L'Aventure mexicaine 1862-1867
L'Aventure mexicaine 1862-1867 Rulebook
Table of Contents
Table of Contents
1.0 Introduction
The Mexican Adventure covers the campaign of the French Army of Mexico of 1862-1867 between the Republican Player troops of President Juarez and the Exploration Corps of Napoleon III. The rules are deliberately simple, without ignoring the historical and political content of the conflict.
The game system is for 2 people. The player in charge of the French forces and the Mexican army of Maxilian is generally known as the Imperial Player. The other, the Republican Player troops of Juarez, is named Republican Player.
2.0 Components
The game consists of the following elements:
- 1 map
- 1 set of counters to cut and collate.
- 1 booklet of rules
2.1 Map
The map represents Mexico in 1862 and the principal lines of communication of the period. These are separated into zones which determine the movement of forces and terrain of the area. Each zone is represented by a majority terrain, clear or difficult (which covers the mountains, forests or desert terrain). In order to shorten the surface of the game the state of California is represented by a linked box for a route on the play surface. The other boxes allow the stacking of the important pieces in the narrow zones.
2.2 Pieces
Eight types of units and markers are used:
HQ. The value on the piece is initiative and is used for the Regular Orders (RO). Only the Imperial Player has HQs.
Leaders: The leader represent the different Generals and other ranks which intervene during the conflict. The value on the counter indicates its initiative. The stars are the rank, the more stars the higher the rank. Juarez and Maximilien are not in any other category (see 5.8.5 and 5.8.6). The reverse of the counter shows the flag and preserve the fog of war.
Units: The counters "Units" represent the troops. The number on the left indicates the strength of the piece, on the right its quality.
Colours of the Forces.
- Light Blue: France
- Olive Green: Austrians
- Light Green: Belgians
- Yellow: Mexicans (Imperial Player)
- Maroon: Mexicans (Republican Player)
The quality represents not only the morale of the soldiers, the cohesion of the troops, but also the power of their weapons. 1 force point Represents 1,000 men.
The French are split into three types (see picture). Left to right: Regulars, Marines and Egyptians.
The silhouettes on the pieces, cavalry or infantry, have no effect on the game.
Navy: The Naval pieces, uniquely used by the Imperial Player, which represent the military navy used by the French to safeguard the transport of their troops to the area. Each Naval unit allows the transport of a PF (1,000 men).
Events: The event markers indicate the events of which will take place during the game. Also indicated are the title of the event and a number to its reference in the rules.
Play Markers: Are the mixture of markers which aid play, calendar, French retreat, disposable resource points etc.
Failure: The failure markers are used during the Operations phase see 5.1.1
Combat Attitude: The attitude markers are necessary in the resolution of combat and are numbered 1 to 4, and which determine the position, offensive or defensive of each player during combat and which are as follows:
- Withdraw
- Hold
- Skirmish
- Assault
2.3 Dice
The game uses a d10 for resolving combat and tests. A "0" is zero and not 10.
2.4 Abbreviations
Various abbreviations are used in the rules and are aids to play.
- PF: Force point
- PR: Resource point
- OR: Regular Order
- OI: Initiative Order
- HQ: Headquarters
- PV: Victory area
- PC: Combat potential
2.5 Definitions
In all cases in the game, one rounds a decimal value up.
In all cases, if two zones are in contact by a single point they are not considered to have a common area. All supply and movement is therefore impossible.
Example: the zones of the town of San Luis Potois and the fortress of Quertaro do not have a common zone, same for the zones of the fortresses of Veracruz and Puebla.
A force is a stack composed of 0, 1 or more leaders and one or more units. A force can legally be represented by the events markers following their use on the map: Guerrilla, counter Guerrilla of Dupin, Rural Guards. More than one force can occupy a zone.
A contested zone is one occupied by one or more forces of both players.
A line of communication represents a succession of zones towards its HQ, free of Republican forces, linked by a continuous route and occupied by a friendly force. The zone of the unit and the HQ are counted in the total.
Quality has three possible values: A, B or C. A being the best. All French unit benefit from A quality. The Austrians and Belgians are limited to B. The Republican Player to C, but to B when the War of Succession is finished and the American aide begins. Finally the Imperial Mexicans are limited to C, but to B when Maximilien creates the Imperial Player Army and then the new to C once the arrival of the French Army is stopped.
A force subject to a loss loses one of the quality value or one of his force points. If the quality of the force is C it is eliminated and removed from the map.
Ex: A force composed of 3 PF of quality B and which suffers 2 losses can, either eliminate 1 PF, or reduce 2 PFs to C quality.
An initiative test uses a throw of the dice. If the value after modification in inferior or equal to the initiative of the leader or HQ the test is passed.
An atrocities test uses a throw of the dice to which the following modifications are applied:
- + the initiative value of the leader with the stack
- -1 per PF of the force
- + the value in PR of the zone occupied by the force.
If the result is >= 1 the test is passed.
A pass means that there is no atrocity committed, a failure the opposite. In case of failure for the imperial Player the marker "Retrait Francais" (French Retreat) is moved one place to the right. The Republican Player never makes a test of atrocities.
For all costs of PR (exc 4.2.2, 4.2.3 and 6.1) the yield of 1 PR for 5PF rounded up
Ex: to revitalise 6PF cost 2PR. To revitalise 13PF costs 3PR.
