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L'été des Boxers

L'été des Boxers Rulebook

Table of Contents

Table of Contents

  • 1 - Overview
    • 1.1 - Map
    • 1.2 - Scale
    • 1.3 - Lexicon of terms used
    • 1.4 - Units and organisation
      • 1.4.1 - Units
    • 1.5 - General Staff (GS)
      • 1.5.1 - Destruction of general staff
      • 1.5.2 - Use of general staff
      • 1.5.3 - GS Mac Donald
    • 1.6 - Markers
  • 2 - Stacking and Control
    • 2.1 - Stacking
    • 2.2 - Control of a zone
    • 2.3 - Effects of the remparts
  • 3 - Heavy Weapons
    • 3.1 - Use
    • 3.2 - Psychological Effect Test
    • 3.3 - Target visibility
    • 3.4 - International cannon "Betsy"
  • 4 - Game Play
  • 5 - Drawing and Actions
    • 5.1 - Explanation of actions
      • 5.1.1 - One fewer day of supply
      • 5.1.2 - No Boxer activity
      • 5.1.3 - Bombardment
      • 5.1.4 - Combat: 20 Boxer counters
      • 5.1.5 - Test on the events table
      • 5.1.6 - Test for the return of the wounded
    • Card action table
    • 5.2 - Bombardment
    • 5.3 - Events table
  • 6 - Combat Sequence
    • 6.1 - Combatting fires phase
    • 6.2 - Boxers' movement phase
    • 6.3 - Soldiers' shooting phase
    • 6.4 - Boxers' melee phase
    • 6.5 - Soldiers' movement phase
    • 6.6 - Soldiers' melee phase
    • 6.7 - Boxers' morale test phase
    • 6.8 - Setting fires
    • 6.9 - End of phase sequence
  • 7 - Objective & End of the Game
    • 7.1 - End of the game
    • 7.2 - Calculation of victory points
      • 7.2.1 - VP of the Great Powers
      • 7.2.2 - VP of the Boxers
  • 8 - Game Set Up
    • 8.1 - Positioning of soldiers
    • 8.2 - Positioning of civilians
    • Important remarks

1 - Overview

1.1 - Map

The map represents the Peking Legation Quarter in 1900. It is divided into several adjacent zones. Movement is allowed between adjacent zones (except rempart zones which can only be entered or exited by zones containing stairs). The street zones are narrow but can be moved around in more quickly.

1.2 - Scale

Terrain: 15 cm on the map represents approximately 500 metres.

Turn: One turn represents one day of real time.

The game requires use of a standard deck of 54 playing cards, including Jokers.

Each card drawn represents a day and an event. The game ends when the last card has been drawn from the deck and its action has been determined. 54 days have therefore passed and the rescue expedition arrives at this point, putting an end to the siege of the Legation Quarter.

The player determines then his victory level.

1.3 - Lexicon of terms used

Boxers: irregular units of Chinese Boxers.

Regulars: unit of the Chinese Imperial Army.

Soldiers: regular and volunteer units from the great colonial powers.

GS: General Staff.

GP: Great Powers.

1.4 - Units and organisation

The counters board includes the combatting units from the two camps as well as the markers required for the game.

1.4.1 - Units

Each counter represents an officer (GS) for the great powers or a Chinese commander. 10, 20, 50 or 100 actual men according to the number on the counter (1, 2, 5 or 10). A cannon or a machine gun for the heavy weapons of the great powers (1, 2 or 3). All the units have two levels.

1.5 - General Staff (GS)

The Great Powers have 10 officers, the Chinese have two (a Boxer and a regular).

1.5.1 - Destruction of general staff

A GS can only be targeted if he is alone without any friendly units in a zone that is in play. A GS stacked with units is only eliminated when the last unit of his stack is eliminated or in the case of a melee or bombardment for a GS of the GP.

A GS of the GP that is eliminated and replaced by his subaltern is turned to his verso. A GS subaltern that is eliminated is eliminated definitively and is not replaced.

An eliminated Chinese GS returns to the reserve of available Boxer units. A Chinese GS may return to the game several times without limit.

1.5.2 - Use of general staff

A GS can never attack directly; he does not combat. His role is to provide bonus in melee and fire.

  • Advantages of the GS of the Great Powers: +1/+2 on the combat die of the GP units located in the zone.
  • A unit, regardless of its nationality, may receive the bonus of any GS present in its zone.
  • If several GS are present in a zone, a maximum of two GS bonuses may be accumulated.
  • Advantages of the Boxer GS: -1 on the GP combat die during combats in a zone containing a Boxer GS. Their penalties are cumulative.
  • +1 on the Boxers' combat die for their melees.

1.5.3 - GS Mac Donald

The British Minister, MacDonald, is at the head of the defenders during the siege of Peking. If he is eliminated, his loss causes an immediate drop in morale. He has a +3 value for combats.

