N: The Napoleonic Wars
N: The Napoleonic Wars Rulebook
Table of Contents
Table of Contents
- [2/0] Equipment and Concepts
- [3/0] Set Up
- [4/0] High Politics Phase
- [4/1] Get Money
- [4/2] The Minor War Fund and the Admiralty Budget
- [4/3] Designate the "But" Nation
- [4/4] Events
- [4/5] Draw High Politics Chits
- [4/6] États clients ('client states')
- [4/7] Duchy of Warsaw
- [4/8] Roman Republic
- [4/9] Minor Wars
- [4/10] Napoleon Invades Russia!
- [4/11] Spanish Ulcer
- [4/12] Purchase one High Politics chit
- [4/13] Linked by Marriage
- [4/14] Napoleon is Busy
- [5/0] Diplomacy Phase
- [6/0] Counter-Diplomacy Phase
- [7/0] Grande Armée Phase
- [8/0] Coalition Phase
- [9/0] Battle Procedure
- [9/1] Cavalry Reaction (Optional Rule)
- [9/2] Call for Light Infantry
- [9/3] Will Napoleon Commit the Guard?
- [9/4] Calculate Differential
- [9/5] Roll for Result
- [9/6] Determine Results
- [9/7] Apply Battle Results
- [9/7/3] BRT ("Battle Results Table") Results are as follows
- [9/8] Retreat
- [9/9] Reset Light Infantry
- [9/10] Battle Effect on Fervor
- [9/11] Pursuit
- [9/12] When Retreat Causes Battle
- [10/0] Gentlemen Phase
- [11/0] Abdication Phase
- [12/0] Accidents Phase
[2/0] Equipment and Concepts
- One 11 x 17" color map of Europe (one-sided)
- One 8½ x 11" color Turn Record Track Card
- One 8½ x 11" black/white "Counter Tray" Card (one-sided)
- One 8½ x 11" black/white Player Aid Card (double-sided)
- One full sheet of 176 two-sided color playing pieces ('units')
- One 12-page Rule Book (you're reading it)
- One 8-page Scenarios and Random Events Book
- Three six-sided dice ("1d6" means 'one die'; "2d6" means 'two dice')
You will need to provide two clean, empty tea cups (used as "Dunnigan Ceramaceous Randomizers"), one to hold High Politics chits (see 4/5) and the other to hold French Army Corps (see 7/0).
[2/1] The Map
The map portrays the areas in Europe where the land war took place, as well as a host of overseas outposts (like Egypt and the United States) into which the fighting spilled over.
[2/1/1] Nations and Green Boxes
The map is divided into five large 'painting' boxes, each attached to a single Green Box. Each 'painting' box is called a Nation and its Green Box is called a Green Box. Each Green Box has dice symbols to indicate the die rolls that randomly place various units in the Nation. Dotted lines indicate which other Nations are adjacent to that Nation.
Four of the Nations correspond exactly to political entities (France, Spain, Austria and Italy). "Germany" is the same thing as Prussia although it is named "Germany" on the map. Prussia is located somewhere inside Germany for game purposes.
[2/1/2] Brown Boxes
Represent the theaters of "Minor Wars" (4/9). These 16 peripheral conflicts affected the outcome of the main war in Europe. The gray hexagon shows how difficult it is for the Player to win the war, while an anchor symbol (e.g. in the U.S.A. box) indicates that a Minor War there can be affected by control of the seas (4/9/2). The gold disk symbol (e.g. in Ireland and Haïti) is a setup space for overseas trade that show £1 'coin' markers to help the player's economy (4/1). Round Russian flags (e.g. in Finland and Caucasus) are setup spaces for Russian War markers (4/10). And the Napoleonic "N" wreath (e.g. "U.S.A") indicates strategically vital territory (4/9/1).
[2/1/3] Status Boxes
Gray, marked with a flag in the corner (Spain, Sweden, Austria and Russia). These are used, with a number of Status markers (6/2), to show that the country in question is either Neutral, pro-French, pro-Coalition, or in a state of Surrender.
[2/1/4] Other Map Boxes
Have special functions of their own:
- The London box is essentially the player's "capital." It earns you hard currency (4/1), houses your Diplomats (6/1), and serves as a place of exile for Europe's cultural icons (10/2). London is immune to any sort of French invasion, except for rule 14/0 ("Trafalgar").
- The Neutral Force Pool box (north of London) is used to store the units of Neutral or Surrendered countries (6/2). Don't confuse this with the Counter Tray (2/3).
- The High Seas box shows which side, if any, "rules the waves." If the Royal Navy marker is there, then the British (i.e. you) rule the waves. If the French Fleet marker is there, then the French side rules the waves. The box also shows if the "Continental System" – Napoleon's blockade against British trade – is in force (4/1/1).
- The State Religion of France box shows what the current religious (or anti-religious) policy of France is. See 2/7.
- The Hôtel box is used to house French Diplomats (5/1).
- The Jews of Europe box shows the status of Europe's Jews, and whether or not Napoleon has "emancipated" them from Christian discrimination. See 2/8.
- Napoleon's Bed: Napoleon goes here if he remarries (15/DIV), and after every Turn. Josephine hangs out here, if not on tour (15/JOT).
- The Casualties Box holds Coalition and French Corps which were "eliminated" in Battle (9/7).
- Portugal (west of Spain) is a special area that Coalition forces in Spain can use for retreat (9/8/3).
[2/2] The Turn Record Track Card
Shows 17 boxes, numbered 0 to 16. Except for the zero box, these all represent the 16 numbered Game Turns. The zero box exists because the same 17 boxes are used to show how much money the player has to spend (you may have none!), and to show the level of "Fervor" in the five different Nations (2/9).
Turn length is based on how much 'happened historically' in a given period of time, and varies from six frenetic months in some Turns, to as many as five 'relatively' uneventful years in others. Turn 1, for example, covers the period of 1792 through 1794, while Turn 13 is only the last half of 1813. For game purposes, a Turn is a Turn!
[2/2/1] Events
Are printed in black on the Turn Record Track (e.g. VALMY! on Turn 1). They are explained in Rules 4/4 and 13/0.
Events are fixed points in time. They always happen on the Turn they are printed, as long as conditions are right. They should not be confused with drawing High Politics chits (4/5), or with rolling dice for random Accidents (12/0), although the effects are often similar.
In "N" a lot of random stuff is happening. This is a solitaire game, so the actions of the French must be handled by the game system's 'artificial intelligence'. Other random wars, events and "Accidents" also help to transport you, the player, into the swirling uncertainties of late 18th and early 19th century European life and politics.
[2/2/2] The Player Force Pool Box
Is used to store Coalition Corps which the Player can build (8/1 and 8/2).
[2/2/3] The Light Infantry Table
Determines the semi-random number of "Light Infantry" (skirmisher) forces in a Battle; see 9/2.
[2/2/4] The Battle Results Table (BRT)
Is used with a die roll to compute the outcome of Battles (9/6 and 9/7).
[2/3] The Counter Tray
The "Counter Tray" sheet is used to divvy up all the units and markers used in the game, prior to play (3/0). This helps you set up the game more quickly. Once play begins, it is used to keep track of units which have not yet entered play, and makes it easier to find them when they do enter play. It is not the Force Pool; see 2/2/2.
[2/4] The Units
Sets of colored playing pieces (called units) represent the armed forces that fought in the Napoleonic Wars. The units are differentiated by nationality, type and strength, as represented by their various printed numbers and symbols.
[2/4/1] Ground Units ("Corps")
Represent large formations of (very) roughly 30,000 men including infantry, cavalry and artillery together. They are marked with flags (or horsemen, if the unit is cavalry) and are color coded by nationality. Blue = French; Red = British; Black = Prussian; White = Austrian; Green = Russian; Gold = Spanish. The number on each Corps shows how many Strength Points (SPs) the unit has in Battle (see Rule 9/4). Except for generic white "Duchy Forces" (2/4/2), each Corps is named for its commanding officer.
[2/4/1/1] Cavalry Units
Act like any other Corps, but may also "react" to a nearby battle (if using Optional Rule 9/1).
[2/4/2] Duchy Forces
Corps units marked in white with a variety of coats of arms are considered to be "generic," and can be raised and deployed (8/1, 8/2) in any Nation. Duchy Forces always belong to the Player; they are never "pro-French" in any way. Unlike other units, Duchy Forces can remain on the map after the Turn (see 11/8).
