lords sierra mad re rules

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1.0 DESCRIPTION OF PLAY 1.1 Introduction Lords of the Sierra Madre is a game for two to eight play- ers. Players assume the role of an entrepreneur in proto-revo- lutionary Mexico around the turn of the century as they build empires of lumber, banks, mines, ranches, and ca sinos. Play- ers may start revolutions and wars or go into politics or espio- nage. The winner is the player accumulating the most gold. 1.2 Rules Organization The rules are organized into three broad sections. The first is a description of the components and their use (sections 2.0-6.9). The second section is the detailed sequence of play (7.0-14.4). The third consists of game tips, designer's notes, historical commentary, and an index (15.0-18.0). 1.3 Sequence of Play Each Lords of the Sierra Madre game turn is one quarter year (one season) long. The game begins in the Winter Quar- ter of 1898. Each Quarterly turn is subdivided into ten seg- ments. 1) REVEAL CARD. Turn over one quarterly card on the time track. 2) INVESTORS' CAPITAL. Each hacendado is given the amount of investor's gold pieces (also described in shorthand fashion as "Au" for the chemical symbol for gold) shown in the lower right corner of the card turned over. EXCEP TIONS: See 8.21 and 8.24. 3) PROFITS. An y C cards on the bottom (profit) track of their calendar net a profit per 8.3. 4) CAPITALIZATION. One Au is paid for each immature card on the hacendado's calendar timeline per 8.41. 5) CARD AUCTION. Except for Event ("E") cards, the over- turned card is bid on by the players per 8.5. If no player puts any money on it, the card goes into the discard pile. Once players agree to roll-off a tie, no further bids are accepted. Ove rturned E card s are applied at this time in the place of the auction. 6) COMMON CARD AUCTION. Players may now put Com- mon Cards (troops, police, rifles, railroads, subornation) up for auction. They may also sell or trade any of their cards with other players. Players may purchase Rifles at a cost of 2 Au each (6.5.2). Haciendas at profit of zero may be raised one by spending one Au (8.31). 7) MATURATION. Any cards that have matured on the calen- dar time line are placed into the bottom track (Profit Track) of the calendar per 8 .7. Roll for assay profit if the card is a mine (see the mine assay profit table on the mapsheet). Place enter- prise counters on the map. If any W, B, 0, or R cards are pur- chased, the associated counters are placed on the map per 5.3. 8) MORDIDA. Players announce if playing an M card or a strike card (see 9.0) by discarding it. 9) TACTICAL ROUNDS. If any players wish to move any of their counters or conduct combat, determine player order per 10.1 and commence Tactical Rounds. No tactical rounds are allowed in winter. 10) REFURBISHMENT. After all players agree that tactical movement is over for that quarter, all 0 and B troops are re- turned to a fort or HQ per 12.1. Depleted counters are refur- per 12.25-12.26. Move the turn marker on each calendar ahead one. -2.0 COMPONE NTS Components List 1 24 page Rulebook 1 22" X 34" Mapsheet 8 11 " X 17" Hacendado Calendars 145 Quarterly Cards 1

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Page 1: Lords Sierra Mad Re Rules

8/4/2019 Lords Sierra Mad Re Rules

http://slidepdf.com/reader/full/lords-sierra-mad-re-rules 1/28

1.0 DESCRIPTION OF PLAY

1.1 IntroductionLords of the Sierra Madre is a game for two to eight play-

ers. Players assume the role of an entrepreneur in proto-revo-

lutionary Mexico around the turn of the century as they build

empires of lumber, banks, mines, ranches, and ca sinos. Play-

ers may start rev olutions and w ars or go into politics or espio-

nage. The w inner is the player accumulating the most gold.

1.2 Rules Organization

The rules are organized into three broad sections. The first is adescription of the components and their use (sections 2.0-6.9).

The second section is the detailed sequence of play (7.0-14.4).

The third consists of game tips, designer's notes, historical

commen tary, and an index (15.0-18.0).

1.3 Sequence of Play

Each Lords of the Sierra Madre game turn is one quarter

year (one season) long. The game begins in the Winter Quar-

ter of 1898. Each Quarterly turn is subdivided into ten seg-

ments.

1)REV EAL C ARD . Turn over one quarterly card on the time

track.

2) INVESTORS' CAPITAL. Each hacendado is given theamount of investor's gold pieces (also described in shorthand

fashion as "Au" for the chemical symbol for gold) shown in

the lower right corner of the card turned over. EXCEP TION S:

See 8.21 and 8.24.

3) PRO FITS. An y C cards on the bottom (profit) track of their

calendar net a profit per 8.3.

4) CAPITAL IZATIO N. One A u is paid for each immature card

on the hacendado's calendar timeline per 8.41.

5) CARD AUCTIO N. Except for Event ("E") cards, the over-

turned card is bid on by the players per 8.5. If no player puts

any money on it, the card goes into the discard pile. Once

players agree to roll-off a tie, no further bids are accepted.

Ove rturned E card s are applied at this time in the place of the

auction.

6) COM MON C ARD AU CTION. Players may now put Com-

mon Cards (troops, police, rifles, railroads, subornation) up for

auction. They may also sell or trade any of their cards with

other players. Players may purchase Rifles at a cost of 2 Au

each (6.5.2). Haciendas at profit of zero may be raised one by

spending one Au (8.31).

7) MATU RATION . Any cards that have matured on the calen-

dar time line are placed into the bottom track (Profit Track) of

the calendar per 8 .7. Roll for assay profit if the card is a mine

(see the mine assay profit table on the mapsheet). Place enter-

prise counters on the map. If any W, B, 0, or R cards are pur-

chased, the associated counters are placed on the m ap per 5.3.

8) MORDIDA. Players announce if playing an M card or a

strike card (see 9.0) by discarding it.

9) TACTICA L RO UND S. If any players wish to move any of

their counters or conduct combat, determine player order per

10.1 and commence Tactical Rounds. No tactical rounds are

allowed in winter.10) REFURBISHMENT. After all players agree that tactical

movement is over for that quarter, all 0 and B troops are re-

turned to a fort or HQ per 12.1. Depleted counters are refur-

bished per 12.22-23. Burned bridges and cities may be rebuilt

per 12.25-12.26. Mov e the turn marker on each calendar ahead

one.

-2 .0 COMPONE NTS

Com ponents List1 24 page Rulebook

1 22" X 34" Mapsheet

8 11 " X 17" Hacendado Calendars

145 Quarterly Cards

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L O R D S O F 9 ' f l E S IN K U R E

C om m on Cards

he- car ds are num bered  as fo llo w s: W 1-9 , 01 -1 1, B 1-9,  R1-

1, E 1-7,9-2 4, M 1-37 ,43, C 1-61, R R1-28.

2 Counters

Regi str ation Card

Six - Sided Dice

layers may prefer to use pennies and dimes for gold in place

f the provided coun ter s. A tr ea sur y of 300 to 600 A u is  r ecom -

ended .

.0 MAPSHEET

.1  Terr itories

hese  include (in America) Arizona , New Mexico, Califo rnia,

nd Texas , plu s (in M exico) B aja, Sonora , and Chih uah ua. Thre e

f th e Te rr ito ries ha ve Capitals , Tu cson in Arizo na, Herm os illo

n Son ora, and Ciuda d Chihua hu a i n Chihua hua . T er rito ries are

su bdiv ided  in to Dist ricts .

3.2 Distri cts

Areas defined by a black border, an International/Territorial

Boun dar y, o r a river are  co nsider ed Dis tr icts . D ist rict s ar e nam ed

aft er the princi pal sett le m ent within , if any. T here are three ty pes

of Distr ic ts : Prair ie, D esert , a nd  M ont ane . P rairie D istr icts  ha ve

no sp ec ial rules.

3.21 Desert Distr ict s represen t S on oran an d Ch ihuah uan Dese rt

egions. A ll Combat counters , including rif les , moving  in to a

dese rt (not using rai l movement) are dep lete d, which is sh own

by inv erting the counters to their d ep leted side. Counters  that

are already depleted are destroyed. Aeroplanes, trucks, gun-

bo ats /fe rri es, and leaders/hacendados are unaff ect ed by des ert s.

3.22 Mon tane  District s rep rese nt Sierra  Madre fores te d moun-

ta ins ov er 2000 mete rs high . T hey may no t be en te red or ex ited

except through district boundaries that do not contain moun-ta in  sy mbo ls (3 .7) or via rai l movement. Artillery may not en -

ter Monta ne Dist ricts excep t on rails.

3.3 Railroads

The routes where these may be built are shown on the map,

with dead end terminations denoted with a dot and termina-

tions leading to a junction with the next rail (if it exists) de-

noted with an arrow. At the game's start, only three rail lines

ex ist (the t run k ra ilr oa ds p er 3.4); the rest o f the r ailroa ds aren' t

the re unt il b uil t. R ai l lines  co nnect  where they  cr oss  an d where

they enter police blocks.

3.4 Trunk Railroads

Rai l lin es ex isting -at the start of the game are RR I (the Sou th -

ern  Paci fic line th rou gh  Y um a, T uc son , a nd El Paso) , RR 2 (b e-

tween Nogales and Guaymas), and RR3 (from El Paso and

Parral through Ciudad Chihuahua). These lines are shown in

blue or ora nge. N on e of the other  ra ilro ads sh ow n on the map

exist until bu ilt.

3.5 Police Blocks

Within so me D istricts i s a to wn or city su rroun de d by a sq uare,

cal led a polic e blo ck, which  re pre sen ts the tow n or c ity . Coun te rs

within a District decide whether to occupy the block, or the

Distric t ou tside the block . P layers de ciding to oc cu py the block

place t heir c oun te rs within the block un less t he b lock is alre ad y

occupied by combat counters of a different color (other than

Polic e o r S trikers) . It cos ts n o mov em en t p oints to mov e i nto or

2

out of a police block or coastal block to /from th e surround ing

district .

3.6 Bridges

There are six bridges, e ach indicated by br idg e symbols: the .

Rio Yaqui bridge, three over the  Rio Colorado. and two over

the Rio Grande. Rivers can only be crossed at bridges or by

boat s/fer ries. B ridg es may  be burned per 11.76. B ridge  cr oss-

ings in to th e distr ict s of Yuma, C iudad Ju arez. or E l P as o mus t

be m ade into th e police blo ck.  [M AP ERRA TA: M ove m ent fro m

Texas to D ona A na Cou nt y cann ot occur exc ept by cro ssing th e

bridge  over t he  Ri o G ra nde . The cap ita liza tio n of RR 18 as list ed

on its car d should rea d [8), not [9 ], t o agre e w ith  th e m ap. Ther e

is no  ca rd for  the store in  Nogales, S onora . Igno re it.]

3.7 Passes

These are in dicate d by Montane District boundaries with no.

m oun tain pattern. Entry into or exit from Montane Districts

m ay occ ur only w he re pas ses  are so indic ate d. The cons tru ction

of a lumber ra ilroad also crea te s a p as s in to a M on tane d istrict.

3.8 Coastal Blocks

The re is a row of 1 3 lettered squ ares starting in Yuma an d con -

tin uin g so uth alo ng th e Rio Colorado. a long the  co ast , and up

the Rio Yaqui, terminating at the plantation at La Europa,

B acat ete . Th ese ar e coa sta l blocks,  which can be occ up ied by

eith er land or sea cou nter s. The y do  not conta in Police exc ept

fo r the one s at Y um a, G uaym as, and Puert o Isabe l. Ships (Gun-

boat s/Cano ne ros or  Fe rries)  may move from one co as tal block

to an adjace nt let tere d one , at a rat e of fo ur  block s per rou nd .

Coastal b locks  may be treated by land units exac tly  as  po lice

blocks, see 3.5.

4.0 THE CALENDAR

chplayeris givena calendar tokeeptrackofhis financial

and milita ry acq uis iti ons . A player's calendar and the money

he poss ess es ca n be ex amined  at any tim e by other players .

4.1 Quarterly Blocks

The top tw o ro ws on th e calendar list . th e Qua rte rs. beginning

with W int er and  en ding with Fall. The yea r that  th ese se aso ns

are part  of  depends on the yea r block on the map from which

Quar te rly ca rds ar e curre ntly being drawn from.

4.2 Profit & Leadership Blocks

The bottom two rows of th e ca len dar have  blocks  to place ma-

tured card s accor ding to their leadership  (o ne through fou r) or

the ir p ro fit (ze ro t hroug h seven) .

5.0 THE CARDS

5.1 C ard Types

Each car d in th e gam e is marked with a let ter  or let ter s desig-

nating the car d's type  an d pr inc ipal funct ion.

E = Event  Card

W = White  Coun ter Card

B = Blue Cou nter Card

0 = Orang e Counter.Card

R = Red Cou nte r C ard

M = Mord ida  Card

C = Con struct ion

RR = Railro ad  Card

(L ea ders , Mercen aries,

Equ ipment)

(U .S . Troo ps)

(Mexican Troops)

(Rebel , In dian,  or  Band itTroop s)

(Mordida = bribes)

(B uilding of an ente rp rise)

(Building of a ra il l ine)

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Enterprise

Location

Railroad C ard

RR9 Railroad

A ldace W alker

New Mexico,

& Arizona' ,Railroad

Benson to

Nogales AZ

[Helvetico] 'ou'1^[Empire]

PuppetName

by Ra ilroad

Locations Serviced

Card type and

R.R. number

PuppetNationality

Construction Card

Red Counter Card

Copper/Gold

Silver indicat

Investor's

Capital

Counters

provided by

card

Initial

Leadership

Counters

5.11 COMMON CARDS. Some cards have the word "com-

mon" on their backs. These are called "Common" Cards as they

are available every game from the start and are thus common

to every game.

5.12 CAPITALIZ ATION PERIOD . Every card (except E cards)

has a number signifying its capitalization, period in the upper

right hand corner. This number is the time, in quarters, from

the time the card is purchased until it matures or its troop

counters become av ailable.

5.13 LEADERSHIP. Certain cards have a leadership medal-

lion containing a number. For instance, the Arizona Ra nger card

(B3) has a leadership of two. Cards with no leadership shown

are at leadership zero. Leadership affects elections, proxy fights,

and combat.

5.2 E Cards

These cards represent some even t. They are the only cards not

auctioned; all other cards are auctioned per 8.5 to the highest

bidder (if any). Effects of E cards are perman ent unless other-

wise noted.

5.3 W, B, O, R C ardsThe player winning a W , B, 0, or R card places it in the block

of his calendar's bottom track equ al to the card's initial leader-

ship (from one to fou r) unless the card requ ires capitalization.

W, B, 0, or R cards requiring capitalization are treated like

other immature cards. When mature the W hite, Blue, Orange,

or Red counter shown on the card is placed in the District listed

on the card. Along with the counter are placed any rifle. artil-

lery, etc. counters show n on the card. Coun ters may be placed

in the district or within an existing police block, if the block is

not already occupied by cou nters of a different color.

5.4 M Cards

These cards represen t privileges obtained by mordida (bribery,

etc.) and include lawsuits, revolts, warrants, spies, and elec-

tions. Most can be used once by discarding the card; some may

be reused. Som e M card s specify a leadership without a leader

counter. Such individuals have no mapsheet location and are

not subject to arrest, thus precluding the spectacle of lawyers

using their high leadership to lead troops, etc.

5.5 C or RR Cards

A player winning a C or RR card (also some M and W cards)

must first build it. Until the number of quarters shown in the

card's upper right hand corner have passed. it is under con-

struction (immature) and can't be used (see 5.12). When built,

the card is moved onto its initial profit block on the bottom

calendar track.

6.0 COUNTERS

(Note: Enterprise counters are discussed in 8.72b.)

6.1 Hacendado/Leader Counters

Th e hacendado. counter represents the player's identity; if lost,

the player is out of the game (see 7.7). During each tactical

round, the hacendado counter is allowed to:

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L O B O S O F 0 =N IOO E

a- M ov e up to tw o di stricts, ca rrying eithe r a rifle co unt er or

_ tw o Au in gold .

b. M ove 6 dis tricts by rail carry in g an un limite d amou nt of

co ld and rifles.

c. M ove 4 co astal blocks by gu nbo at or ferry, ca rryi ng up to

12 Au of Gold or 6 rifles (2 Au may be sub st itu te d for each rif le

co unter) .

d. Tra vel with troops . Th e Hacendad o ca n lead  those troop s

if his leadership is equal to or greater than the leader of the

tr oop card.

e. A Hace ndado can no t bur n property , assa ssinate other lead-

ers. or co mmit th eft s of go ld or rif les, etc . H e may le ad tro ops

who do commit th ese crimes, bu t is th en subject to arre st (s ee

11.6).

6.2 Combat Counters

Combat counters are all counters except leader/hacendado

counters and enterprise counters. (Even the steam ferry and

trucks are combat counters, albeit unarmed ones). Combat

co unters are either Blue (American) , Orange (Mexican), Red

(R ebe l, Bandi t and Ind ian) or W hite (merc enar y) .

6.21 DEPLETED COUNTERS. All Combat counters have a

full strength side and a depleted side. Depleted counters are

treate d the sam e as full strength coun ters in al l respects (m ove-

ment, com ba t, Nig ht Raid s, etc.) . Any deple tion su ffere d on a

dep lete d cou nter dest ro ys it .

6.22 IN FL UENCE. Players holding troo p cards ha ve in fluence ,

th ro ug h br ibery , ov er th ese card s. They do NOT have abs olut e

control. For instance , troops co llectin g tax es, or robbin g ban ks,

et c. do NOT gi ve th e cash over to th e contro lling pla yer, UN-

LESS that hace ndado is actually leading them (stacked with

the m w ith a lea de rship  gre a te r th a n or equa l to the ca rd 's lea de r).

In st ead, th e troops w ill kee p the cash , which is st ored on theirmapsheet location. See 10.85 for the use of this gold. As an-

other exa mpl e, Blue and Orange co unters cannot bu rn, pillage,

st art wars , fr ee prison ers, arre st in nocent hacendados or co m-

mit any other crimes (unless war is declared). Troops cannot

"take over" an enterprise. They can only tax it (if Orange) or

burn it down (if Red ).

6.3 Orange or Blue Counters

O or B cards have Orange or Blue counters associated with

th em . The se may spen d only a single ro und per quarter outside

th ei r ter ritor y. (U S Caval ry is al lo wed to tr avel fr eely be tw een

te rrito ries within the U.S.). During peacetim e, they may only

at tac k Re d co unters. O ran ge co unters may tax once per qua r-

ter. During the Refurbishment segment, all Blue or Orange

counters are moved into any District with a Fort (Cavalry or

federales) or HQ (Ran ge rs or rurales) th at is in thei r territor y.

6.4 Indian Counters

Ind ia ns a re Red coun te rs tha t a re res tricted to en te ring th e st a rt -

in g D is trict specified on their  card, o r into D is tricts ad jace nt to

th is starting District. Th is restriction is lifted. if they are le d by

a Leader of rank 2 or more. This restriction is also lifted for

cou nt er s goin g to jail or sp ru ng fro m ja il. Th e Ta ra hu mar a and

Seri In di ans have sp ecia l abilitie s lis te d on their car ds.

6.5 White Counters

These include leaders, hacendados, rifles, and mercenaries.

The y st art ta ctical ro unds either as Blu e or Ora nge , at th e de s-

ignatio n of the cont rolling pl ayer. E xc ept ion: Germ an m erc e-

na ries ca nno t be blue. The con trol lin g pla ye r m a y de cl a re W hite

coun ters to be  Re d during any round. T hey must then remain

Red fo r th e re main de r of th e qu arte r. T he  co ntro lling pl ay er is

allow ed to bu rn, smug gle, rob , or commit other crimes pe r 10 .7

with th e new ly Red co unters .

6.51 M ERCENARIES. M er cena rie s sta rt at sto re s (o r at sto re

locations, if no stores are built.) They turn Red the moment

they enter Mexico or exit Guaymas due to violation of U.S.

Neu trality laws. They remain Red  for the rest of that q uarter,

but on subsequent quarters they may assume any color they

w ish. U pon com mit tin g a crim e, th ey tur n Red 'for the rest of

that quar ter. L ikew ise, they tu rn Red if  they allow criminals or

Red count ers (goi ng in to or  through their dis trict) to go un mo-

lested.

6.5 .2 RIF LE S. Rifles a re W hi te Com ba t co un te rs. T he y a re a rm s

onl y, in ca pab le of attackin g or m ov in g independ ently (e xcept

ra il movem ent) and subject to se arch and seizure if  unescorted.

Ea ch troop cou nte r (po lice , Ind ians , band idos , cav alry, ran g-

er s, f ed erales, rurales, or  strikers) can carry a single rifle cou nter.

Th e rifle is  co nsidered to be the color of the tr oop coun ter car -

ry ing it. Gunbo a ts a nd leaders/hacendad os ca n ca rry rif le cou n-

te rs as ba ggage only. A rtillery a nd ma chine gu ns ca n ne ver carry

rifles . L ik e all Com bat cou nters , rifles hav e a fu ll str engt h and

a deple ted side. Two depleted rif les in a stack may be com-

bined to for m a single  full strength rifle counter. Rifles ar e pu r-

chas ed dur in g the Common Car d Auct io n se gment at a cos t of

2 Au each.

6.53 REVOLUTIO NARY LEAD ERS. Some M ca rd s sh ow a

leade r cou nter starting at a specific map sheet locatio n. T hese

are Rev olutionary le ader s. D iscar ding the M ca rd ac tivates the

lea der and pla yer s pla ce th e a ppr op ria te lea de r on th e maps he et .

It is consid ered a Red count er. M ost have spe cial in st ructionsto fo llow print ed on the car d.

Example: Carranza (Card M17) is a historical hacendado

w ho  su ccessfully  directe d a re volution from his N og ales Hotel

room . S ince th is is a crim e, Carranz a's c oun ter w ould be sub-

ject to arrest by any troops or Police. An arrest would cancel

the Revolution, sending all the Red cards acquired by the M

card into rebidding.

6.54 ARTIL LERY/M ACH IN E GUNS. A rti lle ry and M achine

gun s move and attac k as troo ps . A rtiller y ca nn ot do uble move

or enter M on ta ne D is tr icts exc ept by ra il. A rtillery cannot fi re

into a fo reign police block ex cep t during war. Artillery receives

an ex tra die when attacking; machine gu ns re ceive an  extra one

when def ending.

6. 55 AE RO PLAN E S. Aerop la ne co un te rs m ay mov e up to thr ee

di stricts. Th ey may not doub le move or night raid. Th ey ca nnot

force oth er count ers to su rrender, and they may  no t ent er M on-

tane Districts except as rail freight. They may transport a

hace ndado, one rifle , or one Au. A er opla nes have a single die

in co mbat.

6.56 TR UCKS.. Tru cks ar e white coun ters which may move up

to tw o districts pe r tactical round. They have no  attack or d e-

fense value, but may be used to absorb combat losses. They

neg ate depletion in desert districts and may carry fo ur counte rs

plus a hacendado and an unl im ited amoun t of gold .

4

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L O R D S O F T H E S I E R R A M A D R E

6.6 Police

Every police block is assumed to be occupied by a police counter

and one rifle counter; city and capital police blocks contain

two police counters, each with rifles. These counters are not

placed upon the map unless activated.

