Napoleon in Europe
Napoleon in Europe Rulebook
Table of Contents
Table of Contents
- Introduction
- Game Contents
- Basic Rules
- Standard Rules
- Introduction
- Definitions
- Sequence of Play
- Turn Order
- How to Setup and Play (Scenarios)
- How to Win (Victory Conditions)
- Victory for More than one Nation
- Ending the Game
- Pieces
- Movement
- National Special Rules
- Naval Battles
- Cards
- Ownership of Regions
- Production
- Political Actions and Diplomacy
- Player Nations
- Neutral Major Nations
- Political Action Points
- Political Actions
- Advanced Rules
- Scenarios
- Scenario I. 1796: The Rise of Napoleon
- Scenario II. 1800: The Second Coalition
- Scenario III. 1802: Peace and Options
- Scenario IV. 1805: Dash for the Danube (or The Austerlitz Blitz)
- Scenario V. 1806 – 1807: Who's Next?
- Scenario VI. 1809: The Austrian Phoenix and the Spanish Quagmire
- Scenario VII. 1812: Into Russia with Love
- Scenario VIII. 1813 – 1814: Defending the Empire
- Scenario IX. 1815: Not Again!
- Scenario X. 1820: Every Man for Himself!
- Design Notes
Introduction
Warning!
"Attention Soldier! We are about to go into battle, but don't be afraid of this rules manual! It's not as long as it looks. It contains three different sets of rules so that it can be played by new recruits, seasoned veterans, or salty old campaigners. It's also full of graphics and extra information so that it will be easy to follow. The rules themselves won't take that long to advance through. O.K., pick a rules set (either Basic or Standard) and let's get going. Forward march!"
Rules Concept
The rules for Napoleon in Europe, like all other Eagle Games' products in this series, are broken into three parts.
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The Basic Rules: These rules are short and easy to understand. They allow anyone to pick up the game and begin playing in ten minutes. This is a good place to start if you are not already familiar with games like these, or you are just in the mood for a lighter game.
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The Standard Rules: The Standard Rules allow for more detailed play. They are more realistic, but are still very playable. These rules are a good place for seasoned veterans to start.
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The Advanced Rules: These rules build on the Standard Rules and allow for the highest level of realism. They make the game play a little slower and possibly longer, but are perfect for the player that wants to add depth to the game. All advanced rules are optional and may be added individually or in their entirety by mutual consent of all players before the game begins. This allows players to add certain rules that they like, without having to add them all.
The Game
Napoleon in Europe is a game of grand strategy and tactical battles during the period between 1796 and 1815, an era dominated by the military genius of Napoleon Bonaparte. The pieces represent armies of infantry, cavalry, and artillery, as well as individual great leaders whose abilities impacted the outcomes of battles.
The strategy and tactics used in the game are based on those of the era, while remaining fast and playable. Players must build armies and alliances while maneuvering over a map of Europe to gain an advantage in battle. Once armies collide and battle is joined, players must use Napoleonic tactics to defeat the enemy army. Artillery bombardments, infantry fire, and thunderous cavalry charges must be used to break the enemy's battle line.
Gameplay
Napoleon in Europe is extremely easy to play. The pieces (armies of infantry, cavalry and artillery, or leaders) occupy the regions on the map, and may move from one region to another adjacent region. When two enemy armies occupy the same region, a battle is fought. Both armies are removed from the mapboard and are lined up across from each other in battle lines. Each side takes turns attacking the enemy until victory is achieved.
Become the largest, most powerful nation in Europe and win the game.
Game Contents
This game contains the following:
- 1 gameboard (in 3 segments) that depicts Europe during the time of Napoleon
- 1 Rules Manual (with 3 sets of rules: Basic, Standard, and Advanced)
- 1 Counter Sheet (with 180 circular cardboard counters)
- 1 dice bag (with 4 dice)
- 1 deck of 90 cards (Random Event, Effect, Innovations, and 4 blank)
- 1 Battleboard (for tactical battles in the Standard and Advanced Rules)
- 2 Reference/ Tracking Cards
- 16 plastic runners:
- 4 Horses (2 Brown, 1 Black, and 1 Gray)
- 12 Troops (3 Blue, 2 Green, 2 Gray, 1 Red, 1 Purple, 1 Yellow, 1 Tan, and 1 Light Blue)
Gameboard Clarifications
Capital City Symbols
These circular symbols are not separate regions, but only designate the regions that they are in as Capital Regions.
Land Movement
- Finland borders both St. Petersburg and Sweden
- Caucasus borders Armenia
- Tripolitania borders Tunisia
- Denmark borders Sweden
- Constantinople borders Anatolia
- Sicily does NOT border Naples
- Gibraltar does NOT border Morocco
- London does NOT border Picardy
- Egypt is not split into two regions
Sea Movement
- North Sea borders Baltic Sea
- Mid-Atlantic borders Barbary Coast
- Black Sea borders Aegean Sea, (however, a player may only move between these two Sea Areas with the permission of the player who controls Constantinople AND Anatolia – usually the Ottoman player)
- Any island on the mapboard without a name can be occupied by land units, but do not count for purposes of production, cards, or toward a player's total regions.
Basic Rules
The Game Board
Most of the game board is a map of Europe divided into Regions (land) and Sea Zones (water). Pieces may not move in Sea Zones.
Each land Region acts like a square on a checkerboard. They are the "spaces" that dictate movement. Players can move their pieces in any direction from one region to any other adjacent region (regions that are next to each other). Unlike checkers, players may have as many pieces as they want in any region. If any region gets too crowded, simply replace all the pieces with a FLAG BEARER piece and place the army near the edge of the board. This "army" may move together to simplify movement. Pieces may join or leave the army represented by the flag whenever the player wants as long as they do not use more than their allotted Movement Points for that turn.
Some of the regions are within a colored border. These regions are "homeland" regions that make up one of the major nations of the game. These regions are owned at the start of the game by the player who controls that nation, and whose pieces are the same color as the homeland regions. (For Example: The player who starts the game as France, owns all the regions that are enclosed in blue and has control of all the blue pieces.)