This is the only GS that, when eliminated, cannot be turned to its verso because he has no subaltern.

1.6 - Markers

Fire: indicates the zones set on fire by the Boxers (recto of the ruins markers).

Ruins: indicates the zones in ruin after having been set on fire (verso of the fire markers). The zones in ruins provide less protection to the soldiers of the great powers in the case of bombardment and render movement more difficult. At the end of a day of combat, they replace the zones that were set on fire by the Boxers.

Morale: indicates the mood of the besieged (recto of the out of ammunition marker).

Out of ammunition (Munitions épuisées): indicates a penalty in the combats of the besieged (verso of the morale marker).

Reserves: accounts for the food reserve of the Legations.

Barricade: At the beginning of the game, the players chooses 4 zones in the Legation Quarter in which to place his 4 barricades. These zones can be neither Legation nor canal zones. Once in place, they remain there until the end of the game. The units of soldiers that combat in these zones have the same advantages as when they combat in the Legation zones.

Civilians: These are the non-combatting units that must be protected at all costs from the Boxers. Each civilian unit that survives until the end of the game awards victory points.

Mobs: These are fanatical Boxer units that seek out melees and can absorb losses but cannot withstand devastating shots.

2 - Stacking and Control

2.1 - Stacking

There is no limit to the number of points one can have in a zone, including GP and Boxers. On the other hand, the more units there are in a zone, the more devastating the effects of shooting.

2.2 - Control of a zone

There are no zones of control in this game. Only the zones occupied by units are considered controlled. On the other hand, at the end of the game, each Legation zone in ruin loses victory points.

2.3 - Effects of the remparts

The remparts of Peking are very tall and overlook the city's houses. The units on the remparts cannot descend directly into the adjacent street zones.

A unit may only descend into a street zone by passing by a zone containing stairs. Boxer units can appear directly on the remparts because they go around the whole city.

A unit on a rempart may on the other hand shoot at adjacent zones, including street zones.

The heavy weapons on the remparts can also benefit from their long range fire possibility since they are positioned high up.

A barricade may very well be placed in a rempart zone occupied by soldiers at the beginning of the game.

3 - Heavy Weapons

The GP had three machine guns and a rapid fire cannon. Another cannon, put together from an old cannon discovered when digging trenches and nicknamed "Betsy" or "international cannon" was also used.

The recto of the counter represents the weapon. The verso represents the gunners after the weapon was destroyed during a combat. If the gunners are also eliminated, the heavy weapon counter is definitively eliminated and cannot be put in the reserve of the wounded.

The combat value of a heavy weapon is:

  • 1 point for the gunners whose weapon was destroyed;
  • 2 points for a machine gun;
  • 3 points for a cannon.

A heavy weapon can fire:

  • Either directly on the zone it is in if Boxers have penetrated this zone.
  • Or on an adjacent zone if it contains Boxers.
  • Or at long range on Boxer units, in this case the range of the weapons is as follows:
    • Machine gun: a distance of up to 4 zones.
    • Cannon: a distance of up to 6 zones.
    • Cannon and machine gun from the remparts: unlimited range on the city zones below.

3.1 - Use

The weapon's fire value can be used in two ways:

  1. Add it to the total value of the units in the zone.

    Example: two units of soldiers at 2 + one cannon at 3 = 7 combat points.

  2. OR use it alone; in this case the weapon has predominantly psychological effect.

    Example: again, two units of soldiers at 2 = 4 combat points + a Psychological Effect Test (see 3.2).

Close shot bonus:

  • if the weapon shoots in its own zone = bonus of +4 on the shot die;
  • if it shoots on an adjacent zone = bonus of +2 on the shot die;
  • if it shoots from a distance of 3 zones or more = the value of the weapon is not used but the target must take a Psychological Effect Test (PET).

Notes:

  • If several heavy weapons are in the same zone and shoot at the same target, only one PET is possible. So, if a machine gun and cannon shoot at the same target, the latter only suffers one test and not two.
  • However, the player has the option of splitting his shot if he has several targets within fire range of his weapons, so the cannon can shoot at one target and the machine gun another (two shots on two different zones). In this case each target must take a PET.

Attention: if the value of the weapon is added to the value of the soldiers present, the target does not take a PET. If this is not the case, the heavy weapon can shoot in its own zone or an adjacent zone in a PET shot but then its bonus does not apply.

3.2 - Psychological Effect Test

The psychological effect test (PET) translates to a morale test for the Boxer group that was shot at. This test is identical to that of phase 7 (morale test of the Boxers).

3.3 - Target visibility

For combats that take place in town, visibility is typically limited, but the Legation Quarter was an airy quarter, so a heavy weapon may fire but with the following penalty for the PET:

Shooting at a Legation zone or a zone in ruins = penalty of -1 from two zones or more.

