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Limits of Glory: Bonaparte's Eastern Empire thumbnail

Limits of Glory: Bonaparte's Eastern Empire

Limits of Glory: Bonaparte's Eastern Empire Rulebook

Table of Contents

Table of Contents

  • Scale
  • Definitions
  • Components List
  • Set Up
    • French Player
    • Allied Player
  • How to Win
    • French Player
    • Allied Player
    • Conceding
  • Sequence of Play
  • Limits of Glory System
    • Game Mechanism
  • Commander Glory
    • Position and Glory markers
    • When to calculate glory
    • How to calculate glory
    • Using glory for re-rolls
    • Exhausted commanders
    • Bonaparte's automatic 6
  • Commander Seniority
  • Commander Casualties
  • Movement
    • Activating to move
    • How to move
    • Move distance
    • Successive moves
    • Savants' movement
    • Mamluk restrictions
    • Space with an enemy-occupied BUA
    • Embarking and disembarking elements
  • Bedouin
  • Invasion Phase
  • Disembarkation Phase
    • Disembarkation Table
  • Conquest Phase
    • Event Clock
  • Momentum
  • Combat
  • Uprisings
  • Sieges
  • Siege of Malta
  • Bonaparte Returns
  • Mamluks Changing Sides
  • Victory Conditions
  • Explanation of Events
  • Quick Reference

Scale

Figure scale in Limits of Glory is purposely designed to be variable according to the campaign being represented by the game. In Bonaparte's Eastern Empire, a single infantry or cavalry element represents approximately 1000 men; an artillery element represents a battery of between 8 to 24 guns. Ground scale is represented by the numerical value of a particular space; a low number space value might represent a longer distance or more difficult terrain to cross.

Definitions

Spaces: All sea areas and land territories are referred to as spaces throughout; every space has a space value between one and four.

Dice: All references to dice refer to normal six-sided dice (d6).

Elements: All commanders, fleets, naval squadrons, infantry, cavalry and artillery are referred to as elements throughout the rules.

BUA: All cities, settlements, or ports are referred to as a built-up area (BUA) and they are always within a space.

Number track: The track on the game board numbered from one to fifty on which to record a commander's current glory and a player's victory points (VPs).

Allied: All elements that are not French are Allied.

Components List

Square element markers

  • 31 French (A)
  • 11 British (B)
  • 47 Ottoman (C)
  • 41 Mamluk (D)
  • 4 Albanian (E)

Round element markers

  • 43 French (F)
  • 23 British (G)
  • 10 Ottoman (G)
  • 4 Mamluk (G)
  • 2 Albanian (G)

Other components

  • 1 Rule Book (H)
  • 1 Map Board (I)
  • 1 Event Clock (J)
  • 1 Combat Table (K)
  • 2 Command Charts, one French; one Allied (L)
  • 14 Square 2nd Event tiles (large) (M)
  • 3 Square Real Fleet markers (large) (N)
  • 2 Wooden Pawn Combat markers (French; blue, Allied; red) (O)
  • 2 Square alternative Combat markers (P)
  • 8 Round Bedouin markers (black) (Q)
  • 8 Wooden Pawn Momentum markers (4 purple; 4 yellow) (R)
  • 8 Round alternative Momentum markers (4 purple; 4 yellow) (S)
  • 2 Round Victory Point markers (T)
  • 4 Square Dice markers numbered 1 to 4 (as shown on a dice) (U)
  • 4 Blue Dice (French) (V)
  • 4 Red Dice (Allied) (W)

Set Up

Boards, tables and charts: Place the map centrally on a table between the two players. Place the event clock to one side of the map and the combat table to the other, both easily visible to both players. Each player chooses a side, either French or Allied and takes their respective command chart. Players then place both map position and current glory markers for each of their commanders and naval squadrons, on the matching places on their command chart.

Elements not in play: Place all remaining French (blue) element markers, plus the visited Malta, Malta garrison, Muiron and Savants markers in a pool in front of the French player.

Game pieces: Place the second event tiles near the event clock ready to be placed as needed. Place the dice marker showing one on the corresponding symbol on the event clock and place the other three dice markers beside the event clock ready for when needed. Players choose a colour for their momentum markers, either purple or yellow and select either cardboard counters or wooden pawns of that colour. Place the two combat strength markers, either cardboard or wooden, beside the combat table ready for use when needed.

Round element markers: Place the round element markers in the corresponding space on the command chart (F, French; G, Allied).

French Player

Invasion fleet markers: The French player places the three round invasion fleet markers in the corresponding sea spaces shown by the ship symbols at Toulon, Genoa and Civitavecchia.

French Victory Point (VP) marker: Place the French flag VP marker on the exhausted symbol at the end of the number track, representing zero VP. This single marker is moved each time there is a change in the victory points of the French.

Allied Player

Nelson's position marker: Place Nelson's position marker in the sea space with the ship symbol and a space value of three that surrounds Gibraltar.

On-map elements: Place the following Mamluk (grey) and Ottoman (green) elements on the map in the spaces noted. The numbers on the infantry, cavalry and artillery markers denote how many of that type of element they represent. Pieces should be exchanged like currency when dividing forces or removing casualties.

  • Acre: Jezzar Pasha (commander); 12 cavalry; 16 infantry
  • Jaffa: 6 infantry
  • El Arish: 4 infantry
  • Alexandria: 1 cavalry
  • Cairo: Ibrahim Bey (commander); 2 cavalry; 8 infantry
  • Giza: Murad Bey (commander); 7 cavalry; 18 infantry
  • Suez: 1 cavalry; 4 infantry
  • Rosetta: 1 cavalry; 4 infantry
  • Damietta: 1 cavalry; 6 infantry
  • Keneh: 2 cavalry; 6 infantry

Where to place Bedouin: The Allied player also places eight black Bedouin markers in Egyptian spaces; this can include Upper Egypt but none can be placed in any Syrian spaces. The border between Egypt and Syria is shown by a double line on the map beside El Arish. Bedouin elements never move and remain in the same space throughout the game unless eliminated.

How to place Bedouin: Roll all eight dice simultaneously. Place one Bedouin marker in any legal one value space on the map for each score of one on the eight dice. Place Bedouin markers in two, three and four value spaces in the same way for each dice scores of the same number. Any scores of five or six allow Bedouin markers to be placed in a space with any space value anywhere in Egypt. If more than two fours are rolled the extra fours are treated as a five or six.

Establish the glory rating of the on-map commanders and place their glory markers on the number track at the total scored.

Allied Victory Point (VP) marker: Place the Allied flags VP marker at 25 on the number track. This single marker is moved each time there is a change in victory points amongst any of the three allies.

Elements not in play: Place all remaining Mamluk, Ottoman, Albanian (yellow) and British (red) element markers, plus the Malta garrison and uprising markers, in a pool in front of the Allied player.

How to Win

French Player

Victory Points (VPs) – Controlling BUAs: Players gain or lose victory points (VPs) by gaining or losing control of those BUAs shown on the map with coloured banners noting their VP value. When control changes, the elements losing the BUA loses the VPs of its colour on the banner (Mamluk, grey; Ottoman, green; British, red or French, blue) and the elements taking control gains the VPs indicated by their colour. Adjust the VP markers on the number track to reflect changes in victory points as they happen.

You must sail Bonaparte, with his army, aboard Brueys' invasion fleet to Egypt, then conquer the East by taking control of all the BUAs that award victory points in Egypt and Syria. You must also escort the savants to the Valley of the Kings and maintain them there. If you have achieved these conditions simultaneously at the end of any turn, you instantly win the game. If these conditions cannot be met, you must retain control of Cairo and Alexandria, while keeping more VPs than the Allies and hold on until the Peace of Amiens confirms French control over Egypt and gives you victory in the game.

Default BUA control: The Allied player controls every space that does not contain a French element. The Mamluks control all BUAs within Egypt and the Ottomans control those within Syria by default.

French garrison: The French must garrison a BUA with at least one element of any type, including just a commander, to retain control of it.

Malta garrison: The French player may also gain two victory points for having a garrison in Malta. The British player can gain five victory points for capturing Malta but Malta may only be attacked if it has a French garrison.

