North America
Canada Florida Caribbean Great Plains New Mexico Mexico Oregon California
CON DU HW NH
South America
9. Venezuela
10. Brazil II. aoe 12. Chile 13. Peru # | Territory Natives Sea Gold | Production | Special Moves 1 | Canada l 2 -- Normal High attrition 2 | Florida 3 3 -- x2 3 | Caribbean 3 3 25 x2 Island 4 | Great Plains a n/a -- Normal Land-locked
High attrition
5 | New Mexico 3 4 -- x2
6 | Mexico 4 4 50 Normal High attrition 7 | Oregon ] 15 -- Normal High attrition 8 | California ] 14 50 x2 Low attrition 9 | Venezuela 3 3 -- Normal Low attrition 10 | Brazil 3 4 25 x2 High attrition 1l_| Argentina ] 6 -- Normal
12 | Chile 4 1 -- Normal High attrition 13 | Peru 5 10 100 Normal High attrition
NEW WORLD
The game begins in 1495 A.D. and ends after the last turn is completed in 1600 A.D. Each turn represents a five-year period so the full game will take 22 turns.
Spain begins with a treasury of 150 doubloons and always plays first. France begins with a treasury of 200 doubloons. England begins with a treasury of 250 doubloons and always plays last.
STARTING YOUR TURN
Every turn begins with the collection of taxes, the recruitment of colonists and a political event.
Raise Taxes Taxes are immediately added to your treasury. The amount is determined randomly with a simulated d6 roll.
pDé| 1 2 3 #4 #5 #6 Taxes Raised| 10 20 25 30 40 50
Recruit Colonists Colonists are recruited in Europe and must be sent to the New World in the current turn or will disperse. The number recruited is determined randomly with a simulated d6 roll.
D6| 1 2 3 #4 #5 6 Colonists | 2 3 4 5 6 T
Random Political Events A random political event for the current player will occur each turn. The event is determined randomly with a simulated d10 roll.
Political Event
The value of gold soars. All gold returned to Europe is worth double! Costly European war. Deduct 50 doubloons from the treasury.
Civil war at home. No soldiers may be purchased this turn.
Possible native uprising in all settlements where natives and colonists exist. ** Wealthy merchants donate 50 doubloons to the treasury!
Graft and corruption! You must pay double for all purchases.
Ready supply of colonists. The number of available colonists is doubled. Supply of colonists dries up. There are no colonists available this turn. Natives die of the pox. All natives in areas with colonists lose one level. Plague in the colonies. Lose one colonist from each colony.
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Random political events only affect the current player. The random political events are self-explanatory except for Event #4 - Native Uprising.
Native Uprising (Event #4)
Each colony belonging to the current player is checked for the occurrence of a native uprising.
If the colony has no colonists, or if soldiers outnumber the natives by more than 2:1 then: There will be no uprising.
If the colony has at least one company of soldiers present then: The colony will survive but will take colonist losses as follows:
D6 | Result
1-2 | Lose 1 Colonist
3-4 | Lose half your Colonists 5-6 | Lose all your Colonists
A native uprising will have no effect on any soldiers present in the colony.
If there are no soldiers present then: Each native will destroy 3 colonists.
If all the colonists are destroyed and no soldiers remain then the colony becomes neutral. All empty ships and any stockpiled gold will be lost. Loaded ships are not destroyed but will remain neutral here until captured.
CONDUCTING YOUR TURN
The game enforces you to take actions strictly in this order. Skipped actions may become unavailable.
MAKE PURCHASES LAUNCH EXPEDITION TRANSFER PERSONNEL ATTACK NATIVES TRANSFER SHIPS
LOAD GOLD
SEARCH FOR GOLD RETURN CONVOY
a a a
Make Purchases in Europe Colonists cannot be purchased or stockpiled in Europe.
Soldiers cost 4 Ships cost 8 Fleet Movement costs 2 per distance point.
All prices will be doubled if random event #6 occurred this turn.
It is important to plan your expeditions, ship transfers and return convoys in advance to ensure that enough fleet movement points are available.
Launch Expedition from Europe Expeditions may be sent from Europe to:
a) reinforce your own colonies b) colonize a neutral colony c) attempt an invasion ofa foreign colony.
