RulesPal
Chat
Rulebook
Boer War: The Struggle for South Africa – 1899-1902 thumbnail

Boer War: The Struggle for South Africa – 1899-1902

Boer War: The Struggle for South Africa – 1899-1902 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Equipment
    • 2.1 Game Map
    • 2.2 Counters
    • 2.3 Game Markers
    • 2.4 Game Terms
    • 2.5 Tables and Charts
    • 2.6 Dice
    • 2.7 Game Scale
    • 2.8 Map Errata
  • 3.0 Sequence of Play
    • 3.1 Sequence of Play
    • 3.2 Length of Game
  • 4.0 Political Points
  • 5.0 Random Events
  • 6.0 Boer Reinforcements
  • 7.0 British Reinforcements
  • 8.0 Reorganization
  • 9.0 Stacking
  • 10.0 Zones of Control
  • 11.0 Command Control
  • 12.0 Land Movement
  • 13.0 Forced March
  • 14.0 Railways
  • 15.0 Off-Map Movement
  • 16.0 Naval Movement
  • 17.0 Bombardment
  • 18.0 Combat
  • 19.0 Logistics
  • 20.0 Good Order, Demoralization and Recovery
  • 21.0 Headquarters
  • 22.0 Fog of War
  • 23.0 Fortifications
  • 24.0 Armored Trains
  • 25.0 Boer Government
  • 26.0 Neutrals
  • 27.0 Victory
  • Optional Rules
  • 28.0 Guerrillas
  • 29.0 British Tactical Inefficiency
  • 30.0 Hard Measures and Reconciliation
  • 31.0 Railways
  • 32.0 Demolition
  • 33.0 Conventional Boer Army
  • Scenarios
    • Scenario 1. The Conventional War
    • Scenario 2. March to Pretoria
    • Scenario 3. The Boer War
    • Unit identification abbreviations
  • Game Tables
    • Boer Reinforcement Table [6.0]
    • British Reinforcement Costs [7.0]
    • Bombardment Table [17.0]
    • Recovery Table [20.0]
    • Combat Results Tables [18.0]
    • Political Points Changes [4.0]
    • Command Effects [11.0]
    • Effects in Enemy Zones of Control [10.0]
    • Effects of Demoralization [20.0]
    • Victory Points [27.0]
  • Event Tables [5.0]
    • Boer Event Table
    • British Event Table

1.0 Introduction

BOER WAR is an operational-level simulation of the Second Boer War (1899-1902), fought between the forces of the British Empire and the Boer republics of South Africa.

BOER WAR is a game for two players. One player represents the Boers and controls the forces of the Orange Free State and Transvaal, as well as several allied contingents. The other player represents the British Empire and controls the imperial and colonial formations.

2.0 Game Equipment

2.1 Game Map

The game map represents South Africa as it was between 1899 and 1902. A hexagonal grid has been superimposed to regulate the position and movement of the pieces. When preparing and playing, the cardboard pieces are placed inside the individual hexes.

Map errata: 1) Terrain Effects Table: the forage value of the veldt must be "2/0". 2) The box of the British Colony of the Cape on the map is called the Cape Colony West box in the rules. 3) Hex 232 corresponds to Karoo. 4) Hexes with light brown stripes (e.g., 3123) are transparent.

2.2 Counters

Examine the sheet of die-cut cardboard counters (called "counters" or "units"). These represent the enemy military forces that were deployed in the original conflict or that could have been deployed there in case of contingency. Each unit has numbers that indicate its military capability.

  • 2.21 Ground Combat Unit. See the table on page R2.
  • 2.22 Combat Strength in parentheses. A unit with a combat strength in parentheses can only defend, never attack.
  • 2.23 Unit Status. All combat units are printed on both the front and the back. The front of the unit is its Good Order side. The back of the unit is its Demoralized side. A unit becomes demoralized as a result of combat, lack of supply or other actions of the game. A demoralized unit is restored to Good Order through the Recovery process.
  • 2.24 Headquarters Unit. See the table on page R2.
  • 2.25 Logistics Unit. See the table on page R2.
  • 2.26 Unit Types. See the table on page R2.
  • 2.27 Unit Size. See the table on page R2.
    • Brigades and columns are approximately the same size.
    • Native units are impis (Zulu-style regiments).
  • 2.28 Unit Nationality.
    • 2.28.1 Boer. Orange: Orange Free State. Green: Transvaal. Blue: Boer Allies. CC: Cape Colony. FV: Foreign Volunteers. NV: Natives. NL: Natal. RH: Rhodesia.
    • 2.28.2 British. Soft bronze: British Home. Dark bronze: British Colonial. A: Australians.
      • * Non-mounted units: regular infantry, marines, militia, native infantry, logistics, railway engineers, armored trains.

Counter errata: The back of the irregular SALH units must be 1-5, not 4-5. The back of the I Naval Brigade must be 2-3, not 3-3.

2.3 Game Markers

Game markers are used to indicate game functions. Some markers are printed on the back with other types of markers. Players use whichever side is needed for the game function in question. The number of markers in the game is not a design limit; if players need more, they may improvise.

  • Demolition. Indicates bridges and mines that no longer function.
  • Campaign Strength. Serves as a substitute marker for units in off-map Strength boxes.
  • Fortified. Represents fixed defenses, trench systems, blockhouses.
  • Hard Measures. Used to indicate areas where the British have burned farms, expelled civilian populations, etc.
  • Out of Command. Indicates which units are outside Command Control.
  • Political Points. Indicates the current level of general morale and political support.
  • Railway Capacity. Indicates the current capacity to move units by rail.
  • Railway. Indicates the hexes in which new railways have been built.
  • Reconciliation. Used to indicate the areas in which the British have made a reasonable effort to obtain the support of the civilian population.
  • Year and Month. Indicates the current turn.

Abbreviations printed on the map key:

  • BP = Bechuanaland Protectorate
  • CN = Canadians
  • CC = Cape Colony
  • IN = Indians
  • NV = Natives
  • NL = Natal
  • NZ = New Zealand
  • OFS = Orange Free State
  • TV = Transvaal
  • RH = Rhodesian

2.4 Game Terms

  • Combat Strength. The basic military strength of a unit. It is based on the effectiveness of the unit's firepower and headquarters.
  • Bombardment Capability. Indicates whether a unit may use the Bombardment Table; this is indicated by a dot between the combat and movement factors of a unit.
  • Command Value. The ability of a headquarters to control operations at the strategic scale.
  • Demoralized. A unit that has lost its cohesion. This is represented by the reverse (reduced strength) side of the unit.
  • Equivalents. Units that may be reorganized into other units under certain conditions (see rule [8.0]).
  • Enemy. Units of the opposing side.
  • Force. A group of units that move or fight together.
  • Friendly. Units belonging to the player.
  • Good Order. A cohesive unit; in game terms, the unit is not demoralized. Good Order is represented by the face-up (full strength) side of the unit.
  • Mounted Units. Cavalry, mounted infantry, irregulars, Headquarters.
  • Movement Allowance. The basic number of hexes a unit may move in one turn. This is a measure of a unit's maneuverability on an operational scale. A unit with movement allowance "R" may move only by railway.

2.5 Tables and Charts

  • The Boer Reinforcement Table is used by the Boer player to generate reinforcements according to the current political situation.
  • The Bombardment Table is used to resolve bombardment attacks.
  • The British Reinforcement Holding Area is used to hold British reinforcements in transit to South Africa.
  • The Cape Colony British Holding Area is used to hold British reinforcements that are in South Africa, west of the game map.
  • The Combat Results Tables include the Raid and Assault Tables. These are used to conduct ground combat.
  • The Event Tables are used to generate random events. There are two Event Tables: one for the Boers and one for the British.
  • The Campaign Strength Holding Areas are used to indicate which units are in the corresponding Campaign Strength marker on the map.
  • The Game Turn Record Track indicates the current game turn.
  • The Political Index records the current number of Political Points of each side.
  • The Recovery Table allows demoralized units to be restored to Good Order.

2.6 Dice

Players will need one six-sided die (plural: "dice") to play. The die is used for various random functions of the game.

2.61 Die Roll Modifier. Some game tables require a die roll modifier. A positive die roll modifier is a number added to the result of a die. For example, a die roll modifier of "+1" added to a result of "3" would give a final result of "4". A negative die roll modifier is subtracted from the result of a die. For example, a die roll modifier of "-1" would reduce the number obtained by 1. If more than one die roll modifier applies to a game function, the cumulative total applies.

2.7 Game Scale

Each hex is 30 kilometers wide. Each turn represents one month of operations. Corneties (cornetcías) have between 500 and 1000 soldiers; commandos, between 1000 and 2500 soldiers; brigades/columns, between 1000 and 5000 soldiers each; and divisions, approximately 10,000 soldiers.

2.8 Map Errata

Ignore the line "Attack from March" in the Terrain Effects Table.

3.0 Sequence of Play

BOER WAR is played in turns that represent one week of real time. Each week is subdivided into a Boer Player Turn and a British Player Turn. During each turn, the players follow a strict sequence of play in which they carry out various actions.

3.1 Sequence of Play

a. Boer Player Turn.

  1. Event Phase. The Boer player rolls on the Boer Event Table and applies the result.
  2. Reinforcement Phase. The Boer player rolls on the Boer Reinforcement Table and places reinforcements, if any.
  3. Reorganization Phase. The Boer player may disband/combine units and place fortification markers.
  4. Command Control Phase. The Boer player determines the Command Control status of his units.
  5. Movement Phase. The Boer player may move some, none or all of his units. Units under Command may conduct Forced March. At the end of the Movement Phase, all Out of Command markers are removed.
  6. Bombardment Phase. The Boer player conducts the bombardment.
  7. Combat Phase. The Boer player conducts Raid and Assault attacks.
  8. Logistics Phase. The Boer player checks the logistical status of his units.
  9. Recovery Phase. The Boer player must attempt the recovery of all of his demoralized units.
  10. End of Boer Turn Phase. The Boer player adjusts his Political Index for the events designated to occur at the end of the turn (see the Political Points Change Table).

b. British Player Turn.

  1. Event Phase. The British player rolls on the British Event Table and applies the result.
  2. Reinforcement Phase. The British player determines how many reinforcements he wants to bring to the map and then pays the designated Political Point.
  3. Reorganization Phase. The British player may disband/combine units and place fortification markers, hard measures and reconciliation.
  4. Command Control Phase. The British player determines the Command Control status of his units.
  5. Movement Phase. The British player may move some, none or all of his ground units. Units under Command may conduct Forced March. At the end of the Movement Phase, all Out of Command markers are removed.
  6. Bombardment Phase. The British player conducts the Bombardment.
  7. Combat Phase. The British player conducts Raid and Assault attacks.
  8. Logistics Phase. The British player checks the logistical status of his units.
  9. Recovery Phase. The British player must attempt the Recovery of all of his Demoralized units.
  10. End of British Turn Phase. The British player adjusts his Political Index for the events designated to occur at the end of the turn (see the Political Points Change Table).

c. Game Turn Indication. The Game Turn marker advances on the Game Turn Record Track, indicating the start of a new game turn.

3.2 Length of Game

The length of the game is indicated in the scenario instructions. The players continue the preceding sequence of play until the required number of game turns indicated in the scenario has been completed, at which point the game ends and the final victory is assessed.

4.0 Political Points

Each player has a Political Index that measures his current number of Political Points. Each Political Index may be in one of three states: High, Average and Low. The Political Index will influence various game functions.

4.1 The Political Index moves according to certain game actions, as indicated in the Political Points table (see Game Tables).

4.2 Level.

  • If a player's Political Points are between 70 and 100, his morale is High.
  • If a player's Political Points are between 30 and 69, his morale is Average.
  • If a player's Political Points are between 1 and 29, his morale is Low.

4.3 Maximum. A player's Political Index can never exceed 100. If it is at 100 and some game action requires it to move, it does not move.

4.4 Political Collapse. If a player's Political Index falls below "1" at any time during the game, his morale collapses and he immediately loses the game. See Victory Conditions. Reaching 100 does not give the player an automatic victory.

4.5 Changes in the Political Index. These are detailed in the Game Tables. Some further explanations are given below:

4.51 Combat. Units eliminated or demoralized in combat count for political point changes. This includes units eliminated or demoralized directly by combat results and units eliminated or demoralized when retreating through enemy Zones of Control.

  • (1) Units eliminated or demoralized by other means (for example: random events, forced march, adverse recovery result, internment in neutral countries, etc.) do not count.
  • (2) If a unit is demoralized and then eliminated in the same combat, it is considered an eliminated unit.
    • For example: a British brigade is demoralized by a DD result and retreats into an enemy Zone of Control, which eliminates it. It is considered an eliminated unit for Political Point purposes.

4.52 Prolonged British War Effort. The following takes effect from the October 1900 turn and remains in effect in all subsequent turns:

  1. Roberts Headquarters: The British lose one Political Point for each End of Turn Phase if the Roberts Headquarters is on the map. If Roberts has been retired or eliminated, the points are not counted.
  2. Size of the British Force: The British lose three Political Points for each End of Turn Phase if they have 21 or more brigades of regular infantry, marines, mounted infantry or cavalry on the map; divisions count as two brigades on the map. The British lose three points regardless of how many brigades of regular infantry, marines, mounted infantry or cavalry they have on the map above 20. If the British have fewer than 21 brigades of infantry, marines or mounted infantry, or divisional equivalents, on the map, the points are not counted. For example: the British would lose three points whether they had 21 or 50 brigades of regular infantry, marines, mounted infantry or cavalry on the map.

