Leuthen: Frederick's Greatest Victory 5 December, 1757
Leuthen: Frederick's Greatest Victory 5 December, 1757 Rulebook
Table of Contents
Table of Contents
- [0.0] Using These Rules
- [1.0] Introduction
- [2.0] Game Equipment
- [3.0] Setting Up the Game
- [4.0] Sequence of Play
- [5.0] Tactical Cards
- [6.0] Facing and Zones of Control
- [7.0] Movement
- [8.0] Hidden Units and Discovery
- [9.0] Combat
- [10.0] Rout and Rally
- [11.0] Corps Morale
- [12.0] Administration
- [13.0] How to Win
- [14.0] Designer’s Notes
- Leuthen Exclusive Rules
- Exclusive [0.0] Exclusive Rules
- Exclusive [1.0] Introduction
- Exclusive [2.0] Game Equipment
- Exclusive [3.0] Setting Up the Game
- Exclusive [4.0] Sequence of Play
- Exclusive [13.0] How to Win
[0.0] Using These Rules
New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major “Rules” sections, as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game’s components, procedures for play, the game’s core systems and mechanics, how to set it up, and how to win.
With each Rule, there can be “Cases” that further explain a rule’s general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule, shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule. Important information is in red text. References to brief examples of a Rule or Case are in blue text and this font.
Text in shaded boxes, like this, provides the voice of the game’s designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
[1.0] Introduction
Drums & Muskets is a game system that recreates battles of the 18th Century, from roughly the adoption of the socket bayonet through the French Revolution. This Standard Rules booklet applies to every game in the Series, each of which also has its own Exclusive Rules.
Game Scale: Each game in the Series has its own scale for measuring time, distance (per hex) and unit aggregation (how many troops each piece represents) as stated in its Exclusive Rules.
[2.0] Game Equipment
The Game Map: The playing area features a map portraying the areas where the battle took place. There is a hexagonal grid superimposed over the map to regulate the placement and movement of the pieces. The Playing Pieces: The cardboard game pieces represent participating military units and Dummy units (used to confuse the enemy), as well as several markers used to track certain game information.
The military units are rectangular to show the linear formations used throughout this era. Read the information on them as shown: (diagram — FRONT: Facing Edge, Corps / Wing, Unit identification designation, Unit Type symbol, Heavy Artillery present, Combat Strength, Morale Rating, Movement Allowance; BACK: Facing Edge)
Unit Type designates the dominant troop type in the formation. In addition to Dummy units, unit types include:
Infantry, Light Infantry, Cavalry
Corps/Wing Identification: The wing or corps of the army to which the unit belongs. In some games, this is omitted and all the troops of that side are treated as a single corps.
Unit Designation is usually the name of the commander of the unit and is included purely for historical interest.
Combat Strength is the relative strength of a unit when engaging in combat.
Heavy Artillery Present Designator is an indicator of whether the unit includes one or more batteries of heavy guns.
Morale Rating is a measure of the spirit and cohesion of the unit, used when the unit must make a Morale Test.
Movement Allowance is the maximum number of clear terrain hexes through which a unit may move in a single Movement Phase. Each unit has its values on the front and its national symbol on the back, called the Hidden Side. Note that one or both armies may include Dummy units that have only a Movement Allowance on the fronts and the Hidden side symbol on their backs.
Cards: Each side has their own set of cards that generate certain game activities.
(Card diagram: Card I.D. number; Event Title; Deck Nationality; Graphic (no gameplay effect); When card is played; Card’s actual gameplay effect; Historical ‘flavor’ text (no gameplay effect); Deck Nationality.)
Game Charts, Tables, and Tracks: Some of these are found on the map, while most are found on the Player Aid mat.
● The Game Turn Track indicates the current Game Turn.
● The Morale Track on the Game Map indicates the Morale State of each corps.
- The Sequence of Play outlines the Phases conducted during each Player’s turn.
● The Terrain Effects Chart provides information about the effects of terrain on movement and combat.
● The Combat Results Table is used to resolve attacks between units.
The six-sided die (H), which you must provide, is used only with the Combat Results Table to determine attack outcomes. The die has nothing to do with unit movement.
[3.0] Setting Up the Game
First, the players must determine which side they will play. Each game’s Exclusive Rules provide the rest of its set up instructions, including how each player establishes their initial card hands and Draw Piles. In general, however, both players separate any units which are scheduled as Reinforcements and then place all remaining units, and any Dummies, on the set up hexes indicated in the Exclusive Rules. All units are placed with the Hidden Side up, facing as indicated. Additional details and instructions unique to the specific battle will be provided in the game’s Exclusive Rules.