White units with a flag are Austrian; white units with a coat of arms are generic "Duchy Forces". Don't confuse them. Duchy Forces can represent Austrian, Russian, British, Spanish or other minor pro-Coalition troops (Saxons, Portuguese, etc.) without being explicitly named as such. Their colorful names reflect specialized unit types of the period like Jäger, Grenadiers, Musketeers and Fusiliers.
[2/4/3] Naval Units
The "Royal Navy" and "French Fleet" markers indicate which side controls the high seas (2/1/4). "Nelson" shows the strategic presence of Britain's Admiral Horatio Nelson (1758-1805) in a naval battle, but he does not by himself "control the high seas."
[2/5] Diplomats
Are used in Diplomacy (5/0, 6/0), where red Coalition and blue French Diplomats 'fight' each other in exciting diplomatic disputes. If your Diplomats 'lose' the argument, Napoleon sends in the army to emphasize his point (7/3).
[2/6] Napoleon
Himself is represented by three different markers, reflecting the great man's evolution over the 29 year course of the game. The "B" unit, for Bonaparte, shows the dashing young hero. The "N" unit, for the Emperor Napoléon, shows him at the height of his glory. Finally the "V" unit – for "Vieillard", 'the old man' – shows Napoleon in decline. His current marker is referred to as Napoleon-B, Napoleon-N and Napoleon-V respectively, when the distinction is relevant.
Napoleon affects the dice you roll for random historical Accidents (15/0); he takes command in strategic situations (8/5); he commands the Imperial Guard (9/3); and he sways public opinion in a Nation where he is fighting (9/10).
[2/7] Religious Policy
France's anti-religious efforts during the Revolution and the Napoleonic Wars were crucial to the success, but also the unpopularity, of the revolutionary cause across Europe.
The game has five black-and-white Religion markers to show France's policy toward the Catholic Church and religion in general. The marker currently present in the "State Religion of France" box (eastern France) indicates which policy France is currently pursuing. Random Accidents (15/IRF, 15/TG) determine how strictly that policy is enforced, and may also change the policy.
[2/8] The Jews of Europe
In 1806 Napoleon emancipated the Jews from religious and social discrimination. In the "Jews of Europe" box (by Switzerland) the "Ghetto Laws" marker shows the discrimination they faced from Christians. A random Accident (15/EOTJ) "emancipates" the Jews and replaces it with the "Emancipation" marker.
[2/9] National "Fervor"
Each Nation (France, Germany, Austria, Italy and Spain) has its own "Fervor" marker, measuring local people's degree of defiance to the status quo (divine right of kings, feudalistic aristocracy and religion). The higher a Nation's Fervor, the more its people support France and Napoleon (and the less they support you).
[2/10] Sequence of Play
The game consists of 16 Game Turns starting on Turn 1 (1792-94) and ending on Turn 16 (1818-21). Each Turn, perform the listed 'phases' in the precise order shown in the Detailed Sequence of Play (2/11) on the Player Aid Card.
[3/0] Set Up
Familiarize yourself with the Detailed Sequence of Play found on the Player Aid Card. You will be using it constantly.
[3/1] Prepare the Cups
You need two clean, dry tea cups for random counter draws, one for random draws of French Corps (7/0) and one for High Politics chits (4/5).
[3/2] Pour and Sort
Pour all the unit counters onto the table, and flip them to their back ('letter in a circle') side. Arrange all the counters by letter (all A's together; all B's together; etc.).
If you have the print-and-play version of the game, you may not need the letter-in-a-circle counter backs; just put all the counters in the correct boxes on the Counter Tray before you set up the game.
[3/3] Place on Counter Tray
On the Counter Tray sheet, place each letter group of counters in its corresponding box. (All "A" counters in the "A" box, etc.)
[3/4] Flip Counters Face Up
Finally, flip all the counters face up, leaving them in their boxes on the Counter Tray. Exceptions: Leave group "C" (Cultural Icons) and group "J" (États clients) face down in their boxes. They will be randomly drawn from these boxes once the game begins. Place the French "Imperial Guard" unit in its shaded box (inside Box E).
[3/5] Choose a Scenario
You're ready to set up the game. Choose one of three Scenario Setups: Bonaparte 1792, Napoleon 1805, or The End 1813. Each one is "open ended", meaning you can play as deep into it as you want to.
[3/6] Counters Stay on the Tray
All counters should remain on the Counter Tray (2/3) except as otherwise instructed in the setups.
[3/7] Choose Your Optional Rules
Before playing, decide whether or not you will use Optional Rule 9/1, "Cavalry Reaction", and/or the more challenging ✸ "Veterans Game" Package (12/4) which modifies all rules marked with a ✸.
[4/0] High Politics Phase
[4/1] Get Money
The first step in the Turn is to get your £ (Pounds), all of which you put into your Treasury. The player receives a number of £ based on the situation on the map.
For controlling London, you get £4 if the "£4" chit is in London; otherwise you get £3 (as printed on the map).
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- £2 for Prussia and Austria, each, if pro-Coalition. (A "£2" gold coin symbol is in Germany and Austria to remind you.)
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- £1 for each Cultural Icon (10/2) currently in London (only).
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- £1 for each "£1 Trade" coin marker anywhere on the map.
Compute the total and move the black £ Treasury marker up that number of boxes.
[4/1/1] Continental System
If the Continental System marker is in the High Seas box, roll one die now and reduce your Treasury by the number rolled.
Example: It is Turn 10 (Late 1809). You still have £3 in your Treasury from last Turn. Austria is pro-Coalition but Prussia has surrendered. Two Cultural Icons, Beethoven and Goya, are currently in London, as is the £4 chit. There are three Trade coins on the map, in Ireland, Mysore and the Cape of Good Hope. The Continental System marker is in the High Seas box.
So you receive £4 for London, £2 for Austria (but nothing for Prussia), £2 for Beethoven and Goya, and £3 for Global Trade (£1 each for Ireland, Mysore and the Cape of Good Hope). This gives you a total of £11, but you must still roll a die for the Continental System; the die roll is 4 so you lose £4. Britain's total cash haul this Turn is £7. Raise the £ marker by +7, from the 3 box to the 10 box. You have £10 to spend.
[4/2] The Minor War Fund and the Admiralty Budget
After receiving your allotted pounds for the Turn, you may disburse some or all of your Treasury into two dedicated funds: the Minor War Fund (4/2/1) and the Admiralty Budget (4/2/2).
- Minor War Fund: Indicates the number of £ you have to spend on Minor Wars.
- Admiralty Budget: Spend this on Naval Battles (only).
- Treasury: This is what you can spend on everything else besides Naval Battles and Minor Wars.
[4/2/1] Adjust the Minor War Fund
You may transfer money from your Treasury to the Minor War Fund (raise the "Minor War Fund" marker by the amount transferred and drop Treasury by the same amount). Money saved in the Minor War Fund can only be spent on Minor Wars (4/9). It can later be transferred back from the Minor War Fund to Treasury, or to the Admiralty Budget (11/9).
[4/2/2] Adjust the Admiralty Budget
You may also transfer money from your Treasury to the Admiralty Budget. Money saved in the Admiralty Budget can only be spent on Naval Battles (15/NB). Money in the Admiralty Budget may never be transferred to any other Fund. The Royal Navy is jealous of its privileges.
At the end of a Turn, you may save money in any Fund (Treasury, Minor War, or Admiralty). You may never have more than £16 per Fund at any time; any excess money earned is lost immediately (due to corruption).
Technically, you can have £16 in your Treasury, another £16 in your Minor War Fund, and a further £16 in your Admiralty Budget, for a grand total of £48 on hand.
[4/3] Designate the "But" Nation
The green "But" marker indicates which of the five Nations Napoleon considers most important this Turn. It is specified on the Turn Record Track. Turn 1 names France as the But; Turn 2 names Germany, Turn 3 names Italy, and so forth. When the But is designated, place the "But" marker in that Nation's Green Box as a reminder. When a die is rolled to select a random Nation, a roll of ⚅ selects the But Nation wherever that happens to be, unless otherwise specified.
The word "But" is French for a goal or objective, and it is pronounced [bü].