4.6 Occupation. A player occupies a hex if he has a unit of any type physically in it. Being the last to pass through the hex is not sufficient to qualify for occupation. The presence of enemy Zones of Control has no effect on occupation.

5.0 Random Events

Random Events take into account the wide range of political, diplomatic and military factors that influenced the campaign. During the Event Phase, the player consults the corresponding Random Event Table: the Boer Table for the Boers and the British Table for the British.

5.1 Roll two dice. Treat one die as the tens digit and the other as the units digit to obtain a number between 11 and 66. Find the appropriate number on the table and apply the result. For example, if the Boer player rolls a "1" and a "2", this brings into play event "12", Bitter Enders.

5.2 A player rolls two dice on the table if his side's Political Index is High or Low. He rolls once if the result is Average. If he rolls more than once, the first event is applied before moving on to the second.

5.3 Unless otherwise specified, an Event may occur more than once per game.

It is strongly recommended that players read the Random Event Table before playing, as some of the events will have an important influence on the game.

6.0 Boer Reinforcements

In each turn, the Boer player rolls on the Boer Reinforcement Table. This may generate additional units (reinforcements) for the Boer side.

6.1 The Boer player rolls on the Boer Reinforcement Table for each of the following:

  1. once for the Transvaal, automatically;
  2. once for the Orange Free State, automatically;
  3. if the Boer player has units in Natal, the Orange Free State or Rhodesia, roll once for each area in which he has units.

6.12 Each roll is modified according to the current level of Boer Political Points. Reinforcements, if requested, are placed according to the Boer Reinforcement placement procedure.

6.2 Placement of Boer Reinforcements. Boer reinforcements are indicated in terms of the number of corneties of mounted infantry (or the equivalent in larger units).

6.21 Boer reinforcements of the Transvaal and the Orange Free State are placed in the region designated by the nationality of the counter, as follows:

  1. Up to three corneties per city occupied by the Boers in the Transvaal and the Orange Free State.
  2. Up to two corneties per city occupied by the Boers in the Transvaal and the Orange Free State.
  3. One cornete per Veldt hex (it need not be occupied by a Boer unit) in the Transvaal and the Orange Free State.

6.22 Boer reinforcements of the Cape Colony, Natal and Rhodesia are placed in the corresponding regions of the map, in the same hex as any Boer unit in the indicated region.

6.23 Boer Foreign Volunteers may be placed in any hex containing Boer units on the map.

6.24 Boer reinforcements may not be placed in a hex containing a British unit. Boer reinforcements may be placed in a hex within a British Zone of Control.

6.25 Boer reinforcements may not be placed in a hex containing a "British Hard Measures" marker, or adjacent to one. Boer reinforcements may not be placed in a hex containing a Reconciliation marker.

6.26 The Boer player may combine smaller units into larger units during the initial deployment (see [8.5]).

6.3 Boer Infantry, Logistics, Armored Trains and Railway Capacity. Boer regular infantry brigades, logistics units, armored trains and additional railway capacity are received as follows:

6.31 Whenever the Boer player obtains a result of "3" or more on his Reinforcement Table, he may take one infantry, logistics or armored train unit, or one additional point of railway capacity, instead of mounted infantry.

  • For example: the Boer player obtains a result of "4" for the Transvaal. He may select four corneties of mounted infantry from the Transvaal, a regular infantry brigade, a logistics unit or an armored train from the Transvaal, or one additional point of railway capacity.

6.32 Infantry, logistics units and armored trains must be of the nationality obtained (Transvaal or Orange Free State). Transvaal units are placed in Johannesburg or Pretoria. Orange Free State units are placed in Bloemfontein. If no appropriate city exists, the Boer player may not receive the reinforcements.

6.33 Additional railway capacity is added to the Boer railway capacity indicator. The Boer player must occupy Johannesburg, Pretoria or Bloemfontein to receive a point of railway capacity.

6.4 Boer reinforcements cannot be delayed. If there are not enough units available, or if there are no placement hexes available, the units are not received.

6.5 Native units controlled by the Boers. These come into play under one of two circumstances:

  1. If the British violate the neutrality of Basutoland or Swaziland: the first time a British unit enters Basutoland or Swaziland, the Boer player receives one native unit anywhere in the corresponding region. This takes place at the moment a British unit crosses the border. Only one Boer-controlled native unit may be received per region per game.
  2. By random event: see the Event Table.

6.6 "What If..." units. The Boer player does not use the "What If..." units (indicated by a stripe) unless he uses the rule of the Conventional Boer Army.

6.7 Replacements. Rule [6.7] also applies to the British. A unit eliminated in combat (or removed from the game) may be brought back as a reinforcement later in the game by paying the corresponding Political Point costs.

6.71 Headquarters exception. Eliminated Headquarters may never be replaced, except the Commander and the Major General.

6.72 The number of units in the counter mix is limited. If a unit type is requested as a reinforcement but is not available, it is not received. Additional markers may be constructed (not units!).

7.0 British Reinforcements

The British player may select the number and type of reinforcements he wants in each turn by paying the corresponding cost in Political Points.

7.1 The British player indicates which reinforcement units he will take in each British Reinforcement Phase. He reduces his Political Index by the amount indicated for each unit in Table 7.0. He then places the reinforcements in the appropriate location, either in the British Reinforcement Transit box or on the map, according to the nationality of the units selected.

7.2 Limits. The British may not take more than the following reinforcements as reinforcements:

  1. British:
    • (a) 1899: eight brigades of infantry or mounted type per turn.
    • (b) 1900: three brigades of infantry or mounted type per turn.
    • (c) 1901-02: two brigades of infantry or mounted type per turn.
  2. Australia, Canada, India, New Zealand: two brigades of infantry or mounted type per turn (total for all), and one brigade of infantry/mounted type per turn (total for all).
    • [Transcriber's note: in the source, the period labels for this entry are printed in a symbol font that the text layer does not preserve ("a 1899" appears with unreadable glyphs). The two quantities above are read from the page image. Their assignment to periods should be checked against the printed sheet.]
  3. Protectorate of Bechuanaland, Cape Colony, Natal, Rhodesia: one brigade of infantry or mounted type per turn (total for all).
  4. Orange Free State, Transvaal, under British control: one mounted brigade per turn (total for both) if Boer morale is Low AND the British occupy Bloemfontein (for the Orange Free State) or Pretoria (for the Transvaal). Otherwise, none of these units may be taken.
  5. Militia brigades: three per turn.
  6. Logistics units: one per turn.
  7. Armored train units: one per turn.
  8. Railway engineers: one per turn.

7.3 Units may be incorporated as divisions by combining the appropriate number and type of units (see [8.01]).

7.4 Placement.

7.41 British reinforcements from the Home Islands, Australia, Canada, India and New Zealand are placed in the British Reinforcement Transit box on the map in the turn in which they are selected. During the Reinforcement Phase of the following turn, they are placed on the map in any of the following locations:

  1. Any port hex occupied by the British (a maximum of six brigades per port).
  2. In the Cape Colony West box (unlimited quantity).
  3. In coastal hexes by amphibious landing (subject to the restrictions of the Amphibious Operations rule [16.21]).

7.42 Units of the Cape Colony, Natal, Rhodesia, Orange Free State and Transvaal may only be deployed in a city or town in the region of the unit. Reinforcements of the Cape Colony may also be placed in the Cape Colony West box. The hex must be occupied by friendly troops.

7.43 Native units may be deployed in any hex occupied by the British.

7.44 Units may be deployed in enemy Zones of Control and in hexes completely surrounded by the enemy.

7.5 Withdrawals. The British player may withdraw units from the map. This will award him Political Points.

7.51 Withdrawal procedure. Withdrawal takes place during the British Reinforcement Phase. Remove the units from the map. The British player immediately adds to his Political Point level a number of Political Points equal to half of the total political value of the units withdrawn in the turn (rounding the total down).

7.52 British units of the Home Islands, Australia, Canada, India and New Zealand. The units to be withdrawn must be in the Cape Colony West box or in a port.

7.53 Units of the Cape Colony, Natal, the Protectorate of Bechuanaland and Rhodesia. The units to be withdrawn must be in a city or town in their own region. Units of the Cape Colony may also be in the Cape Colony West box.

  • Withdrawn units are NOT moved to the Reinforcement Transit Box; they are simply removed from the map.

7.54 Militia units. Militia that are withdrawn are simply removed from the map.

7.55 Withdrawn units may be reintroduced into play later by paying their original Political Point cost.

7.56 Units may not be withdrawn in the last two turns of a scenario.

7.6 Fractional Costs. Certain units and markers have fractional costs. This means the player receives that multiple of units for each Political Point spent.

  • For example: militia brigades cost 1/3. By spending one Political Point, the British player obtains three militia units.

7.7 Militia. British militia has no nationality identifier or region printed on it.

7.71 Militia units may be placed in any city or town of the Cape Colony, Natal or Rhodesia occupied by at least one British unit, with a maximum of one per hex per turn.

7.72 British militia may be placed in any city or town of the Orange Free State or Transvaal occupied by at least one British unit (with a maximum of one per hex per turn) if Boer morale is Low and there is a Reconciliation marker in the city or town where they will be placed.

7.8 Native units under British control. These come into play under one of two circumstances:

  1. If the Boers violate the neutrality of Basutoland or Swaziland: the first time a Boer unit enters Basutoland or Swaziland, the British player receives one native unit anywhere in the corresponding region. This takes place at the instant a Boer unit crosses the border. Only one native unit under British control may be received per region per game.
  2. By random event: see the Event Table.

7.9 Replacements. See 6.7.

8.0 Reorganization

A player may replace larger units with smaller ones. He may also combine his smaller units to form larger units. This process is called Reorganization. There are two types of Reorganization: replacing a larger unit with a smaller one is called Breakdown (Desmantelamiento). Replacing units with a larger one is called Combination.

8.1 Procedure.

8.11 Breakdown. Remove the larger unit from the map and replace it with the number and type of equivalent smaller units indicated below.

8.12 Combination. Remove the smaller units from the map and replace them with the larger unit indicated below. The smaller units must be in the same hex.

8.2 Reorganization takes place only during the friendly Reorganization Phase. It may not occur at any other time in the game turn. A player may not break down larger units to compensate for losses due to combat or other game actions.

8.3 Units may only be reorganized into other units of the same nationality and type.

  • For example: a British regular infantry division could only be divided into British regular infantry brigades (not Australian, etc.). The Boer player could not combine Transvaal and Orange Free State units.

8.4 British equivalents.

  • 8.41 British divisions are divided into two brigades.
  • 8.42 Two British brigades are combined into one division.

8.5 Boer equivalents. Some smaller units are combined into one larger unit, etc. Certain types of brigades may not be combined into divisions due to the lack of equivalent types (for example, Boer regular infantry).

  • 8.51 Boer mounted infantry units are divided into three sizes: cornete (1-9), commando (3-8) and column (5-7).
  • 8.52 A commando consists of two corneties.
  • 8.53 A column consists of three corneties, or one cornete and one commando.

8.6 Demoralized units. Demoralized units may break down. The resulting units are considered demoralized. Demoralized units may be combined. The larger resulting unit is considered demoralized. A player may recombine brigades of Good Order and Demoralized, but the resulting unit is Demoralized.

8.7 A player does not have to use the same units with which he broke down a unit, or with which he combined it, for a later reorganization. All units of the same nationality, type and size are interchangeable for reorganization purposes.

  • For example: the British player could combine the 3rd and 4th British Infantry Brigades to form the 1st Infantry Division and later break the 1st Infantry Division down into the 5th and 6th Infantry Brigades.

8.8 Unless the special rules of the scenario specify otherwise, a player may not reorganize units during initial deployment.

8.9 British Reorganization may also take place in the Cape Colony West box and the Reinforcement Transit box.

9.0 Stacking

Stacking consists of having more than one friendly unit in the same hex.

9.1 British Stacking. The British stacking limit in the game is three divisional equivalents. The following units are considered equivalent to half a division for stacking purposes:

  1. Brigade-size units
  2. Logistics units
  3. Armored trains
  4. Headquarters

9.2 Boer Stacking. The Boer stacking limit in the game is six columns. The following units are considered equivalent to column-size units for stacking purposes:

  1. Brigades
  2. Logistics units
  3. Armored trains
  4. Headquarters

9.22 Units of commando size count as two thirds of a column for stacking purposes.

9.23 Units of cornete size count as one third of a column for stacking purposes.

9.3 Application.

9.31 The stacking limit applies only at the END of any movement phase and DURING the combat segment. It does not apply at any other time in the game.

  • For example: regardless of the number of units in the stack, units may move through friendly stacks.

9.32 If, at the end of the friendly movement phase or during any combat phase, the number of friendly units in a hex exceeds the stacking limit, the owner removes the excess units.

9.33 Units may not retreat into stacks that would overstack them. If this occurs, the friendly player must eliminate the excess units that are retreating.

9.34 Initial deployment. Units that exceed the stacking limits may not be placed during the initial deployment of a scenario.