[4.0] Sequence of Play
These games are played in Game Turns, each of which is composed of two Player Turns. The number of Game Turns is specified in the game’s Exclusive Rules and shown on its Game Turn Track.
During each Game Turn, the players alternate maneuvering their units and resolving Attacks in the sequence outlined below. At the conclusion of the last Game Turn, the Victory Conditions are consulted and the winner is determined.
The Game Turn Each Game Turn is divided into two Player Turns, a First Player Turn and a Second Player Turn. Each game’s Exclusive Rules indicate which side is the First Player (with the other side the Second Player). Each Player Turn is divided into distinct activities called Phases. Some Phases are further subdivided into Steps that are conducted in sequence to organize the activities of that Phase.
The First Player Turn
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First Player Movement Phase: The First Player places Reinforcements due to arrive that turn, if any. The First Player may play one Tactical card appropriate to this Phase, if desired, and afterwards the Second Player may likewise play one appropriate Tactical card. The First Player may then move all, some or none of his units, as desired, per the rules for Movement (7.0), Zones of Control (6.0), and Terrain Effects (see Player Aid).
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First Player Discovery Phase: All Hidden units of both players that are adjacent to an enemy unit (either Discovered or Hidden) are flipped to their Discovered side.
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First Player Combat Phase: All Attacks and Supporting Fire (9.2) are declared. Then the First Player uses his units to attack enemy units (9.0) in any order he desires.
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First Player Administrative Phase:
A. Remove all revealed Dummy units from the map.
B. Both players check their Corps Morale markers and implement effects based upon newly Demoralized corps.
C. The First Player discards any cards in his hand that he desires and then draws as many additional cards as necessary to bring his hand back up to its Maximum Hand Size (5.2).
D. The First Player Rallies one Routed unit automatically, and attempts to Rally his remaining Routed units (10.2).
E. Determine if either side has won an Immediate Victory (13.0).
The Second Player Turn
Repeat Phases 1 through 4, above, reversing the roles of the First and Second Players. 5. Second Player Movement Phase 6. Second Player Discovery Phase 7. Second Player Combat Phase 8. Second Player Administrative Phase: In addition to the other actions, advance the Game Turn marker one space on the Game Turn Track or, if the last turn was just completed, stop play and determine victory.
[5.0] Tactical Cards
General Rule Each side has its own deck of Tactical cards (“cards”). These are played as desired when specified on each card and replenished during that player’s own Administrative Phase. They can affect movement, combat, morale, etc., with effects that vary from game to game and, if needed, elaborations regarding those effects are in a game’s Exclusive Rules.
[5.1] Card Types: Most cards, after being played, are placed face-up in a Discard Pile next to that side’s Draw Pile. The exception are cards that state, “remove this card from play”; these cards represent unique events and, after being played (not just discarded), they are set aside and not placed in the Discard Pile for reuse.
When the last card in a deck is drawn, immediately reshuffle the discards and form a new, refreshed Draw Pile with them.
[5.2] Card Hand Size / Draw To Limit: The Exclusive Rules for each game indicate how many cards each player receives during set up. That number is also that player’s Maximum Hand Size.
[6.0] Facing and Zones of Control
Each unit must face either a hex side or a hex vertex at all times (see diagrams below).
(Diagrams: a unit facing a hex side has three Front (ZOC) hexes and three Flank hexes; a unit facing a hex vertex has two Front (ZOC) hexes and four Flank hexes.)
Each Hidden unit has a Zone of Control (“ZOC”) that consists only of its two Front hexes, if facing a hex vertex, or three Front hexes if facing a hex side. The other, nonFront hexes surrounding it are its Flank hexes. Each Discovered non-Dummy unit also has that same ZOC, but Dummy units, once revealed (8.0) have no Zones of Control.
Effects of ZOCs and Flanks Enemy units’ Zones of Control and Flanks have the following important effects:
[6.1] Movement Effect: A unit entering an Enemy Zone of Control (“EZOC”) must immediately end its hex-by-hex movement for that Movement Phase, even if it has not spent its entire Movement Allowance for that turn. It can still pay one Movement Point to change its facing (7.2) after entering an EZOC, if it has one Movement Point remaining.
Units can freely leave EZOCs without penalty, but they cannot move directly from one EZOC to an adjacent EZOC.
[6.2] Combat Effect: Units attacking from the target unit’s Flank hex receive a strength bonus (see 9.4). Steady (10.0) units that must Retreat into an EZOC automatically Rout (10.1), while Routed and Shaken units that must do so are eliminated (10.2 and 10.3).
[7.0] Movement
During your Movement Phase, you may move all, some or none of your units as you desire. Units can move in any direction or combination of directions unless restricted from doing so by terrain, facing, or the presence of the enemy.
