalry was inadvertently omitted. or enemy stacks. The effects of raids can be 13.0 WINNING THE GAME start within 1 hex of Vienna. Use the 17th century side of the counter for Leader Zapolya Suleiman was unable to return the following to gain VPs, disrupt or possibly eliminate During the End Phase of each turn, both all the 16th Century scenarios. year to finish the destruction of Hungary due Austro-Hungarian Allies May set up as enemy units, as well as possibly lose some players check to see if Sudden Death Victory Control Oradea, Arad, Abba Julia, Sibiu, to problems at the other end of his empire, Austro-Hungarian forces. friendly raiders. First roll a die and modify it Conditions have been met. If it is the end of Brasov, Hunedoara but in 1529, he returned and marched all 14.1 The Year of Mohacs Ottoman Allied Forces Leader Zapolya by all the listed DRMs and consult the Raid the last turn of the scenario, the player with the way to gates of Vienna, meeting little Note These units must roll for possible and 1x TM 2-1-4 Cavalry start at Eszer. All Table (see the PAC) to see if the raid was the most number of Victory Points wins the In 1526, the Grand Turk decided to march opposition since John Zapolya remained an allegiance change if Peterwardien, Eszer and other units may set up east of the Neustra successful or not. Then make another die game. into Hungary with a large force in order to ally. The walls of Vienna were not designed Buda are captured. and Danube, but no closer than 1 hex to any roll on the Raid Results Table (see the PAC) occupy that part of the Austro-Hungarian for a long siege, but General Weather lent Austro-Hungarian town or fort. using the appropriate column (Successful 13.1 Sudden Death Victory Army. The Emperor was engaged in a 14.1.3 Ottoman Forces: 1x 6-6-4 Heavy a hand with rains that delayed Suleiman’s or Unsuccessful) and apply the roll’s cross- struggle with France and could spare little Cavalry, 3 x 4-2-4 Cavalry, 1x 9-9-3 JA siege artillery from being a decisive factor. The Ottoman player wins automatically if at Ottoman Forces The 2-3-2 Garrison unit referenced result. in the way of troops, leaving the young Heavy Infantry , 10x 5-3-3 Infantry, 1x Desperate mining and countermining the end of any turn if his units occupy both starts at Belgrade. All other units start at Louis, King of Hungary, pretty much on his 5-2-2 Artillery, 5 x 2-1-5 TT Light Cavalry characterized this battle as Philip the Count After the raid’s results have been applied, the Buda and Vienna. The Austro-Hungarian Eszer and the Fleet starts on the Danube own. Louis was unable to muster nearly the units, 5 x 1-1-5 AK Light Cavalry units , 1x Palatine, the nominal commander, leaned on Raiding player may move his Raiding forces player wins automatically if at the end of any hexside next to Eszer. amount of troops that the Sultan Suleiman 2-2-2 Garrison unit, 1x 0-1-3 Wagon Supply the elderly but wily Nicholas Count Salm to (as a single stack) half their MA (rounded turn Buda and Belgrade are occupied by his 8 THE LASH OF THE TURK rules THE LASH OF THE TURK rules 9

leader may attack one enemy unit of the down) of the slowest unit. If they are with units. had. Worse, one of his nominal vassals, Train keep the Turks out of Vienna until weather defending player’s choice (except leaders, a leader, they can move the full MA of the John Zapolya, the Voivoide (Warlord) of and disease made supplying Suleiman’s army If neither player achieves a sudden death Leaders Suleiman, Ibrahim artillery, ships, and siege guns). The slowest unit as a single stack accompanied by Transylvania, wasn’t as dedicated to the impossible. Buoyed by reinforcements victory by the end of the last turn, determine besieging unit does not get any benefit the leader. Hungarian cause as he might have been, Control Belgrade, Widdin, Nicopolis by Ferdinand, the Elector Palatine, Philip victory by VPs. from terrain. and spent most of the campaign avoiding managed to help the Turks on their way Once raider units have performed a raid, both armies. Suleiman built a bridge across 14.1.4 Setup: Austro-Hungarian sets up south. It would be three years before Sortie (+1 DRM) As Sortie except with a rotate them 90 degrees to indicate that 13.2 Victory Points the Drava River at Eszer after reducing first, then the Ottoman player. Suleiman would again make a determined +1 DRM to the combat. they cannot be used as “available” for the If an Automatic Victory has not occurred, the lower Danube forts. Upon the fateful effort. raider defense modifier during the following Austro-Hungarian All Garrison and BL1 Besieger loses one unit of the owner’s the winner of a scenario will be determined date of August 29, 1526, Louis met him opponent’s turn. Also, rotated raiders Mercenary units are to be set up one each in 14.2.1 Austro-Hungarian Forces 1x choice. by accumulated VPs. During the scenario on the plain of Mohacs, depending on cannot intercept and are halved on defense if a controlled Fort. All other units, including 3-3-4 Heavy Cavalry, 1x 4-4-4 Cavalry, 8x players will accumulate VPs for Raiding his heavily armored knights to drive off extra Garrison and Mercenary units, are 10.8.4 Siege Assault Impulse The besieging attacked during the following player’s turn. 3-3-3 infantry, 1x 6-2-2 artillery, 1x 2-3-3 (Module 11.0), and then at the end of the the lighter Turks. Initially successful, the placed on the west side of the Danube within player now decides if he wants to assault the Mercenary Infantry, Garrisons (1x 3-5-2, 2x Designer’s Note: The Austrian peasants, who scenario they will add additional VPs to their knights were stopped by a line of Turkish one hex of Buda. fort. If he decides to go in, calculate the 2-4-2, 4x 1-3-2), 1x 2-3-20 fleet eventually got tired of the Ottoman Tartars accumulated VP total to determine a winner. cannons chained together, behind which odds and roll as a normal attack. The current and Akinjis ravaging their territory, successfully The player with the highest VP total wins the the Sultan’s elite Janissaries stood, delivering Allied Units All Garrison units must start in Leaders Philip, Salm, Von Rog level of the fort is used to determine the went out to meet them on more than one scenario. volley after volley into the churning ranks of a controlled fort. All other units start within minus DRM to the combat. If the defender Control Tulln, Vienna, Pressburg, occasion. Think enraged town and village folk horsemen. The Turkish cavalry rallied and five hexes of Sibiu. takes casualties he does not have to retreat. 