3.4 - International cannon "Betsy"

At the beginning of the game, the cannon is not available to the Legation soldiers. The player can place it on the map (in one of the German or French Legation zones) when the third red face card is drawn, be it a jack, queen or king. If both Legations have already been destroyed, the player places it on the Legation of his choice that contains GP soldiers.

4 - Game Play

The game is played in 54 turns.

A card must be drawn each turn. This card represents the events of the day. A turn may be very quick according to the type of card and event. However, in the case of a Boxer attack, the player carries out a combat sequence until all the Boxers that participate in the assault are eliminated.

At the end of each day, check the morale of the besieged. If it reaches zero, the demoralisation has direct consequences on the combativeness of the Legations soldiers, in shooting as well as in melee!

Morale modifiers with immediate effect:

  • -1 as soon as a soldier point has been eliminated (a unit = 2 points);
  • -1 for each great Legation that is unoccupied during the current day (Britain, France, Russia, Germany, USA);
  • +1 for each mob that is eliminated.

Daily morale modifiers:

  • -2 for each day that the supply counter is on 35 (food reserves are depleted);
  • -4 for each GS definitively eliminated at the end of a day;
  • -6 if GS McDonald was eliminated at the end of a day;
  • +1 at the end of each day without combat.

Attention! Certain events may affect the morale level!

5 - Drawing and Actions

5.1 - Explanation of actions

5.1.1 - One fewer day of supply

The player moves the "Food reserves" marker down one space on the "supply" counter of the GP, unless the GP have already gotten to space 35 "food reserves depleted". If the marker is already on space 35, lower the morale by 2 on the morale counter.

5.1.2 - No Boxer activity

This day, the Boxers do not attack, giving some respite to the defenders. The player may nevertheless reposition the defenders in the Legation Quarter zones as he wishes.

5.1.3 - Bombardment

The Boxer cannon bombard one of the quarters to weaken the morale of the besieged. The player may nevertheless reposition the defenders in the zones of the Legation Quarter as he wishes after the bombardment. (See 5.2)

5.1.4 - Combat: 20 Boxer counters

The player draws 20 counters in the reserve, then rolls 1d6 to determine their initial entry zone on the map:

  • 1 = zone 1
  • 2 = zone 2
  • 3 = zone 3
  • 4 = zone 4
  • 5 = zone 5
  • 6 = zone 6

Once the entry zone is determined, the player carries out the combat phases (see the "combat phases" section) until there are no more Boxer counters on the map.

Note: If the regular Chinese have been removed, there are only 18 Boxers left in the reserve.

5.1.5 - Test on the events table

The player rolls 2d6 and consults the events table then applies the result. (See 5.3)

5.1.6 - Test for the return of the wounded

  • If a red card between 2 and 10 is drawn, roll 1d6 + 6 to get the number of soldier points that return to the game. Put all the eliminated GP counters in the wounded reserve and draw the number of counters necessary.

    Example: d6 = 1 + 6 = 7; the player can decide to recover 7 units with a value of 1 or 3 units with a value of 2 and 1 with a value of 1 or any combination.

  • If a red ace or face card is drawn, the player automatically recovers 12 value points for soldiers (6 units with a value of 2 or 12 with a value of 1).

  • If the red joker is drawn, the player recovers 18 soldier points.

The returning wounded are positioned in any zone of the Legation Quarter the player chooses. He can reinforce whichever zone he chooses.

If the player has two units of the same nationality of value 1 on the map and in the same zone, he can group them as a single unit of value 2. In this case, he removes one of the counters and puts it in the wounded reserve.

If the player recovers more points than he has wounded in the reserve, he loses the unused points. He cannot accumulate them for another day.

Heavy weapons and GS that are definitively eliminated can never return to the game.

Notes: Losses sustained by the soldiers of the GP don't represent deaths in particular but the fact that the group's morale has cracked and many of them are wounded. The unit therefore is no longer operational until it can return to the game.

Card action table

Type of card drawn and its corresponding action for the turn.

CardBoxers (black)Great Powers (red)
2-101 fewer day of supply; No Boxer activity; Bombardment1 fewer day of supply; No Boxer activity; Test for the return of the wounded; Morale +1
Ace1 fewer days of supply1 fewer days of supply
FaceTest on the events tableNo Boxer activity
JokerBombardment; Combat: 20 Boxer countersTest on the events table; Test for the return of the wounded; Morale +1

5.2 - Bombardment

This type of attack is not retaliated! (The bombardments are carried out before moving on to the combat phase).