Procedure Units must move one at a time, tracing a path of contiguous hexes. As each unit enters a hex, it spends 1 or more Movement Points from its Movement Allowance to do so. Restrictions and Prohibitions
[7.1] Which Units Can Move: Only units facing a hex vertex can move. A unit can only move into one of its two Front Hexes (6.0), with this exception: A unit facing a hex vertex can always move a single hex in any direction by expending its entire Movement Allowance for the Phase and ending facing the same direction as when it started, provided it does not move directly from one EZOC to another (see 6.0).
[7.2] Changing A Unit’s Facing: A unit can change its facing by 60 degrees up to one hex side OR one hex vertex, OR can change its facing by 30 degrees from a hex side to its adjacent vertex or vice versa. A unit can make one such facing change for free at the start of its movement. Additional facing changes made that turn, either before moving into a vertex Front hex, or after doing so, cost one Movement Point each.
Alternatively, a unit can change its facing to any hex side or vertex in the hex it occupies, by paying its entire Movement Allowance for that turn to do so.
[7.3] Strict Sequence: Movement never takes place out of sequence. You can only voluntarily move your units during your own Movement Phase. Each unit must complete its entire move for that turn before you move another unit.
[7.4] Speed Limit: A unit cannot exceed its Movement Allowance during a friendly Movement Phase, with this exception: a unit can always move 1 hex per friendly Movement Phase (as long as it is not into a prohibited terrain hex or across a prohibited hexside, or through enemy Zones of Control, see 6.1), even if it does not have sufficient Movement Points to pay the entire cost. Example: An infantry unit with a Movement Allowance of 2 could cross a Stream hexside into a Woods hex, even though this costs 3 Movement Points. This would end that unit’s movement for the turn.
Each unit can expend all, some or none of its Movement Allowance every friendly Movement Phase. Unused Movement Points cannot be saved from turn to turn, nor transferred from unit to unit.
[7.5] No ‘Take Backs’: All movement is final once a player’s hand is withdrawn from the unit he is moving. Players cannot change their minds and retrace a unit’s movement.
This Case must be strictly enforced. During the campaigns of this era, it was common for units to be sent in the wrong direction at key points, with nearly disastrous results.
[7.6] Terrain Effects: Normally, units pay 1 or 2 Movement Points to enter each hex, depending on the terrain type in the hex (see the Terrain Effects Chart on the Player Aid mat). These special Cases also apply:
[7.6.1] Road Movement: A unit uses Road Movement by spending part of its Movement Allowance to move directly from one Road hex directly to another, connected Road hex. Each hex entered costs only 1/2 Movement Point regardless of the other terrain type entered or hexside crossed.
[7.6.2] Hexsides: Some terrain hexsides cost a penalty to cross in addition to the cost to enter the hex on the other side.
[7.7] Other Units: A unit can never enter a hex containing an enemy unit. A unit may freely enter a hex containing a friendly unit during movement but may not end its movement in a hex with a friendly unit. (i.e., no “stacking.”)
A player may voluntarily remove any friendly Dummy unit from play during movement. Sometimes this will be necessary to allow a real unit to occupy a critical position currently held by a Dummy unit.
Movement Example It is the Prussian (blue) Player Turn and along part of his line he advances his units as shown below. Note that no cards were played at this time affecting these moves.
The Ferdinand (4-6-2) unit on the left advances one space forward to the right hex of its vertex facing, up a Slope hexside for 1 Movement Point (MP). It has entered the enemy unit’s Zone of Control and must cease its hex-by-hex movement for that turn (6.1). It then changes its facing by 30 degrees to its right to face that hexside, spending its second and last MP. An adjustment that small would have been free prior to moving, but units can only move when facing a vertex, so this rotation was made after moving at a 1 MP cost. The Bevern (3-6-2) unit moves straight into the adjacent Woods hex for 2 MP. Finally, the Zieten (2-6-3) cavalry unit crosses the Stream hexside (1 MP) into a Clear hex (1 MP), and then moves into another Clear hex (1 MP), for a total of 3 MPs.
[8.0] Hidden Units and Discovery
During each player’s Discovery Phase, all Hidden units belonging to either player that are adjacent to an enemy unit (Discovered or Hidden) are flipped to their Discovered side. When revealed, Dummy units (which are units in most every respect, such as having a Zone of Control while Hidden, stacking, etc.) remain on the map, in play, until Attacked (when they are automatically eliminated, 9.0) or Step A of the next Administrative Phase occurs (when all revealed Dummy units are removed). Dummy units, themselves, cannot participate in an Attack as they have no Combat Strength.
Dummy units are actually small detachments of light cavalry and/or infantry making a show of presence in that hex.
Discovery Example
Continuing with the previous example, the opposing Austrian units are revealed as shown.
