Maria

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

Overview

Maria is a 3-player wargame based on the War of the Austrian Succession (1740-1748). One player leads Austria (Maria Theresa), another France and Bavaria, and the third Prussia and the Pragmatic Army (Britain/Hanover/Netherlands). The game uses a card-driven system where terrain suits on the map correspond to card suits, making hand management central to combat. The game offers both an introductory variant (90 minutes) and the full advanced game (3-5 hours).

Components

Setup

  1. Place the board centrally. Set up armies in their historical starting positions as indicated.
  2. Deal starting hands to each player.
  3. Set political markers to starting positions.
  4. Place fortress markers on controlled cities.
  5. Determine starting player (Austria typically goes first).

Turn Structure

Each game turn represents roughly one year. Each turn:

  1. Card Draw: Each player draws cards to refill their hand.
  2. Activation Rounds: Players alternate activating armies. Each activation allows one army to move and/or fight.
  3. Supply Phase: Check supply lines; unsupplied armies suffer attrition.
  4. Political Phase: Resolve political events (alliances shift, subsidies, peace negotiations).
  5. Winter Phase: Armies retreat to winter quarters.

Actions

Movement

Generals move armies along the road network. Movement costs depend on terrain and distance. Armies must maintain supply lines back to friendly territories.

Combat

When armies meet in the same area:

  1. Determine the terrain suit of the battle location.
  2. Each side plays cards of the matching suit from their hand.
  3. The side playing more matching cards wins the battle.
  4. Losers retreat and take casualties based on the margin of defeat.
  5. Fortresses provide defensive bonuses and must be besieged to capture.

Political Actions

The political track influences alliance dynamics. France may try to bring Saxony into the war; Austria may negotiate peace with individual enemies. Political shifts can change victory conditions.

Siege

Fortresses must be besieged. Sieges are resolved over multiple turns, with the besieging army playing cards against the fortress defense value.

Scoring / Victory Conditions

Each player has unique victory conditions:

The game ends when specific political conditions are met or by mutual agreement. The player who best achieves their objectives wins.

Special Rules & Edge Cases

Player Reference

Player Controls Victory Goal
Austria Austrian Empire Retain territories, survive
France/Bavaria France + Bavaria Conquer Netherlands, install Emperor
Prussia/Pragmatic Prussia + Britain/Hanover/Dutch Hold Silesia, defend Netherlands
Combat Step Action
1 Determine terrain suit
2 Play matching suited cards
3 Compare totals; higher wins
4 Loser retreats, takes casualties