2.6 Questions
If you have any questions concerning the game then consult the game subject on the forum of Strategikon: http://www.strategikon.info/forumnews.php
3.0 Sequence of Play
Each turn consists of a number of sequences which must be carried out in the obligatory order. A turn corresponds to two months of campaign.
Administrative Phase
a. If a HQ is received during the course of the turn, it is placed on the map.
b. Collect the Resource Points. The players collect the PR according to the zones they occupy.
c. The Imperial Player decides to affect a war loan or not from the French Treasury. He pays the PR in consequence.
d. The Republican Player receives PR from American Aide.
e. The Imperial Player dispenses PR in the following order: 1. Supply 2. improvement of Quality of PF on the map 3. Creation of new PF.
f. The Republican Player effects the same as e.
Operation Phase
a. The Imperial Player effects all of his OR and the foot movement
b. The Republican Player effects all of the his OR and the foot movement
c. The Imperial Player effects all of the his OI and the foot movement following
d. The Imperial Player effects all of the his naval and train movement
e. The Republican Player effects all of the his OI and the foot movement
f. The Imperial Player moves only his leaders
g. The Republican Player moves only his leaders
h. The Imperial Player possibly removes his HQ if it wishes to retire.
i. Resolution of combat
Pacification Phase
a. Guerrilla – The Imperial Player places the marker "Contre Guerilla de Dupont". The Republican Player places the event marker "Guerilla" on the map which arranges the possible remove if wished.
b. Politics – the players check for the retreat of the French Contingent and the conditions of Automatic Victory before advancing the turn marker.
4.0 Administrative Phase
4.1 Collect the Resource Points
4.1.1 Zones and Resources
Certain zones on the map have indicated a value in bright red. This value represents the number of PR that can be collected. The Republican Player collects the PR of a zone if it occupies it with a force and which is not contested. The Imperial Player collects the PR if the zone is in a Line of Communication. The LoC can, exceptionally, pass through one port or other under the same conditions.
Ex: The HQ of the Imperial Player is in Mexico. The Republican Player occupies Monterry, Victoria and the mountain zone between these two towns. The Imperial Player is at Varacrus and Metamoros. The zones between Verocrus and Mexico are free of Republicans and occupied by friendly forces. The Imperial Player can collect RP of Metamoros moving by the maritime route but Mexico must use the land route only.
4.1.2 Loaning
The Imperial Player can decide to effectively make a war loan from the French Treasury. The loan can bring 30PR, but in compensation adjust the French Retreat marker 3 moves to the right on the game aide. A loan is not possible if the French Retreat marker is placed on more than 30.
The cost of the campaign influenced the decision of Napoleon III to give the order to withdraw, the same is the principle reason to review the menace of the USA in the conflict.
4.1.3 American Aide
The Republican Player receives PR to the range of 1 to 3 (1 before the end of the ACW, +1 when it has finished and +1 if the French retreat is effective). Adjust the American Aid marker accordingly on the game aide.
4.2 Using Resource Points
4.2.1 Supply
Each force checks and effects the cost of PR necessary to its supply. The cost used is the same as 2.5 and is computed for all forces which can be supplied or not case by case. You pay for all forces at once not zone by zone, add them all together and pay the cost for the total.
There is not an opposite of supply for the forces of the Republican Player to take part if they don't have sufficient PRs. On the other hand to be in supply an Imperial Force must have a LoC, but the zone of departure can be contested. An Imperial Player Force is legally always in supply if they are in a zone with a port, contested or not.
If the force is not supplied, they must carry out, for the Imperial Player only, a test of atrocities. Then each PF loses a quality point unless it is already at Quality C. A player can not voluntarily decide not to supply a force if the conditions allow it, the above rules are respected.
4.2.2 Improving Quality
Each side can Improve the quality of the PF deployed on the map. The PF which may use this improvement must be found, for the Republican Player in a non contested zone, consisting of a fortress or city. For the Imperial Player the zone must also have a LoC, and not have the events Vomito. This last constraint gives a reason for the Mexican Imperial Player.
To Improve the quality one range costs 1 PR. The same PR can only assist one improvement per turn, and one can never improve the quality of a force from C to A in the same turn.
4.2.3 Creation of PFs
Each side can create PF (exc French, Austrians and Belgians which are not on the map at the start of the events which cause reinforcements). For each PF created use 2 PRs. These PFs created are all deployed in a zone including a fortress or city, but with a maximum of 2PFs in the same zone. The Imperial Player must, as well, have a LoC to the zone concerned. The PF created are always C class. A PF just created can not be improved until the following turn. The maximum number of PF can be deployed on the map corresponds with the pieces supplied, but the legal limit for the following nations is:
Mexican Republican Player: 40 PF
Mexican Imperial Player: 10 PF
Use the markers "Point de Force" for the combatants. The French, Austrian and Belgians are concerned with this rule, but may use the marker to assist in the calculation of supply.
4.3 Draw of Events
The events, which have an influence on the progress of both sides, are used to move the game in an historical context. Same as the chance for an important change in the order of their appearance, the issue of this campaign is to cause the retreat of the French Contingent and the taking of power by the Republican Player. The players have the task to make better of lessen the generalisms in place, and can accelerate or not the process of evacuation.
So at the end of the campaign all the event markers will be in the game, making a term for the uncertain profile of the game system.
4.3.1 Constitution of Draw (use an opaque container)
The event markers are placed in the bowl according to the initial rules for the scenario - see 7.0 - calendar which indicates which markers have been played – and the Players events – see 8.0.