[9.0] Combat
During your Combat Phase, all of your nonDummy units can attack into their Front hexes (6.0) against enemy units located there (Dummy units cannot attack.) Attacking is completely voluntary; units need never attack.
An Attack is made during your own Combat Phase against one enemy-occupied hex (the “Target hex”), and is made by any or all of your units that are adjacent to that hex. A die roll determines that Attack’s outcome.
Procedure The Attacking Player (“Attacker;” i.e., the player whose Combat Phase it is) declares all his Attacks (see 9.1), and resolves all of them individually in any order he desires. Automatic Victories When a Dummy unit (8.0) is Attacked, it is automatically eliminated. Likewise, when a Routed unit faces an Attack by any unit, it Routs again and is automatically eliminated. Skip the Attack Sequence (below) for that Attack and perform only the Attacker’s Advance After Combat (9.5.3).
The Attack Sequence All declared Attacks are resolved one at a time, in any order the Attacker desires. For each Attack, follow this exact sequence: 1. Total the Combat Strengths of the Attacker’s units in that Attack, taking Artillery (9.2.1), Flank Attacks (9.4) and Terrain Effects (9.3) into account.
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Note the Combat Strength of the Defending unit in the Target hex.
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The Attacker may play one “Step 3” card at this time. Afterward, the Defender may play one “Step 3” card (with full knowledge of the Attacker’s card play choice).
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Compute the Combat Differential (Attacker’s Strength minus Defender’s Strength) and find that column on the Combat Results Table (CRT). Attacks at a Differential less than -1 are prohibited. 5. The Attacker rolls the die, cross indexing the resulting Row with the CRT Column to obtain the Attack Result.
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Apply the Attack Result, including Retreat (9.5.1), Morale Test (9.5.2), and Advance After Combat (9.5.3). The Attacker may play one “Step 6” card at this time. Afterward, the Defender may play one “Step 6” card (with full knowledge of the Attacker’s card play choice).
When all previously declared Attacks are resolved, that Combat Phase is over.
[9.1] Declaring Attacks and Supporting Fire: The Attacker must declare all of his Attacks for that turn at the beginning of his Combat Phase, choosing which hexes containing his units will attack through their Front hexes (only) against which adjacent hexes containing enemy units. This includes Attacker artillery Supporting Fire (9.2.1). Once Per Combat Phase: A single unit can only attack once per Combat Phase, and a single enemy unit can only be Attacked once per Combat Phase.
Combat Strength Unity: A unit’s Combat Strength is unitary; it cannot be divided among different Attacks during a Combat Phase, either in attack or defense.
Combined Attacks: Attacking units in two or more hexes adjacent to the Target hex can combine their Combat Strengths in a single Attack.
Afterward, the Defender declares all of his artillery Supporting Fire (9.2.2).
Following these declarations by both players, each Attack is resolved separately in any order the Attacking Player desires. Important: After declaring all of the Attacks and Supporting Fire for that Combat Phase, players cannot change their minds; no additional Attacks or changes in Supporting Fire can be made, nor can previously declared Attacks or Supporting Fire be cancelled.
Attacks at less than -1 are Prohibited (i.e., it is canceled).
[9.2] Artillery: Some infantry units are marked as containing heavy artillery. Artillery affects both attack and defense. An infantry unit with heavy artillery can contribute its Supporting Fire by adding one (+1) Strength Point that turn to any friendly adjacent unit involved in an Attack OR to itself (if involved in an Attack). Each artillery-enhanced unit’s Supporting Fire can be contributed to only one friendly unit per Combat Phase, but as many units’ Supporting Fire as desired can be added to a single Attack.
[9.2.1] Artillery in Attack: All of the Attacker’s Supporting Fire must be predetermined and declared during Attack Declarations (9.1). An infantry unit with artillery that attacks an adjacent enemy unit itself need not use its own artillery to support that Attack; it can, instead, support that of any other adjacent attacking unit (regardless of the supporting unit’s facing or distance to the Target hex). Immediately reveal a Hidden unit when it contributes its Supporting Fire to an adjacent unit.
[9.2.2] Artillery in Defense: After all of the Attacks and Attacker’s Supporting Fire are declared for that turn, the Defender’s Supporting Fire must be determined to end that turn’s Attack declarations (9.1). A Defending unit with artillery must give its Supporting Fire to itself when it is Attacked that turn (i.e., it cannot use its artillery to support friendly adjacent units if it is, itself, under attack). If it is not being Attacked, it can use its artillery Supporting Fire to assist friendly adjacent units being Attacked (as per 9.2.1).
[9.2.3] Artillery and Terrain: Artillery in a Woods hex or a Marsh hex is “badly deployed” and cannot give Supporting Fire (either for adjacent units or to itself).