Valley of the Kings: The French gain six victory points for having the savants, together with another French element escort, in the Valley of the Kings.

Bonaparte returns: If Bonaparte successfully returns to France, the French player gains nine victory points.

Bonaparte exhausted: If Bonaparte becomes exhausted by having his glory reduced to zero, or he is killed or captured, the French player loses nine victory points.

Allied Player

You must prevent the French incursion into the East with any force available to you. The Ottomans want control of Egypt, the Mamluks want to carry on their life of idle luxury in Egypt and the British wish to protect their trade route to India from disruption. You must have simultaneous control of Cairo and Alexandria with any combination of British and Ottoman elements at the end of any turn, to secure an instant Allied victory. If this is not achieved, you will need to have more VPs than the French at the Peace of Amiens to triumph.

Conceding

If a player feels they can no longer achieve the conditions for victory, they may concede the game to their opponent.

Sequence of Play

The game is played in three phases.

Firstly, the French player must move his invasion fleet from France to Egypt while trying to avoid being intercepted by Nelson (Invasion Phase).

Secondly, he must disembark the army in Egypt (Disembarkation Phase).

Finally, he must conquer Egypt and Syria (Conquest Phase).

Limits of Glory System

The same single game mechanism is used for every action throughout the Limits of Glory series. Once you understand this mechanism, any Limits of Glory game is very simple to play by applying the same mechanism to everything.

Game Mechanism

Success: The player wishing elements to take an action; the active player, rolls the number of dice indicated by the space value of the space they occupy. Any scores of 5 or 6 are a success and scores of 1, 2, 3 or 4 are failures.

Glory re-rolls: Every named commander in Limits of Glory, whether military or naval, has a glory rating. Following the initial dice roll for elements to take an action, the active player may then opt to re-roll any failed results by reducing the glory of their most senior commander present in the space.

Opponent requiring re-rolls: The most senior enemy commander present in the same space, if there is one, may then have their glory reduced to require any successes to be re-rolled again.

Final outcome: If, following all re-rolls by both players, there are any dice with a successful score of 5 or 6, the active player succeeds in activating elements in the space. However, if all the final scores are failures, of between 1 and 4, the activation attempt has failed.

Space value: Every space on the map is numbered from one to four. This is the space value and signifies the number of dice to be rolled for elements in that space to take an action.

No Commander: Players cannot re-roll unsuccessful dice or require an opponent to re-roll successes if they have no commander in the same space.

Four dice for Combat and Siege: This same mechanism is used for combats and sieges. However, both players always roll four dice whatever the space value in which the combat or siege is being fought.

Commander Glory

Position and Glory markers

Every named commander in the game, whether military or naval, has two identical markers; one is placed on the map to mark their position and the other is placed on the number track to record their current glory.

When to calculate glory

Each commander has their glory rating established immediately their position marker is placed on the map.

How to calculate glory

Glory is determined by consulting the command chart. The number of dice shown for the commander are rolled and totalled and any indicated fixed number is added. Place the glory marker of the commander on the number track to show the result.

Example: Baird, a British commander, has his position marker placed on the map. His glory rating is 4+3d6, as shown on the command chart. Three d6 are rolled and score 3, 1 and 5, giving a total of 9. Four is added to this to give his starting glory of 13. His second marker is his glory marker and is placed at 13 on the number track.

Using glory for re-rolls

Glory represents a combination of the commander's historical skill and how lucky they appear to have been in the campaign. As glory is used up, the marker of the commander is moved down the number track to indicate their reduced rating. The glory of a commander is reduced to re-roll dice during the game, at the rate of one glory point per single re-roll. Any dice can be re-rolled once by the owning player and any successful combat dice of an opponent can be required to be re-rolled once.

Exhausted commanders

Once the glory marker of a commander reaches zero on the number track, they have used up all their glory and are considered exhausted. The next most senior commander with any remaining glory that is in the same space supersedes the exhausted commander at the start of the next activation. If a commander becomes exhausted during a combat or round of siege, the next senior commander cannot have their glory reduced to allow re-rolls in the same round of combat or siege.

Exhausted commanders remain on the map and may still be used to claim control of BUAs and allow elements to count as commanded on the combat table, but no longer allow dice re-rolls.

Bonaparte's automatic 6

Bonaparte has an additional automatic 6 glory marker. If his initial glory is calculated at higher than 50, any number in excess is noted on the number track using this automatic 6 glory marker. Bonaparte may re-roll dice by either reducing his normal glory marker, or change a rolled dice to a 6 by reducing his automatic 6 glory marker. He cannot change the result of a dice that has been re-rolled at the request of an opponent. For Bonaparte to become exhausted, both his glory markers must be at zero.

Example: If Bonaparte's glory rating is calculated to be 57, his glory marker would be placed on the number track at 50 and his automatic 6 glory marker would be placed on the number track at 7.

Commander Seniority

Marker seniority numbers: The number at the top of each commander marker and in their space on the command chart, indicates the seniority of that commander; the lower the number, the more senior the commander. When multiple commanders occupy the same space on land, the glory of the most senior commander in the space is used to require re-rolls for movement.

Naval seniority: Naval commanders of squadrons are always more senior than army commanders, including Bonaparte, while transporting them by sea. Army commanders may not reduce their glory to re-roll dice while at sea.

Junior commanders 'leading the troops': Only the most senior commander present in a space may expend glory to allow dice re-rolls for movement. However, a more junior accompanying commander may be delegated to 'lead the troops' before any dice are rolled in a combat on land or a round of siege (but not a naval combat). His glory is then reduced for re-rolls instead of that of the most senior commander in the space. Leading the troops puts the junior commander at risk of becoming a casualty.

Allied seniority: When British, Ottoman or Mamluk commanders occupy the same space on land or sea, or when British naval commanders are in a sea space adjacent to a BUA under siege, the highest rated allied commander is the most senior commander in the space or present at the siege.

Accompanying commanders: The command chart shows which junior commanders accompany which senior commanders by the connections of the command tree. If there are no connections, the commander is acting independently and is unaccompanied. Junior commanders are taken to accompany their senior on the map and only have their own marker placed on the map and their glory rating calculated and marked on the number track when moving away to be deployed separately. Therefore, when Bonaparte lands with his entire army in Egypt, only his glory can be reduced to allow re-rolls until he detaches any of his junior commanders to operate independently.

Example: The French army includes five infantry divisions. Two of them are commanded by generals de division Kleber and Desaix. As shown on the command chart, they are each accompanied by a single general de brigade. Kleber is accompanied by Lannes.

Commander Casualties

Unaccompanied commanders: If not in a BUA, a commander that is unaccompanied by infantry, cavalry or artillery is killed or captured if his on-map position marker is in the same space as any enemy non-commander element or if Bedouin attacks achieve any successes against him. His on-map position marker and his glory marker on the number track are permanently removed from the game.

Commander casualties when 'Leading the Troops': A junior commander does not test for becoming a casualty until completion of the combat or round of siege. If a combat proceeds to further rounds due to a tied result, with neither side choosing to break off, the same junior commander must continue to lead the troops until the combat is completed. Following the completion of the combat or round of siege, whether won or lost, even if no re-rolls were required, a number of dice equal to the space value where the combat or siege took place are rolled and, if desired, re-rolled using the testing commander's glory. The opposing player may not require any re-rolls. A final score of 5 or 6 from any dice means he survives; otherwise he becomes a casualty and both his markers are removed from the game.

Suggestion: Place the position marker of any junior commander who is 'leading the troops' from the map to the relevant box on the combat table, to remind you to test that commander for becoming a casualty at the end of the combat or round of siege. Return the marker to the map if he survives.

Movement

Activating to move

When attempting to activate elements to move out of a space, roll the number of dice equal to the space value. All elements in a single space are tested at the same time; a successful test will allow all elements in the space to move, but an unsuccessful test stops any of them from moving. The most senior commander present, if there is one, may have his glory reduced to re-roll unsuccessful dice scores. Only one successful result of 5 or 6 is needed for all elements in the space to be eligible to move.