13.2.1 When a half VP is accumulated, flip Neuhausel, Komorn, Gyor, Guns, Gran, with pitchforks and torches here! the Hungarian army soon found itself in a the “VPx1” marker over. If already flipped. Ottoman Start in or within one hex of Graz, Buda Repeat for as many sieges are still active for rout situation. Tens of thousands died that Raid Results Explanation Flip it back to its front side and move it to Belgrade except in the hex with Semendria that player turn. day, including King Louis and his “fighting 14.2.2 Austro-Hungarian Allied Forces the next higher VP value. in it. Disruption If this result is called for, the parson” Bishop Paul Tomori. Content that 1 x 3-4-3 Bohemian Heavy Infantry, 1x 10.8.5 Once a defending force elects to owning player randomly draws the number 13.2.2 At the end of the game, players will he had destroyed Hungary as a point of 14.1.5 Special Scenario Rules: Allied units 4-5-3 Landsknecht Heavy Infantry, 1x 4-4-3 become besieged, the defending units cannot of units required from his forces and places receive VPs equal to the printed fortification resistance, Suleiman occupied Buda, where may only attack Ottoman forces until Eszer Spanish Heavy Infantry engage in regular combat (i.e., they cannot a disruption marker on top of the unit(s) value of the forts that they control and 1/2 he was met by John Zapolya, who swore and Peterwardien fall. After that, they may later attack). The besieged units must await 14.2.3 Ottoman Forces 2x 4-2-4 Cavalry, 2x During their next turn, those units can not VP for each town that they control. Control allegiance in return for recognition as King only move adjacent to Ottoman forces, but the lifting of the siege due to the attacker 9-9-3 JA Heavy Infantry, 15x 5-3-3 Infantry, move and attack at half strength. Remove the of forts is by occupation. Control of towns of Hungary. The Imperial Emperor put forth not attack unless one of those named forts giving up and moving away in a later turn, 1x 5-2-2 Artillery, 1x 7-2-2 Siege Artillery, 5x disruption marker at the end of their next is by having a friendly unit or control his brother Ferdinand as an heir, and loyalties are retaken. or the attacker’s force is driven off by a relief 2-1-5 TT Light Cavalry, 5x 1-1-5 AK Light turn. marker on the town. VPs will also have been in Hungary remained as divided as the land. force. 14.1.6 Scenario Length: The game begins Cavalry, 1x 2-3-2 Garrison, 1x 0-1-3 Supply accumulated during the game by Raiding. A Suleiman rode off to return the next spring Possible Elimination When this result is July II turn and ends September II turn (9 Train, 1x 2-3-20 Fleet 10.8.6 Besieging units that wish to remain player adds the VPs for the forts and towns and finish the job with an eye towards taking called for on the Raid Results table, the turns). part of the siege may move from their hex to controlled at the end of the game to his Vienna as well. Leaders Suleiman, Ibrahim owning player randomly draws one or two another adjacent hex or into the hex of the accumulated raiding tally on the VP track. 14.1.7 Victory Condition Forts units (as indicated) from his forces. Then a 14.1.1 Austrian-Hungarian Forces: 1x Control Nicopolis, Widdin, Orsova, town/fort, but no further. Any forts specifically listed in the scenario roll is performed for that unit. If the result 7-5-4 Heavy Cavalry, 4 x 4-4-4 cavalry. 4x Ottoman Take Peterwardien, Eszer, Buda. If Victory Conditions are worth double Victory Temesvar, Szalankemen, Peterwardien, Eszer 10.8.7 Besieging units that wish to remain is equal to or under it’s attack CF value, the 3-3-3 infantry, 1x 6-2-2 artillery, 1x 3-2-5 Suleiman is killed and the Ottoman wins the Points for the player they are listed for. 14.2.3 Ottoman Allied Forces 5x 2-1-4 TM part of the siege cannot attack other enemy unit survives but is disrupted (See above Volunteer Light Cavalry (VO), 3x 2-3-3 game normally, the result is a draw. Mercenary Infantry, Garrisions ( 2 x 3-5-2, 2 Light Cavalry, 2x TM 2-3-2 Garrisons units in other adjacent hexes. for effects). If the result is above its strength Note It is possible for the game to end in Austrian Hold Buda. If Louis is killed value, the unit is eliminated (thus units a tied VP score in which case the game is a x 2-4-2, 4 x 1-3-2) Leader Zapolya 10.8.8 A fort keeps its reduction marker on and the Austro-Hungarians win the game with a strength of 6 or more can not be draw. Leaders Louis and Tomori normally, the result is a draw. it for the remainder of the game or until it is eliminated). If the Ottoman supply train is Control Arad, Oradea, Hunedoara, Abba repaired. randomly chosen it cannot be eliminated. Control All towns and forts west of the Scenario Notes: The Austro-Hungarian Julia, Sibiu, Brasov player cannot sit back. Buda is out in the 14.0 SCENARIOS Danube between the Sava and the Neutra 14.2.5 Setup: Austro-Hungarian sets up 11.0 Raids 12.0 Fort Repair open without much blocking terrain, so you In the first three scenarios, the Austro- Rivers. first, then the Ottoman player. are going to have to try to attack the Ottomans Raider units (indicated by an “R” in the type During the End Phase of each game turn, Hungarian player is on the defensive, while Available for replacement 2x 3-3-3 infantry letter code of the counter) in each individual each player rolls a d6. If the player’s result is in the final scenario he will be able to mount before they can roll up to Buda and have Lake Austro Hungarian Forces The 3-5-2 (these two must be placed at Vienna when Balaton as an anchor on their flank. This is a Garrison unit, 6-2-2 Artillery and Leader hex that did not participate in combat earlier a 6, they can repair one fort’s level reduction an offense against the Ottoman player. entered into the game) can perform a raid within half their MA by one level if that fort was not besieged that perfect introductory scenario because there are Salm start in Vienna. The 2-3-3 Mercenary Counter addenda: A partial omission was distance (rounding down). Raids can be turn. 14.1.2 Austro-Hungarian Allied Forces 4 x fewer units and no fleets to worry about. unit starts in Buda. The other six Garrison discovered after the counters went to the performed against enemy controlled/non- 2-1-4 TM Light Cavalry, TM Garrisons (1 x units may be placed in any other controlled printer. The 3-2-5 16th century side of the controlled forts and towns (occupied or not) 3-4-2, 2 x 2-3-2) 14.2 