9.4 Friendly and enemy ground units may NEVER stack in the same hex.

9.5 Game markers (fortifications, hard measures, etc.) do not count toward stacking limits.

9.6 Campaign Forces. A player may group some, none or all of his units in the same hex into Campaign Forces. This is indicated by replacing the units with a Campaign Force marker. The units are then placed in the retention area of the Campaign Force with the same number as the Campaign Force marker. This is entirely at the player's discretion and is intended to reduce congestion on the game map.

9.61 A player may reorganize his units in a hex inside or outside of Campaign Force markers at any time in the game, including the initial deployment. Campaign Force markers are there solely to reduce the congestion of forces "on the map." A hex may contain both individual units and Campaign Forces.

9.62 A player must have at least one unit in a Campaign Force marker for the marker to be placed on the map.

  • If all of the units of a Campaign Force marker are eliminated, the marker is removed from the map. The player may use it at a later turn if he wishes.

9.63 Units in Campaign Force displays count for stacking on the map and for other game functions.

10.0 Zones of Control

Units that are not demoralized exert Zones of Control. Zones of Control (ZOC) represent the area that a unit can influence and observe through its firepower, patrols and general capacity to react to enemy movements.

10.1 The six hexes surrounding the hex occupied by a unit constitute its Zone of Control.

10.2 Which units have zones of control. All units in Good Order have a zone of control. Demoralized units have no zones of control. Units with a combat strength in parentheses have no ZOC.

10.3 Extent of Zones of Control. Zones of control are exerted on all hexes adjacent to a qualified unit, except on all hex sides of sea hexes.

10.31 The presence of friendly units in a hex does NOT cancel the effects of enemy zones of control in its hexes.

10.32 Zones of control extend across borders and into neutral regions. Exerting a ZOC across a border does not violate neutrality (see [26.0]).

10.4 Effects of ZOC.

10.41 Command Radius. The Command Radius is blocked by enemy zones of control [11.4].

10.42 Movement effects. Units must stop when entering an enemy zone of control. See the movement rule for a full explanation [12.4]. A unit may not begin a Forced March if it starts its movement in an enemy ZOC [13.0].

10.43 Combat effects.

10.431 A unit is not obliged to attack simply by being in an enemy Zone of Control.

10.432 Advance and Retreat after Combat. This is explained in [18.94].

10.44 Supply effects. Zones of Control block supply lines (see the Logistics rule [19.0]).

10.45 Recovery effects. A unit may attempt to recover if it is in an enemy ZOC. A unit that is not in an enemy ZOC gets an additional modifier when checking its recovery (see the Recovery Table and [20.5]).

11.0 Command Control

During the friendly Command Control Phase, the player determines which of his units are Out of Command. Units Out of Command may not conduct Forced March [13.0]. During the Bombardment, Combat and Recovery phases, units within the Command Radius of a friendly Headquarters gain certain advantages.

11.1 Command Status.

11.11 A unit is In Command if it is within the Command Radius of a friendly Headquarters (see 11.4).

11.12 A unit is Out of Command if it cannot meet the requirements to be In Command.

11.13 Units Out of Command may be indicated by "OOC" (Out of Command) markers.

11.2 Command Determination.

11.21 Movement. The command status for movement is determined during the friendly Command Control Phase. It remains in effect until the end of the friendly movement phase. If a unit enters or leaves the command radius during movement, its command status does not change.

11.22 Combat and Recovery. The command status for combat and recovery is determined at the moment of combat or recovery.

11.221 The defender during the Combat Phase of the phasing player also determines the command status of the units at the moment of combat.

11.3 Effects.

11.31 Movement. A unit Out of Command may not conduct Forced March.

11.32 Bombardment. Units must be In Command to be combined into a single Bombardment attack.

11.33 Combat. Rule 18.0.

  1. Attack. If all attacking units for the same combat are within the command radius of the same Headquarters, they may use that Headquarters' tactical value as a positive modifier to the roll.
  2. Defense. If a defending force is within the command radius of the same Headquarters, it may use the tactical value of that Headquarters as a negative modifier to the roll.

11.34 Recovery. A unit within the command radius of a friendly Headquarters gets a +1 modifier to the roll when attempting Recovery.

  • There is no penalty for being Out of Command per se; being In Command means the units obtain the listed bonuses.

11.4 Command Radius. The Command Radius is the number of hexes from a friendly Headquarters to a unit. This number is indicated by the command value of the Headquarters unit. Each Headquarters may place under its command all friendly units within its Command Radius. Headquarters with a command value of "0" (zero) may only provide command to units in their own hex. Headquarters with a command value of "1" (one) may provide command to units in their own hex and in adjacent hexes, and so on.

  • This is calculated in hexes, not in movement points.

11.41 The command radius is calculated from the Headquarters to the unit.

11.42 The command radius may not be traced through enemy units, into neutral countries, or into any sea hexes. The command radius may be traced into a hex containing an enemy ZOC, but it ends in that hex.

11.43 A Headquarters unit located in an enemy ZOC may only provide command and control to units in its own hex.

  • The presence of friendly units in a hex does not cancel the effect of enemy zones of control for the purpose of tracing the command radius. A unit in an enemy ZOC may trace command out of the hex, but not into another hex containing an enemy ZOC.

11.5 Nationalities. Headquarters provide command control for all units of their side.

  • For example: a British Headquarters could provide command control for all British, Australian, etc. units; a Transvaal Headquarters could provide command control for Orange Free State units, etc.

12.0 Land Movement

During a Movement segment, the phasing player may move some, all or none of his units. Each unit may move as many or as few hexes as it wishes, provided that its Movement factor is not exceeded. Unused movement points may not be accumulated or transferred from one unit to another.

12.1 Move each unit individually from one hex to another. Once a unit has been moved and the player has withdrawn his hand, it may not be moved again. During a side's movement segment, only friendly units may be moved. Enemy movement is not permitted during a friendly Impulse.

12.2 Movement Costs. Each hex entered costs a certain number of movement points (MP). Some hex sides (such as rivers) crossed during movement cost additional MP. All hex and hex-side costs are shown on the Terrain Effects Table.

[The printed text repeats this paragraph; it is given once here.]

12.21 Exception. All units with a movement factor of "1" or higher may move a minimum of one hex per friendly movement segment, provided they do not cross enemy ZOCs or enter prohibited enemy hexes or units.

  • For example: a unit with a movement of "1" could enter a hex that would otherwise cost two movement points. It could not advance further that turn.

12.22 Units with movement capacity "0". Units with a movement capacity of "0" may never move, retreat or advance after combat. They may not use rail movement.

12.3 Prohibited Movement. A unit may never enter:

  1. a hex containing enemy ground units of any type;
  2. terrain it is not permitted to enter according to the Terrain Effects Table.

12.31 Neutral territories. See [26.0] for the restrictions on entering Neutral territories.

12.4 Enemy Zones of Control.

12.41 A unit must STOP upon entering an enemy ZOC. It may not move further that turn. A unit may never move directly from one enemy zone of control to another.

12.42 A unit that begins its movement in an enemy ZOC may leave it provided it does not move directly into another zone of control. It may first leave the hex it began in through an uncontrolled hex and then enter another enemy zone.

12.5 Roads. All railway tracks are considered to have roads running alongside them. When moving along railway hexes by normal movement (that is, without using rail movement), units ignore the remaining terrain costs and pay one movement point for each hex entered, regardless of the remaining terrain. A unit may combine road movement and other means in the same movement phase.

12.51 Bridges. Bridges allow units to cross river hex sides without additional movement cost when using road movement. Demolished bridges may not be used until they are rebuilt.

  • See [14.0] for Rail Movement.

13.0 Forced March

A unit In Command may double its printed movement factor by using Forced March.

[Transcriber's note: the printed text goes directly from 13.0 to 13.51; sections 13.1 through 13.4 do not appear in the printed sheet.]

13.51 Forced March procedure. The player designates the unit to conduct the Forced March. It may move up to double its movement factor.

(I) Attrition check. At the end of the forced march of each unit, roll the die. With a result of "5-6", the unit is Demoralized (units that are already demoralized are eliminated). With a result of "1-4", the unit is not affected.

  • The unit completes the Forced March before making the roll.

13.52 Restrictions. A unit may not conduct Forced March if it begins its movement in an enemy ZOC. A unit may enter a zone of enemy control during a forced march, subject to the normal restrictions of the ZOC.

13.53 A unit may not combine Forced March with rail movement [14.0], off-map movement [15.0] or naval movement [16.0].

14.0 Railways

A player may move units an unlimited distance by rail.

14.1 A unit must begin its friendly movement phase on a railway hex. It may then move along any number of contiguous railway hexes, provided that each hex it enters and each hex side it crosses contains a railway. The unit may not leave the railway during that movement phase. This movement does not cost movement points.

14.2 A unit may begin its rail movement in an enemy zone of control. It must end its rail movement in the first enemy zone of control it enters.

14.3 A unit may use railways in enemy countries. They may not be used in neutral countries.

14.4 Railway Capacity. Each player may move a limited number of units by rail each turn. This limit is the player's Railway Capacity. Railway Capacity is set by the scenarios and is expressed in brigades (for the British) and columns (for the Boers). See [8.0] for brigade and column equivalents.

14.41 Railway capacity is not consumed when used; it may be reused each turn.

14.42 If the British player occupies Bloemfontein, Pretoria and Johannesburg (at the same time), the Boer railway capacity is reduced to zero (0). If the Boers recover any of these cities, they may begin to recruit additional railway capacity through the Reinforcement rule.

14.43 Armored trains do not require railway capacity to move. Their movement is added to normal railway capacity.

15.0 Off-Map Movement

Only the British player may move units off the map to and from the Cape Colony, represented by the Cape Colony box on the map.

15.1 Entry into the Cape Colony box. The British player moves the unit(s) from the west edge of the map, from any hex south of the Bechuanaland Protectorate border, to the Cape Colony box. Units using rail or naval movement move to the Cape Colony West box during the movement turn. Otherwise, a unit must begin its movement on the west edge of the map to enter the Cape Colony West box.

15.2 Exit from the Cape Colony box. The British player places units leaving the Cape Colony West box on the west edge of the map, in any hex south of the Bechuanaland Protectorate border. This consumes all of the unit's movement for the turn. Units may also leave the Cape Colony by rail or naval movement. If they use rail movement, they may move any number of hexes along the railway on the map. If they use naval movement, they may disembark normally in the appropriate hexes.

15.3 Units may not enter or leave the Cape Colony West box if the entry or exit hex is in an enemy zone of control.

15.4 A unit may not enter and leave (or vice versa) the Cape Colony West box in the same turn.

15.5 Units may not advance or retreat after combat into the Cape Colony West box.

16.0 Naval Movement

The British may use naval movement to transfer ground units by sea. There are two general types of Naval Movement: Transport and Amphibious Landings.

16.1 Naval Transport. British units may move from one occupied friendly port to another occupied friendly port on the map. Units must begin in a port hex and then move to any other occupied friendly port on the map.

16.2 Amphibious Landings. British units conducting amphibious landings must begin in a port or in the Reinforcement Transit box. They may then be transported to any coastal hex on the map (except those located in neutral territory).

16.3 Both types of naval movement consume all of a unit's movement for the turn.

16.4 ZOC. Units may use naval transport and amphibious landings regardless of enemy zones of control in their landing or disembarkation hexes. They may not disembark in hexes containing enemy units. Landing units may enter combat after a naval transport or an amphibious landing.

16.4 Port of the Cape Colony Area. The British Cape Colony West area is considered to contain a port.

16.5 Capacity.

16.51 The British may move a maximum of six brigade-size units per turn by naval transfer.

16.52 The British may move a maximum of two brigade-size units per turn by amphibious landing. These units count toward the total of six brigades of naval movement in one turn.

16.53 Reinforcement units do not count toward British naval movement capacity.

  • For example: the British player could, in a single turn, move four brigades by naval transfer, two by amphibious landing, and also land any number of reinforcements.

17.0 Bombardment

Bombardment is a specialized form of combat that allows the attacking player to destroy the effectiveness of fixed enemy defenses. Bombardment takes place in the friendly Bombardment Phase. Only Good Order units with bombardment capability (the symbol "•" between the movement and combat factors) may conduct bombardments, and only if they attack an enemy unit in a fortified city or town hex.

17.1 The attacker must have at least one unit with bombardment capability in a hex adjacent to a fortified enemy city or town. The attacker rolls a die on the Bombardment Table, applying the corresponding modifiers. The result is applied immediately.

17.2 Coordination of attack. The attacker may combine more than one unit with bombardment capability in the same or in different hexes into a single bombardment attack if all of them attack the same enemy hex. This provides additional modifiers (see the Bombardment Table). More than one unit may take part in the same bombardment, but all must be In Command. Do not use the tactical values of Headquarters as modifiers (unlike 18.81). Units Out of Command may conduct bombardments, but they must attack individually.

17.21 The attacker may, at his option, have each unit bombard the same hex separately. A hex may be attacked by more than one bombardment in the same turn, provided that no unit attacks more than once.

17.3 The same unit may not take part in more than one bombardment per Bombardment Phase, nor may it attack more than one adjacent enemy hex.