Non-homeland regions, also called Minor Nations, have no overlay color. They are a plain brown color with no colored border.
Ownership of Regions
- A player's "Homeland" regions always belong to that player unless an enemy player has one or more infantry pieces actually in the region (thus occupying it).
- Non-homeland regions (also called Minor Nations) are owned by the last player to move an infantry piece into the region. To show which player owns a Minor Nation, the player should place one of his nation's "Control Markers" in the region. (Control Markers contain the same symbol as that nation's capital – see below). Unlike enemy homeland regions, the infantry piece does not have to stay in the region for that player to maintain ownership.
- A player may own an Enemy homeland region only as long as he has at least one of his infantry pieces in that region (thus occupying it).
- Only infantry pieces may change the ownership (control) of a region.
The Major Nations
There are seven major nations that the players can control. Each one of them has a particular color shared by the "Homeland" border, and the pieces of that nation.
| Nation | Capital |
|---|---|
| France | Paris |
| Britain | London |
| Prussia | Berlin |
| Russia | Moscow |
| Ottoman | Constantinople |
| Austria | Vienna |
| Spain | Madrid |
(Each nation's capital city is marked on the gameboard with that nation's Capital Symbol.)
| Nation | Color |
|---|---|
| France | Blue |
| Britain | Red |
| Prussia | Purple |
| Russia | Green |
| Ottoman | Tan |
| Austria | Grey |
| Spain | Yellow |
| Sea Region | Light Green |
| Neutral | Dark Brown |
The Pieces
The pieces represent the armies of Infantry (soldiers on foot with muskets and bayonets), Cavalry (soldiers on horseback), Artillery (cannons), and Leaders (Generals who lead the soldiers). Infantry, Cavalry, and Artillery pieces are also called "Armies". The pieces are moved around the board to attack enemy players' armies and to take over regions.
Below is a chart that gives you all the information that you need about the pieces:
- Infantry – Move: 1. Attack Dice: 1.
- Cavalry – Move: 2. Attack Dice: 3. Cavalry Pieces are mounted on a brown horse.
- Artillery – Move: 1. Attack Dice: 4 (In front rank) or 2 (In rear rank). Special: Can attack from rear rank.
- Leader – Move: 2. Attack Dice: 3 (In front rank). Special: Leaders cannot be attacked. Special: Leaders in the rear rank get 2 rally attempts (see below). Leader pieces are mounted on a gray horse.
- Flag Bearer – The Flag Bearer has no function in the game other than to mark the location of very large armies so that they may be placed off to the side of the board. This prevents too many pieces in one region from cluttering up the board.
How to Win
When using the Basic Rules, there are two ways to play Napoleon in Europe. The players should agree on what type of game they are playing before they start.
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Total Victory: In "Total Victory" games, players are eliminated when all of their homeland regions are simultaneously occupied by other players' infantry pieces. As soon as all of a player's homeland regions are occupied, all of his pieces are immediately removed from the board, and he is eliminated from the game. In total victory games, the winner is the last remaining player.
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Limited War: In "Limited War" games, the game ends after a predetermined number of Rounds (12 for short games, 18 for medium length games, and 24 for long games). When the game is over, all players count up their total regions and subtract the number that they started with (homeland regions) to determine whose empire grew the most. If a player starts the game with more than one nation under his control, he must add up all the regions gained by all of his nations and then divide that total by the number of nations that he started the game with. Players are not eliminated when their homeland is occupied, but they must control at least one of their homeland regions to build new units.
The wars of Napoleon's time were limited wars, with limited objectives. The monarchs of the day fought to increase their lands and power. Complete conquest of another major nation and elimination of another monarch's dynasty was very rare. It set a dangerous example, and upset the delicate balance of power in Europe. The other major nations would not allow it, and would band together to punish the offender.
Setting up the Game
Before starting, the players must choose which kind of game they will play (Total or Limited), and they must also choose their "Setup". There are three setups recommended for the Basic Game (but feel free to invent your own or use one of the historical scenarios from the back of the manual).
How Many Players?
Players take control of different Nations depending on how many players there are at the beginning of the game. See the "Players" notes after the list for each setup. If a player controls more than one Nation, he must operate each one as a separate nation for cards, production of new pieces, and winning. These nations start the game as "Allies" and may move and fight together (see below).
I. Even Steven
Each nation gets the same starting pieces and may set them up anywhere inside their nation(s)' homeland borders. Each Player gets: 8 Infantry, 5 Cavalry, 3 Artillery, and 1 Leader per nation.
PLAYERS:
NOTE: When picking nations, players can either pick them or draw them randomly. If drawing randomly, just place one piece of each nation in the box top and have each player draw them out in turn.
- Two Players: Each player takes turns picking a nation until both players have picked three. The remaining nation is "Neutral" and has no pieces.
- Three Players: Each player takes turns picking one nation until all three have picked two. The remaining nation is neutral and has no pieces.
- Four Players: Each Player takes turns picking one nation. The remaining three nations are neutral and have no pieces.
- Five Players: Each Player takes turns picking one nation. The remaining two nations are neutral and have no pieces.
- Six Players: Each Player takes turns picking one nation. The remaining nation is neutral and has no pieces.
- Seven Players: Each Player takes turns picking one nation.
II. Middle Powers
Each player gets different starting pieces and may set them up anywhere inside their nation(s)' homeland borders. Starting pieces for player controlled nations:
- France: 10 Infantry, 5 Cavalry, 3 Artillery, 1 Leader
- Great Britain: 6 Infantry, 3 Cavalry, 1 Artillery, 1 Leader
- Prussia: 10 Infantry, 5 Cavalry, 3 Artillery, 1 Leader (The Prussian player should use the light blue pieces in this scenario)
- Russia: 8 Infantry, 4 Cavalry, 2 Artillery, 1 Leader
- Ottoman: 7 Infantry, 3 Cavalry, 1 Artillery, 1 Leader
- Austria: 12 Infantry, 6 Cavalry, 4 Artillery, 1 Leader
- Spain: 7 Infantry, 3 Cavalry, 1 Artillery, 1 Leader
PLAYERS:
NOTE: When picking nations, players can either pick them or draw them randomly. If drawing randomly, just place one piece of each nation in the box top and have each player draw them in turn.