The Shadow of the Vulture city or fort, one each. All other forces may Volunteer Cavalry was inadvertently omitted. or enemy stacks. The effects of raids can be 13.0 WINNING THE GAME start within 1 hex of Vienna. Use the 17th century side of the counter for Leader Zapolya Suleiman was unable to return the following to gain VPs, disrupt or possibly eliminate During the End Phase of each turn, both all the 16th Century scenarios. year to finish the destruction of Hungary due Austro-Hungarian Allies May set up as enemy units, as well as possibly lose some players check to see if Sudden Death Victory Control Oradea, Arad, Abba Julia, Sibiu, to problems at the other end of his empire, Austro-Hungarian forces. friendly raiders. First roll a die and modify it Conditions have been met. If it is the end of Brasov, Hunedoara but in 1529, he returned and marched all 14.1 The Year of Mohacs Ottoman Allied Forces Leader Zapolya by all the listed DRMs and consult the Raid the last turn of the scenario, the player with the way to gates of Vienna, meeting little Note These units must roll for possible and 1x TM 2-1-4 Cavalry start at Eszer. All Table (see the PAC) to see if the raid was the most number of Victory Points wins the In 1526, the Grand Turk decided to march opposition since John Zapolya remained an allegiance change if Peterwardien, Eszer and other units may set up east of the Neustra successful or not. Then make another die game. into Hungary with a large force in order to ally. The walls of Vienna were not designed Buda are captured. and Danube, but no closer than 1 hex to any roll on the Raid Results Table (see the PAC) occupy that part of the Austro-Hungarian for a long siege, but General Weather lent Austro-Hungarian town or fort. using the appropriate column (Successful 13.1 Sudden Death Victory Army. The Emperor was engaged in a 14.1.3 Ottoman Forces: 1x 6-6-4 Heavy a hand with rains that delayed Suleiman’s or Unsuccessful) and apply the roll’s cross- struggle with France and could spare little Cavalry, 3 x 4-2-4 Cavalry, 1x 9-9-3 JA siege artillery from being a decisive factor. The Ottoman player wins automatically if at Ottoman Forces The 2-3-2 Garrison unit referenced result. in the way of troops, leaving the young Heavy Infantry , 10x 5-3-3 Infantry, 1x Desperate mining and countermining the end of any turn if his units occupy both starts at Belgrade. All other units start at Louis, King of Hungary, pretty much on his 5-2-2 Artillery, 5 x 2-1-5 TT Light Cavalry characterized this battle as Philip the Count After the raid’s results have been applied, the Buda and Vienna. The Austro-Hungarian Eszer and the Fleet starts on the Danube own. Louis was unable to muster nearly the units, 5 x 1-1-5 AK Light Cavalry units , 1x Palatine, the nominal commander, leaned on Raiding player may move his Raiding forces player wins automatically if at the end of any hexside next to Eszer. amount of troops that the Sultan Suleiman 2-2-2 Garrison unit, 1x 0-1-3 Wagon Supply the elderly but wily Nicholas Count Salm to (as a single stack) half their MA (rounded turn Buda and Belgrade are occupied by his 10 THE LASH OF THE TURK rules THE LASH OF THE TURK rules 11

14.2.6 Reinforcements:: Suleiman sent a huge cloud of Tartars and Garrison unit start in Buda. Grand Vizier his title and he was strangled Train. Ibrahim of Buda starts in Buda with 15.0 Optional Advantage Akinjis to demonstrate at Vienna under on Christmas Day, 1683, signaling forever 3x 5-3-3 Infantry and 1x 2-3-2 Garrison Austro-Hungarian: Ottoman 1x 2-3-2 and 1x 2-2-2 Garrison Marker Rule Kassim Bey, but they were overcome and the death of Turkish ambitions in continental unit. Ghirat and all other Cavalry units units at Belgrade, Leaders Suleiman, Ibrahim Sept 1 Turn Leader Frederick and 2x 3-3-3 virtually wiped out. Unable to take Guns Europe and the slow descent to become the start within 1 hex of Buda or Eszer in any Players will usually exchange an Advantage 2x 9-9-3 JA Heavy Infantry, 1x 5-2-2 infantry appear at Tulln due to amazing ability of Captain Nicolas “sick man of Europe.” combination. 1x 2-2-2 Garrison unit starts Marker (AM) during the course of the Artillery, 1x 7-2-2 Siege Artillery at Eszer. Jurischitz, a Croat, and perhaps fearing in Neuhausel and 1x 2-2-2 Garrison unit game. Possession of the AM can confer an All other units start within 1 hex of Eszer. 14.4.1 Austro-Hungarian Forces: 1x 7-5-4 Sept 2 Turn 1x 4-4-4 Cavalry Frederick’s powerful army, Suleiman turned starts at Gran. The 2-3-20 Fleet starts at advantageous modification of a game rule/ Heavy Cavalry, 3x 4-4-4 Cavalry, 2x 3-5-3 further west to the gates of Graz, then turned 14.3.6 Scenario Length: July 1 to October Gran or Buda. event for the player. The AM is always in the Oct 1 Turn 2 x 4-4-4 Cavalry, 1x 3-2-5 Heavy Infantry, 10x 3-3-3 Infantry, 1 x 6-2-2 south, ravaging Styria, and was back at 2 (14 turns) possession of the Ottoman player at the start Volunteer Cavalry, 1x 4-5-20 Fleet Artillery, 1x 3-2-5 Volunteer Light Cavalry, 14.4.6 Special Reinforcements: Belgrade in October. Both armies seemed of the game, but is immediately given over to 14.3.7 Victory Condition Forts Garrisons (1x 3-5-2, 2x 2-4-2, 2x 1-3-2), 1x Reinforcement units are placed either in fearful of a decisive battle, the campaign July 1 Turn 1x 4-4-4 Polish Allied Cavalry the opponent whenever any of the following Vienna or Buda (if friendly controlled) at 4-5-20 Fleet ended without result, and all of western Ottoman Take Guns. If Suleiman is killed arrives at Oberhollabrun occur: the start of the turn. In order for the above Hungary and Styria felt the Lash of the Turk. and the Ottoman wins the game normally, it Leaders Lorraine, Starhemberg reinforcements to enter, a DR check must September 1Turn 2x 4-3-4 Cavalry (AL, • Players roll the same number (doubles) is a draw instead. be made. The owning player rolls a die at 14.3.1 Austro-Hungarian Forces 1x 7-5-4 Control Tulln, Pressburg, Vienna, Komorn, SX), 4x 4-4-4 Polish Cavalry, 5x 3-2-3 Polish during the Random Events Phase. Heavy Cavalry, 4x 4-4-4 Light Cavalry, 1x the beginning of the turn for each unit. Add Austro-Hungarian Hold Vienna. If Charles Gyor, Guns, Graz Infantry, 3x 4-4-3 Bavarian, Franconian • Owning player rolls a 1 or less on the 1 to the DR if the unit did not enter the 3-5-3 Heavy Infantry, 10x 3-3-3 Infantry, is killed, and the Austro-Hungarian player and Sweden (SX) Infantry, 1x 4-2-2 Polish 14.4.2 Austro-Hungarian Allied Forces: 1x CRT, Forage, Siege