17.4 A unit that takes part in a Bombardment may attack normally in the following Combat Phase.

17.5 Terrain does not affect Bombardment.

17.6 Fog of War. When making a Bombardment attack, the attacker must reveal only the attacking units; the defender must reveal only the units that provide a defensive modifier to the roll. The other units are not revealed, even if they suffer losses.

18.0 Combat

Combat occurs during the Combat Phase between opposing adjacent units, at the discretion of the player whose turn is in progress. The phasing player is the "attacker." The non-phasing player is the "defender."

Note: this is different from Bombardment.

18.1 For each Battle, the players must strictly follow this sequence:

  1. The attacker declares which attacking force will attack which defending hex.
  2. Both players reveal all units of the attacking and defending forces.
  3. They determine the Combat Results Table to be used to resolve the combat.
  4. Determine the combat odds, including the effects of terrain.
  5. Roll a die and cross the number obtained with the appropriate odds column. Make the necessary modifications according to the current Headquarters or Political Points. This will produce the combat result.
  6. Apply the combat result immediately.
  7. Make any retreat or advance after combat.
  8. Resolve the next combat, if any.

18.2 Attack.

18.21 Attacking units may only attack in their own Combat Phase.

18.22 Attacking units must be adjacent to the units they attack.

18.23 Attacking is entirely voluntary. The attacking player may attack with some, none or all of his applicable units.

  • For example: the attacker may divide his units into one or more forces to attack. Some units in a hex may attack while others do not.

18.24 More than one attacking unit may be combined in an attack against the same defending force, provided that all attacking units are adjacent to the defender's hex. A player may combine units from different hexes in the same attack.

18.25 No unit may attack more than once per friendly Combat Phase. For exceptions, see 18.251.

18.251 Impulse. Attacking units that inflict a ZD result may attack again during the same Combat Phase. These subsequent attacks may be made immediately or later in the same Combat Phase, individually or in combination with other units. Units must complete any post-combat advance before executing such attacks. A unit may take part in any number of attacks in a Combat Phase as long as it continues to inflict ZD results. This is an exception to [18.25].

18.26 An attacking force may attack only one adjacent enemy hex. It may not attack more than one enemy-occupied hex at the same time.

18.27 Units may not attack hexes that they normally could not enter.

  • For example: units may not attack across all hex sides of sea hexes.

18.28 Attacks need not be declared at the beginning of a Combat Phase. A player may carry out the attacks he considers appropriate, one at a time. Each attack is resolved individually before the next is declared.

18.29 Multiple attacks against the same hex. A player may attack the same hex more than once in the same Combat Phase if each attack is made by independent units (see also 18.251).

  • For example: a player has three units adjacent to an enemy hex. He may combine them in one attack; make three separate attacks with one unit each; make one attack with two units and a second with one; attack with one or two units; or any other combination.

18.3 Defense. A defending force may not refuse combat. All defending units in a hex must be attacked as a single combined defending force. A given hex may be attacked more than once per Combat Phase, provided that each attack is made by an independent force.

  • Certain combat results give the defender the option of retreating or standing firm and suffering further losses. See the Combat Results Tables.

18.31 Units in parentheses. A unit with a combat strength in parentheses may only defend, never attack.

18.32 If a defender retreats to a hex adjacent to an enemy unit (suffering any applicable losses), it may be attacked again if the other requirements are met.

18.4 Revelation of units. At the moment combat is declared, the attacker and the defender show which units form part of their respective attacking and defending forces. The attacker may not cancel the combat, even if the attack turns out to be unfavorable.

18.5 Choice of Combat Results Table. In BOER WAR there are two Combat Results Tables (CRT): Raid and Assault. The attacker chooses the CRT in which combat will be resolved, within the following parameters:

  1. If 51% or more of the combat factors of the attacking force are made up of non-mounted units, the attack MUST be made using the Assault CRT.
  2. If at least 50% or more of the combat factors of the attacking force are made up of mounted units, the attacker may choose between the Raid CRT and the Assault CRT.
  • For example: an attacking force contains 10 factors of mounted units and 10 of non-mounted units. The attacker may choose between the Raid CRT and the Assault CRT. If the attacking force contains 11 factors of non-mounted units and 10 of mounted units, it must be resolved using the Assault CRT.

18.6 Determination of combat odds. Combat odds are determined by dividing the attacker's total combat strength by the defender's total combat strength. Fractions are discarded, and this ratio is the one used to determine which odds column will be used.

  1. Add the combat strengths of all attacking units.
  2. Add the combat strengths of all defending units. Multiply the defender's strength by the terrain, if applicable.
  3. Divide the attacker's total combat strength by the defender's total combat strength.

18.61 If the attacker's strength is greater than the defender's, fractions are rounded down to the next column, and this is the column used to determine the odds.

  • For example: if the attacker has 14 combat strength points and the defender 5, the combat odds would be 14 divided by 5, which equals 2.8/1. Drop the 0.8 fraction and you obtain a final odds of 2/1.

18.62 If the defender's combat strength is greater than the attacker's, round the fraction to the next column.

  • For example: if the defender has 10 combat strength points and the attacker 6, the combat odds would be 1/1.67, which would be rounded to 1/2.

18.63 Odds less than 1/4 are treated as 1/4. Odds greater than 6/1 are treated as 6/1.

18.64 The 1.5/1 column is used when the attacker has at least 50% more strength than the defender, but less than double.

  • For example: the attacker has 7 strength points and the defender 4.

18.7 Defender's terrain.

18.71 The defender receives a multiple for defending in certain types of terrain. This doubles or triples its strength.

  • For example: if the defender has a printed combat strength of "10" and defends in a mountain hex, its strength doubles, becoming "20".

18.72 In certain cases, a defender may be in terrain that would grant it more than one bonus. In that case, the defense is only doubled (it is not tripled or quadrupled). See [18.73] for an exception.

  • For example: a defending unit is in a rough hex behind a river hex side; it would only be doubled in defense.

18.73 Fortifications. Fortifications normally double the strength of the defender. If the defender is in terrain that would otherwise double its strength and there is also a fortification marker in the hex, its strength is tripled.

  • For example: a unit is in a rough hex with a fortification marker. Its defensive combat strength is tripled. The defender's strength may never exceed three times its defensive strength.

18.8 Roll Modifiers. The roll for resolving combat is modified as follows:

18.81 Headquarters. Each player may designate a friendly Headquarters as the battle commander, if one is available (the attacker designates first, then the defender).

  1. Attacker. All units of the attacking force must be within the command radius of the same Headquarters to use that Headquarters' tactical value. This is determined at the moment the battle takes place. The attacker adds the Tactical Value of his Headquarters to the roll.
  2. Defender. The defending hex must be within the command radius of a Headquarters to use that Headquarters' tactical value. This is determined at the moment the battle takes place. The defender subtracts the Tactical Value of his Headquarters from the roll.
  3. A player may designate only one Headquarters as commander in each battle (that is, no more than one friendly tactical value may be added or subtracted in the same battle).
  4. A single Headquarters may modify the roll of any number of combats, provided that all take place within the command radius.
  5. A Headquarters may apply its tactical value even if it is forced to retreat in an earlier combat in a combat phase.

18.82 Political Index.

  1. If the attacker's Political Index is High, add [1] to the roll.
  2. If the attacker's Political Index is Low, subtract [1] from the roll.
  3. If the defender's Political Index is High, subtract [1] from the roll.
  4. If the defender's Political Index is Low, add [1] to the roll.
  • Design note: the Political Points modifier represents the general state of morale that significantly influenced combat performance.

18.9 Application of Combat Results. Combat results are applied as soon as they occur. They are applied in the order indicated for each result.

a. Removal of losses. Combat Results indicate the elimination or demoralization of units. The owning player always chooses which units will be eliminated or demoralized. Eliminated units are counted as losses first, and then demoralizations are applied.

b. Percentage losses. Percentage losses are based on the original printed strength of the units involved. Round fractions up.

  • Example: a force has 12 strength points. It must eliminate 20 percent. The owning player must eliminate 3 strength points [20 percent of 12 = 2.4, rounded to 3].

18.91 Larger units may not be divided into smaller units to absorb losses.

18.92 A player may choose to eliminate a unit (or units) with a strength value greater than that required, instead of another unit.

  • Sometimes players may want to keep weaker but valuable units, such as Headquarters.

18.93 Units may not be demoralized to absorb the losses required in terms of eliminated units.

  • For example: a player must lose 2 strength points. He may not flip a 4-strength-point unit to its reverse side (2 strength points). He must lose a unit worth at least 2 strength points.

18.94 Advance and Retreat after Combat. Advance and retreat are a specialized form of movement that occurs as a result of certain combat results. Only units that took part in the combat may advance.

18.941 Advance after combat. The advance after combat is carried out immediately upon receiving certain combat results. The advance after combat only occurs if the combat result specifically requires it. The advancing player may move some, none or all of his units into the hex that previously contained the enemy force.

Units may advance after combat through enemy Zones of Control without penalty. They may not enter terrain that would otherwise be prohibited. Advancing after combat costs no movement points.

  1. Mounted units may advance two hexes after combat. The first hex must be the one that previously contained the enemy force; the second may be any land hex not occupied by an enemy unit. Mounted units do not have to remain stacked in their second advance hex. They may drop units in their first advance hex.
  2. Non-mounted units advance one hex at most after combat.
  3. Units with combat factors in parentheses may not advance after combat.
  4. Demoralized units may not advance after combat.
  5. An advance may not be made if enemy units remain in the hex of the enemy player.
    • This could occur if an attacker decides to engage only some of the units in a hex in an attack, loses a combat, and the defender advances.
  6. Advance after combat is voluntary. The player may advance some, none or all of his qualified forces after combat.

18.942 Retreat. Units that retreat must be moved immediately one or two hexes by the owning player, as dictated by the Battle Results.

  1. Units may retreat together or separated.
  2. Units may not retreat into enemy units or prohibited terrain.
  3. Mounted units and Headquarters may retreat into hexes containing enemy zones of control. This causes the Good Order units that retreat to be demoralized, and eliminated.
  4. All other units are eliminated if they retreat into enemy zones of control.
  5. Units may retreat into neutral regions, but this results in their internment. See the Neutrals rule [26.0].
  6. Units with a movement factor of zero (0) are eliminated if forced to retreat.

19.0 Logistics

Logistics includes supply, transport, replacements and medical support for the armed forces. Units in Good Order must be supplied during the friendly Logistics Phase or they will become demoralized.

19.1 During the friendly Logistics Phase, the player checks all friendly units on the map. Unsupplied units may become demoralized.

19.2 Effects of lack of supply.

  1. A unit in Good Order that is unsupplied is immediately demoralized.
  2. A demoralized unit that is unsupplied is not demoralized further for being unsupplied.
    • Note that in the following Recovery Phase, demoralized units may suffer "disintegration" results, which cause their elimination (see the Recovery Table).

19.3 In supply. A unit is in supply if it meets one of the following conditions:

  1. It is a unit type with automatic supply [19.4].
  2. It can forage.
  3. It is in the same hex as a friendly supply source.
  4. It can trace a supply line to a friendly supply source.
  5. It is a British unit in the Cape Colony West or Reinforcement Transit boxes.

19.4 Automatic supply. Certain units do not require supply. They are always automatically in supply. Units with automatic supply include the following:

  1. Headquarters
  2. Logistics units
  3. Militia
  4. Native units
  5. British irregular units

19.5 Forage. Certain map hexes may provide forage to units. Units that obtain forage are automatically supplied. These are indicated on the Terrain Effects Table in terms of brigades (British) or columns (Boers). See [8.0] for equivalent units.

19.51 Units that exceed the forage value must be supplied by other means or they will be unsupplied.

19.52 Units may not be broken down for supply purposes.

  • For example: the British player has a division in a hex that can provide forage to one brigade. The whole division is unsupplied. If there were two separate brigades in the hex, one of them could obtain forage from the hex and the other would be unsupplied.

19.53 Units with automatic supply do not count toward a hex's forage limit.

19.6 Supply Lines (SL). A supply line is a route of hexes traced from a unit to a supply source. A unit is supplied if it can trace a supply line to a friendly supply source.

19.61 British supply sources.

  1. Port hexes occupied by the British.
  2. Railway hexes leaving the west edge of the map.
  3. Bulawayo, if occupied by the British.

19.62 Boer supply sources.

  1. Cities occupied by the Boers in the Transvaal and the Orange Free State.
  2. Ports in Portuguese East Africa.

19.63 Players may not use the hexes of enemy supply sources.

  • Supply source hexes are indicated by supply or port symbols on the map.

19.64 Tracing a supply line. Units trace a supply line by any of the following specifications:

  1. It is in the same hex as a friendly supply source (even if the hex is in an enemy zone of control).
  2. It traces a line of two hexes or fewer directly to a supply source.
  3. It traces a line of two hexes or fewer to a railway hex, which in turn may trace an unblocked line of railway hexes to a friendly supply source.
  4. It is within the supply radius of a friendly logistics unit. The logistics unit must be able to trace a supply line of length equal to or less than its own supply radius to:
    • (a) a friendly supply source; or
    • (b) a railway leading to a friendly supply source; or
    • (c) another logistics unit that, in turn, can trace a supply line to a supply source (or a chain of logistics units leading to a supply source or a railway leading to a supply source).

[Transcriber's note: the source prints "LDV" in this subsection where the context requires "LDS" (supply line); it is rendered here as supply line.]