6.61 Police activation occurs in the following circumstances:

a. If Police are not. player con trolled. Police are activated

only if a criminal enters the police block or attempts to pass

through it. A criminal is any counter that committed a crime

that quarter. Police so activated automatically interdict (per

10.4), and automatically counterattack the interdicted counters

during the interdicted counters' combat phase.

b. If Police are player controlled. Players holding Cards

B4, 07, or 08 are able to activate the Police within the territory

specified whenever a cou nter not of the'Police color enters the

block. They may only assault Red counters; other colors may

only be interdicted. Criminal leaders, hacendados, or illegalrifles entering the block may be searched for and seized per the

night raid procedure (see 11.51); if they fail, these units are not

interdicted. They may also confiscate any rifles or gold w ithin

their block if the player owning those items does anything crimi-nal, again per the night raid procedure (11.51). Gold or riflesseized or taxed by the Police is lost.

6.62 Police cannot move an d never surrender. Their leadership

is always one. They are eligible for the die modifier under

11.32a. Du ring tactical rounds, the Player controlling the Po-

lice is allowed to order them to surrender their rifle counters to

Government troops which have had theirs removed through

depletion.

6.63 Players holding a Police card (B4, 07, 08) who allow

criminal troops or leaders to pass through a police block with-

out attempting.to attack or arrest them are forced to relinquishthe Police card for rebidding next quarter.

6.7 Strikers

Strikers are Red coun ters which do not exist until activated by

the controlling player during the M ordida segment (see 9.4 for

effects of a strike). Strikers may not commit a crime until at-

tacked in that quarter. If strikers are attacked, they may burn

the enterprise they are striking per 11.7. If the enterprise is a

railroad, see 11.76 for burning bridges.

6.71 Strikers who have been attacked can disband in their round

in place of attacking or b urning, thus avoiding a coun terattack.

A disband ed striker counter is returned to the controlling player,

in either a full strength or depleted con dition, without rifles (if

any).

6.72 The own ing player may reuse the card and the counter on

subsequent q uarters. Strikers, like Police, never surrender.

6.73 Artillery, Gunboats, and Aeroplanes cannot attack Strik-ers.

6.8. Gunboats & the Steam Ferry

6.81 Gun boats are treated as artillery. Gunboats (cal oneros in

Spanish) may only be damaged by artillery, including other

gunboats, or aeroplanes. They may move up to four coastal

blocks per tactical round and can't double move. They may

transport up to 6 combat cou nters, plus any amount of cash orleaders/hacendados. All counters and leaders on board a gun-

boat or steam ferry are lost if the ship is depleted twice (sinks).

Ships may only attack an d be attacked by units within the coastal

block (see 3.8) they occupy. The owner of a gunboat or steam

ferry may charge a fee or other compensation for transporta-

tion services.

6.82 The Steam Ferry (RR12) is treated as a Gunboat in all

respects, except that it is unarmed. W hen RR 12 com pletes capi-

talization, place the Steam Ferry counter in Guaymas or Yum a.

If it is destroyed, rail card RR12 is considered disabled, and

can no longer improve profits of plantations, etc., until such

time as it has been. recapitalized. The owner can charge any

fees for the use of his ship. Ferry owners receive 1 Au (sam e as

rail fees, 8.33, 8.37) for each plantation, ranch, or mine used in

a link to Guaymas. The ferry counter must not be depleted, but

does not hav e to be in any particular coastal block for this link

to exist.

6.9 Counter Availability

If players run out of any counter during the game. tokens or

spare counters can be used to substitute. However, if players

run out of gold counters during the course of the game. only

enough tokens should be substituted to finish that turn, since

the game then ends per 14.2b.

7.0 GAME SET UP

7.1 Hacendado Cards

These are the nine Common Cards (C1-C9) with portraits.

Hacendados are powerful landowners. Each player chooses one

at random and selects a set of colored markers. The card speci-

fies the location of the hacienda (a ranch/farm over 10.000 hect-

ares in area) that each hacendado owns at the start of the game.

Hacendados not picked at the start of the game are not avail-

able for purchase at any time during the game (Exception: see

7.6 Late Arrivals).

7.2 Quarterly Cards

Shuffle the Quarterly Cards and place four, face down, on each

year on the mapsheet track. The Common Cards are separated

by type and put into piles face up n ekt to the treasury.

7.3 Hacendado Counters

Place an Enterprise counter on the mapsheet at the location

corresponding to the Hacendado drawn by each player. Place a

"0" leader counter at ea ch location.

7.4 Calendar Setup

Give one Hacendado Calendar to each player. Place the

Hacendado Card on the bottom track in the number 1 b ox sym-

bolizing both the size and yearly income of the hacienda. An

Enterprise marker of the player's color is placed in the first

"Winter" box, to serve as a turn marker.

7.5 Treasury

One player is delegated the responsibility of running the trea-

sury. He gives each player 0 , 1, or 2 Au 's as a starting stake as

mutually agreed by the players.

7.6 Late Arrivals

A player entering the game late is asked to draw an unused

Hacendado Card, which is placed upon a calendar at a profi

equal to the number of years that have passed. For instance, if a

player enters in 1901 after four years of game time have passe d

his hacienda is placed in Profit Block four on the bottom row

of his calendar. He is paid 1 Au for each year of the game he

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L O O D S O F T IM M A O I

m issed. Exc ept for M ca rd s, he m ay us e th is mone y to buy  any

ca rds in the discard pile at a co st o f I Au each . ,M car ds may not

be purc has ed.

7.7 Early Departures

If a pl ay er is killed or lea ve s th e ga me, h e may do one of th re e

thing s: either lea ve th e ga me, re en ter per 7.6 . or re en te r a s th e

hacendado's heir .

7.71 LEAVING THE GAME. If a player chooses to stand on

hi s sc ore an d leav e th e gam e, al l of his W , C , R, a nd RR ca rd s

go up for auction. Chauvinistically, rich widows (Card C56)

also go up for "au ction." Gol d ra ised her e is add ed to an y go ld

on ha nd and bec omes th e player's final scor e. A ll B and 0 ca rd s

are lost an d re tu rn to th e Common Car d ar ea .

7.72 HEIRS. A player who dies may reenter the game as the

ha cen dad o's he ir. In th is case , he starts at leadership zer o, with

the family gold , and  C and RR Car ds. A ll other ca rd s are dis -

ca rd ed . A car d th at is dis car ded by a dea d pla ye r (o r an y ca rd

th at is  ab ando ned un wan ted by every one ) go es in to the discard

pile . If it is a co mm on card inste ad of a qu arterly car d, it goe s

ba ck  in to th e co mmon ca rd dec k, so as to be avai lab le on su b-se que nt turn s. IO Us tran sf er to one' s he irs, just like the fam ily

go ld .

8.0 ADMINISTRATION &

ECONOMICS

8.1 Reveal Card

Tur n over the next Quar te rly Card on th e map she et .

8.2 Investors' Capital

Ea ch hacendado is give n th e am ount of in vestors' gold  pie ces

show n in  th e low er righ t co rn er of t he card tur ned ov er.

8.21 INVESTORS' CONFIDENCE. A hacendado who does

no t res ide at on e of  hi s C card ent erpr ise lo ca tion s (inste ad be -

ing in jail or in hiding) does not inspire the confidence of in-

vestors. He does not get investors' capital, nor can he bid in

Car d au ctions or move troops und er his co ntr ol. He is still ab le

to do everything else (receive profits. play M cards, reinvest

ha cienda prof its, etc. )

8.22 KID NA PPED/O FF A T W A R. H ace ndados w ho ar e kid-

nap ped or of f at  war (C ard s E6 , E9 , E1 9) STIL L re ceive inves -

to rs' capi ta l, but ar e othe rwise re str icte d by 8.21. H ace nda dos

goin g of f to war can tak e th ei r cash with th em . or depo sit it in

New York  pe r 12 .4 . H ace nda dos lea ve for war and retu rn dur -

in g th e re ba sing seg ment , s ee 12.5 .

8.23 HOMELESS HACENDADOS. Homeless hacendados

(t hose hav ing no C Card s bui lt) m ay liv e at an y Cap ita l (Tu c-so n, Herm osillo, C iud ad Chihuah ua) inst ead. This al lows th em

to rec eive inve stor s' ca pital, et c.

8.24 D EFA UL T. Hacend ados who have de faul ted on en terprises

or ba nk loan s within the last yea r ca nno t receive an y investors'

ca pital. U se of fo ur inverted ente rpr ise coun te rs pla ced on th e

cal en dar fo r th e ne xt four qua rter s in dica te s this .

8.25 BANKS. Ban ks ea rn pro fits each qu arte r like.ot her ente r-

pr ises, ho wev er, their pr ofit is de ter mined by the investor ca pi-

tal the bank owner actually receives each quarter. Profits for

eac h ba nk are de termined by co nsu lting th e Ban k Prof its Ta ble

(N ote : " ban ks owne d" mea ns to tal num ber of bank s ow ne d by

eac h player sep ar ately, not the tota l in oper at ion by all play ers .)

Th erefor e, a playe r with one or mor e ba nks will rece ive inv es-

tor capital during the investors' Capital segment at his

hace nda do's loca tio n an d wil l re ceive bank pro fits dur in g th e

Pr ofit se gmen t d istributed to each ba nk loca tion. A lso, a player

will n ot re ceive ba nk profits fo llowing fo rfeiture (se e 8.41a) or

if th e pl ayer Goe s To W ar per card s E6,  E9, or E19 .

Bank Profits Table

In vestors ' CapitalOA u 1Au 2Au

Banks Owned

One 0 1 Au (1) 2Au (2)

Two 0 2(4) 4(8)

Th re e 0 3(9) 6(18)

Four 0 4(16) 8(32)

Five 0 5 (25) 10 (50)

Numbe rs in paren th eses ind icat e total ba nk pro fits rece ived .

Example: If a player owned three banks, and a quarterly card

indicated one Au of Investors' Capital, the player would re-

ceive I A u during the Investors' Capital segment at hishacendado's locat io n (presuming he resides at one of his C

cards) and 3 Au at each bank enterprise location during the

Profits se gm ent .

8.26 MARKET DISTURBANCES. No investor's capital or

ban k pro fits ar e pa id if a revo lu tion, b oycott , or stoc k cr ash is

con tinu ing. A lso, a s long as  an y po lic e cou nters ar e de pleted or

elimina te d, no in ve sto r cap ita l is paid .

8.3 Profits

Ev ery qu arter, matur e enterprises (C cards) ( Exception: s ee 8.31)

ge nerate in come fo r th e ownin g pl ayer  ac cord in g to the profi t

block the card occupies on the owning player's calendar. The

profit block eac h C car d is plac ed inis de term ine d by  th e pro fit

th e en terprise earns. Rai lroa ds genera te inc ome in a nu mbe r of

way s (see 8.3 3). The pro fit po sition can vary due to even t ca rds.

The highest profit position is six for m ines and smelters, and

sev en fo r haciendas, ran che s an d plantation s. Th e in itial pr ofi t

is fo un d in the lo wer le ft co rn er of th e C ca rd .

For e x am ple, a m ine assay resu lts in  a p rof it of "4 ", so  th e

m ine card w ould be place d on th e "4 " block . L ate r, it co nne cts

to a smelter and is moved to the "6" block (per 8.37c). Then,

an Event card causes a decline of "3" resulting in the mine

being moved to the "3" block. Banks are placed on the block_

ref lecting the num be r of bank s ow ne d by the play er.

N ote: Dam s (C 16 and C17 ) and T row bridge (C 56 ) do  no t hav e

a loc atio n on the m ap, and they ar e im m u ne to disasters, strik ing,

tax es , o r bu rning .

1HACENDASSLAVEPLANTATONS Eachacienda/

ranch starts in profit block one in the bottom track of the

Hacendado Calendar. Each summer the cattle are driven to

mark et, and th e hacendado re ceives the Au show n in th e pr ofi t

block. Any summer that the total ran ch profi t is im m ed iately

reinv es te d into the treasury raises its C card one to the right.

Haciendas at pro fi t zero m ay be ra ised one by sp en din g 1 A u

dur in g th e Com mon Card auc tion seg men t.

a. SLAVE PLANTATIONS. La Europa (Bacatete),

Cumuripa (Tonichi), Navajoa (Alamos), and San German

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L O R O S O F T l = M A O R n

(Guaymas) a re Slave Plantations. Any captured Ya qui or Mayo

counters may be sent to a plantation, increasing its profit by

one (See 11.45). C onversely, each successful Night Raid (11.5)

by a Red counter can liberate Yaquis or Mayo counters, low-

ering the profit one. Slave Plantations are increased by two if

either a rail is built from the plantation to Guaymas or (San

German or La Europa only) the Ferry (RR 12) is built. The ferry

counter mu st not be lost or depleted. In all other respects, treat

these as normal Haciendas.

b. HORSE/SLA VE LIQUID ATION. O nce per quarter, dur-

ing any segment, an owning player may move any hacienda,

ranch, or plantation C card one block to the left and thus re-

ceive one Au from the treasury. This represents the selling of

horses or slaves to generate immediate.cash.

8.32 MINES . Once a mine reaches maturity, roll on the mine

assay profit table to determine the initial incom e value of that

mine. Place the C ca rd in the appropriate block on the owning

player's calendar. Placing the card so the text is right side up

indicates a gold/silver mine, while upside down text indicates

a copper mine . Mines pay profit every. quarter per their assay

value. Cities and mature smelters may increase a mine's profit.See 8.35 and 8.37b.

8.33 RA ILRO ADS . Although railroad cards go into the "profit

zero" block, they can still earn money. Ev ery rail owner is paid

by the using player 1 A u if it is part of a link (per 8 .37) from an

operating mine, hacienda, or plantation. that made at least one

gold in profit that quarter. For example, the rail lines from a

hacienda to a city are paid one Au each sum mer that the haci-

enda takes a profit. If the linkage includes an unowned trunk

railroad (10.32), that rail can be used as a linkage w ith the rail

fee paid to the treasury. When a mine is linked to a smelter, the

rail fee comes from the Treasury (8.37b ).

8.34 LUMBER RAILRO ADS. Any rail into or through a Mon-tane area (see 3.22) is a lumber railroad. The owner of these

lumber railroads receive 1 Au per quarter from the treasury for

each mine that obtains lumber from it (however, a mine may

only obtain lumber from one lumber railroad per quarter). To

obtain lumber, the lumber railroad must be mature, and the m ine

must be linked by mature railroads to the lumber railroad. Each

quarter. mine owners must determine which lumber railroad

they will obtain lumber from (unless no mature lumber rail-

roads exist or none are linked to mines). No rail fees are paid

for moving the lumber.

8.35 SM ELTER S. On ce built, smelters return a quarterly profit,

paid from the treasury, equal to the total profit of the mines

they serve (limited to 6 Au per quarter, see 8.3). Each quarter,

mine owners must determine which sm elter they will send their

ore to and by what route unless no mature smelters exist or

none can trace rail links to any m ines. Each railroad in the route

receives 1 Au from the treasury (this route can be of any length

but may not use an y railroad twice).

a. A smelter may service more than one m ine (even exceed-

ing it's profit limit), however a mine may only link to one

smelter. A mine m ay link to a different smelter each quarter at

the mine owner's discretion. . .

b. If any rail link exists for a mine to trace to a sm elter, then

that mine must be linked or suffer an emergency shareholder's

meeting (see 8.61). A mine owner may not voluntarily forgo

the mine-smelter link increase.

c. Mines and smelters that are colocated in a police block

are considered linked regardless of railroad status.

8.36 CASIN O/BUL L FIGHTS . These rich border gambling es-

tablishments receive l Au from the treasury eve ry quarter.

8.37 RAIL LINKS. Completing a rail link from certain enter-

prises to a city or from a mine to a smelter brings a correspond-ing increase in profits. The enterprise must b e listed on at least

one element of the railroads comprising the link. Increased prof-

its are awarded for the first rail linkage only; subsequ ent link-

ages do not further increase the profit of enterprises.. Comple-

tion of the ferry (RR12) counts as a railroad linkage between

all coastal blocks.

a. HACIENDA/PLANTATION TO CITY. Connecting a

hacienda, ranch, or plantation to a city raises the profit level of

the C card tw o blocks. If such a rail exists when the C card is

built, the enterprise starts at a profit two higher..

b. MIN E TO CITY . If no mature smelter exists, a mine may

connect to a city'to receive the two Au profit increase using thesame procedu re as in 8.35. Each railroad in a mine-to-city route

receives 1 Au from the mine owner. (Note: When a mine is

linked to a smelter the rail fee comes from the treasury.) If a

mine is connected to more than one city, its owner may choose

which one (8.35).

c. MINE TO S MELTER . For mines, a smelter (8.35) must

be used instead of a city if a mature smelter exists and is linked

by mature railroads.

Examples for 8.35 and 8.37:

Earls' in a game, three mines come up and are capitalized,

each generating 3 Au's of profit. As the game progresses, the

mines are linked to cities, increasing the profits to 5Au's (with

the mine owner paying I All to each RR owner in the mine-to-

city link).

Later two of the mines are able to link to one smelter gen-

erating 5 Au's of profit to each mine, 6 Au's of profit to the

smelter (5 Au from each mine for a total of 10 Au, reduced to 6

Au due to the smelter profit limit), and I All from the treasury

for each RR owner in each link (if a particularRR were used in

two different mine-to-smelter links, then the RR owner would

receive 2 Au).

After another year, the third mine and a second smelter ar

now able to link. At this point, one smelter is servicing two

mines (same as above), and one smelter is servicing one mine

(5 Au's to the mine, 5 Au's to the smelter).

The next year, another smelter capitalizes, and events hav

reduced all mine profits by I All (making the base mine profit

Au, plus 2 Au for linking to a smelter equals 4 Au). The new

smelter operator offers a I A ll k ick-back to two of the min

owners, gaining their business. These mine owners each re

ceive 4 Au's for their mines during the Profits segment, and a

additional I Au from the smelter owner during the Refitrbish

ment segment (possibly sooner, if the smelter owner provide

the 1 Au during an Auction towards a mine owner's winnin

bid, or during Tactical Rounds by direct transfer). The smelt

owner receives 6 Au during the Profits segment (4 Au from eac

mine for a total of 8 Au,reduced to 6 Au clue to the smelte

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I mO R D S O F S I E R R A M A R R E

profit lim it ), and provides his 2 Au's of k ick -back s later in  th e

-tu rn, le av ing him w ith 4 A u's to tal f rom his sm elter op e r ation.

8.38 PROFIT LOCATION. Profits from each C card enter-

prise areconsidered to be at that m apsheet location for that

quarter. Players may move their gold during Tactical Rounds

(10.6) or Rebasing (12.1) to other locations. Note: This is an

important aspect of the game in that profits are pres ent at the

enter prise locations unt il th ey are m oved , th us ta xing, robbing,

night raids, an d oth er even ts migh t tran sp ire to spre ad the wea lth

(so to speak). Players will have to consider the safety of their

pro fits. an d may wan t to spe nd tho se prof its during the auc tion

ra th er th an risk ha ving th em taxe d or se ize d. Optiona l metho d:

If all players ag re e, p la yer s may place the ir pro fit s on th eir en-

terprise cards; investor capital and gold held over from last

Quar ter is plac ed on th e card where the hacendado is cu rren tly

lo ca ted.

Im portant : M one y ex ch ang ed am on g play ers during the tac-

tical rou nds shou ld no t actually change hands until t he R ebasing

seg m en t. T his is  to prevent play ers w ho are abo ut to be robbed

or taxed from transferring their wealth to allies.

8.39 CHA NGE IN PROFIT . Th e prof it of  ra nch es and mines is

sh own by th e po sit ion of the card  on the cal end ar. This m ay be

cha nge d by ev ent cards, hor se liquidat ion, or by bur ning . It can

go as low as ze ro , or as high as six (se ven per su mmer for haci-

endas or slave plan ta tions ).

a. ABA NDON MENT. Cards go in g down to zero lev el are

abandoned, with the counter removed from the mapsheet. It

earn s no profi ts, nor do any sm elters or lumber ra ilro ads asso -

ciated with it. Ranches and plantations at level zero may be

raised to pr ofi t on e by pa ying on e Au du ring th e Com mon Card

Auct io n Seg ment .

b. RECAPIT ALIZ ATION. Any Stor e, Casino , Plant ation,

or Hacienda which is forced to go be low zero profit due to Ecards or burning is destroyed and must be rebuilt, using th e

orig inal cap ita liz at ion , to be rees tab lish ed. The  ca rd is re tained

by its owner, but is turned over and placed to one side of the

calendar to show that it doesn't exist (but the property does).

During the ne xt ca pitaliz atio n segm en t, th is car d mayb e place d

(right side up) on the calendar a number of quarters into the

fu ture  eq ual to its capi talization, per 8.4 . If the ow nin g player

ch ooses not to rebuild during the  nex t capitalization seg men t,

the car d go es up for rebi ddi ng. The  w inne r of  th is auct ion gets

the card, but must begin capitalization immediately. A haci-

enda or slav e plant atio n start s at i ts ini tial profit if re built.

c. PURCH ASIN G UNCLA IM ED LAN DS.  A pla yer sel l-

ing or losing all his enterprises may purchase (for 1 Au plus

capitaliza tion) any un cla im ed hacienda, plantatio n, or unu sed

ha ce nda do car d as a ne w hom e ba se . Th is includes cards in the

discard pile .

d. MIN ES. Mine s ca nno t be re built. If th ey go belo w zero

prof it, t heir car d is  di scar ded .

8.4Capitalization

When an enterprise card is purchased, place it a number of

sp aces on th e ow ni ng pla yer's ca lend ar into the  fu ture equal t o

th e ca pitalizat io n per io d. Plac e ca rds with a cap ita lization pe-

riod  of zer o im media tely on the bot tom  tr ack of the calenda r.

EX A M PL E: A  play er bu y s a casino in the spring of 190 2.

The card has a capitalization of 2 quarters, so it is placed on

the calendar tw o quarters  ahe ad, on the Fall block . In the sum -

m er and fall of 190 2, the play er m us t pay 1 A u pe r 8.41. T he n,

the card is placed into the second block of the bottom track

(labe led prof it 1) be cau se it s in it ia l prof it  is 1 pe r qu arter. B e-

ginning  in 190 3, t he play er rece iv es 1 A u every quarter in ca-

sino incom e pe r 8 .36 .

8.41 PA YM ENTS . Every qu arter, p lay ers mus t pa y 1 Au to the

trea su ry  fo r ev ery immat ure pro ject (those car ds on the playe r's

calend ar not in th e bottom trac k).

a. FORFEITU RE. Playe rs who fai l to capitalize a C, W , or

RR card discard it for auction an d forf eit inv est ors ' cap ital

for a yea r. F or this rea son , players may prefer to se ll a n im ma-

ture car d to  an y pl aye r willin g to ta ke over ca pitaliza tion. Th e

bu yer then be co mes th e ow ne r an d must com plete th e capitali-

zation (i.e. do es not hav e to start o ver ). Othe r ab and one d ca rd s

are eith er disc arde d or so ld to ot her pla yers (r etainin g re mai n-

ing ca pitaliz ation).

8.42 BANK LOANS. A playe r who has a paym ent due fo r an

im mat ure W, C, or RR card may ta ke out a loan from an y bank .

If no banks are established, the treasury is used as a neutral

bank . Even imm ature ban ks can  m ake a lo an. The bank giv es

the player the gold piece required to pa y for the ca rd tha t qu ar-

te r, using treasury fun ds. This loan of one Au is re paid as  th ree

Au, paid on th e first , second , an d th ird turn af ter the imm at ure

card ma tures. To indicate a loan, use one  IOUx 1 and on e I OUx 2.

