Overview
Friedrich is a strategy game for 3-4 players based on the Seven Years War (1756-1763). One player controls Frederick the Great (Prussia and Hanover), while the other players control the attacking alliance: Elisabeth (Russia and Sweden), Maria Theresa (Austria and the Imperial Army), and Madame Pompadour (France). Frederick must survive until historical events force the attackers out of the war, while each attacker tries to conquer all objective cities flagged in their nation’s color before that happens. Combat is resolved through a card-playing duel using Tactical Cards matched to map sector suits.
Components
- 1 Game board (central Europe, 1756, with cities, roads, and suit-marked sectors)
- 24 Generals (in 7 nation colors, with name stickers and ranks)
- 11 Supply trains (in 7 nation colors)
- 123+ Control markers (coat of arms / question mark sides)
- 6 Game turn record markers
- 240 Cards: 4 Tactical Card decks (50 cards each), 18 Cards of Fate (English), 4 playing aids
- Army sheets (4 quarters, one per player)
Setup
- Assign roles: Frederick, Elisabeth, Maria Theresa, Pompadour (4P: one per player; 3P: one player plays Elisabeth + Pompadour).
- Place all pieces on their set-up and depot cities per the army sheets. Generals go on cities marked with their rank number; supply trains on cities marked “T.”
- Each player secretly assigns their nation’s starting troops to generals (minimum 1, maximum 8 per general), writing allocations on their army sheet.
- Shuffle one Tactical Card deck for use; set aside the other 3 decks.
- Place 5 game turn record markers on the track (spaces 1-5).
- Shuffle the Cards of Fate deck and place on the hourglass space.
Turn Structure
The game is played in turns. Each turn consists of 7 action stages (one per nation) in strict order. Each nation’s action stage has 5 phases:
Phase 1: Tactical Cards
The active nation draws Tactical Cards (TCs):
- Prussia: 7 TCs (reduced to 4 by certain Cards of Fate)
- Hanover: 2 TCs (reduced to 1)
- Austria: 5 TCs (reduced to 4)
- France: 4 TCs, but must immediately discard 1 (reduced to 3, keeping all)
Nations accumulate TCs with no hand limit. TCs cannot be shown, mixed, or exchanged between nations.
Each TC shows a suit (hearts, diamonds, clubs, or spades) and a value (2-13). Reserve cards are wild: declared as any suit and any value from 1-10.
Phase 2: Movement
All active pieces may move (city to city along roads):
- Generals: Up to 3 cities. If the entire move is along main roads, up to 4 cities.
- Supply trains: Up to 2 cities (3 on main roads).
- Only 1 piece per city, except up to 3 generals of one nation may stack on one city.
- No piece may jump over another piece.
- Stacked generals move as one piece until detached. Moving as a stack or joining a stack ends movement for all generals involved.
Phase 3: Combat
All active generals adjacent to enemy generals must attack. Combat is resolved as a card duel (see Actions).
Phase 4: Retroactive Conquests
Check all objectives marked with a question mark. If the protecting general has retreated during combat, the objective is retroactively conquered (flip marker to coat of arms). Otherwise, remove the question mark marker.
Phase 5: Supply
Check supply for all active generals:
- Inside home country: always in supply.
- Outside home country: must trace a path of up to 6 cities to a friendly supply train. Path cannot pass through hostile pieces.
- Out of supply: flip general face-down. If still out of supply next supply phase, lose all troops and remove from map.
- Face-down generals have no special restrictions (can move, fight, conquer, recruit).
End of Turn
For turns 1-5: remove one marker from the game turn record track. From turn 6 onward: draw and execute the top Card of Fate (read the spades version in the standard game), then place it at the bottom of the deck.
Actions
Combat (Card Duel)
Players may only play TCs matching the suit of the sector their general occupies. If opposing generals are in different sectors, each plays their own sector’s suit.
- State troop counts. The difference is the initial score (negative for the inferior side, positive for the superior).
- The inferior player may play one TC, adding its value to the score.
- If the score becomes zero or positive, the right to play switches to the other player (now inferior).
- Play continues switching until the inferior player cannot or will not play a TC. That player is defeated.
Defeat: The defeated general loses troops equal to the final negative score (but not more than commanded) and retreats the same number of cities. The winner loses no troops and stays in place.
Tie: If a player receives the right to play on a score of zero, they must play a card of the correct suit if they have one (Reserves are optional). If they have none, combat ends as a tie with no losses.