4.3.2 Drawing Procedure
The players pull from the bowl and play the events according to the following procedure.
The Imperial Player withdraws by chance 3 markers.
The Imperial Player keeps one of the markers, give one to his opponent and the replaces the last back into the bowl.
The Republican Player pulls out on his turn, by chance, 3 markers – this gives him 4 markers with the one the Imperial Player gave him.
The Republican Player keeps 1 marker and returns the rest to the bowl. The players simultaneously revel the markers which they have kept and apply the consequences as per Rule 8.0. The moment the bowl contains 6 markers or less the procedure above is stopped. Each player simply pulls a single event and applies the result.
For each events described in 8.0 a numbered value with reference to a marker and a date corresponding to the turn when the marker should be applied to the bowl. These events can not have an effect on the game if another previous event stops it or if the situation in the game prevents it. They are stopped when a nil effect or more or less similar to one. A player can find he will have to play an unfavourable effect.
5.0 Operations
A force can not use in the same turn more then one mode of movement. It can effectively either use on of ground, naval or rail movement (or rest immobile) at the choice of the player.
The player is free to move his forces freely one zone and can have many friendly forces in the same zone. Nevertheless the forces must be constituted before receiving the order, Regular or not.
5.1 Orders
Before effecting a ground move a force must have received an order (exc 5.4.2 and 5.5). An order can be of two types: Regular or Initiative. A force can only receive a single order per turn which must be Regular or under Initiative. The procedure of OR and OI is different for the two players.
5.1.1 Regular Orders
A OR is issued by the HQ to a force before it makes a movement. To be valid the OR must follow these rules:
i. The force making a movement must be accompanied by a commander.
ii. The zone occupied by the force must have a LoC, but the departure zone can be contested.
iii. The HQ must pass a test under its initiative and add 1 per zone separating the HQ from the force wishing to move – on computing don't include the zone where the HQ is. If the force is in the same zone as the HQ to test is made with modification. Subtract 1 from the dice if a leader of 3 stars is stacked with the HQ.
Dispense the PR necessary to the number of PFs that compose the force (see 2.5).
There is not a limit to the number of forces that the HQ can put under Regular Orders. Against this the HQ can only make one order attempt per force. If it is failed place the "echec" marker on the force, they have the possibility of eventually benefitting from an OI.
Ex: The French player wants to give a OR to Marquez. The HQ is in the zone of Veracruz without an enemy force and there is a road between Veracruz and Orizaba. The HQ tests it's initiative with +1 due to the distance between zones. The French player throws a 4 and the OR is successful. Since the force consists of 3PF the French player uses 1 PR for the movement which follows. L'Heritier can not receive a OR as there is not a road between Orizaba and Tampica, and so no LoC.
5.1.2 Initiative Orders – Imperial Player
A OI is issued by a leader with a force before making a move. To be valid, the OI must meet the following criteria:
The force before moving must not be able to receive an OR for whatever reason, or it must have an Echec marker.
The force must be occupied by a leader who must take a test using his initiative. If the leader passes his test, the force must take an Atrocities test before any movement. A leader may only take one test under his initiative per turn.
Ex. In the preceding example L'Herillier can't receive a OR attempts a OI. He passes with a throw of 2, a result inferior to his initiative. He must take an atrocities test before any movement with the following modifiers: +3 for his initiative; -4 for his force 4PF, and +1 for the PR of the zone, making a total of 0. The player gets 0 and the atrocities test is therefore failed. The marker (French Retrait) is moved once right on the map and the force Herillier can now move.
5.1.3 Regular Order of the Republican Player
The number of OR available per turn corresponds to the place occupied by the marker "Aide Americaine". To be valid the OR must meet the following criteria, otherwise the force must be immobile during the OR phase:
The force must be accompanied with a leader.
Use the PR necessary according to the number of PF in the force (see 2.5).
5.1.4 Orders under Initiative – Republican Player
All forces with a leader and not receiving an OR can attempt an OI. If the test is under the initiative of the leader it is passed and the force may move.
5.2 Stacking
There is no limit to the number of PFs and leaders that can occupy the same zone.
5.3 Movement
When under an order, a force accompanied by it's leader has the following movement capacity:
Movement of 4 zones if following a road.
Movement of 2 zones otherwise (a movement on and off roads is limited to 2 zones).
In all cases a force must stop if it enter a difficult terrain zone without using a road, or an ordinary zone if an enemy force is present.
It is possible to leave PFs or leaders during movement, but the highest ranking leader with the best initiative must move the whole move with at least 1 PF. The force moving can not pick up PFs or leaders on its path.
A force which occupies a contested zone at the beginning of the movement phase, can freely leave if it receives an order but it can not directly enter a zone occupied by another enemy force.
5.3.1 Rainy Season
The turn July-August of each year is the Rainy Season. Movement by road is impossible. A force is limited to 2 zones for movement.
5.4 Naval Movement of PFs.
Navies can move freely without constraints (but the movement of PFs plainly needs an order) from one port to another if they are both free of enemy forces (exc to disembark 5.7.4). If the zone where you find the navy is occupied by an enemy force without a friendly force, it is obliged to leave that zone. If all the ports are occupied the navies are retired from the game. The navies can effect movement to a port in the west, and in reverse, a navigation of two months is sufficient to effect the journey.
5.4.2 Transfer of troops
A Naval unit can transport 1 PF maximum per turn. To be valid the movement must meet the following criteria:
Both naval and PF units must begin and end movement together.