After the firs t Au ha s be en repa id, flip the se con d co unt er to its

xl sid e and  mov e bot h mark ers one  se as on in to the futu re . Re-

paym en ts on loans go to the bank  ow ner  making the loan. Play-

ers may pa y of f an IO U earlier tha n du e. L oa ns ar e paid du ring

the cap italizat ion segm ent.

a.PEN ALTI ES. Fail ur e to rep ay a loa n resul ts in co nfiscation

of the ent erp rise car d bythe ba nk who may th en au ction it . Th e

tr ea sur y alw ays auct io ns re po sse ss ed pro pe rties.

b. LIM IT S ON LOANS. Bank lo an s 'm ay not be ta ken ou t

fo r purpo ses oth er than  8.42. P la yers  ar e limited to  havin g no

more  th an 6 I.O .U.'s on th eir cal end ar at one tim e.

c. OW N ERSH IP LIM IT S. A ba nk owner may no t borrow

from his own ba nk. Owner s are free to ne got ia te with borrowers

fo r an y in te rest rate .

8.5Quarterly CardAuction

Except for E cards, which are applied immediately, the over-

tur ned car d is bid on by the player s. Each player who wishe s to

bid on the card puts one Au next to the card. Once money is

bid,it may not be removed until a higher bid is placed.-Next,

the bidding is increase d by  on e Au, a nd each  play er  who wishes

to remain in the bidding must increase his bid to match the

current level, or drop out, returning his bid to the- location or

locations it came from. This continues until only one player

remains, with that player paying his bid to the treasury and

rec eiving the car d. A lte rnately , if more than one player remains,

and no one wan ts to incr eas e the bidding, thos e re maining play -

ers ro ll tw o dice with the hig h rol le r pa yin g his bid to th e trea-

sury and receiving the card.. Losing bids are returned to the

loc ation th ey cam e from. Bids may be com bined bet wee n play -

ers in a coo pe rative bid (see 8.52). If no pla ye r pu ts any  money

on it, th e car d goe s in to  a di sc ard pile.

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L O R D S O F T H E M M A D R E

8.51 LAIS SEZ-FAIRE. Players may fre ely buy, sell, loan, ex-change. or donate their cards or money to other players. Any

loans other than per 8.42 must be for the duration of the quar-

ter, and the player the card was loaned to has absolute control

of that card , including its return .

8.52 COOPERATING ON A BID. Players may cooperate on

bidding on an enterprise, or capitalizing an.enterprise. They

may ag ree, for example, to split the costs an d sp lit the profits.All such agreements must include payment times and must

specify who will actually hold the card on their calendar. All

ag reements are nonbinding, and the player actually holding thecard ca n c onf iscate it at any time or refuse to hand over profits ,etc .

8.53 BORDER STORES. Any gold spent on W cards (either

bidding or maturing) goes to the owner of any store of the

buyer's choice, or to the treasury if no store is open or if the

purchaser owns the only store. Items purchased from a store

arrive at that store's location. If purchased from the treasury,

they arr ive at any police block containing a store sym bol . Play-ers cannot buy from their own store using the hacendado 's fun ds .However, a player's puppets, using the puppet's cash, can pa -

tronize the store. See 8.62 for rifle purchas es .

8.6 Common Card Auction

may now put Common Cards (troops, police, railroads,smelters, subornation, U.S. press) up for bidding. They may

purchase rif les. They m ay also sell o r trade an y of their c ards toanother player. They may pay to raise their haciendas fromze ro to one profit. There is no set sequence to this au ction. Anyplayer may open the bidding for an auction of any Common

Card, however only one auction may occur at one time. Any

disputes as to what card goes up for auction next can be re-

solved with a dice roll. If players need to, they can roll fo r high

dice to determine who goes first in this segment, with high dicegoing first and taking any one action, putting any one card forbid, or passing. W he n all players hav e passed once around , thissegment ends.

8.61 EMERGENCY SHAREHOLDERS' MEETING. In the

following instances, cardholders must give up their cards for

re bidding due to a meet ing of the shareholde rs :

a. If a crime is committed in a police block or criminals

enter the police block and the Police do not attempt to attack

the criminals, the Police Chief is fired and his card is given upfor rebidding.

b. If a railroad ow ner wishes to de ny u sa ge o f his ra il line t o

paying customers,.he must shut down the whole line. This pre-vents anyone from using the rail. For instance, if hostile

bandidos attempt to use the rail, the line may be shut down.

This shut down is permanent until the card goes up for biddingnext q uarter .

.c. If a hacendado shuts down an enterpr ise or railroad thatmakes money, thus denying dividends for his shareholders (pre-sumably because he wanted to deny lumber, smelting, or rail

profits to an opp onent) , then the card mus t be-relinquished forrebidding next quarter. Enterprises that make zero profit, for

instance a mine whose profits' are eaten by rail fees, may be

freely shut down by turning over the card until such time as itbe co mes profitable.

d. If the hospital (M7) refuses to tend to troops willing to

pay 1 Au for each undepletion, the owner relinquishes it fo

re bidding.

8.62 PU RCHASING RIFLES. Rifles are purchased for 2 Audu ring the Com mon Card Auction Segment from any store (othe treasury if no store has been established). Store owners

since they can get rifles wholesale, pay only 1 Au per rifle

counter to the treasury . Store ow ner s must pay I Au to the trea-su ry for each rifle counter they sell or give away (or is stolense e 11.65).

a. Une scorted rifles , like gold, may move only by rail or shipmovement, or one counter may be carried-by a hacendado olea der counter (as ba ggage only ). Unescorted rifles a re c onsid-ered Blue in America, Orange in Guaymas and Red in the resof Mexico. Once Red, they remain so for the duration of th

qu arter and m aybe searched for pe r 11.6. This is a consequenceof arms caches being legal in America, but illegal as soon as

they are im ported into M exico. -b. Players are allowed to use any store location as a starting

point for their W . cards if no s tores h ave been b uilt. If the storin Guaym as, Sonora (the Ge rm an s tore) i s used, wea pons s tarting there are legal until moved outside the police block.

EXAMPLE: Rifles in a town in America are assumed to b

sitting in a warehouse, perfectly legal and protected by police

Blue or Orange counters cannot seize them (except in war)

Only Red can attempt to Night Raid them per 11.5. If the rifle

move into Mexico, they become Red, and Blue, Orange, or Re

counters can search for them per the search and seizure proce

dure (see 11.6).

8.7 Maturation

Any cards that ha ve mat ured on the cal endar time line are place don the bottom track (Profit T rack) of the calendar according t

their initial profit. Roll for assay profit if the card is a minereferring to the table on the mapsheet.

8.71 VO LUNTARY SH UTDO WN. O ccasio nally a mine or rail

ro ad may be voluntari ly shut down because it is not econ omcally viable or it is heavily taxed. This is shown by placing itca rd face down on the profit track. Shutting down a rail or enter prise may sub ject the owner to an emergency sh areholder

meeting per 8.61.

8.72 COUNTER PLA CEM EN T. If any W , B , 0, or R cards arpu rchased, the associated counters are placed on the board wheth e card is matur e. The counte rs are placed in th e D istrict specfied on the card. They may be put in or out of t he police bloc k

if any .

a. IN ITIAL PLACEM EN T. Counters in the distric t can st ac

either in the police block, with a hacendado, with others

their own color, or start a new stack. Counters in the polic

block must stack together.

b. ENTERPRISES. An enterprise counter of the player

color is placed on the map for each C or RR card he mature

The count er is pl aced ov er the m ap she et icon locatio n. For railthe counter is placed over the square that s tates the rail's designa ted number. In addition, the enterprise markers are gener

and may suffice to mark any type of C location regardless o

the counter illustra tion. If players run ou t of enterprise markeof their color, they may use others of an unused color or wha

ever markers the players see fit.9

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L o s s   O F S D R R A M A O R E

9.0 MORDIDA

-Mordida means "the little bite," an euphemism for bribery in

Mex ico. An M ca rd may be held  on a player's calendar unti l he

is ready to play it, by discarding the card. Some M cards, la-

beled "Can be Reused," can be played without having to dis-

car d them.

9.1 Lawsuits & Proxy Fights

Any lawsuit M card played on property puts it up for rebid-

ding. T his auction is called a Pro xy Fight . and is differen t fro m

normal auct ions in  tw o way s. Firs t, all gold in a Proxy Fight is

forfe ited to the tr easury. Sec ond, afte r all gold is down (on the

C or RR card), a die roll is made for campaign contributions.

Campaign contributions (13.15) are extra gold. paid from the

tr easury, added to the go ld th at is on the table  in a Pr ox y Figh t;

each contesta nt must hav e at least 1 Au of his  own money. Each

co ntes ta nt ro lls a number of dice equal to the lead ersh ip of his

hacendado, with the num ber ro lled bein g th e num be r of ex tra

gold pie ces he puts towards his  bid.  The player who disca rd ed

the Lawsuit M card may use the leadership of his lawyer (as

liste d on th e la wsuit card) instea d of his ow n le ad ership , i f he

wishes. The side with  th e highest gold wins and se izes the prop-

er ty, and its C or RR Card .

9.2 Red Flag Rebellion

Sonora and Chih ua hu a ar e am ong th e Terr itories m ost re m ote

fro m M exico City and are th us prone to acting indep en dently ,

even seceding from M exico. The gove rn or of one of these ter-

rito ries. or a player with  a "Red Flag" card , can dec lare, during

the M ordida se gm ent , a Red -F lag Rebellion. This replaces the

Ora nge federales and policia counters with Red "Red-Flag"

counters, which go to the player initiating the Red Flag.

Federales and policia of that ter ri tor y ca n ac t without restric-

tions, just as any Red counter. Eliminated Red-Flag counters

go to th e common deck (per 11.35) as re d units until the rebel-

lion ends. The Governor is considered a criminal any quarter

that he presided ov er a Red-F lag terri tory.

9.21 Unless  th e cond itions in  eith er 9.22 or 9.23 are met, a Red

Flag rebellion may be ended only  by th e Governor's death, ar-

re st. or kidnapping (which pro bably  includes occupation of the

ca pital by non-Red Flag fo rc es), or th e Govern or's  ab senc e from

the ca pi tal . I f the Gov er no r is no t in the cap ital at the end of the

Tac tical round s,  th e Red-Flag is ove r. The pro vince returns to

normal. Orange counters return to being considered Orange.

The Governor is deposed. and a new election is held the fol-

lo wing quarter per 13.13.

9.22 If the Governor of a Red Flag province calls  fo r an end tothe Red Flag Rebellion (perhaps in exchange for a bribe if he's

doing well or fo r clemen cy if he' s doing poorly!), the pro vince

returns to normal an d th e Orange counte rs return to  being con-

sidered Orange. The Governor may stay in power (unless he

agreed to step down).

9.23 Halley's Comet (Card E2) also ends the Red Flag as per

9.22.

9.3 Spies

Spy cards can be played if any player plays (disca rds) an M

card or R strike card. For instance, if a player trie s to  is sue a

warrant, rev olut ion, law sui t, s tr ike , o r spy car d, that card is nulli-

fied if  his  opponen t counte rplays a spy card. Reusa ble M card s

can be sup pr es se d for only one qua rt er by disc ar ding a sp y card.

Unplayed spy cards cou nt as ten cards when determin in g who

goes fi rs t in a qua rt er  (s ee 10.1). Pre sidential ed ic ts an d el ec -

tion M cards are immune from spies.

9.4 Strikes

Unlike other R cards, strike cards can be saved like M cards

until the owner decides to discard it on any mature C or RR

ca rd . N o profit s or us e may be der iv ed fr om  it fro m th e po in tthe strike is  pl ay ed unt il i t is removed.  Ente rp rises th at are ca pi -

talizing (i.e. immature) may not be the target of a strike. See

9.42 and 6.7 for more on Str ike cou nter s.

9.41 FOMENTING A STRIKE. W hen a str ike card is played.

flip over the enterprise counter of the C or RR card affected.

Strikes on Railroads cause the strike marker to be moved to

any police block on th e line, striking play er's  ch oice .

9.42 STRIKE COUNTERS. The strike counter may be

reinverted thr ough combat or by discardin g a Spy.Card . Strik-

ers ha ve a depleted side, which is represented by replacing th e

fu ll stren gt h str iker with a de plet ed one fo un d on the re ve rs e of

some Enterprise counters. In the caseof Government owned

rai l l ines, use th e ge neric red str ike r fou nd in th e counte rmix .

Lik e Police, Strik ers  (a lso calle d huelg is tas) cannot move and

can inte rdict only  in the police block they occupy.

9.5 Yellow Journalism

The player holding a ne wspap er card has the le ad er sh ip  of his

hacendado ra ised by one. If  he sells the pap er, the lead ership is

lowere d one. Newsp apers can be discarded to enhance the lead-

ership of any counter (other th an a hacen dado's) fo r one qua r-

ter.  This discards the newsp aper for rebidding.

Example: Hearst uses his paper to enhance the leadership

of his candidate for Gov ernor, S trik e B oss B ig B ill Hay w ood.

Haywood's leadership goes from one to two that quarter and

he can eith er run for Gov ernor or put an ente rprise on strik e at

this higher leade rship. Public outrage, how ev er, f orces Hearst

to discard the paper for reb idding. He m ay try  to buy it back .

9.6 Subornation

The M4 Card should make all players nervous about having

puppet s w ith  grea te r lea de rs hip and char ism a th an they th em -

selves hav e. Using M4 th ro ws th e al le gianc e of one pu ppet into

the card auction of the next quarter. This auction is NOT an

election, the puppet and whatever gold and office he holds is

simply up for bribing. Puppets must have a leadership higher

than the player holding his card to be eligible to be suborned.

After being used. M4 is retu rn ed to th e Common card area and

is available to be bid  upon again durin g the nex t Common cardauction phas e.

10.0 TACTICAL ROUNDS

The Tac tical M ove men t Segment is  divided into Rounds,•each

of which is abo ut tw o day s. Th e fi rst Rou nd con sists of the firs t

play er mov em ent , first playe r combat, t he second player move-

ment, se co nd player combat, etc . T here are  45 Tactica l Roun ds

per quarter, however if all Players pass twice consecutively,

Tact ical rounds are over .

10.1 First Player Determination

The fir st play er is th e play er with the m ost ca rd s on his calen-

dar. inc lu ding matur e and immature cards. Radio and spy cards

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b 0 0 0 S O P T E M M A D O E

count as ten cards each in this determination. He has the option

of initiating tactical rounds. If he declines, the option goes to

the player with the second most cards, -etc. Once a player has

declined, he may not mov e during that round, but resumes his

place in the sequence during the second roun d. Roll-off if tied.

10.2 Movement

All counters or leaders/hacendados may, in their round, move

into an adjacent District. They may be stacked within that Dis-

trict anywhere per 8.72. Police, strikers, and jailed or enslaved

counters cannot move. Indians are limited in their movement

per 6.4.

10.21 DOU BLE M OVING. C ounters may move two D istricts

instead of one by double m oving. This will deplete all Combat

counters in the stack, including rifles. Counters m ay not double

move if using rail movement (10.3). Leaders/hacendados or

motorized troops (6.56) may double move without penalty.

Double moving may be interdicted (10.4) by hostile counters

(of another color). Artillery, aeroplanes, and boats cannot double

move.

10.22 STAC KING. A ny number of counters can be in a district

or police block. Counters are allowed to move into or out ofDistricts occupied b y allies or enemies freely (see Interdiction,

10.4). Cou nters in the same police block must be the same color

and must stack together. Counters of different colors may not

stack together anywhere.

EXCEPTION: White counters, surrendered counters,

counters in jail, Police, and Strikers may stack with any color.

10.3 Rail Movement

All counters may move up to six Districts per round along an

interconnected rail line. "Interconnected" means a continuous

completed line with no gaps. Rails entering the same police

block are interconnected; so are rails that cross each other.

Counters must pay rail fees to use rail movement. Paying onegold piece to the railroad owner w ill give players unlimited use

of that rail line during tactical rounds of that quarter. Players

refusing the use of railroads to paying customers face a eme r-

gency shareholder's meeting (8.61).

10.31 RAIL PASSES. Hacendados with a leadership above zero

are issued a rail pass in accordance with railroad practices of

the time. They and their gold are transported free over an y rail

line, as an exception to 10.3.

10.32 TRUN K L INES. Rail fees for the use of the trunk lines

RR 1. RR2. & RR3 are paid to the treasury unless they are player

owned.

10.4 InterdictionCoun ters entering (via rail, ferry or double move ) a District or

police block that is occupied by Combat counters of another

color must stop if the player controlling those counters speci-

fies that they are interdicting. Otherwise, they pass through.

Interdicted forces may then use their combat round to attack,

night raid, or burn, which may be c ounterattacked by the inter-

dicting forces.

10.41 BY CO MBA T COU NTER S. Combat counters in a dis-

trict may only interdict counters of a different color from enter-

ing the police block.

10.42 IN PO LICE B LOC KS. Counters in the police block can-

not interdict .counters not going through the police block.

10.43 AEROPLA NES/GUNBO ATS. Aeroplanes and gunboats

cannot interdict or be interdicted.

10.44 POLICE ACTIVATIO N. Police may be activated to in-

terdict (see 6.61).

10.5 Winter

During winter, no movement, rail movement, combat. night

raids, crimes, or taxing are allowed due to lack of forage for

horses.10.6 Cash Transport

During tactical rounds, an unlimited amount of cash can he

transported by ferry, trucks or rail. If not on rails or ships. each

counter (not rifles) can carry a nu mber of gold pieces equa l to

its leadership. Leaders/hacendados ca n carry 2 Au of cash. This

rule has more to do with troop discipline than the actual gold

carrying capacity of the troops. If unescorted, cash (like rifles)

can be rail transported only. Cash is considered Blue in Am erica.

and Oran ge in Mexico, unless the controlling player performs

a criminal act with his personal hacendado,.in which case his

cash turns Red an d thus subject to seizure. Any tax mon ey col

lected is accumulated at the fort or HQ of the tax-collecting

troops (10.8). Bandits can store their cash in any montane district if it becomes too great to carry a round. This booty is vul-

nerable to seizure unless "buried." (Red counters can bury cash

in montane as an ex ception to 11.53. This frees them to go rob

some more on subsequent quarters). Buried treasure is not avail-

able for bidding in auctions per 10.85.

10.7 Crimes

Red counters and White Mercenary counters may commit

crimes. In the case of White counters, this turns the counter

Red for the remainder of the quarter. Crimes include kidnap

ping, stealing cash or rifles, jail-breaking, burning, attacking

Government troops or Police, escorting rifles into Mexico. o

being a Governor of a Red F lag territory. No crimes allowed inwinter. Hacendados or Leaders become permanently Red if they

are Revolutionary Leaders or lead troops that attack Govern

ment troops or Police (see also 11.5 for N ight Raids).

10.71 SM UGGL ING. A ny white rifles, machine guns, or artil

lery, other than that which is normally carried by Governmen

troops, which moves across the international border (either into

America, or into Mexico) or into Mexico from the Ge rman stor

in Guayma s, is considered Red for the remainder of that quar

ter.

Orange or Blue counters will not escort rifles or mercenarie

across the border or out of Guaymas (that would be a crime)

Furthermore, if rifles are moved unescorted across the borde

and are seized (10.72), the controlling hacendado counter (wher

ever he is) personally becomes R ed for that quarter. Unescorte

rifles are allowed to move by rail only.

10.72 UNESC ORTED RIFLES. Unescorted rifles may be sub

ject to search and seizure. When moving by rail, these counter

must stop at eac h police block or district containing troops an

be searched for as if a night raid had occurred (see 11.6).

successful, the rifles are found and 10.71 is applicable. If no

the rifles may continue moving n ormally.

10.73 THE HOT CHASE. Under the Treaty of Guadalupe, Ar

ticle XI (The Hot Chase), "Armed groups of Americans ar

allowed to cross into Mexican territory only to follow renegade

1

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L O R D S 1 W T B E 9M M I D R E

(R ed counter s). The sam e for Porfiristas [O rang e counter s] go-

ing into  the U .S . They may spend two nights [one tactical round]

per quarter on foreign soil." Blue or O range counters m ay only

spend one round per quarter out of their starting te rritory . The

Guadalupe treaty may be brok en only  by special c ard s or or-

ders from  a Pre sid entia l player.

EX AMPLE: Federales in Juarez , Chihuahua can move by

rail f rom RR  3 th rough El Paso to RR  11 toDouglas, A riz ona.

N ex t round they  m ust m arch out of  the U.S . This actually  hap-

pened in  1915 to defeat Pancho V illa in A gua Prie ta.

10.8 Taxation

During tactical turns, Orange counters are allowed to move

within their territory onto any C (not RR) enterprise counter

owned by a player and dem and 1 Au in taxes. The taxed ente r-

prise m ust have made a prof it that quarte r or have stored gold,

and its player m ust have a gold piece to give.

10.81 Each Orange counter may tax once per quarter.

10.82 Each locatio n may be taxed only once per quarter. Play-

ers may abandon a heavily  taxed enterprise by shutting it dow n

and declin ing profits, thus avoid ing taxation.

10.83 No taxation is allow ed in w inter.

10.84 BLOCKING TAXATION. Any Combat count er in a Dis-

trict or police block, including PoIicia, may block taxation there,

if the controlling player so designates. Counters in a District

may not block taxation w ithin a police block. and vice versa.

10.85 USING ACQUIR ED FUNDS. Any counte rs acqui ring

gold (f or instan ce, through taxation) do not re linquish  it to their

controlling player (if a hacendado is along when the gold is

taken, he may keep 50%, rounded down). Instead the gold is

sto red on th e m apshe et st acked w ith the co unte r th at obtained

it. Thi s gold m ay only  be  used fo ur w ays:

a. To pay hospital or rail feesfor the owning counter or

stack.

b. To buy rif le s for that stack.

c. To bid (as an indepen dent bidder) for W cards (only) dur-

ing card auctions. For example, B andidos or Federales can

ob tai n m ercenari es or equi pm ent, w hic h m ust re m ain sta cked

with them.

d. To bid (as an independent bidder) in elections, voting

only fo r the leader list ed on  th e counter's card .

10.86 Players m ust spend the gold acquir ed by th e counters in

that stack's best inte re st.

11.0 COMBAT

After a player' has moved all his counters, his counters in a

D istri ct m ay attack other counters w ithin that D istrict or w ithin

th e D istrict's  pol ice block, if an y. Cou nte rs may  no t attac k oth er

counters of the same color, except that Red may attack Red.

Orange. cannot attack Blue and vice versa unless war has been

dec lared (13.5 ). W hite coun ter s as sum e th e color of the ir choice

(Orange, Blue, or Red), but turn Red if they commit a crime

per 10.7.

11.1 General Combat Rule

The combat procedure uses a number of dice equal to  the num-

ber of attacking combat counters, including rif le s. All counte rs

with in the stack (troo p, rifle, artillery, mac hine gun. gunboat ,

aero plane) are used fo r this determination. Each roll equal to or

les s th an th e lea dershi p of th e attac kin g counte r(s ) sc ore s a hit.

The defend er simultane ously rol ls for a cou nte ratta ck, using

th e sam e procedure .

