Battle Commander: Volume I
Battle Commander: Volume I Rulebook
Table of Contents
Table of Contents
- 1. Introduction
- 2. Game Components
- 3. How to Win
- 4. Game Scale
- 5. The Maps
- 6. Turn Sequence
- 7. Event Card Deck & Army Management Mat
- 8. Order Cubes & Attack Tokens
- 9. Block & Marker Units
- 10. Combat Points (CP)
- 11. Step Loss Effects
- 12. Terrain Effects Chart (TEC)
- 13. Army Morale
- 14. The Turn Track
- 15. Card Management
- 16. Sequence of Play
- 17. Flag Control Victory
- 18. Cube Draw Actions
- 19. Move Orders
- 20. Rally Orders
- 21. Skill Checks
- 22. Card Events
- 23. Combat
- 24. Retreats
- 25. Advance After Combat
- 26. Block Elimination
- 27. Special Combat Rules
- 27.1 - Event Card Triggered Combat
- 27.2 - Cavalry "Grand Charge" Assault Formation
- 27.3 - Square Formation
- 27.4 - Artillery "Grand Battery" Formation
- 27.5 - Artillery "Bombardment" Fire
- 27.6 - "Ordre Mixte" & "Artillery Expert" Assault
- 27.7 - "Clash of Wills" Assault
- 27.8 - "Disciplined Infantry"
- 27.9 - Leader Cards in Combat
- 27.10 - Headquarter Markers in Combat
- 27.11 - HQs & Leader Card Fate of War Table
- 27.12 - "Hors de Combat" State
- 28. Advanced Rules
- 29. Optional Rules
- 30. Solitaire Play Guidelines
- 31. Clarifications
- 32. Glossary
1. Introduction
This is an intricate set of rules, covering all eventualities; careful study and practice will allow you to master all of its possibilities, but the concepts are simple.
Players control military units, represented by a set of wooden Blocks forming an army of infantry, cavalry, and artillery; plus a morale track and an army commander with special abilities. They are assisted by a deck of cards that manages the game events, combat results, and skill checks, replacing the need for dice.
Army morale decides which side has the initiative, giving many advantages. A low morale score lowers Block effectiveness and magnifies combat losses. Worse, if morale gets too low, the game could be lost instantly!
Your hand of cards is your game money, you discard them to purchase extra Cubes or markers, or for their text events, giving you perks in combat and special actions. Card deck composition varies by scenario, with specific leader cards added-in.
Speaking of cards, your Commander Card is crucial: it manages your resources (Cubes, Attack Tokens), and how effective your army will be in battle (special abilities). The game is won by destroying/demoralizing the enemy army, capturing map locations of strategic & tactical significance, or by a scenario's special victory goals.
Turn Activities
Each turn starts by filling a cup with coloured "order" Cubes, replenishing the Attack Token pools, and drawing new cards to your hand.
The Cubes are then drawn one by one & acted upon, each representing a different game action.
When a Player's side Cube is drawn (French or Coalition), they can either move a few Blocks, play an event card, put the Cube in reserve for later use, or perform some other minor actions. Players can also react to enemy moves by using order Cubes saved in their reserve orders box. Movement is easy: the activated Blocks are allowed to move to an adjacent map square (called "Zones"). Blocks too far away from their headquarters will have to check for activation to perform move actions.
When a Yellow Cube is drawn, reinforcements, rallies, and purchase of extra Cubes/markers will occur.
By spending saved order Cubes, players can try to rally their Blocks so to remove shaken and disrupted statuses, or gain back army morale, a card is drawn to check if the rally is successful or not, comparing it to the skill rating of the rallying Block or army commander.
When a Red Cube is drawn, each player, in turn, will execute a combat using an Attack Token, until both pass.
When a Black Cube is drawn, extra card draws, voluntary retreats and turn end could occur.
Combat Resolution
Blocks may perform one attack per combat sequence, paying for each with an Attack Token. Nearby Blocks might be allowed to give "Support", enhancing an attacker's or defender's fight posture. Note that cavalry, horse artillery and HQs are able to move during combat.
Fight resolution is performed by comparing both sides' strength values, drawing a card and checking one of its two printed combat tables (Fire or Assault) to determine the battle's outcome. Before the draw, both parties can play event cards that affect the combat.
Blocks may become shaken or disrupted, lowering their effectiveness (shown by flipping Blocks); army morale will be gained and lost (shown on the map's morale track), retreats and advances will be made, losses will be taken.
Direct elimination of Blocks happens much less often than in most similar wargames, instead, low-level casualties are represented by army morale losses.
"War is like government, a matter of tact." — Napoleon
ADVICE: See the Playbook chapter 4. Full Example of Play to get an idea of the basic game mechanics.
Rulebook Organization
This rulebook contains a number of abbreviations and color coded inserts in order to distinguish playing notes and points of attention from the regular text.
- AC: Army Commander
- BZ: Battle Zone
- CH: Cohesion Hit
- COA: Coalition
- CP: Combat Point
- CRT: Combat Results Tables
- EBZ: Enemy Battle Zone
- FR: French
- HQ: Headquarter
- HQs: HQ & SHQ
- SC: Skill Check
- SHQ: Subordinate HQ
Precisions: These inserts provide details about mechanics and key concepts of the game.
Historical quote: These little inserts are there to enrich your gaming experience with quotations.
2. Game Components
You'll find a complete list of all game components in the Playbook.
3. How to Win
There are three ways for players to win a game:
- Demoralizing your opponent's Army - See 13.1.
- Controlling Victory Flag locations - See 17.0.
- Special Scenario victory conditions - Scenarios.
4. Game Scale
Most game-turns are roughly two hours in length.
Smaller Battles are Brigade-scale (all of Volume I's scenarios are Brigade-scale):
- Map Zone: 800-1000 meters.
- Infantry Block: 1500-4000 men.
- Cavalry Block: 800-2000 men.
- Artillery Block: 12-36 guns and escort.
Larger Battles are Divisional-scale:
- Map Zone: 1600-2000 meters.
- Infantry Block: 4000-10000 men.
- Cavalry Block: 2000-3000 men.
- Artillery Block: 36-72 guns and escort.
5. The Maps
The maps are divided into square Zones, bordered by up to six others, which are not necessarily aligned in a strict geometric pattern, but are Terrain-conforming instead. A Turn and an Army Morale tracks are also present on the map.
6. Turn Sequence
- New Game Turn Phase. Turn Events are checked, Order Cubes & Attack Tokens are prepared, new cards are drawn.
- Order Cube Draw Phase. Order Cubes are pulled from a cup and acted upon.
- End of Turn Phase. Victory conditions are checked.
"A general of ordinary talent occupying a bad position, and surprised by a superior force, seeks his safety in retreat; but a great captain supplies all deficiencies by his courage, and marches boldly to meet the attack. By this means he disconcerts his adversary; and if the latter shows any irresolution in his movements, a skilful leader, profiting by his indecision, may even hope for victory. By this determined conduct he maintains the honour of his arms, the first essential to all military superiority!" — Napoleon
7. Event Card Deck & Army Management Mat
Most Battles use a 70-card deck (+1 reshuffle card).
- 20 French Cards: Events useable by the French player only, a tricolour sash top left.
- 20 Coalition Cards: Events useable by the Coalition player, a bicolour sash top left.
- 30 Shared Cards: Useable by both players.
- 1 Reshuffle Card: When drawn, the Draw and Discard piles are shuffled to form a new Draw pile.
- Leader Cards: Specific to each battle, they all bear an Officer icon. Each battle includes 5 French and 5 Coalition Leader cards (included in the FR/COA deck totals above). Each volume contains between 20 & 40 Leader cards.
There are no dice in this game, the Event card system takes care of all random probability functions.
7.1 - Event Cards
Event cards are used as game money to purchase Reserve Cubes and Attack Tokens, or for their event text effect. They are also used instead of dice to determine Combat results (Combat Results Tables (CRT)) or other game happenstances, like Skill Checks (SC) results.
Each Event card carries a card number, an Event Card Name, a Skill Check (SC) result, Timing Cubes, a picture, the primary Event text, a Secondary Event text (in italics), and on the flip side of combat cards the Combat Result Tables (CRT) with the Combat Odds, Fire Combat Results and Assault Combat Results.
Cards belong to one of: French Events, Coalition Events, Shared Events, or the Reshuffle Card.
7.2 - Army Commander Cards
The Army Commander Cards indicates your Army's available resources (Order Cubes & Attack Tokens), and the Special Abilities (Positive or Negative) used for special game effects. An "Aide-de-Camp" (2nd in Command) is on the back of the card.
The Commander Skill Rating is used during various Skill Checks (see 21.0), the Range is used when giving move orders (see 19.0). The Order Cubes are added to the draw cup and the Attack Tokens are added to the Army Management Mat at the start of each turn (see 16.1).
Each Army Commander card shows: Nationality Sash, Card Number, Name, Available Order Cubes, Skill Rating, Portrait, Available Attack Tokens, Command Range, and Abilities* (*For description see 28.9 - Army Commander Abilities).
Each Army Commander card is placed on its Army Mat.
"There is no man more pusillanimous than me when I am planning a campaign. I purposely exaggerate all dangers and all calamities that circumstances make possible. I am in a thoroughly painful state of agitation. This does not keep me from looking quite serene in front of my entourage; I am like an unmarried girl laboring with child. Once I have made up my mind, everything is forgotten except what leads to success." — Napoleon
"I'd rather have a lucky general than three good ones." — Napoleon
7.3 - Army Management Mats
Each player has an Army Management Mat (called Army Mat in the rest of the Rulebook), used to hold the Commander card, the available Reserve Order Cubes, the Attack Tokens, and the gained Victory Flag markers. It also features an Event display and a battle odds Display.
The Army Mat is made up of: an Army Commander Box, an Event Display Aid, a Victory Flags Box, an Attack Tokens Box, a Reserve Orders Box, a Combat Display, and a Combat Shift Helper.
You may indicate the odds columns & shifts using your Combat's display as a memory aid.
8. Order Cubes & Attack Tokens
Attack Tokens are put on the Army Mats. Order Cubes are put in a common cup (draw cup), they are drawn one at a time by the Initiative player and acted upon; cup contents can be examined at will.
- Blue Cube: The French player performs one Order. Then the Coalition might do one Reaction Order.
- White Cube: The Coalition player does one Order, Then the French might do one Reaction Order.
- Gold Cube: The designated player chooses: next drawn Cube, or a free card, or the scenario effect.
- Yellow Cube: Reinforcement, Purchase and Rally Orders are performed.
- Red Cube: Combat is performed.
- Black Cube: Card draws are done. Last Cube pull ends turn, permits "Surrenders" & "Give Ground".
- Attack Token: During Combat, Attacks are declared by putting an Attack Token in the Lead Attacker's Zone. Maximum of one marker per Zone.
Optional markers are also included, see 29.3.
9. Block & Marker Units
Blocks
- Long Block: Two-step Infantry. Step Loss = Swap to Short Block.
- Short Block: One-step Infantry.
- Square Block: One-step Cavalry.
- Polygon Block: One-step Foot Artillery or Horse Artillery.
- Round Block: One-step Garrison.
Markers
- Headquarter Cylindrical Marker: One-step Army Commander/Subordinate Commander & escort (HQ/SHQ).
Symbols
- Shots Symbol: Skirmish ability. Affects the "Musket & Shot" Combat result, see 23.5.
- Burst Symbol: Superior unit. Has one Extra Step + Affects the "Bayonet & Burst" Combat result, see 23.5.
Nationality Colours
French, Austrian, Prussian, Russian, British, Spanish, French Special, Coalition Special.
9.1 - Block Skill Ratings
Infantry, Cavalry, Artillery/Horse Artillery and HQs have a Skill Rating bars which go from four (best) to zero (worst). That Skill rating is valid for all Block's orientations, so even if not on top (Disrupted/Shaken state).
The Skill Rating levels are (from best to worst): Elite, Veteran, Trained, Conscript, Militia.
HQ/SHQ do also have a Skill Rating bars: HQ - Army Commander, SHQ - Subordinate Commander.
9.2 - Block Battle States, Cohesion & Formations
Blocks have many Battle States and Formations.
Note: You cannot touch/examine any Opponent's Blocks unless required for a specific game function. Ex: Combat.
"If the art of war were nothing but the art of avoiding risks, glory would become the prey of mediocre minds. I have made all the calculations, fate will do the rest." — Napoleon
Infantry Block:
- Steady: Symbols on top.