Expedition ships can carry 2 colonists or 2 soldiers. The Fleet must purchase enough Movement capability to reach the planned destination. Any number of ships may travel in the fleet, the cost remains the same.
To determine the success or failure of an invasion refer to the Combat section.
Losses at Sea Expeditions may incur losses at sea due to storms and sickness. The number of losses is determined with a simulated d6 roll as follows:
Expedition To D6 Result Canada (1), Florida (2), 1-5 No Losses Caribbean (3), Venezuela (9) 6 Lose 1 Colonist
New Mexico (5), Mexico (6), 1-3 No Losses Brazil (10) 4 Lose 1 Colonist 5 Lose 1 Soldier 6 Lose 1 Ship *
Argentina (11), Chile (12) 1-2 Lose 1 Colonist
3 Lose 1 Soldier
4 Lose 1 Colonist and 1 Soldier 5 Lose 2 Colonists
6 Lose 1 Ship + Passengers *
Oregon (7), California (8), 1-2 Lose 1 Colonist and 1 Soldier Peru (13) 3 Lose 2 Colonists
4 Lose 1 Ship *
5
6
Lose 2 Ships * Entire Expedition Lost at Sea
* A lost ship will go down with 2 passengers (typically 1 Colonist and 1 Soldier)
Transfer Personnel
Colonists and Soldiers may be transferred between adjacent territories to: a) reinforce your own colonies
b) colonize a neutral colony
c) attempt an invasion ofa foreign colony.
Only TWO transfers are allowed per turn. Only soldiers and colonists can be transferred in this action, not ships (see Transfer Ships). The two territories must be adjacent, connected by land.
Note that the Caribbean is completely isolated and can only be reached by Expedition.
To determine the success or failure of an invasion refer to the Combat section.
Attack Natives At the start of the game every territory contains indigenous Natives. The number of natives in each territory des not increase over the course of the game.
Should Random Event #4 occur, a Native Uprising may occur across your colonies. To preempt the occurrence of a Native Uprising, the natives may be attacked. Only soldiers can be used to attack Natives,
Compare the number of soldiers to the number of natives in the colony to finds the odds. Odds Result
Greater than 4:1 | All Natives are destroyed. One Soldier is lost.
Greater than 2:1 | The Native force is halved. Two Soldiers are lost.
From 1:1 to 2:1 | Decide the result by a simulated d6 roll: D6 | Result
1-2 1 Soldier is lost, 1 Native is lost.
3-4 All Soldiers are lost, 1 Native is lost. 5-6 All Soldiers are lost.
Less than 1:1 | All Soldiers are destroyed. One Native is lost.
Transfer Ships Movement capability must be purchased in advance.
Movement cost is equal to the difference in move costs to Europe for the two locations + 4. Your ships can only transfer between your own colonies.
Ships loaded with gold CANNOT be transferred to a different colony.
There is no risk of losing ships when transferring between colonies.
Load Gold Ships can carry 25 Gold. Note that loaded ships CAN be captured if the colony is successfully invaded.
Search for Gold Searching for gold can only be performed in colonies with mines (see Colony table). If a search is ordered, ALL colonists will leave the colony to seek gold, never to return.
There is a 1 in 3 chance of finding a goldmine, regardless of the number of colonists sent out. It is advisable to transfer surplus colonists out of the territory before searching, if possible.
Refer to the Gold Mining section for details on mining potential and mine depletion.
Return Convoy to Europe
Movement capability must be purchased in advance.
Movement costs to return to Europe are identical to the Expedition costs.
All loaded ships will return and any number of empty ships may choose to accompany.
Note that if Random Event #1 occurred this turn, then all gold returned home will be worth double.
Losses at Sea Convoys may incur losses at sea due to storms. The number of losses is determined with a simulated d6 roll, adjusted as follows: Convoy From Adjustment Canada (1), Florida (2),
Caribbean (3), Venezuela (9) 28 New Mexico (5), Mexico (6), 2 Brazil (10)
Argentina (11), Chile (12) -1
Oregon (7), California (8),
Peru (13) No Adjustment
If the final result is adjusted below 1 then the convoy arrives safely. If the final result is 6 then the entire convoy is lost.