The player rolls 2d6 and consults the following table:

  • 2, 6, 10 = Area 1
  • 3, 7, 11 = Area 2
  • 4, 8, 12 = Area 3
  • 5, 9 = Area 4

The player then rolls 1d6 on the bombardment table to find the effects of the attack depending on the number of strength steps and GP civilians present in the zone. Each zone, from a quarter, that is affected by the bombardment must suffer an attack if there are soldiers and/or civilians in the zone.

If soldiers from the regular Chinese army were removed after the truce event, the Boxers have a penalty on the die.

Note: If one or more GS of the GP are caught in a bombardment, roll 1d6 per GS. On a 6 the GS is eliminated and must be replaced by his subaltern.

Bombardment table (rows: result of 1d6; columns: 2d6 total)

D612345678910+
0------1111
1-----11111

Bombardment modifiers (cumulative):

  • -1 on the die if the defenders are in a Legation barricade or ruin zone.
  • -1 on the die if event 12 occurs: Truce with the regular troops.

Results:

  • -: no effect
  • 1 or 2 = eliminate 1 or 2 GP soldier points
  • 5C = eliminate 5 civilian points if there are any in the zone
  • 1D = Food supply depot destroyed, 1 fewer day of supply

5.3 - Events table

When a player draws a "Test on the events table" card, he rolls 2d6 and checks the result below. Certain events are unique. If the die roll result indicates an event that has already been obtained, use the event that immediately follows.

Exception: event #12 is the result but has already been obtained, use event #2.

2 - Explosion of two mines (Unique)

Two zones of the French Legation are destroyed. Place a "ruin" marker on zone F1. Roll 1d6 and place a 2nd "ruin" marker on zone F2 (even result) or F3 (odd result).

For all the soldier and civilian counters there, carry out an attack at 8 on the bombardment table without modifiers and apply the result.

Once the attacks have been carried out, withdraw all the counters to the Legation's last intact zone. If all the Legation's zones are in ruins, the counters withdraw toward the closest intact Legation.

3 - Out of ammunition (Unique)

Turn the "Morale" marker to its "Morale, ammunition depleted" side if this event lasts until the end of the game. The soldiers, cannon and machine guns have a penalty of -2 for all their combats.

4 - Heavy rains

The day this event is drawn, neither combat nor bombardment is possible. So, if it is a black card with a combat, the Boxers do not attack and the card is considered as a red one!

5 - Famine and illness

The player rolls 1d6:

  • 1-4 = eliminate 5 civilian points
  • 5 = eliminate 10 civilian points
  • 6 = eliminate 10 civilian points and one soldier point

These civilians die of hunger and illness due to lack of food and the many cadavers strewn across the combat zones.

6 - Discovery of a mine (Unique)

A mine has just been discovered near the British Legation. It is defused, but carry out immediately an attack by 16 Boxer counters that begin in zone 3.

Note: if the event is obtained with a black card, in addition to the attack of the 20 Boxers, it's the final 6 unengaged Boxers that attack in zone 3. If the event is obtained with a red card, draw 16 Boxer counters that begin in zone 3.

7 - News from the besieged at the Peitang cathedral

Monseigneur Favier and the French and Italian soldiers that defend it are still alive! Place the "morale" marker on 10.

8 - Cha, Cha, Cho, Cho

The Boxers all have +3 for all their combat rolls for the next attack.

If the event comes back again, the Cha Cha Cho Cho bonus is limited to +3.

Example: A red card event 8 obtained, then just after a black card and the event is again obtained with a Boxer assault. The Boxers' bonus will be +3 only and not +6 because it cannot be accumulated.

The bonus remains active as long as it has not been used by the Boxers. This way, the bonus is carried over to the following card which will generate a combat, even if it's 3 cards after the event when it was obtained.

9 - News from the reinforcements (Unique)

A messenger was able to break through the blockade: the reinforcement column is on its way! Place the "morale" marker on 10.

10 - Light rain

The day this event is drawn, there is no bombardment possible.

Note: if a black card with a combat is drawn, the bombardment does not occur.

11 - Supply (Unique)

Following a truce with the regulars, food is given to the besieged. Turn over the "supply" marker of 1d6 +6 days. Put the "morale" marker back on 10.

12 - Truce with the Imperial troops (Unique)

The regular troops no longer attack, the Empress has had news from the reinforcement column and gets scared. Remove from the stack all the "regular" counters with their GS. Put the "morale" marker back on 10.

6 - Combat Sequence

The player enters its combat sequence as soon as Boxers attack after having drawn a black Joker, ace or face card.

Once the zone is identified, follow the phases in order and repeat them until not a single Boxer counter remains on the map.

Important! If the player has to take tests according to the card he draws, the tests precede the combat sequence.

