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A Matter of Honor, Sire

A Matter of Honor, Sire Rulebook

Table of Contents

Table of Contents

  • Game Length
  • Set Up
  • Turn Play
    • Activated Units
  • Stacking
  • Reinforcements
  • Combat
    • Results
    • Terrain Modifiers
  • Retreats
  • Victory
  • Component Key

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.