FRIEDRICH, the game
Friedrich is a deceptively simple strategic wargame designed by Richard Sivél and set in the Seven Years’ War.
The game is totally asymmetrical, one player doggedly defends Prussia and her minor ally Hanover against the three attacking players who control Russia and Sweden; Austria and the Imperial Army; and France respectively. Although allies, the attacking players vie for victory independently.
Each side has its own character and strategies making for a an interesting and varied game.
The map shows Prussia and the adjoining countries in 1756, the year the conflict broke out.
The board is covered with a dense network of cities connected by roads across which the units will move.
The board is also divided into rectangular sectors, each marked with a suit (clubs, diamonds, hearts and spades) which indicate which suit can be played during combat.
The objetives for each player is marked on the board. Each player has to control all his objetives for winning the game.
Each player controls a number of armies that can contain up to 8 troops. Each of these troops represents about 2,000 men. Armies can be stacked with up to two other armies of the same nationality.
Each army can move three cities or four if it moves along a main road. Armies serve to take control of target cities simply as they pass over them. But enemy armies protect cities from a distance of three cities to the target.
When an army finishes the movement phase adjacent to an enemy army a battle takes place in the combat phase.
When two enemy armies are adjacent at the end of the movement phase there is a battle in the combat phase.
Each army has a base force, determined by its strength, each army has a maximum of 8 force factors and at most 3 armies can be put together in one location.
The combat is resolved using the suits of the deck indicated by the sectors that occupies each one of them. The value of the cards of that suit, adds to the strength of each army to determine who is the winner. The initiative to draw a card is determined by the side that has the smaller force at that time or in case of a tie the player who did not draw the last card.
Clock of fate
Each power, at the beginning of its turn receives a number of cards with which he can solve his fighting and buy reinforcements.
At the end of each turn from the sixth turn onwards, a Fate card is drawn. There are 18 Fate cards, 12 of them with minor events and 6 decisive for the development of the game. Two of these cards reduce the cards that Prussia receives at the beginning of her turn. The other four eliminate allies of the game as they are drawn.
These cards mark the end of the turn of the game. If at this point any of the allies has achieved all of their victory goals they win the game. If the last ally is removed from the game, the winner is the Prussian player.