How to move

Elements activated to move can all move together or may be sent in different directions. Some may remain in the same space when others leave.

Example: The French player wants Bonaparte to detach Desaix to go into Upper Egypt with the savants and four infantry elements. Bonaparte is in Cairo which has a space value of four, as shown on the map. Four dice are rolled to attempt to activate the Cairo space to allow elements to move out of it. One successful score of 5 or 6 is needed and a 6 is scored. The markers of Desaix, the savants and four infantry elements are moved into the adjacent space, with a value of two, in the direction of Upper Egypt.

Desaix must now have his glory established and marked with his second marker on the number track (as described in the Example on page 10). As a General de Division, Desaix is accompanied by General de Brigade Friant. However, Friant does not have his glory rating established as he has not been detached from Desaix.

As the Cairo space has been activated, Bonaparte may detach and leave Vial with one infantry element in Cairo and move away to Belbeis with his other infantry and artillery elements and the commanders that accompany him until detached. These commanders are those shown as accompanying Bonaparte on the command chart. Vial immediately has his glory rating established and marked on the number track because he will now be the only commander in the Cairo space. He is a General de Brigade, therefore, no junior commander accompanies him.

Bonaparte, Desaix, and Vial end in different spaces and those spaces would need to be activated separately for the commanders and elements within them to move again.

Move distance

Movement is from one space to another with which it has a common border (fig 1.). This includes when crossing the river Nile (fig 2.), when moving from the main map to that of Upper Egypt or vice versa (fig 3.) and when land elements disembark from naval elements at sea to land coastal spaces or when embarking from land onto naval elements at sea (fig 4.). Naval elements may never enter the river Nile.

Successive moves

Elements can continue to move until, after any re-rolls, they fail a test to be activated. The player then places one of their momentum markers in the space and may not test to activate the same space again in the same turn.

Savants' movement

A French commander or other French element must always accompany the savants. The savants must reach the Valley of the Kings and remain there to fulfil a victory condition.

Mamluk restrictions

Mamluk elements may never be transported anywhere by sea, though they may enter Syria by land.

Space with an enemy-occupied BUA

Elements entering a space containing enemy elements that retire inside a BUA within the entered space, can do one of three things:

  1. Initiate an assault to start a siege.
  2. Do nothing and just remain in the space (without needing a momentum marker to be placed).
  3. Be tested to activate in the usual way to move on to another space.

Embarking and disembarking elements

Naval elements may not move in land spaces or along the river Nile, but each may embark any number of land elements, including commanders, to be transported by sea.

Embark: The land and naval elements must be in adjacent land and coastal sea spaces. The land space must be activated for movement in the usual way. If successful, the land elements are moved onto the naval elements in the adjacent sea space. The naval elements can then move, if successfully activated, to transport the land elements and disembark them elsewhere.

Disembark: The naval elements must be in an adjacent coastal sea space to the destination land space. Disembarkation requires successfully activating the sea space to move the land elements from the sea space to the adjacent land space. While at sea, only naval commanders can have their glory reduced to re-roll failed movement dice rolls. Army commanders can never use their glory to re-roll failed dice rolls when at sea.

Naval elements destroyed: If all the naval squadrons transporting land elements are destroyed during embarkation, movement at sea, or disembarkation, half (rounded up) of the non-commander elements get ashore at the nearest mainland space (at the controlling players choice if there are two or more possibilities). Commanders are tested individually for becoming casualties using the number of dice equal to the sea space value, as though they had been leading the troops in a combat or siege.

Alexandria's sea walls: While Alexandria is controlled by your opponent, the BUA or the space containing the BUA may never be attacked by land elements from a sea space, even if Alexandria is unoccupied. However friendly elements may be disembarked from an adjacent sea space straight into Alexandria.

Safe harbours: These are sea spaces marked on the map board by a coloured anchor symbol; blue for French, red for Allied. Naval elements may never enter opponent's safe harbour sea spaces. These are Genoa, Civitavecchia and Toulon for the French and Gibraltar, Rhodes, Cyprus and Marmaris for the Allies.

Bedouin

Removing Bedouin: If the space containing the Bedouin has a value of three or four, the French player may roll that number of dice. Three successes, after any re-rolls by reducing the glory of the most senior French commander, will permanently eliminate that Bedouin marker from the game.

Picking off stragglers: Bedouin never move. If a space containing a Bedouin marker is entered by a French commander element, including those breaking off from combat, the Allied player rolls the number of dice equal to the space value. Each success scored reduces the glory of the most senior French commander who just entered the space by one, there is no opportunity for re-rolls. If he has no glory remaining he becomes a casualty and his markers are removed from the game. This represents losses from straggling, though the number of infantry, cavalry, or artillery elements in the space is never affected.

Bedouin and momentum: Whatever the outcome from interaction with Bedouin, it never results in a momentum marker being placed.

Invasion Phase

Brueys and Nelson: During the invasion phase, only the French Admiral Brueys and the British Admiral Nelson may have their glory reduced to allow re-rolls.

Invasion fleet destination: During the invasion phase, the real French invasion fleet must attempt to reach a sea space adjacent to the Egyptian coast.

Momentum markers: Play proceeds alternately with the French player moving first. Without dicing for them, the French player always receives three momentum markers for each turn and the Allied player receives one.

Selecting the real fleet: The three invasion fleet markers in the sea spaces with the ship symbols at Toulon, Genoa, and Civitavecchia are in safe harbours. Two of the markers represent dummy fleets and one marker represents the real invasion fleet. The French player secretly chooses the real fleet by placing the corresponding large square real fleet marker face down beside the map board and setting the others aside.

Movement: A player moves any or all of his fleets using the normal movement rules (Nelson only has one squadron as his fleet). Fleets may continue to move until a failed movement activation results in a momentum marker being placed in the space they occupy. A player's turn continues until all their fleets have momentum markers in the space they occupy, or the controlling player declares his turn completed.

Brueys' and Nelson's glory: Consult the command charts to calculate the glory rating for Admirals Brueys and Nelson then place their glory markers on the number track at the total scored. Brueys' glory may be used for re-rolls affecting any of the three invasion fleet markers, including the dummies. However, as an exception, his position marker is not placed on the map because he could be with any of the three on-map invasion fleets.

Malta: If a French invasion fleet marker reaches Malta, its movement ends there and a momentum marker is placed in the space. The fleet gains a visited Malta marker and can move again in the next French turn.

Attempting interception: If, for any reason, a move ends with Nelson in the same space as any French fleet marker, Nelson may attempt an interception, even if the Allied player is not the active player.

Moving Nelson: When Nelson is active and starts a movement round sharing the same sea space as an unintercepted French fleet, he must first test to move. If successful, he must move out of the shared sea space. If the result is a failure to move, he may attempt to intercept the French fleet. Whatever the result of the interception, this ends his turn.

Example: The French invasion fleet marker from Toulon is in the same sea space as Nelson following an unsuccessful interception attempt by Nelson in the previous turn. The space has a value of three. The French player wishes to move the Toulon fleet out of the space so must roll three dice to activate the space. The results on the dice are 1, 3 and 4. All three dice have failed to score 5 or 6, so the French player reduces Brueys' glory by three on the number track to allow him to re-roll all three dice. The results on the re-rolled dice are 2, 5 and 6. The 2 is a failure but the 5 and 6 are successes that allow the Toulon fleet to move.

Forcing opponent's re-rolls: The opposing player may only require successful dice scores to be re-rolled if their fleet, even if a dummy, is in the same sea space.

How to intercept: For Nelson to intercept a French fleet, the Allied player rolls the number of dice indicated by the shared space value. Any failed scores may be re-rolled by reducing Nelson's glory. The French player may then have any successes re-rolled by reducing Brueys' glory. A final result of 5 or 6 on any dice means the French fleet is intercepted.

However, as Nelson is in the same space as the Toulon fleet and the Allied player does not want the French to get away from him, the Allied player reduces Nelson's glory on the number track by two and requires the French player re-roll the two successful dice. The result of the two re-rolled dice is a 3 and a 6, the 3 being a failure and the 6 being a success.