19.65 Railways. A player may trace a supply line of any length along a continuous series of railway hexes, provided it is not blocked (see Supply Line Blocking, below). A player may freely use railways in regions that began the game under enemy control to trace the supply line.

19.66 Cape Colony West box. British units may only trace a supply line to the Cape Colony West box through a railway hex leaving the west edge of the map. They may not trace a supply line directly to it.

19.7 Blocking of supply lines. A line may be traced through any type of hex, except in the following cases:

  1. Enemy units. A line may not be traced through an enemy ground unit.
  2. Enemy Zones of Control. Enemy zones of control block friendly supply lines. A friendly supply line may be traced to a hex containing an enemy ZOC, but it ends in that hex. If an enemy ZOC is located in a supply source, it may only supply units occupying its hex.
  3. Sea. A line may never be traced to a hex or hex side that is exclusively maritime.
  4. Neutrals. Both players may trace the line through Basutoland and Swaziland. Only the Boers may trace the line through Portuguese East Africa; the British may not.

[Transcriber's note: the printed text of this subsection reads "línea de visión" (line of sight) where the context of the Blocking rule requires "línea de suministro" (supply line). It is rendered here as supply line; please check against the printed sheet.]

20.0 Good Order, Demoralization and Recovery

Units are in one of two morale states:

  • Good Order (indicated by the front of the counter).
  • Demoralized (indicated by the reverse).

Demoralized units may recover their Good Order state through the Recovery process.

20.1 Units in Good Order function normally.

20.2 Demoralized units have reduced combat strength and movement, as printed on the counter.

20.21 Demoralized units have no Zones of Control. They may not advance after combat.

20.22 Demoralized units that are demoralized again by bombardment, combat or retreat into an enemy ZOC are eliminated. Demoralized units that are unsupplied are not eliminated; they remain demoralized (see [19.0]).

20.3 Causes of demoralization. Units in Good Order may become demoralized by:

  1. Certain combat results.
  2. Retreat into an enemy Zone of Control (see 18.942).
  3. Lack of supply in a friendly logistics segment.
  4. Certain events.

20.4 Recovery from demoralization. During the friendly Recovery Phase, the player MUST attempt the recovery of all friendly demoralized units.

20.5 Recovery procedure. Roll one die for each friendly demoralized unit on the Recovery Table (see tables) and apply the corresponding modifiers. Apply the result immediately.

20.51 Recovery roll modifiers.

  1. Supplied position. This applies if the unit is in a position from which it could trace a valid supply line to a supply source, is in Automatic Supply, or can Forage (see [19.0]).
  2. Morale. The current state of the player's Political Index may provide a roll modifier (see the Recovery Table).
  3. Command status. A unit within the command radius of a friendly Headquarters receives a positive roll modifier. A Headquarters may provide a roll modifier for any number of friendly units within its command radius.
  4. Enemy ZOC. A unit that is not in an enemy ZOC receives a positive die roll modifier. British units in the Cape Colony area also receive this modifier.

21.0 Headquarters

Headquarters (HQ) represent individual commanders, their staffs and an escort. Each Headquarters has a Command Radius (representing its general capacity to control operations) and a Tactical Factor (representing its capacity to direct individual battles).

21.1 Headquarters function as normal units with the following additional special rules.

21.11 HQ are considered mounted brigade-size units (British) or columns (Boers) for stacking and combat results purposes.

21.12 HQ may not be replaced if eliminated.

21.121 Exception. [Printed as "12.121".] The HQ of the British Major General and of the Boer Commandant may always be replaced.

21.2 Command Control. HQ may place units In Command for the purposes of Movement, Combat and Recovery.

21.3 An HQ may use its abilities with all units of its side, not only with those of the same nationality.

  • For example: the Transvaal HQ Botha may be used to provide command control to Orange Free State units.

21.4 Special Headquarters.

21.41 Rhodes. The British Rhodes HQ has a tactical value in parentheses. It may only use this value if it is in hexes containing the "mine" symbol (for example, Kimberley, Johannesburg).

21.42 Major General. The British "Major General" HQ may be selected as a reinforcement by the British at any time. If eliminated, this HQ may be replaced.

21.43 Commandant. The Boer HQ "Commandant" appears only by random event. If eliminated, this HQ may be replaced.

22.0 Fog of War

A player may not examine the contents of enemy stacks and column deployments unless certain conditions are met.

22.1 A player may examine enemy forces and deployments in the following circumstances:

  1. Combat. All attacking and defending units are revealed at the designated point of the combat procedure.
  2. Events. Certain events allow the identification of enemy forces.
  3. Real intelligence. If an enemy force is located in a favorable region (see below), it may be examined.
  4. A player may, at any time in the game, reveal any of his units he wishes, for any reason.

22.2 Friendly Regions. A player may always examine all enemy stacks in a "friendly" region.

22.21 The Boer friendly regions include all hexes of the Transvaal and the Orange Free State, except those located in or adjacent to a Hard Measures or Reconciliation marker [30.0].

22.22 The British friendly regions include all hexes of the Cape Colony, Natal and Rhodesia.

22.23 The other regions are not friendly to either side.

22.3 Zones of Control. A player with a stack exerting a Zone of Control must reveal at least one unit in that hex capable of exerting that ZOC. The enemy player may voluntarily refuse to reveal the unit exerting the ZOC, in which case the stack loses its ZOC. The enemy may restore the ZOC at any time by revealing the unit(s) that exert it.

22.4 Campaign Force markers. If a player may examine a hex occupied by the enemy and it contains a Campaign Force marker, he may examine the corresponding display.

23.0 Fortifications

A player may fortify his units to improve their defensive capability.

23.1 Players may create a fortification marker in a hex if they have a friendly unit in that hex during the Reinforcement Phase. The unit must be in a position from which it can obtain supplies.

23.11 Units may move and fight in the hex they fortify.

23.12 A fortification may be placed in any type of playable hex, except in hexes that already contain another fortification. There may never be more than one fortification marker per hex.

23.13 Limits.

23.131 Boer. The Boers may place a maximum of one fortification marker on the map per turn if they occupy at least one of the following cities: Bloemfontein, Johannesburg or Pretoria. This maximum is one, even if the Boers control all three cities. The Boer player does not have to roll on the Reinforcement Table for this.

23.132 British. The British may place an unlimited number of fortification markers on the map each turn by paying the corresponding Political Point cost.

23.2 Movement effects. None. (Except if the optional rule [28.4] is used.)

23.3 Combat effects.

23.31 Units defending a fortification double their defense. If they are in terrain where they would normally double their defense, they triple their value.

23.32 Units in fortifications may (at the option of the owning player) ignore any retreat result that requires the units to retreat one hex (both when attacking and when defending). They may treat two-hex retreat results as if they retreated one or two hexes. If a unit retreats the first hex of a two-hex retreat into a fortification, it may end the retreat in the fortification (or continue the retreat).

23.33 Otherwise, units attack normally from a fortification (they do not double their attack).

23.4 Supply effects. Fortifications add one (1) to the forage value of a hex.

23.5 Destruction of fortifications. A fortification marker is removed from the map if no friendly unit occupies the hex at any time. A player may also remove any of his fortification markers from the map at any time.

  • This means that Allied forces may never capture or use enemy fortifications. This is due to various tactical and logistical reasons.

24.0 Armored Trains

Armored trains function like other units, except that they may only move, retreat and advance along contiguous railway lines.

24.1 Armored trains have normal zones of control; these extend to hexes that are not connected by contiguous railway lines.

  • This represents the troops transported by the armored trains.

24.2 If a retreat forces them to leave a railway line, an armored train is eliminated instead.

24.3 Armored trains do not require railway capacity to move.

25.0 Boer Government

There are two Boer government units: Kruger (Transvaal) and Steyn (Orange Free State). Boer government units are considered Headquarters units, with the following additional rules.

25.1 The Boer player obtains additional Political Points each turn for having the governments in their respective capitals, for example Kruger (Transvaal) in Pretoria; Steyn (Orange Free State) in Bloemfontein. See the Political Points and Victory Points tables for more details.

26.0 Neutrals

Players may move freely across any of the map borders, except when entering neutral regions. Portuguese East Africa (Mozambique), Basutoland and Swaziland are neutral territories. Units may move into neutral areas at the player's discretion, but must follow the instructions below. This includes normal movement and retreat or advance after combat.

26.1 Portuguese East Africa. A unit that enters Portuguese East Africa is automatically removed from the map (interned). Headquarters are permanently eliminated. Other units may be replaced. The player does not lose victory points for interned units.

26.2 Basutoland and Swaziland. Units may enter Basutoland and Swaziland normally.

26.21 If a player has one or more units in Basutoland and Swaziland at the end of his turn, a change in Political Points occurs (see the Political Points table).

26.22 Additionally, the first time a player enters Basutoland or Swaziland, the other player receives one native unit in any hex of the region (see [6.5] and [7.8]).

26.23 Players may never place reinforcements in Basutoland and Swaziland, except native units.

26.3 Supply.

26.31 Boer units may trace supply lines through the Portuguese railways to the Portuguese ports. British units may not.

26.32 Players may trace the line of sight (LOS) through Basutoland and Swaziland.

[Transcriber's note: 26.31 and 26.32 are rendered as printed. The Spanish text of 26.32 reads "línea de visión (LOS)" in a rule about tracing supply; the context is taken to mean supply line. Check against the printed sheet.]

27.0 Victory

The game is won by obtaining control of the strategic objectives and destroying the enemy's will to fight. At the end of the game, the players determine the winner by adding up their Victory Points.

27.1 Obtaining Victory Points. The Victory Points table indicates the events for which players receive Victory Points.

27.2 Victory Levels. At the end of a game, each player checks the number of points he has obtained. Subtract the total of the player with the lowest score from the total of the player with the highest score to obtain a Victory Level. This determines the extent of the victory (if any).

  • 0-19 = Draw (neither side wins)
  • 20-59 = Marginal Victory
  • 60-99 = Regional Victory
  • 100 or more = Imperial Victory (higher)

[Transcriber's note: the printed text of 27.2 reads "línea de visión" (line of sight) where the sense requires "score" (puntuación); it is rendered here as score. Check against the printed sheet.]

27.21 Explanation.

  1. Draw: The situation remains at boiling point; the conflict will resume in one or two years.
  2. Marginal Victory: Your side obtains a favorable settlement; there will probably be another war in South Africa within a generation.
  3. Regional Victory: Your side controls South Africa, but your enemy has obtained important political concessions.
  4. Imperial Victory. You dominate all of Africa.
  • Historically, the British obtained a Regional Victory.

27.3 Political Collapse. If at any time during the game a player's total Political Points is reduced to less than "1", his morale collapses completely. The other side immediately obtains an Imperial Victory (provided its Political Index is "1" or higher).

27.4 Mediation. The players may agree to end the game at the end of any turn. Victory Points are determined in the usual way.

Optional Rules

Players may use optional rules to increase realism at the expense of additional complexity.

28.0 Guerrillas

Certain unit types are considered Guerrillas: Boer corbettas (1-9) and British irregular units (2-9).

28.1 Guerrillas may ignore the zones of control exerted by enemy non-mounted units for all game purposes.

  • This includes movement, retreat, tracing the command radius and LOS, and any other ZOC function.

28.2 Guerrillas in Good Order have normal zones of control.

28.3 Guerrillas are normally affected by the zones of control of enemy mounted units.

28.4 Fortifications (Blockhouses). As an exception to the above, Guerrillas may not ignore the zones of control of non-mounted units occupying fortified hexes.

29.0 British Tactical Inefficiency

The British apply an additional modifier to the die roll on all their attacks while "Tactical Inefficiency" is in effect.

29.1 An additional modifier of "-1" is subtracted from the die roll for all attacks the British make against the Raid and Assault CRTs while British Tactical Inefficiency is in effect. This does not apply to Bombardment.

29.2 Duration. At the start of each combat phase, beginning with the December 1899 turn, the British roll one die. With a result of 1-5, tactical inefficiency remains in effect. With a result of 5-6, tactical inefficiency ends and the British no longer use the "-1" die roll modifier.

[Transcriber's note: 29.2 is printed as "1-5" and "5-6", which overlap at 5; reproduced as printed. Check against the printed sheet.]

30.0 Hard Measures and Reconciliation

The British player may attempt to change the political situation by applying Hard Measures and/or Reconciliation. Hard Measures reduce the ability of hexes to support the Boers. Reconciliation provides additional political support to the British.

30.1 Hard Measures.

30.11 The British player places Hard Measures markers in any hex of the Transvaal and the Orange Free State during the friendly Reorganization Phase, having a unit in an appropriate hex.

30.12 Effects. At the moment the British player places a Hard Measures marker, he subtracts one from the British Political Index and adds one to the Boer Political Index. Thereafter:

  1. Recruitment. The Boer player may not place recruits in or adjacent to a hex containing a Hard Measures marker.
  2. Forage. No player may forage in or adjacent to a hex containing Hard Measures markers.
  3. Intelligence. Hexes within or adjacent to a Hard Measures marker are not considered "friendly" for the Boers for intelligence purposes.

30.121 The effects of Hard Measures markers do not extend across borders.

30.2 Reconciliation. The British player carries out Reconciliation in his Reorganization Phase. The British player may place Reconciliation markers in city or town hexes in the Transvaal and Orange Free State.