[4/4] Events
Certain Turns have one or two "Events" printed on the Turn Record Track (for instance "VALMY!" on Turn 1). When such an Event occurs, consult the list (13/0) and follow its instructions at once. When instructed to "add" anything, simply take the relevant chit from the Counter Tray and place it in the High Politics Cup (4/5).
See the Scenario Book (13/0) for the list of printed Events.
[4/5] Draw High Politics Chits
Next, draw High Politics chits from the High Politics Cup. Depending on the current Turn, you will draw between 0-3 High Politics chits (marked, for example, as "2●" in the current Turn box, which means "draw 2"). Draw one, then play it, then play it, then play the next one, and so finally play the third. After a High Politics chit is drawn and played, it is discarded (unless you are instructed to do something else with it). Never return it to the Cup.
See the Scenario Book (14/0) for the list of High Politics chits.
[4/6] États clients ('client states')
When a random État client marker is drawn, roll one die to determine where in Europe the French are setting up that client republic or kingdom. ⚅ means the But Nation. These entities are referred to in the rules as "États" (9/2/1).
A strikingly modern aspect of Napoleonic Europe was the erection of "puppet states" – at first 'Republics' sharing French values, and later 'Kingdoms' ruled by the dimmer members of Napoleon's family. The historical État flags on them are just for decoration.
No État may ever be created in France or in pro-French Spain (6/3/3; reroll it). If an État is placed in a Nation already containing an État, discard the older one.
Except for game purposes the older État is not actually 'eliminated'; it is simply being overshadowed strategically by the newer one.
Example: An État marker is drawn on Turn 4 (the year 1799) and a die is rolled: ⚄. The ⚄ indicates Italy, so place the État marker in Italy; France has created a friendly client state somewhere in Italy. (In this unique case, this may trigger conflict with the Pope — see 4/8.)
[4/7] Duchy of Warsaw
If the "Duchy of Warsaw" État chit is drawn, then the Duchy of Warsaw is placed in Germany, where it replaces any existing État. The "Poniatowski" Corps is then placed in the French Corps Cup to represent the Polish legions that flocked to Napoleon's cause after he revived the Polish state.
'Warsaw' may be replaced by another État later in the game, but the Poniatowski Corps remains in the game (unless killed; 11/7).
[4/8] Roman Republic
If the Pope is in Italy, and an État is placed there, the Pope is put under house arrest; discard the Pope marker.
[4/9] Minor Wars
When a brown Minor War ("War!") chit is drawn, it corresponds to one of the named brown overseas boxes on the map (for instance, drawing the "Egypt" Minor War chit means war breaks out in the "Egypt" Brown Box).
Consult the Brown Box and observe the red number in its gray hexagon. Egypt, for example, is "11". To win the Minor War, roll equal to or higher than this number, using this procedure:
- The player may spend £ from the Minor War Fund (only) to increase the die roll by +1 for each £1 spent.
- Apply any +2 or -2 effects from controlling the High Seas (4/9/2).
- If the Minor Wars box contains the Ottoman Army, get a -2.
- Russian Wars (marked with a Russian flag circle): You may Delay (following the procedure in Rule 12/3) 1 Russian Infantry or Cavalry from its Force Pool to get a +1, but only if Russia is pro-Coalition.
- Roll 2d6 and apply all modifiers above. You may also choose to lose the war automatically, by rolling no dice.
[4/9/1] Minor War Effects
There are three types of Minor War.
- Russian Wars, marked with a circular Russian flag.
- Commercial Minor Wars, marked with a blank "gold coin."
- Strategic Minor Wars, marked with a Napoleonic "N" wreath.
[4/9/1/1] Minor War Victory
If you win a Minor War, place the Minor War chit face up in its Brown Box, and apply the following result:
- Russian Minor War: Move the "Russian War" flag marker from its Brown Box to the orange "Russian Wars" box (top right corner of the map). Place it face up ("flag" side up). If there are now four markers in that box, go immediately to rule 4/10.
- Commercial Minor War: No effect (you get to keep the £1 "coin" marker in the Brown Box, if it's currently there).
- Strategic Minor War: Advance the "Napoleon Abdicates" marker up one space (toward 16).
[4/9/1/2] Minor War Defeat
If you lose a Minor War, place the Minor War chit face down ("D" side up) in the Brown Box. Losing Minor Wars hurts you diplomatically, by increasing Alignment costs — see 6/3. Then apply the following result:
- Russian Minor War: Move the "Russian War" flag marker from its Brown Box to the orange "Russian Wars" box (top right corner of the map). Place it face down ("G" side up). If there are now four markers in that box, go immediately to rule 4/10.
- Commercial Minor War: Return any £1 "coin" marker currently in the Brown Box to the Counter Tray, to Box "U" of the Counter Tray.
- Strategic Minor War: Move the "Napoleon Abdicates" marker down one space (toward zero).
[4/9/2] Naval Actions Affecting Minor Wars
A Minor War Brown Box with an "Anchor" is affected by the naval situation at no charge.
- If neither side "rules the waves" (2/1/4), there is no effect.
- If the Royal Navy rules the waves, add +2 to the Minor War die roll.
- If the French Fleet rules the waves, you suffer a -2 from the Minor War die roll, unless you choose to challenge the French Fleet.
- If you challenge the French Fleet, fight a Naval Battle (15/NB). Only one Naval Battle per Minor War. If you win the Naval Battle, apply its normal results and then you get +2 to the die roll of the ensuing Minor War; if you lose the Naval Battle, apply its normal results and then you get -2 to the immediately ensuing Minor War.
Naval Battles can only occur: 1) When a Minor War Chit is drawn for a Brown Box with an Anchor, and the player chooses to fight a Naval Battle; 2) When the 15/NB random Accident occurs, and the player must fight a Naval Battle; or 3) When the Trafalgar chit is drawn.
Example: Napoleon's Abdication level is at 5, and Britannia rules the waves (the Royal Navy is in the High Seas box). You draw "Egypt" at random, so Napoleon has invaded Egypt. Egypt's hexagon number is 11, and since there is an anchor in Egypt, you have to roll 11 or higher to beat the French there. Because Egypt is economically important (there's a £1 "gold coin" marker there), you really want to win this war — so you spend £3 (from your Minor War Fund) to get an additional +3 modifier, for a total of +5 including ruling the waves. Roll your dice: Your roll of [6,2] is lousy, but it's just what you needed (good thing you spent that extra £3)! You won the war in Egypt; put its "War!" chit face up in Egypt (so it can't pollute your diplomatic reputation — 6/3).
[4/10] Napoleon Invades Russia!
The moment all four Russian Minor War markers are in the orange Russian Wars box (map; upper right), the Tsar feels strong enough to defy Napoleon. Discard the Continental System marker, both Treaty of Tilsit markers, and the Ottoman "Grand Vizier" unit. Place the Paris Marker, free of charge, to Coalition, and change Russia's alignment, immediately, to Coalition. Immediately Delay (12/3) Austrian and Prussian units in the Neutral box (only), 1 such unit – player's choice – for each French Diplomat in Austria and Germany, respectively. This represents forces that Napoleon has dragooned into his Russian campaign.
Napoleon then retaliates: Fight a Minor War in the Russia Brown Box, using the normal Minor War rule (4/9). But note the "Russian War" markers in the Russian Wars box; when you roll dice to determine the outcome of the war in Russia, add +1 to the roll for each face up Russian War marker and -1 for each face down ("G") marker. You can also "Delay" one Russian (see 4/9 and 12/3) to get a +1 die roll modifier for the unit Delayed. Apply the appropriate result for the Minor War.
If you are not satisfied with the 2d6 die roll you just made, you may opt to launch a last-ditch Russian charge: Subtract -1 from Napoleon Abdicates, and then re-roll the 2d6. (That is your final roll and you must accept its result.)
[4/11] Spanish Ulcer
This means that Napoleon tried to impose puppet rule on Spain, and the Spanish people rose up and threw him out. Discard the Spain French marker (and Linked by Marriage, if it's in Spain) and replace it with the Spain Coalition marker; discard Treaty of San Ildefonso; and place Spanish Ulcer in Spain. See 7/5 for its effect on French deployments. Reduce Spain's Fervor by -10. Put both Spanish Corps in your Player Force Pool.
[4/12] Purchase one High Politics chit
The player may choose to spend £3 to "buy" another High Politics chit from the cup. Reduce Treasury by -£3, draw the chit, and perform its actions at once.