The sequence is:

  • Return of the wounded test
  • Events table test
  • Bombardment
  • 1 - Combatting fire and their propagation phase
  • 2 - Boxers' movement phase
  • 3 - Soldiers' shooting phase
  • 4 - Boxers' melee phase
  • 5 - Soldiers' movement phase
  • 6 - Soldiers' melee phase
  • 7 - Boxers' morale test phase
  • 8 - Boxers' fire setting phase
  • 9 - End of sequence phase

A day's combat sequence is over when all the Boxer units that intervened have been eliminated in combat or have fled in panic.

6.1 - Combatting fires phase

Take the tests for the soldiers that combat the fires.

Combat procedure for fires

Roll 1d6 for each zone on fire that contains soldiers; these soldiers try to put the fire out right away before it is too late!

Die roll modifier:

  • +1 for each value point of soldiers present in the zone.

(If there are civilians, they never combat the fires but systematically flee the zone on fire).

On a 6+, the fire is extinguished; remove the marker.

For any other result, the fire marker remains in place and can no longer be extinguished. The soldiers and Boxers will be required to exit the zone during their next movement phase.

Note: a result of 1 will systematically be a failure for putting out a fire, regardless of the number of soldiers fighting it!

Spreading of fires

For each fire that is set and cannot be extinguished, the player rolls 1d6 for each zone of the adjacent quarter (the streets don't count). On a 1, the zone itself catches fire.

Note: a zone that catches fire through the fire spreading does not allow for the testing of fire spreading to the other adjacent zones during the next propagation phase. Only the zone initially set on fire can propagate the fire.

Move on to the Boxer movement phase.

6.2 - Boxers' movement phase

Position the Boxer units as follows:

  • regular Chinese units;
  • then the Boxer units;
  • then the Boxer GS(s);
  • Finally, on top of the stack, the Boxer mobs.

The Boxer units move according to the movement arrows. Their objective is to penetrate the zones occupied by Legation soldiers to engage them in melee. The final objective is to seize them and destroy all the Legation zones after having set them on fire.

Use the red arrows first. If they lead to zones that are in ruins, use the green arrows.

The Boxer units (Boxers and regular Chinese) have 4 movement points (MP) per movement phase. Move the counters from the same zone together.

Exceptions:

If the group of Boxers enters a zone with two movement arrows leaving it, break the group into two identical halves by distributing the units "equitably" then carry out two separate movements.

A group that has already been broken cannot divide further. If it comes to a zone containing two arrows, take the red first (then the green).

Entry cost per zone:

  • 1 PM per free zone.
  • 2 PM to cross the canal other than by a bridge.
  • 2 PM per ruin, barricade or Legation zone not occupied by soldiers.
  • 2 PM per zone occupied by civilians.
  • 3 PM per zone occupied by GP soldiers.

If the counters don't have enough movement points to enter a zone, they stop in the adjacent zone or don't move. MP are not accruable for the following movement phase.

If Boxers enter a zone occupied by soldiers or civilians, they immediately stop their movement.

If Boxers begin a phase in a zone on fire, they must leave the zone and continue on to the next movement arrow!

As long as there are soldiers/civilians in a zone occupied by Boxers, the Boxers remain in place to attack them (except in the case of a zone on fire).

Prohibited movement:

No unit (Boxer or soldiers) may come down from the rempart other than by zones with stairs. A zone on fire may not be entered during the turn.

Once all the Boxer units have been moved, continue on to the soldiers' shooting phase.

6.3 - Soldiers' shooting phase

All soldier units, machine gun and cannon in any of the following cases must shoot:

  • If they are in a zone adjacent to Boxer units.
  • If they are in a zone that Boxer units just entered.
  • If they are within firing range of zones occupied by Boxer units (machine gun and cannon only).

Attention: no soldier, machine gun or cannon may shoot at a zone containing friendly soldiers.

A heavy weapon may be used in PET in place of its combat value.

Shooting procedure

For each zone concerned, add up the global value of soldiers/heavy weapons present and roll 1d6. Compare the result with the value in points of the soldiers that shoot on the following combat table:

Total value of the soldiers in the zone or adjacent zone or the attack value of a machine gun or cannon.

    • GS of the GP present in the zone (maximum 2 x GS cumulative unless MacDonald is present)
    • 1 if a melee takes place in a Legation or barricade zone occupied by GP soldiers
    • 2 Machine gun or cannon shooting in an adjacent zone.
    • 2 in a melee phase (additional +2 for a melee in the British and French Legation zones)
    • 4 Machine gun or cannon firing in its own zone
    • 1 if a Boxer/regular GS is present in the zone
    • 1 if regular Chinese soldiers participate in the combat.
    • 1 Shooting on a zone in ruin
    • 3 Soldiers' morale is zero
    • 2 if the "out of ammunition" event occurs

Note: in a melee phase, a heavy weapon doesn't benefit from a bonus and has no psychological effect.

Attention! It is not possible to shoot from a zone on fire.