30.21 The British player places Reconciliation markers in any city or town hex in the Transvaal and Orange Free State during the friendly Reorganization Phase, having a unit in an appropriate hex.

30.22 Effects. At the moment a player places a Reconciliation marker, he subtracts one [1] from the Boer Political Index. Thereafter:

  1. Boer recruitment. The Boer player may not place recruits in hexes containing a Reconciliation marker. Also:
    • (a) If the British have a Reconciliation marker in Bloemfontein, subtract "-1" from the Orange Free State recruitment rolls.
    • (b) If the British have a Reconciliation marker in Pretoria, subtract "-1" from the Transvaal recruitment rolls.
  2. British recruitment. The British player may only place Transvaal and Orange Free State units under his control in hexes containing Reconciliation markers. The British may also place militia units in hexes containing Reconciliation markers.
  3. Intelligence. Hexes containing a Reconciliation marker are not considered "friendly" for the Boers for intelligence purposes. They are considered friendly for the British for intelligence purposes.
  4. Forage. Reconciliation markers do not affect forage.
  • Note that, unlike Hard Measures markers, Reconciliation markers affect only the hexes they occupy, not adjacent hexes.

30.3 Placement limits.

30.31 A player may have a maximum of one Hard Measures or Reconciliation marker in the same hex.

30.32 A player may not place a Hard Measures marker in or adjacent to a hex that already contains a Reconciliation marker.

30.33 A player may not place a Reconciliation marker in or adjacent to a hex that already contains a Hard Measures marker.

30.34 A player may not place a Hard Measures or Reconciliation marker adjacent to a hex containing a Boer unit.

30.35 Once placed, Hard Measures and Reconciliation markers may not be removed.

31.0 Railways

The British player may build new railways on the map using his Railway Engineers unit.

31.1 The British player must have his Railway Engineers unit in a qualifying hex during a friendly Reinforcement Phase. He pays the Political Point cost and places a railway marker in the hex. That hex now functions as railway. The Railway Engineers unit must be in a position from which it can trace a normal supply line.

31.2 Qualifying hexes. The British player may place railway markers in hexes adjacent to an already existing railway hex. The British player may place a maximum of two markers per turn if both are in clear hexes, and one per turn if they are in other types of hexes. Railways may not be placed in mountain hexes. If two railway markers are placed, the second marker must be adjacent to the hex occupied by the railway engineers unit and not be occupied by the enemy.

31.3 A railway marker is considered adjacent to all railways in adjacent hexes. Otherwise, a railway functions as a printed railway for all game purposes.

31.4 Once placed on the map, railway markers may never be removed from the game.

32.0 Demolition

Both players may attempt to destroy bridges and mines. This is called Demolition.

32.1 Bridge demolition. Bridge demolition is attempted during the friendly Reorganization Phase. The player must have at least one friendly unit adjacent to a bridge hex side. He rolls one die. If the result is 1, nothing happens. With a result of 2 to 6, the bridge is destroyed. Place a demolition marker next to it. The bridge no longer exists.

32.2 Mine demolition. Mine demolition is attempted during the friendly Reorganization Phase. The player must have at least one friendly unit in the mine hex. He rolls one die. If the result is 1 to 3, nothing happens. With a result of 4 to 6, the mine is destroyed. Place a demolition marker on it.

32.3 A player may attempt only one demolition per bridge or mine per turn.

32.4 Bridge repair. Players may attempt to repair demolished bridges.

32.41 Bridge repair is attempted during the friendly Reorganization Phase. The player must have a logistics unit adjacent to the demolished bridge that can trace a normal supply line. In addition, no enemy unit may be adjacent to the bridge hex. He rolls one die. With a result of 1 to 4, nothing happens. With a result of 5 to 6, the bridge is repaired; remove the demolition marker. A player may attempt to repair a bridge only once per turn.

32.42 Demolished mines may not be repaired (at least not during the game).

32.5 Supply sources, railways and other terrain features may not be demolished.

33.0 Conventional Boer Army

This rule assumes that the Boers decided to form a conventional army in the European style. This option uses the "What If" Boer units. It may only be used in scenarios that begin in October 1899.

33.1 Before initial deployment, the Boer player may choose the Conventional Army option. This modifies the initial Boer deployment.

33.2 Initial deployment. Modify the initial Boer deployment in the Transvaal and the Orange Free State as follows:

  1. "Anywhere in the Transvaal." The Boer player receives the following units: Headquarters Botha, Cronje, Joubert, de la Rey and Smuts; 12 corneties of mounted infantry (or equivalents in larger units); six infantry brigades; one logistics unit.
  2. "Anywhere in the Orange Free State." The Boer player receives the following units: Headquarters Grabler, Prinsloo and De Wet; six corneties of mounted infantry (or equivalents in larger units); three infantry brigades; one logistics unit.
  3. The other Boer units remain unchanged.

33.3 The Boer player must inform the British player if he has chosen the Conventional Army option before the game begins.

Scenarios

Scenario 1. The Conventional War

This scenario covers the first stage of the war, from the initial Boer offensive to the beginning of guerrilla warfare.

  1. Length of game: October 1899 - September 1900.
  2. Initial Political Points: Boers = 70; British = 50.
  3. British deployment: deploy first.
    • 3.1 Anywhere in Natal: (1) British units: HQ Blanco; 3 regular infantry brigades; 1 logistics unit. (2) Natal units: 1 Natal mounted infantry brigade.
    • 3.2 Anywhere in the Cape Colony south of the Orange River, or in the Cape Colony box: (1) British units: 2 regular infantry brigades; 1 marine infantry brigade; 1 logistics unit. (2) Cape Colony units: 2 mounted infantry brigades.
    • 3.3 In Durban: 1 British cavalry brigade.
    • 3.4 In any railway hex of the Cape Colony south of the Orange River or of Natal: 1 armored train.
    • 3.5 Anywhere in Rhodesia: 1 Rhodesian mounted infantry brigade.
    • 3.6 Mafeking: HQ Baden-Powell; 1 mounted infantry brigade of the Bechuanaland Protectorate; 1 fortification marker.
    • 3.7 Kimberley: HQ Rhodes; 2 militia brigades; 1 fortification marker.
    • 3.8 Each city and town hex in Natal, the Cape Colony (except Kimberley), the Bechuanaland Protectorate and Rhodesia: 1 militia brigade each.
    • 3.9 Initial railway capacity: 5.
    • 3.10 Headquarters. All British Headquarters that are not in initial deployment are available as reinforcements (exception: see Special Rule 5.3).
  4. Boer deployment: deploy second.
    • 4.1 Anywhere in the Transvaal (Transvaal units): HQ Botha, Cronje, Joubert, de la Rey, Smuts; 2 columns of mounted infantry; 4 commandos of mounted infantry; 9 corneties of mounted infantry; 2 infantry brigades; 1 logistics unit.

Scenario 2. March to Pretoria

This scenario begins with the arrival of Roberts and Kitchener in South Africa, passes through the relief of Kimberley, Mafeking and Ladysmith, and concludes with the fall of Pretoria.

  1. Length of game: January 1900 - July 1900.
  2. Initial Political Points: Boer = 80; British = 25.
  3. Boer deployment (the Boer player deploys first).
    • 3.1 Place anywhere in (1) the Transvaal, (2) the Orange Free State, (3) in or adjacent to Colesberg and/or Vryburg, (4) adjacent to (but not inside) Kimberley and/or Mafeking; or (5) in Natal north of the Tugela River [exception: may not be deployed in Ladysmith or Fort Itala]:
      • (1) Transvaal units: HQ Botha, Cronje, Joubert, de la Rey, Smuts; 4 columns of mounted infantry; 4 commandos of mounted infantry; 10 corneties of mounted infantry; 2 infantry brigades; 1 logistics unit.
      • (2) Orange Free State units: HQ Grabler, Prinsloo, de Wet; 2 columns of mounted infantry; 4 commandos of mounted infantry; 6 corneties of mounted infantry; 1 infantry brigade; 1 logistics unit.
      • (3) Cape Colony volunteer units: 1 cornete of mounted infantry.
      • (4) Natal volunteer units: 1 cornete of Natal mounted infantry.
      • (5) Foreign volunteer units: 2 corneties of mounted infantry.
    • 3.2 Pretoria. HQ Kruger.
    • 3.3 Bloemfontein. HQ Steyn.
    • 3.4 Pretoria, Johannesburg: 1 fortification marker each.
    • 3.5 Any two hexes adjacent to Ladysmith: 1 fortification marker each.
    • 3.6 Initial railway capacity: 3.
    • 3.7 Headquarters. All Boer headquarters that are not in initial deployment are available as reinforcements.
  4. British deployment (the British player sets up second).

Scenario 3. The Boer War

This scenario covers the entire Boer War.

  1. Length of game: October 1899 - May 1902.
  2. Initial Political Points: Boer = 70; British = 50.
  3. British deployment (the British player deploys first). Same as Scenario 1.
  4. Boer deployment (the Boer player deploys first). Same as Scenario 1.
  5. Special rules. Same as Scenario 1.
    • 5.5 The Boers obtain 2 Victory Points per Political Point at the end of the game, not in Scenario 1.

Unit identification abbreviations

Boer (Transvaal): Be = Bethel; BH = Bloemhof; Ca = Carolina; Er = Ermelo; GF = Goldfields; He = Heidelberg; JB = Johannesburg; Kr = Krugersdorp; Li = Lichtenburg; Ly = Lydenburg; Ma = Marica; MB = Middleburg; Pnt = Potchefstroom; Pr = Pretoria; PR = Piet Retief; RB = Rustenburg; St = Standerton; St = State Artillery; Sw = Swaziland; Ut = Utrecht; Yr = Vrijheid; YR = Vaalriver; WB = Waterberg; Wm = Wolfmaranstad; WS = Wakkerstroom; ZARP = South African Republic Police; ZB = Zoutpansberg.

Boer (Orange Free State): Be = Bethulie; Bio = Bloemfontein; BO = Boshof; FB = Ficksburg; FS = Fauresmith; [garbled entry in the source text]; HS = [as printed: "Hai.Tismoth"]; Ja = Jacobsdal; KS = Kroonstad; LB = Ladybrand; Mo = Mowka; OR = Orange River; OFSP = Orange Free State State Police; Ph = Philippolis; Ro = Rouxville; SF = Smithfield; Vr = Vrede; We = Wepener; WN = Winburg.

Boer Volunteers: VC = Volunteer Corps; Ge = German; Ho = Dutch ("¡Ho!" as printed); Ir = Irish; Sc = Scouts.

British: BP = Bechuanaland Protectorate Corps; BSAP = British South Africa Police; Carib = Carabiniers; CIV = City of London Imperial Volunteers; Col = Colonial; Gd = Guards; Fus = Fusiliers; G = Gordon [as printed "Girourd"]; HL = Highland; ILH = Imperial Light Horse; Ir = Irish; Lan = Lancashire; MI = Mounted Infantry; MR = Mounted Rifles; NS = National Scouts; RR = Rhodesia Regiment; SALH = South African Light Horse; Vol = Volunteers; Yeo = Yeomanry.

[Transcriber's note: the source text for the Orange Free State abbreviation line is partly corrupted by the font substitution and is not fully legible in the text layer; the entries marked above are reproduced as printed, and the corrupted fragment is left unresolved. Check against the printed sheet.]

Game Tables

The charts below are transcribed from the printed tables (pages R2, R6, R9 and the back-page tables of the sheet) and are given in the order printed.

Boer Reinforcement Table [6.0]

DieTransvaalOrange Free StateCape Colony*Natal*Rhodesia*Volunteers
8+542111
7431101
6431001
5321

Die roll modifiers, as printed:

  • Boer Political Points (High): +2
  • Boer Political Points (Average): +1
  • Boer Political Points (Low): 0
  • The Boers occupy Pretoria: +1 (Transvaal only)
  • The Boers occupy Bloemfontein: +1 (Orange Free State only)
  • Reconciliation marker in Pretoria: -1 (Transvaal only)
  • Reconciliation marker in Bloemfontein: -1 (Orange Free State only)

Results:

  • #: (1) The Boer player receives that number of mounted infantry troops (or equivalent in larger units). (2) If the result obtained is "3" or more, the Boer player may receive one infantry brigade, one logistics unit, one armored train or one point of railway capacity instead of mounted infantry. (3) In addition, the Boer player may (at no cost) place a fortification marker on the map if he occupies Bloemfontein, Johannesburg or Pretoria.
  • * He may roll for Cape Colony, Natal or Rhodesia only if one or more Boer units occupy at least one hex of the indicated region. Also there must be a railway engineers unit in the hex (see [31.1]).
  • Note: See [7.2] for the limits on the total number of units that may be received as reinforcements each turn.

British Reinforcement Costs [7.0]

Unit typePolitical Point cost
Headquarters-total tactical and command values
Regular infantry brigade-1
Marine infantry brigade-1
Militia brigade-1/3
Cavalry brigade-1/2
Irregular brigade-1/2
Mounted infantry brigade-1
Armored trains-2
Logistics unit-2
Railway engineers-3
Railway capacity points-2
Fortification

* Also a railway engineers unit must be in the hex (see [31.1]).

Note: see [7.2] for the limits on the total number of units that may be received as reinforcements each turn.