- Two Players: Each player takes turns picking a nation until both players have picked three. The remaining nation is "Neutral" and has no pieces.
- Three Players: Each player takes turns picking one nation until all three have picked two. The remaining nation is neutral and has no pieces.
- Four Players: Each Player takes turns picking one nation. The remaining three nations are neutral and have no pieces.
- Five Players: Each Player takes turns picking one nation. The remaining two nations are neutral and have no pieces.
- Six Players: Each Player takes turns picking one nation. The remaining nation is neutral and has no pieces.
- Seven Players: Each Player takes turns picking one nation.
III. Stop the French!
France against everyone! One player controls France and is almost as powerful as all other players combined. They will have to work together to match the mighty French. The French Player gets 5 Infantry, 2 Cavalry, 1 Artillery, and 1 Leader for each nation that starts the game against him. These pieces must be set up within the French homeland (Blue).
Every other nation in play gets 6 Infantry, 3 Cavalry, 2 Artillery, and 1 Leader that is set up anywhere inside that nation's homeland borders.
All non-French players start the game as allies, but do not have to remain allied. In order to win, a player may want to break his alliance to attack another anti-French player. He may even want to help the French player or ally with him in order to become the most powerful nation.
PLAYERS:
The first player controls France. All other players choose from the remaining major nations to control. The game plays best when four or more major nations are active. Suggested distribution:
- Two players: The French Player would control France, and the non-French player would control Great Britain, Austria, and Russia.
- Three players: The non-French players would control Great Britain/Spain and Austria/Russia.
- Four players: The non-French players would control Great Britain/Austria, Russia/Spain, and Prussia/Ottoman.
- Five Players: The non-French players would control Great Britain, Russia, Austria, Prussia.
- Six Players: The non-French players would control Great Britain, Austria, Russia, Prussia, and Spain.
- Seven Players: All nations are played.
The Turns and Sequence of Play
Who Goes First?
The players may determine this with a dice roll. The player with the highest roll goes first. The other players then take their turn going clockwise around the board. This remains the turn order for the rest of the game.
If playing a historical scenario from the back of the rules manual, the starting player is listed for each scenario.
The Round
Each player will take his turn in order. After all players have taken their turn, the Round is over. New Rounds are played until the game ends.
Sequence of each Player's Turn
Each Player's turn consists of the following four Phases:
- Movement: Player 1 moves any or all of his pieces
- Battles: Player 1 resolves all battles in any order that he chooses
- The winner of each Major Battle (see Battles below) draws a card
- Draw Cards: Player 1 draws one card for every Capital Region and 1 card for every 10 regions that he owns (see Cards below)
- Production (Build New Pieces): Player 1 may turn in any combinations of cards that will give him pieces and place the new pieces in his homeland regions.
Movement
Land Movement
During a player's turn, he may move any, all, or none of his pieces. Infantry and Artillery pieces may move 1 region per turn (They each have 1 Movement Point). Cavalry and Leaders may move 1 or 2 regions per turn (They each have 2 Movement Points).
Whenever a piece moves into a region containing enemy pieces, it must stop and fight a battle. It cannot move any further that turn. Battles are fought after all pieces have finished moving. Pieces may move into or through empty regions or regions containing friendly pieces (their own, or other players pieces who are friendly i.e. "allied" - see below).
Amphibious Movement
Each player may move pieces from any region that contains an Anchor symbol to any other region that contains an anchor symbol. This move constitutes that piece's entire movement for that turn (a piece must start it's movement in the first Port Region and end it's movement for the turn in the second Port Region).
There are four limits to amphibious movement:
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On a player's turn, that player may only move 4 pieces amphibiously per Capital Region that he owns
- Allies' capitals do not count for this calculation
- Capitals of major nations that start the game as neutral do not count toward this total).
- The British player may move 6 pieces per Capital per turn.
THE BRITISH NAVY: During the Napoleonic era, the British navy was the most powerful navy in the world, and dominated the seas around Europe.
- St. Petersburg does not count as a capital in the Basic Rules (Russia has only one capital – Moscow).
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All pieces moved amphibiously must come from the same region and travel to a single destination (one region).
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Whenever a player moves pieces amphibiously to a region that he or his ally does not already own (i.e. neutral or enemy owned), he must roll one die for each piece making the move. If a "1" is rolled, that piece is eliminated before it arrives at its destination.
- Any pieces attempting to land in the Homeland Regions of Great Britain (Red Outline) are eliminated on a roll of "1" or "2".
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If a player has amphibiously moved even one piece into a region where he is fighting a battle, the enemy pieces get +1 to hit during that battle (The enemy hits when he rolls 5 or 6 instead of just 6)
Allied Nations
Allied nations are nations that are fighting on the same side against a common enemy. Allied nations may be other players with whom you have an "alliance", or nations controlled by a single player (as called for in a setup or historical scenario). In the Basic Rules, players may declare that they are "allies". If both players agree, then they are allies until either one of them declares that the alliance is over.
Alliances have two advantages:
- Allied players may take their turns together. They may move, fight battles, draw cards, and produce new pieces during either player's turn, but not in both players' turn in a single round (they must choose only one).
- Allied players may move their pieces into the same region without fighting a battle against each other.
Either player may declare an end to the alliance at the beginning of his turn (before moving any of his pieces). When this occurs, any pieces that are in the same region at the end of that player's turn must fight a battle per normal.
Diplomacy
Although the basic game includes no formal diplomatic rules, players are encouraged to take time between turns to meet with each other and make agreements. In these meetings they can agree to alliances, card trades, who gets which region, or anything else that is not disallowed by the rules.
Neutral Major Nations
Major Nations not controlled by a player at the beginning of the game are Neutral. Neutral major nations have no pieces. The homeland regions of neutral major nations are treated exactly like Minor Nations in these games. They may be occupied and moved through normally. Their capitals do not count toward extra cards or adding to the number of pieces that may be moved amphibiously. The pieces of neutral major nations may also be used by players who run out of pieces in their own color.