[9.3] Terrain Effects: Each game’s Terrain Effects Chart (TEC) has a column for the Attacker’s Combat Effect. Attacking units generally pay a one Strength Point penalty (“-1 AS”) for attacking into certain difficult types of terrain, such as Woods, or across certain hexsides, such as Streams or Slopes. These penalties are cumulative.
Slopes: An Attack between the two adjacent hills (A) B A would be upslope in either direction, as the Attacking unit would be going down its own hex’s Slope hexside and up the adjacent hex’s Slope hexside. Between the two connected Hilltop hexes on the larger Hill (B), there is no Slope hexside.
[9.4] Flank Attacks: An Attacking unit that is attacking from one of the Defending unit’s Flank hexes (a.k.a., making a Flank Attack) receives a Combat Strength bonus. Infantry and light infantry conducting Flank attacks add one (+1) to their Strength; cavalry flank attacks add two (+2) to their Strength.
[9.5] Combat Results: During Attack Step 6, that Attack’s Combat Result is immediately applied, including any Retreat, Morale Test and Advance After Combat before resolving the next Attack. There are only three possible results: No Effect, Attacker Retreat (AR) and Defender Retreat (DR). All Retreats also require a Morale Test, and some Retreat results include a morale penalty applied to that Morale Test.
[9.5.1] Retreating: A unit forced to Retreat must move two hexes away from the hex it occupied during that Attack. Retreating is measured in hexes, not Movement Points; terrain costs do not matter when Retreating.
Direction: A Retreating unit must move away from the nearest enemy unit(s). If there is more than one such hex available to Retreat to, it must prefer the one that takes it toward its nearest friendly Depot ( ) hex, if possible.
- A Retreating unit retains its same facing.
- A Retreating unit can retreat through hexes that have other friendly units in them without penalty, but it cannot end its Retreat in the same hex as another friendly unit. Instead, it must continue to Retreat until it reaches an empty hex.
Retreat Prohibitions
- A Retreating unit cannot enter an EZOC unless it has no other choice in a Retreat path (this might cause it to Retreat circuitously). Note that friendly units do not negate EZOCs for any purpose, including easing these Retreat restrictions.
- Steady units that must Retreat into an EZOC automatically Rout (10.1) during their subsequent Morale Test (9.5.2); Routed and Shaken units that must Retreat through an EZOC are automatically, and instantly, eliminated.
- A unit cannot Retreat off the map or into a prohibited hex/across a prohibited hexside. If this is unavoidable, that unit is eliminated instead.
- A unit can Retreat farther than its closest Depot hex, essentially “running right past it,” without penalty.
[9.5.2] Morale Tests: A unit that Retreats must also take a Morale Test at the end of that Retreat. A unit’s Morale is its printed Morale Rating, as modified by combat results, markers, and tactical circumstances (as listed beneath the Combat Results Table on the Player Aid mat).
To conduct a Morale Test, roll a die: If the result is less than or equal to (≤) the unit’s (adjusted) Morale Rating, it passes and there is no consequence. If the result is greater than (>) its (adjusted) Morale Rating it fails and Routs (see 10.1).
[9.5.3] Advance After Combat and Free Facing Change: If a Defending unit (only; not an Attacking unit) vacates its hex due to Retreat or elimination, then one of the Attacking units, regardless of its facing, can advance into and occupy the Defending unit’s just-vacated hex.
Regardless of whether that Advance After Combat option was exercised, all Attacking units can make a free facing change (up to 180 degrees) after the Defending unit’s hex has been vacated (through Retreat or elimination).
[10.0] Rout and Rally
Discovered (8.0) units are always in one of three states: Steady, Routed or Shaken. Units without a Routed or Shaken marker are Steady. They function normally.
Units that are Routed or Shaken have the corresponding marker placed on them to indicate that state and they suffer those effects.
[10.1] Routing: When a Steady unit Retreats through an EZOC or a Retreating unit fails its Morale Test, it Routs. Its owner immediately Retreats it one additional hex, a Routed marker is placed on it, and its Corps Morale is reduced by one Morale Point (11.1).
In addition to the unit elimination conditions for Retreating listed in 9.5.1, for this additional Rout/ Retreat hex, the Routing unit is also eliminated if:
- It is a 1-Strength Point unit, or
- It is forced to enter an EZOC, or
- It already has a Shaken marker on it.
Rout Effects: Routed units cannot move, change facing or Attack. If a Routed unit is Attacked during its opponent’s Combat Phase, it automatically Routs again and is eliminated.