Failed interception: A failed interception ends Nelson's turn. No more re-rolls are allowed so the final scores on the dice for the French player's attempt to activate the space and move the Toulon fleet are 2, 3 and 6. Only one successful score is needed to activate the space, therefore the Toulon fleet may move to any adjoining sea space, leaving Nelson behind.

Dummy marker: An intercepted dummy marker is immediately removed. If the Allied player is active and Nelson has not failed a movement activation, his fleet may attempt to continue to move after the dummy marker has been removed.

Multiple fleets: If more than one French fleet is in the same sea space with Nelson and there is a successful interception, all the French fleets in that sea space are intercepted and revealed as real or dummy.

French move into Nelson's space: If the French player was active and their fleet had moved into the same space as Nelson but had not been intercepted, they may attempt another movement activation for that fleet.

Successful invasion: When the real French fleet starts a turn adjacent to a coastal Egyptian land space, the French player may declare that they wish Bonaparte and his army to disembark. Play immediately proceeds to the disembarkation phase.

Intercepted invasion fleet: The invasion phase ends immediately if the real French fleet is intercepted and play proceeds to the disembarkation phase.

Disembarkation Phase

Legal landing spaces: Bonaparte and his army may not land in any space in Syria or straight into a BUA, including Alexandria.

Combat during landing: If there are any Mamluk elements in the land space in which the disembarkation takes place, a combat is immediately resolved.

Bedouin in landing space: If there is a Bedouin marker in the disembarkation land space, a test for stragglers is immediately made against Bonaparte's glory.

Malta's garrison and governor: If the real French invasion fleet has a visited Malta marker, whether it was intercepted or not after leaving, a French garrison marker with a strength of one infantry element is placed in Malta (This is an extra strength point, not deducted from the infantry that disembark in Egypt). The French player may, if desired, designate any commander from the French army as the governor of Malta. If a governor is chosen, place his position marker on Malta, calculate his glory, then place his glory marker on the number track.

Disembarkation table: The result of the invasion phase and its consequences for the disembarkation phase are shown in the disembarkation table on pages 20/21. Carry out all the 'Actions to be taken' and 'placements of elements' along the appropriate row depending on the situation.

Naval battle during disembarkation: If, after disembarkation French and British naval squadrons share the same sea space, then a naval battle between these elements must occur immediately and the results applied before moving on to the conquest phase.

Disembarkation Table

The table has three rows, read left to right: the invasion fleet situation, the actions to be taken, and the placement of elements (separately for a fleet that has not visited Malta and one that has).

Invasion fleet situationActions to be takenPlacement if French fleet has NOT visited MaltaPlacement if French fleet has visited Malta
Intercepted at seaIf a dummy marker, remove it from play. If the real French fleet marker, remove: all French invasion fleet markers; Nelson's on-map position and glory markers; Brueys' glory marker.Bonaparte's on-map position marker accompanied by 17 infantry, 1 artillery and the savants elements on the land space at Marabout Bay. Bonaparte's glory markers on the number track at 40 + 4d6.Bonaparte's on-map position marker accompanied by 19 infantry, 1 artillery and the savants elements on the land space at Marabout Bay. Bonaparte's glory markers on the number track at 42 + 4d6. Malta garrison on the Malta space and increase French victory points by 2VP on number track. Malta governor if desired.
Intercepted while adjacent to Egyptian coastal land spaceRemove: all French invasion fleet markers; Nelson's on-map position and glory markers; Brueys' glory marker.Bonaparte's on-map position marker accompanied by 18 infantry, 1 artillery and the savants elements, on an adjacent coastline land space of the French player's choice. Bonaparte's glory markers on the number track at 41 + 4d6.Bonaparte's on-map position marker accompanied by 20 infantry, 1 artillery and the savants elements on an adjacent coastline land space of the French player's choice. Bonaparte's glory markers on the number track at 43 + 4d6. Malta garrison on the Malta space and increase French victory points by 2VP on number track. Malta governor if desired.
Disembarks in Egypt without being interceptedReplace the French invasion fleet with Brueys', Villeneuve's and Du Chayla's on-map position markers and remove any remaining dummy fleet markers. Add Hood's and Troubridge's on-map position markers to the sea space containing Nelson's marker. Calculate each new naval commander's glory rating and mark it on the number track. Add the score of 4d6s to Nelson's glory.

Conquest Phase

What constitutes a turn? A complete turn consists of an event from the event clock, followed by both players moving elements and fighting combats and sieges, until all their momentum markers are placed, or until both players declare the end of their part of the turn. When the turn ends, remove all the momentum markers and any uprising markers from the map. The next turn will begin with another event from the event clock. This sequence is repeated until the game ends.

Event Clock

Events: To establish the event, roll the number of dice indicated by the dice marker on the event clock. The totalled score of the dice indicates the box to be read on the event clock and its instructions are carried out immediately.

Second event tile: After an event has been carried out, cover that event box on the event clock with the second event tile with the same number, if there is one. This becomes the new event indicated by the same dice score in following turns.

Not first turn: At the start of each conquest turn, following the turn in which the French invasion fleet disembarked, an event from the event clock takes place.

Repeatable events: A second event tile never covers repeatable events, marked with 'R', as the event can happen any number of times.

Event dice markers: The first event of the game is always determined by rolling one dice. Place the one dice marker over the space for it on the left of the event clock. The number of dice to be used and totalled to decide the event changes from one to four as the game progresses. The dice markers showing two, three and four are placed on their spaces as reminders when there is a change to the number of dice to be used.

Additional event dice: Events sometimes require a new event to be determined immediately, by adding one more die and rolling all again. The new total score indicates the new event and its instructions are carried out immediately. Place the appropriate dice marker on the space indicated, as a reminder that this increased number of dice will then be used to determine events in following turns.

Momentum

The initiative then shifts to the other player, if they have any momentum markers remaining in hand, who acts by moving and fighting combats and sieges until one of the above situations occurs for that player. The initiative then swaps back to the first player, who can act again in the same way. This swapping of initiative, following the placement of a momentum marker, continues until both players have used up all their momentum markers, or they have declared an end to their turn. Once a player declares an end to their turn, any remaining momentum markers they hold are discarded.

Obtaining momentum markers: Following the completion of the event for the current turn, each player simultaneously rolls four dice. Each success scored gives the player one of their momentum markers. Any failures may be re-rolled by reducing the glory of the most senior commander currently on the map, either on land or a naval commander present at a siege. The player whose most senior commander currently has the least glory (including any automatic 6s), decides if they wish to re-roll any dice first, if tied the Allied player decides first, before all are re-rolled simultaneously. If a player has no successful final scores, after any re-rolls, they have no momentum markers and miss their turn. Opponents may not require any successes to be re-rolled.

Deciding initiative: The player who obtains the most momentum markers has the initiative and is active first in the turn. If the number of momentum markers is tied, the player whose most senior commander has the most glory remaining acts first. If still tied, the French act first.

Alternate initiative: The player acting first continues to move and fight combats and sieges until any of the following occurs:

  • They are forced to place one of their momentum markers.
  • They choose to place one of their momentum markers in a space without one, containing any of their non-commander elements, as they wish to pass the initiative to the other side without ending their turn.
  • They declare an end to their turn.

Placing momentum markers: During a player's turn, their momentum markers are placed in a space from which any of their elements have failed to move, or where their defeated elements are placed after breaking off when losing a combat or where there has been a siege combat, including an assault, that failed to capture the BUA. All elements in a space with a momentum marker of their side, or that move into a space already containing one, may do nothing further in their turn.

Ending the turn: When all available momentum markers held by a player have been placed, the player may move no more elements and their ability to act ends. Once both players have placed all the momentum markers they hold, the turn ends. Remove all momentum and any uprising markers from the map in readiness for the next turn. The new turn begins with an event.

Combat

Engaging in combat: Elements that move into a space containing enemy elements must engage them in combat unless the enemy elements retreat into a BUA within the same space.

Multiple combats from a single activation: If elements in a space, that is activated, split up and move into multiple different spaces which contain enemy elements, all resulting combats must be completed. This applies even if one combat results in the active player placing a momentum marker.

