Tabletop Simulator

Tabletop Simulator

Imperial Struggle by GMT Games [Scripted]
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Update: Jun 25, 2020 @ 10:27am

Imperial Struggle pre-release 120

This is a work in progress towards the basic release. The basic release will be a working game with automation to assist the players in housekeeping etc. This is a already a working module with some limitations. You can play manually or use the automation buttons to make things easier.

Note: I assume you know the game rules. I assume you know how to use TTS with some fluency. Some components are non-interactable as they should not be moved etc. Some tiles are set to locked. You can unlock them if you want to manually manipulate them. This will not break the module (at the moment).

Feedback: Please report via DM on Steam or BGG any typos, mistakes, fundamental game flow errors etc. Functionality improvements are welcome but I reserve the right to not follow them. If you know a TTS module that handles the required functionality in a robust way then let me know. The TTS API documentation is rather lacking. A lot of code is gleaned from Googling, looking at other modules, and trial & error. Lots of trial & error. This is not my first TTS module but this is the first where I am pushing the functionality beyond simple components.

Module notes and limitations etc as per this release:

In module messages:
-Yellow text in the module chat are warnings that something is wrong. This may be something like finding the wrong number of tiles in a draw tile at a certain time. Read the message. Identify the problem. They can be manually fixed and carry on.
-Purple text is bad. If a player peeks at an opponents face-down War Tile or search the tiles in an opponents pool a purple colored message will occur.
Red is also bug in the Lua code. Kindly report them to me.
-White messages are information.

Draw Piles aka draw bags. These are round “puck” objects that are used to store tiles or tokens. These can be moved around once unlocked. There are lots of them; the War Tiles alone have 18 of them. It is easy to drop the wrong thing in such a bag. I suggest you keep them away from each other.

Here is a status of each of the main component areas:

Rules & Playbook. Included.
PDF files are included in the module. I will change to online links to the GMT site once the living rules are issued.

Errata document. Included.
The last PDF file are included in the module.
https://boardgamegeek.com/filepage/203513/imperial-struggle-corrections-and-clarifications
I will change to an online link to the GMT site once the errata document is issued.

Event Cards. Manual.
Draw and discard manually. The decks are organized into 3 piles at the center right of the table.

Ministry Cards. Complete yet manual.
Draw and discard manually.
Each players has a hidden zone in the front corners that hides their Ministry cards. Flip the card face down and move to the Player mat.

Global Demand Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. All tiles are collected, shuffled, & 3 are drawn.

Exhausted Markers. Complete.
Each player has an infinite bag of markers on their Player Mat. The Reset Phase button removes all Exhausted Markers.

Award Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. 4 tiles are distributed each time the button is used.

Reset Phase (Peace). Complete.
Use the button on the Sequence of Play sheet to remove Exhausted markers & to flip the Advantage Tiles face up.
The way that works best for us is to flip an Advantage Tile face down when it is Exhausted (instead of adding an Exhausted marker). This functionality works with both methods.

Investment Tiles. Complete with a kludge.
The draw and discard bags are on the top edge of the table.
Kludge: TTS has timing issues with draw bags. This only manifests itself when the Investment Tile discard pile is cycled into the Draw Pile when the Draw Pile is empty. An extra button has been added to the left of the Deal Investment Tiles.

War Tiles. Complete and automatic dealing & retrieval of Basic War Tiles.
The Basic War Tiles are on the respective Player Mats. The Bonus War Tiles are located in draw bags "pucks" by the the respective War sheet. Each theater in each war has a War Tile "puck" for each player. A player can "search" their puck to view the tiles inside.

Draw Bonus War Tiles into the players hand and look at them. They can drag & drop any War Tile in the required theater. Peeking at War Tiles. Peeking uses the Shift-Alt key combo. A warning message will be displayed when a player peeks at a face down War Tile belonging to the other player.