or Attrition tables. game on its first turn of availability. If the 2x 6-2-2 Artillery, 3x 1-2-2 Peasants (PS), wins the game normally, it is a draw instead. Artillery, Leaders Sobieski, Lubomirski arrive 2-1-4 TM Cavalry modified DR is ≥3 the unit enters the game. Garrisons (1x 3-5-2, 2x 2-4-2, 3x 1-3-2), 1x at Tulln Before play begins each player rolls a die, Scenario Notes: Suleiman is faced with a large If the modified DR is 2 or less the unit does 4-5-20 Fleet Leader Esterhazy adds 1, and keeps the number secret. The Austro-Hungarian army here. You are going 3x 1-2-2 Peasant units start at Graz whenever not enter this turn. The owning player can number is recorded on a scrap piece of Leaders Charles, Jurischitz, Frederick to be stretched to duplicate Suleiman’s original Note: This leader and his units may switch an Ottoman or Ottoman Allied unit comes try again each turn to enter the units into paper and will be disclosed to the opponent line of march and need to make full use of sides if Guns falls. within 2 hexes of Graz. Note: A entry DR play. Note: It is possible that due to bad luck Control Tulln, Vienna, Pressburg, at the end of the game. The number is the your Raiders to threaten weakly held areas, check is not made for these units. reinforcements may not enter the game at all. Neuhausel, Komorn, Graz, Guns, Gyor, 14.4.3 Ottoman Forces: 1 x 6-6-4 Heavy maximum number of times the AM can condemning them to the same fate as Kassim This is war. Deal with it! Gran Cavalry, 3x 4-2-4 Cavalry, 2x 9-9-3 JA In order for reinforcements to enter, a DR be used by the player to get one of the Bey shared that fateful year. Heavy Infantry, 15x 5-3-3 Infantry, 1x check must be made. The owning player rolls advantages on their AM list. Further, the Special Austro-Hungarian Reinforcements 14.3.2 Austro-Hungarian Allied Forces: 5-2-2 Artillery, 1x 7-2-2 Siege Artillery, 5x a die at the beginning of the turn for each number serves as a limit to the types of On any turn that an Ottoman or Ottoman 1x 3-3-3 Italian Infantry, 1x 3-3-3 Spanish 14.4 The Last Bold Thrust 2-1-5 TT Light Cavalry, 5x 1-1-5 AK Light unit. Add 1 to the DR if the unit did not advantage(s) the player can select from on Allied unit comes within 2 hexes of Graz, Infantry, 1x 3-3-3 Dutch Infantry The fortunes of the rival empires waxed and Cavalry, Garrisons (1x 2-3-2, 3x 2-2-2), 1x enter the game on its first turn of availability. the AM list. For example a DR of 5 indicates place 3x 1-2-2 PS units in Graz. These units 14.3.3 Ottoman Forces: 2x 4-2-4 Cavalry, waned over the next century and a half as 2-3-20 Fleet, 1x 0-1-3 Wagon Supply Train If the modified DR is ≥3 the unit enters the the player can use the AM up to 5 times in remain in play, even if the triggering unit 2 x 9-9-3 JA Heavy Infantry, 15x 5-3-3 both Sultan and Emperor battled external game. If the modified DR is 2 or less, the the game, and use advantages 1 through 5 (6 moves away, but may not move farther than Leaders Mehmet, Mustapha, Agha, Ibrahim Infantry, 1x 5-2-2 Artillery, 1x 7-2-2 Siege forces at the opposite ends of their realms. unit does not enter this turn. The owning would be unavailable). See the back page of 5 hexes from Graz. Note: A entry DR check of Buda, Artillery, 4x 2-1-5 TT Light Cavalry, 4x Mehmed IV, Sultan of the Ottoman Empire, player can try again each turn to enter the the rules for the AM List. is not made for these units. 1-1-5 AK Light Cavalry, Garrisons (1x 2-3-2, sensed weakness in his opponent when Control Neuhausel, Gran, Buda, Eszer, units into play. Note: It is possible that due Ottoman Add 2x 2-2-2 Garrison Units to 2x 2-2-2), 1x 2-3-20 Fleet, 1x 0-1-3 Supply the Hungarian nobles of a still fractious Peterwardien, Szalankemen, Belgrade, to bad luck, reinforcements may not enter 16.0 DESIGNER’S NOTES the available builds once Buda is captured Train Hungary, Wallachia, and Transylvania Szegedin, Temesvar, Widdin, Nicopolis. the game at all. This is war. Deal with it! by the Ottomans or their allies (placed at felt disaffection over strict policies by the I have been thinking about this design for 14.3.4 Ottoman Allied Forces 4x 2-1-4 TM 14.4.7 Scenario Length: June 1 through Buda). Note: A DR check is not made for Emperor Leopold. The local ringleader was 14.4.4 Ottoman Allied Forces: 5 x 2-1-4 about 12 years, trying to work out how to Light Cavalry, TM Garrisons (1x 3-4-2, 2x October 4 (20 turns) these units. a wily fellow named Imre Thokoly, who TM Light Cavalry represent complex interactions of a siege 2-3-2) styled himself the “King of Hungary.” He 14.4.8 Victory Condition Forts in a way that wouldn’t be tedious to the 14.2.7 Scenario Length: Aug 1 to Oct 4 Leader Thokoly Leader Zapolya negotiated in bad faith with the Austrians average gamer. About a year ago the idea of (12 turns) Ottoman Take Vienna. while Mehmed prepared his army to march Note: This leader and his units may switch fortification levels and a simple table to roll Control Buda, Oradea, Arad, Abba Julia, 14.2.8 Victory Condition Forts once more against his Christian foe. Leopold sides if Buda falls. Austrian Take Gran. against summed up the ballet of mine and Hunedoara, Sibiu, Brasov was an uninspiring ruler, short of cash, but countermine as well as allowing the besieging Ottoman Capture Buda, Gran, Vienna. If 14.4.5 Setup: Austro-Hungarian player sets Scenario Notes: This is the mother of all Leaders Suleiman, Ibrahim, Kassim Bey long on negotiators. While the Turkish up first, then the Ottoman player. player to assess the success of his operations Suleiman is killed and the Ottoman wins the army moved north, his diplomats visited battles in this game. Both sides have large before committing to an assault. I have game normally, the game Is a draw. Control Eszer, Petewardien, Szalakemen, Christian capitals throughout Europe, Austrian One Garrison must start in each forces. Historically, Charles, Duke of Lorraine, enough diversity in each scenario to please Belgrade, Widdin, Nicopolis, Szegedin, dithered when he could have crushed the Austro-Hungarian Hold Vienna hoping that Austria’s old foe France would controlled fort. Leader Lorraine, Allied the gamer that likes good history as well as a Temesvar stay quiet. Troops from all over the Empire, Leader Esterhazy, and all starting Cavalry garrison forces at Neuhausel, worried about the good game. Scenario Notes: The survival of Vienna was Franconians, Saxons, and Bavarians, and units start within 1 hex of Gyor. The arrival of the Turks at