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
- 1 game board (map of Central Europe with suited terrain)
- Army figures (generals and supply trains)
- Fortress markers
- Card deck (suited cards matching map terrain)
- Political track
- Victory point markers
- Supply markers
- Rules booklet and scenario guide
Setup
- Place the board centrally. Set up armies in their historical starting positions as indicated.
- Deal starting hands to each player.
- Set political markers to starting positions.
- Place fortress markers on controlled cities.
- Determine starting player (Austria typically goes first).
Turn Structure
Each game turn represents roughly one year. Each turn:
- Card Draw: Each player draws cards to refill their hand.
- Activation Rounds: Players alternate activating armies. Each activation allows one army to move and/or fight.
- Supply Phase: Check supply lines; unsupplied armies suffer attrition.
- Political Phase: Resolve political events (alliances shift, subsidies, peace negotiations).
- 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:
- Determine the terrain suit of the battle location.
- Each side plays cards of the matching suit from their hand.
- The side playing more matching cards wins the battle.
- Losers retreat and take casualties based on the margin of defeat.
- 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:
- Austria: Survive as a major power; retain control of key territories (Silesia, Bavaria, Bohemia).
- France/Bavaria: Conquer the Austrian Netherlands and/or install a Bavarian emperor.
- Prussia/Pragmatic Army: Prussia aims to hold Silesia; the Pragmatic Army defends the Netherlands.
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
- Suited combat: The map terrain is divided into suits (clubs, spades, hearts, diamonds). Combat effectiveness depends on holding cards of the matching suit, making hand management critical.
- Three-player dynamics: Temporary alliances and betrayals are central to gameplay.
- Subsidy cards: Special cards represent financial support from allied nations.
- Historical events: Certain cards trigger historical events that alter the political situation.
- The introductory game uses simplified rules and fewer forces for a shorter experience.
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 |