Tracks: Victory Points. TRP, Debt & Debt Limit. Manual.
Each player has a separate board to track their TRP, Debt, and Debt Limit; instead of using the general records track on the map. Manipulating lots of counters & stacks on a board is fiddly in TTS. Hence the separate tracks. More automation will be added to assist.

Trash Cans/Rubbish Bins. Complete.
Cards or War Tiles that are removed from the game should be placed in the cans in the top far corners. Don't delete stuff.

Control Markers/Flags. Complete.
There are two options. Use the double sided British/French flags supplied with the game or use the circular semi-transparent discs that are available on the top left edge of the table.
The US & Spanish flags are located on the top edge of the table.

Game Setup. Manually draw and place tiles face-down on the War sheets.
Incomplete. Need a resolution on the War Tile hidden method.
The game setup will be scripted once I have a resolution for the War Tile issue.

-------------------------------------------------------------------------------------------------------------------------------------------
Errata & Clarifications: Work in progress.
Map : The 3 dots (for the 7YW) has been added to the map for the two Spanish "Alliance" spaces.
Map: The printed map is now used replacing the map from the Vassal module. The Gibraltar area (next to Naval Bastion) now has the name.
Cards. Notes on card errata/clarifications needs to be added.

Update: Jun 22, 2020 @ 4:05pm

Imperial Struggle pre-release 108

This is a work in progress towards the basic release. The basic release will be a working game with automation to assist the players in housekeeping etc. This is a already a working module with some limitations. You can play manually or use the automation buttons to make things easier.

Note: I assume you know the game rules. I assume you know how to use TTS with some fluency. Some components are non-interactable as they should not be moved etc. Some tiles are set to locked. You can unlock them if you want to manually manipulate them. This will not break the module (at the moment).

Feedback: Please report via DM on Steam or BGG any typos, mistakes, fundamental game flow errors etc. Functionality improvements are welcome but I reserve the right to not follow them. If you know a TTS module that handles the required functionality in a robust way then let me know. The TTS API documentation is rather lacking. A lot of code is gleaned from Googling, looking at other modules, and trial & error. Lots of trial & error. This is not my first TTS module but this is the first where I am pushing the functionality beyond simple components.

Module notes and limitations etc as per this release:

In module messages:
-Yellow text in the module chat are warnings that something is wrong. This may be something like finding the wrong number of tiles in a draw tile at a certain time. Read the message. Identify the problem. They can be manually fixed and carry on.
-Red text is bad. If a player peeks at an opponents face-down War Tile a red message will occur.
Red is also bug in the Lua code. Kindly report them to me.
-White messages are information.

Draw Piles aka draw bags. These are round “puck” objects that are used to store tiles or tokens. These can be moved around once unlocked. There are lots of them; the War Tiles alone have 18 of them. It is easy to drop the wrong thing in such a bag. I suggest you keep them away from each other.

Here is a status of each of the main component areas:

Rules & Playbook. Included.
PDF files are included in the module. I will change to online links to the GMT site once the living rules are issued.

Errata document. Included.
The last PDF file are included in the module.
https://boardgamegeek.com/filepage/203513/imperial-struggle-corrections-and-clarifications
I will change to an online link to the GMT site once the errata document is issued.

Event Cards. Complete yet manual.
Draw and discard manually. The decks are organized into 3 piles at the top center of the table.

Ministry Cards. Complete yet manual.
Draw and discard manually.
Each players has a hidden zone in the front corners that hides their Ministry cards. Flip the card face down and move to the Player mat.

Global Demand Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. All tiles are collected, shuffled, & 3 are drawn.

Exhausted Markers. Complete.
Each player has an infinite bag of markers on their Player Mat.

Award Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. 4 tiles are distributed each time the button is used.

Reset Phase (Peace). Complete.
Use the button on the Sequence of Play sheet to remove Exhausted markers & to flip the Advantage Tiles face up.
The way that works best for us is to flip an Advantage Tile face down when it is Exhausted (instead of adding an Exhausted marker). This functionality works with both methods.