[4/13] Linked by Marriage
The "Linked by Marriage" marker will be placed when Napoleon divorces Josephine and selects a new bride from one of the ruling houses of Europe (15/DIV). When it is placed, add two "No War!" chits to the High Politics Cup.
When the Linked by Marriage marker is placed, the home Nation – Austria, Prussia (for Germany), Spain or Russia – must immediately change its alignment. Austria, Prussia or Russia become Neutral; place its "Neutral" marker in the country's Status Box and obey the rules (6/2/1). If the bride is from Spain, place the "Spain French" marker in the Spain Status Box (even if discarded!) and obey the rule (6/3/3). In addition, placement of the Linked by Marriage marker renders Napoleon "busy" (4/14) for the rest of the Turn. Rule 6/3/2 covers the effect of Marriage on aligning the target Nation.
[4/14] Napoleon is Busy
Two events – the Egypt Minor War and the Divorce – will render Napoleon "Busy" for the rest of the Turn. This means you place Napoleon, immediately, either in Egypt (for the Egypt Minor War) or in Napoleon's Bed (for Divorce). While "Busy", Napoleon cannot move for the rest of the Turn (so ignore rule 8/5).
[5/0] Diplomacy Phase
[5/1] Diplomats
If any French Diplomats are in the Hôtel box, rolls are now made to send two of them to Green Boxes in Europe. Roll two dice and place one Diplomat from the Hôtel in each corresponding numbered Green Box. (A roll of ⚀ puts the Diplomat in the "France" Green Box; a roll of ⚁ puts the Diplomat in the "Germany" Green Box; and so forth. A roll of ⚅ sends the Diplomat to the But Nation.) If only one Diplomat is in the Hôtel, only roll one die. If there are none, don't roll.
The first Diplomat taken from the Hôtel must be Talleyrand, if possible; otherwise Reinhard. Next take any generic French Diplomat.
[5/2] Two Diplomat Limit
No more than two French Diplomats may occupy any one Green Box; any Diplomat that is added to a Green Box in violation of this limit is now returned to the Hôtel.
[6/0] Counter-Diplomacy Phase
General Rule: Each of the four red "Coalition" Diplomats can be used once a Turn, on one type of mission: Challenge blue French Diplomats (6/1), lobby for the Coalition in minor countries (6/3), or convince Neutral powers to join the Coalition. They are Metternich (Austrian), Castlereagh (British), Hardenberg (Prussian) and Razumovsky (Russian). For game purposes, all four are treated as if they were British, and they are all stored in London.
Except when flipped by random Accidents, all red Diplomats always work for the Player – even if their home countries (Russia, Prussia or Austria) are neutral. Neutral diplomats still wanted to stop Napoleon!
[6/1] Debate
The player may use his own Red Diplomats to 'debate' French Diplomats. Take a Red Diplomat from the London box and place him in any Green Box next to the Diplomat you wish to debate. There is no limit to the number of Diplomats you can place in a Green Box. For each Red Diplomat 'debating', you must pay £1 out of Treasury. Diplomats must have designated opponents before rolling for any of them, and a Diplomat can only be used this way once per Turn.
Roll a die; if you are debating a 'named Diplomat' like Talleyrand (2) or Reinhard (1), add that French Diplomat's number to your own die roll. The Red Diplomat successfully 'defeats' a French Diplomat on a roll equal to or less than his own strength. Each can only make one such attempt per Turn. If you place him, you must roll for him.
If you succeed, put the French Diplomat in the Hôtel Box. (If you fail, nothing happens. Both Diplomats remain where they are.)
Example: Talleyrand (4) and one generic French Diplomat are in Germany. You send Metternich (4) and Razumovsky (3) to debate them. Metternich targets Talleyrand, while Razumovsky targets the generic Diplomat. Metternich rolls a [4], and you add Talleyrand's 2 to get a final roll of [6]. [6] is lower than Metternich's own value of 4, so you win the debate — Talleyrand is sent packing to the Hôtel Box. Meanwhile, Razumovsky rolls a [6] — there is no modifier, since his opponent was a "generic" Diplomat, but Razumovsky needed to roll a [3] or less so he fails to dislodge the Frenchman.
If you sent two (or more) Red Diplomats to debate a single French Diplomat, the debate ends at once when the French Diplomat is 'hit' — you do not roll all Red Diplomats there 'debated' unsuccessfully.
[6/1/1] Charm Offensive
You can send an unused Red Diplomat to a Brown Box to remove a "Lost Minor War" marker there (see 4/9). Pay £1 from Treasury, then roll 1d6: if you roll higher than the total of face down ("D" side up) War markers on the map, then you win; any other result fails. (But you can repeat the attempt, paying £1 each time.) Winning a Charm Offensive only flips the lost Minor War marker face up; it does not replace a lost £1 coin!
[6/2] Neutrality and Surrender
Three countries (Austria, Prussia and Russia) may begin the game "neutral," or they may "surrender" during the game. A "Neutral" or "Surrender" marker is placed in the country's Status Box to denote the country's new status.
For game purposes, "Surrender" and "Neutral" are the same thing. It is only for narrative reasons that two different markers are used. Also be aware that Sweden begins the game "neutral" but can never surrender or go neutral again, once it has joined the Coalition.
[6/2/1] Surrender Effects
When a country surrenders or goes Neutral, several things happen immediately:
- The country's units (flag and cavalry, not Duchy Forces) are placed in the Neutral Force Pool on the map. This includes any of its units currently in the Casualties Box; however, any of its Delayed units on the Turn Record Track (12/3) remain there.
- The country replaces its Status marker (6/2) with its "Surrender" marker (or "Neutral") in its own Status Box.
- Roll a die and reduce the Nation's Fervor by the resulting number. (Germany if Prussia surrenders, Austria if Austria surrenders, and both Germany and Austria if Russia surrenders. A humiliated Nation becomes more anti-French. The distinction is subtle, but losing a battle depresses morale while losing a war stokes the fires of revenge.)
[6/2/2] Ongoing Status
While a country has a Neutral marker or a Surrender marker in its Status Box, it is subject to limitations:
- The Player may not build the country's units (8/1, 8/2).
- The Player may attempt to "align" (activate) the country and have it rejoin the Coalition (6/3).
[6/3] Aligning a Surrendered or Neutral Country
Unused or used Coalition Diplomats may attempt to get a Surrendered or Neutral power (Prussia, Austria or Russia) to rejoin the Coalition by aligning it. In order to align a Surrendered/Neutral Prussia or Austria, the country's Green Box (Germany, for Prussia; Austria, for Austria) must contain at least one Coalition Diplomat (who can be sent from London, free of charge, at this time, if not there already), and no French Diplomat. Pay £2 ✸ and replace the Surrender (or Neutral) marker with the country's Coalition marker. The country is now "your ally" and you can start rebuilding its armies in the ensuing Coalition Phase; immediately move its armies from the Neutral Force Pool (map) to the Player Force Pool (on the Turn Record Card).
✸ Important: Add +£1 to the Alignment cost for each and every "D" side up Minor War marker anywhere on the map (4/9).
The more Minor Wars you lose, the less attractive the Coalition looks. Nobody wants to align with you if British fortunes are fading; staying out of Napoleon's way seems like the safe option. But Diplomats can spit-shine your image with a Charm Offensive; see 6/1/1.
To align a Surrendered/Neutral Russia, the rule is the same except the Green Boxes of both Germany and Austria must be void of French Diplomats in order to pay the £2 cost to align Russia; one Coalition Diplomat in either Germany or Austria may perform the action.
Aligning a nation does not affect any Étas (4/6) that may be there.
Neutral Sweden can only be aligned by play of the Finland Minor War (4/9). Once aligned, it remains permanently on the Coalition's side.
[6/3/1] Blocking Scrolls
Any "scroll" (Russian Nobility, Treaty of Tilsit, or Peace of Basel) in a Status Box is called a Blocking Scroll. These markers are only placed by Accidents or Events, and may only be removed by other Accidents or Events. If a Blocking Scroll is in a country's Status Box, you may not Align the country (6/3).
[6/3/2] Linked by Marriage Effect
If the "Linked by Marriage" marker (15/DIV) is in a Neutral country's Status Box, it costs £5 to Align that country (plus any penalty for lost Minor Wars). Discard the Linked by Marriage marker if you do align the country.