- Shaken: Symbols facing to the rear.
- Disrupted: Symbols on the bottom.
- Square: Square markers is added to the rear, see 27.3.
- Massed Column: Massed Column markers is added to the rear, see 28.2.
Cavalry Block:
- Grand Charge: Grand Charge marker is added to the front. See 27.2.
- Steady: Symbols on top.
- Disrupted: Symbols on the bottom.
Artillery Block: Like Cav. Block (Steady > Disrupted)
- Steady: Symbols on top.
- Disrupted: Symbols on the bottom.
- Grand Battery: Two Artillery, side-by-side. See 27.4.
- Detached Guns: Detached Gun marker is added to the front. See 28.7.
Garrison Infantry Block / HQs Marker:
- Steady: Symbols on top of the Marker.
- Disrupted: Symbols on the bottom.
Battle States From Best to Worse
- Steady: Block has only Battle Zones. Exception: Steady Artillery have less BZ, see 9.4.
- Shaken: No Zones. Can't Assault or Support.
- Disrupted: Flanked Zones only. Can't Assault, Fire, Support or enter Enemy Battle Zones. Exception: Disrupted Artillery may Fire.
Cohesion Hits
A Block's Battle State is degraded by Terrain & Combat Cohesion Hits, and upgraded by Rally Orders.
- Combat & Enemy Battle Zone Cohesion Hit: If already Disrupted when hit, the Block must Retreat one Zone. See 24.0.
- TEC Terrain Cohesion Hit: If already Disrupted when hit, the Block does not Retreat.
Infantry Block progression: Steady, -1 CH = Shaken, -2 CH = Disrupted.
Cavalry/Artillery Block progression: Steady, -1 CH = Disrupted.
Square Block progression: Square, -1 CH, -2 CH, -3 CH = Disrupted.
Grand Charge Block progression: Grand Charge, Steady, -1 CH = Disrupted.
Special Formations
- Square: Can't Assault or be Flanked, always Steady; it takes a CH instead of Retreating, see 23.1 > 6.
- Grand Charge: Could attack twice, absorbs an extra Cohesion Hit, acts as a Steady Block. See 27.2.
- Grand Battery / Detached Guns: Formed by two Artillery (Grand Battery) / one split Artillery (Detached), they grant Combat advantages. See 27.4 & 28.7.
- Massed Column: Formed by two Infantry Blocks, is always Steady, it takes a CH instead of Retreating, see 28.2.
- Roadway: Allows a Block to move faster on the road at the expense of it's Battle State (always considered Disrupted for Combat purposes). See 19.3.
FORMATION CHANGES: Activated Non-Disrupted Blocks may change Formation before an Attack/Move, & after a Rally.
9.3 - Block Stacking Limits
Stacking limits are in force at all times during the game.
Limits: Two Friendly Blocks per Zone, plus one HQs.
You cannot move into a Zone that is either fully occupied or that contains enemy Blocks.
Exception: See rule 24.1 - Retreat Triggers.
You cannot stack two Artillery Blocks together.
Exception: See rule 27.4 - Grand Battery.
If an overstack occurs, Withdraw a Block. See 24.1.
9.4 - Block Management
Orientation/Stacking: Activated Blocks may change Orientation/Stacking before an Attack, or after a Move (Including Advances & Retreats) or after a Rally Order.
Two Blocks in a Zone: Both must be oriented in the same direction, parallel to each other. The front one is the Lead Block (Attacker/Wing Support), the rear one the Second Line Block (2nd Line Support).
Wing Support represent Blocks outflanking a defender already engaged on it's front by a Lead Attacker.
Second Line Support represent units at short distance, ready to reinforce with detachments.
Restrictions: Lead Artillery and their 2nd line Blocks must be oriented parallel to a Zone's side.
Battle Zones: All Zones of Lead Steady Blocks, they don't extend over Impassable Terrain.
EXCEPTION: Artillery has less actual Battle Zones. Battle Zones represent areas that Blocks can influence by their firepower (Artillery) or tactical moves (Infantry & Cavalry).
Flanked Zones: All the Zones of Disrupted Blocks, and all the non-Battle Zones of Artillery Blocks. Flanked Zones represent areas that are more vulnerable to enemy action.
No Zones: Second Line, Square, Shaken and Garrisons (unless in Fort) don't have any Battle or Flanked Zones. Blocks with No Zones represent units with various tactical weaknesses that cancel their Battle Zones, but are not in a bad position enough to have Flanked Zones.
So except for Lead Artillery you can position Blocks as you see fit; please do try facing the enemy in an orderly manner, not all jumbled-up and not automatically parallel to a zone's edge: battle decorum is important! Note that depending on the orientation of your artillery Blocks, the Flanked and Battle Zones may vary.
Flank Advantage
If the Lead Defender is "Flanked", the Attacker gets a bonus Combat Shift (see 23.5 > Fire and Assault Shift modificators); but only if at least one of the two conditions below is met:
Condition I: The Attacking Block or Wing Support Block is located in the Lead Defending Block's "Flanked Zone".
Condition II: The Lead Attacking Block has a non-adjacent Wing Support Block, see 23.1 > 5. In this case, even Blocks that don't have a Flanked Zone (i.e. No Zones Blocks or Blocks with only Battle Zones) can be "Flanked".
EXCEPTION: A Block in Square cannot be Flanked.
Flank Advantage represents tactical outmaneuvering of defending Blocks that are in a Disrupted state, or by getting around the Block's flanks.
Condition I: An enemy in a "Flanked Zone" of a Lead Defender gets the Flanked advantage. Steady Blocks that are not Artillery have all-around Battle Zones. Note that Artillery is worse if alone in a Zone (see 23.5).
Condition II: The French Infantry Block is "Flanked", as the Lead Attacker has a Wing Support that is at least one Zone Away. See 23.1 > 5. It would not work if the Wing Support was adjacent to the Attacker. Thus the Wing Support Block awards +1 CP plus the "Flanked" Combat Shift right.
IMPORTANT: So the Attacker's CP values come from the Blocks in the Zone performing the Attack, and maybe Blocks adjacent to the Zone Attacked (called Wing Supports, see 23.1, point 5). All these could activate the "Flank Advantage" Combat Shift if in a Defender's Flanked Zone.
The Defender CP values come from the Blocks/Terrain in the Zone Attacked. Note that Defenders don't get Wing Supports CPs or the Flank Advantage Shift.
10. Combat Points (CP)
- Infantry Fire: Infantry = 1 CP, Garrisons = 0 CP.
- Assault: The Blocks' CP value (CP) is equal to the total number of its Bayonets/Gun/Horse icons.
- Support: Always at 1 CP, if allowed. See 23.1/23.6.
- Artillery Fire: The CP value is equal to the number of its Gun icons. Horse Artillery isn't Cavalry.
| Type | Symbols / Fire | Assault | Support |
|---|---|---|---|
| Long Infantry | 1 | 2 | 1 |
| Infantry | 1 | 1 | 1 |
| Cavalry | None | 1 | 1 |
| Artillery | 2 | 2 | 1 |
| Horse Artillery | 1 | 2 | 1 |
| Garrison Infantry | 0 | 0 | None |
| HQ/SHQ Marker | None | None | +1 Skill* |
*A Steady HQs marker adds +1 Skill to all the other Blocks in its Zone for all game purposes.
Infantry Fire is 1 CP, Artillery is # guns, Assault is # icons, Support is 1 CP, see 31.0 > Combat CP & Support examples.
11. Step Loss Effects
Step losses are caused by Combat results, Retreats and some Event cards.
Most Blocks have only one step: after taking a step loss they are Eliminated, and their Army loses one Morale.
Long infantry Block: It has two steps; On a loss replace it by a shorter Block of the same Skill rating, or lower if none available. Next time it takes a step loss, it'll be Eliminated, and its Army will lose one Morale.
Block with a "Burst": It has one extra step; on a loss, replace with a blank Block of the same Skill or lower.
Block with "Shots": It has no extra step; on a loss, if replaced, use a Block with or without the Shots.
Block Supply: The Blocks in the game are a set limit; if no replacement is available, Eliminate the Block.
12. Terrain Effects Chart (TEC)
The Terrain Effects Chart is located on the Player aid.
You do check for Cohesion hits when a Block enters Difficult Terrain for all movement instances unless specified otherwise, including Withdrawals, Retreats, Advances etc. A failed check results in a Cohesion Hit.
13. Army Morale
The map's Morale Track goes from 1 (low) to 10 (high), "Maximum Morale" is shown by two Morale marker icons on that Track. Morale is gained/lost by Card Events, Reinforcements, Rally, Combat, or Elimination.
Army Morale represent soldiers' exhaustion, cohesion, battle spirit, casualties, and their Commanders' will.
The Drum icon side represents an Army in Good Morale; a Silent Drum icon (backside of the marker) represent an army in Bad Morale. See rule 13.1 - Effects of Bad Morale.
- Good Morale: A Morale marker on its front side represents an Army in Good Morale.
- Bad Morale: When Morale drops to zero, the marker is reset to track box 10 and flipped to its backside: the Army is now in Bad Morale.
Morale Score: The player with the highest Morale is called the Initiative Player; Good Morale always beats Bad Morale, regardless of Track position.
Maximum Morale: Rallies can't exceed it. See 20.0.
Stacked Morale Markers: When markers, same side showing, share a Track space, the marker that lost/gained Morale last is placed on top; that marker's Army has the highest Morale.
Example: A French Army with a Good Morale of 4 has a higher Morale than a Coalition Army with a Bad Morale of 8, thus the French player is the "Initiative Player".
13.1 - Effects of Bad Morale
The Player with an Army in Bad Morale suffers a series of disadvantages, and could even lose the game outright!
- Demoralization Victory: When an army with Bad Morale reaches zero on the Morale track, the game is immediately lost.
- Crossed Flags: During a Skill Check it's an automatic fail. See 21.1 & 21.2. During a Critical Combat Check, the Lead Block loses 1 Step. See > Critical Combat Table Results.
- When Attacking: Shift Assault results 1 left.
Brittle Army: A Rally "Officer" result is a Fail unless in or adjacent to a Steady HQs. See 29.5.
"Armies are two bodies which try to frighten each other." — Napoleon
13.2 - Initiative Player
The player with the highest Army Morale has the game's Initiative, he draws the Cubes and gets some perks. He takes the Initiative marker /Napoleon Initiative marker (Gamefound Campaign exclusive) as a reminder.
- Event Cards: Plays Combat Event Cards Last.
- Shared Game Functions: Always acts First.
- At Turn's Start: If it's a Daylight turn, One extra Cube of his side's goes into the cup, plus he gets one Extra Attack Token on its Army Mat.
- Winning: In some Scenarios, Initiative is a tie-breaker.
"If you wage war, do it energetically and with severity. This is the only way to make it shorter and consequently less inhuman." — Napoleon
14. The Turn Track
Passage of Time: The approximate time of day is shown in each Turn Track's boxes.
Coloured National Sashes: Indicate that Events or Reinforcements may happen during that turn.
Turn Boxes: Most Boxes are Tan (Daylight), but some are Brown (Night), Light Brown (Dawn) or Purple (Dusk). The latter 3 use special Scenario rules.
"The art of war is to gain time when your strength is inferior." — Napoleon
15. Card Management
Maximum Hand Size: Six cards.
How to Draw Cards: Cards are drawn one-by-one. Playable (i.e: Shared or Friendly) "Play Now!" cards take effect instantly, they have a red insert under the cards illustration.
An Enemy "Play Now!" card is not acted upon, you can't play it, the card stays in your hand.
Too Many Cards: If you exceed maximum hand size, immediately select & discard the surplus cards.
When to Draw Cards: You draw cards at the start of a game-turn, or when a Black Order Cube is drawn.
Combat & Skill Checks: For these, Ignore the cards' text, use only the Combat Tables or Skill check icons.
Deck Reshuffling: Drawing the "War and Peace" card #31, triggers the immediate reshuffle of the Draw & Discard piles together, to form a new Draw pile (card #31 included).
No Peeking!: The Draw and Discard piles can't be examined. (Draw pile is face-down, Discard is face-up)
16. Sequence of Play
16.1 - Turn Preparation Phase
- Check Turn Events & Prepare your Reserve:
- The Cubes in the Reserve Orders Box (Army Mat) remaining from the last turn can be kept, up to your commander's skill value, then discard the rest.