Investment Tiles. Complete with a kludge.
The draw and discard bags are on the top edge of the table.
Kludge: TTS has timing issues with draw bags. This only manifests itself when the Investment Tile discard pile is cycled into the Draw Pile when the Draw Pile is empty. An extra button has been added to the left of the Deal Investment Tiles.

War Tiles. Manual with improved handling.
Complete and automatic dealing etc.
The Basic War Tiles are on the respective Player Mats. The Bonus War Tiles are located in draw bags "pucks" by the the respective War sheet. Each theater in each war has a War Tile "puck" for each player. A player can "search" their puck to view the tiles inside. Draw Bonus War Tiles into the players hand and look at them. They can drag & drop any War Tile in the required theater.
Peeking at War Tiles. Peeking uses the Shift-Alt key combo. A warning message will be displayed when a player peeks at a face down War Tile belonging to the other player.

Tracks: Victory Points. TRP, Debt & Debt Limit. Manual.
Each player has a separate board to track their TRP, Debt, and Debt Limit; instead of using the general records track on the map. Manipulating lots of counters & stacks on a board is fiddly in TTS. Hence the separate tracks. More automation will be added to assist.

Trash Cans/Rubbish Bins. Complete.
Cards or War Tiles that are removed from the game should be placed in the cans in the top far corners. Don't delete stuff.

Control Markers/Flags. Complete.
There are two options. Use the double sided British/French flags supplied with the game or use the circular semi-transparent discs that are available on the top left edge of the table.
The US & Spanish flags are located on the top edge of the table.

Game Setup. Manually draw and place tiles face-down on the War sheets.
Incomplete. Need a resolution on the War Tile hidden method.
The game setup will be scripted once I have a resolution for the War Tile issue.

-------------------------------------------------------------------------------------------------------------------------------------------
Errata & Clarifications: Work in progress.
Map : The 3 dots (for the 7YW) has been added to the map for the two Spanish "Alliance" spaces.
Map: The printed map is now used replacing the map from the Vassal module. The Gibraltar area (next to Naval Bastion) now has the name.
Cards. Notes on card errata/clarifications needs to be added.

Update: Jun 20, 2020 @ 11:26am

Imperial Struggle pre-release 091

This is a work in progress towards the basic release. The basic release will be a working game with automation to assist the players in housekeeping etc. This is a already a working module with some limitations. You can play manually or use the automation buttons to make things easier.

Note: I assume you know the game rules. I assume you know how to use TTS with some fluency. Some components are non-interactable as they should not be moved etc. Some tiles are set to locked. You can unlock them if you want to manually manipulate them. This will not break the module (at the moment).

Feedback: Please report via DM on Steam or BGG any typos, mistakes, fundamental game flow errors etc. Functionality improvements are welcome but I reserve the right to not follow them. If you know a TTS module that handles the required functionality in a robust way then let me know. The TTS API documentation is rather lacking. A lot of code is gleaned from Googling, looking at other modules, and trial & error. Lots of trial & error. This is not my first TTS module but this is the first where I am pushing the functionality beyond simple components.

Module notes and limitations etc as per this release:

In module messages:
-Yellow text in the module chat are warnings that something is wrong. This may be something like finding the wrong number of tiles in a draw tile at a certain time. Read the message. Identify the problem. They can be manually fixed and carry on.
-Red text is bad. If a player peeks at an opponents face-down War Tile a red message will occur.
Red is also bug in the Lua code. Kindly report them to me.
-White messages are information.

Draw Piles aka draw bags. These are round “puck” objects that are used to store tiles or tokens. These can be moved around once unlocked. There are lots of them; the War Tiles alone have 10 of them. It is easy to drop the wrong thing in such a bag. I suggest you keep them away from each other.


Here is a status of each of the main component areas:

Rules & Playbook. Included.
PDF files are included in the module. I will change to online links to the GMT site once the living rules are issued.