Eszer. He found himself 14.3.5 Setup: Austro-Hungarian sets up I also worked to keep the counter density more due to weather and lack of Ottoman marched to protect the threatened Vienna. artillery unit, both Heavy Infantry Units counterpunching against Tartar and Magyar first, then the Ottoman player. low in each scenario to keep things moving supplies than anything else. The Austro- A surprisingly robust ally was found in John and five Infantry Units start at Gyor. Leader raiders under Thokoly and Ghirat until allied quickly; since the siege phases would slow Hungarian is weak but the lateness of the season Austro-Hungarian Leader Charles, 1x 3-5-2 III Sobieski, King of Poland, who brought Starhemberg and the rest of the infantry start troops could mass at Tulln. Then, his heavy the tempo on their own, a number of map hurts the Ottoman player here. The miracle of Garrison and 1x 6-2-2 artillery in Vienna. most of his standing army to Austria. at Vienna. cavalry, combined with the Polish army, and order of battle compromises were Vienna was seen as one of the turning points of All other Garrison units start in a controlled Mehmed’s cannons pounded Vienna, and the overwhelmed the Turkish flank and managed Ottoman Allied Thokoly and all Allied units made necessary to the simulation process. history, as was its later siege in 1683. fort. Leader Jurischitz starts in Guns. 1x Sultan’s efforts had almost born fruit when to drive the Turks out of Gran by the end of may start at Neuhausel, Gran or Buda in any For example, the city of Vienna not only 1-2-2 Peasant (PS) may start within 3 hexes a combined Austrian and allied army led by October. As the Austro-Hungarians, your combination. had a City Guard in 1683, it had a militia 14.3 Lash of the Turk of Graz. All other units start within one hex King John and Charles, Duke of Lorraine, situation is not unlike Wellington’s at Waterloo; type unit called the Burgher Guard, a unit of Vienna. smashed into the Turkish flank on September Ottoman Leaders Agha, Mehmet, and you have to hold on until help arrives. Both Suleiman made what appeared to be another comprised of volunteers. I went back to the 12, 1683, routing the Janissaries under the Mustapha start at Eszer with 2 x 9-9-3 JA sides have a limited amount of time to gain determined effort to take Vienna in 1532. Austro-Hungarian Allied May start within drawing board and streamlined the order of personal command of Grand Vizier Kara Heavy Infantry, 1x 6-6-4 Heavy Cavalry, 3x their victory conditions and both sides need to For some reason, he marched farther west two hexes of Graz or Tulln. cripple the enemy army to have any hope of battle so that units were more homogenized, and besieged Guns on the Raab River. This Mustapha, forcing the entire Turkish army 4-2-4 Cavalry, 12x 5-3-3 Infantry, 1x 5-2-2 Ottoman Allied May start within one hex of victory. but still from all the city’s wards, having a time, the Archduke Frederick was better into a retreat, and costing them the fortress Artillery, 1x 7-2-2 Siege Artillery, 1x 2-2-2 Buda or any controlled fort, but not adjacent battle history going back to 1529 at least. prepared and massed a large army at Vienna. of Gran (Esztergom). This defeat cost the Garrison unit and 1x 0-1-3 Wagon Supply to Gran. Leader Zapolya and 1x 3-4-2 Having two militia units plus elements 10 THE LASH OF THE TURK rules THE LASH OF THE TURK rules 11

14.2.6 Reinforcements:: Suleiman sent a huge cloud of Tartars and Garrison unit start in Buda. Grand Vizier his title and he was strangled Train. Ibrahim of Buda starts in Buda with 15.0 Optional Advantage Akinjis to demonstrate at Vienna under on Christmas Day, 1683, signaling forever 3x 5-3-3 Infantry and 1x 2-3-2 Garrison Austro-Hungarian: Ottoman 1x 2-3-2 and 1x 2-2-2 Garrison Marker Rule Kassim Bey, but they were overcome and the death of Turkish ambitions in continental unit. Ghirat and all other Cavalry units units at Belgrade, Leaders Suleiman, Ibrahim Sept 1 Turn Leader Frederick and 2x 3-3-3 virtually wiped out. Unable to take Guns Europe and the slow descent to become the start within 1 hex of Buda or Eszer in any Players will usually exchange an Advantage 2x 9-9-3 JA Heavy Infantry, 1x 5-2-2 infantry appear at Tulln due to amazing ability of Captain Nicolas “sick man of Europe.” combination. 1x 2-2-2 Garrison unit starts Marker (AM) during the course of the Artillery, 1x 7-2-2 Siege Artillery at Eszer. Jurischitz, a Croat, and perhaps fearing in Neuhausel and 1x 2-2-2 Garrison unit game. Possession of the AM can confer an All other units start within 1 hex of Eszer. 14.4.1 Austro-Hungarian Forces: 1x 7-5-4 Sept 2 Turn 1x 4-4-4 Cavalry Frederick’s powerful army, Suleiman turned starts at Gran. The 2-3-20 Fleet starts at advantageous modification of a game rule/ Heavy Cavalry, 3x 4-4-4 Cavalry, 2x 3-5-3 further west to the gates of Graz, then turned 14.3.6 Scenario Length: July 1 to October Gran or Buda. event for the player. The AM is always in the Oct 1 Turn 2 x 4-4-4 Cavalry, 1x 3-2-5 Heavy Infantry, 10x 3-3-3 Infantry, 1 x 6-2-2 south, ravaging Styria, and was back at 2 (14 turns) possession of the Ottoman player at the start Volunteer Cavalry, 1x 4-5-20 Fleet Artillery, 1x 3-2-5 Volunteer Light Cavalry, 14.4.6 Special Reinforcements: Belgrade in October. Both armies seemed of the game, but is immediately given over to 14.3.7 Victory Condition Forts Garrisons (1x 3-5-2, 2x 2-4-2, 2x 1-3-2), 1x Reinforcement units are placed either in fearful of a decisive battle, the campaign July 1 Turn 1x 4-4-4 Polish Allied Cavalry the opponent whenever any of the following Vienna or Buda (if friendly controlled) at 4-5-20 Fleet ended without result, and all of western Ottoman Take Guns. If Suleiman is killed arrives at Oberhollabrun occur: the start of the turn. In order for the above Hungary and Styria felt the Lash of the Turk. and the Ottoman wins the game normally, it Leaders Lorraine, Starhemberg reinforcements to enter, a DR check must September 1Turn 2x 4-3-4 Cavalry (AL, • Players roll the same number (doubles) is a draw instead. be made. The owning player rolls a die at 14.3.1 Austro-Hungarian Forces 1x 7-5-4 Control Tulln, Pressburg, Vienna, Komorn, SX), 4x 4-4-4 Polish Cavalry, 5x 3-2-3 Polish during the Random Events Phase. Heavy Cavalry, 4x 4-4-4 Light Cavalry, 1x the beginning of the turn for each unit. Add Austro-Hungarian Hold Vienna. If Charles Gyor, Guns, Graz Infantry, 3x 4-4-3 Bavarian, Franconian • Owning player rolls a 1 or less on the 1 to the DR