- Prepare your Attack Tokens:
- The Attack Tokens in the Attack Token Box (Army Mat) remaining from the last turn can be kept, up to your Commander's Skill Rating, then discard the rest.
- Then Put the Available number of new Attack Tokens (see Army Commander available Attack Tokens value*) in your Army Mat's Attack Token Box.
- Prepare the Draw Cup, empty and refill with:
- Any Cubes you want from your Reserve Orders Box.
- The required number of order Cubes, (see Army Commander available Order Cubes value*).
- One Gold Cube (Only if scenario-required).
- Two Yellow "Rally" Cubes.
- Three Red "Combat" Cubes.**
- Three Black "End Turn" Cubes.**
- Discard Excess Cards: You may keep as many of your own side or shared leftover cards as your Commander's Skill rating; discard the rest, including all enemy cards.
- Draw Cards: Each player draws four cards, then discards to the six-card maximum.
*"Available Cubes/Attack Tokens" numbers are on the Commander card.
**Scenarios may ask for less Cubes on some game-turns.
Daylight Turn**: The Initiative player add an extra Order Cube of his colour into the draw cup, plus one Extra Attack Token on his Army Mat Attack Token box.
Steady HQs***: If both your Steady HQ + SHQ are on the map, one extra Cube of your colour goes in the draw cup, plus one Extra Attack Token on your Army Mat's Attack Token box.
***You'll find a Reminder for this at the bottom of the Army Commander card box on the Army Mat.
"An army's effectiveness depends on its size, training, experience, and morale; morale is worth more than any of the other factors combined." — Napoleon
16.2 - Order Cube Draw Phase
Blindly draw a Cube from the cup and act upon it (see 18. Cube Draw Action); repeat until the last Black Cube is drawn. Cup's contents may be examined. Most drawn Cubes may be placed between the Turn & Morale tracks on the scenario map, especially these:
ATTENTION: When the last black Cube is drawn, the current game turn ends.
16.3 - End of Turn Phase
- Turn Marker: Advance the Turn marker one box. If already in its last box, the game ends.
- End of Game Victory: If the game did not end by Army Demoralization or Scenario victory conditions, then Victory Flag control determines the winner, see below.
17. Flag Control Victory
The player controlling the most of his side's Victory Flag Zones at the end of the game is the winner!
If the count is tied, and only one Army is in Good Morale, that player's Army wins; otherwise the tie is final.
Optional: In case of a final tie, play two "Night" turns, then continue the battle for one day (7 turns, once only, no more refights if still tied); using Vol I's Playbook: Scenario 3.3 - Battle of Arcole (1796) scenario's "Night" rules.
The last side to have an Infantry/Garrison Block in a Victory Flag Zone controls it; other types of Blocks only temporarily cancel Enemy Control during their stay.
EXCEPTION: If there is a Fort/Castle in the Zone, it needs to be free of enemies, too.
Coalition count White Flag Zones, the French Blue, some Zones hold both Flag colours.
Blue/White Victory Flag markers are put on Army Mats to keep count: five of each colour, which is the maximum that can be awarded.
So this means there is a game limit of five Victory Flag markers for each side: if you are awarded Flags over that total, the count stays at five.
18. Cube Draw Actions
Order Cube: This draw allows the FR or COA player to execute one of the Orders below by discarding the drawn Cube.
- Move Order: Move some of your Blocks, see 19.
- Event Card Order: Resolve a card event, see 22.
- Pass Order: Discard without effect. If next draw is the same colour, put it back in the cup without effect.
- Ready Arms Order: Put 1 Attack Token in your Army Mat's, maximum is Commander's Skill + 10.
- In Reserve Order: Put the drawn Cube in the Reserve Orders Box; maximum number of Order Cubes allowed in that Box is your Commander's Skill + 5.
Move Order Reaction: After a Cube Move Order is done, the Enemy may use a Cube from his Reserve Orders Box to perform any type of Cube Order, see 19.2.
Yellow Cube: Reinforcements, add Cubes & markers, Rally Blocks/Army; Initiative player first for each step.
- Reinforcements: Every new Block arrives using a free "In Command" Move Order; Leader cards go to their owner's hand, Commander cards are flipped. See the Playbook's scenario instructions for details.
- Purchase Cubes/Tokens: For each card discarded from your hand, a spare Cube of your side's colour goes in your Reserve Orders Box, or a spare Attack Token goes in your Attack Tokens Box.
- Rally: Players take turns Rallying Blocks/Army Morale, until both Pass in succession, see 20.
Gold Cube: Not used in every Scenarios, provides special effects and advantages to a given side.
Next Cube or Card Draw: When drawn, the scenario-chosen player decides which Cube is drawn next, OR he may draw an Event card instead.
Special: Scenarios may call for a special effect.
Red Cube: Combat takes place, Initiative player first.
Combat: Players take turns performing an Attack, until both Pass in succession, Then see 23.
Black Cube: Draw cards see 16.2 or Turn end see 16.3 (+ Give Ground see 24.3).
Draw Cards: Both players draw one card.
Turn End: When the last Black Cube is drawn the game-turn ends, without drawing a card; put the drawn Cubes between the Turn & Morale Tables.
Give Ground/Surrender: At turn's end, Players take turns Withdrawing Enemy-adjacent Blocks one Zone. Blocks might also Surrender. See 24.3 & 26.0.
19. Move Orders
Friendly Blocks located in one or more adjacent occupied Zones (HQs included) are activated by a Move Order. The player can use an HQ, or an SHQ to issue this order.
- Command Range: The range of an HQ is indicated on the Army Commander (AC) card, the range of an SHQ is one Zone. The HQ/SHQ Zone is not counted, and the range cannot cross enemy Blocks or empty enemy Battle Zones (EBZ). However, it can cross Impassable Terrain.
- Number of activated Zones: The number of Zones that can be activated depends on the AC's Skill Rating, indicated on his card. A Skill Rating of 1 or 2 activates up to 2 Zones; a Skill Rating of 3 or 4, up to 3 Zones. If all the Blocks concerned perform Road Movement only, up to 4 adjacent Zones can be activated, regardless of the AC's Skill Rating.
EXCEPTION: If a Steady HQs is part of an Activated group, that HQs Zone is for free and not counted against how many Zones are Activated; scenarios may also have special activation rules.
- Activating the Zones:
- In Range: Activation is automatic if at least one of the Zones of the group (a chain of adjacent occupied zones) to be activated is within Command Range of a Steady HQs.
- Out of Range: If none of the Zones of the group to be activated (i.e. a chain of adjacent zones) are in a Steady HQs Range, do one Out-of-Command skill Check to see if they all successfully activate or not, using the Army Commander's Skill rating. See 21.0 Skill Check & 21.3 Out of Command Skill Check.
Range Bonus: If the HQs is in a Town, Village, or Up Cliff Zone, increase range, by a maximum of 1. (Example: Village + Up Cliff = +1 Range).
Again, all the Zones activated all have to be Adjacent to at least one other Zone of the Group! It's a continuous chain of Zones.
Example: In this example, the value of the Commander card is as follows: Commander Skill Rating 3, Command Range 2. One Block is within Command range of the HQs, unlike the other 2 Blocks. However, as the Commander has a Skill Rating of 3, he can activate the two extra Zones outside of his command range (for a total of 3) as they are adjacent to the first Zone, which is in Command range.
"The torment of precautions often exceeds the dangers to be avoided. It is sometimes better to abandon one's self to destiny." — Napoleon
Movement Restrictions
Same Enemy: A Block can't move from a Battle Zone to another Battle Zone of the same Enemy Block*.
Disrupted Block: It can't enter an Enemy Battle Zone*.
Square: Block takes one CH after moving.
*EXCEPTION: Unless separated by Impassable Terrain.
Examples: Blocks can move to Zones next an Enemy that does not have Battle Zones, in this case that Block is Disrupted. A Disrupted Block can't move into the Enemy Battle Zone. A Block can't move from a Battle Zone to another Battle Zone of the same Enemy. A Steady Block can move into a new Enemy's Battle Zone with no penalties.
19.1 - Regular Move
Activated Blocks may move to adjacent Zones, one Block at a time, or can stay in their original Zone.
Difficult Terrain: Blocks might take Cohesion Hits (CH) after moving into/across (including Retreats/Advances); either automatically, or by missing a Skill Check. See the TEC in the Player Aid for details.
Map Edge: A Block moving out of the map is removed from the game, but is not deemed Eliminated.
HQs Marker: It can move as many Zones as its Skill Rating, and does not have to perform a Skill Check related to Terrain and therefore does not suffer any Terrain CH.
IMPORTANT: All Steady Blocks arriving during a Yellow Cube Reinforcement action are granted a Free "In command" Move Order (Roadway Moves allowed). No 21.3 - Out of Command Check is necessary.
19.2 - Move Order Reaction
After a player completes a Cube Move Order, his opponent may discard a Cube from his Reserve Orders Box and perform any type of Cube Order.
Battle Zone Restriction: You cannot activate a Zone in an EBZ for a Move Order Reaction.
"I have destroyed the enemy merely by marches." — Napoleon
19.3 - Roadway Move Formation
Steady Blocks may change to Roadway Formation (Exception: Squares or Massed Columns) if they start and end a Move Order along Road/Lane Zones in that formation, they may move 2 Zones; HQs get one extra Zone.
Difficult Terrain: You don't check for Terrain CH when doing a Roadway move.
Block Layout: Keep Blocks oriented along the roads.
When a Block goes into Roadway Formation, flip it like it was Disrupted: it will act as such for all Combat purposes. Artillery can't fire at all. You may flip the Blocks on their narrow side instead, it looks nicer!
Put a Roadway marker in the direction of the move.
The Roadway marker must be removed next time the Block changes Formation, back to Steady Status; or when Attacked: it stays Disrupted.
Road Stacking: One Long Block or two other Blocks per Zone.
If you don't have enough space to fit two Blocks (Small Infantry/Artillery) one behind the other, you can place them side by side, as in the example above. In this case, however, the Block furthest to the left will always be the lead Block in the event of an attack.
Lane Stacking: One Block of any type per Zone.
Zone with non-Roadway Blocks: Roadway-moving Blocks cannot stack with other non-Roadway Blocks at the end of a Move, they lose their Roadway Formation and become the Second Line Block.
IMPORTANT: Do not forget that you can change Formation only before a Move/Attack and after a Rally (See 9.4 Block management). So Blocks in Roadway Formation will stay as-is at the end of their move (unless if ending their move stacked with non-roadway Blocks).
19.4 - Combat Move
During a Red Cube draw or an Event-Card triggered Combat (see 27.1), Steady Cavalry/Horse Artillery/HQs may Move before Combat.
- Cost: Put 1 Attack Token in the Lead Attacker's Zone, it stays with the Lead Block through the Move.
- Move & Attack: Blocks may Move, then Attack.
- Move Only: Blocks may Move without Attacking.
- No Split Moves: Blocks can't go to different Zones.
- Terrain Disruption: Do remember that Disrupted Blocks cannot Assault! See Table 23.6.
- No Skill Check: No SC needed if out of HQs range.
IMPORTANT: Enemy Battle Zones have no effect on Combat Moves, and the Attack marker stays with the Lead unit if it Moves before Attacking.
20. Rally Orders
When a Yellow Cube is drawn, players take turns Rallying individual Zones or raising their Army's Morale.
Rally Cost: 1 Cube is discarded from the player's Reserve Orders Box to pay for the Zone/Army Rally Order.
Zone Rally Order (Raise Blocks Battle State): Perform one Rally SC (see 21.1), it applies simultaneously to all Blocks (+HQs) in the Zone; even Steady Blocks may Rally (so as to change formation).
RALLY LIMIT: Only one Rally per Zone, temporarily put the Rally Cube in the Zone as a reminder.
EXCEPTION: On an Officer Result the used Rally Cube is not spent, put it back on your Army Mat, you can Rally that Zone again).
Rally Withdrawal: Cavalry/Horse Artillery/HQs in an enemy-adjacent Zone may Withdraw one Zone, the Rally Order is performed in that new Zone (See 24.2).
Reforming: During a Rally Order, Blocks in the Rally Zone may change Orientation, Stacking and Formation, unless on a Death Head result.
Army Rally Order (Raise Army Morale): Perform one Rally SC (see 21.1), only possible if your HQ is Steady. Only 1 Army Rally is allowed per draw (but see below). Use your Army Commander's Skill.
EXCEPTION: On an Officer Result the used Rally Cube is not spent, put it back on your Army Mat; it doesn't count towards the 1 Army Rally per draw limit.