11.2 Leadership

The leader w ith th e highest rank takes com m and of the entire

Distr ic t's bat tles (al l of counter s of th e sam e.colbr). His lead er-

ship  rank (1 through 4) is used for all combat rolls . Hacendados

st art as le aders of rank ze ro, w hi ch m ay in cre ase  th ro ugh th e

course of the game. Leaders are not considered Combat

coun ters. They are affe cte d only by N ig ht Raids  (11.5 ) if un-

escorted, or by the surrender or death of escorting Combat

counters if esc ort ed. If the escort ing counters ar e kil led or ca p-

tu re d, ro ll one die . O n a 1 th e le ader escapes, a 2-4 he is cap-

tured, and a 5-6 he is killed.

11.3 Combat Procedure

11.31 TALLYING  D IC E. The Attacker and defe nder each use

a numbe r of dice in their ro ll equal to the to ta l num be r of Com -

bat counters prese nt (a ll of th e sam e color, all of the sa m e D is-

trict, either in or out of the polic e blo ck) in the attack.

a. Police and Stri kers m ay only attack and be attacked by

other counters with in the police block.

b. Arti ller y gets an extra die w hen attacking. M achine guns

get an extra die when defending.

c. The attacker (only) can forfei t his com bat ro ll to perform

a Night Raid , ta xatio n, or burning. If he does th is inside a po-

lice blo ck , he m ay be counteratt acked by Enem y counte rs in -

side that police block (only). If he does this outside a police

block, there is no counterattack.

11.32 RO LLING  D ICE. The Attac ker and D efender roll at the

sam e tim e.

a. The defender subtracts one from each die roll for that

round if he is in a police block. The defender subtracts one

from each die  roll if all. of the attackers entered th e defender's

district through a pass or over a bridge that round.

b. The defe nder subtrac ts on e fro m eac h die ro ll if he has

not m oved  or att acked yet this quarter, and he is not a police or

striker unit.

11.33 DEPLETIN G COUNTERS. Each die roll re sult that is

equal to or less than the leadership rank of the commanding

leader scores one depletion.

11.34 LOSSES. Losses are applied simultan eously . If any losses

are infl ic te d, the playe r cont ro lling the  high est l ea dership lea der

of the affected troops determines w hich counters the losses are

removed from. Losses may be taken from any participating

Com bat counter, including rifles. Each loss either depletes (in

verts) a full strength counter, or eliminates a depleted counter

H ow ever,  troop co unte rs only  take losses af te r all rifle counte r

are eliminated first.

11.35 ELIM INATIO N. If al l counte rs of a Card  are elim inated

that card,is discarded. The leader is checked per 11.2. If th

le ader surrenders, he is placed into the penitentia ry of the victor

choice  un les s Ley de Fuga (see 11.46) is applied. Discarde

Common cards are returned to the common card deck. If bough

the pur chaser m ust rebuild eac h counte r li st ed on th e card pe

12.24 that he w ants to place on the starting location.

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L O R D S O F T H E Z R R I M I N E

EXAMPLE: U.S. Cavalry under General Miles in Nogales,

Arizona does a tactical rail move as part of a punitive expedi-

tion against Bandits outside Hermosillo. Rail travel along trunk

line RR2 allows t ransit south to Hermosillo District. Note that

the cavalry must have concurrence of the Sonoran Police in

Nogales and the rurales in Magdalena (if any) to avoid having

to stop at those orange- occupied police blocks.

They must payOne Au to the owner of RR 2 or to the Treasury if there is no

owner. The cavalry are permitted one round (combat segment)

in Mexico, this is spent in an assault at Hermosillo. The cav-

alry has 4 counters (troops, rifles, artil lery, machine guns), so

it rolls four die, plus one since artillery get two die in attack. At

the same time, the counter of bandits, with a counter of rifles,

rolls two die. The cavalry rolls are a 1, 2, 3, and two 6's, rep-

resenting two hits for their leadership of 2. The Bandits choose

to deplete both their counters. The bandits, with a leadership

of 1, roll two 3's and miss. On their round, they decide to ride

away rather than to attack. The Cavalry m ust return to the U.S.

on their next round.

11.4 Limitations, Surrenders & Incarceration11.41 LIMITS . Counters may not attack other counters of the

same color, except that Red can attack Red. Attacks occur in

any order. Each counter may attack only once per round, but

counters may counterattack as many times as they are attacked.

Attacks must be made a gainst, and be counterattacked by, ev-

ery Combat counter in a stack. Attacks may be made from a

police block into the surrounding district, and vice versa. Ex-

ception: Counters not in a police block cannot attack police or

strikers within the block, nor interfere with taxing within the

block.

11.42 MAND ATORY COM BAT. Combat is always optional.

If combat is initiated, only counters that are the same colormay participate. If a player has more than one color in a Dis-

trict, they must attack (and be counterattacked) separately. Play-

ers may "lend" their counters to another player with like col-

ored troops during a quarter or round for purposes of a com-

bined attack.

11.43 SURR ENDE R. If the defending force has no rifle or gun-

boat counters present andhas taken at least one loss in the im-

mediately preceding combat, and the attacking counters are Blue

or Orange , then the entire defending force surrenders w ith the

following exceptions:

a. Attackers never su rrender (though if they have lost their

rifles, etc., they a re prime targets).

b. Defending cou nters never surrender to Red forces, since

Red is always assumed to have declared Ley de Fuga. Also,

counters don't surrender to Orange or Blue forces that have

previously exercised Ley de Fuga (see 11.46 for additional de-

tails).

c. Rifles never surrender but may b e seized if no troops are

present in the same location per 11.46..

d. Surrendering artillery, truck, aeroplane, and machine gun

counters and their corresponding cards becom e the property of

the victorious counter (not the-playercontrolling the victorious

counters). Surrendering troops are moved to the penitentiary

(see 11.44) during the rebasing segment.

e. Gunboats and the troop counters aboard them, and Police

never surrender.

f. Artillery, trucks, and aeroplanes can be se ized if no troops

are present in the same location by a Night Raid (see 11.5).

Also, they surrender. along with any troops they accompany

(The owner may. wish to use them to satisfy losses rather than

surrender them. Note that trucks contribute no firepower butmay be used to satisfy losses.).

g. Counters may nev er surrender voluntarily (however, the

owner may take all of his losses in rifles and gunboats first

thereby subjecting the force to surrender). .

11.44 INCA RCER ATIO N. Penitentiaries are located in Yuma

Hermosillo, and Ciudad Chihuahua. Counters jailed may not

move or fight unless released by a Night Raid (11.5). Thei

card continues to be held by the original player, but he cannot

do anything with them un less they are pardoned (by the Terri

torial Governor, Supreme Court, or President) or break out o

prison. The card holder of depleted prisoners must pay for thei

hospital bills to.undeplete them, otherwise see 12.3. Cards whic

are acquired by a different player while incarcerated must sti

be pardoned or broken out to be used by the new own er.

11.45 ENS LAVEM ENT. S lave plantations are located in south

ern Sonora (T6nichi, Guaymas, Bacatete, or Alamos). Only

surrendered Yaq ui or Mayo Indians may be enslaved, and onl

at a Sonoran slave plantation. Each counter so enslaved raise

the profit of the plantation by one. E nslaved coun ters are treate

the same as incarcerated counters per 11.44.

11.46 LEY DE FUGA. This means "La w of F light", or in othe

words, shot while attempting to escape. Any captured C omba

counter or leader can be executed by Orange counters by ap

plying "Ley de Fuga. "If Orange counters exercise Ley de Fug

thereafter no counters will surrender to any Orange counterfrom that territory again. Blue counters can apply Ley de Fug

at the direction of the G overnor or-President only. No coun te

will ever surrender to Red.

11.47 CAPTURED HACENDADOS. Captured hacendado

may be ransomed or executed by Red counters only. Orange

Blue counters may not execute a captured Hacendad o, even

wartime; they may only send their captive to prison withou

exercising Ley de Fuga.

11.5 Night Raids11.51 NIGHT RA ID PRO CEDU RE. Instead of offensive com

bat, any Red counter may execute a N ight Raid to do one of th

following:a. Any enterprise on the map (i.e. excluding C16, 17, an

56) may be robbed of any rifle counters or gold present, limite

to the carrying capacity of the raiders. (see 6.52 and 10.6 fo

capacities).

b. Arrest (kidnap) an unescorted leader or hacendado (s

11.55).

c. Free prisoners from a pen itentiary or slave plantation,

rescue kidnapped or arrested leaders/hacendados.

Counters performing a Night Raid roll one die. A roll of 1 or

results in a successful n ight raid while a roll of 3-6 re sults i

foiled raid. A foiled raid has no effect and is not considered

crime while a successful raid is considered a crime (see 10.

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L 0 8 D S O F M M M A D I I E

All night raiders must be stacked with the counters or in the

police block they are raiding. Notice that this means that Red

counters may not night raid banks, rifles, hacendados, etc. that

are stacked with Orange or Blue counters since unlike colors

cannot stack together. Only one Night Raid per target per round

is allowed, regardless of the number of counters performing

the Night Raid.

11.52 -RAIDS BY ORANGE & BLUE COUN TERS. Orangeand Blue counters may Night Raid only in the following two

instances:

a. Arrests of leaders or hacendados may only be performed

if the counter has committed a crime that quarter, is a known

rebel leader, the troops have a warrant, or at the order of the

President or Governor.

b. War is declared.

11.53 BURIED GOOD S. Hacendados (only) who have been

unsuccessfully Night Raided that quarter are a llowed to spend

one round b urying their gold or rifles. Such buried treasure is

safe from Night Raids, but not available to the owning player

until "unearthed" during tactical rounds of a subsequent quar-ter.

11.54 RECO VERY O F PROPERTY O R SPOILS. Picking up

cash or rifles takes a combat segm ent, whether night raiding or

picking up one's own property.

11.55 KIDNA PPING. This is _ performed as a Night Raid by

red troops. Kidnapped leaders are treated as incarcerated for

all purposes per 11.44. Ransom d emands m ay only be posed in

terms of gold, rifles, or W cards. These are given to the kid-

napping counters and fall under 10.85.

11.6 Arrests & Arms Seizures

11.61 PROCEDURE. A player may use any of his Combat

counters (including police) to attempt seizure of any Leader or

Hacendado, or illegally-obtained gold or rifles. If the target of

an arrest is not a revolutionary leader or has not committed a

crime that quarter, a warran t or order from the governor is re-

quired. Arrested L eaders go to the penitentiary of the arresting

counter's choice during the rebasing segment. Arrests or sei-

zures are attempted per 11.5 (Night Raids).

11.62 ARRESTING REVOLUTIONARY LEADERS. Some

conspiracy M cards com e with leaders. Arrest of these Leaders

causes all cards of that conspiracy (except the M card itself) to

be relinquished for rebidding next turn. The M card is reap-

plied if the leader is freed. The M Card is discarded if the leader

is killed.

11.63 BODYGUA RDS. Leaders and hacendados may not bearrested if escorted by combat counters other than Police or

Strikers.

11.64 RECOVERY O F STOLEN PROPERTY. Stolen gold and

rifles recaptured by Blue or Orange counters from criminals

must be returned to the rightful owner only if the crime oc-

curred that quarter. Otherwise, the "law " coun ter keeps it. Re-

wards ma y be offered by the rightful owner for the return of his

property.

EX A M PLE: Suppose enraged Y aquis raid La Europa, kid-

napping Rafael Ysdbel and stealing his gold. If the Y aqui are

attacked and surrender, the hostage and booty are returned

home , less any reward money negotiated by the Y sdbel player

to the playe r controlling the rescue p arty as a condition f or the

rescuers to intervene in the first place.

11.65 ARMS SEIZURE S. One counter of rifles is assumed to

exist at each established store. This may be robbed per 11.5 or

seized by government troops who have no rifles. In either case,

one gold piece mu st be paid for a new wholesale rifle counter

to reestablish the store, otherwise it is shut down . This gold isowed by the player controlling the Government troops in the

case of arms seizures.

11.7 Burning

I'istead of offensive com bat, any Red coun ter or stack of Red

counters may execute a burn of any en terprise counter (C card)

or bridge. The enterprise is lowered one in profit for each round

burned regardless of the number of counters burning. Enter-

prises at profit level zero are destroyed if burned. When de-

stroyed, the counter is removed. Its card is removed from the

calendar, but remains in the possession of the hacendado (see

8.396b).

11.71 Orange and blue may only burn during a time of war.

Strikers may only burn per 6.7.

11.72 STORES, MINES, HACIENDAS, & PLANTATIONS.

These are reduced one in profit for every round burned. O nce

destroyed, a mine may not be rebuilt per 11.78; its card is dis-

carded.

11.73 SM ELTE RS. Sm elters that are burned lower their maxi-

mum profit by one for each round burned, starting with six. A

"burned police block" coun ter is placed on the calenda r profit

block to indicate the reduced m aximum profit of burned smelt-

ers. This counter does not reflect the actual profit, which is

indicated by the position of the smelter card itself. A partially-

burned smelter may b e rebuilt one step per quarter by spending

2 Au's during the capitalization segment. Alternatively, thesmelter may be recapitalized to regain its full capacity.

11.74 BANKS. Banks cannot be burned, only robbed.

11.75 DAMS . Dams cannot be burned.

11.76 RAILRO ADS & BRIDGES. Railroads cannot be burned,

but rail bridges can. Bridges burned preven t travel over the river

until the bridge is repaired (done during the rebasing/ refur-

bishment segment at a cost of 1 Au). Money spent rebuilding

bridges goes to a store owner of the builder's choice, if any

stores are mature. However, store owners cannot use their own

store; they must use a rival store (or the treasury if there is no

rival).

11.77 POLIC E BLO CKS. The police assigned to a police blockmust be eliminated before the block may be burned. Enterprises

in the town are not affected; they must be burned separately

(see 12.26).

11:78 REBUILDING BURNED ENTERPRISES. All destroyed

enterprises (those burned beyon d profit level zero) except mines

must be rebuilt beginning the very next q uarter using the capi-

talization period listed on the card (see 8.39b). If. not recapital-

ized, the C card goes up for rebidding per the emergency share-

holders rule (8.61).

11.79 CASINOS. Casinos burned to profit zero must be re-

capitalized by the owner to bring them back to profit one.

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L O R D S O F T H S I E R H A A W I R E

11.8 Leadership Raised in Battle

Each quarter  in which a co unte r or co unte rs su rr en de r,  the lea d-ership of the victorious leader is raised by one rank. His card(which may be a troop card or a leader card), is shifted onehigher on the calendar. If a hacendado is leading the tro op s,  hiscard is not sh if ted , b ut his co unte r is re placed by one w ith th ehigher ra nk .

11.81 Units that have decla red L ey de Fuga (which in cludes allRed Units), never increase their leadership in battle since noone will surrender to them. Instead, these troops increase inleadership for every successful night raid (for rifles, gold, orleaderslhacendados).

11.82 MAXIM UM LEADERSHIP VALUE. The highe st  le ad -ership attainable is four. The leadership value for any leadermay only be in cr ea se d by combat /nigh t raid once per quart er.11.83 ATTACKING FRIENDLY COUNTERS. A pl ayer  maywant to enhance his troop's leadership, enslave friendly Indi-ans, pr ovok e Str iker s i nt o bur ning , o r co lle ct a bo un ty per  EventCard E16 by attacking other counters that he owns. Whatever

the reason, the defending card, which has been "double-cro ss ed ," goe s up fo r reb id ding immedia tely follo w ing the at-tac k (a nd doe s not cou nte rat ta ck due to surpr ise ). Remem berOra ng e co un te rs  ca nn ot attack oth er Oran ge , an d Blue ca n ne ve ratt ac k Blue. T roops th at go up fo r re biddin g, wheth er  be ca usethey have been double-crossed, or because of the superstitionof Halley's comet, have their counters removed from the mapif  no one buy s them. Thei r car ds are discarded (if  quarte rly) orre turned to the co mmon card deck (i f com mon) .

11.9 Extended Example of Tactica l RoundsFIR S T  T UR N : T he T erraz as play er cont rols a bandido counterin the S ierra M ad re, s o the other play ers are a bit  f ret ful w henhe announces at the start of tactical turns that he inten

ds tomove. A check is made to see if any other players with morecards than T erraz as w ish to m ov e. N one do. S o Terraz as m ov eshis  bandidos f rom  Pa Gotz in K ay  to the adjace nt  N acoz ari dis -trict, volunteering the soothing information that his guerrillasare just going to "pick  up rif les in B isbee, that's all ".

The Greene player has fewer cards than Terrazas, and hem ov es nex t. He nerv ously ev acuates his hacendado from  S anRafael to Tucson, using rails. Furthermore, he double movesan echelon of federales tw o distric ts (from  A riz pe to N acoz ari)attack ing the bandidos. T he do uble m ov e dep le te s the Fed eralco unter plus its rif e cou nt er; the Fede ral artill ery canno t do ub lem ov e and lags behin d.

Greene rolls two die (one for each counter attacking). Hehope s for at le ast on e "one ", w hich w ou ld dep le te th e unarm edband its and force th em  to su rrender, raising his f ederales lead-ersh ip by  one. How ev er, both dice roll tw o or hig her, and m isstotally . The single counter of bandits roll a "two" in.counter-attack and m iss as w ell.

S ECON D T UR N : T he ot her play ers m ov e th eir forces de fen-sively . Then Terrazas moves his bandits to'Cananea, into thepolice block, and spends his combat round burning Greene'ssmelter (lowering its capacity from 6 to 5). The non-playercontrolled policia plus rifle counter are activated, and coun-te rattack the bandidos, but m iss w ith both  dice. Greene m ov eshis Federals, plus artill

ery, in for a revenge strike. He-rolls

four dice (three counters plus one for the artillery bonus) buall four roll higher than a one, and the bandits also miss theicounte rattack . N ot e that the count erattack for both the polic iaand the bandidos subtract one f rom each roll because  they  aredef en ding a police block .

T HIR D T UR N : T he Fall play er moves hi s A riz ona Rang er s toCananea district

to attack  th e bandits, but he m isses. T erraz asdoesn't m ov e his  band it s, and spends th ei r com bat roun d (rath erthan attacking either the Federals, policia, or the Rangers)burning the sm elter again (no w its capacity  is 4). T hi s burningis  co unte rattack ed by  th e polic ia, but  th ey m iss again. Greenesfed erates don't m ov e, and attack again , but they too m iss. T hebandits (lead ersh ip of on e), on the other ha nd , are qui te  lu ck yand roll  a "2 "for each of their tw o counterattack s (one is sub-tracte d for d efen ding a police block ).  T he federales choo se todeple te their artil lery , and th e R angers deple te th eir rif le s. (A tthis point, the orange policia with its rifle :and the bandidocounter oc cu py the Cananea police block , and the R angers andthe federales occupy two separate stacks outside the police

bloc k ).FOURTH TURN: The Rangers are forced (b y treaty ) to  wal kback across the border. T he bandidos m ov e one closer to B isbe e(to Cananea). The federales follow and again attack (againw ith four die), and again both  the attack  and counterattack  arein de ci siv e.

FIFTH TURN: The Terrazas bandits enter Bisbee and its po-lice block and spend their com bat rou nd pick ing up the rif les .T erraz as of fers the play er control lin g th e U.S . po lice in B isbeethree gold not to attack these criminals. Although picking uplegally -o w ne d rif les is not a crim e,  th e bandits hav e com m ittedseveral other crimes this quarter, such as burning. Thus thisplayer, in

accepting the bribe, will be forced to surrender hisU.S. police card for rebidding during the next common cardauction segm ent.

On his tu rn, Gree ne think s that perhaps he should no t m ov ehis batte red fed erates into A m erica and attack the now -arm edbandits  again. He of fers to end tactical m ov es if ev ery one elseagrees, hoping to stop the rampage by this goodwill gesture.Ev ery one agrees. T he federales return to a fort (M oct ez um a),and Greene returns to SanRafael during rebasing. Banditsdon't rebase; they lo iter in B isbee.

12.0 REBASING & REFURBISHMENT

12.1 Rebasing

After all players agree that Tactical Rounds are over, Orangeand Blue counters (including white counters that have beendeclare d Orange or Blu e) are placed in  a dis tric t of their choicew ithin  their  home territory th at contain s a fo rt or HQ. Mult ip lemilita ry fo rc es of a terr itory may reb as e to the sam e fort or HQ.Hacendados m ov e to the enterprise m arke r of th eir choice, alongwith all th eir gold .

12.2RefurbishmentFollow ing Rebas ing, deple ted and eliminate d Combat countersmay be re sto re d to  fu ll  st rength.12.21 DISCARDS. 0, B, W, or R Cards which have had allth eir Com bat co un te rs el im inat ed ar e di sca rd ed . C om m on Car dsth us discarded in this manner  are avai lable for

 au ctio ning nextquarte r.

" P

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L O R R S O F T I E S ® I I I M A D R E

12.22 RESTORING DEPLETED TROOP COUNTERS. De-

pleted troop counters may be made full strength by paying 1

Au. This payment goes to th e Hospital Concession, if Card M7

is held, otherwise , it goes to the treasury.

12.23 RESTORING DEPLETED RIFLES, TRUCKS, MA-

CHINE GUNS, ARTILLERY, & AEROPLANES. Depleted

rif le , mach in e gu n, a er opla ne, truck,  or art iller y counte rs may

be made ful l s tren gth by pay ing 1 Au. Thes e pa ym ents are made

to a Store owner and the counters appear at that st ore 's m ap-

sheet location (for Red or White troops) or at the HQ or fort

(for Blue or Orange tro ops). Mexican troops must pay the Ger-

man Sto re (Card C21), if it is built. American troops must pa y

an American Store if one is built. Otherwise, they must use

whatev er stor e is bu ilt. I f no stores are built, or if the co ntro lling

play er owns the only sto re , then th e treasury is paid inste ad.

12.24 RESTORING ELIMINATED TROOP COUNTERS.

El im inated Comba t counte rs  from  a car d a player  holds may be

resto red to  full stre ngth by paying 2 Au to th e store (for equip -

ment) or hospital (for troops). The hospital ow ner can restore

tro ops fo r fr ee , o r de m an d a fe e. See 11.35 if all  co unters on acard are eliminated.

EX A M PL E: T he Cav alry at Fort B liss m ay be dow n to one

depleted cavalry counter after an enervating conquest of

M ex ico. T he controllin g play er w ould pay  3 A u to bring back

(as depleted counters) the machine gun, artillery, and rifles

called for on his card. He m ay then pay 1 A u for each of them

to undep le te  his four counters.  T his m ak es 7A u total, of  w hich

6 Au is paid to a store and the seventh goes to the Hospital (if

any , treasury  otherw ise) .

12.25 REBUILDING BURNED BRIDGES. Burned bridges

are re buil t by paying 1 Au per 11.76.

12.26 REBUIL DIN G BURNED CITIES. Towns are reb uilt  by

re plac ing th e Polic e co unte r an d its rifl e coun te r (2 Au for eac h

counter). Cities and Capitals must rep lace two Polic e co unters

and their rifles (a total of 8 Au). Police or their rifles that are

de pleted by earthquakes may also be reb uilt. Any player or play-

ers may pay for this rebuild, but until it is done, in vesto r s '

ca p it a l is w ithhe ld fr o m all p la ye r s.

12.27 GUNBOATS. G unboat s can not  be reb uilt or und ep le te d.

12.28 CAPTURED  TROOP COUNTERS. Pla yers controlling

counters that have surrendered do NOT relinquish the cards;

those counters languish in jail per 11.44.