How combat works: Each player rolls four dice. If a commander with remaining glory points is present, the player may re-roll any failures. The active player (the attacker) declares how many failed dice they wish to re-roll, then the non-active player declares how many failed dice they wish to re-roll; players then re-roll the dice simultaneously. Both players may then require opponents to re-roll successes, with the active player again declaring their requirement first. The players make any required re-rolls of dice simultaneously. Re-rolls or requirements for opponent re-rolls expend one glory point for each dice re-roll from the most senior commander present, or a junior commander in the same space designated as 'leading the troops' before the combat began.

Combat strength: Players calculate the combat strength of their elements in the space. A single element of each type contributes the following number of strength points:

  • Infantry: 1
  • Cavalry: 2
  • Artillery: 3

British mixed forces: Captain Pasha's Albanian elements are the only non-British elements able to contribute in a combat to the combat strength of a force commanded by a British commander. Other Ottoman elements may only contribute to a British commanded force during a siege, either attacking or defending. If less than fifty percent of the land elements in a mixed force conducting a siege are British infantry elements then the British commander rolls on the majority nationality type row on the combat table to resolve the combat.

Score to inflict casualties: A player's total final score, adding the scores of all four of their dice after all re-rolls, must equal or exceed the large number printed in the box of the combat table containing their combat marker for any loss to be inflicted on the opposing elements. If a sufficient total is scored, successful scores (5s and 6s) reduce the opponent's strength by one non-commander element for each combat hit inflicted. The player whose elements receive the hits decides which elements to remove.

Using the combat table: Refer to the top line of the combat table and find the column that matches the calculated combat strength of your elements in the map space. Go down the table to the row matching the command status and nationality of your elements and place your combat marker in the intersecting box on the combat table.

Example: Five French infantry elements commanded by Bonaparte enter a space containing four Mamluk cavalry elements and twelve Mamluk infantry elements commanded by Murad Bey. The French infantry elements each count as one strength point for a total combat strength of five. The four Mamluk cavalry elements each count as two strength points and the twelve infantry elements each count as one for a total combat strength of twenty.

The Mamluk dice score 1, 2, 4 and 6 for a total of 13. This is less than 14 and so no casualties are caused to the French, even though one 6 had been scored.

Both players may re-roll any of their four dice by reducing the glory of their senior commander in the space. The French player declares this intention first as the French are the attacking army. When the allied player has also declared any re-rolls, both players re-roll selected dice simultaneously. The French player decides to reduce Bonaparte's glory by two on the number track to re-roll the scores of 2 and 4. These dice score 1 and 6 to give a revised outcome of 1, 5, 5 and 6, totalling 17. This is still over 13 and this would cause four casualties for the 6 and three for each of the two 5s, making ten.

The value of the space they are in is irrelevant because, when resolving a combat, both players always roll four dice.

The French player looks across the 'Total combat value' line at the top of the combat table to find the column marked '4 to 10'. He then looks down that column to find the line marked as 'French with or without commander'. The large number in the intersecting box is 13 and this is the score needed from the total of four dice that will allow any casualties to be caused to the Mamluks.

The allied player reduces Murad's glory by three on the number track to re-roll the 1, 2 and 4. These dice now score 1, 1 and 6 to give a revised outcome of 1, 1, 6 and 6, totalling 14. This is now enough to inflict casualties and, as shown in the box on the combat table, this causes one casualty for each 6 to give a total of two.

The allied player finds the column marked '16 to 20' and looks down to the line marked 'Mamluk commander'. The large number in the intersecting box is 14 so his four dice must total 14 to allow any casualties to be caused to the French.

Both players may now require their opponent to re-roll any 5s and 6s by further reducing the glory of their senior commander in the space by one for each dice to be re-rolled. As the attacker, the French player must decide whether to do this first.

Bonaparte has his glory further reduced by two on the number track and requires the allied player to re-roll both his scores of 6. Murad has his glory further reduced by three on the number track to require the French player to re-roll the two scores of 5 and the one of 6.

The French dice score 2, 4, 5 and 5, for a total of 16. This is higher than 13 so casualties can be caused. The French player's re-rolled dice score 3, 4 and 6, which added to the existing dice score of 1, give a final total score of 14. This is more than 13 so the one score of 6 causes a loss of four casualties on the Mamluks.

The allied player's re-rolled dice score 4 and 5, which added to the existing dice scores of 1 and 1, leave a final total score of 11. As this is less than 14, the Mamluks will not cause any casualties to the French, even though they have one score of 5.

The French win the combat and the surviving Mamluks must break off into any allowed adjacent space. Perhaps more significantly, Bonaparte's glory has been reduced by four and Murad's by six in this one combat.

British casualties: Combat casualties caused on elements commanded by a British commander must firstly be taken from elements that contributed towards the combat. Therefore, Ottoman or Mamluk elements sharing a space with British elements during a combat, not a siege, can only be taken as casualties once all British or Albanian elements have been removed. However, all allied elements in a space have the same break off result if a combat is lost, even if not all the elements participated in the combat.

Draws: If both players lose no elements or the same number of elements, both players have the option to break off; the attacker decides first. Otherwise, another combat follows immediately as part of the same player's turn.

Losing a combat: The player losing the most elements has lost the combat and their remaining elements must break off.

Break off: Attacking elements of the active player that break off must return to the space from where they attacked. Losing defending land elements must break off into a friendly-held or unoccupied BUA in the same space, or into a land space with a common border that was not the space from where they were attacked and which does not contain any enemy elements. Land elements may never break off by embarking onto a naval element or by disembarking onto land when being transported by a naval element. A successful movement test is NOT needed to break off. Defending elements breaking off may all move to the same legal space, or they may separate into different legal spaces. If a player's elements break off, place one of any remaining momentum markers still held by that player into each selected break off space, even if it already contains one of their momentum markers.

Winning army destroyed: It is possible for the army winning the combat, by inflicting more hits than it received, to also have all its elements in the space removed as casualties. If this happens, the remaining elements of the losing player do not need to break off; they remain in the space where the combat took place and are eligible to be activated to move again if owned by the active player.

All losing elements, including commanders, surrender and are removed from the game if there are no legal spaces into which to break off. This includes all elements that disembarked into an enemy-occupied space who are forced to break off.

French break off exception: The only exception to this is that defending French elements may break off into a space containing Ottoman or Mamluk elements. If so, they must fight a combat immediately and before any following up elements arrive. In this way, French elements can, in effect, advance across the map by a break off move.

Naval combats: These are fought in the same way as land combats. All nationalities use the same naval combat row on the combat table. Each British squadron contributes four combat strength points, a French squadron two points and an Ottoman squadron one point. Each resulting loss inflicted destroys one enemy squadron. This can result in both sides being completely destroyed, representing such battle damage that all ships, on both sides of the engagement, are either sunk, captured or must return to port for repairs. If losing squadrons survive, a break off is required, restricted by the same break off rules as for land combat.

Following up: Winning elements of an active player may attempt a successful activation of the same space to either pursue enemy elements that have broken off or to move into any different legal adjacent space.

Test for commander casualties: If a junior commander was designated as 'leading the troops' in the combat (or siege), the owning player must test for him becoming a casualty, whether the combat was won, drawn or lost (see commander casualties - page 12).

Completely destroyed from combat: If all of a player's other elements in a space are removed as casualties, any commanders present, including all those accompanying the senior commander, are also lost. A player whose elements are all lost must place one of their momentum markers in the space.

Losing the Savants: If all the elements accompanying the savants are lost, the savants are also lost and permanently removed from the game.

Uprisings

Uprising procedure: The Allied player rolls dice equal to the value of the space containing the BUA. Scores of 5 or 6 are successful and other scores may be re-rolled by expending the glory of either Murad or Ibrahim Bey if they are present in the space. The glory of the most senior French commander in the BUA may be expended to require any successful scores to be re-rolled in the usual way.

Only affects the French: Uprisings only reduce the glory of French commanders; they have no effect on any other elements. An uprising resulting from an event roll does not take place if there is no French commander present in the indicated location.

Uprisings through Events: These are calculated in exactly the same way as if a Mamluk cavalry element had caused an uprising in the space designated by the event. Re-rolls of successes are allowed by reducing the glory of the most senior French commander present. Place an uprising marker.