The PF transported must be French, Austrian or Belgian.
The procedure to move navies must be respected. Nevertheless in the case of when the zone is occupied by an enemy force see 5.7.4 (embarkment).
This procedure must be used for each and every naval piece, even if the units are stacked in the same zone. This movement is free without using PR.
5.5 Movement by Rail
A long as event 46 has not been played the railroad via Veracrus – Mexico can not be used. If the event is played then placed the event marker on the map to show that the railroad is now effective. At the end of the turn the marker is placed, a force may use rail movement.
To be valid the movement be meet the following criteria:
The force must be Imperial.
The force can not be bigger than 6PF.
The force must be found in Veracrus or Mexico at the beginning of its movement.
All PF must start and finish the movement together.
All the railroad zones must be free of enemies.
The movement must be made from Veracrus to Mexico or vice versa and only enter these two towns – the PF can be dropped off during the journey.
On each turn the Imperial Player can only use a single rail journey.
This movement is free without using PR.
5.6 Movement of HQs
The HQ can't accompany a friendly force in its movement. Its movement is independent and use the following procedure.
Retire the HQ from the map and place on turn plan two turns after the present turn:
Ex: if the HQ is retired on turn and place May/June 1863, it is placed on the turn Sept/Oct 1863.
When the turn arrives place the HQ on a fortress in a non-contested zone and occupied by a friendly force. If no fortress covers these condition replace the HQ for the following turn.
When the French player does not have his HQ deployed on the map, all OR are Impossible and also PR can't be collected, except for borrowing. All forces are considered non-supplied.
A HQ found alone in a zone during a combat lost by a friendly force or where at the beginning or during movement is retired from the map and placed three turns after the turn of the game in play. It follows all the usual conditions.
5.7 Combat
Each player totals his PC occupying a zone and effects the following additions. Each player gathers his forces in the zone and works out any restrictions of 5.8.2 for the Imperial Player.
5.7.1 Combat Potential
Each player totals his PC that occupy the zone and use the following additions:
- Number of friendly PF in the zone.
- +2 if the initiative value of the highest ranking leader is superior to that of the highest ranking enemy leader.
- -1 if initiative value of the highest ranking leader is lower than of the highest ranking enemy leader.
- + Value of attitude marker of enemy if the player as chosen the attitude "Tenir" and when the zone is considered difficult.
- + Value of friendly attitude marker if the enemy player choose the attitude "Se Replie".
- +5 if one of the PF is quality A.
- +2 if one of the PF is quality B.
- +1 if the enemy is affecting a disembarkment.
- + Value of the fortress if the force is subjected to a siege.
- + Result of a dice.
Ex: The Battle of Puebla, calculation the PC of Zaragoso who chooses to be under siege in Puebla.
- +9 for the PF
- -1 initiative of Zaragosa is lower than Lorencz
- +4 for attitude "Assaut" of enemy due to the terrain being difficult and the friendly attitude being "Tenir"
- +7 for fortress
- +4 from dice
Total 23
Lorencz
- +7 for PF
- +2 better initiative
- +5 quality A
- +5 from dice
Total 19
5.7.2 Resolution
It is always the Imperial Player that determines the order of combat. Before combat each resolution is affected by the following stages:
Each player determines his combat attitude with the aid of "Attitude" marker. The selection of a marker in secret.
Each players unveil the number of PF of a force and turns his highest ranking leader.
The Attitude marker are revealed. If the sum of the two markers is lower than 5, no combat occurs the resolution is finished. Whichever side choose the marker "Se Replier" must quit the zone with their force according to 5.7.3.
Each player determines in PC according to 5.7.1.
Divide the PC of each player by 5 and round the result up. This result corresponds to the number of losses inflicted on the enemy force. Lower this result by half, rounding up, if the total value of the 2 attitude markers of the player is equal to 5. Double if total is 8. In all cases a force can not inflict more losses than the number of PF.
Apply the losses according to 2.5. The first loss is always taken on the highest quality unit.
The force with the most losses must quit the zone according to 5.7.3 exc fortresses and sieges 5.7.5. If the losses (not PC) are equal both forces stay in the zone. If one of the forces used the attitude "Se Replier" it must retreat whatever the result of the combat – note the zone where the combat was can very easily be found empty of forces after this. If one of the forces is totally eliminated the opponent does not have to retreat.
Ex: In the preceding example the force under Zaragoza with a OC of 24 inflicts 5 losses to the Imperial Player, whilst Lorezo with his 19 causes 4 to the Republican Player. The sum of the attitudes is 6, so the values are not modified. The Imperial Player loses 4 PF of quality C, the rest remain. The Imperial Player must lose 2 PF of quality A or B for 4 losses and 4 PF of quality B or C for 4 losses. The leader test for elimination, with a 5 and 6 both survive. The Imperial Player losses were higher so the force of Lorenza must retreat, but since the Republican Player is within a fortress the recoil isn't necessary. If the Imperial Player decides nevertheless now to retreat his force the marker "Retrait Francais" is moved one to the right because the force Lorencz consists of French PF.
5.7.3 Retreat
A force that must quit a zone at the end of combat must be placed in an adjacent zone to the combat zone. This movement is free but can't be made into an enemy occupied or contested zone. If the retreat is impossible the force is eliminated.
5.7.4 Disembarkment
Disembarkment is naval movement of PF into an occupied zone. If at the end of combat the embarkation force is made to retreat as per 5.7.3 it is eliminated. The naval unit returns to the departure zone.