.12.3 Failure to Refurbish

 cardholder who chooses not to refurbish his Combat

counter to its  fu ll str ength , as liste d on its card , m ust relin quish

that card for rebidding if any player is willing to pay for this

refurbishment. This auction occurs during the Refurbishment

segment.

12.4 New York Bank

Players may tra nsfer gold to a New York bank for safekeeping.

Tra nsfe rs to and from  th is ba nk occur during th e. Reb as ing se g-

ment. Cash in the New York bank is unavailable for all pur-

poses (bidding, bribes, elections, etc.) until transferred back.

Funds tr ansf erred to New York avoid taxat ion.

12.5 Enlistment

Certain event card s (E6. E9, E19) announce foreign wars . This

declara tion of a foreign war gives some play ers an opp ortunity

to enlis t in th e arm ed serv ic es of th ei r cou ntr y. If  th ey volu n-

teer, the player removes the hacendado counter from the

mapsheet during the Rebasing segment and places it on the

ca le ndar four quarte rs in to the fu tu re . The hacendado st ill  re -

ceives investor's capital, but may not bid on any cards while

away at  war. During the Rebasin g se gment of that quarte r,  ro ll

one die; a 1 will kill that player. If he dies, see 7.7. If he sur-vives , his counter is replaced by a counter  with leadership tw o

higher, as befitting a war hero.

13.0 POLITICS AND WAR.

13.1 G ubernatorial R aces .

Any play er may bid for the M card represen ting the governor-

sh ip by selec ting his hacend ado or any of hi s higher le ad ersh ip

puppets per 13.17 as a candidate. Other players may bid on

him, t he ir own can did at e, or th e in cu mben t.  Puppe ts with ta x

money may vote for themselves. All candidates must have at

le ast 1 A u on th e ca rd to run. Can dida te s ca nnot run if jai le d.

This election takes place dur ing the qua rte r that the c ard is tu rned

up (during the Quarterly card auction). If no player bids, theincumben t wins and the card is di scarded.

13.11 After all gold is down, roll for campaign contributions

per 13.1 5 belo w. A non- play er -c ontr ol le d in cumbent (Gover -

nor Kibbey of Arizona , G overn or Colqui tt of Tex as . the "Sa nta

Fe Ring" of New M exico, Governor Corral of Sonora, Gover-

nor Creel of Chihuah ua) is  automatic al ly in the race at leader-

sh ip tw o.

13.12 The candidat e with  th e most gold do wn be co mes Gove r-

nor. Any ties go to the incumbent, (in which case, the office

re m ai ns non -p layer contro lled).

13.13 Lead er s must quit any offic e th ey alre ad y hold to run for

a new office. Positions left vacant, wheth er through quittin g to

run for another office, death, arrest, kidnapping. fleeing the

capital, etc. , go up for rebidding during the next Common card

auction with no incumbent.

13.14 Any gold spent in the voting, w hether back in g w in ners

or losers, is  donated to th e treasury.

13.15 Players (o r puppets,  see 13.17 below) runnin g for office

in any election roll a number of dice equal to the leadership

value of that player or puppet. This roll is the number of gold

pieces (Au) representing the campaign contributions donated

by the treasury which must be used only toward purchase of

that nomination card.

13.16 These were  chauvinistic  times. Therefo re , Germ ans, Jew s,

Catholic s, Marxists, Chinese, Negroes, Indians, Women, and

Hispanics (all of w ho m are in the gam e!) are in eligible to hold

public office in America. All persons eligib le to- hold office in

A merica and ineligible in M ex ic o ar e m arked with a U.S . fla g

on their card . Any name with out a flag is  elig ib le to hold  offic

only in  Mexico.

13.17 PUPPETS. Most c ards hav e the name of a his to rical cha r

acte r lis ted in sm all pr in t on th ei r sec ond line and are ref er re d

to throughout the rules as "puppets" (see 9.6). These cards

wheth er they be ban kers or terro rist s, can be des ig na te d to  ru

for office. Unless specified otherwise, the leadership is zero

Any number of candidates can run for office. Lawyers, spie

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L O N S O F T E S I E R B A M A O N E

str ike bosse s, r ebe l lead er s, a nd other M car ds who are electedinto office lose their office if their card is ever played (dis-ca rded) . That  is,  if they star t lawsuits, s trik es , revo lut ion s, e tc .the y are boo ted out o f off ice.  Th e player  as sum es the power ofthe office through his puppet if his puppet is elected, but willlose the se pow er s if that pu ppe t's  ca rd is lost  fo r an y rea so n.

a . Militar y lead ers  or  regional  pu pp ets  of  on e terr ito ry mayrun  fo r elect ion in the o

the r te rr itor ies . If  they win, a na melessleader may assume the command they vacate, or the owningplay er may choose  to  as sum e the  co mmand  at h is cur ren t lea d-ership.

13.18 Players keep th eir puppet's taxes and war booty se para tefrom th eir stash .

Example: Suppose the Chihuahua Gubernatorial ElectionCard turns u p. A lbert Fall, an A m erican hacen dado and there -fore ineligible to personally run, puts an Au on the card andanno unces  that Jose Iv es  L im antour (a law y er puppet  of his onthe M ex ican S uprem e Court) is runn ing , at leadership tw o. T hehacen dado Y sdbel d ec ide s to personally  run and puts dow n sixgold for himself. After all the gold is down, each, candidate

rolls for campaign contributions. Y sdbel has a leadership ofz ero and theref ore receiv es  no  co ntributio ns , so  his f inal bid isthe 6 Au he spent. Someone rolls for the contributions of theincum ben t, C reel, and suppose a "10 " is rolle d on tw o die (Cree lis leadership 2). In order to beat Creel in this election,L im anto ur'c roll (using tw o die) plus the . 1 , A u s pen t o n h im byFall, must be greater than 10.

13.19 Players winning a gubernatorial election should eithermove  th eir counter to the app ro priate capital ( if the Hacendadohimself ran), or place a leader of the appropriate value on themap at the capital (in the case, of New Mexico or Texas, theGovernor is placed off-map). On-map Governors are vulner-

ab le to  night ra ids . They  lose the ir gub ern atorial powers  if the ybegin any quarter outside their territorial Capital (or are on-map in the  ca se of New M ex ico or Tex as) . Gov ern or s of NewMex ico  or  Te xas may en ter the  map during Tact ica l Roun ds  byen ter ing  an ar ea in the ir respec tive state .

13.2 Gubernatorial PowersA leader or hacendado elected Governor raises his leadershipby on e and ac qu ires a nu mber of sp ecial p ow er s.

.13 .21 MEXICAN GOVERNORS. A puppet or hacendadoelected governor of a Mexican territory collects any orangecard s, includin g polic ia, withi n hi s te rr itor y from di sc a rd s, o th erplay ers , or th e Com mon Card stack , with th e ex ce ptio n of theR urales. Any  Oran ge car ds of th e co rr esp ond ing

te rr ito ry thattu rn up in the.  Quar ter ly car d au ct ion  go to the play er con trol-lin g the Govern or with no cost or  au ction (ex cept R urales) . Hemay use these fo rces to collect  taxes  without the 1 Au lim it of1 0. 8, however taxation is limited by the capacity of the stackper 10.6. The collected taxes are split evenly between the taxcol lec ting coun ter 's command er and the Gov ernor  with any  od dam ou nt go ing to th e co m m a nde r. The G ove rn or' s sh a re is sto redat the Gover nor's mansion in his ca pita l. A Mexican Gove rno rmay ann ounce a Red-f lag  Rebe llion, which  ch anges al l his ter-ri torial fo rce s to Red.

NOTE: D es pite their na me, fede ra l co ntrol of the federaleswas wea k dur ing th is per iod . The rurales wer e establ ishe d by

President Diaz to counterbalance the state's control of thefederales.

13.22 AMERICAN GOVERNORS. A puppet or hacendado

elected Gove rn or of an Amer ica n terr itory get s co ntrol of oneco unte r of ran gers. T he Arizona  go ve rno r acqu ires the ArizonaRange r card  (C ard 113) from whereve r it is . American gove r-nors also have control of all the police within their territory,

although they do not automatically acquire the police card.which remains  whereve r i t is .

13 .23 RAILROAD SUBSIDIES. B oth Americ an  an d Mex icango ver no rs ma y su bs id iz e the con st ruct ion  of  on e RR ca rd with intheir ter rito ry* using treasur y fund ing , a lthoug h they must stillbid for it out of th eir own pickets. R ailroads with most of t heirdist ricts within a ter ritory are cons ide red ra ils of tha t ter ritor y.

13 .24 LAW SUIT S & W ARRANTS. A Gove rno r m ay nu lli fyany law su its or warra nts within his te rr ito ry, or pard on prison-ers . He may  iss ue warrant s fo r the arrest of any W hite or Redcounter in his Territory, even Leaders, mercenaries, andhace nd ados who have committed no crime. .

13.25 PARDONS. Gove rn ors  may par don prisone rs con fin edto penitentiaries under their control. Pardoned prisoners areimmune from being arrested that quarter until they commit acr im e.

13.3 Presidential Elections13 .3 1 MEXICAN PRESID ENCY Any hacendado or milita ryco m m ande r with a lea ders hip of  a t lea st 3 m ay run fo r the Presi-dency  of  M ex ico by bidding for the M2 Common Card. Theinc um ben t ( D ia z) also bid s fo r it aut om a tica lly with his leade r-ship of four. Othe r hacendados may bid, backing monetarily

ei the r th e hacend ado chal lenger, th e incumben t, or th emselvesif qualified. All gold spent is lost to the treasury whether onewins or loses.

a. MEXICAN CHALLENGERS. If th e challen ger is  a troo plea der pu pp et or gov er nor , then hi s co un ter(s ) of  troop s tu rn sRed (as red-flaggers, 9.2) as a result of entering the Mexicanpresident ia l election. Running  ag ainst th e incum ben t pres id entof Mex ico  is a crim e.

b. CAPIT ALIZ IN G THE M2 CA RD. Unlik e the Guber na -to rial ca rd s, t he M 2  ca rd m us t be ca pi talized . Aft er the M 2 ca rdis matured in four quarters, the winner assumes power onlywhen the police of a city in both Sonora and Chihuahua areelimina ted  or  Red and  un der his control. This ou sts  th e incu m-be nten t dictato r (D iaz).

13.32 AMERICAN PRESIDENCY. Candidates for the U.S.

Presidency must be American and have a leadership of four.They must win the Ml card (Democratic Primary) during theCom mon Ca rd auc tio n of a n electio n yea r. T he  M1 card is no tavailable for bidding except in U.S. election years, which are19 00 (R ep ubl ican con tende r is McK in ley) , 1 90 4 (R oo seve lt) ,1908 (Taf t), 1912 and  1916  (W ilso n).

a. U.S. CHALLENGERS. McKinley has a leadership offour, the  other  U.S. can didates hav e lead er ship of five.

b. 1912 ELECTION. D ur ing  the 1912 elect ion . Teddy Roo-sevelt runs with a leadership of four as his own Progressive("B ul l Moo se" ) party cand idate , in  ad dition to  W ilso n.

c. FOU R MORE YEARS. Once elected Pres ide nt. the posi -tion is h

eld unt il the W in ter of the nex t elec tion ye ar  at which17

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I M E S O F T 1 = M A D B E

time the M 1 card may be bid on once again. If the President

was the player's hacendado, he may run as the incumbent against

another  player who holds the M 1 card. If he was a puppet , the

player may also bid on the MI card and nominate himself or

another puppet. In this case, he would be running against the

puppet  al rea dy in of fice. I f n o one bids  on the M 1 card , then a

conte nder of lea dersh ip  5 runs agains t the inc umbe nt puppet or

hacendado.

13.33 PRES ID ENTIAL ELECT IO NS. In bo th cases . Pres ide n-

tial elections are c on du cted exactly like  Gube rnatoria l e lec tions

(see  13.1 ), ex cept where noted .

13.4 Presidential Powers &Limits

The hacendado or puppet elect ed President get s an immediate

incre ase of two to  his lead ership, to a max imum of five (this is

an exception to 11.82) . The President collect s all his country's

troop cards (except for red-flaggers), including discards and

any future B or  0 car ds tu rne d up.  He has all the Gub ernatorial

Powers of 13.2. He must assign a player or puppet to be the

Governor of each of his territories during the Rebasing seg-

ment. He may subs idize any ente rprise for a ll or p ar t of its mat -

uration using unlim ited tre asury  fu nding. He must still bid forRR and C cards and for forces outside his country or Red forces

using private funds. He may change any of his Red forces to

the  co lor of  his coun try . H e may dec lar e war  (during the  mord ida

phase)  an d direct wart im e invas ions.

13.41 PRES ID EN TIAL RESID ENCE. The Presiden tial p layer

or puppet lives with his gold off-b oard in Wash ingto n D.C . or

Mexico City . P residents c an not pe rsona lly lead troop s; in times

of war or peace they  must re main at the ir res idenc e.

13.42 VETO POWERS . A President may nu llify cer tain E an d

M ca rds mar ked "Veto"  ov er  the flag  of  his country.

13.43 TAX ATIO N & SEI ZURES . T he Pres ide nt m ay levy an y

tax (ta riff) on, or seize (e xprop riat e)any ente rprise within his

co un try us ing fed era l forces . Ea ch se izure en ta ils an assas sina-

tion risk; a roll of 1 kills the President (unless 10 Au is paid

from the treasury to the card's owner for each se ized card). Note

tha t s eized en te rpr ise s be long to th e go ve rn ment , no t t he Presi -

den tia l p layer .

13.44 BOYCOTTS. The President, may also enact a boycott

against the copper, gold/ silver, beef (haciendas), lum ber,  or

sto re go ods of the oth er  co un tr y. This lowers th e pro fit of  th e

affected co mmod it ies by on e, and it suppres ses investors ' ca pi -

tal to  al l play ers while  the boycott  is in forc e.

13.45 ASSASSINATION ATTEMPTS. Any spy ca n make an

assassination attempt by being discarded. A .single die is ro lled;

a"1" means t he Presiden t is kille d, puttin g the  Pr esidential E lec-

tion ca rd up fo r b idding with an incu mbe nt t ha t is on e les s th an

what w ould norm al ly be in that electio n. Only  Pre sidents may

be as sas sinat ed in this manner.

13.5War

War is declared if a war M card is played, if card B7 (the

Zimmerm an  te leg ra m) is purchased, or  if a Presidential Play er

or puppet declares war during the mordida phase. Investors'

capital  co ntinues normally during  war (but se e 8.26).

13 .51 CARD RE DIS TRIB UTIO N. In ca se of war. al l Blue an d

Orange card s, either held  by  players or in  th e discar d pile, are

rel inq uishe d and redistributed as fo llows: All Orang e C ards are

distributed randomly among th e Germ an , British, o r Mexican

hacendados, if any. All Blue Cards are distributed randomly

am ong th e Americ an hacendados, if an y. Th es e cards are free.

Th e Mexican pr es ide ncy card M2 is rel inquishe d if held  by an

American hacendado. It may be bid up on by the Mexican an d

Euro pe an hacendados, if any .

Important: Governors and Presidents retain control of their

troops during a war.

13.52 ACTS OF W AR. Artiller y can't be fire d into a fo reign

se ttlemen t ex ce pt in th e ca se of war.

13.53 O OR B TROOPS NOT CONTROLLED BY PLAYERS.

If  th ere  ar e no players able to con tro l t he B or 0 troo ps  of th e

U.S. or Mexico, the player with the most enterprises in that

country (U.S. or Mexico) assumes control of that country's

troop s. Playe rs holding or controlling an offic e of one coun try

may not  co ntro l force s of another; in this case, c ontro l falls to

th e n ex t m os t q ua lified playe r.

13 .54 DOGS OF WAR. In war , al l Blue an d Orang e t ro ops are

freed from an y color r es trictions . The y can at tackwhoe ver t hey

wan t (bu t no t o f t he .same co lor) o r m ay burn or ro b jus t a s Red

cou nte rs, even  in  their own cou nt ry (ho we ve r, see  13 .58). Theymay mov e whereve r they wish . They can bu rn down an y enter-

prise, even tho se of their ow n cit ize ns, in the na me of " na tional

sec urity."  They  can also arres t anyone, al though Ley de Fuga

not beapplieduponWitecounters wthou Presidential

orders if no crime has been  committe d. Str ikers are now freed

from all attack and burn res trictio ns .

13.55 COMMAND. During war, a ll counters  in  the same dis-

trict are under the command of the counter with the highest

leadership. I n case of ties (tw o counter s with th e sam e lea der-

ship but controlled by different players), the higher ranking

of ficer ( ge ne ral , co lonel , m ajor, etc. a s p rin ted on th e ca rd) de -

te rmines who is in command. If sti ll tied, than the  commander

is determ ined  by dice  ro ll. Subordinate counte rs are  no t a llowed

to tax, burn, arrest, or leave the stack ag ainst the wishes  of  the

com mander  st ack ed with  them (unless  th ose su bord ina tes have

a warrant or Pre siden tia l O rder) .

13 .56 ANNEXATION. Any tow n or c ity th at ha s i ts p ol ice de -

stroye d in bat tle becom es an anne xed Distric t if any playe r pays

two Au to put a Police counter of the victorious color in that

Block. This is done during  the Refu rbishmen t Segmen t.

a. NE W FORTS . A s ne w Districts are ann exe d dur ing wars,

new forts must be established to defend them. Recall that all

Blue o r O rang e t roo ps must  re turn to a Fo rt or HQ at t he end of

tact ica l roun ds . Any police block tha t ha s a ra il lin e going bac k

to a friendly City (not to wn) can be mad e into a fo rt . Th is ra illink must be free of enemy Combat counters or Police. The

presen ce of  a for t is indicat ed by the police garris on  co un ter  of

th e victo riou s color.

b. TERRIT ORIAL ANNEX ATION. If a fort is esta blished

in an enem y ca pital, al l no n-Red troops  ba se d within  that ter ri-

tory surrender, and the territory is annexed. All surviving po-

lice turn into the color of the victor (although the police card

does not change hands). For example, Mexico regains the

Gadsden purch ase by es tab lishing a fort in  Tucs on.

13.57 EXECUTING COWARDS. Any card not attacking or

in te rdicting an invad ing war tim e ene my has its leade r s ho t du r-

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L O N I S O F T I I E S I I I W I M A I I I I E

ing Reba sing, thu s rel inq uishing the ca rd fo r reb idd ing amongelig ible playe rs nex t q ua rter.

13.58 ENDING HOSTIL IT IES. If the player holding the high-es t l ead er ship car d of the Amer ican fo rce s and  his coun te rp artcom manding the  Mexica n forces co me to an agreem ent, then ane w inter nat ional bo un da ry may be de termine d, a nd war  ru lesend. Leaders and hacendados arrested during war remain injail until they can bribe the Governor or Presiden

t to releasethem. Combat  counters that  committed  war crimes against theirown citiz ens go up for court ma rtial at the  end o f the wa r, whichputs their card up for rebidding. Even so, those counters keepal l the war boo ty and gold they stole during the war .

14.0 VICTORY CONDITIONS

14.1 The M exican RevolutionBeginning in 1907, players will roll two dice during each Re-furbishment Phase. On a modified roll of "13" or more, thegame ends as a general Revolution has occurred in Mexico.Certain E cards (El, E2, E4, E10, E12) modify the die roll byadd ing one to the roll. Once each of these events ha s occ urred,set the card to the side as a reminder

to add +1. The effect ofthese cards is cumulative (i.e. once  two are  drawn add +2 to thedie ro ll) .

14.2 End of the GameThe end of the  game comes  when one of the following occ urs:

a. All players agree- to halt .

b. The tre asury  runs ou t of funds.

c. The Mexican Re vo lution occ urs (see 14.1) .

d. Playe rs ar e also free to se t a tim e lim it on the gam e. buthis will lead to a stilted  ga me near the end .

14.3 Monetary VictoryThe winne r is . the playe r with the most  go ld at the en d of thegame. The. g old must b e s tored or  mo ve d to the playe r's counterlocatio n C card or ban k. At the gam e's en d,  al l play er s re ce ive

I Au for every C and RR card on their calendar, both matureand immature . This paym ent is made eve n if the treasury is outof fu nd s. All o ther pro pe rty  is as sum ed nat ion aliz ed or lost tothe Revolution. IOUs deduct from a player's ending victoryto ta l.

14.4 Saturnalian VictoryA Saturnalian victory goes to the player becoming the nextMexica n d ictator w ho gets to live in a fabulou s pala ce and hav epower beyond imagining before dying violently within a fewmonths.

15.0 GAME TIPS & DESIGNER'S NOTES

15.1 Rai lroad sIt is not a good idea to acquire railroads on speculation (hoping

they will prove useful), except for the trunk rails (RR I, RR2, RR3).Many  players build rails to their ranch  as  their firs t big purchase. Th isis because there may not be much else for them to do in the initialyear. Rails increase the value of your ranch and possibly provide anesc ape ro ute. B ut rem em be r, it may be ch ea per  to inc re ase th e va lueof yo ur hacienda by simply re inves ting its summer prof its . Its  be st t obui ld rai ls only if you r opp on ent  ha s no mili tar y fo rc es along the ra ilto avo id fac ilitating taxing or inv as ion of your own property. ( Histori-cally, President Diaz subsidized the trunk railroads connectingGuaymas and Ciudad Chihuahua to the U.S.. His critics charged hewas b uilding a U.S . inv asion rou te. ) If an opponen t bids on a rail to hisranch, consider bidding against him, particularly if it services morethan one ra nc h or has a larg e nu mber  of po ssib le en ter pris es list ed onthe bo tto m of t he  RR ca rd .

15.2 Haciendas

Always reinvest (in the Summer of '98) from I to 2; you can al-ways  liq uidat e th is inv estmen t imm ed iately in to a go ld  piece . D ue tothe high infla tio n, it is ha rd to judge when to  re inv est yo ur r an ch , bu t

profit level  four s ee ms to be a good plat eau . Howeve r. if you ar e tax-able, y ou sho uld re inv es t ev ery su mm er un til  it rea che s the maxim umvalue of 7. If loans are coming due  or if the card for that summer  looksinte res ting, d o n ot re inve st.

15.3 Slave PlantationsThe se  are more vo la tile  th an haciendas. Note that Yaqu i coun ter s

under your control will not peacefully enslave themselves at yourplantatio n; you must fight them with other troops.  Also note that plan-ta tio ns along th e co as t are vulner able to gu nb oa ts.

15.4 MinesTher e is a 12% ch an ce ea ch qua rtero f a mine app ea ring; b y 190 7

about f ive  mines will hav e come up. Early in the game. a single playershould not at tem pt a mine unless he has about  enough gold in his hand

Period painting of ahacienda.

to la st until sum m er, w hen  ha cienda prof its com e in. M any w inn ersha ve ful l or  pa rt o w ner ship of mine s, b ut rem em be r that sm el ter s an dlum ber ra ilr oa ds can  be  ju st a s prof ita ble . Even if you los e an auct ionfo r a mine , yo u sho uld as k your se lf "If t hat mine tu rns ou t to be prof-

itab le, who will  ta x it? W ho  w ill p ro tec t it? H ow st able is t he gov er n-ment? W hat is t he chea pest rail line to it? Who w ill  provide th e lu m-b er and sm elt in g? H ow pro te cte d is  it again st law sui ts or str ik es?"Copp er mines  ar e m or e vola tile  th an gold /s ilv er one s, t ending to sk y-roc ket  du ring w ar s or pl um met during de pre ssions .