IMPORTANT: An Army Rally can't be used to get back to Good Morale, or over Maximum Morale (see 13.0). But other Morale-Raising means can, and see rule 29.6.
21. Skill Checks
Draw one card, then compare that card's Skill Check result to the Skill of every Block that checks in that Zone. Detailed Tables follow, and simplified Tables are on the Player Aid.
HQs Marker Present: If there is a Steady HQ (or SHQ) in the Zone, the other Blocks' Skill is increased by 1. The HQs can't increase its own Skill!
IMPORTANT: An HQs marker is immune to Terrain-related Skill Checks.
21.1 - Rally Skill Check Table
A Block that Rallies raises its Battle State one better. Formation changes can be performed after the Rally. An Army that Rallies raises its Morale one better.
A Disrupted Infantry first Rallies to a Shaken state.
- Officer: Block (Rally)/Army (Raise); Another Rally/Raise is authorized: the Rally Cube is not spent, put it back on your Army Mat.
- Skill Flags: If the Block/Army (Army Commander) Skill is equal or higher than the number of Flags, the Block (Rally)/Army (Raise). Otherwise, No Rally.
- Crossed Flags: If the Army is in Good Morale, the Block (Rally)/Army (Raise). Otherwise, No Rally.
- Death Head: No Rally. If enemy-adjacent, lose one Morale for the Zone (not per Block!), unless in Square. If an Army is Rallying, lose one Morale.
21.2 - Skill Check Table
That table is used for all Skill checks calls that do not specify a specialized table (ex: Give Ground Check), and will be the most utilized. Special outcomes, if any, are posted in each check's Rulebook section & on the Player Aid.
- Officer: Check Success.
- Skill Flags: If the Block's Skill rating is equal or higher than the number of Flags, Success. Otherwise, Check Failure.
- Crossed Flags: If the Army is in Good Morale, Success. Otherwise, Check Failure.
- Death Head: Check Failure + Penalties (see 'Give Ground' (24.3) and 'Press on Redraw' (29.2)).
21.3 - Out of Command Check Table
Checks are done using the Army Commander's Skill:
- Officer: Check Success. The Order Cube is put back in the cup.
- Skill Flags: If the Army Commander's Skill Rating is equal or higher than the number of Flags, Success. Otherwise, Check Failure.
- Crossed Flags: Check Success, even if the Army is in Bad Morale.
- Death Head: Check Failure, No Moves/Changes.
Check Success: The Move is done normally.
Check Failure: No Move; Blocks may still change Orientation, Stacking & Formation. Blocks performing Roadway Moves may still move one Zone. Exception: See Death Head result.
22. Card Events
Blue/White Order Cube Cards: When a Cube of your side's colour is drawn, you may use that Cube's action to play a Card Event. This card must sport a Cube of the same colour as the just-drawn Cube on its upper left corner.
Red Cube Combat Cards: These can be used only in Combat, when a Red Cube is drawn.
No Cube Cards: Many cards don't display Order Cube icons; these are played "for free", no limits! Some are "Interrupts", played to cancel a card. Others are cards that must be acted upon when drawn, unless of enemy colour.
Event Text: Each card has two sets of Event text instructions, a primary Event (regular font) and a secondary Event (in italics) underneath it. Only if the primary Event is performed can the secondary Event be carried out. See 31.0.
Rules Conflict: If there is a conflict between a card's Event text and the game rules, follow the Event text. If there is a rules conflict between two played cards, the card played last takes precedence.
Enemy Event Cards: You cannot use Enemy cards for their Event text effect. They stay in your hand until discarded; during a Yellow Cube draw they can be used to purchase Reserve Cubes or Attack Tokens.
Example: Some cards can be used by the French player for their Event text, but not Coalition cards, even the "Play Now!" card: both stay in the French player's hand, and are not useable for their Events.
23. Combat
When a Red Cube is drawn, Combats may occur.
- Attack Step: The player with the initiative goes first, then alternately, players can do one Fire or one Assault Combat; or Pass (passing player can always attack later).
- End Step: After both Players Pass in succession, the Combat ends.
- Removal Step: Discard all on-map Attack Tokens.
23.1 - Combat Preparation
- Select one Attacker: Place one Attack Token in the Lead Attacker's Zone. That Zone's Blocks are now considered "Engaged". Blocks may change Orientation/Stacking/Formation, without the need to Attack, still place the marker. Attacking Blocks could make Combat Moves, see 19.4.
Engaged: 1 Attack Token maximum in each Zone: if a marker is already there, no Attack can be performed.
IMPORTANT: If a Lead Artillery is Attacking, the Target must be in its Battle Zones. Or theoretical Battle Zones if it's Disrupted or across impassable terrain, otherwise the Target must be adjacent to that Attacker.
-
Select one Target: Choose a Zone's Lead Block to be Attacked, it's called the Lead Defender. Note that there is no limit on how many times Blocks may be attacked per Combat Phase.
-
Select the Attack Type: It'll be either Fire or Assault, plus possibly some Special Combat types. See 27.0.
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Select Second Line Supports: If there is a "Second Line" Steady Block in the Attacker's or Defender's Zones, it may add 1 CP to that side. See Table 23.6.
-
Select Attacker Wing Supports: Add 1 CP for each Attacking Steady Lead Block adjacent to the Target Zone. Don't forget: There are no Defender Wing Supports! See 9.4 > Flank Advantage & Table 23.6.
IMPORTANT: Cases where Wing Support can't happen.
- If the Block is in the Battle Zone of a Non-Engaged (i.e.; Without an Attack Marker) Steady Lead Enemy Block, that's not the target of the Attack.
- If the Block is already Engaged (i.e. has an Attack marker).
- Impassable Terrain between Block and Target.
Shaken & Disrupted Enemy Blocks can't stop Wing Support, as they don't have Battle Zones.
-
Form a Square: Non-Disrupted Infantry attacked by a Lead Cavalry may try to form Square by passing a Skill Check ((SC) one for the whole Zone).
- If the SC Succeeds, it forms a Square, put a Cube on top, see 9.2 > Blocks Formations.
- If the SC Fails, it takes a CH, no Square.
Note that a 2nd Line Block that forms a Square cannot give Support. See Table 23.6.
-
Select Card: Both Players may use one Event card.
The Non-Initiative player selects and plays first. The card must sport a Red Cube. In a text conflict, the last played card prevails. Play of "Cancel" cards is not counted for that limit.
Forbidden Card Play: Cards cannot be played if the Attack was triggered outside of a Red Cube draw (i.e. event cards, see 27.1).
23.2 - Fire Combat
- Tally the Column Number: Subtract the Defender's cumulative Terrain CPs (do not count Defending Blocks' CPs) from the Attacker's CPs + Attacker's Support CPs to get the Column number. See 10, Table 23.6 & TEC.
- Find and Apply the Results: Draw a card, reference the Column number on the top line of the CRT, & apply the combat outcome, adding the Fire Shift Modifiers, if any. See 23.4 & 23.5. Results are applied in the exact text order they are listed.
23.3 - Assault Combat
- Tally the Column Number: Subtract the Defender's CPs + Defender's Support CPs + cumulative Terrain CPs from the Attacker's CPs + Attacker's Support CPs to get the Column Number, for counting CP see 10, 23.6 & TEC.
IMPORTANT: The Lead Defender Block's CPs are ALWAYS added in Assault Combat.
- Find and Apply the Result: Draw a card, reference the column number on the bottom line of the CRT, and apply the outcome, adding the Assault Shift Modifiers, if any. See 23.4 & 23.5. Results are applied in the exact text order they are listed.
Fire Combat includes all forms of Skirmishing. Assault includes point-blank musket fire & artillery grapeshot, not just "cold steel" bayonet attacks or cavalry charges.
Interval Terrain
Interval Terrain: For Terrain between two Zones, CP's are awarded on both Interval sides. Assaults can't be done across Impassable Terrain.
EXCEPTION: For "Up Slope" and "Up Cliff" Terrain, only Blocks in the Highest Zone get to add the Terrain CP's. See the Terrain Effect Chart on the Player Aid.
23.4 - Combat Result Shifts
IMPORTANT: When a Combat Shift is applied, Shift to the next, different Combat Result, not just 1 column left/right!
Neutral Shifts: If the Shift direction is not specified, it's decided after drawing the Combat result. If both sides have a Shift, Initiative Player decides last.
Maximum Shifts: All shifts are applied at once, thus may cancel each other.
Examples: One Shift right on the top row "-1" column, Round Shot, shifts to a Skull and Bones, so two columns right. A Shift right on the top row (2), (3) or (4) Columns, Skull and Bones, has no extra effect: no combat outcomes are extrapolated out of the table.
Combat at less than -2 Odds is computed at -2; and if at more than +4 Odds, it's computed at +4.
IMPORTANT: Wing Supports are not affected by Combat results, only Blocks in the Attacker/Defender Zones are. Defenders cannot get Wing Supports.
23.5 - Combat Results Table Effects
The simplified effects of CRT outcomes can be found on the Player Aid, while detailed effects are shown below. As a reminder, the CRT are located on the Event Cards.
Fire Effect Results
- Gun Smoke: No Effect
- Muskets & Shot: Lead Attacker and Lead Defender each take one Cohesion hit (CH).
SKIRMISHERS EXCEPTION: If only one of the Lead Blocks sports a Shot icon on his Block and the other is Infantry, then: That Lead Block owner may change the result to Gun Smoke (for both sides).
- Round Shot: Lead Defender takes one CH.
- Skull & Bones: Defender's Army loses one Morale and Checks the Critical Combat Table**. Then the Lead Defender takes one CH.
**The Detailed description is located below (Detailed Critical Combat Table Icons); the regular Table is on the Player Aid.
Fire Shift Modificators
- Bombardment: If the Lead Artillery Bombards, Shift 1 left (All Defending Blocks are affected).
- Artillery Toughness: If the Lead Defender is Artillery, Shift 1 left (Grand Battery: two Left).
- Disrupted Artillery: If the Lead Attacking Artillery is Disrupted, Shift 1 left.
- Weak Fire: If the Lead Attacker is in Square or Massed Column, Shift 1 left.
- Flanked: If the Lead Defender is Flanked, Shift 1 right, see 9.4 > Flank Advantage.
- High Density: If Lead Artillery Attacks a Square or Massed Column, in Clear Terrain, Shift 1 right.
Assault Effect Results
- Black Cross: Attacker's Army loses one Morale & Checks the Critical Combat Table**, then Attackers in the Assaulting Zone take one CH each.
- Horse Head: No Effect.
CAVALRY BATTLE EXCEPTION (NO EFFECT ON WING SUPPORTS): If any Attacker/Defender Lead Block is a Steady Cavalry, then:
-
All Cavalry Blocks take a SC (once). Miss = one CH.
-
A Defending Steady Infantry not in Square, must form Square; you don't roll like in 23.1 Step 6, it Automatically Succeeds.
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The Cavalry Block's other Enemies take one CH each, unless in Square or Cavalry.
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Bayonets: Attacker, Defender, and their Second Line Blocks take one CH each.
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Bayonets & Burst: Defender, and its Second Line Block take one CH each, then the Attacker & its Second Line Block take a SC: Miss = one CH.
BURST ICON EXCEPTION:
-
If the Steady Lead Defender sports a Burst icon on his Block, and not the Lead Attacker, then: Change the result to Bayonets.
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If the Steady Lead Attacker sports a Burst icon on his Block, and not the Lead Defender, then: Change the result to Burst.
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If both Blocks sport a Burst, no special outcome.
-
Burst: Defender and its Second line Block take one CH each. If All the Defenders Retreat, they do a Skill check: If Any Miss, lose one Morale.
-
Retreat Flag: Defender's Army loses one Morale and Checks the Critical Combat Table**. All the Blocks in the attacked Zone must Retreat, then take one CH each. If an Attacker advances in the attacked Zone, its Army gains one Morale.
**See Critical Combat Table below.
Assault Shift Modificators
- Bad Morale: If the Attacker's Army is in Bad Morale, Shift 1 left.
- Disciplined Fire Ability: If the Lead Steady Defender is Infantry, Shift 1 left. See 27.8.
- Infantry vs Cavalry: If a Lead Infantry Attacks a Cavalry, Shift 1 left*.
- Cavalry vs Squares: If a Lead Cavalry Attacks a Square that has no CH's, Shift 1 left.
- Infantry vs Squares: If a Lead Infantry Attacks a Square in Clear Terrain, Shift 1 right.