5.7.5 Fortresses and Sieges
During the combat phase the force entering first into a zone – also one that possibly returns – can choose to be under siege or not. A force becomes under siege if the player chooses the attitude "Tenir" during combat. If the force chooses to be under siege the following consequences are followed:
- Add the Fortress value to the PC of the force.
- In case of retreat the besieged force is totally eliminated.
- The force besieging is not forced to retreat as 5.7.3 even if they have the most losses.
5.8 Leaders
5.8.1 Movement of Leaders
Leaders can be moved with PF or by themselves. They can only move once per turn. To move alone the Leaders do not need any order and the distance is unlimited. They can, in each zones traversed, be captured by the enemy. Throw one dice for each occupied zone in which he moves, on a 0 a Republican Player leader is eliminated, but an Imperial leader is eliminated on a 0 or 1. If the zone is contested ignore the dice roll the leader may move freely.
5.8.2 Nationality
The Imperial Player can stack freely with friendly PF of whatever nationality. In case of combat there is no restriction on a force of different nationalities occupying the same zone.
Nevertheless to accompany a force through OI or OR the following restrictions apply:
Before Event 61 is played:
- A Mexican leader and only accompany Imperial Player Mexican PFs.
- All other combination for Imperial Player Leaders is possible. A French chief therefore can accompany a Mexican force.
After Event 61 is played
Each leader can only accompany PF of his own nationality.
5.8.3 Rank
If a force is composed of several leaders, only the initiative of the highest ranking officer is used, even if it is inferior to the initiative of a lower ranking officer. In the case of multiple leaders having the same highest rank the player chooses whose initiative to use.
5.8.4 Confusion of War
Leaders are always placed on the top of a force with their faces reversed to deceive the other side. They are turned over during combat. When the combat is finished the leaders are again reversed. The opposing player can not consult the makeup of the enemy force under a leader on his reverse. A force without a leader can be inspected by the opposing player.
During the giving out of PR the player indicates the receivers without dissolving the composition of the force.
5.8.5 Juarez
The counter Juarez is always placed alone (see 5.8.1). He has no initiative value and he can't accompany a force. His capture is an immediate victory for the French Player. If Juarez is not in a fortress or city zone at the beginning of the Administrative Phase the Republican Player receives no PR.
5.8.6 Maximilien
The counter Maximilien is always placed alone (see 5.8.1). He has no initiative value and he can't accompany a force. His capture is an immediate victory for the Republican Player Player. If Maximilien is not in a fortress or city zone at the beginning of the Administrative Phase the Republican Player receives no OR for the turn.
5.8.7 Losses of Leaders in Combat
For each leader found in a zone where a combat occurs, throw a dice on a 0 the leader is eliminated.
6.0 Pacification Phase
6.1 Guerrillas
During the Guerrilla Phase each turn the Imperial Player can place the event marker "Contre Guerilla of Dupin" on an adjacent zone free of enemy forces, except if this force has a Guerrilla event marker in it. In this case the marker Guerrilla is taken off the map and given to the Republican Player to put into the reserve. The French Player throws a dice for each Guerrilla marker eliminated this way, on a 0 the Guerrilla has caused an Atrocity and the Retrait Francais marker is moved one space to the right.
The Republican Player can always freely place Guerrilla markers on the map according to the following:
- Pay 1 PR per marker.
- Only one marker can be placed per zone.
- If the zone is free of Imperial Players, the marker is placed freely.
- If the zone is occupied by Imperial Players, throw a dice. On a 0 to 4 the marker is returned to the reserve. On a 5 to 8 the marker is returned to the reserve but the Imperial force suffers a loss or remove the event marker "Gardes Rurales". On a 9 the Guerrilla stays in the zone and the Imperial Player must move his force to an adjacent zone without loss following 5.7.3. Subtract 1 from the dice per PF superior for the Imperial Players and 2 off if the Guardes Rurales are present in the zone.
- If the Conre Guerilla de Dupin is present in the zone a Guerrilla can not be placed there.
- A single attempt per marker and per zone is allow per turn.
- After all attempts the Republican Player can remove the Guerrilla markers from the map at his convenience.
Ex: a zone is occupied by a force of 2 French PFs of Quality B and a marker Gardes Rurales. The Republican Player places Guerilla in the zone and pays 1PR. He throws a dice and gets 8, he subtracts 2 for Gardes Rurales and also 1 for the PF of the zone making 5. The Guerrilla returns to the reserve and the Imperial Player can choose to lose 1PF in quality or eliminate the Gardes Rurales.
To remove a Guerrilla marker from a zone and place it in the reserve of the Republican Player, the Imperial Player can place or move a "Contre Guerilla de Dupin" marker into a zone or make it enter into a zone of a friendly force. In the case of the force it must suffer a loss and stops its movement. The Guerrilla marker is automatically placed into the reserve.
6.2 Politics
6.2.1 Victory Conditions
These are shown for each scenario, but the conditions of automatic victory follow 6.2.3 and are important in all cases and should be verified on each turn of play.
6.2.2 French Retreat
Place the Retrait Francais marker as per the instructions of each scenario. If the marker is on 30 at stage B of the Pacification Phase, event 62 is placed immediately into the bowl. The Imperial Player can no longer borrow. Atrocity tests are no longer needed as they have no affect on the game. The Retrait marker can never be lower than 0 or higher than 30.