Cards
Cards are used in the Basic Rules to determine how many new pieces that a player may build and place in his nation's homeland. In the Basic Rules, only the graphic symbols at the bottom of the cards have meaning, not the words in the top half of the cards.
- I — Infantry
- C — Cavalry
- A — Artillery
- L — Leader
- N — Napoleon
Example Card: "Royal Marriage! Gain two Political Action Points." — Infantry unit artwork, Spanish (yellow) Infantry (square; with a letter "I").
Drawing Cards
Cards are drawn by each player after their movement and battle phases.
- Winning a Major Battle (Immediately after the battle): 1 Card
- For Each Capital Region Owned by the Player: 1 Card
- Note: Although Russia begins the game with two capital regions, only Moscow counts as a capital in the Basic Rules.
- For Every 10 Regions Owned by the Player (round down; capital regions can be counted as one of these regions in addition to drawing a card on their own): 1 Card
Example: The French player wins a major battle during his turn, owns Paris and Madrid, and owns 12 regions total. He therefore draws 4 cards that turn: One for the victorious battle, two for the capital regions, and one for owning 12 regions (if he only owned 9 regions, he would get no cards for regions).
Playing Cards
Cards may be played ("cashed in") in various combinations to gain pieces. When doing this, the player declares his "Combinations", shows his cards, and collects his new pieces. The cards that are played are then returned to the deck and the deck is re-shuffled.
The combinations and their values are:
- REGIMENT: 2 of the same type (any color):
- 2 Infantry Cards = 1 Infantry Piece
- 2 Cavalry Cards = 1 Cavalry Piece
- 2 Artillery Cards = 1 Artillery Piece
- 2 Leader Cards = 1 Leader Piece
- BRIGADE: 3 of the same type (any color):
- 3 Infantry Cards = 3 Infantry Pieces
- 3 Cavalry Cards = 2 Cavalry Pieces
- 3 Artillery Cards = 2 Artillery Pieces
- 3 Leader Cards = 2 Leader Pieces
- DIVISION: 4 of the same type (any color):
- 4 Infantry Cards = 6 Infantry Pieces
- 4 Cavalry Cards = 4 Cavalry Pieces
- 4 Artillery Cards = 3 Artillery Pieces
- 4 Leader Cards = 3 Leader Pieces
- CORPS: One of each type (Inf, Cav, Art, Leader) (any color): 1 Infantry, AND 1 Cavalry, AND 1 Artillery, AND 1 Leader
ALSO:
- For each card that has a symbol in that player's national color, the player gets an additional piece of the type on that card. (EXAMPLE: The French player turns in a combination of one of each type of symbols [called a "Corps"], and one of the cards has a blue triangle [Cavalry]. He not only gets one of each type of piece, but also an additional cavalry piece.)
- The Napoleon symbol is a "Wild Card" and may be used as any of the four symbols to complete a combination. The player may not choose a color for the Napoleon card to gain an extra piece.
- Some cards have no symbol or artwork on them. These are worth nothing and may be placed back in the deck or traded to other players (see trading cards below).
Trading Cards
At any time during a player's turn, he may offer to trade cards with any other player. They may trade any number of cards. (Trades do not have to be equal.) The players trading cards may not show each other the value of their cards before or during the trade. The truth of a player's statements about what cards he is trading will only be determined after the trade has occurred.
Production Phase
After a player has drawn any cards that he is entitled to, he may play any combinations that will allow him to "cash them in" for new pieces (see "Cards"). These new pieces are then immediately placed in any region in that player-nation's homeland that is not occupied by enemy armies. If all homeland regions are occupied by enemy pieces, the player may not build new pieces for that nation on that turn.
Tactical Battles
Whenever two enemy armies occupy the same region, a tactical battle occurs. The player that moved his pieces into the region where the battle occurs is the "attacker", and the player whose pieces were already there is the "defender" for that battle. "Major Battles" are when both sides have 6 pieces or more (not including leaders). If either player has 5 or fewer pieces, then the battle is considered a "Skirmish". Major battles and skirmishes are played the same way in the Basic Rules. However, the player that wins a major battle will get to draw a card (see "Cards").
Setting up the Battle
At the beginning of the battle, a divider is placed between the two players (the game box or chart card works well for this). Both players then line up their pieces into two "Ranks". The players must place at least one non-leader piece in the front rank at the start of the battle, but are not required to place any pieces in the rear rank.
The Sequence of Battle
When both players are ready to begin the battle, the divider is removed. The sequence of battle is as follows:
- MOVE: Defender may move any or all pieces
- FIRE: Defender "fires" any or all pieces that may fire
- RALLY: Defender's Leaders may attempt to "Rally" eliminated pieces from this battle (if there are any)
- MOVE: Attacker may move any or all pieces
- FIRE: Attacker "fires" any or all pieces that may fire
- RALLY: Attacker's Leaders may attempt to "Rally" eliminated pieces from this battle (if there are any)
This sequence is repeated until one side wins the battle and the loser retreats.
Moving
During a player's Battle Move Phase, he may move any pieces from the front rank to the rear rank and vice versa. There are no limitations on how many or which pieces may be moved except that there must be at least one non-leader piece in the front rank at all times to avoid losing the battle (see "Ending the Battle" below).
Firing
During a player's fire phase, each piece that is in the front rank must "Fire" at the enemy pieces that are in the enemy's front rank. When firing, the player rolls a certain amount of dice for each piece (1 for Infantry, 3 for Cavalry, 3 for Leaders, and 4 for Artillery). For each "6" that is rolled, a "Hit" is scored and an enemy piece from the enemy's front rank is eliminated. Any piece that is in the enemy's front rank may be chosen by the firing player to be eliminated (except for leaders). During the battle, only pieces that are in the enemy's front rank may be fired at.
Artillery Fire
The exception to the front rank firing rule is that artillery pieces may fire from the Rear Rank. When artillery pieces fire from the rear rank, they roll 2 dice (as opposed to the 4 dice that they roll when firing from the front rank).