- Weak Assault: If the Lead Attacker is in massed Column, Shift 1 left.
- Flanked: If the Lead Defender is Flanked, Shift 1 right.
- Flanked Artillery: If the Lead Defender is a lone Flanked Artillery, Shift 2 right.
- Clash of Wills Assault: If declared, Highest Skill gets 1 Shift left or 1 Shift right. See 27.7.
*But only if the Defender's is not in Black / Red Horse Terrain (see the Terrain effects chart on the Player Aid).
Critical Combat Table
- Officer: Cancel that Combat Result's one Morale Loss.
- Skill Flag(s): Lead Block might lose one Skill. See rule 29.7 Wavering Troops.
- Crossed Flags: If the Army is in Bad Morale, the Lead Block loses one Step.
- Death Head: Discard one Attack Token from the Army Mat and if the Lead Block is Disrupted, it loses one Step.
23.6 - Combat Options Table
All allowed Attacks/Supports are listed. The "Support" columns is valid for both Attack and Defence Support. The NO lines take precedence over the YES lines. Example: Shaken Blocks can't Assault or Support (Fire or Assault, see 31.0 > Combat CP & Support examples).
| Block Type | Fire Attack | Fire Support | Assault Attack | Assault Support |
|---|---|---|---|---|
| Steady Infantry | YES | Wing (A) | YES | YES |
| Steady Cavalry | NO | NO | YES | YES |
| Steady Artillery | YES | YES | Expert (B) | YES |
| Steady Garrison | YES | NO | NO | NO |
| Steady HQ/SHQ | NO | +1 Skill (C) | NO | +1 Skill (C) |
| Disrupted Arty/Inf (D) | NO | NO | NO | NO |
| Shaken | YES | NO | NO | NO |
| Square | YES | NO | NO | NO |
A. Only Wing Fire Support, no Second Line Fire Support. B. Only when Commander has "Artillery Expert" Ability. C. Steady HQs marker adds +1 Skill to the other Blocks in its Zone. D. Only Artillery and Disciplined Inf. may Fire when Disrupted.
24. Retreats
Retreats are Moves that are usually done by the Enemy, mainly triggered by Combat; but may be voluntary: called Withdrawals, they are performed by the Block's owner.
24.1 - Retreat Triggers
Retreat Triggers are cumulative, if there are more than one trigger, retreat the Block one Zone for each instance.
- Disrupted + Combat Cohesion Hit: If a Disrupted Block takes a Hit in Combat, it Retreats one Zone. CHs by Terrain never trigger such a Retreat.
- Retreat Flag: This Combat result causes all the affected Blocks to Retreat one Zone.
- Overstacked: If a Zone is overstacked, excess Blocks have to be Withdrawn (by the owner) one Zone.
- Last Black Cube: When drawn, Enemy-adjacent Blocks may Withdraw one Zone. See 24.3.
Retreat Moves
Retreat Procedure: Blocks are moved one Zone by the Enemy player, one Block at a time.
Any marker in the Zone follows the Lead Block. The owner performs orientation/stacking changes. Withdrawals are Retreats done by the Block owner. HQs markers are also moved by the owner, and may follow a Retreating friendly Block if wished for.
Retreat Path: If possible, don't Move (1) into an empty Enemy Battle Zone, (2) into a Zone adjacent to Enemy Blocks, or (3) in an Overstack situation; in that exact order if there is a choice.
Blocked Retreat: You cannot Retreat into any Enemy-occupied Zones, Impassable Terrain or map edges; the Block stays put and loses one Step.
Squares and Massed Columns: These Formations never Retreat, they take a CH instead.
Overstacked Retreat: If a Block ends a Retreat overstacked, that Zone's non-retreating Blocks take one CH each, unless with a Skill of 3 or 4.
- If non-retreating Blocks are already Disrupted when taking the hit, they Withdraw one Zone.
- If the Zone is still over-stacked, the overstacked retreating Block Withdraws one more Zone.
Important Retreat Effects
- Enemy Battle Zone: A Block Retreating into an Enemy Battle Zone takes one CH.
- Disrupted + Enemy Battle Zone: A Disrupted Block Retreating in an Enemy Battle Zone empty of Friendly Blocks takes one CH and loses one Step. (The troops give up and are taken prisoners.)
- No Retreat!: All Russian Infantry and all 3 & 4 Skill Infantry may cancel a Retreat caused by a CH by first passing a Skill Check (+1 Skill Bonus for Russians); and if successful, by then paying one Morale Point per Zone Affected.
"To be a good soldier, you need the heart of a lion, the feet of a hare, and the appetite of an ant." — Napoleon
Example: If a Disrupted White Infantry Block could only Retreat to a Zone that is an empty Enemy Battle Zone, it would lose 1 Step & 1 CH as it's in an empty Enemy Battle Zone.
24.2 - Cavalry Withdrawal
Right after a Lead Infantry or Artillery declares an Assault, any Cavalry, Horse Artillery, or HQs in the Target Zone may do a Withdrawal (Retreat) move.
Advance: If the Zone becomes empty and there is no Combat resolution, Advance after Combat is still performed and the Attack Token is still spent.
24.3 - Give Ground Withdrawal
When the last Black Cube is drawn, players may take turns Withdrawing one Friendly Block that is Enemy adjacent, until both pass in succession. Initiative player first. It's not a must, you don't have to Withdraw!
Skill Check: After Withdrawing, the Block must do a Skill Check if it started in any EBZ using the Skill Check Table, see 21.2. Apply the result below.
- Death Head = CH + lose 1 Morale.
- Other Check Failures = CH.
If Disrupted already, then Withdraw one more Zone.
EXCEPTION: Check is an automatic success if it is an undisrupted Skirmish (Infantry or Cavalry) Block.
25. Advance After Combat
Advances are Moves performed by an Attacker's Blocks after an Assault Combat.
Advance Procedure: If the Target Zone is empty of Blocks, the Assaulting Lead Attacker, Second Line Block and HQs (if any) may Move into that Zone.
- Enemy Battle Zones: Ignored when Advancing.
- Second Line Support: Second Line Blocks may Advance only if the Lead Attacker also Advances.
- No Advance: Foot Artillery & Wing Supports cannot Advance after Combat.
- Orientation/Stacking: Stacking and Facing may be changed following an Advance after Combat.
- Attack Token: When Advancing, the Attack marker stays with the Lead Attacker.
Artillery Capture: If an Attacker Advances in a Zone that was occupied by a just-Retreated (not just-Withdrawn!) Lead Artillery, check if some of the guns are captured.
Capture Skill Check: That Artillery must perform a Skill Check, with a Skill one lower if it's a Foot Artillery; if it fails this Check, the Artillery Block loses one Step.
26. Block Elimination
Elimination: When a Block is Eliminated, its Army loses one Morale, but not if that Block Surrendered.
Example: The Block is Eliminated on its third step loss.
Block Surrender
Surrender: When the last Black Cube is drawn, both players may chose to remove from the game one (only!) non-Steady Block adjacent to an Enemy Block, not adjacent to a Friendly Steady Block.
No Army Morale is lost because of that Elimination.
27. Special Combat Rules
27.1 - Event Card Triggered Combat
Cards may trigger Combat outside of a Red Cube draw Action. The card's text describes the effects, like for example the "Frimont" card #80.
- Who can Participate: Same Blocks as in Regular Combat, or as per the card's Event text.
- Combat Mechanics: Use regular Fire/Assault rules.
- No Combat Cards: Players can't use Red Cube cards to influence the outcome, as the Combat is not taking place during a Red Cube draw.
- Free Attack Tokens: As told by most cards' text, used Attack Tokens are free, so not taken from the Army Mat; after the Combat is over, discard them.
27.2 - Cavalry "Grand Charge" Assault Formation
Cavalry Grand Charge Assaults is a Formation only triggered by Event Cards. Put a Grand Charge marker in front of each Block.
Who: Only Steady Cavalry in one Zone can join each Grand Charge; so two Blocks: the Lead Cavalry + a Second Line Cavalry*.
*Some Scenario rules may forbid Second line Support.
How: You do one Grand Charge at a time, no need to indicate all the Charges in advance. Put the Grand Charge marker in front of the assaulting block.
- No Wing Support: Wing Support is not allowed.
- Cohesion Bonus: The Grand Charge markers can absorb an extra CH during the Charge, see 9.2.
- Combat Shifts: If a Grand Charge card gives Combat Shifts, they apply to all the Attacks of that Charge.
- Extra Attack: Non-Disrupted Blocks can do a second Assault, using the same Attack Token. If they have not Advanced after Combat, they can only Attack the previously Assaulted Zone. If you don't want to Attack a second time, you have to pass a regular Skill check with the Lead Charging Block.
- Cavalry Combat Move: Combat Moves can only be done before the first of the two Charge Assaults.
- Mandatory Advance: If an advance is possible, the Lead Cavalry Block must Advance after Combat.
- End of Charge Disruption: All the charging Blocks become Disrupted after the Charge procedure is over.
IMPORTANT: If already Disrupted, they Withdraw one Zone and are then removed from map: they'll arrive back in the game as Steady Reinforcements 2 turns later, in their HQs or adjacent Zones, but not next to any Enemy.
27.3 - Square Formation
Squares are all-around defensive Formations used by Infantry to repel Cavalry or defend build-up locales.
Who: Non-Disrupted Infantry Blocks can form a Square.
How: Created during a Movement/Rally orders, or as a reaction to an Assault during the Combat phase with a Skill Check, see below:
Combat Square Formation: Non-Disrupted Infantry in a zone attacked by a Lead Cavalry may try to form Square by passing a SC, see 23.1 > 6.
- Check Success: If the SC Succeeds, it forms a Square, put a Square marker behind the Block.
- Check Failure: It takes a CH, no Square.
Cohesion Bonus: It can absorb one extra CH and is always considered Steady. If changing Formation, or on the third CH, remove the Square marker. Block stays as-is, don't rotate it, see 9.2.
No Retreat!: It never retreats, but takes a CH instead.
Combat Penalties: It suffers negative shifts in Fire Combat, and cannot Assault.
No Support: Squares can't give Support.
Note that a 2nd Line Block that forms a Square cannot give Support. See Table 23.6. Squares also represent other defensive formations.
STOP! Now that you have the main Rules in mind, go check the chapter 4. Full Example of Play in the Playbook, then come back and read the rest.
27.4 - Artillery "Grand Battery" Formation
This Formation can only be created if the Army Commander has the "Artillery Expert" ability.
Grand Battery Formation: Move 2 Steady Artillery in the same Zone and put them side-by-side or one on top of the other; they act as one Block, but for losses.
- Stacking: The Battery counts as just one Block.
- Combat Points: Total both Blocks' CPs.
- No Assault: It cannot do an Artillery Assault.
- Battery Disband: Formation is lost if it Moves/Retreats, and cannot be regained in this activation.
- Flips: Blocks are flipped together for Hits/Rally.
- Step Loss: Chose any Block to take the Loss.
- Morale: Use the Highest Skill of the two, if any.
Artillery Toughness: It gets two Shifts Left in defense when Fired upon.
Formation Limit: One Grand Battery per Army.
"The worse the troops the greater the need of artillery." — Napoleon
"God is on the side with the best artillery." — Napoleon
27.5 - Artillery "Bombardment" Fire
Besides Fire Combat, a Steady Artillery may do a one-Zone or two-Zone range Bombardment Fire Combat.
- Fire Combat Penalty: Shift the result 1 left.
- Fire Immunity: Artillery cannot suffer a CH when Bombarding, unless against a Lead Artillery.
- Area Effect: At a one-Zone range, all Defenders are affected by CH, not just the Lead Block.
- No Support: Bombarding Blocks can't be Supported.
- Two-Zone Range Line-of-Sight: Terrain Zones with a Fire CP defence value or any Block, adjacent to both the Artillery and its target, will stop that Attack.
27.6 - "Ordre Mixte" & "Artillery Expert" Assault
Blocks of an Army Commander that possess the listed Abilities below may perform these special Combat types.
Ordre Mixte: Allows only one such Assault per Red Cube draw. Led by a Steady Long Infantry; or a Supported Steady Short Infantry.
EXCEPTION: For Large Battles (specified in the scenario), Short infantry Block can do an Ordre Mixte Assault even if not supported by another Block.
Artillery Expert: Allows one such Assault per Red Cube draw, led by a Steady Horse Artillery.
EXCEPTIONS: Massed Columns cannot do Ordre Mixte Assaults, & Grand Batteries can't do Artillery Assaults.
