Here I Stand

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Here I Stand is a grand strategy game for 2-6 players covering the political, military, and religious conflicts in Europe from 1517-1555, the era of the Protestant Reformation. Each player controls one or more of six major powers: the Ottoman Empire, the Hapsburgs, England, France, the Papacy, and the Protestants. Players use cards for operations or events, conduct diplomacy, wage wars, explore the New World, debate theology, and maneuver for political and religious control. Victory is achieved through power-specific victory point conditions.

Components

Setup

Follow the scenario setup instructions. The standard scenario starts in 1517 (Turn 1). Each power receives starting military units, control markers, cards, and special assets as specified. The map shows initial political control through home space colors.

Turn Structure

Each turn represents several years and follows this sequence:

  1. Card Draw Phase: Each player draws Strategy Cards (number varies by turn and keys controlled).
  2. Diplomacy Phase: Players negotiate alliances, declare wars, sue for peace, ransom captured leaders, and address excommunication.
  3. Spring Deployment: Players may redeploy military units within their home territories.
  4. Action Phase: Players take turns playing cards (in impulses) for Operations or Events. This is the main phase of the game.
  5. Winter Phase: Resolve end-of-turn maintenance including returning units home, replacements, mandatory events, and other upkeep.
  6. Victory Determination Phase: Check if any power has achieved automatic victory or if the game ends (final turn).

Actions

Card Play (Action Phase)

Players take impulses in a set order. On your impulse, play one card:

Military Operations

Political Control

The Reformation

The New World

Diplomacy

Scoring / Victory Conditions

Automatic Victory

Each power has specific conditions that trigger an immediate win:

Victory Points

Each power earns VP from controlling keys, electorates (for some powers), completing power-specific objectives (New World conquests, building St. Peter’s, publishing religious texts, etc.). At the end of the game, the power closest to its VP goal (or that has exceeded it) wins.

Victory Determination Phase

After the final turn, compare each power’s VP to their target. The power closest to (or farthest above) their target wins.

Special Rules & Edge Cases

Player Reference

Major Power Focus Key Mechanic
Ottoman Military conquest in Europe/Med Naval supremacy, piracy, foreign wars
Hapsburg Controlling keys across regions Dual capitals, Holy Roman Emperor
England Succession and religious policy Henry’s marriages, Church of England
France Keys and châteaux Cultural achievements, Italian Wars
Papacy Catholic dominance Excommunication, counter-reformation, St. Peter’s
Protestant Religious conversion Bible translation, reformation attempts, debates
Turn Phase Actions
Card Draw Draw Strategy Cards based on keys controlled
Diplomacy Negotiate, ally, declare war, sue for peace
Spring Deployment Redeploy units in home territory
Action Phase Play cards for Operations or Events (impulses)
Winter Maintenance, replacements, mandatory events
Victory Check Assess automatic victory conditions

Victory: Power-specific VP targets or automatic victory conditions