If a Neutral Nation is Linked by Marriage to Napoleon, the player is free to leave it linked and never align it. However, the 15/DO Accident will then continue to degrade the player's ability to win the game.
[6/3/3] Spain French
Spain, uniquely, can be a French ally, if the "Spain French" marker is in Spain's Status Box. You can never align a pro-French Spain and Spain will never go neutral or surrender. While Spain is pro-French, the two Spanish Corps (Blake and Palafox) are treated as French allies (they go into the French Corps Cup and fight for France if drawn). Also, while Spain is pro-French, no État client (4/6) can be deployed in Spain (reroll it instead).
[6/3/4] The Paris Marker
The Paris Marker indicates that France is vulnerable to invasion by Coalition forces. It affects several things, but its primary role is to allow Coalition forces to deploy directly into France (8/4).
When the Paris Marker is not in France, it means that Paris itself can't be threatened by Coalition forces. Napoleon is too strong, and French society is too united, for the Coalition to have a chance at conquering France. Any player units in the France box only occupy small border areas of the country and are nowhere near Paris.
After the Paris Marker is placed in France, all these obstructions are gone. France can be invaded by the Coalition (8/4), and control of France counts toward the Abdication of Napoleon every Turn (11/1/1).
[7/0] Grande Armée Phase
Important: If not enough French forces are available in the Cup to fully comply with the orders below, place as many French Corps as you can in the order given, and reduce Fervor by -5 (no more, no less) in every Nation where the French can't make their quota.
[7/1] La Patrie en Danger
At the start of the Grande Armée Phase, deploy four random French Corps (from the French Cup) in France.
Remember – Coalition forces cannot deploy in France itself unless the Paris Marker (6/3/4) or the But Marker (4/3) is in France. As a result, most of the time these French units deployed in France will not get used. However, if (for example) the Coalition wins a Pursuit result in a Battle in Germany, and French forces in Germany are forced to retreat to France, the Coalition may pursue them and fight a battle in France. In this case, the Battle does affect France's Fervor (9/10) and also affects the status of Napoleon's Abdication (11/1).
[7/2] But Nation Forces
Deploy a stack of four random French Corps (from the French Cup) in the current Turn's But Nation (4/3). Keep these four units in their own discrete stack; there is a chance that they may be moved later in the Turn – 8/5/1.
[7/3] Diplomatic Forces
For each French Diplomat (5/1) in a Nation's Green Box, pick one random French Corps (from the French Cup) and place it in that Nation. Do this in order: France, Germany, Austria, Italy, then Spain.
[7/4] French Invasion Table Forces
Finally, roll one die on the French Invasion Table (see back of Scenario Book), and add the current Turn number to the die roll. For example, a die roll of ⚂ on Turn 6 would yield a modified result of 11.
Consult the appropriate row on the French Invasion Table and place the given number of French Corps (randomly from the Cup) in the designated Nations. Ignore the "Napoleon" Table (8/5) for now.
Example: It is Turn 5. Deploy 4 random French corps in Austria. Next, check the diplomatic situation; there are one French Diplomat in Austria and two in Spain, so deploy one random French Corps in Austria and two in Spain. Next, you proceed to the French Invasion Table and you roll a [3], for a modified result of 8 (since it's Turn 5). Consult the "8" row on the French Invasion Table, which reads "Germany (3), Italy (2), Austria (1)." So you deploy 3 French Corps in Germany, 2 French Corps in Italy and 1 French Corps in Austria.
The result of the whole process is that the French have deployed four French Corps for self-defense (in France). They have sent six French Corps to Austria (four as the But Nation, one from a Diplomat, and one from the Invasion Table), two French Corps to Spain (thanks to Diplomats), three French Corps to Germany (from the Invasion Table) and two French Corps to Italy (also from the Invasion Table).
[7/5] Spanish Ulcer Check
If the "Spanish Ulcer" marker is in Spain, then the very first French Corps deployed this Turn, for any reason, is "checked"; it goes in the Casualties Box instead. This reflects the successful Spanish guerrilla war against the occupying French. The "Fra Diavolo!" marker, when placed in Italy, has the same effect.
[8/0] Coalition Phase
[8/1] Unit Purchase
The Player can now 'buy' Corps from the Player Force Pool using Pounds from Treasury (4/1). Creating a new Corps is a two-step process involving Purchase (paying to take a Corps out of the Player Force Pool) and Deployment (actually placing that Corps on the map where you use it).
Which units can I buy from my Player Force Pool?
- You can always buy white Duchy Forces (2/4/2) in blocks of three (or of fewer than three, although any "block" always costs £1).
- You can always buy red British Forces (unless Delayed; 12/3).
- Prussian, Russian, Austrian, Spanish and Swedish forces can be bought only if the country is part of the Coalition. Its "Coalition" marker will be in its own Status Box if it is. You can't build a country's units while that country is neutral or surrendered! (See 6/2/2.)
How much does it cost to buy a unit?
- All British, Prussian, Russian, Austrian, Spanish and Swedish forces, if available, can be 'purchased' at no cost. They are 'free'.
- It costs £1 to buy a 'block' of up to three Duchy Force units (marked with a coat of arms). Each block must be placed in a single Nation. (So if you buy a Duchy Block, you can't put one of its units in Spain and the other two in Austria.)
[8/2] Unit Deployment
Where can I place a unit?
Generic white Duchy Forces can be deployed in Germany, Austria, Italy and Spain.
British, Russian, Prussian, Austrian, Swedish and Spanish flag units (and cavalry) can be deployed in any Nation where those units are allowed to be deployed. Each "Green Box" on the map has colored squares showing whose units can be built in that Nation:
- Austrian Corps can be built in Germany, Austria and Italy.
- British Corps can be built in Germany, Spain and Italy.
- Prussian Corps can be built in Germany and Austria.
- Russian Corps can be built in Germany and Austria.
- Spanish Corps can be built in Spain.
- The one Swedish Corps (Bernadotte, added when Finland is played) can be built anywhere that Russians can be built.
[8/3] Stacking
There is no limit to the number of units (from either side) that can be placed or located in a single Nation.
[8/4] Deployment in France
The Coalition Player may not build any Corps in France, unless the Paris Marker (6/3/4) and/or the But Marker (4/3) is present in France. If such a marker is in France, any and all Coalition units may freely be built in France, including Duchy Forces (and Émigrés, if the 15/ÉM Random Accident happens).
[8/5] Place Napoleon
Skip this step if Napoleon is "busy" (4/14), or if it is Turn 1 (Napoleon is not in the game yet). Consult the Napoleon Table on page 8 of the Scenario Book; roll a die and add the Turn number ("N+2" or something similar, as with French Invasions, 7/4 above). If the result is "N+2" or something similar, place Napoleon in the designated Nation along with the number of random French Corps that the die roll indicates (subject to reduction from Spanish Ulcer or Fra Diavolo). A result of "Austria (N+4)" would place Napoleon in Austria plus four random French Corps from the French Cup.
If Napoleon does not have enough forces in the Cup to be deployed in this step, he will still take forces from the map, in case of ties (the player selects):
- Never take forces from France or the current But Nation. (With the exception of "Grand Strategy" – 8/5/1.)
- Never leave a Nation uncontrolled.
- Take forces from uncontested Nations (leaving the weakest behind in order to maintain control).
- If you must always pick the strongest forces.
- If there are not enough French forces in uncontested Nations to fill Napoleon's requirements, then pick up forces from contested Nations (Nations that contain both Coalition and French forces).
- In every Nation you take forces from, the Strength Point difference (9/4, 9/5) between pro-French and pro-Coalition troops must remain positive for the French.
- If there are still not enough French SPs that can be legally moved, then Napoleon goes to the But Nation with whatever forces he can legally take with him from steps 1-6.
[8/5/1] "Grand Strategy"
If the Napoleon Table delivers this result, roll another die to determine a random Nation (⚅ = But) and place Napoleon in that Nation. If Napoleon lands in a Nation other than the But Nation, move the But Nation marker to the new Nation where Napoleon is located, and move the 'But Nation' stack of 4 French Corps (7/2) from the "old" But Nation to the "new" But Nation.
If Germany is the But Nation this Turn, and you sent a giant force into Germany to confront Napoleon as part of your master plan to win the Turn, then Napoleon has just outwitted you by going to Spain. Now you need bloody Spain in order to win the Turn (11/1)!