Errata document. Included.
The last PDF file are included in the module.
https://boardgamegeek.com/filepage/203513/imperial-struggle-corrections-and-clarifications
I will change to an online link to the GMT site once the errata document is issued.

Event Cards. Complete yet manual.
Draw and discard manually. The decks are organized into 3 piles at the top center of the table.

Ministry Cards. Complete yet manual.
Draw and discard manually.
Each players has a hidden zone in the front corners that hides their Ministry cards. Flip the card face down and move to the Player mat.

Global Demand Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. All tiles are collected, shuffled, & 3 are drawn.

Exhausted Markers. Complete.
Each player has an infinite bag of markers on their Player Mat.

Award Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. 4 tiles are distributed each time the button is used.

Reset Phase (Peace). Complete.
Use the button on the Sequence of Play sheet to remove Exhausted markers & to flip the Advantage Tiles face up.
The way that works best for us is to flip an Advantage Tile face down when it is Exhausted (instead of adding an Exhausted marker). This functionality works with both methods.

Investment Tiles. Complete with a kludge.
The draw and discard bags are on the top edge of the table.
Kludge: TTS has timing issues with draw bags. This only manifests itself when the Investment Tile discard pile is cycled into the Draw Pile when the Draw Pile is empty. An extra button has been added to the left of the Deal Investment Tiles.

War Tiles. Manual with hidden info problems.
Complete with the exception of the hidden information and automatic dealing etc.
The Basic War Tiles are on the respective Player Mats. The Bonus War Tiles are located in draw bags "pucks" by the the respective War sheet.
Peeking at War Tiles. Peeking uses the Shift-Alt key combo. A warning message will be displayed when a player peeks at a face down War Tile belonging to the other player.
TTS does not have a neat enough way (imho) to handle the hidden information (yet). This is a biggest work in progress.

Tracks: Victory Points. TRP, Debt & Debt Limit. Manual.
Each player has a separate board to track their TRP, Debt, and Debt Limit; instead of using the general records track on the map. Manipulating lots of counters & stacks on a board is fiddly in TTS. Hence the separate tracks. More automation will be added to assist.

Trash Cans/Rubbish Bins. Complete.
Cards or War Tiles that are removed from the game should be placed in the cans in the top far corners. Don't delete stuff.

Control Markers/Flags. Complete.
There are two options. Use the double sided British/French flags supplied with the game or use the circular semi-transparent discs that are available on the top left edge of the table.
The US & Spanish flags are located on the top edge of the table.

Game Setup. Manually draw and place tiles face-down on the War sheets.
Incomplete. Need a resolution on the War Tile hidden method.
The game setup will be scripted once I have a resolution for the War Tile issue.

-------------------------------------------------------------------------------------------------------------------------------------------
Errata & Clarifications: Work in progress.
Map : The 3 dots (for the 7YW) has been added to the map for the two Spanish "Alliance" spaces.
Map: The printed map is now used replacing the map from the Vassal module. The Gibraltar area (next to Naval Bastion) now has the name.
Cards. Notes on card errata/clarifications needs to be added.

Update: Jun 20, 2020 @ 11:02am

Imperial Struggle Pre-release 088

This is a work in progress towards the "basic" release. The basic release will be a working game with automation to assist the players in housekeeping etc. This is a already a working module with some limitations. You can play manually or use the automation buttons to make things easier.

Note: I assume you know the game rules. I assume you know how to use TTS with some fluency. Some components are non-interactable as they should not be moved etc. Some tiles are set to locked. You can unlock them if you want to manually manipulate them. This will not break the module (at the moment).

Feedback: Please report via DM on Steam or BGG any typos, mistakes, fundamental game flow errors etc. Functionality improvements are welcome but I reserve the right to not follow them. If you know a TTS module that handles the required functionality in a robust way then let me know. The TTS API documentation is rather lacking. A lot of code is gleaned from Googling, looking at other modules, and trial & error. Lots of trial & error. This is not my first TTS module but this is the first where I am pushing the functionality beyond simple components.