Otherwise, the final result indicates then number of ships lost.
Ship heavily laden with gold are always lost first.
COMBAT BETWEEN FOREIGN POWERS
Combat occurs when an Expedition or a Transfer is made to a territory controlled by an enemy power. Combat is decisive. All colonists, soldiers and empty ships on the losing side will be destroyed. Goldmines and Gold stockpiles CAN be captured.
Loaded ships (with gold) CAN also be captured.
Attacking Strength: Number of Soldiers Colony Defense: (Number of Soldiers x 2) + Number of Colonists
If the Attacking Strength is greater than the Colony Defense then the invasion is successful and the colony is captured. The attacking soldiers will take losses equal to the Colony Defense.
If the Attacking Strength is less than half of the Colony Defense then the invasion force is completely destroyed. All attacking soldiers, colonists, and transport ships are lost.
Otherwise, the invasion result is determined by a simulated d6 roll as follows: D6 Result 1-2 The invasion is successful
The defending force is destroyed.
The colony changes hands.
Only one attacking soldier survives.
3-4 | All forces on both sides are destroyed.
The colony becomes neutral.
Note that any gold stockpiles and loaded ships will remain. 5-6 | The invasion fails
The entire attacking force is destroyed.
One defending soldier and one colonist are lost.
ENDING YOUR TURN
Production Each colony automatically adds doubloons to your treasury as follows:
Base Production = Number of Colonists (max 20)
In the following territories the Base Production is doubled: Florida (2), Caribbean (3), New Mexico (4), California (8), and Brazil (10)
Base Production is then multiplied depending on the current year, as follows:
Year Multiplier 1495 - 1525 | No multiplier
1530-1555 | Base Production x 2 1560 - 1575 | Base Production x 3 1580 - 1590 | Base Production x 4 1595 - 1600 | Base production x 5
Any gold sent home by convoy will be added to your treasury at this time. Note that gold sent home by convoy may be doubled in value if Random Event #1 is in effect.
Maintenance Costs
Maintenance must be paid for all colonists, soldiers and ships in the New World. There is no cost for soldiers and ships that are currently in Europe.
Maintenance costs are drawn from the treasury in Europe at the following rate:
Colonists: 2 doubloons each Soldiers: 1 doubloon each Ships: 2 doubloons each
Bankruptcy If the maintenance payment leaves a player overdrawn, the following penalties apply.
Overdrawn By | Penalty 1 to 50 | All European ships forfeit 51 to 100 | As above, and all New World ships too 101 to 200 | As above, and all Soldiers too over 200 | As above, and all Colonists too!
Gold Mining
Mining will begin as soon as gold is discovered ina colony. Mining does not require colonists to be present. Mines produce gold at different rates depending on the territory.
Territory Mine Production Caribbean (3) | produces 25 gold Brazil (10) | produces 25 gold Mexico (6) | produces 50 gold California (8) | produces 50 gold Peru (13) | produces 100 gold
Ships are required to convoy gold back to Europe before it can be utilized.
Colony Attrition Attrition occurs at each colony and is determined separately for both Colonists and Soldiers.
The rate of attrition can vary depending on the hostility of the territory involved, as follows:
D6 roll | 1-2 3-4 5-6
Low Attrition California (8), Venezuela (9) ~ _ l Normal Attrition Caribbean (3), Great Plains (4) = 1 2 New Mexico (5), Argentina (11) High Attrition
Canada (1), Florida (2), Mexico (6) l 2 3 Oregon (7), Brazil (10), Chile (12), Peru (13)
Mine Depletion There is a small 5% (1 in 20) chance for each active mine to become permanently depleted. Undiscovered mines and mines in neutral colonies will not depleted.
END GAME VP CALCULATIONS
Score 50 points per colony.
Score 3 points per colonist.
Score 1 points per soldier.
Add 1 point for each doubloon in the European treasury.
Note that stockpiled gold in the New World is worth nothing unless transferred home to Europe.