The Retrait marker is adjusted:
- One move to the right for each combat which results in a retreat following 5.7.3 where the French are engaged and lose one or more points. In the case where the Imperial Player force including France is completely eliminated the marker is also adjusted if the Republican Players stay in the zone.
- One move to the right for each test of Atrocity failed by the French Player.
- Three moves to the right for each French loan.
- One move to the left when an Imperial Player force occupies the zones of the fortresses Puebla, Mexico or Oaxaca with no Republican Player Force. Move the marker once for each zone and only the first time.
Also following the instruction to the players event see 8.0.
6.2.3 Automatic Victory
If one of the conditions below is gained the player involved wins an automatic victory.
If all the zones with a town of fortress are occupied by one of the two players, the game stops immediately for a victory to the player controlling all the zones.
The elimination of Juarez is an immediate automatic victory to the Imperial Players.
The elimination of Maximilien is an immediate automatic victory to the Republican Players.
See event 63 which can give automatic victory to the Republican Player if the condition of the French retreat are effective.
If there are no more player events in the bowl and the event 62 French Retreat has not already been placed, the Imperial Players gains an automatic victory.
7.0 Scenarios
In all scenarios the Imperial Player places his units first.
7.1 Puebla
Duration: April 1862 to October 1862 inclusive
PRs: Imperial Players 0 Republican Player 0
French Retreat: 0
American Aid: 1
Eliminated Leaders: None
Leaders retired: None
Unit Placement.
Imperial Player: All obvious in French.
Republican Player: obvious until- Arteaga, Beriozabal, Ortega, Rojo, Negrete, Tapia, La Gaza and Salazar and 15 Mexican Republican Players quality C are placed at the choice of the Republican Player in zones free of enemy forces with at most one per zone, unless in the zones of cities or fortresses of Tampico, Monterry, Matamoros and Victoria also the zone adjacent to these.
Victory Conditions: The player who controls Mexico, Puebla and Veracruz wins. All other results are a draw.
Special Rules: a, the Imperial Player can not make a loan, b, no one collects PR on the first turn, c, an event "Renfort" must be played on the second turn by the Imperial Player, unless already drawn on the first turn.
7.2 The Conquest
Duration: November 1862 to May 1864 inclusive
PRs: Imperial Players 3 Republican Player 2
French Retreat: 4
American Aid: 1
Eliminated Leaders: None
Leaders retired: Lorencz, Zaragoza
Events played: remove from the bowl the following events 1, 2, 8, 19, 20, 34, 38 and 56. The Republican Player places 2 Vomito markers on the map and a Guerilla in the Reserve.
Unit Placement.
Imperial Player: All obvious in French.
Republican Player: obvious until- Arteaga, Beriozabal, Ortega, Rojo, Negrete, Tapia, La Gaza and Salazar and 15 Mexican Republican Players quality C are placed at the choice of the Republican Player in zones free of enemy forces with at most one per zone, unless in the zones of cities or fortresses of Tampico, Monterry, Matamoros and Victoria.
Victory Conditions: The player who controls the most Resource points at the end of the last turn wins. Nevertheless in all cases, if the marker Retrait Francais is passed 20 points the Republican Player wins.
Special Rules: a, an event "Renfort" must be played on the first turn by the Imperial Player.
7.3 Maxilien
Duration: May 1864 to December 1865 inclusive
PRs: Imperial Players 8 Republican Player 5
French Retreat: 19
American Aid: 1
Eliminated Leaders: Marimon
Leaders retired: Lorencz, Forey, Zaragoza. Comonfort
Events played: remove from the bowl the following events 1, 2, 3, 4, 8, 9, 10, 19, 20, 21, 29, 30, 34, 35, 36, 37, 38, 39, 40, 43, 44, 45, 46, 47, 56 and 57. The Republican Player places 4 Vomito markers on the map and 4 Guerillas in the Reserve. The Imperial Player freely places on the map 2 Contre guerilla de Dupin markers. The markers 46 Chemin de fer and 47 Telegraphe are placed legally on the map.
Unit Placement.
Imperial Player: HQ and Bazaine in Mexico all the French leaders not eliminated and 35 French PFs 6 of quality A, 13 of quality B and 16 of quailty C and all the Imperial Player Mexican leaders not eliminated and 5 Mexicans Imperial Players Quality C placed freely on the road leading from Zacateras to Campeche via Puebla and the road leading from Mexico to San Luis Potosi and Tampico. 1 Egyptian Quality C, 1 PF of Marines quality B and a navy at Acapulco.
Republican Player: obvious until- 7PF Mexican Republican Players placed at the choice of the Republican Player on zones free of the enemy with at most 1 PF per zone, all the other Mexican Republican Player leaders except for Corona are placed in a zone containing Mexican Imperial Player troops.
Victory Conditions: The Imperial Player must obtain an automatic victory as per 6.2.3 with the Retrait Francais marker reaching 30. All other results result in an Republican Player Victory.
Special Rules: The Imperial Player must play the Maximilien marker on the first turn.
7.4 The Retreat
Duration: January 1866 to August 1867 inclusive
PRs: Imperial Players 10 Republican Player 12
French Retreat: 30
American Aid: 2
Eliminated Leaders: Marimon
Leaders retired: Lorencz, Forey, Zaragoza. Comonfort, Salazar, Arteaga
Events played: remove from the bowl the following events 1, 2, 3, 4, 8, 9, 10, 11, 15, 19, 20, 21, 22, 25, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 61 and 62. The Republican Player places 4 Vomito markers on the map and 4 Guerillas in the Reserve. The Imperial Player freely places on the map the Gardes Rurales marker in a zone occupyied by a friendly unit. The markers 46 Chemin de fer and 47 Telegraphe are placed legally on the map.