[8/6] Battles
As the result of Coalition deployments, some Nations may now contain both Coalition and French Corps. Battles must now occur in all such Nations (see 9/0 and Sequence of Play, Step "F").
[9/0] Battle Procedure
General Rule: When French Corps and Coalition Corps coexist in the same Nation, a Battle must occur. All French units are on one side; all Coalition units are on the other. There is no £ cost for Battle.
In the Battle Phase, the Coalition have the initiative. The Coalition player chooses the order in which all Battles are fought. Each Battle always follows these steps, in order from 9/1 to 9/11.
Grand Battle Example: It's Turn 10 — Late 1809. The rebellion has broken out in Spain, but Austria is the But Nation this Turn. Napoleon is in Austria. The French have a huge cavalry force in Germany, but you've decided to throw some Duchy Forces against the French in Germany while you concentrate on Austria, the grand prize for the Turn. Italy and Spain are your other two goals for advancing Napoleon's Abdication marker for the Turn. You select Austria as the first Battle of the Turn. There is a -2 État in Austria, showing a powerful French puppet in the area.
[9/1] Cavalry Reaction (Optional Rule)
This optional rule will lengthen the game, and makes it harder to win; but it gives cavalry its proper decisive role as a strategic arm – the "panzer armies" of Napoleonic warfare.
[9/1/1] French Cavalry Reaction
If a Battle is about to occur in any Nation, all French Cavalry units in Nations on the map will attempt to 'react' and intervene in that Battle – even if they have already fought.
Exception: If a French Cavalry unit is the only French unit in a Nation, it will never attempt to react. It will remain where it is, to control the Nation it occupies. If the only French units in a Nation are two or more Cavalry, the weakest one (Player's choice if tied) will stay behind to control the Nation.
[9/1/1/1]
Roll a die for each eligible French Cavalry. The unit successfully moves to the Battle Nation on a roll of [1-4]. On a [5] or higher, it fails and remains where it is.
The die roll is modified by +1 if there is a Coalition Cavalry unit in the Battle Nation, and also by +1 if there is a Coalition Cavalry unit in the Nation from which the French Cavalry unit is attempting to move. Finally, if the French Cavalry unit is attempting to react to a Nation which is not adjacent to the Nation where it is currently located, the die roll is raised by a further +1.
Example (continued). The French have three Cavalry on the map (Murat, Bessières and Grouchy; all in Germany). Grouchy is the weakest, so he will attempt to hold Germany. Murat and Bessières will attempt to move to Austria, which you selected as the Turn's first Battle. Murat goes first; you must add +1 to the die roll because there are Coalition (Prussian) Cavalry forces in Austria. The roll for Murat is a [3] (modified to [4]) so he succeeds; move Murat to Austria and now roll for Bessières; you roll a [4] (modified to [5]) so he fails. Bessières remains with Grouchy in Germany.
[9/1/2] Coalition Cavalry Reaction
Similarly, if a Battle is about to occur in any Nation, any or all Coalition Cavalry units in Nations on the map may attempt to 'react' and intervene in that Battle – even if they have already fought.
Exception: No Coalition Cavalry may attempt to react to a Nation where the Player could not build units of that nationality. Example: Prussian Cavalry may not react into Spain, because you can't build Prussian units in Spain (8/2). For that reason, you cannot attempt to react to France unless it contains the Paris Marker or the But marker (8/4).
[9/1/2/1]
The die roll, and all its modifiers, are exactly the same for Coalition Cavalry as they were for French Cavalry in the preceding section, only the roles are reversed. (So a French Cavalry unit in the Battle Nation adds +1 to the roll for a Prussian Cavalry unit trying to reach that Nation.)
Example (continued). The Coalition has two Russian cavalry in Italy (Platov and Kutuzov) if you want to react them into Austria. You really need win Austria, so you decide to commit Kutuzov. You must add +1 to the die roll because there is now a French Cavalry (Murat) in Austria because it just reacted there from Germany. You roll for Kutuzov and get a [2] (modified to [3]), so Kutuzov moves into Austria.
[9/2] Call for Light Infantry
When a Battle occurs, each side will call on "Light Infantry" to improve its odds. Find the Fervor Level of the Nation where the Battle is taking place on the Turn Record Track, then find the corresponding row on the Light Infantry Table. Roll a die and cross-reference the two to determine whose Light Infantry show up for the battle, and how many. The result will be NA (No Advantage), FA (French Advantage) or FD (French Domination).
The die roll for Light Infantry may be modified by the presence of an État (9/2/1) in the Nation. The presence of the Pope (in Italy; 9/2/2) will also modify the Light Infantry roll by +2.
Once a result is obtained, adjust the "Light Infantry" marker on the Light Infantry Track, if necessary, and observe the number of dice pictured in the resulting box.
Example (continued from 9/1/2/1). The current Fervor level in Austria is 5, so look in the 5 row of the Light Infantry Table. You roll a [6]. Looking at the Light Infantry Table (row 5, column 6) you get a result of "FA," which means there is a "French Advantage" in this battle. Move the Light Infantry marker to the "French Advantage" box there. This means you will roll two dice in the Battle.
[9/2/1] État Effects on Battle
A Battle may occur in a Nation which is occupied by an État (4/6). Any such marker will feature a +1, -1, -2, -3 or "X" box. These are die roll modifiers, which affect any roll on the Light Infantry Table (9/2). An "X" sign means that you do not roll for Light Infantry! Instead, you automatically obtain a "NA" result for any Battle taking place in a Nation where the "X-rated" État is located, and you will always roll 3 dice in battle (rule 9/5).
État markers generally help the French (with a -1, -2 or -3 DRM), because these French puppet states often had local support among the bourgeoisie and intelligentsia. An "X-rated" État represents a deeply divided region where light infantry and peasant militias are too busy fighting each other to influence the battles going on nearby. And the rare État with a +1 DRM is thoroughly despised by its subjects, who will spare no expense to help you liberate them.
[9/2/2] The Pope in Battle
The Pope functions as a +2 rated État. This represents the various armed forces of the Papal States.
[9/2/3] Josephine in Battle
If the Josephine unit is in a Nation, she subtracts -1 from the Light Infantry die roll.
[9/3] Will Napoleon Commit the Guard?
If a Battle takes place, and Napoleon-N or Napoleon-V is in that Nation, then the Emperor Napoleon may send the Imperial Guard into Battle. See 9/7/2 for its fate.
Roll 1 die; on a [5] or [6] place the Imperial Guard in the Battle (from the Counter Tray). On any other roll, the Imperial Guard remains in the Counter Tray (Box "E").
Example (continued). Napoleon is in Austria, commanding France's largest force this Turn, so roll 1d6. The result is [5] — here come the Grognards! Fetch the Imperial Guard unit out of its box on the Counter Tray and place it in Austria with the French.
[9/4] Calculate Differential
Each side in the Battle now totals its own Strength Points ("SPs"). Subtract the smaller SP total from the larger SP total to obtain the Differential (which may be zero, if the two sides are equal).
Example (continued). On the French side, the combined French troops (Murat, Davout, Suchet, Bernadotte and Berthier) total 24 SP. To that, you add 7 for the Imperial Guard, for a grand total of 31. Now, on the Coalition side, the Austrians (Karl, Radetzky, Schwarzenberg and Bellegarde), Prussians (Blücher, Braunschweig and Kleist), and Russians (Barclay and Kutuzov) total 35. Since 35 is the larger force, you subtract 31 from 35 and get a Differential of 4 in favor of the Coalition.
[9/5] Roll for Result
Roll the number of dice you were instructed to roll based on Light Infantry (9/2). The white die must be one of the dice rolled. To this total, subtract the Differential (if it favors the French), or add the Differential (if it favors the Coalition). Add zero if the Differential was zero.
Example (continued). You roll 2 dice based on the Light Infantry roll (9/2). The result is [6,2]. From this result, add the Differential (+4, since it favors the Coalition) to arrive at a final result of 8.
[9/6] Determine Results
Take the final result from step 9/5 and find the corresponding box on the Battle Results Table to determine exactly what the final outcome of the Battle was.