if the unit did not enter the 3-5-3 Heavy Infantry, 10x 3-3-3 Infantry, is killed, and the Austro-Hungarian player and Sweden (SX) Infantry, 1x 4-2-2 Polish 14.4.2 Austro-Hungarian Allied Forces: 1x CRT, Forage, Siege or Attrition tables. game on its first turn of availability. If the 2x 6-2-2 Artillery, 3x 1-2-2 Peasants (PS), wins the game normally, it is a draw instead. Artillery, Leaders Sobieski, Lubomirski arrive 2-1-4 TM Cavalry modified DR is ≥3 the unit enters the game. Garrisons (1x 3-5-2, 2x 2-4-2, 3x 1-3-2), 1x at Tulln Before play begins each player rolls a die, Scenario Notes: Suleiman is faced with a large If the modified DR is 2 or less the unit does 4-5-20 Fleet Leader Esterhazy adds 1, and keeps the number secret. The Austro-Hungarian army here. You are going 3x 1-2-2 Peasant units start at Graz whenever not enter this turn. The owning player can number is recorded on a scrap piece of Leaders Charles, Jurischitz, Frederick to be stretched to duplicate Suleiman’s original Note: This leader and his units may switch an Ottoman or Ottoman Allied unit comes try again each turn to enter the units into paper and will be disclosed to the opponent line of march and need to make full use of sides if Guns falls. within 2 hexes of Graz. Note: A entry DR play. Note: It is possible that due to bad luck Control Tulln, Vienna, Pressburg, at the end of the game. The number is the your Raiders to threaten weakly held areas, check is not made for these units. reinforcements may not enter the game at all. Neuhausel, Komorn, Graz, Guns, Gyor, 14.4.3 Ottoman Forces: 1 x 6-6-4 Heavy maximum number of times the AM can condemning them to the same fate as Kassim This is war. Deal with it! Gran Cavalry, 3x 4-2-4 Cavalry, 2x 9-9-3 JA In order for reinforcements to enter, a DR be used by the player to get one of the Bey shared that fateful year. Heavy Infantry, 15x 5-3-3 Infantry, 1x check must be made. The owning player rolls advantages on their AM list. Further, the Special Austro-Hungarian Reinforcements 14.3.2 Austro-Hungarian Allied Forces: 5-2-2 Artillery, 1x 7-2-2 Siege Artillery, 5x a die at the beginning of the turn for each number serves as a limit to the types of On any turn that an Ottoman or Ottoman 1x 3-3-3 Italian Infantry, 1x 3-3-3 Spanish 14.4 The Last Bold Thrust 2-1-5 TT Light Cavalry, 5x 1-1-5 AK Light unit. Add 1 to the DR if the unit did not advantage(s) the player can select from on Allied unit comes within 2 hexes of Graz, Infantry, 1x 3-3-3 Dutch Infantry The fortunes of the rival empires waxed and Cavalry, Garrisons (1x 2-3-2, 3x 2-2-2), 1x enter the game on its first turn of availability. the AM list. For example a DR of 5 indicates place 3x 1-2-2 PS units in Graz. These units 14.3.3 Ottoman Forces: 2x 4-2-4 Cavalry, waned over the next century and a half as 2-3-20 Fleet, 1x 0-1-3 Wagon Supply Train If the modified DR is ≥3 the unit enters the the player can use the AM up to 5 times in remain in play, even if the triggering unit 2 x 9-9-3 JA Heavy Infantry, 15x 5-3-3 both Sultan and Emperor battled external game. If the modified DR is 2 or less, the the game, and use advantages 1 through 5 (6 moves away, but may not move farther than Leaders Mehmet, Mustapha, Agha, Ibrahim Infantry, 1x 5-2-2 Artillery, 1x 7-2-2 Siege forces at the opposite ends of their realms. unit does not enter this turn. The owning would be unavailable). See the back page of 5 hexes from Graz. Note: A entry DR check of Buda, Artillery, 4x 2-1-5 TT Light Cavalry, 4x Mehmed IV, Sultan of the Ottoman Empire, player can try again each turn to enter the the rules for the AM List. is not made for these units. 1-1-5 AK Light Cavalry, Garrisons (1x 2-3-2, sensed weakness in his opponent when Control Neuhausel, Gran, Buda, Eszer, units into play. Note: It is possible that due Ottoman Add 2x 2-2-2 Garrison Units to 2x 2-2-2), 1x 2-3-20 Fleet, 1x 0-1-3 Supply the Hungarian nobles of a still fractious Peterwardien, Szalankemen, Belgrade, to bad luck, reinforcements may not enter 16.0 DESIGNER’S NOTES the available builds once Buda is captured Train Hungary, Wallachia, and Transylvania Szegedin, Temesvar, Widdin, Nicopolis. the game at all. This is war. Deal with it! by the Ottomans or their allies (placed at felt disaffection over strict policies by the I have been thinking about this design for 14.3.4 Ottoman Allied Forces 4x 2-1-4 TM 14.4.7 Scenario Length: June 1 through Buda). Note: A DR check is not made for Emperor Leopold. The local ringleader was 14.4.4 Ottoman Allied Forces: 5 x 2-1-4 about 12 years, trying to work out how to Light Cavalry, TM Garrisons (1x 3-4-2, 2x October 4 (20 turns) these units. a wily fellow named Imre Thokoly, who TM Light Cavalry represent complex interactions of a siege 2-3-2) styled himself the “King of Hungary.” He 14.4.8 Victory Condition Forts in a way that wouldn’t be tedious to the 14.2.7 Scenario Length: Aug 1 to Oct 4 Leader Thokoly Leader Zapolya negotiated in bad faith with the Austrians average gamer. About a year ago the idea of (12 turns) Ottoman Take Vienna. while Mehmed prepared his army to march Note: This leader and his units may switch fortification levels and a simple table to roll Control Buda, Oradea, Arad, Abba Julia, 14.2.8 Victory Condition Forts once more against his Christian foe. Leopold sides if Buda falls. Austrian Take Gran. against summed up the ballet of mine and Hunedoara, Sibiu, Brasov was an uninspiring ruler, short of cash, but countermine as well as allowing the besieging Ottoman Capture Buda, Gran, Vienna. If 14.4.5 Setup: Austro-Hungarian player sets Scenario Notes: This is the mother of all Leaders Suleiman, Ibrahim, Kassim Bey long on negotiators. While the Turkish up first, then the Ottoman player. player to assess the success of his operations Suleiman is killed and the Ottoman wins the army moved north, his diplomats visited battles in this game. Both sides have large before committing to an assault. I have game normally, the game Is a draw. Control Eszer, Petewardien, Szalakemen, Christian capitals throughout Europe, Austrian One Garrison must start in each forces. Historically, Charles, Duke of Lorraine, enough diversity in each scenario to please Belgrade, Widdin, Nicopolis, Szegedin, dithered when he could have crushed the Austro-Hungarian Hold Vienna hoping that Austria’s old foe France would controlled fort. Leader Lorraine, Allied the gamer that likes good history as well as a Temesvar stay quiet. Troops from all over the Empire, Leader Esterhazy, and all starting