Results:

  • 1, 2, 3, 4, 5 = number of eliminated Boxers/regulars.
  • S, 2S = loss of 1 or 2 soldier points (player's choice).

Note: during shooting, we consider that the Boxers return fire, and more easily, if there aren't many soldiers present in the zone. An S result only applies to shots that take place in a zone occupied by soldiers and Boxers. No effect for shots in the adjacent zones.

Distribution of losses on the Boxers:

The losses inflicted on the Boxers occur in the following order:

  1. The mob units if there are any in the zone.
  2. The Boxer units.
  3. The regular units if they are alone in the zone.

Losses inflicted on the mobs

A mob unit is very difficult to break. When it suffers a shot or a melee, apply the following rule:

  • If the mob receives 4 losses, it disperses immediately; remove the unit.
  • If the mob receives 3 losses, it is weakened; turn it over to its verso (value 5).
  • If the mob receives 2 losses or fewer, nothing happens; the shot or melee has no effect on it.

As long as a mob unit is present, the other units of Boxers present in the same zone have nothing to fear.

If there are several mobs present, only one mob suffers the effects of a shot; the others are unharmed.

Shooting on an adjacent zone or at a distance for heavy weapons

Follow the same procedure but an S result inflicts no losses on the GP soldiers.

Psychological effect test

A heavy weapon that fires under PET forces the targeted group of Boxers to take a morale test. Roll 1d6 for the targeted group:

  • 1-4 = deduct 1 value point (turn one unit over to its verso), unless a mob is present.
  • 5 = deduct 2 value points (a unit is eliminated), unless a mob is present.
  • 6 = deduct 3 value points or a mob (a unit is eliminated and turn another unit over to its verso).

On a 6, a mob disperses regardless of its value (5 or 10). These losses represent the men that panic and flee after seeing their comrades succumb to the shots fired.

Die roll modifier:

  • -1 Shooting on a Legation or ruin zone from two zones or more.

Once the shooting phase is finished, move on to the Boxers' melee phase if there are survivors.

Soldiers shoot & melee table (rows: result of 1d6; columns: total combat value of the soldiers/heavy weapons, as printed)

D612345678910+
0S2SSS111122
1SSS1111222

6.4 - Boxers' melee phase

Carry out melees for each zone containing both Boxers and GP soldiers/civilians.

Melee procedure

For each zone concerned, add up the global value of the Boxers present and roll 1d6. Compare the result with the point value of the Boxer units on the melee table below:

Die roll modifiers:

  • +1 if a Boxer/regular GS is present in the zone (maximum +2).
  • +1 if at least one regular Chinese unit is present in the zone.
  • +1 if there are twice as many Boxers as GP soldiers present.
  • +2 if there are 4 times as many Boxers as GP soldiers present.
  • +3 if there are 6 times as many Boxers as GP soldiers present.
  • +3 if the Cha, Cha, Cho, Cho event happened before the combat (place a fire marker on top of the Boxer stack).
  • -1 if the combat takes place in a zone in ruin.
  • -1 if the combat takes place in a Legation zone or a barricade defended by GP soldiers.
  • -2 if the combat takes place in a British and French Legations zone (not cumulative with the preceding -1).

Results:

Result greater than 7 = 7, and less than 0 = 0.

  • 1, 2, 3 or 4 = number of eliminated soldiers.
  • B = loss of 1 Boxer point.
  • 2B = loss of 2 Boxer points.

Distribution of losses:

The player chooses the GP counter(s) that take the losses with the following priorities:

  • Soldier;
  • Heavy weapon;
  • Civilians.

Once the soldiers are all eliminated, the losses are inflicted on the civilians if there are any present in the combat zone.

Losses inflicted on civilians

If only civilians remain in the zone occupied by the Boxers, apply the following as a result of the melee:

  • 1 or 2 losses = civilians have no losses and fall back to the closest adjacent zone in the direction of the next Legation.
  • 3 losses = eliminate 5 civilian points and withdraw the surviving civilians to the closest adjacent zone in the direction of the next Legation.

Risk taken by the officers (GS)

  • On a result of 6, the GS is eliminated.
    • Place his subaltern immediately in the same zone (if there are living soldiers in the zone still). If the subaltern is already there, the GS is definitively eliminated.
    • If there are no more living soldiers, the GS is automatically eliminated and his subaltern returns to the closest zone containing soldiers of the GP.
  • On any other result, the GS survived the melee.

Note: this risk is similar if a GS suffers a Boxer bombardment.

Boxers melee table (rows: result of 1d6; columns: total value, as printed)

D612345678910+
0B2BB----111
1BB----1111

B and 2B result:

The losses inflicted on the Boxers are distributed in the following order:

  • The Boxers units;
  • The regular units if they are alone in the zone.