Leaders
Leader pieces that are in the front rank may fire. When they are firing from the front rank, they get 3 dice. When they are in the rear rank, they may not fire, but they may "Rally" (see below).
Leaders may not be eliminated in battle, but may be eliminated in pursuit after a battle (see below).
Eliminating Pieces and Rallying
Pieces that are eliminated are placed next to the battle, because they may be "Rallied" and brought back into the battle. Leaders that are in the rear rank (only) may attempt to rally troops that have been eliminated from that battle. During each Rally Phase, each leader that is in the rear rank rolls two dice. For each "5" or "6" that is rolled, one piece that was eliminated is "rallied" and placed in the rear rank. Rallied pieces are chosen by the rallying player.
Ending the battle and Pursuit
As soon as a player has no armies (non-leader pieces) remaining in his front rank, he loses the battle. The other player (the winner) then gets one additional fire phase called "Pursuit". During pursuit, the winner fires all of his pieces normally (using the same dice as he would during the battle), except now he may target and eliminate any enemy pieces (including leaders and pieces in the enemy's rear rank.)
A player may voluntarily lose a battle during his Move Phase by moving all of his pieces out of the front rank.
Retreating from Battles
After Pursuit fire, all of the loser's surviving pieces must "Retreat" from the region where the battle took place. The winner's surviving pieces remain in the region where the battle occurred.
Where to Retreat
The defending player may retreat his surviving pieces to any region adjacent to the region where the battle occurred, except:
- A region containing any enemy armies
- A region from which any attacking armies entered the battle
The attacking player may only retreat to any adjacent region(s) from which his armies entered the battle.
Note: A player may not retreat his pieces amphibiously.
Example of a Tactical Battle
The diagram shows a battle line with, from back to front: British Rear Rank, British Front Rank, French Front Rank, French Rear Rank.
Setup: The French player moves pieces from Holland into Hanover where the British player already has pieces. The French player also moves one Cavalry piece from Holland, through Westphalia, and into Hanover to join the battle.
Total French forces are: 6 Infantry, 3 Cavalry, 2 Artillery, and 1 Leader.
Total British forces are: 4 Infantry, 2 Cavalry, 2 Artillery, and 1 Leader.
The French player places all 6 Infantry and the Leader in the Front Rank, and the rest in the Rear Rank. The British player places all of his forces in the front rank hoping to overwhelm the French army quickly.
BATTLE TURN 1
BRITISH TURN 1
Defender (British) Move Phase — The British player does not move any of his pieces.
Defender (British) Fire Phase — The British player rolls 21 dice (BREAK DOWN: Infantry = 4 pieces x 1 die, Cavalry = 2 pieces x 3 dice, Artillery = 2 pieces x 4 dice [front rank], Leader = 1 piece x 3 dice [front rank]). The British player rolls five "6's" and almost wins the battle outright. 5 French Infantry pieces are eliminated.
Defender (British) Rally Phase — The British player has no eliminated pieces. Neither does he have a Leader in the rear rank. Therefore he passes this phase.
FRENCH TURN 1
Attacker (French) Move Phase — The French Player moves his 3 Cavalry Pieces into the front rank and his Leader piece into the rear rank.
Attacker (French) Fire Phase — The French Player rolls 14 dice (BREAKOUT: Infantry = 1x1, Cavalry = 3x3, Artillery = 2x2 [rear rank], Leader 0 [rear rank]). The French player rolls four "6's", and chooses to eliminate 2 Cavalry and 2 Artillery!
Attacker (French) Rally Phase — The French player's Leader rolls two dice and gets a "1" and a "3", rallying no pieces.
BATTLE TURN 2
BRITISH TURN 2
Defender Move Phase — The British player moves his leader to the rear rank.
Defender Fire Phase — The British player rolls 4 dice (one for each Infantry piece). Unfortunately for him, he gets no "6's" and therefore no hits.
Defender Rally Phase — The British player rolls two dice and gets a "6" and a "1". He chooses to rally one artillery piece and places it in the rear rank.
FRENCH TURN 2
Attacker Move Phase — The French player does not move any of his pieces.
Attacker Fire Phase — The French player rolls 14 dice and gets no "6's"!
Attacker Rally Phase — The French player rolls two dice and gets a "4" and a "3". No pieces are rallied.
BATTLE TURN 3
BRITISH TURN 3
Defender Move Phase — The British Player moves his artillery into the front rank.
Defender Fire Phase — The British player rolls 8 dice and gets one "6". He chooses to eliminate a French Cavalry piece.
Defender Rally Phase — The British player rolls a "4" and a "5", thereby rallying one piece. He chooses to rally an Artillery piece and places it in the rear rank.
FRENCH TURN 3
Attacker Move Phase — The French player moves his artillery into the front rank.
Attacker Fire Phase — The French player rolls 15 dice (Infantry = 1x1, Cavalry = 2x3, Artillery = 2x4) and gets three "6's". The French player chooses to eliminate one Artillery and two Infantry pieces.
Attacker Rally Phase — The French player rolls a "3" and a "1" and still can't seem to rally any troops back into the battle.
BATTLE TURN 4
BRITISH TURN 4
Defender Move Phase — The British player moves his artillery piece into the front rank.
Defender Fire Phase — The British player rolls six dice and gets one "6". He chooses to eliminate a French Artillery piece.
Defender Rally Phase — The British player rolls a "2" and a "1" and rallies no pieces.
FRENCH TURN 4
Attacker Move Phase — The French player decides to go for broke and moves his Leader piece into the front rank.
Attacker Fire Phase — The French player rolls 14 dice and gets no "6's"!!
Attacker Rally Phase — The French player cannot attempt a rally because he has no leader pieces in the rear rank.
BATTLE TURN 5
BRITISH TURN 5
Defender Move Phase — The British player moves his Leader piece into the front rank.
Defender Fire Phase — The British player rolls 9 dice and gets two "6's". He chooses to eliminate a French Artillery and a French Cavalry piece.
Defender Rally Phase — The British player has no Leaders in the rear rank.