Special Assault Procedure: Both Combat types are resolved in the same manner.
- Red Cube Draw Only: This Ability cannot be used during a Card/Scenario special Combat.
- No Low Skill: 0 or 1 Skill Blocks can't use this Ability.
- CP Values: Compute CP's as an Assault Combat.
- Card Play: The Battle is considered an Assault Combat for Event Card play purposes.
- Combat Redraw: After drawing the Assault Combat Result card, and without any penalty, the Attacker may choose to redraw that card and use the Fire Combat Result line instead, same Odds and Shifts.
- Advance After Combat: If the Assault CRT Line was used, Advances after Combat can be made.
This represents units working together in various tactical combinations of firing lines, attack columns, and other battle maneuver ploys, not just the famous "Ordre Mixte" French formation that others tried to emulate; plus the aggressive Artillery tactics used by the French.
"Sometimes a single combat decides everything and sometimes, too, the slightest circumstance decides the issue of that combat. There is a moment in every battle at which the least manoeuvre is decisive and gives superiority, as one drop of water causes overflow." — Napoleon
27.7 - "Clash of Wills" Assault
In any Assault combat, the owner of a Steady Lead Block that has a higher Skill than the Lead Enemy (HQs bonus included) may declare a "Clash of Wills".
EXCEPTION: Commanders with the "Unsteady" Ability can't use the "Clash of Wills" ability.
- Morale Cost: If you use a "Clash of Wills", your Army immediately loses one Morale.
- Attack Bonus: Shift the Combat Result 1 right.
- Defence Bonus: Shift the Combat Result 1 left.
"The moral is to the physical as three to one." — Napoleon
27.8 - "Disciplined Infantry"
That Commander Ability applies to a Steady Lead Infantry Block Defending in an Assault, or allows a Disrupted Infantry Block to do a Fire Combat.
- Assault Defence: Once per Red Cube Draw. Shift the Result 1 left.
- Firing when Disrupted: Fires like a Steady Block.
- No Low Skill: 0 or 1 Skill Blocks can't use this Ability.
"Reverse Slope" Fire Defence
Disciplined Infantry Fired at while in "Up Slope" Terrain is treated as in "Up Cliff" Terrain. Allowed by Scenario only.
27.9 - Leader Cards in Combat
After Combat, Leaders might have to check fate.
Leader Fate of War Check: If a Leader card is used for its Event in Combat, after that combat is over, draw a card and check the Leader Fate of War table (the Table is on the Player Aid). Canceled Leader cards do not need to Check.
More than one: If more than one Leader checks, draw a card for each.
"You must not fight too often with one enemy, or you will teach him all your art of war." — Napoleon
27.10 - Headquarter Markers in Combat
When a side suffers CHs in Combat, any HQs marker in the affected Zone must check its fate.
HQs Fate of War Skill Check: Refer to the HQs & Leader Card Fate of War table; if more than one HQs checks, draw a card for each.
Lone HQs in a Zone: A lone HQs marker cannot be attacked; just before an enemy Block enters or attacks its Zone, it Withdraws and must check its fate.
HQs Skill Bonus: A steady HQs gives a +1 Skill bonus to the other Blocks in its Zone for all purposes.
Eliminated HQs Marker: If Eliminated, the HQs comes back next turn as a Reinforcement, place it in a Zone with friendly Block, on its "Disrupted" side.
Like Blocks, one Morale is lost when Eliminated.
"I believe one bad general to be worth two good ones." — Napoleon
27.11 - HQs & Leader Card Fate of War Table
SHQ = Same as HQ, but no effect on Army Commander.
- Officer: Leader Card is not spent, put it back in your hand. Otherwise, no effect.
- Skill Flags: If the HQs Skill Rating is lower than the number of Flags, HQs takes one CH. No effect on a Leader or Commander card.
- Crossed Flags: If the Army is in Bad Morale, the HQs takes one CH and Leader cards become Hors de Combat. No effect on a Commander card.
- Death Head: HQs takes one CH, Leader cards are Hors de Combat. Your Army then loses one Morale. If an HQ testing during an Assault, then the Army Commander is Hors de Combat.
"The spectacle of a field of battle after the combat, is sufficient to inspire Princes with the love of peace, and the horror of war!" — Napoleon
27.12 - "Hors de Combat" State
When a Leader/Commander suffers an Hors de Combat result, it's out of play.
EXCEPTION: In Assault Combat only for the Army Commander, not in Fire Combat (see optional rule below).
- Army Commander: Flip to it's Aide-de-Camp side.
- Aide-de-Camp: If the card is already on its Aide de Camp side, lower it's Attack Token value by one. Indicate it by placing a free Token on the card.
Discards: Any Cubes or markers in the Reserve Order or Attack Token boxes that are over the maximum of the new Commander ratings are lost.
Leader Card: Put it under the Army Commander card.
Back in the Fight: Some Friction Events & cards allow players to get back their "Hors de Combat" Leader Event cards, or Flip Army Commander cards.
Optional Commander Fire Losses: During a Fire Combat Fate of War check, draw a second card after a "Skull & Bones" result; if another "Skull & Bones" result is drawn, then the Commander becomes "Hors de Combat".
28. Advanced Rules
28.1 - Skirmish Cavalry
It's a Cavalry Block with a "Shots" symbol.
- Move Bonus: It may Move two Zones when activated by a Cube Move Order. Bonus not useable when doing Combat Moves, Cavalry Withdrawals, or Roadway Moves.
- Skirmish Bonus: It has the same Fire Combat Result ability as an Infantry Skirmish Block. See 23.5.
- Assault Penalty: It is not considered Steady Cavalry for triggering the "Cavalry Battle" Combat Result.
- New Block: At game start, players may replace one of their Cavalry Blocks by a Skirmish Cavalry at no cost.
28.2 - Massed Column Formation
This Formation is created by abutting two Steady Infantry Blocks of any size, with a Massed Column marker in the back. Allowed by Scenario special rules only.
- Block Flips: They are flipped together for Hits/Rally.
- Extra Hit: The Formation is lost if taking a Hit when the Blocks are face-down, remove the marker.
- Steady: Always acts as a Steady Block, use the Lead Block's Skill and attributes, it stacks as two Blocks.
- No Retreat: Takes a CH rather than Retreat.
- Artillery Zones: Has the same BZ, Flanked Zones and Orientation limitations as an Artillery Block.
- Combat Points: In an Assault, total the two Blocks' CP's. They suffer one Shift left Attacking, and a Shift right if Fired at by a Lead Artillery.
- Moves as Cavalry: Same Terrain Effects Chart, Combat, and Move restrictions as Cavalry Blocks (i.e: They can't do Combat Moves).
28.3 - Garrison Blocks
Garrisons are small static defensive units defending some map locations.
- Garrison's Skill: Zero.
- Garrison's Combat Points: Zero.
- Stacking: One per Zone, counts as a Block.
- Moves: It can only Move/Retreat into Garrison Zones. Eliminate the Block if it cannot Retreat. Garrison Zones are indicated on the TEC.
New Garrison: When a Yellow Cube is drawn, a Steady Infantry Block located in a Garrison Zone, or in an adjacent Zone, can place a Garrison there by passing a Rally Order SC based on its Army Commander's Skill Rating. Each Army can have a maximum of two Garrisons on the map (unless otherwise indicated in the Scenario). Garrisons can be freely removed during Rally, no Order Cube needed.
Cost: Lose one Morale after placing a new Garrison.
28.4 - Subordinate HQ Markers
Some Scenarios have Subordinate Headquarters (SHQ - Hollow Flag) markers, they are considered, and act, as HQ markers.
SHQ Range: Command Range of 1.
IMPORTANT: Unlike an HQ, which uses the Commander Command Range value, SHQ use their value of 1 (adjacent Zones). For the number of activated Zones during a move Order, both SHQ & HQ use the Commander Skill Rating.
Turn Start Bonus: If both a Steady HQ & SHQ are on the map, put one extra friendly Cube in the draw cup during the Turn Preparation Phase (see 16.1), and one Extra Attack Token on a friendly Army Mat's Attack Token box.
Fate: When a SHQ rolls on the Fate of War table, the result never affects its Army Commander.
28.5 - Fort & Redoubt Defences
Forts: Are mini-Zones inside a regular Zone, Assault and Fire is only possible to or from the encircling regular Zone.
Only one Garrison and no other Blocks may be put in a Fort. It doesn't count for stacking limits.
Wing Support is allowed from Zones adjacent to the Zone where the Fort is situated.
A Garrisoned Fort Battle Zone is projected solely in the Regular Zone where the Fort is situated.
Redoubts: The Interval Terrain benefits are added to those of the Zone. And cover the same Battle Zone Intervals as an Artillery Redoubt Block would.
Artillery Redoubt Block: It cannot change Facing, Move or Retreat.
It's always the Lead Block.
If it must Retreat and an Enemy Advances the Block is Eliminated.
A Redoubt Block might have Cubes put on its rear by Scenario rules; each Cube may be removed to absorb one CH, if its owner wishes to.
Note that Redoubt Blocks project more Battle Zones and Fire Zones, compared to the regular Artillery Blocks.
"The transition from the defensive to the offensive is one of the most delicate operations in war." — Napoleon
28.6 - Resilient Army
A Resilient Army in Bad Morale will not lose the game if its Morale falls to zero. Allowed by Scenario rules only.
The Fight Continues: Instead of losing a game by Army Demoralization, the owner of a Resilient Army may continue to fight.
- If that player later wins by regular victory conditions, the contest is considered a Draw.
- That player can still win the game normally by scenario special victory conditions.
Morale Freeze: When down to zero, a Resilient Army's Morale will never go up again for the rest of the game; Morale point loss & gains will have no effect.
Put the Army's Morale marker on the Army Mat as a reminder, on its Bad Morale side.
Morale Freeze Penalties: The owner cannot use any Event cards that would cost Morale points, or declare a Clash of Wills combat.
28.7 - Detached Guns Formation
This Formation is created by placing a Detached Gun marker in front of any Infantry Block; max. one per Block. Allowed by Scenario only.
Creation: At game start, an Artillery Block is traded permanently for as many Detached Gun marker it has gun icons, these are placed on Infantry Blocks or Reinforcements. Not allowed for Massed Columns.
Combat: It gives a Lead Block +1 CP when performing a Fire Combat or when Defending in an Assault, no effect when giving Support.
ATTENTION: It does not add a CP when attacking in Assault Combat.
Destruction: The Detached Guns marker is Eliminated if its Infantry Block Retreats (not if it Withdraws), the Block's Army then loses one Morale.
Moves as Artillery: The Infantry Block now has the same Terrain, and Move restrictions as an Artillery Block, but not the Artillery Facing restrictions. Note that they can still form Square.
Commander's Choice Optional Rule: If a player does not have the scenario option to Create a Detached Guns, before the start of the scenario, he still can do it with one Artillery Block, but at the cost of one Morale point.
"Soldiers generally win battles; generals get the credit." — Napoleon
28.8 - Friction of War Events
The Friction of War's Event Descriptions are on the Player Aid, each Scenario has its own Friction of War table.
Event Cards: Events may call for a Friction Check.
Friction Check: Draw a card, its Skill Check result is applied on that Scenario's Friction of War table.
Staying Active: Some Events stay active during a whole game-turn, put a free spare Attack Token on the Army Mat's Event track as a reminder; only one Event can stay active, cancel the previous one, if any.
28.9 - Army Commander Abilities
Each Army Commander has four special Abilities, these are always active.
- Positive Abilities: In lighter boxes, these may be used at the owner's discretion, but many are limited to one use per phase or game-turn.
- Negative Abilities: In darker boxes, These can be triggered at all times.
If a player forgets to implement such an Ability, and it's impossible to correct the affected outcome, then the opponent may chose to inflict a one Morale point loss to that forgetful player's Army.
Abilities Details: The detailed explanations are located in two tables on the Player Aid.
These Abilities are of critical use, study them well!
"The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemies." — Napoleon
29. Optional Rules
These are all recommended, use them by mutual player consent.
29.1 - Command Perspective
Army Commanders may be moved to the rear, so to have a better overall battle view.
How: By using a Rally Order, put a spare Garrison Block on the Army Commander card.
Penalties:
- Lower the AC Available Order Cubes by one.
- The main HQ does not give the +1 Skill Bonus (SHQ still does).
Safety Bonus: If the Commander card is to be affected negatively because of a Fate of War/Friction of War card draw, you can redraw once.