Note: if the Boxers only combat civilians, the result B or 2B does not apply.

Once the Boxers' melee phase is over, if there are surviving Boxers at the end of this phase, move on to the soldiers' movement phase.

6.5 - Soldiers' movement phase

The soldier units and GS have 4 MP per movement phase. Civilian and heavy weapons units move one zone per action, without taking into account the movement points to enter a zone.

The player can move as many units as he wishes. This may enable him to reorganise: extricate civilians or soldiers at a numerical disadvantage from a melee zone, bring soldiers into a zone containing Boxers to engage them in melee. The units can move as the player wishes.

Example: four units of soldiers start in the same zone, the player can either move them as a group or one by one in different directions!

Cost of entry into a zone:

  • 1 MP per free zone or zone occupied by civilians.
  • 1 MP to leave a zone containing Boxers.
  • 2 MP to cross the canal other than by a bridge.
  • 2 MP per ruin, barricade of Legation zone.
  • 2 MP to enter a zone occupied by Boxers.

If the counters don't have enough MP to enter a zone, they stop in the adjacent zone or do not move. MP cannot be carried over to the following movement phase.

If soldiers penetrate a zone occupied by Boxers, they immediately stop their movement.

If soldiers begin the phase in a zone on fire, they must leave the zone.

Prohibited movement:

No unit (Boxer or soldiers) may descend from the rempart other than by zones containing stairs. A zone on fire cannot be penetrated!

Once all the units of soldiers and/or civilians have been moved, move on to the soldiers' melee phase.

Obligations of the GP soldiers:

The player must, and on every turn, leave at least one unit of soldiers in at least one of the following Legation zones: British, French, Russian, American and German Legations (zones in ruins are not concerned).

If this obligation is not respected, immediately lower the morale marker by one point per empty Legation for the day. The occupation of the Legation by civilians or GS alone does not count.

6.6 - Soldiers' melee phase

Carry out the melees for each zone containing both Boxers and Legation soldiers.

Melee procedure

The player rolls 1d6 and compares the result with the point value of the soldiers engaged in melee on the combat table of phase 3. The modifiers and results remain the same as for shooting with one exception:

  • Bonus of +2 for the GP soldiers in melee.
  • Additional bonus of +2 for melee in the British and French Legation zones only if soldiers of the concerned country are among the combattants.

Once the soldiers' melees are done, move on to the Boxers' morale test phase if there are any left at the end of this phase.

6.7 - Boxers' morale test phase

Once the first round of combat is over, roll 1d6 per zone containing Boxers that suffered losses:

  • 1-4 = remove 1 value point (turn a unit over to its verso), unless a mob is present.
  • 5 = remove 2 value points (a unit is eliminated), unless a mob is present.
  • 6 = remove 3 value points or a mob (a unit is eliminated and another unit is turned over to its verso).

On a result of 6 a mob disperses regardless of its value (5 or 10). These losses represent the men that flee in a panic at seeing their comrades shot down.

Once the morale test phase is over, move on to the Boxers' setting fires phase if there are any left at the end of the phase.

6.8 - Setting fires

For each zone containing Boxers, place a "fire" marker in the zone. The Boxers set fire to the buildings in the zone. Once the "fire" markers are set, move on to the end of sequence phase.

Street and canal zones cannot be set on fire.

6.9 - End of phase sequence

If there are still Boxers on the map, start a new combat sequence.

If the surviving Boxers are already in a zone containing Legation soldiers, they remain in place and the soldiers can engage in a shooting phase in the zone in question.

If there are no more Boxer counters on the map, the combats stop and the day is over.

Turn all the fire markers placed during this sequence over to their "ruin" side.

Readjust the morale of the besieged according to the Legation zones set on fire during the day and the GS that have been eliminated as well as the number of Boxer points eliminated.

Draw a new card and move on to the next day.

7 - Objective & End of the Game

The object of the game for the GP soldiers is to remain alive and have as many surviving civilian counters at the end of the siege as possible. For the Boxers, the objective is to eliminate all the soldiers and civilians of the Great Powers in the Legation Quarter.

7.1 - End of the game

The game can end in two ways:

  1. There are no more soldier or civilian counters on the map before all the cards have been drawn; this is a total victory for the Boxers.
  2. The last card has been drawn and once the indicated actions have been carried out, we consider that the rescue column has arrived at the gates of Peking and the Boxers surrender. The player calculates the victory points.

7.2 - Calculation of victory points

The camp with more victory points (VP) at the end of the game is the victor. It is nevertheless possible that the game ends in a tie depending on the points won.