15.5 Border Stores

A nea t trick to pro fit fro m ta x m one y collec ted by you r federatesif you are a` sto re ow ner is to hav e you r Ora nge co un te rs buy rifles.etc. fro m your st ore,  whet her or not they need  th em.

15.6 Banks

B e sur e to have  th e cont rol of the local  po lice (a t least in Mexico)befo re sta rting a bank or ca sin o, th is will p re ven t taxa tion. If ano therbank co m es up, do ev ery thi ng you ca n to hold on to your mono po ly.

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6 U E D S   O F   T o = t i 1 M D M E

15.7 Investing

If you  are a player  that l ikes to liv e on the edg e an d inve st to the

max imum, rem em be r th at 6 3% of  th e ca rds  ha ve inve stmen t ca pi tal o f

on e, a nd 5 % have i nvestmen t capital o f tw o. You can bank on summ er

profits from your ranch if the area is stable. Do not buy everything,

money is very tight! If you run into trouble, try liquidating horses

from yo ur ran ch or ask ing for  loans fro m oth er play ers  be for e ac qui-

esc ing to  th e ba nk's usur ious ra tes . Be ca use of the  loss of your stake

and fu ture inves tor s' capi tal . aba nd on c ap italization of an en terprise

only as a last resort: ins tead, s ell it i f possible for ca sh to the m or tgage

or offer play ers  50 %  of t he pro fi t if they will help with the capital iza,

tion. Swap enterprise cards to consolidate your empire and make it

more  de fen sib le. If anot her player is dominant , go in to a pa rtn ership

with so meone else and  po ol y ou r ca sh to outbid the  do minan t playe r

fo r e nterpr ises. (P er 8.52, it mu st be a greed with yo ur pa rtner w ho wi ll

hold th e card and who will cap ita lize the ve ntu re. Use spa re co unte rs

to signify which quarters on the calendar are to. be capitalized by a

partner). Don't let your opponent have cards cheap; bid him up on

them if you are sure he is willing to pay more for it. Make lots of

deals. There are a lot of win/win situations provided, for instance,

bui lding rails  or smelter s to a mine will ben efi t bo th playe rs.

15.8 IntegrityEve n thou gh d ea ls a ren 't b ind ing , it is best to honor a ll d eals fa ith-

fu lly. Exp er ienc e show s t hat  co ope rat ion is o ften requ ired to  wi n, a nd

play ers won't dea l with tho se they suspe ct . Strang ely , it is m y exp eri-

en ce that  player s tend  to sup por t ev en clearly winn ing  pla yer s as long

as it pr ofits them as w ell . W hile qu ite common in rea lity, th is i s a l ittle

mys terious in a gam e in wh ich there is only on e "w inne r," but perhap s

each  pl aye r ha s thei r ow n vic tory  co ndi tions. This does  no t pr eclude

th e possib ilit y of a tot ally  un civiliz ed gam e, as the gam e is wha tev er

th e playe rs make of it. I hav e play tes ted over 100 gam es  (o ver  50  of

th em logg ed in a det ai led log book) at co nven tions, gam es club s, et c.

and ea ch gam e is vast ly dif ferent, Many player s like dea ling an d ne-

gotiatin g, man y l ike the ec ono mi c ga me , some lik e t he politica l game ,

some love the tactical game, some like double-crossing, and some

(m ay be all) are powe r m onge rs. When you have d ifferent game r t ype sin the sam e game. ther e is bo und  to be fric tion, b ut the con fronta tion s

can be most interesting and instructive. It is amusing to see how an

economic player deals with a belligerent one. Each game is a little

exp eriment i n th e mor ality of un reg ula ted  ca pital ism .

15.9 Stock Crash

If th is happ ens ea rly , ex pect to se e, y ears fly ing by with  lit tle ac -

tio n other t han pe rha ps a few bandidos ba tt ling in a desol at e waste-

land ov er p os session of a single go ld piece . Fo rtify yo ur haciendas, as

these may be the last source of income you will ever see. Abandon

un ca pita lized railroad s a nd ban ks, ev en mines, if t her e is more tha n a

yea r or tw o of ca pitalizatio n to run with ou t funds for it. The re is a 8%

ch anc e of the crash en ding each qu ar ter.

15.10 Porfirista Forcesu are based in Mexico, it makessense to buy the closest 0

car d to  yo u (taking rai l mo ve men t in to acc oun t) ear ly . I f y ou don 't or

can 't, move as soon  as you have  a C ente rp rise so mewher e. e lse . The

most popular 0 cards are the rurales, due to the ir immun ity to red-

flagge r re vol ts and th eir high leader sh ip , whic h m akes the com m ande rs

Barron and Kosterlitzky common candidates for governor.

Kos terlitzky's historical c areer w as colo rfu l. A de serter from the Cza r's

Nav y, h e gained fav or w ith  Pr esid en t Diaz for  va lor dur ing  the Yaqu i

wa rs and wa s a ppo inted chief o f the el ite and ruthless 3rd Ru ral Cor ps

in Magd alena. Sonor a. H e co oper ate d with the Arizona Ran gers and

ma intained an ef ficien t sp y ne tw ork. O verwhe lmed by Obreg6n in the

19 13 bat tle for  No gales. he escape d to Arizona  wh ere  he  joined  U. S.

in te llig enc e. r unn in g co unt ere spiona ge ope rat ions  ag ain st G erm an  sp y

rings.

15.11 Other Forces

ards(US forces) areless valuabe than0cards because of all

the r es trict ions o n them , bu t i f they are not bough t, even tua lly law less

ele m ents will di sru pt the ente rpr ises  in the  U.S. t err itor ies. Try  to con -

sol ida te a "sphe re of influen ce." Cont rol ling bo th the go od and ba d

gu ys in a region perm its  the po lic e or ca va lry to look the o the r way

whi le the ban k is be ing  robbe d, e tc. .

15.12 SpiesSpy  ca rds are  wo rth more tha n machine gu ns . Much  more . If you

don 't have a spy car d and w ish to  ke ep the sta tu s quo , ex pe ct to bi d on

M ca rds yo u don 't ne ed (su ch as lawsuit , st rike, c onspira cy , wa r, and

rev olu tion ca rds ) ju st t o kee p the m  ou t of the ha nds of your oppo nent s.

Or else expe ct to hea vily  br ibe tho se play er s th at h old such M cards.

15.13 War Heroes

This is a toug h call, but  mo st player s do well to join the  ar my and

ho pe to beco m e a war her o if  th e oc cas ion  ar ises (Card s E6, E9, E 19).

You can lea d armies a nd  may do well  in pol itic s. B uy  all the  ne wsp a-

per s you can .

15.14 The Tactical Game

A co mmon  be ginner 's blun der is to laun ch for ces as soo n as you

get the m, ear ly in the ga me . D o n ot start wa rs un til there is something

worth fighting for! Military campaigns need a clear and beneficial

ob jective . M er ely tak ing an oppone nt ou t is not ben eficial, un les s he

is clear ly ahea d or th e last or o nly  op pon en t. M ilitary  ac tions n eed an

objectiv e, a go od lea der , an d rifle s (in that order) .

15.15 SmugglingThe chief factor lim iting the tactical c ampaig n is am mu nit ion sup-

ply . His to rical ly , th e suc cess of Mexican Rev olu tions (w hat is cal led

the "1910 Mexican Revolution" is actually a series of overlapping

Rev olu tions) was large ly a fu nction  of how muc h ammunition could

be cha nne led  ac ro ss  th e bo rd er. Thi s is w hy th e Revolu tion s, a nd Rev -

olu tiona ry Pre sidents, t end ed to come from the North. A n exc ept ion

was Zap ata , an d his re su rrected movem en t is sti ll aro und in th e 199 4

z apatista Re volution of t he Sou th . How much amm un ition cou ld be

sm ug gled in de pen de d large ly upo n U.S. pol icy  an d th e effectiv ene ssof th e bord er esp iona ge net work. For  in stan ce, the  19 11 M ader o Revo -

lut ion was ai ded  by  U.S. forc es "sur plu sin g" wea pon s le ft i n th e dese rt

along the border. But the Orozco Revolution of the following year.

fund ed by Hea rst mo ne y, f ailed due to an ef fective made rista sp y net-

work  which th rot tled  th e ammunition flow to a tr ickle . Aga ins t equ al

number s of maderistafederales, orozcistas on ly e xpend ed 20% of the

am muniti on.

15.16 LeadershipDon't overlook leadership in the tactical game; each leadership

step doub les  yo ur com ba t va lue . Many playe rs go to grea t length s to

smuggle rifles in for their bandit squads only to discover they still

aren 't e ffe ctiv e u nless a de cent lead er i s a vai lab le. If p oss ible. b uy a

new sp ape r and hav e the hacendado himself lea d the bandits. T he r ea -

son that  leade rsh ip is so ov erpow ering is b ased upo n the p atterns of

conscription and desertion in Mexico, whereby the charisma of the

leader had a great d eal to do w ith the siz e o f h is force. P an cho Vi lla is

a goo d exa mple, lau nch ing his 19 11  invas ion "comm an ding 1 2 f ree

men"  an d at tim es , depe nding on his populari ty, l ead ing  sq uad s. p la-

to ons , bat ta lions , or d ivi sions.

15.17 Bandidos

B andidos ar e oft en  used in a "kamikaze " fashion by doub le-mov-

ing them in  th e ver y first rou nd with the  in tention  of a surp rise st rike

against an opponent's hacienda or enterprise before the authorities

can react. W hile this ca n be ef fec tive an d can kill a pesk y oppo ne nt. it

us ually doo ms the bandidos to  ex tinctio n that qua rter. Exp erienc ed

playe rs f ind it mor e pr ofitab le t o ne ve r mo ve their bandidos unless the

federales head in their direction. instead. they arrange for a annual

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L O R D S O F T B E m M I I D R E

bribe from each enter prise in the area. Remember that if the bandidostax or loot, they keep the money, while a bribe to keep the bandidosquiet goes right into  the player's pocket. (Histo rically, most of Pan choVilla's funds came from this kind of arrangement with U.S. firms inM exico). Federales find at tac king bandidos in  the mounta ins a risk yexerc ise, p ar ticularly sinc e the y can no t t ake their art ille ry with them.Even rurales have only a two out of three chance against bandits orIn dians in the moun ta ins . Bandido m ounta in strong ho lds can be  made

less  defe nsible by building rai ls th rou gh them .16.0 THE FACES BEHIND THE COUNTERS16.1 Los H ace ndados

Hacendados were. similar to medieval lords. They. lived in for-tres s-like hac iendas  where  they could protect their se rfs from maraudingApach es or Yaq uis. A fter Geronim o su rre ndere d in 1886 , the r ail roadsmoved in and so did American, British, and German en tr epr en eur s,the new capitalistic hacendados. Public lands, worthless before therailro ad s, were  ap pr opriated . D iaz gra nted the hacendados unlimitedcontrol over  their "st ate ," including the ban ks , s urvey ing com panies ,appointment of judges and mayors, and the. military (except for therurales).

C1 Colonel Bill Greene

Cop pe r k ing, cat tle  ba ron, and promoter ex traor dinar y of M exico.Once a humble miner he had his thoroughbred shot out from underhim by Geronimo (in 1883) and killed his bitter enemy in the O.K.Corra l ( Tombstone, 1897). H e pu rc has ed prac tically all of th e Sie rraM adre  from Cananea to Jesus Maria, a reg ion 600 miles long and 400wide . W iped out by a takeov er  ploy an d the Panic of 1 90 7.  Sa n Rafae lde la Zan ja Lan d Grant on the Arizona- Sonora border.

C2 John Slaughter

Ran che r, sherif f o f C oc hise coun ty , Co nfed erate ve teran , e x-T exasranger and wanted in  New Mex ico. Had a reputation fo r dra gging inriddled desperadoes without revealing any details. Developer of thecity  of  Douglas and Direct or of th e Inte rn ational Land an d Impro ve -ment Company. Stood up to Pancho Villa in 1915 when his sta rvi ngbandidos crossed 

the Sierra  Madre into Sonora and descended uponhis ha cie nda at S an Bernad ino Lan d Gran t on the Arizo na -S onora bo r-der  ne ar Douglas, Arizo na.

C3 Judge Albert Bacon Fall

Lawyer and judge involved in extradition ca se s. A specialist  inMexican law and old Sp an ish co de s, he ma de a fortune in New Mexicoand Chihu ahua as  Colonel Greene's  top lega l a dv iso r. He beca me sec-ond in command of Greene's Mexican enterp rises and Vice  Pres identof the Rio Gra nde, Sie rra M adre , a nd Paci fic Railroa d.

Fa ll w as a leg al gu n of the Creel a nd the Ter ra zas clans in Chih ua -hua and a mem ber of the notorious "Santa  Fe Ring,"  the Law Firm ofElkins and  Catron, which se cretly contro lled al l the. Lan d Grants  andL aw Force s in the  Terr ito ry of  N ew Mex ico .

He bought the great Tres Ritos Ranch of New Mexico nearAlamogordo. 'He was elected a New Mexico Senato r upon its sta te-

hood in  1912, b ut  was rui ned and im prisoned in th e wak e of the Tea-pot  Dome oil ki ckb ac k sca nd al  of  1922 .

C4 Rafael Ysabel

A wealthy Diaz loyalist w ho bec ame the gove rnor of  So no ra  ea rlyth is centu ry. He was re sponsible for ruth less  te rror ism  campaigns toext erminate the Yaqu i I ndian s,  including offer ing bo un tie s on the sev-ered hands of Yaqui "bron co s" (guerillas). He was thus at odds withthose hacendado s who valued the Yaq ui as slaves. He fell from favorpol itical ly after inv iting the Arizona Rang er s in to  So no ra  to  sm as h thebig 1906 str ike in Cananea. A cruel Caudi llo  who mainta ined  a dun-geon with tortur e dev ice s for  Y aqui "bron co s" in  hi s slav e planta tio nof La Euro pa, Bac atete .

C5 Hauptman Franz von Rintelen

German na val officer an d rep re sen ta tive of t he Deut sche Bank inSonora . His secret mission was to  provoke war betw een  Mex ico andAmerica to divert munitions from going to the Allies . Toward s th isend, he fostered strikes and sabotage, possibly including the 1916villist a rai d into Columbus, New M exi co. He attempt ed to bring th eex ile d rev olutiona ries Huerta and Orozco back into M ex ico, b ut  they

were  arrested on the New Mexican border, as was von Rintelen him -self soon afterwards. Navajoa Slave Plantation in Alamos District.Sonora .

C6 Sir Weetman Pearso n (Lord Cowdray)

British lum ber b aron who also c on tro lled one four th of the wor ld sfuel (Mexican Eag le Oil). Built the enorm ous complex at Mara  Ortizand Pearso n. Perished on the Titanic. Hacienda Santa Anita in JanosDistri ct, Chihua hua .

C7 Don Luis Terrazas

Shrewd businessman who carved an empire in Chihuahua. Histh irteen hacienda s were tax exempt, his railroad s were heavily stat e-subsidized . a nd his ban ks mana ge d the  bu lk  of  the sta te's  fund s. AfterDiaz fell, he financed Orozco's red-flaggers, but was wiped out byPa nc ho Vi lla . S an Dieg o Hacie nda in Casas Grande s D istrict, Ch ihu a-hua.

C8William Randolph Hearst

Press M og ul  an d Democratic Pre siden tia l c on tender who ownedva st Chihuahua n holdings . Bought out Orozc o's traitorous red- flaggersand thus re ta ined his ha cie ndas un til 19 52 . H is gr ea t ha cie nd a, the SanJose de Ba bicora L at ifund ium in Tem osac hic, C hihuahua wa s 3 50 ,000hec tares with 20,000 cattle, 20,000 sheep, and 500 horses.

C9 Alexander Shep h er d

His remote outpost in Bato pilas delivered $80,000 of smelted sil-ver mon thly to Terra zas' b an ks, an d was t he fir st hacienda in Chihu a-hua with electric generators. San Miguel Hacienda in the BarrancaCobre , Chihuahua.

16.2 Los Jefes Politicos

Caudillos y Cientificos (political leaders)

Presidente Porfirio Diaz

Ancient  an d dec ad ent emper or of Mexico since 1877; sur roundedhimself with  the trap pings of royalty. Controlled  the pop ulace with aniro n hand th rou gh the Churc h and the arm y. Also esta blished the eliterurales to counterba lance  the arm y's power.  Gran ted huge concessionsto fore ign speculators . Fled  to  Paris in 1911.

Vice President/Sonora Governor Ramon Corral

Former  Governor of Sonora who mas term inded the Yaqui slaveempire ; the most hated man in Mexico. Terminally ill.

Chihuahua Governor and U.S. Ambassador EnriqueCreelHalf Amer ica n who was fr ien dly with catt le  ba rons such as Terrazas

an d Greene,  al so M ini ste r of F or eign Affai rs.  A br illiant financier .

U.S. President Theodore "Teddy" Roosevelt

First wester n President. Traveled and hunted extensively  in theSierra Madre. Appointed Rough Rider cronies to important positionsinclu din g head of the Arizona Range rs.

Territorial' Governor JosephKibbey of Arizona

Cham pion of labo r and the underdo g.

Governor Oscar Colquitt of Texas

Used the Tex as  rangers to supp ress the M ad ero revolutio n,  then tosupport the Reyes invasion of Mexico from Texas, all to further hispo lit ica l ends.

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16.3 Los Indigenos

The Indian Tribes.

Seri. Fierce and handsome hun ter-gatherers of the  barren Alta ir desert.

Very fleet of  fo ot a nd equa lly at h ome in ocean-go ing balsas or in

shifting sand dunes. Stronghold on the island of Tiburon . The sole use

the y have for hors es is to eat them . Use poison a rrows. M ud, wattle,

spo nge, and turtle-she ll h uts. Speak Hokan (Seri )'.

Chiricah ua Apache. Fierce nomadic mountain warriors, able to get

70 miles a day out of a horse. Res ponsible for sav age plun dering prior

to the Civil W ar . Pr ohibited by law fro m en tering Arizona afte r mass

deportationsto Florida prison camps. Brush wicki-ups. Speak

A tha pa ska n'.

P im alP ap ago (Hiat-ab-O'otam "River People" and Tohono O 'od ham

"Desert P eop le") . Hunters a nd farm ers of the S onoran desert. Out-

posts from the Gila River to Tutu aca, Chihuahua. Arrow -weed w icki-

ups . Speak Uto -Az teca n'-.

Tarahu mara. Large and diverse primitive group, 25,000 s trong. They

are the world's gre ates t marathon runners;  foo t rac es can be 100 m iles/

day for 7 days, kicking a ball a ll the way. Very  handy with the  sling or

axe. Live in caves in the tre mendous Chihuahuan barrancas. Speak

Tara-Cahitan (Uto-Aztecan)2.

Yaqui/Mayo. Hard working campesinos (f arm ers ), pr iz ed as la bo r-

er s. Like their trad it ional enem ies, the Apa ch e, the Ya qui had a ra iding

tradi tion. Fro m their mou nta in st rong hol ds in Sie rr a del B aca tet e, th ey

sacked plantations o ccu pying their trad ition al h ome lands in the fertile

vall ey o f the Rio Ya qui. The porfirista go ver nme nt r espo nde d by rut h-

les s cam pa igns and mas s d epo rtations to th e gr eat Yuc atan du nge ons

and slave henequen fields. This culminated in a 1908 mass suicide

incide nt w he n 40 0 Yaqu i slaves leap ed off t he steam er "C orral" ou t-

sid e o f Gu aym as. Ado be/carrizo c an e ca mps . Sp eak Yaq ui-C ahitan2 .

' Part of the N a-Den e L ang uage fam ily (2 nd A m erican immigration wave).

'Part of the Cahitat Language family (1st American im m igr at ion w av e) .

L O R D S O F T R E S I N M A D R E

17.0 HISTORICAL COMMENTARY

The Mexican Revolution was the first of the world's great twenti-

eth -cen tury revolutions. "The Mexican Revolution" is, how eve r, some-

thing of a misnomer, for wha t is involved is n ot one revolution b ut a

ser ies of competing and overlapping m oveme nts. The rebellion that

erupted in the fa ll of 1910 to  end the au thorita rian rule of Genera l

Porfirio Diaz began as a crusade for political reform but soon bro ad-

ened into dem ands for s ignif ican t social and economic change as well.

Me xico plu nged into a decade of unrelenting factional warfare which

by 1920 had dev astated the economy a nd had cost an estimated one

million Mexicans their l ives.

Gen er al P orf irio Diaz remains a controversial figure in Mexico

even  to day. Seizing pow er i n 18 76, he acco mpl ish ed th e monu men tal

ta sk of im pos ing or de r on  a coun try th at had bee n wra ck ed by polit i-

cal unr est, civil war and fo re ig n in va sion. Mor eov er, he trans fo rm ed

Mex ico's  im age fro m th at o f a gian t ba nana  re publ ic in to a mod el for

dev elo ping nat ions . The inst ru m en t he use d was fore ign capi ta l, pr i-

maril y from the Unite d Sta te s. Diaz was d ete rm ined to de velop Mexico

by  cr eatin g a fav orab le cl im ate for inve stm en t. Bey ond  ah y qu est ion

he succeede d. B y throw ing the cou ntry ope n to foreign cap ital. he n ot

only stimulated industrializ ation, he also changed the very axis on

which Mexico turned. Histo ric ally , th e co unt ry had rev olved aro un dan east -w est axi s running from Guadalajara through Mexico City to

th e po rt o f Veracruz . This ha d maint ained the or ien tatio n towar d Eu -

rope that had existed since the six teenth century . Diaz, h owev er , sub-

sid ized the con structio n of a natio nal ra ilro ad networ k whos e pr inci -

pa l co mpo nen ts wer e thre e trunk lines, bu ilt with for eign cap ital, link-

ing Mex ico  City to the Uni ted Sta tes b ord er a t Nogales. A rizona, and

El Pa so and Lar ed o, Tex as. Thi s ne w nor th -s ou th axis ef fe ctiv ely fa -

cilitated the infusion of Ame rican inve stm ent a nd the e xpo rt o f Me xi -

can prod uct s to the Uni ted Stat es. T he bord er r eg ion, w hich ha d lan-

guished for over a century, now began to boom. But there was an

TEN DIRTY DEEDS TO DO TO YOUR NEIGHBOR

R ep r in t e d from M OV ES #8 7 with p e r m ission b y D ecisio n G am es, Inc .

7..Kill yo ur neighbor . If in the hands of a R ed counter, the neighbor may

be shot " trying to escape" per 11.46. Alternatively, defeat him in comb at

and the neighbor  runs the risk of being killed per  11.2. If  you defeat your

neighb or using Blue or Orange troops and he survives the. d efeat, y ou

can a lways send him to prison per 11.47...

2. Issue a wa rrant for th e arres t of your neighbor (M 15) and h ave your

troops arrest h im. Per 8.21 , th e neigh bor c annot collect investor capi tal,

bid in card auctions, o r m ove any  of troops w hile confined to pri son..