HQ Bonus: The main HQ Range is increased by +1. The SHQ Range is not increased.
This rule allows the Commander to position itself for better overall control, losing a bit of tactical initiative; this rule does not have any effect on an SHQ marker.
29.2 - "Press On" Cube Redraw
When the third Black Cube is drawn (only!), each player may try, once, to cancel that draw if their HQ is Steady and their Army in Good Morale.
That player does a SC using the Skill Check Table (21.2). Officer & Death Head result are specific to this check, see below:
- Check Success: The Cube goes back in the draw cup. That player's Army loses two Morale.
- Check Failure: Nothing happens. That player's Army loses one Morale.
- Officer: The Cube goes back in the draw cup. No morale loss.
- Death Head: Nothing happens. Both players' Armies lose one Morale.
29.3 - Optional Markers
Instead of flipping Blocks, you can use these markers:
- Shaken Status: Use that Marker instead of flipping Blocks.
- Disrupted Status: Flip the Shaken marker instead of flipping Blocks.
- The Attack Token can be used instead of the Regular Red Marker or to indicate special attacks like "Ordre Mixte", "Artillery Assault", or "Clash of Wills".
Or for any other « house rules » uses you might create.
29.4 - Fresh Troops
Scenario instructions might ask for some Blocks to be tagged as Fresh Troops. These are usually Reinforcements, or Blocks held in "Army Reserve" on-map. Players may put as many Fresh Troops markers on friendly Blocks on the map as their Army Commander's Skill Rating.
Setup: They are indicated by placing a Fresh Troops marker next to the Block, either on its rear or side, whatever is more convenient.
Effect: The marker will absorb the first CH the Block takes in Combat; the marker is then removed. Also, if the Lead Block is "Fresh", all Blocks in that Zone are always considered in Good Army Morale.
ATTENTION: Only one Fresh Troops marker per Block.
Extra Markers: Scenario rules may allow a Block to receive more than one Fresh Troops marker.
Army Reserve: Before the game starts, players may place a number of Fresh Troops markers on friendly Blocks on the map equal to their Army Commander's Skill Rating.
Restrictions: If a Block with a Fresh Troop marker takes a CH before Game Turn 4, all it's Fresh Troops markers are removed with no effect, and without absorbing the CH.
The minimum turn limit is to roughly take in account the time it'll take for the rest of the troops on the Battlefield to become worn out in a significant manner. Put a Fresh Troops marker on Turn 4 of the turn track as a memory aid.
29.5 - Brittle Armies
Some scenarios ask for Armies to be tagged as "Brittle", it takes effect when in Bad Morale.
Effect: All Blocks of a Bad Morale Brittle Army treat an "Officer" Rally results as a Fail. It has no effect on HQs and Army Commanders.
EXCEPTION: Blocks in the same or adjacent Zone as a friendly Steady HQs are not affected by this penalty.
It represents badly performing or tired fighting forces, that will be more affected if the going gets though.
29.6 - Leader-Assisted Skill Check
Players may discard a Friendly Leader card in hand before drawing a card for the Skill Check result.
Effect: Automatic Officer result.
Cost: The Leader's Army loses one Morale.
You may also use it for an Army Rally, even to Good Morale. There is no Morale cost, but the Leader card then becomes "Hors de Combat". See 27.12.
This rule is always used together with 29.7.
29.7 - Wavering Troops
On a # Flags result on the Critical Combat table, the Lead Block's Skill may be lowered.
Effect: If the Lead Block Skill is lower than the number of Flags, its Skill Rating is downgraded. If present, the HQs Skill bonus is added, of course.
Skill Change: Replace by a Block of lower Skill.
No Downgrade: The replacing Block must be the same size as the Block being replaced, if none available, lose a Burst/Shots or lose 1 Step.
ATTENTION: Owner's Choice, Artillery is not affected.
Militia Elimination: A Block with a Skill of 0 is removed from the game instead of being lowered.
29.8 - Grognard Soldiers
In Scenarios, Blocks could be identified as Grognards, this gives them special abilities.
- Superior Morale: The Block never suffer effects of Army Bad Morale, they always stay in Good Morale.
- Ordre Mixte: If the Lead Block, it can use this Assault type, outside of the one per combat limit.
- Disciplined Infantry: Infantry Blocks have this ability. See 27.8.
- Fresh Troops: During a Yellow Cube draw, if a Steady Grognard Block is successfully rallied by a Rally Order, it gains a Fresh Troops marker if it does not have one already. See 29.4.
Grognards (grumblers) are the "cream of the crop" troops of an Army, often long-time Veterans inured to war. Example: Napoleon's Old Guard Soldiers.
30. Solitaire Play Guidelines
Because of the Cube-draw activation system, the low number of Blocks and lack of complex computations, this game is very solitaire friendly. Here are a few extra rule changes to make it even more so.
- Turn Start Draws: Each side draws two cards at turn's start, instead of the regular four cards.
- Black Cube Draws: Each side draws two cards when a Black Cube is drawn, instead of one.
- Cards in Combat: The Attacker always plays his Red Cube card first in Combat, Initiative has no impact.
Thus the regular number of cards are drawn, but are more spread out during the turn, lowering your abilities to plan ahead; the Attacker always plays cards first in Combat.
- Common Card Pool: At the start of the game, draw four cards and put them face-up in a row next to the turn track, these become the common card pool, then Reshuffle the Draw and Discard decks.
EXCEPTION: Discard & redraw cards.
Instead of the first card taken at the beginning of the turn or during a Black Cube draw, both sides can choose to take one of the Common Cards of their choice. Then he replaces it with a new face-up drawn card. The player must decide before picking up the card!
If Initiative changes, immediately discard the Pool's cards and rebuild it like at game start.
Note that this Common Card Pool rule can also be used in two-player games, to mitigate the luck of the draw.
- Victory Flag Locations: During Combat, if a side has a Steady Block adjacent to Enemy-controlled Victory Flag Zone(s), it must Attack at least one of these locations if possible.
- Favourite Side: If you think that you are playing your favourite side in a Scenario, then the other side draws one more card at the start of every game-turn as a bonus…
31. Clarifications
Card Clarifications
Secondary Events: In italics, the Secondary Event text can't be implemented unless the Primary Event is.
Example card#17: If the four Cubes cannot be discarded, discard none. Then the morale gain will not happen either.
Discards: When instructed to Discard a card, you chose which one, unless the text tells otherwise.
Example card#40: The Player can chose any card in his hand to be discarded, even a just-drawn card.
Redraws: It's the final Result, after all Shifts, that is used for redraw. Not the initial, pre-Shift result. You keep the same Combat Shifts when doing a redraw.
Example card#79: Apply the Lead Defender combat Shift before checking if it's a "Burst" Combat Result.
Cancels' Order: Event cards that Cancel cards have no Order Cube icons and can be played at any time. A Player that gets his Red Cube card cancelled cannot play a replacement for the same Combat.
Example card#14: As soon as a card is played (not when drawn for a Combat Result or Skill Check!), this Event card can be used for free, and out of sequence, to cancel it.
Primary Events: These are not always related to the Secondary Event, and are implemented first.
Example card#89: The card cancellation Event can be applied, even if no white Cubes remain in the draw cup.
Example card#41: If an Attack Token is not discarded, the Main Event cannot happen, so the secondary can't either.
"Take a swig": Yes, drink a gulp of your favourite drink or utter something dramatic, or both!
Example card#66: The Coalition player does not have a drink ready, so just utters: "To the Kaiser's Health!".
Implement Complete Events: You can't apply just part of an event, it's an all-or-nothing affair.
Example card#08: If both players can't discard two Attack Tokens, then the First Event can't be done, nor can the Secondary (as the First was not implemented).
Rules Clarifications
9.2 Massed Column to Square: Can you change Formation from Mass Column to Square?
Yes, But the two Blocks of the old Mass Column will be split in two separate Squares.
12.0 Up Cliff Zone: Are all the darker Zones Cliffs?
No, it also has to be bordered by a "Cliff", which is two elevation changes inside the same interval. (See TEC), do not confuse with "Crags", which are impassable.
13.0 Morale Track: What if both markers are stacked at the Track's maximum, and one side gains Morale?
Put that side's marker on top of the stack, if not already.
19.2 Reaction Order: Can I do such an order if the enemy used a card Event that allows him to do a special Move Order? Example: Card #01 "Double Time!".
No you can't, as this is a Event, not a regular Move Order.
23.3 Assault: Are Second Line Blocks impacted by Combat Results, if they don't add CPs' to the Battle?
Yes, they are still affected by Assault Combat Results.
23.4 Disrupted Defender: What is exactly the Combat penalty for a Disrupted Defender, I don't see any!
They are automatically "Flanked", so 1 Shift right.
23.5 Cavalry Head Combat Result: How do you resolve this result when any Steady Cavalry is present?
All the Cavalry of both players perform one Skill Check. Then, if the Enemy has as a Lead Cavalry, do the following:
- Your Steady Infantry forms Square if Defending.
- Your Infantry already in Square are unaffected.
- Your Artillery & Infantry not in Square each takes a CH.
So Infantry in the Attacking Zone that is not already in Square will always take a CH.
28.4 HQs in Forts: Can you put an HQs in a Fort?
Yes you can; remember, these are Markers, not Blocks.
28.8 Friction Events: How does Flesh Wound works?
You simply turn over your current Army Commander card, top side of the card up.
- If it was on its Army Commander side before the flip, assume that the main Commander is wounded or otherwise incapacitated.
- If it was on the Aide-de-Camp side before the flip, assume that the Army Commander has recovered.
23.0 Combat: What Blocks are counted in Combat?
You count the allowed Lead Attacker plus its Supports, against the Lead Defender plus its Supports. Note that not all Blocks have the ability to Attack or Support: the 23.6 Combat Options Tables show what is allowed.
For example, Shaken & Disrupted Blocks cannot give any Wing or 2nd Line Support, even when on Defence; but in all cases the Lead Defender is always counted.
Combat Wing Support Examples
Situation #1: A COA Long Infantry Block is Assaulting the Enemy FR Block Infantry in Verzate.
Wing Support is possible as the Block is Steady, and the non-Engaged Enemy Cavalry Block is Disrupted, so has no Battle Zones that can't stop the Support. The Steady Infantry also qualified for the Wing Support as the Enemy Artillery Block sports an Attack Token, so is considered Engaged.
Situation #2: Let's reverse this, the COA Infantry Block is Assaulting the FR Infantry in Verzate.
Wing Support is NOT possible as even if the Block is Steady, it's adjacent to another Block, which is a non-Engaged Steady Enemy Block and projects a BZ there.
If that Block was not present, Wing Support would be possible, as the Enemy Artillery Block is considered Engaged.
As you can see, it's important to inflict CH on nearby enemy Blocks if you want to concentrate your attacks. If you face an unengaged steady enemy line of battle, Wing Support will be difficult to achieve, unless you try to move to flank one end of his line, with your Wing Support Block not being adjacent to Steady unengaged enemies (besides the defender of the attack of course, which does not count), this could also give you the Flank Advantage bonus!
For a complete example of a game Turn and Combat examples, see the Playbook chapter 4. Full Example of Play.
Combat CP & Support Examples
Fire Combat CP's & Support examples:
- A 2nd Line Infantry Block can't give Fire Support.
- Only Gun icons are counted when Firing.
- Only Artillery Block may Fire when Disrupted.
- Disrupted Artillery Block can't give Fire Support.
- Shaken Infantry Block can do Fire Combat.
- Lead Disrupted Infantry Block can't do Fire Combat, so no Support for a non-existent attack. Exception: see 27.8 - Disciplined Infantry Fire.
- Garrison Block can't give Fire Support.
- Cavalry Block can't do Fire Combat.
- Cavalry Block can't do Fire Support.
- HQ/SHQ marker never adds any Fire Support.
- A Square is always considered Steady.
- Infantry Block in Square can't give Fire Support.
- Two Artillery Blocks can't be in the same Zone! Exception: see 27.4 - Grand Battery.
- Bonus of +1 CP for Detached Guns, see 28.7.
- 2nd Line Infantry and Detached Guns can't give Fire Support, see 28.7.
Assault Combat Attack CP's & Support examples:
- A Shaken/Disrupted Block cannot do an Assault Combat.
- A Shaken/Disrupted Block cannot give Assault Support.
- Infantry Block in Square cannot give Assault Support.
- Infantry Block in Square cannot do an Assault Combat.
