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Game EINSTEIN Rules
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1. Basic Rules (6 players)
2. Purchase of Master Art allows immediate discard. Further discards take place as usual
3. NO LUCK GAME (God doesn't throw dice)
   3.1 The cards are public, and one selects which card wants when it is his turn to draw 
       a card among those available. In ftf games it can be ruled that cards may remain
       hidden after taken, but in PBEM games one can keep record of it, so let's make
       it public.
   3.2 At the start, no card is dealt. Instead, the players bid 2 simultaneously quantities 
       (one for card and another for capital) as normal with the highest bidder in each 
       category getting first to chose card (first) and capital (later) and so on. In case of ties
       global bid will be taken into account. In case of double tie, the first message received
       goes first.
   3.3 In battle, a player has to spend the usual tokens plus as many as the position he
       has in turn order, and the result is also a victory. Players with proselytism save
       1 token offensively. Players with Nationalism save 1 token offensively and force the
       expedienture of one extra token defensively. Capitals are still worth triple to attack
       for foreigns and single for owner. Military advantatges mean a +/- 2 now. 
   3.4 The war card means always 1 bonus to the player playing it (plus any additional for
       military advantatges +/- 2 and/or Nationalism +/- 1). 
   3.5 Cathedral: No problem in defensive way, the attacker loses all his deployed tokens. 
       But offensively? Well, then you only need to deploy domination number plus position in turn 
       instead of domination X 2 plus position. This means than in order to attack with cathedral 
       your own capital, you only need to deploy as much tokens as your current position, even 0
       if you play first and have Nationalism. A religious and nationalistic citizenship whose goverment 
       does not make great recruitments, revolts automatically against their invaders. Of course, 
       cathedral can only be applied once per turn against not owners.
   3.6 As a consequence of so many modificators, I bet for voiding the need of minimum of as many 
       tokens as many tokens as domination marker. You see that attacks with zero tokens 
       (automatical peasant revolts) may be possible, but obviously, not often. Anyway, if 
       it is ever negative, it will be considered zero. 
   3.7 Shortage/surplus rolls are decided by players in next way. The players in positions
       1&3 and 2&4 in turn order secretely record a number from 1 to 6, and players in 5&6
       position decide it between shortage and surplus simultaneously all. Then, the result
       for 1&3 with 5, and 2&4 with 6 determines the result. The only condition is that a 
       same player cannot determine more surpluses (respectively shortages) than shortages
       (respectively surpluses) in difference greater than 1. That is, after determining
       his first shortage or surplus, the next time he is in 5th or 6th position, he is
       bounded to determine the opposite. In case of players chaosed, the player occupying
       a position 3 greater than him will act twice.
   3.8 Wind/Watermill: After a combat is won, that is, after a player has taken a city from 
       another player paying whatever necessary, a player willing to apply wind/watermill must 
       expend as many tokens as five plus the number of cards of the affected player and he may 
       chose the card to take in exchange of one of his.
       Reasoning: Currently, a player may be sure of getting the change if he attacks New world 
       and expends 6 tokens, and have 50% of chances in case of a 3-value domination. In any case, 
       the mathematical hope is 6. Moreover, as we eliminate the randomness of the card stolen, I 
       force a higher payment when you have a wider choice.
       As this can turn quite chaotical, I will rule that Wind/watermill can only be applied to 
       non-owners. Here we have then a new "Holy Indulgence" to think about.
 
COMMENTS:
The NO LUCK SYSTEM is designed so to remove all randomity from the game and turning it
to a CHESS-DIPLOMACY-CIVILIZATION game. Of course this can be done in many different ways.
However, trying to keep the game as close as possible to original game, the battle system 
seems most apropiate to me, and others can be discussed. For example, what I have most doubts
is about the initial bid. There are many systems to deal with it, double bid, single bid, 
take card in normal order of bid and capitals in opposite order. One can never be sure of 
what will be best, but I am trying to enforce higher bids this way.
Of course you can claim that this game in not your beloved AGE OF RENAISSANCE. I agree
with that. It is just based on it, but sure it is funny seeing how it developes.