3. H ave b andits or mercenaries you control kidnap your neigh b or and

hold h im for ransom. Per 8.21 , taking a kidnapped neighbor to a locat ion

other than his enterprises or a capitol denies that neighbor investor capital,

prevents -him from . biddin g in ca rd auct ions, and preve nts him from

moving any of the troops he controls. Alternatively, use troops you controlto " rescue"  your neighbor from such a situation, b eing sure to collect a

"rewa rd."

4. Sub orn the alleg iance of one of y our neighb or's puppets using the M 4

card. You can use M4 to force any lea der whose leadership'is  hig her

than the holding player into the card auction nex t quarter, thus forcing a

neighbo r to  spend m oney to regain con tro l or lose tha t lea der  and any

gold controlled by that leader.

5.Use strikers to disrup t enterprises or RR's belonging to your neighbor

per 9.4 . If possib le, rail in some rifles to make the strikers more hardy ,

then attack them with your own. troops to free them to burn per 6.7.

6.U sing  a lawsu it (M 23-M 26), put y our neigh b or's most valuab le p iec e

of pro perty (RR or C enterprise) up for rebid ding. He'll either be forced

to buy it back at an-exorbitant cost,.squandering his  own money, or you

or another player might acquire it.

impunity , and sudden ly turn color and bum or rob or dem and "protection

money.,,

8. Bum you r ne igh bor 's C ent erp rises (r anc hes , ha cie ndas , slave

pla ntations, casino s, s tores, m ines, or smelters) to the gro und per 11 .7.

Burn ing re duc es pr of it levels an d may fo rc e re cap ita lizat ion if the

enterprise is destroyed.

9. Buy  the tro ops tha t protec t your n eighbo r and use them to tax t hat

neighbor's ente rprises.  In addition , your t roops c an look the othe r wa y

if lawless elements threaten your neighbor or his enterprises . Remember -

that police must int erfe re in criminal activities or go u p for rebidd ing.

10.If the re is a player with a clear monetary lead, buy up newspapers orbe a war hero and ask the other p layers t o support you o r your puppet

for o ffic e. Consider investing in the incu mbent if an opp onent runs for

of fice . If you control a Mex ica n go vernor ship, de clare a Red-Flag

im mediately, the re are alm ost no drawb acks to start ing  th is revolt. If

yo u are dis satisfie d with who co ntro ls w hich tro op s, start a wa r a nd

have the troops reappor tioned p er 13.51 .

Perhaps the dirtiest deed you can do to your neighbor is to win. This

means doing more deal ing than dir ty deed s. Never antago nize a pote n-

tia l a lly , or be seen as unr eliable in your dea ls. C on trary to popu lar

myth, the successful "robber barons" of this per iod p revaile d by  be ing

more efficient, an d having the v ision to see what could  be done, ra ther

tha n being ruthless or cutthroat.

Buy up white mercenaries, which are far more robust and untouchable

than red Theroops. cham eleon- like merc enaries can move with

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L O R D S O f T H E S I E R R A   L U R E

enormous price attached to the stability and economic developmenttha t cha ra cte rized th e Diaz  re gime. o r the Porf riato as it h as beco meknown.

D iaz ru le d as a dic tat or be hi nd a fac ad e of co ns titu tion al go ve rn -men t.  He simply had th e constitution am ended whenever it su ited hi spu rp os es , a s illu st rat ed by th e am en dm ent  whi ch pr ovid ed fo r his in -def in ite re el ect io n as pre siden t.  Elec tions wer e hel d but Dia z per mit-ted little genuine political dissent. Mexico was a federal republic onpap

er but a highly centralized republic in fact, with Diaz making allthe important decisions in Mexico City. In the countryside, Diaz'sfe ar ed mou nt ed co ns ta bul ar y, th e rurales, co ul d be re lie d on to ke epthe la rg ely landle ss  pe as an tr y in their pla ce. The rurales did so by th eliberal application of the ley fuoa, the pra ctice of sh oo ting pr is one rsw hi le th ey were al leged ly at te m pting to esc ap e. Orde r w as m ai nt ain ed ,bu t t he  hu ng er fo r lan d inc rea se d with eac h passing ye ar . R ur al M exi cowas dominated by th e hac ienda, the la rg e landed est ate , and by 191 0 afe w  thousan d indiv id uals and com panies owned mos t of the desira bleland in the country. The policies of the Diaz regime encouraged theco nc entra tio n of lan d owne rs hip , o ften at the expens e of vi lla ges w hi chwere  lo sin g their ejid o, th e parce l of c om mun al  land th ey  had enjoyedsince the Spanish conquest. Foreigners were making significant in-roads in terms of land ownership, especially in the Northern tier ofsta tes. The remainde

r to the economy was by 1910 alread y domin atedby fo reign capita l - whethe r i t be the  petr ole um  ind us try , m inin g,  th etexti le  in dustry  or util ities. The governmen t itse lf depended on a con-tin uin g in fus io n of cap ital f ro m ab ro ad in ord er to fu nct io n. In re tr o-spe ct , D fa z' s gr ea t error was no t in att rac ting fo rei gn in ve st ment -th eUnited States was similarly engaged-but rather in permitting suchinv es tm en t to get out of co nt rol . By the tum.o f,the ce nt ury M exic an swere feeling like second-class citizens in their own country. Thus,when the Revolution broke out it was fueled by an intense national-ism , e xp re ss ed in th e ph ra se, "M exi co fo r t he M ex ic ans ."

Spearh eading the opposition to  Diaz and what he represente d wasRic ar do Flo res M ag dn . F ro m his begin ni ng s as a stu dent ac tivis t, b y190 0 Flo re s M ag6n had em erg ed as  a vocal cr iti c of t he re gim e, fo un d-ing the opposition newspaper R eg en eraci6n. Not su rpr is ing ly , D ia zsuppressed th e ne

wspa pe r, and by 1905 Flor es  Mag 6n was  operat ingfrom exile in the United States. Becoming even more radical in hisviews, Flores Mag6n organized the Partido Liberal Mexicano andw ork ed no t mere ly to ov er th row Dia z bu t to abo lish ca pi tal ism itse lfin Mexico. The efforts of his followers, the inagonistas, to incite anationwide uprising against the Diaz failed miserably, but they hadgre ater succe ss as  la bor agitato rs. They were perhaps most successfu lin  att ra cting the atte ntio n of both the United Sta tes and Mexican gov-ern ment s, who co op er at ed in tr yin g to sup pres s m agonista activ ities.But despite his decade-lo ng struggle, Flo res Mag6n was not to  be theleader of t he Revolu tion.

Tha t r ole wou ld be re se rve d for a m ost un lik ely rev olutionist , Fran -ci sco I. Mad er o.  Sc ion of one of the wealth ies t landowning famili es inall of Mexico, Madero was the product of a privileged upbringing.Unl ik

e most of his contem por aries , howev er ; M adero ha d develop eda social conscience. When he began managing some of the family'sproperties in the northern  sta te of Coahuila. he demonstrate d concernfor th e w elfa re of hi s peo ns . B eyond th at , he bec am e in vo lv ed in  ef -forts to improve education, and these activities gradually drew himinto politics. In 1908 he became a celebrity by writing a turgid littlebook, T he  Pres ide nt ia l S ucc es si on of 19 10 , criti ci zin g the re gi m e. A ndin 1910, when Diaz ra n for his eighth te rm as president, M adero showedenormous poli tical courage by stepping forth  as the opposit ion candi-dat e.

W he re as Diaz in it ial ly vie wed M ad er o's ca nd id ac y as a jok e, th edic tator  so on had to  ta ke his opponent serio usly.  Mad er o's ca mpa ignsloga n of "No ree lection, effe ct ive suff rage" stru ck a res po ns ive chordamong the Mexicans. The political novice became the catalyst for

cha ng e, an d he att rac te d a la rg e and en th us iastic fo llo w in g. F ac ed withth is cris is, Diaz neutra lized Madero. Prior to  the ele ctio n Madero  wasarr est ed on a tr um pe d- up ch ar ge, an d when th e gove rnm ent an no un ce dth e of fic ial  el ect io n ret urn s, D iaz  was pr ocl ai m ed the win ner by a la nd -slid e. W ith the elec tion hav in g be en stole n, M ad er o rel uctan tly con -clu ded that the on ly  ho no ra ble cou rse was armed re be ll ion . O n Octo -ber 5, 1910, he escaped from the city of San Luis Potosi, fled to theUnited St at es, an d from San Ant oni o, Te xa s, or ga ni ze d the M ex ic an

Revolution.Mader o set  him self the hercule an ta sk of organiz ing a nationwide

rebellion in an impossibly short period of time. Moreover,'he facedth e pro blem of the Untied Sta tes neutrality laws, whic h prohib ite d th eus e of American te rr itory fo r the purp os e of ov er th row in g a fri end lygovernm ent . A cc ord in gly, w hen M ad er o w ro te his rev ol utiona ry m an i-fe sto in San  Anto ni o, en titl ing it th e Plan de S an L uis Poto si , th e mani -festo  was back date d to  October 5, the las t day he had physically  beenin that city. The Plan de San Luis Potosi called for the uprising tobegin at 6 P.M. on November 20, 1910. The document focused onpolitical revolution; after the overthrow of Diaz there would be freeele ct ion s,  an d the actions of D iaz's off ici als  would  be re vi ewed in thecourts . T he Plan de San Luis Potosi had little to sa y abo ut so cioe co-nomic  ref orm, su ch. as th e re distr ibution of la nd. In short, it refle cted

Madero's view that the first priority was to install an honestgov:ern men t, and then these ot her issu es  co uld be ad dr essed .

Having issued his call to arms, Madero waited anxiously in SanAntonio to see whether anyone would respond. Initially, it appearedthat the rebellion was a fiasco, for nothing much happened on No-vember 20. But within a few weeks there were reports of growingrebel activity, particularly in the northern state of Chihuahua. HereMadero's principal organizer, Abraham Gonzalez, had succeeded inenlisting several guerrilla chieftains, two of whom, Pascual Orozcoan d Franc is co "P an ch o" Villa, w ere destined to play major ro le s in theRevolu tion. By Marc h of 1911 th ese ir re gular  co mmander s h ad gainedco nt rol of muc h of th e sta te. M or e impor ta nt ly, th ey wer e sha tt eringthe mystiq ue of Dia z's  in vincibi lity - re bellion was sprea ding ra pidlythrough much of the country. For example, in the state of Morelos

adjoining the Federal District, Emiliano Zapata launched whatamou nt ed to  an inde pe nd en t i nsurr ec tion whos e objectiv e was the re s-to ra tion of th e vil lag e ej idos. Nev er the le ss, it was th e tr iu mph of th eRevolution in the North that broke Diaz. The turning point came onM ay 10, 19 11, when th e fo rc es of Oroz co and Villa , w ith M adero inno m ina l c om m an d,  storm ed Ciuda d Jua re z, acr os s the Ri o Gra nd e fro mEl Paso, Texas. The loss of Ciudad Juarez, the largest town on theborder, was a stunning military defeat for Diaz, but the real signifi-cance of the event was political-it convinced Diaz that rebel victorywas inevitable. Within two weeks-on May 25, 1911-he resignedand le ft f or  ex ile in Eur ope. Although Diaz  was go ne , m ost of the Diazstruc tu re was sti ll i n pla ce.

Made ro was now the popular ido l t o whom his countrymen lo okedfor the immediate solution of problems, so me of which had developed

ov er centur ies . W ith ex pe ct at ion s soa ring, M ad er o pro ve d in ca pab leof meetin g them. His was the dile mma of th e modera te  re volutio naryle ad er un de r inc reasing atta ck bo th  from supporte rs  of  th e old re gi meand fr om more ra di cal re vo lu tiona ries who fe lt tha t he w as not mov -ing fast enough to implement fundamental change. By the time hewas ele cte d president in  th e fall.o f 1911, re bellio n had become a wayof life in Mexico . E mili an o Zapata ref us ed to la y down his arm s un ti lim media te and wides pr ead land reform had take n place . W hen Mad er ore fu sed to acc ed e to Zapa ta 's dem an ds, the Sou th ern chieft ain is su edhis own rev ol utionary manifesto,  th e Plan deA y la, in Novem ber , 1911.Madero found himself in the awkward position of having to employthe old Dia z fe deral arm y to  try to  cru sh Zapata . The m agon istas like-wise con tin ue d to oppose Mad ero, on th e gro und tha t he was not  a rea lre vo lu tio ni st. O the r cha ll eng er s app ea re d in ra pid su cc es sion. In D e-

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ce mbe r. 1911 , General B ern ard o Re yes , who ha d be en Diaz's minis-

-ter of war, led an abortive rebellion in Northeastern Mexico, but he

was quickly defeated, captured, and imprisoned in M exico C ity. More

se rious was the disaffection of Gen eral Pascual Orozco, who had been

Mad ero's principal field commander in the struggle against Diaz. Not

unnatura lly, Oro zco had expecte d a posi tion of i mportan ce in Madero's

ad ministration. Instead he was appointed commander of rurales in the

state of Chihuahua. By March, 1912, he rebelled. Orozco quickly

gained control of Chihuah ua and began ad vancing southw ard tow ard

Mexico City, inflicting embarrassing defeats on the government's

forces. To mee t this em ergency M adero once again had to av ail him-

se lf of the old Diaz army. He appointed a ranking career officer, Gen-

eral Victorian o Huer ta, to lead the ca mpaign agains t Orozco . Huerta

was no admirer of Madero but he was a competent general. By Au-

gust. 1912. he had smashed the uprising and Orozco was a fugitive in

the Unite d States . Even as the Orozco re bellion  was coming to an end,

a ne w focus of unrest erupted. In Oc tober, 1912 , Po rfirio D iaz's nephew ,

Gene ral Felix Diaz, seized th e vital port of Veracruz , makin g a forlo rn

bid to reestablish the old regime. H e soon surrendered, howev er, and

wa s imprisoned in M exico City.

Ironically, it was from prison in Mexico City that Madero's en-

em ies organ ized the military coup that would topple him from power .

From their respective prison cells Generals Bernardo Reyes and Felix

Diaz openly directed the activities of their followers, the reyistas and

felicistas. Th ey also suborned some disaffected generals in the regular

army. On February 9, 1913, mutinous army units liberated Reyes and

Diaz, and the rebel column marched on downtown Mexico City to

seize the presidential palace. Loyalist troops repulsed the attack, kill-

ing Reyes in the process. Felix Diaz and the surviving revels barri-

caded themselves in a military strong point. To finish them off, Madero

re luctantly appoin ted G en eral Victoriano Huerta as commander of the

loy al ist force s. Huer ta, however, saw th e op portunity to se ize power

for himself. For the next ten days, known as the decena tragica, he

en gaged in a bloody charade with the rebels; the heart of M exico City

w as devastated, and civil ian casualties ra n into th e hundr eds. The car-

nage ended on Feb ruary 18 when, under th e auspices of th e A mer ican

am bassad or, Henry Lane Wilson, Genera ls Huerta and D iaz cut a deal

fo r th e sharing of pow er. Hue rta then arrested M ad er o and hi s cabine t,

and became provisional president. On February 22, as Madero was

being tr ansferred to prison, he was mur dered by Huer ta's follower s.

Huerta soon rid himself of Felix Diaz by appointing him as special

ambassador to Japan.

Ge neral Victoriano Hue rta's tenure as the ne w str on gman of Mex ico

was brief and unhappy. Although he had the support of most of the

army, and of his recent foe Pascual Orozco, Huerta soon faced formi-

da ble oppo sition. F or one thing, the newly-inaugur ated American presi-

den t, W oo drow W ilson, despise d Huerta an d re fused to accord him

dip lomatic recognition. Emiliano Zapata continued to fight Huerta as

he had fou ght M ad ero and Porfiri o Diaz. And in norther n M ex ico. a

new revolutionary movement appeared-the Constitutionalists. This

broadly-based faction was a manifestation of popular outrage at

M ade ro's mur der and Hue rta's se izure of po wer . Its self-pr oclaimed

leader was the governor of Coahuila, Ven ustiano Carranz a. In M arch,

19 13. Carranza issued the Plan de Guadalupe. Th is revolutionary mani-

fe sto called for aven ging the martyred Made ro by ov erthrowing Hue rta.

It also stipulated that upon Huerta's downfall the country would enter

a "pre-constitutional" period, during which time Carranza, as First

Chief of the Constitutionalist army, would rule by decree. At some

point in the indefinite future a new constitu tion would be written which

presumably would incorporate the goals of the Revolution.

With Carranza as the political leader to the movement, Constitu-

tionalist armies quickly came into being, reflecting once again the

inherent advantage that northern revolutionaries enjoyed-access to

the American border. The Constitutionalist strategy was to have an

army advanc e southw ard along each of the three ra il lines to M exico

City. Fro m Sonora, the Arm y Corps of the Northwest u nder General

Alvaro Obregon would fight its way down the west coa st. From Chi-

huahua, the Division of the North under General Francisco V illa would

ad va nce alon g the ce ntral ra il line. From Nuevo Leo n, the Army Corp s

of th e Northeast under Gen eral Pab lo Gonzalez would ope rate down

the Gulf coast. But the military campaign against Huerta was also a

race to Mexico City, for the commander of whichev er Cons titutional-ist army occupied the capital would be in a powerful position to influ-

ence events. For a time it appeared that this person would be Fran-

cisco Villa. His Division of the North not only developed into the best

of the Constitutionalist armies-at its height numbering some 40.000

me n-but it also won the most spectacular victories against the flow er

of Huerta's army. Villa became a figure of international renown. Pre-

cisely because of this, his relations with Carranza steadily deterio-

ra ted , and Villa became inc reasingly indep endent of the Fi rst Chief' s

aut hority. B y June, 1914, V illa smashed a federal army at Zacatecas,

and his road to Mexico City was open. Carranza was determined that

under no circumstances would Villa be permitted to win the race to

th e capital. H e therefore cu t of f Villa's su pply of am mun ition an d of

co al for his locomotives. An enrag ed Villa found himself stranded in

Zacate cas. _Carranza's ha lting of Villa's adv anc e re presented on ly a br ief re-

prieve for Huerta, whose rule was crumbling by the summer of 1914.

He was now cu t of f from Euro pea n so urces of mun itions bec aus e in

April the United States had seized the port of Veracruz, establishing a

military government in that city. N ot until November would the A meri-

cans withdraw. To add to Huerta's problems, the forces of Emiliano

Zapata were now raiding the very outskirt s of Mexico City. And A lvaro

Obregon was accelerating his rate of advance down the west coast,

capturing Guadalajara in July. Bowing to the inevitable, Huerta re-

sign ed an d fled int o Eur opean exile. O bregon mar che d triumphantly

into Mexico City, and Carranza quickly followed and began ruling as

First Chief. Once again the Revolution had succeeded-not only had

Huerta be en depo sed, but in the course of the st ruggle against Huerta

much of the old Diaz reg ime had been destroyed.

But the manner in which Carranza had made himself the new

strongman now led to the bloodiest phase of the entire Revolution. At

issue was not on ly his determination to rule by decree as First Chief,

but also what direction the Revolution would take in terms of reform.

These matters were heatedly debated in the fall of 1914 at the Con-

ve ntion of Aguascalientes where the major revolutio nary fac tions wer e

unable to reach any meaningful compromise. In November, 1914, full

scale warfare broke out between Carranza, supported by Obregon, o n

the one hand, a nd Villa an d Zapata, who had been outmaneuv ered by

Carranza, on the other. Villa and Zapata gained the initial military

ad vantage , driving Car ra nza and Obrego n ou t of M ex ico City al l the

way to Veracruz, where Carranza established his temporary capital.

Leaving to Zapat a the mission of keeping Carranza contained in Vera-

cruz , Villa turned his atten tion to combating Carranza's su pporte rs innorthern Mexico. This proved to be a fatal str ategic blunder.

By h olding Ve racruz, Carranza could bring in enorm ous amounts

of war materiel, and General Obregon's forces were soon reorganized

and reequipped. Early in 1915, Obregon broke through th e zapatistas,

reoccupied Mexico City, and wheeled north to take on the Division of

the North. Villa rushed southward to meet him. In a series of savagely

fought battles, Obregon shattered the Division of the North an d with it

Villa's imag e of invincibility. A dv ancing methodically up th e centra l

rail line, Obregon drove Villa back into Chihuahua, reducing him to

the status of a regional chieftain , like Zapata. Capping Carranza's emer-

ge nc e as the clear victor in this roun d of civ il war, the United States on

October 19, 1915, accorded him diplomatic recognition as the de fact o

president of M exico.

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a was infuriated by the American decision to support Carranza.his mortal enemy. Heretofore Villa had been perhaps the lea st anti-American of the majo r revo lutionary figures, b ut all th is now ch anged.Not only had the United States recognized Carranza diplomatically , butthe W ilson administration had also permitted Carranza to use Americanrailroads to sh ift thousands of tro ops from the Texas border to the sta teof Sonora, where Villa in late October, 1915, launched a new offensive.Villa took the remnants of the Division of the North from Chihuahua

across the Sierra Madre into Sonora in what proved a forlorn attempt torega in som e milit ar y in it iativ e. The arrival o f the mas sive carrancistareinforcemen ts disrupted his plan of campaign, and the northern chief-tain suffered a humiliating defeat at Agua Prieta, having to withdrawonce again into Chihuahua at the head of what was now only a largeguerr illa band. He seethed w ith  rage against both Carranza and th.- UnitedSta te s.

V illa ave nged hi m self by raidi ng the sm all New  M exico borde r townof Columbus on M arch 9,1916. T he Columbus raid plun ged the UnitedStates and Mexico into a deepening crisis. In re sponse to the Columbusra id , Presiden t W ilson disp atched into Chihuahua afte r Villa a punitiveexpedition commanded by General John J. Pershing. Contrary to popu-lar myth, the punitive expedition had relatively little difficulty in dis-persing Villa's forces; its real problems were with the Carranza regime.

Carranza, a staunch natio nalist , denounced the punitive expedition as aviolation of Mexican sovereignty and took what steps he could to forcethe American troops out of Mexico. Minor clashes between the twoarmies in June, 1916 bro ught the two countries literally to the verge ofw ar. But since neither nation re ally want ed war, dip lomac y preva iled.Relations improved even further when on February 5, 1917, the lastunits of the puni tive expedition wer e withdrawn.

By coincidence, on February 5, 1917, there was promulgated in thecity of Queretaro a new Mexican co nstitu tion , one which embodied thegoals of the Revolution. This charter was produced by the dominantCarranza faction, which nevertheless borrowed heavily from the ideol-ogy of the defeated rivals. For example , Emiliano Zapata's approach toland reform was incorporated, as w ere Flores M ag6n's  view on th e righ tsof labor.  In addition, the constitution was st rong ly anticlerical in nature.

Reacting to foreign domination of the economy, the constitution de-clared that the Mexican nation owned the country's subsoil deposits. Insh ort , t he con stit ut ion man ifes te d th e fe rv ent nat ionalism tha t ch arac-terized the M exican Revolut ion.