Result of uprising: Each success, after re-rolls, reduces the glory of the most senior French commander present in the BUA by two. Place an uprising marker on the BUA to remind players that Mamluk's can attempt no more uprisings against the BUA in the same turn. Remove all uprising markers at the end of each turn.

Uprising effect on momentum: Whatever the uprising outcome, it does not cause a momentum marker to be placed in the space and the Mamluk elements that initiated the uprising may continue to be activated to move as normal.

Mamluk initiated: An active Allied player may attempt to initiate uprisings in a BUA containing a French commander in Egypt (not in Syria). Uprisings may be attempted once per BUA per complete turn if a Mamluk cavalry element is in the same space. If the French player chooses to fight a combat the Mamluks cannot instigate an uprising before the combat takes place, however they could cause an uprising if they win the combat and the French retire inside the BUA.

Sieges

Spaces that include BUAs: Elements in a space with a friendly or unoccupied BUA may retreat into it when enemy elements enter the same space. They may then only be attacked as a siege. They always add five combat strength points to represent the BUA walls (including those of Malta) and they may add the combat strength of any friendly naval elements in an adjacent sea space. The French may enter an empty enemy controlled BUA without conducting a siege, control of the BUA immediately passes to the French.

Commanders defending on their own: Commanders inside a BUA without any other elements can defend the BUA in a siege using the combat strength offered by the protection of its walls, which are presumed to be defended by a residual garrison. If the defender receives any hits in the siege, the commander is removed from the game and the BUA is captured. Victory points are adjusted as appropriate.

Mamluk restrictions: Mamluk elements never conduct sieges and cannot contribute to the strength of a besieging force. They may enter a BUA for shelter with other allied elements but not without. They never contribute to the defending combat strength and can never be taken as casualties in a siege when allied elements become casualties. Mamluk commanders sheltering in a BUA never count as commanding within it and unless there is a non-Mamluk allied commander present, defenders are considered to have no commander. If all other allied elements are destroyed when defending in a siege, any sheltering Mamluk elements are also lost.

Source note: the printed sentence "Mamluk commanders sheltering in a" is split across the column break on page 29 and the first part of the sentence is not reproduced in the source; the sentence above is the continuation as printed.

Mamluks in a space without other allied elements may not enter a BUA and may only fight in combat, not in a siege.

Assault round: The first turn of any siege is an assault. Both players total the combat strength of all their elements present (except Mamluks). This includes all infantry, cavalry, artillery and any naval elements in an adjacent sea space. Defenders also add the combat strength of the BUA.

Cavalry in sieges: In subsequent turns, following the assault, cavalry no longer contribute to the combat strength of defenders or attackers in a siege, though they may be removed as casualties.

Naval elements in sieges: Naval squadrons in sea spaces adjacent to a besieged BUA on either the Egyptian or Syrian coast can have their combat strength added to the siege, whether defending or attacking. Naval elements contributing strength in a siege cannot be activated to move after a siege combat in the same turn. Naval elements can never conduct a siege by themselves; they must have friendly land elements capable of conducting a siege sharing the land space with the BUA.

How assaults and sieges work: Assaults and sieges proceed in the same way as other combats; no dice roll is needed to activate the space as it is already shared by opposing elements. Calculate the combat strength of each side, identify the correct column and row on the combat table and place the combat marker in the intersecting box. Four dice are rolled, re-rolling failures and requiring the opponent's successes to be re-rolled in the same way as for combats. If a sufficient total is scored by the four dice after all re-rolling, successful scores (5's or 6's) reduce the opponent's strength by one non-command element for each siege hit inflicted. The player whose elements receive the hits, decides which elements to remove.

Only one round per turn: Following the one round of assault, a momentum marker is placed in the space. One round of siege combat follows in any subsequent turn if the attacking player decides to activate the space (activation may take place without the need of an activation dice roll as they already share the space). After each single round of siege combat, a momentum marker of the attacking player is placed in the space containing the BUA. The attacking player is NOT forced to activate the siege space each turn. This represents periods of preparation or rest.

Senior naval commanders: The most senior commander present at the siege, on land or sea, takes command and can have his glory reduced to allow or require re-rolls.

Junior commander 'leading the troops': A more junior commander present at the siege can be designated as leading the troops for any round of siege in the same way as for a combat. He must then be tested for becoming a casualty by rolling the number of dice equal to the space value; a single success, after re-rolls, is needed to survive. The opposing player may not require a success to be re-rolled.

Caffarelli at a siege: As an exception, after the initial assault round, the French engineering expert Caffarelli, may have his glory reduced for re-rolls, when he is not the most senior commander present, without the need for him to be tested for becoming a casualty. This applies whether attacking or defending.

No break off: Attacking elements are never required to break off if they lose a round of siege combat.

Lifting or reducing a siege: If the besieging player wishes to end the siege or move some elements out of the space while others remain to continue the siege, they must test to activate the space for movement in the usual way by rolling the number of dice equal to the space value. If successful, the player may move any elements out of the space and still fight a round of siege, if desired, with any elements that remain. A round of siege would cause a momentum marker to be placed in the space, unless the BUA was captured.

Defenders leaving: Defenders in a siege cannot just leave the BUA by being activated to move and cross a land border because they are surrounded by the besieging elements. To leave by land, defenders must sally out and fight a combat with the besieging army.

Relief force arriving by sea: Reinforcements arriving by sea can be activated to move straight into a besieged BUA from a sea space if it is on a coastline, including Alexandria. However, they may be evacuated by sea if the space containing the BUA is a coastal space and there is a naval squadron in an adjacent sea space. The besieged elements must be successfully tested for movement to be able to be evacuated. If all defending elements leave, control of the BUA passes to the besieging player and VPs are adjusted.

Naval losses: Naval squadrons can never be removed as losses in a siege. If the siege ends, naval squadrons are free to either remain in the sea space or, if they belong to the active player, may be activated to move away.

Defenders sally out: Besieged elements of the active player may sally out of the BUA to fight the besiegers in combat (not as a siege combat) in the same space. They will not then count the combat strength of the BUA walls and neither side counts any adjacent naval elements as they cannot contribute to a land combat. If they lose the combat and are forced to break off, they may either return into the BUA and continue the siege or move to any legal bordering land space and one of their momentum markers must be placed in the selected space. If all defending elements leave by sallying out, control of the BUA passes to the besieging player and victory points are adjusted.

Ending a siege: Sieges continue until either the besieging player loses a land combat (not a siege combat) in the space and their elements must break off, or when the player decides to lift the siege by moving all their elements out of the space. If all elements, including commanders, defending a BUA (including Malta) are lost, the BUA is captured and VPs are adjusted accordingly.

Siege of Alexandria: Due to its position and fortifications, Alexandria is not accessible to invasion by sea. To besiege it, players must move land elements from an adjacent land space. However naval squadrons in the two sea spaces adjacent to Alexandria can contribute their combat strength to a siege.

Relief force arriving by land: Elements that enter a space across a land border that contains enemy elements besieging a BUA must fight a combat with the besieging elements. The elements arriving may add the combat strength of the elements within the BUA being besieged, which are taken to be sallying out. They do not add the combat strength of the BUA walls or any naval elements. If they win the combat, the siege ends and the besiegers must break off. If the relief force loses the combat, they must break off and they may either move away, back to the space they attacked from, or enter the BUA and join the besieged elements. The losing player places a momentum marker in the space in which they end their break off.

After a successful siege: If the attacking elements capture a BUA, they may be tested to be activated to move away in the same turn. Any elements may be left behind to occupy the BUA.

Siege of Malta

Malta may only be attacked if it has a French garrison.

Safe harbour: While there is a French garrison in Malta, any French squadrons in its sea space may either be chosen to fight enemy squadrons that enter that sea space or withdraw into Malta's harbour where they cannot be attacked.

Blockade: When allied squadrons enter the sea space surrounding Malta, they may establish a blockade without the need to fight a siege against the Malta garrison.

Coalition squadrons: British controlled coalition squadrons, obtained by an event roll, may only be used to blockade or assault Malta and may not leave the sea space surrounding Malta.