[10.2] Rally: Routed units can be Rallied during your Administrative Phase. One of your Routed units (of your choice) is Rallied automatically to a Shaken state. Afterward, you roll a die to conduct a Rally Test for each of your remaining Routed units. A Rally Test is conducted like a Morale Test (9.5.2), but with a -2 Morale Modifier ( ). There is no penalty for failing a Rally Test (that unit merely stays Routed), but success means flipping that unit’s Routed marker over to its Shaken marker side and thus improving its state.
[10.3] Shaken: A Shaken marker can never be “Rallied” off a unit.
A Shaken state remains with that unit for the remainder of the game (until and unless that unit is also eliminated). Shaken Effects: Shaken units have their Combat Strength and Morale Ratings permanently reduced by one (-1) each. If they have heavy artillery present, they lose that ability for the remainder of the game. A Shaken unit that later Routs again is eliminated instead. A Shaken unit retreating into an EZOC is eliminated (6.2).
Combat Example As shown by the black arrow, the Prussian Player designates Ferdinand with its 4 Attack Strength (AS) to Attack the opposing D’Air unit with its 2 Strength. The Prussian Player designates the heavy artillery from the Ferdinand unit itself to contribute its Supporting Fire to this Attack (9.2.1), as shown by the red circle.
Again, as shown by the black arrows, the Bevern unit (3 AS; but no Supporting Fire for this unit, even for itself, as it is in a Woods hex, 9.2.3), along with the Zieten cavalry unit (2 AS) are declared to attack the opposing O’Donell cavalry unit with its 1 Strength.
Since the Austrian Player has no heavy artillery to commit, he makes no declarations of Defensive Fire Support (9.2.2).
Opting to work the flank first, the Prussian Player conducts his pre-designated Attack vs. O’Donell first. The Attacking Bevern unit is fighting upslope across the slope hexside, and so suffers -1 AS (leaving it only 2 AS for this Attack) and, likewise, the Zieten cavalry unit is attacking across a slope hexside (either up or down, it doesn’t matter for cavalry) and also has a -1 AS applied (leaving it 1 AS for this Attack). Neither of these are Flank Attacks (9.4), so the Attacker has a total of 3 (2+1) Attack Strength to the Defending unit’s 1 Strength.
During Step 3 of the Attack Sequence, neither the Prussian nor Austrian Player plays a card, so in Step 4 the differential is 3 for the Attacker minus 1 for the Defender and which equals a +2 Attack. During Step 5, the Prussian Player consults the +2 column of the Combat Results Table (CRT) and rolls the die. The result is 2 for a “DR -1.” During Step 6, the O’Donell cavalry unit retreats two hexes back toward its friendly Depot ( ) hex, maintaining its Steady state (by virtue of not Retreating through any enemy Zones of Control) and retaining its facing (9.5.1) as shown. Since that hex is occupied by another friendly unit, it must continue its Retreat which takes it one hex further toward its Depot hex. It then takes a Morale Test (9.5.2). O’Donell has a Morale Rating of 5, from which one is subtracted (-1) for the Combat Result (no other modifiers apply), for an adjusted Morale Rating of 4 for this test. The Austrian Player rolls a die and gets a 5, which is greater than its Morale Rating for this test, therefore O’Donell fails and Routs (10.1). Since O’Donell is a 1-Strength unit, it is eliminated due to a Rout, and so is removed from play and the Morale marker (11.0) for Nadasdy’s corps (to whom O’Donell belonged) is reduced by one point on the Morale Track, from 3 down to 2.
The Prussian Player then exercises his option to Advance After Combat (9.5.3), advancing his Zieten cavalry unit into the Defender’s vacated hex and rotating both of his victorious units as shown.
Now the Prussian Player launches his Attack vs. D’Air. His Attacking Ferdinand unit’s 4 AS is reduced by one (-1) for Attacking upslope across the slope hexside (the Village in the Defending unit’s hex has no effect on the Attacking infantry unit), but it is then increased by one (+1) for the heavy artillery Supporting Fire (9.2.1) provided from the unit itself as designated earlier. This is not a Flank Attack (9.4), so the Attacker has a total of 4 (4 - 1 + 1) Attack Strength to the Defending unit’s 2 Strength.
During Step 3 of the Attack Sequence, the Prussian Player declines to play a card. The Austrian Player wants to play his Huzzah! card to increase D’Air’s Strength by one (+1), but that card can
only be played during the Austrian’s own Combat Phase. Thus, in Step 4, the differential is 4 for the Attacker minus 2 for the Defender, yielding a +2 Attack. During Step 5, the Prussian Player consults the +2 column of the Combat Results Table (CRT) and rolls the die. The result is 6 for an “AR” outcome. Spluttering his outrage, the Prussian Player plays his Senior General Seizes the Colors card and re-rolls the die. This time, the result is a 3, yielding a much more desirable “DR” outcome.