Cavalry garrison forces at Neuhausel, worried about the good game. Scenario Notes: The survival of Vienna was Franconians, Saxons, and Bavarians, and units start within 1 hex of Gyor. The arrival of the Turks at Eszer. He found himself 14.3.5 Setup: Austro-Hungarian sets up I also worked to keep the counter density more due to weather and lack of Ottoman marched to protect the threatened Vienna. artillery unit, both Heavy Infantry Units counterpunching against Tartar and Magyar first, then the Ottoman player. low in each scenario to keep things moving supplies than anything else. The Austro- A surprisingly robust ally was found in John and five Infantry Units start at Gyor. Leader raiders under Thokoly and Ghirat until allied quickly; since the siege phases would slow Hungarian is weak but the lateness of the season Austro-Hungarian Leader Charles, 1x 3-5-2 III Sobieski, King of Poland, who brought Starhemberg and the rest of the infantry start troops could mass at Tulln. Then, his heavy the tempo on their own, a number of map hurts the Ottoman player here. The miracle of Garrison and 1x 6-2-2 artillery in Vienna. most of his standing army to Austria. at Vienna. cavalry, combined with the Polish army, and order of battle compromises were Vienna was seen as one of the turning points of All other Garrison units start in a controlled Mehmed’s cannons pounded Vienna, and the overwhelmed the Turkish flank and managed Ottoman Allied Thokoly and all Allied units made necessary to the simulation process. history, as was its later siege in 1683. fort. Leader Jurischitz starts in Guns. 1x Sultan’s efforts had almost born fruit when to drive the Turks out of Gran by the end of may start at Neuhausel, Gran or Buda in any For example, the city of Vienna not only 1-2-2 Peasant (PS) may start within 3 hexes a combined Austrian and allied army led by October. As the Austro-Hungarians, your combination. had a City Guard in 1683, it had a militia 14.3 Lash of the Turk of Graz. All other units start within one hex King John and Charles, Duke of Lorraine, situation is not unlike Wellington’s at Waterloo; type unit called the Burgher Guard, a unit of Vienna. smashed into the Turkish flank on September Ottoman Leaders Agha, Mehmet, and you have to hold on until help arrives. Both Suleiman made what appeared to be another comprised of volunteers. I went back to the 12, 1683, routing the Janissaries under the Mustapha start at Eszer with 2 x 9-9-3 JA sides have a limited amount of time to gain determined effort to take Vienna in 1532. Austro-Hungarian Allied May start within drawing board and streamlined the order of personal command of Grand Vizier Kara Heavy Infantry, 1x 6-6-4 Heavy Cavalry, 3x their victory conditions and both sides need to For some reason, he marched farther west two hexes of Graz or Tulln. cripple the enemy army to have any hope of battle so that units were more homogenized, and besieged Guns on the Raab River. This Mustapha, forcing the entire Turkish army 4-2-4 Cavalry, 12x 5-3-3 Infantry, 1x 5-2-2 Ottoman Allied May start within one hex of victory. but still from all the city’s wards, having a time, the Archduke Frederick was better into a retreat, and costing them the fortress Artillery, 1x 7-2-2 Siege Artillery, 1x 2-2-2 Buda or any controlled fort, but not adjacent battle history going back to 1529 at least. prepared and massed a large army at Vienna. of Gran (Esztergom). This defeat cost the Garrison unit and 1x 0-1-3 Wagon Supply to Gran. Leader Zapolya and 1x 3-4-2 Having two militia units plus elements 12 THE LASH OF THE TURK rules of 10 regiments plus artillery would have complicated stacking rules, so the Garrison units are more generic along with regular Forage Table (4.3) Advantages (Optional Building Biafra! Infantry. I was originally inspired to do Rule 15.0) this game by Robert E. Howard’s short Die Raiders Cavalry All story “Shadow of the Vulture,” a fictional Roll Others Ottoman account of the 1529 siege of Vienna. I was 1) Re-roll any one DR for Combat, by Jason Juneau ≤1 Exhausts Exhausts Exhausts Siege, Forage or Attrition. Note A first prepared to do a detailed order of battle and Hex Hex Hex show the various interactions of troops like DR of 1 will still result in the hand- I had never heard of the Nigerian Civil ing organizations, to their pioneering the use undermined Biafra, since it undid the con- Landsknechts, Pikemen, and Arquebusiers, 2 OK Exhausts Exhausts over of the AM, but the player can still War until my work at a local university of a public relations firm to better promote nection between security and independence. when the publisher suggested I expand the Hex Hex re-roll. library. I had several student workers from their cause worldwide. Reading this book, I The equation of security and secession game to have scenarios for several campaigns 3 OK OK Exhausts Nigeria and they would relate many things felt as though I had taken a class in Nigerian or independence became the key to under- across Hungary to add more scenarios and Hex 2) One leader and all units stacked with about their country. I learned about the history, and enjoyed it. This book inspired standing the conflict. Hence I started with him can move again up to half of the flavor to the game. 4 OK OK OK diversity of ethnic groups and religions, the me to create the game. the idea of “endurance” to represent not only leader’s MP allowance (round up any critical state of the oil industry, and of course De St. Jorre’s work demonstrated that the physical stamina of the Biafrans, but also Cavalry. The Ottomans flooded the 5 OK OK OK fraction). the Nigerian love of football (European- there were no heroes and villains in this con- their belief in this equation. The more Ibo countryside with Tartars and Akinji raiders ≥6 OK OK OK style). Qualifying for the FIFA World Cup flict. True, there was the pogrom of Ibos in cities and towns that come under Federal that sacked and burned areas in a wide 3) Duplicity! Reduce any one of the would mean a week-long party in Lagos! the north, which understandably persuaded control, the more the endurance level falls. swath, hunting for booty more than serving DRMs opponent’s forts levels by 2 for the turn There was, however, also another side to many Ibos that security lay with secession This represents the fact that more and more the Sultan; hence the robust raid rules and Fort +2 (not less than 1, however). cavalry reaction and retreat before combat Nigeria: corruption, ethnic conflict, and mil- and independence. On the other hand, the Ibos are finding out that the return of the Mountains -1 rules. 