- Artillery Block gives Assault Support.
- Artillery Block cannot do an Assault Combat. Exception: see "Artillery Expert" ability on the Player Aid. The final calculation takes into account the use of the Expert Artillery Skill.
- Garrison Block cannot do an Assault Combat.
- Garrison Block cannot give Assault Support.
- HQ/SHQ marker never adds any Assault Support.
- Detached Guns do not add 1 CP when Attacking during an Assault Combat.
- Detached Guns cannot give Assault Support but 2nd line Infantry Block does. The Detached Guns does not prevent the Infantry Block from giving its own support.
Assault Combat Defence CP's & Support examples:
- Shaken/Disrupted Block cannot give Support when Defending.
- Detached Gun adds 1 CP to the Lead Block when Defending.
32. Glossary
(Army Commander) Abilities [28.9]: Special abilities of each Army Commander, always active and found on their card. Abilities can be positive (used at the owner's discretion) or negative (always active).
Advance After Combat [25]: Moves performed by an Attacker's Blocks after an Assault Combat.
Aide-de-Camp [7.2/27.12]: The second in command of an army, found on the back of the Army Commander card.
Army Management Mat [7.3]: A mat used by each player to hold their Army Commander card, Reserve Order Cubes, Attack Tokens, Victory Flag markers & features an Event/Combat odds display.
Army Morale [13]: A value representing the soldiers' exhaustion, cohesion, battle spirit, casualties, and their Commanders' will. It affects initiative and Block effectiveness.
Artillery Assault [27.6]: A special type of assault led by a Steady Horse Artillery. Only possible if the Army Commander has the "Artillery Expert" ability.
Artillery Expert [27.5]: A Commander Ability that allows the creation of Grand Batteries and the execution of Artillery Assaults.
Artillery Grand Battery [27.3]: A formation created by combining two Steady Artillery Blocks, granting combat advantages. Only possible if the Army Commander has the "Artillery Expert" ability.
Assault Combat [23.3]: A type of close-range combat that includes point-blank musket fire, artillery grapeshot, bayonet attacks, and cavalry charges.
Attack Token [8]: A token used to declare attacks during the Combat Phase. Each zone can have a maximum of one Attack Token.
Bad Morale [13.1]: When an army's Morale drops to zero, it enters Bad Morale, suffering several disadvantages.
Battle State [9.2]: The current condition of a Block, influencing its actions and effectiveness (e.g., Steady, Shaken, Disrupted).
Battle Zones (BZ) [9.4/19/24.1]: The areas around a Steady Block that influence enemy movement or can provide Wing Support. Artillery Blocks have specific Battle Zones depending on their orientation.
Block [9]: A wooden piece representing a military unit (Infantry, Cavalry, Artillery, Garrison).
Block Elimination [26]: When a Block loses all its steps, it's removed from the game, and its army loses one Morale point unless it surrendered.
Block Skill Rating [9.1]: A rating from four (best) to zero (worst) that determines a Block's effectiveness in combat and Skill Checks.
Block Stacking Limit [9.3]: The maximum number of Blocks that can occupy a single zone (two friendly Blocks plus one HQs).
Bombardment Fire [27.5]: A ranged attack performed by Steady Artillery Block, affecting all defenders within a one-zone range.
Brittle Army [29.5]: A scenario rule that makes "Officer" Rally results a failure for an army in Bad Morale unless the unit is near a friendly HQs.
Cavalry Grand Charge [27.2]: An assault performed only by Steady Cavalry Block, triggered by Event Cards, and potentially using free Attack Tokens.
Cavalry Withdrawal [24.2]: A move that allows Cavalry/Horse Artillery, or HQs to withdraw from a target zone before an enemy infantry or artillery assault.
Clash of Wills [27.7]: An optional rule that allows players to declare a "Clash of Wills" in an Assault Combat for an additional combat shift at the cost of one Morale point.
Cohesion Hit (CH) [9.2]: A negative effect that degrades a Block's Battle State, caused by terrain, combat, or specific card events.
Combat Move [19.4]: A move allowed for Steady Cavalry, Horse Artillery/HQs before combat, costing one Attack Token.
Combat Points (CP) [10]: A numerical value representing a Block's strength in combat, varying by Block type and action (Fire, Assault, Support).
Combat Result Shifts [23.4]: Modifiers that shift the Combat Result on the CRT, influenced by factors like terrain, Block status, and special abilities.
Combat Results Table (CRT) [7.1/23.2-5]: A table used to determine the outcome of Fire and Assault combat based on the difference in Combat Points & shifts. You can find these tables on the Event Cards.
Command Perspective [29.1]: An optional rule allowing Army Commanders to be moved to the rear for a better battle view, with some penalties & a safety bonus.
Command Range [19]: The maximum distance from a Steady HQs that Blocks can be activated for a move order.
Critical Combat Table [23.5]: A table consulted after specific Combat Results to determine additional effects (e.g., morale loss, step loss).
Detached Guns [28.7]: A special formation where a Detached Guns marker is attached to an Infantry Block, granting combat bonuses but with movement restrictions.
Disciplined Infantry [27.8]: A Commander Ability allowing Steady Infantry to shift the result of an Assault Combat they are defending in, and for Disrupted Infantry to perform Fire Combat.
Disrupted [9.2]: A Battle State where a Block has reduced combat capabilities and have all around Flanked Zones.
Enemy Battle Zone (EBZ) [9.4]: A Battle Zone belonging to an enemy Block.
Engaged [23.1]: Block in a Zone together with an Attack Token, forbidding new attacks.
Event Card [7.1]: A card used for game events, combat results, skill checks, and special actions.
Event Card Order [18]: Using a Cube draw action to resolve a card event.
Flag Control Victory [17]: Achieving victory by controlling the most Victory Flag Zones at the end of the game.
Flanked [9.4]: A condition where an attacking Block is positioned in a Flanked Zone of the Lead defending Block, granting a Right Shift combat bonus.
Flanked Zones [9.4]: The areas around a Disrupted Block or the non-Battle Zones of an Artillery Block, used for flanking maneuvers.
Formation [9.2]: A specific arrangement of Blocks that provides combat advantages or limitations (e.g., Square, Grand Battery, Massed Column).
Fort [28.5]: A mini-Zone within a regular Zone, providing defensive advantages.
Friction of War Events [28.8]: Random events triggered by card draws or specific game actions, adding unpredictability to the game.
Fresh Troops [29.4]: A scenario rule allowing Blocks to absorb CH using Cube, representing their initial combat readiness.
Garrison Block [28.3]: A one-step Block representing a small unit defending specific map locations (Garrison Zones).
Give Ground Withdrawal [24.3]: A withdrawal move allowed at the end of a turn for friendly Blocks adjacent to enemy Blocks.
Good Morale [13]: The default state of an army when its Morale is above 0.
Grognard Soldiers [29.8]: A scenario rule identifying elite Blocks with special abilities like superior Morale and additional combat options.
Headquarter (HQ) Marker [9]: A cylindrical marker representing an Army Commander on the map.
"Hors de Combat" State [27.12]: A condition where a Leader or Army Commander is removed from play due to specific events or combat results.
Impassable Terrain [TEC/5]: Terrain that cannot be entered or moved across.
Initiative Player [13.2]: The player with the highest Army Morale, gaining advantages in Cube draws and combat card play.
"In Reserve" Order [18]: Placing a drawn Order Cube into the Reserve Orders Box for later use.
Interval Terrain [23.3]: Terrain between two zones that provides defensive benefits to units on both sides, see TEC on Player Aid.
Lane Stacking [19.3]: A Roadway Move restriction where only one Block of any type is allowed per Zone on Lane terrain.
Lead Block [9.4]: The front Block in a Zone, directly involved in combat, it may receive support from other Blocks.
Leader-Assisted Skill Check [29.6]: A rule allowing players to use a Leader card to automatically succeed in a Skill Check.
Leader Card [21]: An Event card representing a specific historical leader, providing unique events and abilities.
Leader Fate of War Check [27.11]: A check performed after a Leader card is used in combat to determine potential negative outcomes.
Long Block [9]: A two step Infantry Block. Can become a Short Block.
Massed Column [28.2]: A formation created by combining two Steady Infantry Blocks, providing combat benefits and acting as a single Block.
Maximum Morale [13]: The highest Morale value an army can reach when rallying.
Move Order [19]: Use a Cube draw action to move Blocks.
Move Order Reaction [19.2]: An Order performed by the enemy player in response to a player's move order.
Ordre Mixte Assault [27.6]: A special type of assault led by a Steady Long Infantry or Steady Short Infantry (under certain conditions), with a redraw option for the combat result.
Order Cube [18]: A colored Cube used to determine actions during a turn.
Orientation [9.4]: The facing direction of a Block within a zone, influencing combat effectiveness of Artillery Blocks.
Out of Command Check [21.3]: A Skill Check performed using Army Commander Rating when activating Blocks outside the Command Range of any Steady HQs.
Overstack [9.3/24.1]: A situation where a zone exceeds the Block Stacking Limit (2 Blocks), requiring Blocks to be withdrawn.
Pass Order [18]: Discarding a Cube draw action without effect.
"Play Now!" Card [15]: An Event card that takes effect immediately when drawn, unless it's an enemy card.
"Press On" Cube Redraw [29.2]: An optional rule allowing players to attempt canceling a third Black Cube draw at the cost of Morale points.
Rally Order [20]: An action performed during a Yellow Cube draw to improve the Battle State of Blocks or increase Army Morale.
Rally Skill Check Table [21.1]: A table used to determine the success/failure of a Rally Order.
Ready Arms Order [18]: Using a Cube draw action to add an Attack Token to the player's Attack Tokens Box.
Redoubt [28.5]: A defensive structure that provides terrain benefits and may house an Artillery Block with special rules.
Regular Move [19.1]: A standard Block movement to an adjacent zone.
Reinforcements [18]: New Blocks and Leader cards arriving in play during a Yellow Cube Draw action.
Resilient Army [28.6]: A scenario rule preventing an army from being defeated by demoralization when its Bad Morale reaches 0.
Retreat [24]: A forced movement of a Block away from combat, triggered by various factors like Combat Results or CH.
Road Stacking [19.3]: A Roadway Move restriction where only one Long Block or two other Blocks are allowed per zone on Road terrain.
Roadway Move [19.3]: A move allowing Steady Blocks to move two zones along Road or Lane terrain.
Second Line Block [9.4/23.5/25/27.2]: A Block positioned behind the Lead Block in a zone, providing Support but not directly engaged in combat.
Shaken [9.2]: A Battle State where a Block loses its Battle Zones and cannot Assault or provide Support.
Short Block [9]: A one-step Infantry Block.
Skill Check [21]: A card draw used to determine the success or failure of various actions (e.g., Rally SC, Out of Command SC).
Skirmish Cavalry [28.1]: A Cavalry Block with a "Shots" symbol, granting movement bonuses and skirmish capabilities.
Square Formation [9.2]: A defensive formation for Infantry Blocks, granting protection from flanking and absorbing Cohesion Hits.
Stacking [9.4]: The placement and arrangement of Blocks within a zone.
Steady [9.2]: A Battle State where a Block has full combat capabilities and access to its Battle Zones.
Step Loss (Effects) [11]: A reduction in a Block's strength, potentially leading to its Elimination.
Subordinate Headquarter (SHQ) Marker [28.4]: A marker representing a secondary Commander with limited command range of one Zone.
Support [23.1-6/31]: A combat bonus provided by friendly Blocks in 2nd Line or adjacent to the Lead Attacking/Defending Block.
Surrender [26]: Removing a non-Steady Block adjacent to an enemy Block at the end of a turn without losing Army Morale.
Terrain Effects Chart (TEC) [12/Player Aid]: A chart detailing the effects of different terrain types on movement and combat situated on the Player Aid.
Turn Track [14]: A track on the map that indicates the passage of Turn/time and potential events.
Victory Flag (Control) [17]: A location on the map that contributes to victory conditions when controlled.
Wavering Troops [29.7]: An optional rule allowing Blocks to lose Skill Rating on a "# Flags" result on the Critical Combat table.
Wing Support [23.1]: Combat support provided by unengaged Attacking Steady Blocks adjacent to the Lead Defender's zone.
Withdrawal [24.2]: Retreat of a Block, performed by its owner.
"Charges of cavalry are equally useful at the beginning, the middle and the end of a battle. They should be made always, if possible, on the flanks of the infantry, especially when the latter is engaged in front." — Napoleon