FRENCH TURN 5
Attacker Move Phase — No Movement.
Attacker Fire Phase — The French player rolls 7 dice and gets two "6's". The French player chooses to eliminate an Artillery and an Infantry piece.
Attacker Rally Phase — None.
BATTLE TURN 6
Defender Movement Phase — The British player realizes that he probably will not win the battle. He therefore chooses to Retreat.
Winner (French) Pursuit Fire — The French Player rolls 7 dice and gets three (!!!) "6's". The two remaining British pieces are eliminated.
Retreat — There are no surviving British pieces to retreat, but if there were, they could retreat to Denmark, Mecklenburg, or Berlin. They could not retreat to Holland or Westphalia because French pieces had entered the battle from there.
Optional Leader Rule
When a leader piece is in the front rank, an additional attack die is added to every piece that can fire. More than one leader in the front rank has no additional effect. When using this rule, leader pieces do not get any attack dice when they are in the front rank.
STOP — This is the end of the Basic Rules
You now know enough to play the Basic Rules.
Standard Rules
Introduction
The Standard Rules are somewhat different from the Basic Rules. They are more detailed and have more flavor of the Napoleonic period. The differences include:
- A more detailed Tactical Battle system
- A different sequence of play
- New unit types (Elite Infantry, Militia, Irregular Cavalry, and Heavy Cavalry)
- Much more detailed setups (called "scenarios") which are listed at the back of this manual
- Different production and unit purchase system
- More detailed Diplomatic & Political system
Definitions
- Unit: Any plastic "piece" that represents a military force (Infantry, Artillery, Cavalry, or Leader)
- Region: An area of land enclosed by a single border and/or coastline. These are used to regulate ownership, movement, and production.
- Sea Area: An area of water enclosed by coastline and aqua borders. These are used to regulate naval and amphibious movement.
- Army: Refers to any military land unit of substantial size. Includes all types of Infantry, Cavalry, and Artillery, but not Leader units. These may also be referred to as "troops". It can also be used to refer to a group of units and is sometimes represented by a flagbearer piece.
- Major Nation: France, Great Britain, Prussia, Russia, Ottoman Empire, Austria, and Spain are the seven major nations in the game. They may either be controlled by a player or neutral.
- Homeland: The regions that make up a Major Nation. A nation's homeland is outlined in that nation's color. (France: Blue, Great Britain: Red; Prussia: Purple; Russia: Green; Ottoman: Tan; Austria: Gray; Spain: Yellow)
- Player Nation: The major nation controlled by a player at the beginning of the game.
- Neutral Major Nations: Any major nation not controlled by a player at the beginning of the game, is considered a "Neutral Major Nation".
- Minor Nation: Any region that is not a part of a major nation's homeland. Also called non-homeland regions.
- Ownership: Which nation "Owns" a region. Ownership may only change as a result of a "Political Action". Ownership is designated by placing a Control Marker on the region (the owning nation's flag symbol). A nation's homeland regions do not need control markers unless they are owned by another nation.
- Occupation: When a nation has military units (armies) on the region, they are "occupying" it. Although this does not necessarily mean that they own it, it can prevent the owning player from getting production points for it.
Sequence of Play
Each player takes his turn moving any or all of his pieces and fighting any battles that result. After all players have taken their turn, the date marker is moved ahead one month (on the "Tracking Card") and the next round of turns begins. After every three rounds, (after the March, June, September, and December rounds), a Production Round occurs (see Production below).
- PLAYER MOVEMENT TURNS (One Month) — Movement, Battles
- PLAYER MOVEMENT TURNS (One Month) — Movement, Battles
- PLAYER MOVEMENT TURNS (One Month) — Movement, Battles
- PLAYER PRODUCTION TURNS
The game ends after the last turn is played (A-Historical) or all the enemy nations are defeated (Historical).
Turn Order
Each scenario will specify which nation will go first. In each Movement Round (and Production Round), after the starting nation, each nation will then take its turn going clockwise around the board. Starting with France, this is: France, Great Britain, Prussia, Russia, Ottoman, Austria, and Spain.
How to Setup and Play (Scenarios)
There are ten scenarios at the back of this manual that allow the players to recreate the initial political situation and starting positions of the armed forces at that time. Each scenario may be played as a "Historical" game, or an "A-Historical" game.
How to Win (Victory Conditions)
There are two ways to play Napoleon in Europe: Historical and A-Historical.
Historical: Historical games allow the players to recreate the actual campaigns fought during the Napoleonic era. Based on the players' decisions and the results of those decisions, the game will diverge from actual history. Historical games are two sided affairs: The French Alliance vs. the Anti-French Alliance. Players win historical games by simply defeating the enemy nations. If France is defeated (forced to "sue for peace"), the Anti-French alliance player(s) win the game, and if all nations in the Anti-French Alliance are defeated (sue for peace), The French player(s) win.
A-Historical: A-Historical games allow players to attempt to dominate Europe with their nation. They are attempting to improve the position of their nation rather than just win a war. A-Historical games are especially fun for multi-player games with 4 - 7 players. Unlike Historical games, where players either win or lose, there are various levels of victory for each player depending on how strong his nation is at the end of the game. After the last turn is played, each player's Victory Level is determined. The possible victory levels are:
-
Total Victory (Very Rare; This player is an especially gifted warrior-king. Their nation is destined to rule the world.)
All Nations except Great Britain:
- Own more regions than the next two largest nations combined; AND
- Retain ownership of all of their own homeland regions.
Great Britain:
- Own more regions than any other single nation; AND
- Have a navy that has more squadrons than the next two largest navies combined; AND
- Retain ownership of all of their own homeland regions.
-
Major Victory (This player has placed his nation into a dominant position in Europe. They will have an advantage in the next war.)
All Nations except Great Britain:
- Own more regions than any other nation, AND
- Retain ownership of all of their own homeland regions.
Great Britain:
- No other nation owns more than 8 non-homeland regions; AND
- Have a navy that has more squadrons than the next two largest navies combined; AND
- Retain ownership of all of their own homeland regions.