Example (concluded). The modified die roll for this battle ended up being 8, which corresponds to the "7-9" box on the Battle Results Table. The result is "French Exchange," meaning both sides retain control of the Nation but the French retain control of the Nation. Go to Rule 9/7 to find out exactly what happens.
[9/7] Apply Battle Results
All "eliminated" units are placed in the Casualties Box with two exceptions:
[9/7/1] Royalist and Émigré Exception
The three light blue Royalist and Émigré units (marked with a purple † cross) are not placed in the Casualties Box when eliminated. Instead, Royalists and Émigrés go directly back to the Counter Tray (box "O").
[9/7/2] Imperial Guard Exception
After any Battle, if the Guard is on the winning side (always), or on the losing side and Napoleon-N is on the map, place the Guard in the Counter Tray (box "E").
If Napoleon-V is on the map, and the Guard is on the losing side, then the Guard breaks ("La Garde récule!") and is discarded. Subtract -1d6 from France's Fervor, then ✸ move the Napoleon Abdicates marker up +2 spaces (toward 16). The result is effectively "Waterloo" — its brutal effect on French morale may end the game, as it historically did!
[9/7/3] BRT ("Battle Results Table") Results are as follows
- Cavalry Refight. If neither side has Cavalry in this Battle, reroll until a different result is obtained. Otherwise, each Cavalry unit in the Battle eliminates one Infantry unit on the other side; the eliminated unit must be of equal or lesser value to the Cavalry, and as high a value as possible (player choice if tied). Now, return to 9/1 and refight the Battle, moving the Cavalry marker if necessary. If the "Cavalry Refight" results in one side being completely eliminated, then the surviving side wins the Battle. If the Imperial Guard (9/3) is in the Battle, it remains in any "refight" and does not have to be rolled for a second time.
- Coalition Exchange. All units on both sides in the Battle are eliminated, except for the strongest Coalition unit. (Player's choice if there is a tie.) That Coalition unit wins the Battle and remains to control the Nation.
- Coalition Glory. All French units are eliminated, and the Coalition win the Battle.
- Coalition Pursuit. All French units "retreat" (9/8 below) and the Coalition win the Battle. If the white die (9/5) was a [1] or [2] (only!), the Coalition may now Pursue defeated French forces. See 9/11/1 below.
- Coalition Retreat. All Coalition units "retreat" (see 9/8 below) and the French win the Battle.
- French Exchange. All units on both sides in the Battle are eliminated, except for the strongest French unit. (Player's choice if there is a tie, but unit selected must be Cavalry if possible.) That French unit wins the Battle and remains to control the Nation.
- French Glory. All Coalition units are eliminated, and the French win the Battle.
- French Pursuit. All Coalition units "retreat" (9/8 below) and the French win. If the white die (9/5) was a [1] or [2] (only!), the French may now Pursue defeated Coalition forces. See 9/11/2 below.
- French Retreat. All French units "retreat" (see 9/8 below) and the Coalition win the Battle.
Napoleonic Exception: If Napoleon is in the Nation where the Battle took place, then Fervor can be affected in a variety of ways.
| Napoleon's Status | If French Win | If French Lose |
|---|---|---|
| Napoleon-B | +5 to Fervor | No change to Fervor |
| Napoleon-N | +3 to Fervor | -2 from Fervor |
| Napoleon-V | +1 to Fervor | -5 from Fervor |
Example: It is Turn 14 (1814) and the French, under Napoleon-V, suffer a stunning defeat in Austria. Subtract -5 from the Fervor level in Austria. If the French had won, you would add +1 instead.
[9/8] Retreat
A Retreat or Pursuit result compels the loser to retreat from the Nation where it occurred. The Nation into which units retreat is called the Refuge Nation. If Napoleon led the retreating force, he also retreats into the Refuge Nation.
[9/8/1] Retreat Direction
Retreating Units always retreat into an adjacent Nation (2/1/1); all retreating units in a single battle must retreat to the same Nation, and
- Retreat from France: French units retreating from France will move to the easiest destination (9/8/2). Coalition units must retreat to Germany or Italy, unless they are all British, pro-Coalition Spanish, and Duchy Forces; in that case they may choose to retreat to Spain.
- Retreat from Germany: French to the easiest destination (9/8/2); Coalition to Austria. If the Paris Marker or But Nation is in France, Coalition may retreat instead to France.
- Retreat from Austria: French to easiest destination (9/8/2); Coalition to either Germany or Italy (Player's choice).
- Retreat from Italy: French to the easiest destination (9/8/2); Coalition to Austria.
- Retreat from Spain: French to France; Coalition (including Duchy Forces) retreat to Portugal (9/8/3).
[9/8/2] The Easiest Destination
Because there is no French player, French retreats are handled by this 'autopilot' rule. If a French Corps is forced to retreat, it will retreat to an adjacent Nation, in order of priority:
- France.
- An adjacent Nation with no Coalition units in it.
- An adjacent Nation where retreating French units will be stronger than Coalition units in it (including any Pursuing Coalition units).
- If tied, or none of the above applies, roll a die to pick the Refuge Nation from among all possible adjacent Nations.
Example: The French in Austria would retreat to Germany on a [1-4] or to Italy on a [5-6].
[9/8/3] Coalition Retreat to Portugal
If forced to retreat from Spain, Coalition forces must retreat to the Portugal box. The French can never enter Portugal, so no Coalition forces ever Pursue into Portugal, even if the Battle result would otherwise allow it.
[9/9] Reset Light Infantry
After every Battle, move the "Light Infantry" chit onto the handsome face of Bernadotte. Proceed to 9/10.
[9/10] Battle Effect on Fervor
At the end of each and every Battle, if the Coalition player won the Battle, subtract -1 from the Fervor of the Nation where the battle took place. And if the French won the Battle, add +1 to that Nation's Fervor. Ignore this Fervor modification if the Battle was a Cavalry Refight which proceeded to another Battle.
[9/11] Pursuit
A Retreat or Pursuit result, in addition to forcing a normal Retreat, may allow the winning side's forces to "Pursue" the retreating units into the Refuge Nation (9/8), where another Battle will be fought immediately. This is considered a new Battle between the two sides.
[9/11/1] Coalition Player Pursuit
If the Battle result allows Coalition forces to Pursue retreating French, the player may elect to Pursue the retreating French into the Refuge Nation with any or all of his Corps that just won the Battle. In this case, a new Battle is fought at once in the Refuge Nation. Corps already in the Nation before the Retreat/Pursuit simply join in the one big Battle. Make sure you leave one unit behind to Control the Nation you're advancing from!
[9/11/2] French Pursuit
If the Coalition retreated and the French can Pursue (on the die roll in 9/7/3), the French reaction will depend on the situation (as required in these 'French autopilot' rules).
The most important thing to remember is that if French forces are pursuing, the weakest French unit in the original Battle must remain behind in the Nation where the Battle was fought, in order to maintain control of the Nation (11/1). The Player chooses which two or more French units remain, if two or more are tied.
The victorious French will Pursue the retreating Coalition into the Refuge Nation with all their Corps from the previous Battle (minus the one staying behind) if the total Strength Points of all French units in the Refuge Nation would be higher than the total of all Coalition Strength Points in the Refuge Nation. If the French do Pursue, then a new Battle is fought (as above). If Napoleon leads the victorious, pursuing force, he also enters the Refuge Nation.
[9/12] When Retreat Causes Battle
If, as the result of a Retreat, there are now units of both sides in a Nation, a new Battle is fought immediately in that Nation. All units on a side combine into one force; no distinction is made between units that were "already" there, and "new" units that just entered the Nation (whether the result of retreat or pursuit). Proceed to 9/1 and do the new Battle right away.
[10/0] Gentlemen Phase
[10/1] Surrender
Pro-Coalition Austria, Prussia and Russia can "surrender" any number of times. France, Britain, Sweden, Spain, and Duchy Forces never surrender. See 6/2/1 for surrender effects.
At this point in the Turn, check to see if pro-Coalition Austria, Prussia or Russia will surrender. Austria or Prussia surrender if Austria or Germany (respectively) is now occupied by French forces. Russia will surrender if there are no Russian armies on the map (excluding the Casualties Box). If both Austria and Prussia are not currently part of the Coalition, Russia will surrender likewise.
[10/2] Win Over Cultural Icons
There are four "Cultural Icons" in the game (Beethoven, Goethe, Goya and Volta). They represent early 19th century cultural luminaries (living in Austria, Germany, Spain and Italy respectively) who all supported Napoleon early in his career but later moved to distance themselves from him. (See 15/CI.)