Module notes and limitations etc as per release 088.

In module messages:
-Yellow text in the module chat are warnings that something is wrong. This may be something like finding the wrong number of tiles in a draw tile at a certain time. Read the message. Identify the problem. They can be manually fixed and carry on.
-Red text is bad. If a player peeks at an opponents face-down War Tile a red message will occur.
Red is also bug in the Lua code. Kindly report them to me.
-White messages are information.

Draw Piles aka draw bags. These are round “puck” objects that are used to store tiles or tokens. These can be moved around once unlocked. There are lots of them; the War Tiles alone have 10 of them. It is easy to drop the wrong thing in such a bag. I suggest you keep them away from each other.


Here is a status of each of the main component areas:

Rules & Playbook. Included.
PDF files are included in the module. I will change to online links to the GMT site once the living rules are issued.

Errata document. Included.
The last PDF file are included in the module.
https://boardgamegeek.com/filepage/203513/imperial-struggle-corrections-and-clarifications
I will change to an online link to the GMT site once the errata document is issued.

Event Cards. Complete yet manual.
Draw and discard manually. The decks are organized into 3 piles at the top center of the table.

Ministry Cards. Complete yet manual.
Draw and discard manually.
Each players has a hidden zone in the front corners that hides their Ministry cards. Flip the card face down and move to the Player mat.

Global Demand Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. All tiles are collected, shuffled, & 3 are drawn.

Exhausted Markers. Complete.
Each player has an infinite bag of markers on their Player Mat.

Award Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. 4 tiles are distributed each time the button is used.

Reset Phase (Peace). Complete.
Use the button on the Sequence of Play sheet to remove Exhausted markers & to flip the Advantage Tiles face up.
The way that works best for us is to flip an Advantage Tile face down when it is Exhausted (instead of adding an Exhausted marker). This functionality works with both methods.

Investment Tiles. Complete with a kludge.
The draw and discard bags are on the top edge of the table.
Kludge: TTS has timing issues with draw bags. This only manifests itself when the Investment Tile discard pile is cycled into the Draw Pile when the Draw Pile is empty. An extra button has been added to the left of the Deal Investment Tiles.

War Tiles. Manual with hidden info problems.
Complete with the exception of the hidden information and automatic dealing etc.
The Basic War Tiles are on the respective Player Mats. The Bonus War Tiles are located in draw bags "pucks" by the the respective War sheet.
Peeking at War Tiles. Peeking uses the Shift-Alt key combo. A warning message will be displayed when a player peeks at a face down War Tile belonging to the other player.
TTS does not have a neat enough way (imho) to handle the hidden information (yet). This is a biggest work in progress.

Tracks: Victory Points. TRP, Debt & Debt Limit. Manual.
Each player has a separate board to track their TRP, Debt, and Debt Limit; instead of using the general records track on the map. Manipulating lots of counters & stacks on a board is fiddly in TTS. Hence the separate tracks. More automation will be added to assist.

Trash Cans/Rubbish Bins. Complete.
Cards or War Tiles that are removed from the game should be placed in the cans in the top far corners. Don't delete stuff.

Control Markers/Flags. Complete.
There are two options. Use the double sided British/French flags supplied with the game or use the circular semi-transparent discs that are available on the top left edge of the table.
The US & Spanish flags are located on the top edge of the table.

Game Setup. Manually draw and place tiles face-down on the War sheets.
Incomplete. Need a resolution on the War Tile hidden method.
The game setup will be scripted once I have a resolution for the War Tile issue.

-------------------------------------------------------------------------------------------------------------------------------------------
Errata & Clarifications: Work in progress.
Map : The 3 dots (for the 7YW) has been added to the map for the two Spanish "Alliance" spaces.
Map: The printed map is now used replacing the map from the Vassal module. The Gibraltar area (next to Naval Bastion) now has the name.
Cards. Notes on card errata/clarifications needs to be added.

