A Matter of Honor, Sire
A Matter of Honor, Sire Rulebook
Table of Contents
Table of Contents
Game Length
The game lasts up to 6 turns (card deck shuffles).
Set Up
French XI Infantry (Inf) and II Cavalry (Cav) Corps at C3. All other (both sides) units enter as reinforcements.
One player shuffles a deck of cards (include 1 Joker card) to form the draw deck.
Turn Play
A player makes a card draw (CD).
- With an even value black suit card, two French units can activate.
- Three units activate with an odd value black suit card.
- A black face card allows any three French units to activate or to flip one unit from reduced to full strength.
- Coalition units activate the same way if a red suit card is drawn.
Eliminated units cannot return to play.
A turn immediately ends when the Joker card is drawn (for combat or activation) or all cards have been drawn (whichever comes first; ignore Joker card if drawn before both players have activated).
Activated Units
Activated units can:
a) Move 1 hex (2 hexes if both along connected road hexes), or
b) Attack an adjacent enemy unit.
There are no Zones of Control and combat is voluntary.
Stacking
Up to 2 units from the same Army may stack in a hex. French have 1 Army. Coalition has 2 Armies: North (N) and Silesia (S).
Reinforcements
It costs one activation to enter a reinforcement unit onto the map starting on its turn of entry. If entry hex is enemy occupied, the unit may enter at closest unoccupied map edge hex.
- French: Turn 3 IV Inf Corps at G5; VI Inf and III Cav Corps enter at Leipzig; and VII Inf Corps enters at A1 or A2.
- Coalition units enter at A4 or A5:
- Turn 1: Prussian I Inf and Russian X Inf Corps;
- Turn 2: Prussian VIII Inf and Russian III Cav Corps;
- Turn 4: APR Corps;
- Turn 5: Swedish I Inf, Prussian III Inf and Russian XIV Inf Corps.
Combat
A player makes a CD.
- If CD is a face card, combat has No Effect.
- If CD is an Ace, combat is a Failure.
- If CD is a 10, combat is a Success.
- Any other CD value: add the attacking unit's AF to CD value and then subtract the defending unit's DF and modify by any terrain modifiers.
- If the net result is greater than the DF of the defending unit, the attack is a success.
- If the net result is equal to the defender's DF, the combat is No Effect.
- If the net result is less than the defender's DF, the attack is a failure.
Results
- Success: If CD color is the attacking player's color, the defending unit suffers a step loss; otherwise the defending unit must retreat.
- No Effect: Neither side affected.
- Failure: If the CD is the color of the defending player, the attacking unit suffers a step loss; otherwise the attacking unit must retreat.
Terrain Modifiers
-1 CD IF ATTACKING: into city or woods, across a river, or from Level 1 to Level 2 (use all that apply).
NOTE: Partial hexes (no hex numbers) are not playable. (Printed as "Paritial hexes" on the source.)
Retreats
A unit required to retreat must move away from the attacking unit one hex into a vacant or friendly occupied hex (if this does not cause over-stacking) so it is not adjacent to the attacking unit.
Units may not retreat across a river (except into Leipzig) or off map. If unable to retreat, they take a step loss instead.
Victory
The Coalition player wins if he controls (occupies or last to occupy) the Leipzig hex; otherwise it is a French win.
Component Key
Terrain: CLEAR (Level 1); HILL (Level 2), with hex number shown; WOODS (Level 1); CITY (Level 1). Town, hex number, road and river are marked on the hex art.
Unit counter:
- UNIT NAME
- CORPS NUMERAL
- TYPE FLAG
- ARMY
- ATTACK FACTOR (AF)
- DEFENSE FACTOR (DF)
- REDUCED BAR
- MORALE VALUE (MV) (ADVANCED GAME ONLY)
Grey = Coalition; Blue = French. Yellow "C" = Cavalry.
Unit types: French Inf; French Cav; Russian Inf; Russian Cav; Prussian Inf; Swedish Inf; Austrian-Polish-Russian (APR) Combined Corps Inf.
NOTE: Units with an asterisk are used with the advanced game only.