The following rules sections have been rewritten (PDF of the new rules):
4.0 SEQUENCE OF PLAY
Each turn comprises one year of campaign time and always proceeds in the
following order. Both players act in the same phase, with the Imperial
player acting first and completing all actions allowed in that phase, followed
by the Rebel player. When the Rebel player completes all actions of
a phase, both players move on to the next phase of the turn.
4.1 Event Draw Phase
The Imperial player draws three chits, then the Rebel player draws three
chits.
4.2 Treasury Phase
The Imperial player determines his treasury total, then spends it as he sees
fit. Then the Rebel player does the same.
4.3 Religious Conversion Phase
Each player applies all event chits he wishes that pertain to this phase,
then each player conducts religious conversion.
4.4 Movement Phase
Each player applies all event chits he wishes that pertain to this phase,
then each player conducts movement.
4.5 Siege Combat Phase
Each player applies all event chits he wishes that pertain to this phase,
then each player conducts siege combat.
4.6 Political Phase
The Rebel player determines the political value of all the territories he
controls.
Note: any desired event chits must be played at the beginning of each phase prior to conducting further actions (see 5.0).
6.0 TREASURY PHASE
In the treasury phase, first the Spanish player determines his treasury total, then spends it as he sees fit. Then the Rebel player does the same. Money is represented as treasury points, one point being roughly equal to one million Florins, the popular currency of the time.
6.1 Treasury Totals
Before players spend their treasure, they should use all event chits they
hold and wish to use that affect the treasury total. Each territory on the
map has a number showing the treasury points provided by that territory in a single turn. Treasure is collected from each territory only once in a turn, by the side whose colour is face up on that territory's garrison marker at the start of the turn. The treasury
point total for a side must all be spent in the current treasury phase and
no points may be saved for another turn.
6.1.1 Spanish Treasury: In addition to the territory treasury points, the Spanish player rolls a 10-sided die (0 to 9) and adds this number to his treasury for the turn. This number represents the uncertainty of the Spanish budget, which must be spent on many other things besides the Dutch Revolt.
6.1.2 Dutch Patriots: Due to the increasing Spanish war-weariness, inflation and financial difficulties, and improvements in the Rebel fighting capability as the years passed, Spanish economic power became less relevant. To reflect this, the Rebel player has a Patriot allowance initially set low, steadily increasing in five-year increments:
The Rebel player receives in addition to his territories a flat bonus
of 5 treasury points per turn, representing the hard core of Dutch Protestants
always loyal to the cause.