During Step 6, the D’Air unit retreats two hexes back toward its friendly Depot ( ) hex, but the shortest route is through the recently-advanced Zieten cavalry unit’s ZOC (the three shaded hexes next to it as shown). These must be avoided if there is another option (9.5.1 Retreat Prohibitions, first bullet), which there is. This means that D’Air Retreats in a more circuitous route toward its nearest Depot hex, which takes it through two friendly-occupied hexes! Since it can’t stack there, it too is forced to Retreat an additional hex. Here, the Austrian Player has a choice between two hexes that are both equidistant from the Depot hex, and he chooses the one that reconnects his lines as shown.
During the ensuing Morale Test (9.5.2), neither player reveals a card, and so a die is rolled against D’Air’s Morale Rating of 4. It seems that fortune favors the Prussians at the moment, however, as the Austrian Player tosses a 6, causing D’Air to Rout. This means that D’Air Retreats one additional hex (the red arrow indicating that the Austrian Player has chosen the empty Woods hex in preference to the occupied Marsh hex) and receives a Rout marker (as shown). The Morale marker for Nadasdy’s corps (to whom D’Air belonged) is again reduced by one point on the Morale Track, this time from 2 down to 1.
The Prussian Player then exercises his option to Advance After Combat (9.5.3), advancing his Ferdinand unit into the Defender’s vacated hex and rotating it as shown.
[11.0] Corps Morale
Each corps/wing of an army has an associated Morale marker which sets up in the box on the Morale Track corresponding with the number on the front of that Morale marker.
[11.1] Adjusting Morale: Each time a nonDummy unit in that corps Routs (10.1), reduce its corps’ Morale marker by one box on the Morale Track. An eliminated unit also counts as Routed for Morale purposes. Thus, a unit with more than 1 Strength Point can lower its corps’ Morale twice: once for its first Rout and again for its second Rout/ elimination. A 1-Strength Point unit is eliminated as soon as it Routs, and so only reduces its corps’ Morale by one point. Dummy units do not affect Morale at all.
[11.2] Demoralization: When its Morale marker is in the Demoralized box during either player’s Administrative Phase, that corps becomes Demoralized as follows:
- Flip that Morale marker over to its Demoralized (“0”) side.
Henceforth, that corps ignores all effects on its Morale.
- All Routed and Shaken units of that corps are immediately eliminated (i.e., they Rout again or its troops simply disperse). Then, all Steady units remaining in that corps receive a Shaken marker. They’re getting nervous.
- Every other undemoralized corps in that army immediately loses one Morale Point. This can result in the immediate Demoralization of other corps in a cascading effect.
Demoralization of a majority of your corps is one way to lose the game (13.0).
[12.0] Administration
During every Administrative Phase’s Step A, remove all revealed Dummy units from the map (8.0).
During every Administrative Phase’s Step B, check for both sides’ newly Demoralized corps (11.2).
During your Administrative Phase’s Step C, you may discard some, none or all of the cards in your hand and then draw a number of cards to refresh your hand back to its Maximum Hand Size (5.2).
During your Administrative Phase’s Step D, Rally your Routed units as per 10.2. During your Administrative Phase’s Step E, check for either player’s Immediate Victory (13.0).
[13.0] How to Win
A player wins an Immediate Victory if, during his Administrative Phase, a majority of his opponent’s corps are Demoralized (11.2) and a majority of his own corps are not. The game’s Exclusive Rules might provide additional Victory Conditions.
At the end of the last Game Turn, if neither side has achieved an Immediate Victory, total the Victory Points (VPs) as defined in the game’s Exclusive Rules, and whichever side has the most VPs wins. If both sides have an equal amount, the game ends in a Draw.
[14.0] Designer’s Notes
Those who have played a number of my games know that I am not a fan of highly systematized command control rules.
Command control was critical to battles, and at no time more so than this, but most highly mechanical rules seem to have little to do with the actual problem facing a commander, which was simply the enormous difficulty of maneuvering large clumsy formations in proximity to the enemy. So I set out to design this game system to show that difficulty, but without use of “command points” or random activation rolls. I wanted this system design to be as simple as possible while remaining faithful to the actual difficulties of the period.
The movement rules make it possible to maneuver at a distance from the enemy, but once a unit is committed to close combat, in all likelihood it is committed for the duration of the battle. A recurring theme of this era was the desire of commanders to keep a reserve. Once their last reserves were committed, there was little a commander could do to influence the outcome of a battle, and you will find the same thing here.
Morale influences the ability to close and win, as it is a consideration (along with raw troop strength) in determining each unit’s combat strength. But far more importantly in the game, however, is the way morale governs how a unit responds to adversity. Will a unit that suffers a repulse, reform and return to the fight, or will it come apart? That is the more important effect of morale.