Bombardment Table [17.0]

Usable only by Good Order units with bombardment capability against defenders in fortified hexes. Roll once.

DieResult
1 (-)Counter-battery fire
2No effect
3No effect
4No effect
5Casualties
6Casualties
7Fortification destroyed
8Fortification destroyed

Die roll modifiers:

  • +1 for each attacking unit bombarding.
  • -1 for each defending unit bombarding in the target hex.

Results:

  • Counter-battery fire. Demoralizes a bombarding unit.
  • No effect. Nothing happens.
  • Casualties. The defender must demoralize one unit in the hex (or eliminate a demoralized unit).
  • Fortification destroyed. (1) The defender must demoralize one unit in the hex. (2) Remove the fortification marker from the map.

Recovery Table [20.0]

Roll once for each demoralized unit.

DieResult
1Disintegration
2Disintegration
3No effect
4No effect
5No effect
6No effect
7+Unit recovered

Die roll modifiers (apply all that apply):

  • +2 if the unit is in a supplied position.
  • +2 if the friendly Political Index is High.
  • +1 if the friendly Political Index is Average.
  • 0 if the friendly Political Index is Low.
  • +1 if the unit is In Command.
  • +1 if the unit is not in an enemy zone of control.

Results:

  • Disintegration: Eliminates the unit (it does not count as Political Points for the enemy).
  • No effect: The unit remains demoralized.
  • Recovery: The unit returns to its Good Order side.

Combat Results Tables [18.0]

Raid Combat Results Table. May be used if the attacker has at least 50 percent mounted types.

Odds →1/41/31/21/11.5/12/13/14/15/16/1(+)
0(-)AAAAAAAAAMAMAMAMNENE
1AAAAAMAMAMAMNENENE

Assault Combat Results Table. May be used in any circumstances.

Odds →1/41/31/21/11.5/12/13/14/15/16/1(+)
0(-)AZAZAZAZAZAAAAAADODO
1AZAZAAAAAAAADODODO

Combat strength modifiers, as printed:

  • Defender's terrain: doubles or triples the defender's strength according to the Terrain Effects Table for terrain and/or fortifications.

Die roll modifiers (cumulative):

  • Attacker:
    • +# Tactical value of a Headquarters in the command radius.
    • +1 if the attacker's Political Index is High.
    • -1 if the attacker's Political Index is Low.
    • -1 British attack and tactical inefficiency in effect (optional rules).
  • Defender:
    • -# Tactical value of a Headquarters in the command radius.
    • -1 if the defender's Political Index is High.
    • +1 if the defender's Political Index is Low.

Combat results:

  • AA (Attacker worn down): (1) All attacking units are demoralized (attacking units already demoralized are eliminated). (2) The defender suffers no losses. (3) The attacker retreats one hex. (4) The defender may advance after combat.
  • AM (Attacker ambushed): (1) 50 percent of the attacking strength points are demoralized. (2) The defender [yes, the defender], at his option, may retreat one or two hexes after combat (or remain in place). (3) If the defender decides to retreat, the attacker may advance after combat.
  • AZ (Attacker defeated): (1) 20 percent of the attacking combat strength points are eliminated. (2) All remaining attackers are demoralized (attacking units already demoralized are eliminated). (3) The defender suffers no losses. (4) The attacker retreats two hexes. (5) The defender may advance after combat.
  • BB (Bloodbath): (1) The side with fewer printed strength points demoralizes all its units (units already demoralized are eliminated). (2) The other side must demoralize strength points whose nominal value equals the enemy's printed strength (already demoralized units are eliminated). (3) If both sides have the same strength, all units are demoralized. (4) No retreat or advance after combat is permitted.
  • DD (Defender worn down): (1) All defending units are demoralized (defenders already demoralized are eliminated). (2) The attacker suffers no losses. (3) The defender retreats one hex. (4) The attacker may advance after combat.
  • DM (Defender ambushed): (1) 50 percent of the defender's strength points are demoralized. (2) The attacker [yes, the attacker], at his option, may retreat one or two hexes after combat (or remain in place). (3) The defender may not advance after combat.
  • DO (Defender's option): (1) If at least 50 percent of the defender's total printed strength is made up of mounted points, the defender may choose the result as BB or DW. (2) Otherwise, it is considered BB.

See [18.94] for how to Retreat and Advance after Combat.

Political Points Changes [4.0]

Changes to the Boer Political Index.

Granted as they occur:

EventChange
Each British division-size unit eliminated (if no demolition marker)+4
Each British brigade-size unit eliminated (except HQ or militia)+2
Each British militia unit eliminated in combat+1
Each British HQ eliminated in combat (total tactical and command values)+1 X
Each British Hard Measures marker placed+1
Each Boer cornete eliminated in combat-1
Each Boer commando eliminated in combat-2
Each Boer column commando eliminated in combat-3
Each Boer brigade-size unit eliminated in combat-3
Each Boer HQ eliminated in combat (total tactical and command values)-2 X
Kruger or Steyn eliminated in combat

Granted during the Boer End of Turn Phase:

EventChange
Kruger in Pretoria+2
Steyn in Bloemfontein+2
The Boers occupy Johannesburg, Kimberly (if no demolition marker)+1 per hex
The Boers occupy Durban, Port Elizabeth, Port Alfred, East London, Beaufort West and Bulawayo+1 per hex
The Boers occupy other cities of the Cape Colony, Natal, Bechuanaland and Rhodesia (discard fractions)+1 per hex
The British occupy Pretoria, Bloemfontein, Johannesburg-1 per hex
One or more Boer units in Basutoland-1
One or more Boer units in Swaziland-1
EventsSee the Event Table

Granted during the British End of Turn Phase (as printed in the Boer column):

EventChange
The British occupy Pretoria and Bloemfontein+1 per hex
The British occupy Johannesburg and Kimberly (if no demolition marker)+1 per hex
The Boers occupy Durban, Port Elizabeth, Port Alfred, East London, Beaufort West, Bulawayo-1 per hex
The Boers occupy other cities of the Cape Colony, Natal, Bechuanaland and Rhodesia (discard fractions)+1 per hex
One or more British units in Basutoland-1
One or more British units in Swaziland-1
To recruit British units- recruitment cost
To withdraw British units+1/2 recruitment cost (rounding up)
EventsSee the Event Table
Each British End of Turn Phase, from 19 October 1900: Roberts HQ on the map-1

Note: points gained or lost for eliminated units apply only if the unit is eliminated in combat (through losses or retreat through enemy zones of control), not for other reasons (for example, a "Disintegration" result on the Recovery Table).

Changes to the British Political Index.

Granted as they occur:

EventChange
Each Boer unit ("equipo" as printed) eliminated in combat+1
Each Boer commando eliminated in combat+2
Each Boer column eliminated+3
Each Boer brigade-size unit eliminated in combat+3
Each Boer HQ eliminated in combat (total tactical and command values)+1 X
Kruger or Steyn eliminated in combat+10
Each British HQ eliminated in combat (total tactical and command values)-2 X
Each British division-size unit eliminated in combat-4
Each British brigade-size unit of any size eliminated in combat (except HQ or militia)-2
Each British militia unit eliminated in combat-1
Each British unit (any size) demoralized in combat

[Transcriber's note: the printed Boer-side line reads "Cada equipo bóer eliminado en combate"; "equipo" is not a unit type used elsewhere in the sheet and is rendered as printed. Check against the printed sheet.]

Command Effects [11.0]

  • Movement: Units may conduct Forced March.
  • Bombardment: More than one unit may be combined for a single bombardment.
  • Combat: + the tactical value of the attacker's Headquarters / - the defender's Headquarters as a die roll modifier.
  • Recovery: +1 die roll modifier.

Effects in Enemy Zones of Control [10.0]

  • Recruitment: No effect.
  • Command radius: Blocks the command radius.
  • Regular movement: Units must stop on entering.
  • Forced March: May not begin in an enemy ZOC; may enter.
  • Rail movement: May begin in an enemy ZOC; must stop on entering.
  • Combat: Combat is not mandatory.
  • Advance after combat: Does not block advance after combat.
  • Retreat after combat: Units retreating into enemy ZOC are eliminated (exception: mounted units and Headquarters are demoralized).
  • Supply line: Blocks (exception: units in a supply source hex).
  • Recovery: Gains a +1 modifier to the recovery roll if the unit is not in an enemy zone of control.
  • Optional guerrilla rule: Boer troops and British irregulars may ignore enemy zones of control unless exerted by an enemy mounted unit or a British unit in a fortification.
  • The presence of friendly units in hexes does not cancel enemy zones of control.

Effects of Demoralization [20.0]

  • The unit has reduced combat and movement values and loses any bombardment capability (as indicated on the reverse of the counter).
  • The unit loses its zone of control.
  • A second demoralization by combat eliminates the unit.
  • The unit performs all other game functions normally.
  • The unit is restored to its normal state by recovery.

Victory Points [27.0]

Boer. Occupy with one or more Boer units:

LocationVictory Points
Bloemfontein25
Pretoria25
Johannesburg20 (if the mines are not dismantled)
Johannesburg10 (if the mines are not dismantled)
Kimberly10 (if the mines are not dismantled)
Kimberly5 (if the mines are not dismantled)
Durban, Bulawayo, Mafeking, Port Elizabeth, Port Alfred, East London, Beaufort West4
Each other city on the map3

[Transcriber's note: the two Johannesburg rows and the two Kimberly rows are both printed with the qualifier "if the mines are not dismantled". Reproduced as printed; check against the printed sheet.]

  • Boer political points at the end of the game (from the index): 1 per political point.
  • The Boers have between 25 and 49 combat factors in the Orange Free State/Transvaal at the end of the game: 10.
  • The Boers have 50 or more combat factors in the Orange Free State/Transvaal at the end of the game: 20.

(Fortresses in parentheses are not counted; demoralized units count as their reduced printed strength; Headquarters count their total tactical and command values.)

British. Occupy with one or more British units:

LocationVictory Points
Bloemfontein20
Pretoria20
Johannesburg20 (if the mines are not demolished)
Johannesburg10 (if the mines are not demolished)
Kimberly10 (if the mines are not demolished)
Kimberly5 (if the mines are not demolished)
Each city of the Transvaal and the Orange Free State2
Durban, Bulawayo, Mafeking, Port Elizabeth, Port Alfred, East London, Beaufort West1
  • British political points at the end of the game (from the index): 1/2 point per political point.

Event Tables [5.0]

Boer Event Table

Roll two dice if Boer morale is High or Low. Roll once if Boer morale is Average.

  • 11-13. Bitter Enders. This event only occurs if the Boer Political Index is Low. (1) Roll five dice. Increase the Boer Political Index by an amount equal to the total result of the roll. (2) The Boer player immediately receives three corneties of mounted infantry of the Transvaal and two of the Orange Free State (place them in the region of the units, in any hex not occupied by British units). (3) This event may only be activated once per game.
  • 14-15. Boer command dispute. All Boer units are automatically Out of Command this Boer turn for movement.
  • 16. Demoralized Boers. Roll two dice. Reduce the Boer Political Index by an amount equal to the total result of the roll.
  • 21-22. Boers go home. The Boer player rolls one die and checks the result. He must remove from the map that number of his corneties or equivalents (larger units may be broken down for this; this is an exception to the Reorganization rule).
  • 23. Rise of the Boer leader. The Boer player receives one of the two commander Headquarters. He places it immediately on any Boer unit of the same nationality on the map.
  • 24-25. Boer mobilization. The Boer player receives a cornete of mounted infantry of Boer type (of any nationality). Place it in the region of the unit, in any hex not occupied by a British unit. Foreign volunteers are placed in the Orange Free State or Transvaal.
  • 26-32. Boer nationalism. Roll two dice. Increase the Boer Political Index by an amount equal to the total of the results of the rolls.
  • 33-34. British atrocities. (1) Roll one die and add the number to the Boer Political Index. (2) Roll a second die and subtract the number from the British Political Index.
  • 35. British pressure on Portuguese East Africa. For the rest of the game, the Boer player may not trace a supply line to Portuguese East Africa. If this event occurs a second time, there is no additional effect.

British Event Table

Roll twice if British morale is High or Low. Roll once if British morale is Medium.

  • 11-12. Boer atrocities. (1) Roll one die and add the number to the British Political Index. (2) Roll a second die and subtract the number from the Boer Political Index.
  • 13-14. Boers attack the railways. If one or more Boer units are in any railway hex of the Cape Colony or Natal, reduce British railway capacity by "1" (a maximum of one reduction, regardless of how many Boer units are on the railways).
  • 15. Breaker Morant. (The printed name reads "Rompe Morant".) The British player may not recruit Australian, Canadian or New Zealand units this turn; units in the Reinforcement Transit box are not affected. This event may only occur once per game.
  • 16-21. British anti-war movement. This may only occur if British morale is High or Medium. Roll two dice. Reduce the British Political Index by an amount equal to the total of the results of the rolls.
  • 22-23. Burgher Peace Committee. This event only applies if the British control Bloemfontein and Pretoria. Roll two dice and reduce the Boer Political Index by an amount equal to the total obtained.
  • 24. Churchill escapes. Roll one die. The British obtain a number of Political Points equal to the result. This event may only occur once per game.
  • 25. British commanders dispute. All British units are automatically Out of Command this British turn for movement.
  • 26. Commander relieved / resigns / dies. The British player chooses any of his Headquarters (except the Major General). That Headquarters is permanently removed from the game.
  • 31. War correspondents publicize the war. Double the Political Points the British gain for Boer units eliminated in combat this turn.