4) Flip any one Transylvanian/Magyar itary rule. Dwarfing these of course was the Biafran government played a numbers game Federals does not mean a massacre and so At least 1 Leader in hex +1 unit to Ottoman Loyalty. Alternatively, civil war, which nearly shattered the nation with the massacres too many times in the on. The game hinges on endurance. The This design has been the most challenging Mud -1 the Ottoman player can permanently and turned Nigeria into a showplace for all interests of making their Biafran player usually cannot hope to cap- for me to date due to my goal of keeping eliminate and remove from the game that seemed wrong with post-colonial case. In the end, it was ture Lagos, or hold enough Federal cities for game designs as playable as possible while Woods +1 any 2 of these units currently loyal to Africa. At the same time, however, recognition, so he must try to hold out as still delivering good history. I hope that it Marsh -2 the Austrian player (they deserted). the war revealed many qualities such long as possible. The Federal player, on the delivers the concept of a huge Ottoman army as mercy, ingenuity, and statesman- contrary, must try to drive down that level as bent on dismembering Hungary and taking 5) Suleiman and all units stacked with ship on the part of both sides. I know soon as possible. Capturing Ibo towns and Vienna, opposed by armies that gradually him can move a second time. this seems like doubletalk, but as with cities is one way to do it, but so is using air- evolve from feudal levies to professional standing armies. the issue of Biafran independence, craft to stop any relief. Starvation as well as Attrition Table (4.5) 6) The Ottoman player can ignore any nothing is simple. As an historian military invasion is the weapon of the Fed- one Attrition DR this turn. 16.1 Further Reading: Turn 3 onwards I was taught: comprehend, do not eral player. judge. The Nigerian Civil War proved to be Oman, Sir Charles, A History of the Art of Die # Units Austrian 1) Re-roll any one DR for Combat, Although he is not an histo- an unusual conflict amid the clutch of wars War in the Sixteenth Century, Greenhill Roll in hex rian, John De St. Jorre’s came occurring at the same time around the world. Books, London, 1989 Siege, Forage or Attrition. Note: A first 1-4 5-8 9-12 13+ DR of 1 will still result in the hand- closer to the dictum above It was not a quick mechanized war, like the Stoye, John, The Siege of Vienna, Holt ≤1 0 0 0 0 over of the AM, but the player can still than any other writer I know contemporary Arab-Israeli conflict in 1967, The Nigerian Rinehart Winston, New York, 1964 2 0 0 0 1 re-roll. of in his book nor was it an extended guerilla/revolution- Civil War. A journalist who ary conflict like the one in Vietnam or in a Duffy, Christopher, Siege Warfare, Barnes and 3 0 0 1 2 2) One leader and all units stacked with covered the war and met with number of other African states, including Noble New York, 1996 4 0 0 1 2 him can move again up to half of the political leaders, generals, Rhodesia, Mozambique, and Angola. Most Murphey, Rhoads, Ottoman Warfare 1500- 5 0 1 2 3 leader’s MP allowance (round up any soldiers, relief workers, and of the officers, both Federal and Biafran, had 1700, Rutgers University, New Brunswick, fraction). civilians from both sides, de the same conventional Sandhurst education, 6 1 1 2 3 1999 St. Jorre wrote a balanced and like their mentors in Great Britain, they 7 1 2 3 4 3) Duplicity! Reduce any one of the and thoughtful account waged war in a terribly orthodox fashion. In Nicolle, David, Armies of the Ottoman Turks, ≥8 1 3 3 5 opponent’s forts levels by 1 for the turn Osprey, London, 1998 that interwove personal other words, shell the enemy positions with (not less than 1, however). accounts with commentary. as much artillery as you and can and then Nicolle, David, Hungary and the fall of DRMs The book moves in both a chron- move in with infantry. Ojukwu’s experiment 4) Flip any one Transylvanian/Magyar Eastern Europe 1000-1568, Osprey, London, Fort -2 ological and topical fashion. You will not with guerilla bands came too little and too 1988 unit to Austrian Loyalty. Alternatively, Town -1 the Austrian player can permanently only learn about the events leading to the late to have an effect. This was a conven- conflict and the events on the ground, but tional war. Unlike such a war in Europe, Miller, Douglas, The Landsknechts, Osprey, Raider unit in hex -1 eliminate and remove from the game London, 1988 any 2 of these units currently loyal to also the bizarre politics of the relief effort however, there were no battles like Sedan, Janissaries +1 the Ottoman player (they deserted). mounted by the Red Cross, the difference Verdun, or Stalingrad. The Biafran troops, Treptow, Kurt, A History of Romania, The Hvy. Cavalry +1 between Marasmus and Kwashiorkor, two Yakubu especially, when confronted with too much Center for Romanian Studies, Iasi, 1997 5) Place one available Austrian Peasant different responses by the body to the effects (Jack) Gowon’s leadership that Federal artillery, tended to head to the rear Rain +1 unit anywhere on the map. of starvation, which ravaged Biafra, the con- not only gave the Federals victory but also quickly. Moreover, the jungle and grassy Mud +2 fusing reactions of other African leaders who brought the war to a peaceful end. Gowon landscape tended to allow men to vanish if Leader AF or DF (Higher -? 6) The Austrian player can ignore any feared secession more than they feared geno- was insistent that soldiers act in a profes- they wanted to in the face of the massive yet one) one Attrition DR this turn (increased cide, and last but not least, the ingenuity sional and humane fashion. Despite the plodding Federal advance. Thus, the combat The resulting value from the table is the number donations and volunteers from of the Ibos, from trying to make their own reports of atrocities, on the whole the Fed- system of the game is heavy on retreats and of units the player must eliminate from the stack throughout Christendom have arrived). land mines, to organizing their own banks, eral army acted correctly and humanely to there are no zones of control. The Biafran (player’s choice). courts, welfare programs and arms purchas- the Ibos. This, more than anything else, continued on page 45

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