Update: Jun 20, 2020 @ 12:42am

Imperial Struggle Pre-release 087

This is a work in progress towards the "basic" release. The basic release will be a working game with automation to assist the players in housekeeping etc. This is a already a working module with some limitations. You can play manually or use the automation buttons to make things easier.

Note: I assume you know the game rules. I assume you know how to use TTS with some fluency. Some components are non-interactable as they should not be moved etc. Some tiles are set to locked. You can unlock them if you want to manually manipulate them. This will not break the module (at the moment).

Feedback: Please report via DM on Steam or BGG any typos, mistakes, fundamental game flow errors etc. Functionality improvements are welcome but I reserve the right to not follow them. If you know a TTS module that handles the required functionality in a robust way then let me know. The TTS API documentation is rather lacking. A lot of code is gleaned from Googling, looking at other modules, and trial & error. Lots of trial & error. This is not my first TTS module but this is the first where I am pushing the functionality beyond simple components.

Module notes and limitations etc as per release 087.

In module messages:
-Yellow text in the module chat are warnings that something is wrong. This may be something like finding the wrong number of tiles in a draw tile at a certain time. Read the message. Identify the problem. They can be manually fixed and carry on.
-Red text is bad. If a player peeks at an opponents face-down War Tile a red message will occur.
Red is also bug in the Lua code. Kindly report them to me.
-White messages are information.

Draw Piles aka draw bags. These are round “puck” objects that are used to store tiles or tokens. These can be moved around once unlocked. There are lots of them; the War Tiles alone have 10 of them. It is easy to drop the wrong thing in such a bag. I suggest you keep them away from each other.


Here is a status of each of the main component areas:

Rules & Playbook. Included.
PDF files are included in the module. I will change to online links to the GMT site once the living rules are issued.

Errata document. Included.
A PDF file are included in the module. I will change to online link to the GMT site once the errata document is issued.

Event Cards. Complete yet manual.
Draw and discard manually. The decks are organized into 3 piles at the top center of the table.

Ministry Cards. Complete yet manual.
Draw and discard manually.
Each players has a hidden zone in the front corners that hides their Ministry cards. Flip the card face down and move to the Player mat.

Global Demand Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. All tiles are collected, shuffled, & 3 are drawn.

Exhausted Markers. Complete.
Each player has an infinite bag of markers on their Player Mat.

Award Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. 4 tiles are distributed each time the button is used.

Reset Phase (Peace). Complete.
Use the button on the Sequence of Play sheet to remove Exhausted markers & to flip the Advantage Tiles face up.
The way that works best for us is to flip an Advantage Tile face down when it is Exhausted (instead of adding an Exhausted marker). This functionality works with both methods.

Investment Tiles. Complete with a kludge.
The draw and discard bags are on the top edge of the table.
Kludge: TTS has timing issues with draw bags. This only manifests itself when the Investment Tile discard pile is cycled into the Draw Pile when the Draw Pile is empty. An extra button has been added to the left of the Deal Investment Tiles.

War Tiles. Manual with hidden info problems.
Complete with the exception of the hidden information and automatic dealing etc.
The Basic War Tiles are on the respective Player Mats. The Bonus War Tiles are located in draw bags "pucks" by the the respective War sheet.
Peeking at War Tiles. Peeking uses the Shift-Alt key combo. A warning message will be displayed when a player peeks at a face down War Tile belonging to the other player.
TTS does not have a neat enough way (imho) to handle the hidden information (yet). This is a biggest work in progress.

Tracks: Victory Points. TRP, Debt & Debt Limit. Manual.
Each player has a separate board to track their TRP, Debt, and Debt Limit; instead of using the general records track on the map. Manipulating lots of counters & stacks on a board is fiddly in TTS. Hence the separate tracks. More automation will be added to assist.

Trash Cans/Rubbish Bins. Complete.
Cards or War Tiles that are removed from the game should be placed in the cans in the top far corners. Don't delete stuff.

