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Friedrich: learning to play

Rules

Rules available for download in:

English English German German French French
Dutch Dutch Italian Italian Polish Polish

Friedrich comes with an English and German bi-lingual 12-page staple-bound rules book (6 pages for each language). The rules book is also available for download as a PDF file in English, German, French, Dutch, Italian, and Polish, which can be printed or read online using Adobe's free Acrobat Reader program.

Friedrich’s game mechanics are a combination of card game and traditional wargame. Strategy in Friedrich not only includes the force/space/time problems of military strategy, but the hand management techniques of card game strategy as well. Added to this are the challenges specific to the situations of each of the four major powers: Friedrich can look like a very different game depending on which country you are playing.

An overview of how to play Friedrich is presented below:

The illustrated summary of the rules to Friedrich

(1) Generals and supply trains are the two types of playing pieces in the game. Pieces move from city to city along roads. Generals can move three cities a turn, supply trains two. Both can move one additional city by moving along main roads.

Moves

(2) Generals can conquer objective cities by moving through them, unless there is an enemy general within three cities, in which case the city is defended. A defending general can be driven off by a successful attack from an adjacent city.

Conquest

(3) Each country has a hand of tactical cards, which is kept secret from the other players in the game. At the start of its turn, a country draws additional cards, the number of which varies per country and which can change over the course of the game. Tactical cards can be used to buy armies or to add to the strength of armies in combat.

Tactical Cards

(4) The board is divided into squares, each of which is marked with a suit. In combat within that square, only tactical cards of that suit can be played to add to the strengths of the armies. Players must constantly adjust the locations of their armies to take into account the continually changing cards in their hands.

Squares

(5) In combat, players take turns playing tactical cards to add to the strengths of their armies. When one side runs out of cards or decides to give up, the weaker side loses armies equal to the difference in strength between the two sides and must retreat the same number of cities.

Combat

(6) Supply trains are needed to keep generals in supply outside of their home country. If a general outside its home country is not within six cities of a supply train, it has one turn to get back into supply or be eliminated. Supply trains are eliminated if an enemy general moves through them.

Supply

(7) Every turn after the sixth, a Card of Fate is drawn. Each card is unique and describes an event that affects the game. Some are minor; others are major: there are cards that will knock France, Sweden, and Russia out of the war.

Cards of Fate

(8) The game ends either when an Allied country has conquered all of its objective cities or when the cards of fate have been drawn that knock France, Sweden, and Russia out of the war; if the latter, Prussia has survived the war and wins the game.

Victory

For more about Histogame’s Friedrich, click on any of the icons below:

Open the Box
Open the Box
Unfold the Board
Unfold the Board
Set up the Pieces
Set up the Game
Learn to Play
Learn to Play
Q&A and More...?
Q&A & more...