[Transcriber's note: the event numbers are reproduced as printed in each table; the Boer and British tables reuse some numbers (for example, 41 and 42), and each table is read separately.]

  • 2.28.3 "British" refers to all units under British control. "British" refers only to British units from the British home islands or to British units overseas, such as the Indian Army. Other forces under British control are considered "British Colonial" units (for example, the Australians).
  • 2.28.4 The British control several units from the Transvaal and the Orange Free State (these were Boer deserters). The Boers control several units from Natal, the Cape Colony and Rhodesia (composed of Boers residing in British territory).
  • 2.28.5 Boer "What If" units are used only with the rules of the optional Conventional Boer Army. They are distinguished by a stripe.
  • Non-Phasing Player. The player who is not the active player.
  • Occupation. Having at least one friendly unit in a hex.
  • Phasing Player. The player whose turn is in progress.
  • Reinforcements. Reinforcements are additional units received during the game. Reinforcements are (normally) placed in the friendly Reinforcement Phase.
  • Supply Radius. The distance in hexes from a logistics unit within which friendly units may draw supply.
  • Tactical Value. The ability of a headquarters to direct combat operations at the tactical level.
  • Unit Designation. The historical identification, number or name of the unit.
  • Zone of Control (ZOC). The six hexes surrounding a unit, representing the area it controls.
  • Headquarters: two per turn.
  • 4.2 Anywhere in the Orange Free State: HQ Grabler, Prinsloo, de Wet; 1 column of mounted infantry; 3 commandos of mounted infantry; 6 corneties of mounted infantry; 1 infantry brigade unit, 1 logistics unit.
  • 4.3 Established in the Orange Free State and/or Transvaal: (1) Cape Colony volunteer units: 1 cornete of mounted infantry. (2) Natal volunteer units: 1 cornete of mounted infantry. (3) Foreign volunteer units: 1 cornete of mounted infantry "FY".
  • 4.4 Pretoria. Kruger HQ.
  • 4.5 Bloemfontein. Steyn HQ.
  • 4.6 Pretoria, Johannesburg: one fortification marker each.
  • 4.7 Initial railway capacity: 3.
  • 4.8 Headquarters. All Boer Headquarters that are not in initial deployment are available as reinforcements.
  • Special rules.
    • 5.1 No player may reorganize his units during initial setup.
    • 5.2 There is no Random Events phase in the first Boer turns and the first British turns.
    • 5.3 The British player may not select the Kitchener or Roberts Headquarters until the December 1899 turn or later.
    • 5.4 Optional rules. British tactical inefficiency is in effect [29.0].
    • 4.1 In Ladysmith (British home units): HQ White; I regular infantry division; I regular infantry brigade; I cavalry brigade. [One infantry brigade and one cavalry brigade of this group begin the game demoralized; the printed wording here is garbled in the source.]
    • 4.2 Mafeking: HQ Baden-Powell; 1 mounted infantry brigade of the Bechuanaland Protectorate; 1 fortification marker.
    • 4.3 Kimberley: HQ Rhodes; 2 militia brigades; 1 fortification marker.
    • 4.4 In Natal, anywhere south of the Tugela River or in Fort Itala:
      • (1) British local units: HQ Buller; 2 regular infantry divisions; 1 regular infantry brigade; 1 cavalry brigade; 1 marine brigade; 1 armored train; 1 logistics unit. [One infantry division and one cavalry brigade of this group begin the game demoralized.]
      • (2) Natal units: 1 mounted infantry brigade; 1 irregular brigade.
    • 4.5 Anywhere in (1) the Cape Colony south of the line between the Orange and Modder rivers, and not in Colesberg or adjacent to it; and/or (2) in the Cape Colony West box:
      • (1) British units: HQ Roberts, Kitchener, French, Methuen; 3 regular infantry divisions; 2 cavalry brigades; 1 mounted infantry brigade; 2 logistics units. [One unit of the regular infantry division and one of the cavalry brigades of this group begin the game demoralized, as printed.]
      • (2) Cape Colony units: 1 mounted infantry brigade; 1 irregular brigade.
      • (3) Australian units: 1 regular infantry brigade; 1 mounted infantry brigade.
    • 4.6 Anywhere in Rhodesia: 1 Rhodesian mounted infantry brigade.
    • 4.7 Each hex of the Cape Colony [except Kimberley, Colesberg and Vryburg]: 1 militia brigade per hex.
    • 4.8 Each city hex in the Bechuanaland Protectorate: 1 militia brigade per hex.
    • 4.9 Each city hex in Rhodesia: 1 militia brigade each.
    • 4.10 Durban, Ladysmith and Pietermaritzburg: 1 militia brigade each.
    • 4.11 In the British Reinforcement Transit box:
      • (1) British local units: 2 regular infantry brigades.
      • (2) Canadian units: 1 regular infantry brigade.
    • 4.12 Initial railway capacity: 5.
    • 4.13 Headquarters. All British headquarters that are not in initial deployment are available as reinforcements.
  • Special rules.
    • 5.1 The Boer player's first turn in January 1900 is omitted. The game begins with the British player's turn of January 1900.
    • 5.2 Both players may reorganize their units during initial setup.
    • 5.3 The British do not roll for random events in their first turn. Instead, the British event "Regrouping of the Empire" occurs automatically. The Boers roll for random events normally.
    • 5.4 Optional rules. British tactical inefficiency is not in effect [29.0].
  • 0
    0
    0
    4320000
    3210000
    2110000
    1000000
    -1/2
    Railway marker-1*
    NE
    2AAAMAMAMAMNENENENEIB
    3AMAMAMNENEIBIBIBIBDM
    4AMAMNEIBIBDMDMDMDMDM
    5AMNEIBDMDMDMDMDMDMDD
    6AMIBDMDMDMDMDMDDDDDD
    7(+)NEDMDMDMDDDDDDDDDDDD
    DO
    2AZAAAAAAAAAADODODODO
    3AAAAAAAADODODWDWDWDW
    4AAAAAADODWDWBBDDDDDD
    5AAAADOBBBBBBDDDDDDDZ
    6AAAADDDDDDDDDDDZDZDZ
    7(+)AADODDDDDDDZDZDZDZDZ
  • DW (Defender withdraws): (1) All defending units retreat one hex. (2) The attacker may advance after combat.
  • DZ (Defender defeated): (1) 20 percent of the defender's combat strength points are eliminated. (2) All remaining defenders are demoralized (defenders already demoralized are eliminated). (3) The attacker suffers no losses. (4) The defender retreats two hexes. (5) The attacker may advance after combat. (6) Attacking units may make additional attacks; see [18.251].
  • IB (Indecisive battle): (1) 20 percent of the attacking strength points are demoralized. (2) 20 percent of the defending strength points are demoralized. (3) No retreat or advance after combat is permitted.
  • NE (No effect): (1) No unit is demoralized or eliminated. (2) No retreat or advance after combat is permitted.
  • -10
    Each Boer unit (any size) demoralized in combat-1
    Each British Reconciliation marker placed-1
    Each British End of Turn Phase, from 19 October 1900: the British have 21 or more regular infantry, marine, mounted infantry or cavalry brigades or divisional equivalents on the map-3
    -1
    Each British Hard Measures marker placed-1
  • 36. Commander relieved / resigns / dies. The Boer player chooses any of his Headquarters (except the Commandant). That Headquarters is permanently removed from the game.
  • 41. Sickness. The Boer player immediately designates any British stack on the map. Roll a die for each unit in it. On a result of 1 to 3, no effect. On a result of 4 to 6, one Good Order unit is demoralized. Units already demoralized are not affected.
  • 42. Golden Beetles (Escarabajos Dorados). (1) If the Boers currently occupy Kimberly or Johannesburg, they immediately obtain one additional infantry brigade (Transvaal or Orange Free State nationality; it may be a "What if..." unit). Place the unit in Kimberly or Johannesburg (if occupied by the Boers). (2) If the British currently occupy Kimberly or Johannesburg, they immediately obtain one additional brigade of the Cape Colony (of any type) at no additional Political Point cost. Place the unit in the Cape Colony West box. (3) This is a maximum of one brigade, even if a player occupies both hexes.
  • 43-44. Great powers support the Boers. (1) Roll a die and add the number to the Boer Political Index. (2) Roll a second die and subtract the number from the British Political Index. (3) The Boer player immediately receives a column of mounted infantry or an infantry brigade of the Orange Free State or Transvaal (it may be a "What if..." unit). [The printed condition on the unit type for this part is partly illegible in the source; the unit is placed as a normal reinforcement.]
  • 45-51. Bad weather. (1) Reduce the printed movement factors of all units to "1". (2) Reduce the supply radius of all logistics units to "1". (3) This applies during this Boer turn and the next British turn.
  • 52. Intelligence coup. The Boer player may immediately examine all British units on the map.
  • 53-54. Krijgsraad (War Council). All Boer units are automatically In Command this Boer turn for movement.
  • 55-61. Restless natives (Orange Free State). If the Boer player does not have at least one infantry or mounted unit (of any size) in two cities or towns of the Orange Free State, then: (1) the British receive a native unit in any unoccupied hex of the Orange Free State; (2) subtract "1" from the Orange Free State recruitment roll this turn.
  • 62-64. Restless natives (Transvaal). If the Boer player does not have at least one infantry or mounted unit (of any size) in six cities or towns of the Transvaal, then: (1) the British receive a native unit in any unoccupied hex of the Transvaal; (2) subtract "1" from the Transvaal recruitment roll this turn.
  • 65. Refugees obstruct the railways. The Boers may not use the railways to move units this turn. The supply line may still be traced via railways.
  • 66. Russian Ambulance Corps. The Boer player may immediately flip one friendly demoralized unit to its Good Order side.
  • 32. Cowardly surrender. The Boer player may designate immediately any demoralized British unit occupying a city or town that is in a Boer zone of control. Roll a die: on a 1-3 the unit is eliminated; on a 4-6 it remains demoralized.
  • 33. Disease. The British player immediately designates any Boer stack on the map. Roll a die for each unit in it. On a result of 1 to 3, no effect. On a result of 4 to 6, one Good Order unit is demoralized.
  • 34-36. Imperial regrouping. This event only occurs if the British Political Index is Low. (1) Roll five dice. Increase the British Political Index by the total of the results of the rolls. (2) The British player receives one Australian brigade, one Canadian brigade and one New Zealand brigade, each, this turn at no Political Point cost (they are placed as reinforcements). (3) This event may only be activated once per game.
  • 41. Gandhi organizes the Ambulance Corps. The British player may immediately flip one friendly demoralized unit to its Good Order side.
  • 42. Heroic defense. The British player may immediately flip to their Good Order side all friendly demoralized units occupying any city or town located in a Boer zone of control.
  • 43. Local government concerned about casualties. Double the British Political Point loss for British units eliminated or demoralized in attacks this British turn.
  • 44. Local government demands an offensive. The British do not lose Political Points for British units eliminated or demoralized in combat this British turn.
  • 45. Intelligence coup. The British may immediately examine all Boer units on the map.
  • 46-52. Jingoism. Roll two dice. Increase the British Political Index by the total of the results of the rolls.
  • 53. "K of Chaos". This event only occurs if the Kitchener Headquarters is on the map. The British player rolls a die. On a 1-3, the command radius of the Kitchener Headquarters increases to 6 this British turn. On a 4-6, the command radius of the Kitchener Headquarters is reduced to 0 this British turn.
  • 54. Restless natives (Cape Colony). If the British do not have at least one infantry or mounted brigade (except militia) in six cities of the Cape Colony: (1) the Boers receive a native unit in any unoccupied hex of the Cape Colony; (2) the British may not recruit any Cape Colony units this turn.
  • 55-56. Restless natives (Natal). If the British do not have at least one infantry or mounted brigade (except militia) in three cities or towns of Natal: (1) the Boers receive a native unit in any unoccupied hex of Natal; (2) the British may not recruit Natal units this turn.
  • 61. Restless natives (Rhodesia). If the British do not have at least one infantry or mounted brigade (except militia) in at least one city of Rhodesia: (1) the Boers receive a native unit in any unoccupied hex of Rhodesia; (2) the British may not recruit Rhodesian units this turn.
  • 62. Restless natives (Cape Colony West). If the British do not have at least one infantry or mounted brigade (except militia) in the Cape Colony West box: (1) the British roll a die and lose that many Political Points; (2) the British may not recruit Cape Colony units this turn.
  • 63. Refugees obstruct the railways. The British may not use the railways to move units this turn. The supply line may still be traced via railways.
  • 64. Rhodes in a snit. Roll a die. On a result of 1 to 3, reduce the Tactical Value of the Rhodes Headquarters to 0 for this British turn. On a result of 4 to 6, increase the Tactical Value of the Rhodes Headquarters to 2 for this British turn.
  • 65. Volunteers go home. The British player rolls a die. He must remove from the map a number of British irregular or militia units equal to the result obtained.
  • 66. War elsewhere in the Empire. The British player may not select British, Australian, Canadian, Indian or New Zealand units as reinforcements this turn. Units in the Reinforcement Transit box are not affected.