Control Markers/Flags. Complete.
There are two options. Use the double sided British/French flags supplied with the game or use the circular semi-transparent discs that are available on the top left edge of the table.
The US & Spanish flags are located on the top edge of the table.

Game Setup. Manually draw and place tiles face-down on the War sheets.
Incomplete. Need a resolution on the War Tile hidden method.
The game setup will be scripted once I have a resolution for the War Tile issue.

-------------------------------------------------------------------------------------------------------------------------------------------
Errata & Clarifications: Work in progress.
Map : The 3 dots (for the 7YW) has been added to the map for the two Spanish "Alliance" spaces.
Map: The printed map is now used replacing the map from the Vassal module. The Gibraltar area (next to Naval Bastion) now has the name.
Cards. Notes on card errata/clarifications needs to be added.

Update: Jun 19, 2020 @ 12:45am

Imperial Struggle pre-release version 077

This is a work in progress towards the "basic" release. The basic release will be a working game with automation to assist the players in housekeeping etc.

This is a working module with some limitations (as long as you don't cheat by looking at the War Tiles). TTS does not have a neat enough way to handle the hidden information (yet). This is a biggest work in progress.

----------------------------------------------------------------------------------------------------------------------------------------------------

Here is a status of each of the main component areas for the basic release:

Rules & Playbook. Mostly complete.
PDF files are included in the module. I will change to online links to the GMT site once the living rules are issued.

Errata document. Mostly complete.
A PDF file are included in the module. I will change to online link to the GMT site once the errata document is issued.

Event Cards. Complete.
Draw and discard manually. The decks are organised into 3 piles at the top centre of the table.

Ministry Cards. Manual.
Draw and discard manually. Each players has a hidden zone in the front corners that hides their Ministry cards. Flip the card face down and move to the Player mat.

Global Demand Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. All tiles are collected, shuffled, & 3 are drawn.

Exhausted Markers. Complete.
Each player has an infinite bag of markers on their Player Mat.

Award Tiles. Complete.
Use the button on the Sequence of Play sheet to draw tiles. 4 tiles are distributed each time the button is used.

Reset Phase (Peace). Mostly complete. Missing the discarding of Investment Tiles.
Use the button on the Sequence of Play sheet to remove Exhausted markers & to flip the Advantage Tiles face up.

Investment Tiles. Draw & discard manually.
The draw and discard bags are on the top edge of the table.

War Tiles. Manual with hidden info problems.
Complete with the exception of the hidden information and automatic dealing etc.
The Basic War Tiles are on the respective Player Mats. The Bonus War Tiles are located in draw bags "pucks" by the the respective War sheet.
Peeking. A warning message will be displayed when a player peeks at a face down War Tile belonging to the other player.

Tracks: Victory Points. TRP, Debt & Debt Limit. Manual.
Each player has a separate board to track their TRP, Debt, and Debt Limit; instead of using the general records track on the map.

Trash Cans/Rubbish Bins. Complete.
Cards or War Tiles that are removed from the game should be placed in the cans in the top far corners. Don't delete stuff.

Control Markers/Flags. Complete.
There are two options. Use the double sided British/French flags supplied with the game or use the circular semi-transparent discs that are available on the top left edge of the table.
The US & Spanish flags are located on the top edge of the table.

Game Setup. Manual
Incomplete. Need a resolution on the War Tile hidden method.

-------------------------------------------------------------------------------------------------------------------------------------------
Errata & Clarifications: Work in progress.
Map : The 3 dots (for the 7YW) has been added to the map for the two Spanish "Alliance" spaces.
Map: The printed map is now used replacing the map used in Vassal. The Gibralter area (next to Naval Bastion) now has the name.
Cards. Notes on card errata/clarifications needs to be added.

Update: Jun 18, 2020 @ 2:52pm

Update: Jun 14, 2020 @ 12:23pm

Update: Jun 14, 2020 @ 12:23pm

Update: Jun 14, 2020 @ 11:59am