7.2.1 - VP of the Great Powers

  • +10 VP for each major Legation zone intact at the end of the game.
  • +10 VP for each surviving civilian counter with a value of 10.
  • +5 VP for each minor Legation zone intact at the end of the game.
  • +5 VP for each surviving civilian counter with a value of 5.
  • -1 VP for each soldier or heavy weapon counter eliminated at the end of the game (counters that were unable to return on the last turn).
  • -2 VP for each GS that is definitively eliminated.
  • -5 VP per civilian counter eliminated.
  • -5 VP for each Legation zone in ruins at the end of the game.
  • -10 VP if GS MacDonald has been eliminated.

Result for the Great Powers:

  • 0-20 VP = Disaster for the Great Powers who have lost face.
  • 21-50 VP = Defeat for the Great Powers that were unable to avoid the massacre of their citizens.
  • 51-75 VP = Marginal victory of the Great Powers; the rebellion will take a long time to subdue.
  • 76-99 VP = Victory for the Great Powers; the Empress will have to negotiate according to their conditions.
  • 100 VP + = Major victory for the Great Powers; the Boxers' rebellion has been subdued and the Empress submits.

7.2.2 - VP of the Boxers

  • +1 VP per eliminated soldier counter at the end of the game.
  • +1 VP per zone in ruin at the end of the game, other than the Legation zones.
  • +5 VP for each civilian counter eliminated.
  • +5 VP for each minor Legation zone in ruin at the end of the game.
  • +10 VP for each major Legation zone in ruin at the end of the game (Great Britain, France, Germany, USA, Russia).

Result for the Boxers:

  • 0-20 PV = Disaster for the Boxers who have been humiliated in the eyes of the world.
  • 21-50 VP = Defeat for the Boxers who have lost face.
  • 51-75 VP = Marginal victory for the Boxers, negotiations with the Great Powers will be difficult.
  • 76-99 VP = Tactical victory for the Boxers but at a great cost; les negotiations will be to the Boxers' advantage.
  • 100 VP + = Major victory for the Boxers, the movement spreads across all of China and the Great Powers will have to rethink their strategy with regard to China.

8 - Game Set Up

The player places the four barricade markers in the zones of his choice, other than those of the Legations. Barricades can be positioned in rempart, street and canal zones (the canal is dry and has no water).

8.1 - Positioning of soldiers

The player deploys the soldier counters on the map as he sees fit, bearing mind that his priority is to protect the Legation zones and the civilians.

At the start of the game (day 1) the soldier counters must deploy, according to their nationality, to the zones of their respective Legations or the surrounding area (at a distance of two zones maximum) and the volunteers are deployed as the players thinks them most useful. The following days, the player must try his best to keep the soldiers of each nationality as close as possible to their respective Legations. Volunteers are always deployed as needed.

If a Legation is destroyed, the soldiers representing the nation are deployed as volunteers, wherever they are useful.

Naturally, during the Boxer assaults, the soldiers and volunteers may be moved as the player wishes to the locations of the combats. Nationality is irrelevant and the defenders form a single nation.

Exception: the British, French, Russian, American and German Legations must always be occupied by at least a soldier counter.

8.2 - Positioning of civilians

  • 2 x counters in each zone of the British Legation (total 4 counters).
  • 2 x counters in the French Legation.
  • 2 x counters in the American Legation.
  • 1 x counter in the Russian Legation.
  • 1 x counter in the German Legation.

Precision:

No civilian may begin a day outside of a Legation zone. Each day the indicated Legations must be occupied by civilians that start there.

If a concerned Legation zone is in ruin, or if the whole Legation is in ruin, the civilians must go to the closest of the concerned Legations and stay there.

If all the indicated Legations are in ruin, the civilians fall back to the minor Legations that are still intact, if there are any.

Important remarks

The street zones are long and narrow like the canal and the rempart but they are nevertheless zones. It is quicker to move there than by passing through habitation zones.

The player has choices to make because the quarter to defend is large and the number of counters is limited. The player however does not have the right to deploy units to the Boxers' entry zones nor to those adjacent to these zones.

Exception: the units deployed on the remparts may be placed in zones adjacent to the Boxers' entry zones because there is no other choice.

Positioning of Boxer units:

The Boxers arrive randomly by the numbered zones and according to the die roll for the entry of the units.

No counter has the right to leave the map; it is eliminated if it does.

No counter may enter the Imperial City zone. (The player can use this zone to place markers or eliminated units, if he wishes).

Once the game is in place, draw the first card and apply the indications.

Printed spelling and punctuation in the source are kept as printed (for example "les negotiations" and "PV" in the Boxers' result scale, and "the players chooses" in 1.6).

2----111111
3---1111112
4--11111122+5C
5-11111122+5C2+5C+1D
611111122+5C2+5C+1D2+5C+1D
2SS11112223
3S111122233
41111222333
51112223334
61122233344
7+1222333445
2B----11111
3----111112
4---1111122
5--11111222
6-111112222
7+1111122223