-
Minor Victory (These players have ruled well. Their nation is still an important player on the world stage.)
All Nations except Great Britain:
- Own the second or third most regions, AND
- Retain ownership of all of their own homeland regions.
Great Britain:
- Have a navy that has more squadrons than the next two largest navies combined; AND
- Retain ownership of all of their own homeland regions.
-
Survival (This nation has not improved it's position much, if at all. It is still a contender, but will have to find powerful allies for the next war.)
All Nations including Great Britain:
- Retain ownership of all of their own homeland regions.
-
Defeat (This nation is still alive, but has been reduced in strength. It will probably fade into the status of a minor power.)
All Nations including Great Britain:
- Retain ownership of at least one of their own homeland regions, but do not own them all.
-
Extinction (This nation exists no longer. It has been tossed upon the scrap heap of history.)
All Nations including Great Britain:
- All homeland regions are owned by other nations; Completely eliminated from the game.
Great Britain has different victory conditions from the rest of the nations to reflect their role as a proponent of "Balance of Power". Britain had an extensive colonial empire outside of Europe and an extremely prosperous economy. Their interest was vested in keeping any one nation from dominating Europe and thereby threatening their security and prosperity. They also needed to retain control of the seas to prevent invasion of Britain and the security of their lines of communication with their colonies.
Victory for More than one Nation
When a player gains control of a second (or third) major nation through Diplomatic Overture (see Political Actions below) when playing an A-Historical game, he is then responsible for the victory condition of that nation as well. Even if he later loses control of that nation, he is responsible for its victory condition at the end of the game. A player who achieves a Major or Total Victory for his starting nation, but Defeat or Extinction for a nation that he took control of later has a "tainted" victory. This is not as good as a player who can achieve a "pure" victory for his starting nation by winning without controlling a second (or third) nation, or by allowing the second nation to finish with at least Survival. The ultimate victory would be for a player to have his starting nation gain a Total Victory and his second nation gain a Minor Victory.
Ending the Game
A-Historical games may end one of three ways:
-
TURNS: The players agree how many turns they will play before they start. Suggested game lengths:
- Short: 12 Turns
- Medium: 18 Turns
- Long: 24 Turns
- Very Long: 36 – 60 Turns
- Campaign: Game ends after the July 1815 Turn (or a turn agreed to by the players)
-
TIME LIMIT: The players agree that the game will end at a certain time. This allows players to play for the amount of time that they desire.
-
SUDDEN DEATH: This is really just a variant of the above two methods. When the players reach a previously agreed turn or time, they roll two dice at the end of each movement round (Month). If the roll is equal or greater than the "End Number", the game ends. The end number starts at "12" and goes down one point before each new roll, until the game ends.
EXAMPLE: The players agree that they will begin the sudden death rolls on round 10. After the tenth round (Month), they roll two dice and get a "6". The game keeps going. After the next round (11), the End Number is 11, and the players roll a "9". The game keeps going. After the next round (12), the end number is 10, and the players roll a "10". The game ends immediately.
Pieces
The Standard Ruleset has different rules for the Basic Pieces, and also introduces four new ones. Heavy Cavalry, Irregular Cavalry, Militia and Elite Infantry. There are four basic types of units: Infantry, Cavalry, Artillery, and Leaders. Heavy Infantry and Militia are "types" of Infantry, and Heavy Cavalry and Irregular Cavalry are types of Cavalry. These new units act just like the basic units of their type, with a couple of exceptions noted below in the unit description.
Infantry
Cost: 6. Move: 1. Battle Actions: 1. Attacks: Fire or Charge. Special: Infantry can form "Square" when attacked by Cavalry, subtracting 3 from a charging Cavalry's attack roll.
Infantry in the Napoleonic Era was mainly armed with a smoothbore musket and bayonet. The musket was relatively slow to load and very inaccurate beyond 100 yards. Therefore, infantry would form into close formations, and march to within a hundred yards or closer before firing. These volleys made up for the inaccuracy with volume. After several volleys had been fired, a bayonet charge could seal the deal by driving the demoralized and disorganized enemy away. Another reason for staying in tight formations was to avoid being ridden over by a mass of charging cavalry.
Cavalry
Cavalry units are mounted on brown horses.
Cost: 10. Move: 2. Battle Actions: 2. Attacks: Charge only. Special: When Charged by Infantry, Cavalry can "Avoid". Special: When Charging Infantry, Cavalry can "halt" the Charge if the Infantry forms Square.
Cavalry in the Napoleonic Era was used in many ways. Before a battle, it was used to scout the enemy army and report the enemy's positions to their General, while keeping the enemy cavalry from knowing too much about their army by screening it. During a battle, cavalry would launch charges at disordered enemy infantry and cavalry. Thousands of galloping horsemen armed with swords or lances could ride right over infantry that was too spread out. The only defense was to form tight square formations with all bayonets aimed outward to discourage the horses from impaling themselves. After a battle, cavalry was used to chase down the fleeing troops of the defeated enemy to complete the total destruction of the enemy army. Conversely, the cavalry of the defeated army would engage the pursuing cavalry to prevent them from riding down the slower artillery or foot soldiers.
Artillery
Cost: 12. Move: 1. Battle Actions: 1. Attacks: Fire only. Special: May not be charged as long as there are any friendly infantry or cavalry units in the same battle area.
Field artillery of the period was formed into "batteries". These were generally composed of four to eight cannons and would be used to support individual units of infantry or cavalry directly. However, as time wore on, it became apparent that larger groupings of artillery on the battlefield, called "Grand Batteries" could have a decisive effect by essentially blasting a hole in the enemy's line that the infantry and cavalry could then charge into.
Leaders
Leader units are mounted on gray horses.
Cost: 12. Move: 2. Battle Actions: 2. Attacks: None.
Special: Leaders who are located in the Reserve Area during a battle may use a Battle Action to "Rally" any pieces that are in the Retreat Area.
Special: Leaders add +1 to all charge combat for units of their nation that are in the same Battle Area as the Leader.