Although the constitution was much more radical than Carranzawould have liked and necessarily constrained his political power, hemade the best of th ings. He was promptly elected const itutional p resi-dent, with a term to expire in 1920. During this term the Revolutioncontinued to wind down in a military se nse. Villa's last gasp was anunsuccessful assault on Ciuda d Ju arez in Ju ne, 19 19, an attac k that wascrushed when the United States forces crossed the Rfo Grande at ElPaso an d scattere d Villa' s forces. As fo r Zapata,  he was assa ssinated bythe Car ranza government in April of that year. Carranza him self sou ghtto retain control beyond the end of his te rm by imposing Ignacio  B onillasas his successor. General Obregon, however, had other ideas. He an-nounced his candidacy for the presidency in 1920. Ironically, Carranzatried to do to Obregon what Diaz had done to M adero in the 1910 presi-dential campaign-arrest him on a trumped-up charge. Obreg6n notonly managed to elude arrest, he and his supporters rose in rebellion.O bregdn' s associate s in Sonora issu ed the Plan deAgua Prieta in A pril,1920, calling for the overthrow of Carr anza. The la tter 's  er stwhile fo l-lowers defected in their thousands-by the end of May, Carranza hadbeen overthro wn an d assassinated. Obreg6n was duly elected president.His advent to power substantia lly marked the end of the military phaseof the M exican Revolution.

[Rep rinted with permiss ion from: T H E B O R D ER  A N D  T HE R E V O L U-T IO N by Charles H. Harris III and Louis R. Sadler, published by High-Lon esome Books . Silver City , NM 88062.1

Selected BibliographyB enjam in. Thomas &  M  Nellie-*.lliam editors. o th e r M ex ic os: E Huys on

R e g io n a l M e x t c a r a Hls in r c 1875 -1911 . Univ. of New -Mexico P tgss; '1994.=AboutthePaxPoth n am  (t mz sre gr) , ai i[l  ontatw ely bro ken dow n state

by sta te ent p: tas ; she poh tool row er f t razes family in C hihua hua,for instance) andec onomy.

Cann,H'ctarAentlart^rl^rlr^seruN6mada aioroy l^ cx evgtuci /m M es icarra.Cien de Mexico,1985

P ra de au , A lbe rto F rancis co

E t A v r on "$rrrorn y e! ' P r im er A t aq u e A E r eoM w ?dial sab re Buque d e G u er t n ; IW 3. Pub lic ac iones del G ob ierno d el

E stado de S tation, 19 71 . in  1913 , C on st itudon al i s t s bought a M artinpusher , sm ugg le d it in to H er mosill o and carr ied out „5e w orld's firs ta e r ia l   b o ;itbazament agannsiltue riista guniioals in G uaymas. T he ca n o n e r oEl T am pico was cr ippled and hadte be ach itself to keep fr om  sinking.

Raat , W. Dirk. R evo lt oso s O le s? ca ! RebtLr rt to te U m s e d S ta te s , 1 903 -19 2-7 .College Station,19 91

R ivera, A ntonio  G . R evohi,06:en Sonora. Mexico, D.F,1969. G ood infor m a-lio n har d to .1 elsewhere ; bib liography, maps, and an E nglish transla -tio n. _ -s t - . _ • . .

Robertson. D onald B . t l cy ci o pe dia o f W est e rn R ail ro ad Hist o ry : T he D esertStates Arizona Hievad a,.New  Meaico ,.!Jt ah. Eton, 1986.

Sad ler, Louis R. & H"&  Charles H . III"Me dVttzkc Affair. G erman Intrigueon the M exican Border." ,M il ita ry R e e v ie w . : LIX ,. (February . 1 979), 36-50.

Sadler, Louis R. & Knots, Charles ll_ Ill. "Me 1911 Reyes Conspiracy: TheT ex as Side" S rrtthw esierriH isto rical Quarterly , L X X X II (A pr il 19 80 ),

325-348. How the Reyes cansp irecy w invade Mexico w as fu nd ed by theTexas governor Coiquitt who used the Texas rangers to furth er itt, aim s,.while quashing rival conspiracim in return, Colquitt was prom ised theMexican An erican vote. As a side issue, one rival Mexican Americanwas guaranteed safe passage into  Mexico by the governor's  lac ke y, Sher-iff Amado Sfutchez.This unfortunate was ex ec uied as soo n as he set footin Mexico , and indications are that he was set up by Sanchez.

Sadler, Louis R. & Harms, Charles H. Hi. `The Plan of San Diego and th eM exica n- U nite d States  W ar C ris is of 1916: A R eexam inalio n." T he His-panic American HistoricalR eview L V III (Aug ust,  19 78): 381 -4 08 . TheConstitu tional ist President of Mexico. Carranza, blackmailed the U.S.into officially recognizing his regime byprovokmgrace r iot s i n T exa san d sending disguis ed "red -f laggers"i nto Texas, am bushing ca va lr y, b urn-in g ha c ie n d a s, wrec king trains , a nd executing Anglos. Car ra ttz a' s "Planof S an D iego," a tt rib uted b

y him to his riva l H uer ta th reatened to exe cu teevery Anglo in the southwest over age 16.  U.S . vigilante groups w en t o ncounter-rampages, killing over 100 Mexican Americans and leavingstr ained relations eve n today.

Sad ler , Loui s R:.:& Harr is. Charle s Ii. .II I. "T he "Und ersid e" of the M exicanR ev olu tion: ElPaso,.1912." T h e A m e ri rit s : A Q uar te rly R e v ie w o f In te r-A m e ri c an Cultu ra l H is to ry . X X X IX (Ju ly , 198 2) : 6 9- 83 . T he 1 9 1 2 pl anne dinvasio n of Texas  by Carranza, aided by the head of the B ure au of Inves-tig ation in El Paso, se cr etly working fo r the M exican Secr et Serv ice.

Sadler,  Louis  R ..&  Harris . Charles H . I II .." M e. Uni ted States G over nm entArchives and the Mexican R evo lu tio n." N e w  W o rld A Jo urn al o f L at inA m e ric an S tudie s  1 . .19 86: 108-1 16 . Sh ows wher ei n re search bor dersku lldugg er y: in U.S. rec ords , e specia lly the massive Burea u of In vesti-

91

gation microf ilius declas sifie d in 1977.Saenz, Luz Mar ia Herngnd ez . " Smuggl ing for the Revolution: Ille ga l Traf fic

of Arms on the Arizona Sonora Border, 1912-1914 ." Arizona & th e W e st#2 8 (W inter 19 80 ): 357 -3 77 .

Shattu ck Fabauer, Isabel. Lemuel S h at tuc k , A L it t le  A lin in g, A  L itt le B an k in g,A L ittle B eer, W est ernto re ., 1991.

Sm ith, C orn eliu s C Jr : Emil io  K o ste rii t z ky  - Eagl e o f S o no ra an d the Sou t h-west B orde r, Arthur C. Clark .1970.

S onniclisen, Charles Leland. Colone l G reene and the Copp er S ky rock et . Univ.of Arizona, 1974. -Autobiography of the supercharged capita list whobrought civiliza tion an d industry to  a neglected land. Battling ari val s w ithsix  guns'and lawsu its, he in itiat ed banks , r ai ls;  ra nches an d d am s. M an yargue that. he. started the Mexican Revolution by provoking the 1906Cananea strike. Whether facing the angry mobs at his C ananea m ines,hun tin g be ar s wi th th e Pr es id en t, be in g gi ven, tic ker tar e parades in E lPaso, or crossing the Siena Madre by auto on a read he bui lt him self,Colone l Greene was the quin tess en tial American h are n c in do ,

Travern; B . De r S ch utz de r S ie rra M adre s (T h e Tre asur e o f  th e S ie rra M adre ).

Alfre d A. K nopf;  19 35.

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I O N S O F T H E . Z E L U R E

The Good, the Devious, and the Nasty:A Closer Examination of the Lords of the Sierra Mad re Ca rd De ck

by Derek Walker

Reprinted with permission from M OV ES #88, Decision Games, Inc. 1997.

Pancho Villa is riding throughout the land. His men are hungry

and he is willing and capable of robbing you to feed them. If you wish

to survive in the hostile land of opportunity that is Mexico, you had

better be alert and also wise enough to know what to go for and w hat

to avoid.

In my experience as a gamer I have yet to see a board gam e with

as much va riation as this one. Every time you sit down to play Lords

of the S ierra Madre you will be playing a different game than the one

before. There are enough cards provided in the deck to guarantee that

no two will be alike. Therefore, it is with great pleasure, and difficulty

alike, that I present you with this list of the cards that have the most

impact upon the course of a game if they should turn up.

Keep your ey es peeled for them and keep a little extra gold stashed

away just in case one of them shows up and you need to buy, block, or

recover from it!

The Good

This is the category that addresses the six best cards that one cou ld

purchase during the course of the game. Having them will not win the

game for you , but they will certainly make winning easier, if you know

how to use them. They are presented in order from most to least

valuable.

# 1: M30 Tax Exemption

This card is most valuable if you are one of the hacendados living

in Mexico, but eve n if you aren't it is still mighty handy since m any of

the major investment opportunities pop up in M exico. Even if you d o

live in the States, the simple possession of this card denies it to

hacendados that live there. This card prevents any Orange force from

taxing your possessions. It is immune to spies which makes it even

more valuable. It will not protect you from bandidos though. To do

that you need firepower. Once purchased, it cannot be traded, sold, or

given away.

#2 : Any Bank available

There are many enterprise cards that could have been chosen for

this spot, but my personal favorite, because they are so econom ically

powerful are the banks. While mines may make more in the short run,

they are much m ore vulnerable to the random events generated by the

cards. In addition, a mine can be damaged permanently by bandido

burning, but a bank is easily repaired. In my experience the largest

number of banks I have seen come up is three. The odds against all

five appearing are astronomical, but not impossible. If one come s up,I say buy it even if you have to go in with a partner. [Ed., as with

casinos-(next category), one should be certain of taxation before one

buys any Mexican banks!]

#3: C53 or C54 The Casinos

The beauty of these cards is that they provide one A.U. (gold) per

quarter, rain, sleet, snow, or shine. If they are burnt down, they on ly

cost one A.U. to rebuild (per errata and 2nd edition rules). These cards

won't make you an instant millionaire, but they will provide enough

steady income to pay the bills during the dry spells without the huge

investment found in the mine cards, which may come up busto anyway.

Be sure you can protect them from taxation though, or else your

investment will be for naught.

#4: W7 R adios

This is an exceptional card to hold. It is a must for anyone who

wants to traverse the Mexican countryside or put your troops on the

march. Th is card acts like a spy card, in that it counts as ten cards when

determining who moves first. The difference is that you won't be tempted

to throw this one out blocking a M card, thus you will have it around the

next time you are ready to move. [Ed., Nevertheless, if in the end game

you are winning , you will likely need lots of those spy cards, not radios.

to thwart any of the "devious" cards and maintain the status quo!]

#5 W6 Transport

So you're chasing the Indians that torched your mine all over S onora.

Those sorry Seri SOB 's are about to slip away into the desert. W hat to

do? Well, if you've had the foresight to purchase the trucks, now you

don't have to fear the depletion that would result from that and region.

While this card is not one that will make or break a player, it can still

save you som e money o n hospital stays or help deter thievery. This card

is a wise buy.

#6 Any Newspaper

If you have political ambitions, then these are the cards for you.

Card M3 is a particularly good buy since it is available from the

beginning of the game, straight out of the common card deck. Since

they are immune from spies, you won't have them trumped. Each one

raises the owner's leadership by one, so multiple papers can really do a

hacendado's image good! As an added bonus, a player may use a paper

for "Yellow Journalism". This boosts one leader by two for one e lection,

at the cost of having to put the paper u p for rebid.

The De viousI refer to these as the devious cards since they are for people who

have a little bit of a mean stre ak in their playing style. These cards are,

in my opinion, the five meanest, nastiest, low-down, double-dealing,

back-stabbing cards to bring into play. If you can get your grubby paws

on them, you'll have an edge. If you don't, you could be in for a rough

ride later. If you don't believe in playing dirty pool then you should let

them pass on by and hope the other players feel the same or you should

buy them just to sit on so they can't be used a gainst you.

If you chose to tread down that dark path, then the best use for

many of these cards is not in their use, but rather the threat of their use.

Extortion is what the possessor's of these cards should excel at. You

should keep your requests reasonable and low key, as many

overambitious extortionists have been the target of cooperative militaryventures, political bullying, and reciprocal ill will.

They are presented in order from most vile to least (which is still

plenty devious).

# 1: M37 Mast er Assassin

This card is the ultimate in m eanness. The Master Assassin can make

all of another hacendado's empire building and maneuvering come to

naught. The Butcher has a 50% chance of killing any one opponent's

hacendado and forcing his heir to begin the game anew during which

time you and everybody else is looting the heck out of his belongings.

#2 M 16 or M 17 Revolution

This is a choice based on the sheer despicableness of a tactic that

can be used in conjunction with either one of these cards to deprive any

or all of your opponents of any enterprises that are currently under

9 L

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c o l s u m m  M A l l

capitalization. How you ask? Simple. W ait until your opponents havesomething under capitalization (to be safe, m ake su re that you don'thave anything on the track, or you chance lo s in g it too !)  and they havelittle or no money in hand. Play the card during a winter turn (notactical rounds) and watch the panic ensu e. Sinc e these cards rob theplayers of investor's capital until the revolutionary leader is jailed.any players without cash will be scrambling to find a way to pay  fortheir capitalization fees. You can really extend the hurt if you canfin ag le it so tha t the on ly tro op

s a ble to respon d a re un de r y ou r c on tro l(remember, police in a police block have to respond) and theyconveniently look the other way. At the least play of this card willdrain available cash from your opponents or cause them to take outloans, at the worst you'll fo rce them to give up someth ing they tru lywan t o r i s valuab le  to  picku p during reb idd ing. If you 've socked awaysome cash, you may pick up a mine for a lark! If no one else canrespon d to the  re volut ion , w ait u nt il the other hace nd ad os are suitablybr oken and the n swe ep in wi th your ow n tro ops a nd bu st revolut ion arylead er . If al l wor ks well,  yo u may ev en ga in a lea de rsh ip level for y ou rtroops to boo t! Rem ember though a spy card will trump these cards,thereby reducing the revolution cards to nothing more than a tool toflush an opponent's spy card.

#3 M 15 The Warrant

This card is a worthwhile  ad dition to an y hacen dado's hand. W ithit, you can hold a one year prison term over the head of any otherplayer,  whet he r they reside in Mexico  or  the U.S . T he simple  threa t o fit is enough to get many obstinate hacendado's to become moreamenab le to your sugge stions. Jus t make s ure that  you've got the t roopsto back it up with , o r t his card is worthless . The W arran t is im m une tosp ies. R emember  though, tha t beating the other play ers over the headwith this stick will not make you the most liked hacendado in theSierra Madres.

#4 M  14 U. S. B ig S tick

The flexibi lity prov ided by  th is car d is i ts gre atest  at tra ction. W ithit you can ignore the re strictions on U.S. troops moving into  Mexico.When those nasty bandits keep stea lin g your hard  earn ed cash, youcan no w go af te r them with Blac k Ja ck an d the boys . The de vious sid eof this card is the ability to get a war going between the U.S. andMexico by simply discarding it. This can cause maj or havoc as allre str ict ion s o n tro op be ha vio r ar e suspen de d. O nce this h appe ns , Kat iebar the door, since it is a grand opportunity to pillage and burn theente rprises of all your enemy hacendados.

#5 M 26 Lawsuit

While there are several lawsu its an d all are good to  acquire, th isone is par tic ularly use ful  since it co ve rs all of  Mex ico ra ther tha n onestate. You can make enemies rea l fast  with this o ne . a s it ca n force  anyone immature C or R R ca rd to go up for r eb idd ing. To rub salt into thewoun d,  wait un til  such tim e as  the card is only one quarter away fromfull c apitalization and then play the l awsuit. If you 've got enough gold,or  better yet , the only one with gold, you can take the ente rprise with

little fight. Imagi ne getti ng a mine or dam nearly fu lly completed fo rone or t wo A.U .'s . A spy can canc el  the lawsuit, so keep tha t in mind.

The Nasty

This final categ ory is composed of five ca rds tha t the play ers shouldhop e never ap pe ar  in the gam e. For lac k of a bet ter  monike r, I'll  ca llthe m the Nas ty . They are prese nt ed in order  from mos t nasty to  le ast.

#1E1 Stock Market Crash

What could be worse than complete financial ruin -ac compan iedby general chao s? Not muc h. If this card appears early in a gam e, theeffe cts  ar e pot entia lly de va statin g.  N ot only does it red uc e all m inesby two in profit,  bu t i t also  blocks all inves tors c ap ita l until a tw o A.U .quarterly card is revealed. There is less th an a 20% chance of thisoccurring on any given qua rter, so it may be a long dry spe

ll before

A  turn of  the ce ntu ry W estern tow n.

any mor e money bec om es avai lab le . If th e car d is revealed  la ter in thga m e, it may be eve n har de r to re cove r f rom sinc e som e of the tw o A.Ucards woul d cer tai nly have appeared and more mite s will usually be iplac e. To top it off the crash adds one to  the revolution roll to  end thgam e!

#2 E12 Famine

This card is another that hits the players where it counts- in thpocketbook. When the crops fail, everybody suffers. Livestock anworkers starve or move away. The famine reduces the profits of bothaciendas and planta tions down by th ree. The assa y value for all mineis reduced by two. Finally, the famine adds one to the roll to end thgam e.

#3 E 11 M ine Flo odin g/Apthous Fever

Another hit to both mines and haciendas, this one spares slavplantations and pro vides an A.U . from investo rs capita l. t hus making imarg inally less  dev astat ing than  the previous card . Nor does it ad d oneto the end of game rol l.

#4 E 10 Hue lg is taser taxationthat causes wdespreadriots,

 that's what this one is allabo ut . Talk about rea lly ru in ing someo ne's day . E ve ry  C or  RR car d iMex ico stan ds a 33.3%  ch ance of  incurring,a striker counter . When playedat the right time it could be enough to bankrupt another player or twoIt 's  just about guara nteed  to  cost so meone some money, either to  buy oreplac e troops, o r s im pl y lost re ve nues. Beware though, the ca rd  is noch oosy and no o ne 's Mexica n posse ssio ns ar e s afe. A dds one to the ga mending die  ro ll.

#5 E2 Halley's Comet

The ap peara nc e of t his card ca n have major repe rc uss ions late in thga me. N ot only do copper m in es dec line one in assa y value , bu t a ll B lueRed, and Orange cards held by the players go up for rebidding. It cacause a nice protected position to become vulnerable to taxation, oburning. If you are low on cash it could cause you to lose that puppeyou've worked so hard to maneuver in to po sit ion for an elect ion .

Keep in mind that this is just a sampling of the cards in Lords antha t there  ar e plenty of other good cards ou t there  from mines  to  hac iendato dynamite conces sions to a weal thy wife . T here  ar e also plenty  mor ena sty and de vious cards t oo, so you will have to lea rn  on your own whaca rds prov ide the best m eans to the e nds o f you r g am e winning strategiesJust k ee p in mind the guidel ine s list ed above whe n puttin g tog ether  yo ustra tegy and you should  have a leg up in  the forbidding territory  of thSierra  Mad res . O h, an d if y ou see some fool tooling aroun d in the dese rout there on a motorcycle sidecar, tell Lieutenant Patton to get a goodriver during the fin al  da ys  of  W or ld W ar II.

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L O R D S 0 F ' r f l E S 1 E l R l l M A O R E

18.0 INDEX

A er opla ne s

Ann exa tion

A rm s Seizur es

Arrests

A rtiller yA ss assinat io n

A uction

B anksBan k Lo ans

Bank R obbingBridges

Bu ried Go od s

Burning

Ca mp aign Co ntribu tions

Capital ization

Casinos

Coastal Block

Combat

Com mo n C ards

Co un te r placem ent

Cr im es

D efa ulting

D es er tE lections

E m er ge nc y Sh areho ld ers

E nlis tmen t, off a t w arG ub er natoria l Pow er s

G unboat s

Hacendados

Haciendas

Heir s

Hos pi ta l

Incar ceration

Indians

Interdiction

Kidnap ping

Lawsuits

Le ade rshi p

L e y d ega

Lum ber Ra ilroad s

Machine Gu ns

6.55.10.43

13 .56

11.6. 11 .65

11 .5 1b. 11.52a, 11.6

6.54. 11.31b, 12.23, 13.52

13.45

8. 5

8.25.8.42

8.42

10.7. 11 .51a, 11 .7 43.6. 1 1.76, 12 .25

11.53

11 .7

13.15

5.12. 5.5, 8.4

8.36, 11.89

3.8

11.0

5.11

8.72b

10.7..11.5

8.24, 8.41a

3.21

13.1. 13.3

8.61

8.22. 12.513.2

6. 8. 1 1.43e, 1 2.27

6.1.7.1. 16.1

8.31

7.72

8.61d. 12.22

8.21. 11.44

6.4, 16.3

10 .4

8.22. 11.47, 1 1.55

9.1

5.13. 9.1, 11.2, 11.7. 13.15

11 .46

8.34

6.54. 11.31b, 11.43d, 12.23

6.51, 10 .71

8.32: 8.39d, 11.72, 1 1.78

3.22

3.7

12 .4

9. 5

11.5

13.2 5

11.43d . 11.44 . 12.28

3.5, 6.6, 10.42. 13.56

6.6, 10.44. 10.84, 12.26

13 .4

9.1

9.6, 13.17

3.3, 8.33, 8.37

10.3

10 .31

12.1

9.2

12.2

8.31

6.53, 1 1.62

6.52, 8.62. 10.71, 10.72, 12.23

3.6

1.3

8.31a, 11.45

8.3 5, 11.73

10.71

9.3

10 .22

3.8, 6.8

8.5 3, 8.62, 12.23

6.7, 9.4

9.6

11.43

10.8

13.57

7.5

6.56

3.4, 10.32

13.42

13. 1. 13.3

13.5

.10.5

9. 5

UNITED STATES

Merc enaries

Mines

Montane

Mou nta in Pass

New York Bank

N ew sp apers

Nigh t Ra id

Pardon s

Penitentiaries

Police BlockP o li c e

Pr esidential Power s

Proxy Figh t

Pu ppets

R ail Links

a

l

 

M

v

e

m

n

Rail Passes

Rebasing

Red Flag

Re furbishm ent

Reinvestment

Revolutionary Leaders

Rifles

Rivers

Seq uence of Play

Slav e Plantation

Smelters

Sm ug gl in g

Sp iesStacking

Ste am Fer ry

Stores

Strikers

Subordination

Sur render

Taxation

Treason/cowardice

Treasury

Trucks

Trunk Rails

Veto

Voting

W a r

Winter

Yellow Jo urn alismlease note:

If there are any missing or d am aged co mpo nen ts plea se con-

ta c t: Decision Games, Customer Service, PO Box 4049,

Lan cas ter CA 93 53 9 fo r re place men ts . If the re are any ru les

questions please forward them to the address above with an

SASE and mark Attn: Lords of the Si err a. M ad re Rules

Q ues tions. Be sure to send in your registration card to re-

ceive an y up dat es on th is gam e an d inform ation on all of the

Decision Gam es pr od uct line.

CREDITS

GAME DESIGN: Phil Eklund

DEVELOPMENT David L. McElhannonPRIMEPLAYTESTERS:' Carl Arseneault, John Baker,

Christop he r Cum mins, Mat t E klund, Jim Gutt, . et. al .

RUL ES ED IT IN G: Carl Arsenea ult,-Christop he r Cummins,

Phi l Ek lund, Jim Guts

MAP & RULEBOOK: David L. McElhannon

CARDS & COUNTERS: Beth Queman

ORIG IN AL ART W ORK : P hi l E klund

ORI GIN AL EDITION : S ierra Mad re Gam es

ORIG IN AL GAME SYSTE M: ©Sierra Mad re Games