Finally, I strove to build as much into the basic combat and morale system as possible. Some playtesters wondered about special rules for light infantry and/or cavalry withdrawing before combat. Actually, those functions are built into the retreat morale rules. The morale bonus for cavalry faced by infantry, for example, means even heavily outnumbered cavalry can delay infantry with little chance of actually suffering losses.
I believe it is possible to design very sophisticated and demanding games without a lot of detailed mechanical rules. The Drums & Muskets system is an example of exactly that. – Frank Chadwick
Leuthen Exclusive Rules
Exclusive [0.0] Exclusive Rules
This is the Exclusive Rules sheet for Leuthen. Combined with the Drums & Muskets Series Rules, these two documents form the entirety of the rules needed to play Leuthen: Frederick’s Greatest Victory.
These Exclusive Rules share the same numbering sequence as (and are meant to neatly “overlap”) the Standard Rules. When there is a conflict, these Exclusive Rules supersede the Standard Rules and the cards take precedence over both Rules sets.
Exclusive [1.0] Introduction
Leuthen depicts the desperate struggle between the Prussian Army of Frederick the Great and the Austrian Army commanded by Prince Charles of Lorraine and assisted by Field Marshal Daun. As the winter of 1758/58 approached, after a string of defeats, Prussia hovered on the brink of collapse, with the very existence of the Hohenzollern dynasty in question. With time for only one desperate battle to redeem his fortunes before the snows fell, Frederick threw his small army against an Austrian force nearly twice its size.
Exclusive [2.0] Game Equipment
Parts Inventory
- 1 11” x 17” map
- 1 8.5” x 11” Player Aid mat
- 30 1” x 1/2” rectangular units
- 23 1/2” square markers
- 13 Prussian and 12 Austrian Tactical cards
- 1 20-page Rules booklet (Standard rules included)
Not included is at least one 6-sided die needed for resolving battles.
The Game Map: The 11” x 17” game map portrays the area in central Germany where the battle took place.
Game Scale: Each unit represents a division of from 2,000 to 8,000 men. Each space on the map is approximately one kilometer across. Each turn represents one hour. Nationalities: The dark blue units are Prussian. The white units are Austrian. The two Austrian units with blue backgrounds are Bavarian and Württemberger allies. Unit abbreviations:
None.
Exclusive [3.0] Setting Up the Game
After determining who will play the Prussian and Austrian sides, proceed as follows:
-
Place the Turn marker in the 1 space of the Game Turn Track (1 PM) with the Prussian Player Turn side up. Flip this marker between Player Turns and advance it one space at the end of each Game Turn.
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Place all of the Prussian and Austrian Corps Morale markers, number side up, in the corresponding boxes of the Morale Track.
For example, the marker for the Austrian corps of Kheul sets up in the 5 box of the Morale Track.
- Shuffle each player’s deck of Tactical cards:
- The Prussian Player draws three cards.
- The Austrian Player draws two cards. These amounts are also each player’s Maximum Hand Size (see 5.2).
- Set up the pieces as per the Setup Map rectangles below (the Prussian in blue along the west and south edges; the Austrians in yellow), facing the enemy toward the hex side or vertex as indicated by the triangles, with the following additional instructions:
Austrian Setup The Austrian Player sets up his pieces first. Turn all fifteen units (including 3 Dummies) to show their Hidden side and place one in each of the fifteen yellow Austrian Setup hexes as shown on the Setup Map.
Important: The three different corps must be deployed together. That is, one corps must be in the center of the deployment area, with all units of another corps north of them, and all units of the last corps south of them. Prussian Setup The Prussian Player sets up his pieces second. Turn all fifteen pieces (including 7 Dummies) to show their Hidden side and place one piece in each of the fifteen blue Prussian Setup hexes as shown on the Setup Map.
Important: The three Prussian corps do not have to be deployed together as the Austrian corps do! The Prussian Player can freely mix and match their deployment.
Note: On the inside cover of this game, the historical deployment of forces is shown, for those who are interested.
Exclusive [4.0] Sequence of Play
The Prussian Player is the First Player. The Austrian Player is the Second Player. The game lasts a total of six turns.
Exclusive [13.0] How to Win
An Immediate Victory is determined as described in the Standard Rules.
If there has not already been an Immediate Victory, at the end of the 6 PM Game Turn, total both sides’ Victory Points (VPs), as follows, to determine the winner:
- Each enemy corps Demoralized: 1 point.
- All enemy Depot hexes captured: 1 point.
Capture of an enemy Depot hex means having a unit physically in that hex OR being the last side to have done so. There is only one Austrian Depot hex, but there are two Prussian Depot hexes. This means that the Austrians must capture both of those to earn this Victory Point.
Important: As an exception to the Standard Game Rules, the Austrian player wins all draws.