Unit Placement.
Imperial Player: HQ and Bazaine in Mexico all the French, Mexican Austrian and Belgians leaders not eliminated and 33 French PFs 5 of quality A, 10 of quality B and 18 of quality C, 1 PF of Marines Quality A, 1PF of Egyptians quality C, 6 Austrians (2 of quality B and 4 of quality C) and 2 Belgians (1 PF of quality B and 1 of quality C) and 2 navies placed freely on the zones of Mazatlan, Tampico and Acapulco also on the road zones leading from Matzatlan to Veracruz via Durango, those from Colima to Mexico and those from San Luis Potosi to Mexico.
Republican Player: Juarez at Le Paso. All the non eliminated leader and 25PF Mexicans (with 5 of quality B and 20 of quality C) are placed freely on any zone not occupied by an Imperial Player Force.
Victory Conditions: The Republican Player obtains a Victory if there are no Imperial Player forces on the map at the end of the last turn. All other results result in an Imperial Player Victory.
Special Rules: The Imperial Player must play the event 63 "Baron Saillard" on the first turn.
7.5 The Campaign
Use the setup for Scenario 7.1. The game end in the turn of July/August 1867.
Victory Conditions: The Republican Player obtains a Victory if there are no Imperial Player forces on the map at the end of the last turn. All other results result in an Imperial Player Victory.
Special Rules: a, an event Renfort must be played on the turns May/June 1862 and November/December 1862 by the Imperial Player. The obligation for the May/June marker is cancelled if the same marker was played in April 1862. It is also cancelled in November/December 1862 if two Renfort markers are already in play.
8.0 Events
Note: There are 66 events in the games and 33 turns so all events will have be played by the game's end.
1-7 (April 1862) Vomito
The Republican Player places the marker in a forest zone. The marker stays there until the end of the game. At each turn, during the Administrative Phase, after all the dispensing of PR of the Imperial Player Player, all French, Belgian and Austrians (unless Marines or Egyptians lose a value of quality. Ex a PF of quality C is not eliminated.
8-14 (April 1862) Guerrilla
The Republican Player places the marker into his reserve. It can be used freely during the Guerrilla phase during the turn as 6.1
15-18 (April 1862) Americans
The American Volunteers enrol in the Republican Player Army. The Republican Player adds a quality value to 2 PF immediately. This event does not permit the creating of new PF. This event is effective even if the Mexican Republican Players are limited to Quality C.
19-24 Forced Enrolment
Prisoners or deserters are incorporated into the army. The player placing this event in a friendly occupied zone receives a Mexican PF (Imperial Player or Republican Player) of Quality C.
25-28 April 1862 Rural Guards
The Imperial Player places the marker in a zone which is non contested and occupied by a friendly force. These markers have no incidence on any eventual combats. They are eliminated as per 6.1 when they are alone in a zone with an enemy force – even if the force effects a retreat following 5.7.3. In the case of a movement of a Republican Player force, the marker is eliminated but the force must stop its movement.
29-33 (April 1862) Counter Guerillas of Dupin
The Imperial Player places the marker in a zone which is free of Republican Players and occupied by a friendly force. It has the power to move freely in the Guerrilla phase during the turn as per 61. The marker stays on the map as long as the event 48 hasn't been played. In the case that this marker is found alone in a zone with a Republican Player force following a combat or a movement it must retreat as per 5.7.3. The Republican Player force must stop its movement.
34-37 (May 1862) Reinforcements
The Imperial Player places in the Velacruz zone, even if contested, the Leader and French PF in the following order:
- 1st Event: Forey, Douay, Mirandol, Bazaine and Brincourt + 4 PF quality B and also place event 56 into the bowl.
- 2nd Event: Decastagny and Negre + 10 PF of B quality
- 3rd Event: Mangin + 11 PFs of quality B
- 4th Event: Aymard + 6PFs of B Quality
If the Veracruz zone is not occupied by a friendly force, the reinforcements are lost.
38-39 (April 1862) Marines
The Imperial Player places in a non contested port and occupied by a friendly force 1PF of marines, quality A and a naval piece. If no zone can correspond to these conditions the force is lost.
40 (April 1862) Egyptians
The Imperial Player places 1PF of Egyptians quality B in Veracruz even if it is .If the zone is not occupied by a friendly force the reinforcement is lost.
41 (April 1862) Evasion
An eliminated Republican Player leader is chosen and replaced freely on the map by the Republican Player. If no Republican Player Leader has been the event has no effect.
42 (April 1862) Exchange of Prisoners
A Republican Player leader and an Imperial Player Leader are chosen and placed freely by the respective players. If either player has no eliminated leader the event has no event.
43 (April 1862) Cameroon
Feat of the Foreign Legion. In the case that a combat includes French PF of Quality A, add 5, a single event and for this turn and only, on the PC of the force in question. Whatever the result of the combat, move the French retreat marker one place to the left.
44 (April 1862) Santa Anna
Santa Anna attempts to arrive on the political scene between the two sides. Throw a dice, on a 0-4 the event has no event. Santa Anna is not used on his return. On 5-9, he joins the side of the player playing the event. 3PF Mexicans of Quality C are placed freely by the player. All forces composed of Mexicans benefits from a +2 in case of combat for this turn only.