Retreat
The winning player chooses the retreat path:
- Must retreat the full distance, ending as far from the winner as possible.
- Cannot enter a city twice or pass through any other piece.
- Cannot conquer objectives during retreat.
- If unable to retreat the full distance, the general loses all troops and is removed.
Conquest of Objectives
Generals may conquer objective cities of their own color by moving over them (or starting on them and moving away), provided the objective is not protected. An objective is protected if a defending general is within 3 cities.
- Each nation defends its home country. Prussia also defends Saxony.
- Supply trains cannot conquer, reconquer, or protect objectives (exception: the Imperial Army’s supply train protects like a general).
- Retroactive conquest: If a general moves over a protected objective, mark it with a question mark. If the protector retreats in the combat phase, the conquest is confirmed.
- Reconquest: The original defending nation can reconquer using reversed roles.
Recruitment
During the movement phase, a nation may bring lost troops and pieces back into play by paying with TCs (any suit, used as money, no change given):
- Each troop: 6 TC points
- Each supply train: 6 TC points
- Each general: free, but must receive at least 1 new troop (6 points)
Pieces re-enter at depot cities (must be legally stackable). Cannot move in the phase they re-enter. No nation may exceed its starting troop total.
If all depot cities are occupied by other players, a substitute city is used (per specific rules for each nation), and recruitment costs increase from 6 to 8 points per troop/supply train.
Scoring / Victory Conditions
Attacker Victory: An attacking nation wins if it controls all its objective cities (1st order objectives only if eased victory conditions apply) before the Card of Fate is picked at the end of a turn, or after the Card of Fate resolves (if eased conditions were triggered). The controlling player wins; all others lose.
Prussian Victory: If Russia, Sweden, and France have all quit the game due to Cards of Fate, Prussia/Hanover (player Frederick) wins.
Cards of Fate - Historical Events:
- Elisabeth (death of the Tsarina): Russia quits. 1 Prussian general permanently retired.
- India (France loses India): Austria gets only 4 TCs; France gets only 3 TCs.
- America (France loses Canada): France quits. Cumberland permanently retired; Hanover gets only 1 TC.
- Sweden (Sweden makes peace): Sweden quits. 1 Prussian general permanently retired.
- Lord Bute / Poems: Prussia’s TC income reduced (first to 5, then to 4).
Special Rules & Edge Cases
- Nation Reassignment: If Russia + Sweden drop out, player Elisabeth takes over the Imperial Army. If France drops out, player Pompadour takes over the Imperial Army. All players participate until the end.
- Eased Victory Conditions: Sweden (if Russia dropped out), Austria, and/or Imperial Army (if the Imperial Army switched players) need only 1st order objectives.
- Troop Limits: Maximum 8 troops per general. Minimum 1 troop per general. No nation may exceed starting troop total.
- Stack Rules: 2-3 generals in a stack share troops as a common pool (min 2 or 3, max 16 or 24). Troops can be transferred freely between stacked generals at any time.
- General Removal in Stack: If a stack loses troops, the lowest-ranked general is removed first.
- TC Deck Cycling: When the first TC deck is exhausted, use the second. After all four are used, combine the two largest discard piles for the new draw deck.
- Allied Conduct: Attackers may not use their pieces primarily to obstruct another attacker’s conquest.
- Expert Game: Card of Fate version determined by the sector of the most recently victorious general. Includes the Offensive Option for Prussia (conquer 14 objectives in Bohemia by turn 3 decision, but Austria’s requirements are reduced by 4).
- 2-Player Scenarios: Two separate scenarios available (War in the West; Austrian Theatre) with modified troop counts, TC draws, and victory conditions.
Player Reference
Turn Sequence (per nation)
- Draw Tactical Cards
- Movement (move pieces, conquer objectives, recruit)
- Combat (mandatory attacks against adjacent enemies)
- Retroactive Conquests (check question-marked objectives)
- Supply Check (generals outside home country need supply path)
Movement Rates
| Piece | Normal | Main Road |
|——-|——–|———–|
| General | 3 cities | 4 cities |
| Supply Train | 2 cities | 3 cities |
Combat Summary
- Play TCs of matching sector suit
- Inferior player plays first; right switches when score crosses zero
- Defeated side loses troops = final negative score, retreats same distance
- Reserves: wild card, any suit, value 1-10
Key Numbers
- Recruitment cost: 6 TC points per troop or supply train
- Supply path: max 6 cities to friendly supply train
- Objective protection radius: 3 cities
- Max troops per general: 8; min: 1