THE SOLO GAME
New World offers a single-player mode, that allows you to play Spain against a French Al. France begins the game with a colony at New Mexico (5) of 6 colonists and 6 soldiers.
French production income and maintenance costs are calculated normally. The French do not pay purchase
costs for soldiers, ships or fleet movement. The French treasury only declines through maintenance. None of the standard player rules apply to the French (taxation, political events, mining, attrition, etc.). Victory Points at end of game are calculated normally.
During the French turn the AI conducts one Expedition and then performs up to two Troop Transfers. In the Al process described below, the wording "Select a French colony" means the AI will check, in order of Territory ID (1 to 13), for the first French colony that meets the specified criteria.
Expedition From Europe
Select a French colony that has less than 15 colonists: Add 10 Colonists and 8 Soldiers. Proceed with Troop Transfer.
If there are no French colonies, or all French colonies have more than 15 colonists then start a new colony at a neutral territory using the following order of preference:
Territory Colony Size California (8) 6 Colonists, 3 Soldiers Caribbean (3) 7
Florida (2) 7
New Mexico (5) e Brazil (10) 7 Canada (1) a Oregon (7) Venezuela (9) Argentina (11) Great Plains (4) t
Mexico (6) 8 Colonists, 4 Soldiers Chile (12) "
Peru (138) 10 Colonists, 8 Soldiers
If a new French colony was created then proceed with Troop Transfer. Otherwise, select a French colony, add 12 soldiers, and then proceed with Troop Transfer.
Troop Transfer
(Repeat this process twice, if possible) Select a French colony that has more than 20 soldiers. Attempt to invade a neighboring territory using the following order of preference:
California (8), Florida (2), New Mexico (5), Brazil (10), Canada (1), Oregon (7), Venezuela (9), Argentina (11), Great Plains (4), Mexico (6), Chile (12), Peru (13).
If the target is neutral then send half of the colonists and 10 soldiers from the originating territory.
If the territory is a 'small' Spanish colony then send 10 soldiers. A'small' colony is defined as: Colonists x 2 + Soldiers, are not more than 6.
Referring to the Combat rules, this will usually result in a successful invasion, but if the French happen to find 5 or 6 Spanish soldiers in the territory things might be different.
APPENDIX: Worms in the Apple
There are some bugs in the Apple II version of New World. These issues are not present in the TRS-80 version so appear to be porting errors. While the game remains playable as it is, it can also be patched without too much difficulty.
e For proper distribution, all random number functions should replace: INT (n * RND(1) + 0.5) with INT (n * RND(1) + 1)
o Line 23 (random events)
Line 44 (taxes)
Line 48 (colonists)
Line 78 (expedition losses)
Line 106 (combat)
Line 140 (attacking natives)
Line 174 (searching for gold)
Line 188 (convoy losses)
Line 232 (attrition)
Line 244 (mine depletion)
Line 284 (native uprising)
0000000000
e When taking combat losses of half of the force, division results should be rounded: o Line 138 (attacking natives) replace: " A%(CO%,2) =A%(CO%,2) with, A%(CO%,2) = INT (A%(CO%,2)) o Line 286 (native uprising) replace: " A%(X,5) =A%(X,5)/2 with, A%(X,5) = INT (A%(X,5) / 2)
e Expedition Loss routines have the risks for territories 1 and 13 transposed. o Line 79:CO%=13 shouldbe, CO%=1 o Lines 80, 82, 84, 85, 91,95: CO% =1 shouldbe, CO% =13
e Ships must be loaded in units of 25 gold or fractional errors can occur. Line 162 should be: o 162 A%(CO%,10) = A%(CO%,10) + INT (G% / 25) : A%(CO%,7) = A%(CO%,7) - INT G% / 25) : A%(CO%,9) = A%(CO%,9) - 25 * INT (G% / 25)
e Attrition rules are not implemented correctly. Colonists always take high attrition. To fix, Line 230 should be: 230 V% = V% - (3 - A%(X,8)): R% = R% - (3 - A%(X,8))
e The French Al does not transfer colonists properly. On Line 382 replace the section: A%(CO%,5) =A%(CO%,5)/2 with, A%(CO%,5) = INT (A%(CX%,5) / 2)