45 (January 1863) Monarchy
The crown is offered to Maximilien. Place the event 59 in the bowl.
46 (March 1863) Railway Track
The railway track from Veracruz to Mexico is opened. The marker is placed on the railway line on the map. The rules of paragraph 5.5 are now effective.
47 (March 1863) Telegraph
The Telegraph line from Beracruz to Mexico is opened. Place the marker on the telegraph line. In the case of an OR from the Imperial Player in Mexico or Veracruz to a force on telegraph line, the cost of the distance from the HQ and the force is nil if all the zones from the point of departure to the force are non contested and occupied by a friendly force.
48 (May 1864) Dismissal of Dupin
The markers 29-33 placed on the map are removed. If they are still some in the bowl there is now no event when they are played.
49 (November 1864) End of the ACW
The marker "Retrait Francais" is moved 5 places to the right. The Republican Players can in future only obtain Quality B. The marker (Aide Americaine) is augmented by one.
50 (January 1865) American Loans.
Add 20 PR to the Republican Player.
51 (March 1865) Johnson
The American President took the side of the Republicans. The marker "Retrait Francais" is moved 3 places to the right.
52 (March 1865) Maximilien's Decree
Execution of men captured by the main armies. All Republican leaders eliminated are completely removed from the game. It is also the same for all Republican leaders eliminated from now. The marker "Retrait Francais" is moved 1 place to the right.
53 (September 1865) Princess Charlotte
The wife of Maxilian attempts to convince the Courts of Europe. The marker "Retrait Francais" is moved 1 place to the left.
54 (November 1865) Declaration of Juarez
Juarez declares that he is to remain President, The marker "Retrait Francais" is moved 2 places to the right.
55 (January 1866) Loans
American loans. Add 30 PR to the Republican Player.
56 (this must be the first reinforcement event to be played) Forey
The Imperial Player replaces the HQ with initiative 6 with the HQ with initiative 7 in the same zone. The leader Lorencz is totally removed from the game. The leader Forey of rank 2 is replaced by his counter of rank 3. The event 57 is placed in the bowl. If Forey has been eliminated this event has no effect.
57 (as soon as the event 56 has been played) Bazaine
The Imperial Player replaces the HQ with initiative 7 with the HQ with initiative 9 in the same zone. The leader Forey is totally removed from the game. The leader Bazaine of rank 2 is replaced by his counter of rank 3. If Bazaine has been eliminated this event has no effect.
58 (as soon as event 57 has been played) Marechal
Bazaine is name Marechal of the Empire. The counter Bazaine must stay stacked with his HQ. If the HQ is caused to be removed due to the event 63 the Bazaine counter is also removed. If Bazaine is still a leader rank 2 or he as already been eliminated this event as no effect.
59 (as soon as event 45 has been played) Maximilien
Maximilien is place in a non contested zone which is occupied by a friendly force. The Imperial Player places the leader Thun and 7PF Austrians quality C in Veracruz. If Veracruz is no occupied by a friendly force then this reinforcements are lost.
60 (as soon as event 59 has been played) Belgians
The Imperial Player places the leader TSmissen and 2PF Austrians quality C in Veracruz. If Veracruz is no occupied by a friendly force then this reinforcements are lost.
61 (as soon as the event 59 has been played) Maximilien Army
Maximilien puts in place the Imperial Player Mexican Army. The rules of the second paragraph of 5.8.2 become effective. The Mexican PFs can now obtain quality B.
62 (as soon as the marker "Retrait Francais" gains 30)
Napoleon III declares the retreat of the French from Mexico. Place the events 63, 64, 65, and 66 into the bowl. The events Reinforcements, Egyptians and Marines still in the bowl no longer have any effect when played.
63 (as soon as the event 62 has been played) Baron Saillard
Baron Saillard arrives in Mexico to organise the retreat of the French troops. During the Pacification Phase of the 7th turn after this events has been played – place the marker on the turn marker to remember – no French piece (HQ, Leaders, PF, Marines or Egyptians) must be found on the map, if not met this is an automatic victory for the Imperial Player.
As soon as a French piece arrives in Veracruz, it can be removed freely during the movement phase of the following turn. A maximum of 6PFs can be removed per turn. On the same Pacification Phase after the 7th turn, all the naval pieces are also removed.
Maximilien must be found solely with the Imperial Player Mexican Army. When the French HQ is removed, it is replaced on the following turn during stage a of the administration phase by a Mexican HQ in a non contested zone with a fortress and occupied by a friendly force. If there is remaining less than 7 turns of play the Imperial Player must remove 3PF per turn without successfully achieving the full evacuation of the French troops. If he can't achieve this condition the Republican Player gains an automatic victory.
In all the combat which includes French PFs, the Imperial Player can not choose the attitudes of Tenir or Se Replier.
64 (as soon as the event 62 has been played) Dismissal of Austrians and Belgians
All the Austrian and Belgians unit (Leaders and PF) are from the map forever.
65 (as soon as the event 62 has been played) Cacadores
The French soldiers become part of the Mexican Imperial Player Army. The Imperial Player removes 3 French PFs of A or B quality and replaces them in the same zone with 3 Imperial Player Mexican PF of quality B.
66 (as soon as the event 62 has been played) End of the Arms Delivery
The Imperial Player Mexican PFs are limited to Quality C when new. The PF already qualified as B can stay as that until replaced.