Bonaparte's frigate: If Bonaparte, on the frigate Muiron, tries to pass through the Malta sea space or it tries to leave the safety of the Malta harbour while there is a blockading squadron in place, the Allied player may attempt to intercept the frigate using the fleet interception rules from the invasion phase.

Naval assault: British and Ottoman squadrons, plus British controlled coalition squadrons, may attack a French Malta garrison, including any French squadrons in its harbour by declaring an assault. Malta adds the five strength points of its wall defences in the same way as other BUAs. Losses from the assault combat are those listed for siege combat in the relevant French and British boxes on the combat table. All French elements present count as defending.

British capture of Malta: If British and Allied squadrons successfully assault Malta, by removing all French elements (even if all the assaulting squadrons are also lost), then the allied player places the British Malta Garrison with a strength of one in the Malta space and gains control. Adjust VP markers accordingly on the number track.

Bonaparte Returns

Return event rolled: Bonaparte may attempt to return to France on the frigate Muiron in any French turn following an event permitting it. He must leave from a French controlled Alexandria, Rosetta, or Damietta.

Captured at sea: If any British or Ottoman naval squadron successfully intercepts Bonaparte's frigate anywhere at sea, he is captured. If Bonaparte becomes a prisoner, reduce his glory to zero, the French lose 9 VPs and Ganteaume can never leave France with reinforcements.

Change in command: The French player must declare to the British player his intention to return Bonaparte to France. At that moment, wherever Bonaparte is on the map, any commanders currently with Bonaparte are detached and the next most senior French commander on the map replaces Bonaparte as the new overall commander.

Successful return: If Bonaparte is successful in returning, the French gain 9 VPs. Admiral Ganteaume may now sail to Egypt with reinforcements, if allowed by the event clock.

Interception attempts: When Bonaparte is in the BUA from which he will depart, place the frigate Muiron marker in the sea space adjacent to it. Bonaparte must then be activated for movement to embark on the Muiron. If there is an allied squadron in the sea space where the Muiron is placed they may immediately attempt to intercept Bonaparte when he boards the vessel. Use the fleet interception rules from the invasion phase (page 17); with Bonaparte being able to reduce his glory for re-rolls while on-board the Muiron. If this interception fails, Bonaparte may be activated to move between sea spaces, using his glory to re-roll failures. He must reach Toulon, Genoa, or Civitavecchia without being intercepted in order to return safely.

Mamluks Changing Sides

If, following an event roll, the Mamluks change sides the following occurs:

  • Any Mamluk commanders, cavalry or infantry sharing a space with elements that have now become their enemy must immediately be moved to an adjacent empty space, or a space containing elements they are now allied to, or cross siege lines to join the other side, at the choice of the new controlling player.
  • All rules and restrictions concerning the Mamluks still apply with one exception; Mamluk cavalry (NOT infantry) can now count towards the combat strength of elements commanded by a French commander in a combat, not a siege.

Victory Conditions

French Total Victory: Control of Alexandria, Cairo, Rosetta, Damietta, Luxor, Suez, El Arish, Jaffa and Acre at the end of any turn and the Savants are currently in the Valley of the Kings.

French Partial Victory: If no total victory is achieved when the Peace of Amiens is concluded (by scoring 14 with four dice on the event clock at the beginning of a turn), the player with the most VPs indicated on the number track by their flag marker, is the winner.

Allied Total Victory: British and/or Ottoman armies simultaneously control Alexandria and Cairo at the end of any turn. This would prevent France from claiming Egypt as a colony at the Peace of Amiens.

Tie: If both sides have exactly the same amount of VPs at the Peace of Amiens, the player that controls Cairo wins the game.

Explanation of Events

Event 1: Brueys intercepted by Nelson. If the real French fleet was intercepted at sea during the invasion phase, this event represents Hood taking over responsibility for the British Navy in the Eastern Mediterranean. It also represents Villeneuve managing to escape with his squadron of warships and return to Toulon.

If the French invasion fleet was not intercepted or Hood and Villeneuve have already been placed, immediately re-roll for an event with two dice and place the two dice marker on the edge of the event table.

Event 2R (Repeatable): Mamluk reinforcements. This is a repeatable event and represents the Mamluks rounding up local peasants to be Fellahin infantry.

Event 3: French obtain cavalry mounts. The French took very few horses with them to Egypt. Once they arrived, the dragoons and light cavalry regiments had to capture, requisition or trade for horses to mount their cavalrymen and this took considerable time. Horses were regarded as a very valuable commodity by the French senior command.

2nd Event tile 3: If rolling on the event table with only 1d6, another dice is added and the event is immediately re-rolled using 2d6. Place the two dice marker on the edge of the event table, otherwise the allied player chooses any Mamluk element to be removed from the board due to plague. Plague was a constant threat to all armies in Egypt and Syria.

Event 4R (Repeatable): Cairo Revolts. This is a repeatable event, but it can only take place if the French control Cairo. The French player rolls 4d6 and any failed results of 1 to 4 may be re-rolled by reducing the glory of the most senior French commander in Cairo. Any failed results, after any re-rolls, reduces the most senior commander's glory by two, for each failure. If the lost glory reduces him to zero, he becomes exhausted. Any remaining loss must be taken from the glory of the next most senior commander in Cairo or, at the French player's choice, one infantry element may be lost from Cairo for each failed result.

If the French do not control Cairo, there is no event and play proceeds to dicing for momentum.

Event 5: Place Sydney Smith. Sydney Smith's position marker is placed in the sea space surrounding Cyprus, his glory is calculated as shown on the command chart and his glory marker is placed on the number track. He is immediately available to the allied player for activation in the same turn.

2nd Event tile 5: If rolling on the event table with only 1d6, another dice is added and the event is immediately re-rolled using 2d6. Place the two dice marker on the edge of the event table, otherwise if the French control the Suez BUA and have a commander present in the space, there is an immediate uprising in Suez. Follow the uprising procedure on page 28.

Event 6: Mustafa Pasha forms an army at Rhodes. Place Mustafa Pasha's position marker, along with the elements listed on the event clock, in the safe harbour sea space around Rhodes. The land elements are embarked aboard the naval element. His glory is calculated as shown on the command chart and his glory marker is placed on the number track. He and the listed elements are immediately available to the allied player for activation in the same turn.

2nd Event tile 6: If rolling on the event table with only 1d6, another dice is added and the event is immediately re-rolled using 2d6. Place the two dice marker on the edge of the event table, otherwise if the French control the Damietta BUA and have a commander present in the space, there is an immediate uprising in Damietta. Follow the uprising procedure on page 28.

Event 7R (Repeatable): Blockade of Malta. If rolling on the event table with 2d6, another dice is added and the event is immediately re-rolled using 3d6. Place the three dice marker on the edge of the event table, otherwise the allied player places one coalition squadron in the sea space containing the island of Malta. This element may only be used to blockade or assault Malta and may not leave the sea space surrounding Malta.

Event 8: Ali Pasha forms an army at Jaffa. Place Ali Pasha's position marker, along with the elements listed on the event clock, in the land space containing the Jaffa BUA. His glory is calculated as shown on the command chart and his glory marker is placed on the number track. He and the listed elements are immediately available to the allied player for activation in the same turn. If there are any French elements currently occupying the space containing Jaffa that are not inside the Jaffa BUA because unable to or chosen not to retire inside, a combat is immediately resolved.

2nd Event tile 8: If rolling on the event table with 2d6, another dice is added and the event is immediately re-rolled using 3d6. Place the three dice marker on the edge of the event table, otherwise if the French control the Cairo BUA and have a commander present in the space, there is an immediate uprising in Cairo. Follow the uprising procedure on page 28.

9R (Repeatable): French suffer Plague. The French player chooses any French infantry element to be removed from the board due to plague. Plague was a constant threat to all armies in Egypt and Syria.

Event 10R (Repeatable): Fanatic infantry from Mecca. The allied player places four Mamluk infantry elements from their pool into any space along the Nile in Upper Egypt that does not contain any French elements. These infantry elements are placed without the need for Mamluk cavalry to be present. In every other way they are exactly the same as other Mamluk infantry.