At this point in the Turn, check to see if a Cultural Icon is on the map as a French Corps. If so, the player may choose to try and win one such Icon over to the Coalition cause. Spend £1 from Treasury and roll a die; on a roll of [1-4], the effort is a success (move the Icon to London at once. [5] or [6] fails.) Each Icon in London will generate £1 per Turn for the Coalition player (4/1). Do this as often as you want during this Phase, but it costs £1 each time.
To win over an Icon, there must be French forces in his Nation for him to protest – which means you don't control the Nation (11/1). Being able to win over an Icon is a sort of 'silver lining'.
[11/0] Abdication Phase
[11/1] Control – The Key to Winning
The "Napoleon Abdicates" marker keeps a tally of how successful the Coalition has been at winning Minor Wars and controlling as much of Europe as possible over the course of the age. To defeat Napoleon, you force him to abdicate, by pushing the "Napoleon Abdicates" marker up to 16!
To "control" a Nation, the Player must have units in it. (An État marker is always irrelevant to the control of a Nation.) All Player forces, even Duchy Forces, count for control purposes. Your objective, each Turn, is to control at least three Nations, one of which must be the But (see 4/3).
If you meet that objective now, advance the "Napoleon Abdicates" marker on the Turn Track by +1. But if you did not meet the objective and there are no French in the Casualties Box, reduce "Napoleon Abdicates" by -1 instead. Both conditions must apply for the -1.
[11/1/1] Control of France
If the Paris Marker (6/3/4) or the But Nation (4/3) is in France, then France is a normal Nation like any other, and can be controlled by the Coalition and fought over.
If there is no Paris or But in France, then Coalition forces cannot deploy (8/5), and so it becomes difficult to control France. However, situations can arise where a Battle takes place in France because French forces retreated into France and Coalition forces pursued them there. In that situation, Coalition forces may defeat French forces in Battle in France, and get credit for controlling France if they win that Battle; France would count as one of the three Nations that needs to be controlled to drive up Napoleon's Abdication (11/2).
Observe that the Royalists (15/CRA) may set up in France due to a random Accident. This will lead to a Battle; in the unlikely event the Royalists win, you do "control France" for game purposes this Turn, save that little conflict for the order of battles this Turn (9/0), so there is a chance that a Battle in Germany, Italy or Spain will "spill over" into France, in which case those Royalists there can form part of your stack and improve your chances of victory in France!
[11/2] Victory
✸ If at this point in the game the "Napoleon Abdicates" marker is in the 16 box, then Napoleon abdicates and is carried into lonely exile on the island of St. Helena. At the Congress of Vienna, your side's victorious ambassadors redraw the map of Europe, cut France back down to life-size, and lay the groundwork for peace in Europe. You won!
[11/3] Last Turn Defeat
If, at this time, it is Turn 16 (only) and you have not won, then the game ends and you lose. It is 1821, and the Emperor Napoleon has died, age 51, of the same stomach cancer that killed many of his relatives.
[11/4] Fervor Changes
If the game continues, last minute Fervor changes are now made. Any États present have no effect here!
- If a Nation has no units of any side in it, its Fervor does not change.
- If a Nation is Player-controlled (11/1), meaning only the Player's units are in it, then decrease that Nation's Fervor by -1.
- If a Nation has only French and/or French-allied units in it, it is said to be "French Controlled." Increase that Nation's Fervor by +1.
- If Napoleon-B is in a Nation's Green Box, increase that Nation's Fervor by +1. If Napoleon-V is in a Nation's Green Box, reduce that Nation's Fervor by -1. (Napoleon-N has no effect.)
Note: If you're on the maximum or minimum Fervor level but more than one modifier applies, apply them in sequence (potentially losing, or at least not gaining, Fervor). (The alternative would be to take a cumulative total and then apply it to the Fervor level, but we've always played it as clarified here.)
[11/5] Recalled for Consultations
All Red Diplomats are now placed face up in the London box. They will be ready for action next Turn. Also, if Josephine is on the map, move her back to Napoleon's Bed (if she is not already in it). If Napoleon is on the map but not in his Bed, move him to the Bed at this point. If there is no Paris marker in France, any French Diplomats in France go to the Hôtel.
[11/6] Restore Flipped/Delayed Corps
Any Corps on the map which was "flipped" for any reason is now "unflipped" (turned face up). (This rule applies only to Corps; do not unflip Minor War chits or Russian War markers.) Also, any Corps that was "Delayed" (12/3) onto the Turn Record Track is now returned to its proper Force Pool.
[11/7] French Casualties
If there is a French Corps in the Casualties Box (Poniatowski counts as French; Spanish, Naples and Bavarians do not), roll 1d6. On a [1] or [2], one French/Warsaw Corps is discarded. Observe each French unit in the Casualties Box to see if it has a red Vulnerability Dot. The unit selected for discard must be chosen in this Order of Priority from units in the Casualties Box:
- Weakest Dot Infantry.
- Weakest Dot Cavalry.
- Weakest non-Dot Infantry.
- Weakest non-Dot Cavalry.
Immortality Dots: Note that the French Bernadotte and Murat units are marked with a white Dot. These two units can never be selected as Casualties under any circumstances; they are 'immortal'.
[11/8] Clear The Deck
From the Casualties Box, and from all Nation boxes including Portugal, you must now remove all Corps units of all nationalities. White Duchy Forces in Nations (or in Portugal) may remain on the map at the player's discretion. All French (and pro-French Warsaw, Spanish, Naples and Bavarians) are placed in the French Cup; all Coalition forces must be placed in the Player Force Pool. Duchy Forces in Portugal (9/8/3) must now return to the Player Force Pool at this time, or may move instead to Spain. All Émigré and Royalist units return to the Counter Tray (Box "O" for both).
The trick to this rule is to remember that it costs money to rebuild Duchy Forces, while your regular forces are rebuilt free of charge (8/1). So there's an incentive to leave Duchy Forces on the map, where they can fight for you next Turn without you having to pay to rebuild them – although they are 'stuck' in their current location if you leave them there; a nice way to show their lack of strategic flexibility.
[11/9] Transfer Funds
You may now freely move any number of £ from any Fund to any other Fund (e.g. from the Minor War Fund to Treasury, etc.). The sole exception is that no money may be taken out of the Admiralty Budget (4/2/2).
[12/0] Accidents Phase
General Rule: If the game continues, the very last thing in a Game Turn is to roll on the Accidents Table (see Player Aid Card). Starting on Turn 1, you roll 1 die. Once Napoleon-N is on the map (6/1), you roll 2 dice each Turn. Finally, once Napoleon-V is on the map, you roll 3 dice each Turn. The cumulative die roll determines the Accidents which occur that Turn (see 15/0 in the Scenario Book).
[12/1] Accidents Table
See Player Aid Card. If instructed to roll for a random Nation, a roll of ⚅ designates the But Nation, unless otherwise instructed. If two Accidents played the same Turn appear to contradict each other, the first one played takes precedence.
This game uses the 18th century definition of the word "Accident", meaning essentially a random event.
[12/2] End of Turn
The Turn is now over. Advance the Game Turn marker to the next Turn and go back to Rule 4/0.
[12/3] Unit Delay Rule
Units (Corps) may be "Delayed" by random Accidents. Russian units may be Delayed by Player action, but only if Russia is pro-Coalition (4/10). A Delayed Corps is removed from its current location (the map or Force Pool) and placed face up in the current Turn box of the Turn Record Track. It will return to its Force Pool during the next Restore Flipped/Delayed Units step (11/6). Depending on when the unit was Delayed, this may be this Turn or the next Turn. Delayed forces remain Delayed regardless of the surrendered or aligned status of their home country.
✸ [12/4] "Veterans Game" Package
For a more challenging game, veteran players can use this entire optional package of rule changes.
- [9/7/2] Abdication up +1 (not +2) if the Imperial Guard "breaks."
- [11/2] To win a "Veterans" Game, you must force Napoleon to abdicate by the end of Turn 15. Historically, that's when he abdicated.
- [15/HUN] Abdication up +1 (not +2) when the "Hundred Days" occurs.
See the Scenario Book for [13/0], [14/0], [15/0] and [16/0].