Event 11: French have acquired enough horses to field another artillery battery. The French player may add one artillery element from his pool to a space containing any other French element. The French had plenty of guns with them when they landed and they acquired many more in Egypt, but they did not have enough horses to provide teams to move all the guns with their ammunition and equipment. This event represents the French acquiring enough horses to be able to deploy another field artillery battery.

2nd Event tile 11: If rolling on the event table with 2d6 another dice is added and the event is immediately re-rolled using 3d6. Place the three dice marker on the edge of the event table. Also, in any turn until the end of the game, the French player may attempt to return Bonaparte to France (see Bonaparte Returns on the frigate Muiron on page 33). Finally, the allied player must choose any two Mamluk elements to be removed from the board due to plague.

Event 12: The Grand Vizir forms an army at El Arish. Place the Grand Vizir's position marker, along with the elements listed on the event clock, in the land space containing the El Arish BUA. His glory is calculated as shown on the command chart and his glory marker is placed on the number track. He and the listed elements are immediately available to the allied player for activation in the same turn. If there are any French elements currently occupying the space containing El Arish that are not inside the El Arish BUA, because unable to or chosen not to retire inside, a combat is immediately resolved.

2nd Event tile 12: If rolling on the event table with 3d6, another dice is added and the event is immediately re-rolled using 4d6. Place the four dice marker on the edge of the event table, otherwise if the French control the Alexandria BUA and have a commander present in the space, there is an immediate uprising in Alexandria. Follow the uprising procedure on page 28.

Event 13: British Fleet in Mediterranean. Place the position markers of Abercromby and Lord Keith, which counts as two squadrons as indicated by the x2 on the marker, along with the elements listed on the event clock, in the safe harbour sea space around Marmaris. Abercromby and the land elements are embarked aboard the two naval squadrons. The glory of both commanders is calculated as shown on the command chart and their glory markers are placed on the number track. These British land and sea elements and their commanders are immediately available to the allied player for activation in the same turn.

2nd Event tile 13: If rolling on the event table with 3d6, another dice is added and the event is immediately re-rolled using 4d6. Place the four dice marker on the edge of the event table, otherwise if the French control the Rosetta BUA and have a commander present in the space, there is an immediate uprising in Rosetta. Follow the uprising procedure on page 28.

Event 14R (Repeatable): Peace of Amiens. If rolling on the event table with 4d6, the game ends immediately. This represents news arriving from Europe that the Peace of Amiens has been signed and all fighting must stop. The player with the most victory points wins the game.

If less than 4d6 are being rolled for the event, the French player adds one infantry element from his pool into any space on the map that already contains at least one French element. This represents the large number of local recruits that were assimilated into the French ranks during the campaign.

Event 15: Bonaparte Returns. From this turn onwards, the French player may declare his intention to return Bonaparte to France if they wish (see Bonaparte Returns on the frigate Muiron on page 33).

2nd Event tile 15: If rolling on the event table with 3d6, another dice is added and the event is immediately re-rolled using 4d6. Place the four dice marker on the edge of the event table, otherwise the allied player chooses any three Ottoman elements to be removed from the board due to plague.

Event 16: Captain Pasha forms a corps at Cyprus. Place Captain Pasha's position marker, along with the elements listed on the event clock, in the safe harbour sea space around Cyprus. The land elements are embarked aboard the naval squadron. His glory is calculated as shown on the command chart and his glory marker is placed on the number track. He and the listed elements are immediately available to the allied player for activation in the same turn.

Captain Pasha's European trained Albanian troops refused to fight alongside other Ottoman forces in open battle so they may only be in the same space as other Ottoman land forces to conduct a siege or defend a BUA. When they land in Egypt or Syria, they may either join with British land elements or act independently. These are the only Ottoman troops that count towards the combat strength of a force under the control of a British senior officer when not conducting a siege.

2nd Event tile 16: If rolling on the event table with 3d6, another dice is added and the event is immediately re-rolled using 4d6. Place the four dice marker on the edge of the event table, otherwise if the French control the Suez BUA and have a commander present in the space, there is an immediate uprising in Suez. Follow the uprising procedure on page 28.

Event 17: A British army arrives from India. Place Baird's position marker, along with the elements listed on the event clock, in the land space containing the Keneh BUA. His glory is calculated as shown on the command chart and his glory marker is placed on the number track. He and the listed elements are immediately available to the allied player for activation in the same turn. If there are any French elements currently occupying the space containing Keneh that are not inside the Keneh BUA because unable to or chosen not to retire inside, a combat is immediately resolved.

2nd Event tile 17: If rolling on the event table with 3d6, another dice is added and the event is immediately re-rolled using 4d6. Place the four dice marker on the edge of the event table, otherwise if the French control the Luxor BUA and have a commander present in the space, there is an immediate uprising in Luxor. Follow the uprising procedure on page 28.

Event 18: Ganteaume gathers reinforcements. From this turn onwards, if Bonaparte has returned to France, the French player may place Ganteaume's position marker, along with the elements listed on the event clock, in any of the Toulon, Genoa or Civitavecchia safe harbours. The land elements are embarked aboard the naval elements. The Ganteaume marker, which counts as two squadrons as indicated by the x2 on the marker, and the listed elements are immediately available to the French player for activation in the same turn.

2nd Event tile 18: If rolling on the event table with 3d6, another dice is added and the event is immediately re-rolled using 4d6. Place the four dice marker on the edge of the event table, otherwise the allied player chooses any four Ottoman elements to be removed from the board due to plague.

Event 19: French commander assassinated. The most senior non-exhausted French commander, excluding Bonaparte, is removed from the game.

2nd Event tile 19: If the French control the Luxor BUA and have a commander present in the space, there is an immediate uprising in Luxor. Follow the uprising procedure on page 28.

Event 20R (Repeatable): Abercromby dies. If Abercromby has landed in Egypt or Syria and is not already dead, he is removed from the game. Hely-Hutchinson takes over as the most senior commander in the space from which Abercromby was removed unless already detached; otherwise the allied player chooses any four Ottoman elements to be removed from the board due to plague.

Event 21: British landing party. Place Colonel Murray's position marker, along with the listed elements, in the land space containing the Suez BUA. His glory is calculated as shown on the command chart and his glory marker is placed on the number track. He and the listed elements, are immediately available to the allied player for activation in the same turn. If there are any French elements currently occupying the space containing Suez that are not inside the Suez BUA because unable to or chosen not to retire inside, a combat is immediately resolved.

2nd Event tile 21: If the French control the Cairo BUA and have a commander present in the space, an uprising immediately occurs in Cairo. Follow the uprising procedure on page 28.

Event 22: Survivors from the Battle of Heliopolis arrive in Cairo. Place two Ottoman infantry elements and two Ottoman cavalry elements in the space containing the Cairo BUA. If there are any French elements in the space, immediately fight a combat (not a siege). Any unaccompanied French commanders in the space become casualties.

2nd Event tile 22: If the French control the Cairo BUA and have a commander present in the space, there is an immediate uprising in Cairo. Follow the uprising procedure on page 28.

Event 23R (Repeatable): Plague in Allied camp. The allied player chooses either one British infantry element or any six Ottoman elements to be removed from the board due to plague.

Event 24R (Repeatable): Mamluks change sides. Control of any remaining Mamluks changes from the player who currently controls them to the other player.

Quick Reference

The printed Quick Reference on page 40 is an alphabetical index of rule topics with page references (for example "Ending a siege, 31" and "Uprising procedure, 28"). It is a navigation aid for the printed book and is not transcribed here.

Bonaparte's on-map position marker accompanied by 23 infantry, 1 artillery and the savants elements on an adjacent coastline land space of the French player's choice. Bonaparte's glory markers on the number track at 45 + 4d6.
Bonaparte's on-map position marker accompanied by 26 infantry, 1 artillery and the savants elements on an adjacent coastline land space of the French player's choice. Bonaparte's glory marker on the number track at 46 + 4d6. Malta garrison on the Malta space and increase French victory points by 2VP on number track. Malta governor if desired.