Special: Leader units may not be attacked directly. However, they are eliminated if the opposing player rolls an "11" or "12" (without modifiers) when firing or engaging in charge combat with any unit in the same Battle Area as the Leader.
Strong battlefield leaders, with experience, intelligence, bravery, and charisma could affect a battle in many ways:
-
Rallying the troops: Even brave, well-trained troops that had been fighting all day, and seen their friends killed around them, would eventually decide that they had done their part. A local defeat would be enough to start them heading to the rear and safety. Only a brave and charismatic leader whom they knew and trusted could talk them into turning around, reforming, and going back into battle. Often, the army with the most "staying power" could win a close battle by just refusing to leave the field.
-
Tactical Skill: The ability to create a successful battle strategy that outguessed the opponent and used the strengths of one's army while attacking the weaknesses of the enemy army was an essential asset of an effective General.
-
Execution: The ability of a command structure to take the plan and choreograph thousands of men's movements and actions effectively in an age before radio was even more important, and essential to victory. The side that made the fewest mistakes often won.
-
Coordination: Using the triad of Infantry, Cavalry, and Artillery properly and in concert often determined victory on the battlefield. Each arm had its own strengths and weakness, but used together in close cooperation they were devastating. It took experienced troops managed by experienced leaders to do this well.
-
Inspiration: Great Leaders were also able to intervene at the critical point on the battlefield and inspire their men to victory.
Elite Infantry
Cost: 9. Move: 1. Battle Actions: 1. Attacks: Fire or Charge.
Special: Acts like Infantry with the following exceptions:
Special: +1 on all Fire or Charge combat rolls, as well as Attempts to Rally them. (Rally on 7+ instead of 8)
Special: When Elite Infantry lose charge combat, they are eliminated only if they lose by 4 or more (harder to eliminate than infantry).
Special: Players must build 2 regular Infantry units for each Elite Infantry unit produced (in the same production phase when the Elite Infantry is built).
The tallest, strongest, and bravest men were often placed together into units of Grenadiers or Imperial Guards. They received the best training, pay, uniforms, and billets. In return, their morale was expected to be high and their fighting abilities the best. When a crisis arose on the field of battle, it was to these men that a commander turned. Rank upon rank of huge men, 7 feet tall in their towering headgear would be sent forward to crush the enemy. They usually did.
Militia
Militia units are represented by regular infantry units with a "Militia" marker under them.
Cost: 4. Moves: 1. Battle Actions: 1. Attacks: Fire or Charge.
Special: Acts like Infantry with the following exceptions:
Special: -1 on all Fire or Charge combat rolls, as well as attempts to rally them (Rally on 9+ instead of 8)
Special: When "hit" by Fire they are eliminated only 66% of the time (1, 2, 3, or 4)
Special: Fail 50% of the time when they attempt to "form square" against a Cavalry Charge
Special: Cannot be purchased except by Prussia after 1809, and the Ottoman Empire
Special: Cannot leave their homeland except for Prussia after 1809 and the Ottoman Empire
Most nations of the era raised militia troops to defend the homeland. These part-time citizen-soldiers were available to be called out in case of invasion or other emergency, but did not require the nation to pay, clothe, or house them like regular soldiers. They did not get the training or experience of the regular army, and their battlefield performance would reflect this. They were, however, cheap and could stop a musket ball as well as a real soldier.
Irregular Cavalry
Cost: 7. Move: 2. Battle Actions: 2. Attacks: Charge.
Special: Acts like "Cavalry" with the following exceptions:
Special: -1 on all Charge combat rolls as well as attempts to rally them. (Rally on 9+ instead of 8)
Special: Only the Russian or Ottoman player may ever build these units
The Russian Cossacks and Ottoman Horsemen did not have the extensive training that other "regular" European cavalry had. They couldn't move in formation or charge as effectively on the battlefield, but they were expert scouts, they were cheap, and they could turn an enemy retreat into Hell on Earth.
Heavy Cavalry
Heavy Cavalry units are mounted on black horses.
Cost: 13. Move: 2. Battle Actions: 2. Attacks: Charge only.
Special: Acts like Cavalry with the following exception:
Special: +1 on all Charge combat rolls
Heavy cavalry of Europe in the early 19th century were used on the battlefield for shock effect and breakthroughs. These big men were mounted on the largest, strongest horses, and often armored with a steel breastplates and helmets. Thousands of these massive weapons of steel and muscle thundering down on a man, was enough to panic even seasoned troops.
Naval Squadron
Cost: 15. Move: Unlimited sea areas.
Control Marker
These markers are placed on regions to show which nation "owns" that region (see Ownership of Regions below). Regions may only change ownership as a result of a Political Action (see below).
Movement
Land Movement
During a player's Movement Turn, his Land Units (Infantry, Cavalry, Artillery, and Leaders) may move the number of regions equal to their "Movement Points". Infantry and Artillery units may move one region per turn, and Cavalry and Leader units may move two regions per turn. Land units may not move into the Sea Areas except when using "Amphibious Movement" (see below). Land units may only move into regions that are adjacent to (share a common border with) the region where they are moving from.
Units may move into Minor Nations that are not owned or occupied by Major Nations.
Land units may not move into regions owned by another nation or occupied by other land units that belong to another nation with the following exceptions:
- The two nations are "allied" (see Alliance)
- The player has a "Right of Passage" from the player whose units occupy the region (see Right of Passage in Political Actions)
- The two nations are at war.
Whenever land units move into a region with other land units belonging to a nation with whom they are at war, the units entering the region may not move any further during that turn, and a tactical battle occurs (see Tactical Battles below).
Sea Movement
Players may move their nation's naval squadrons during their movement turn. Naval squadrons may move any number of sea areas during one turn. However, if they enter a sea area that contains naval squadrons belonging to a nation with whom they are at war, a Naval Battle may occur (see Naval Battles below). If the moving naval squadrons attempt to avoid the enemy naval squadrons and are successful (see Interception of Naval Squadrons below), they may keep moving.
If a Naval Battle occurs, the naval squadrons involved may not move any further during that turn, except that after the battle, they may move into any friendly ports that are adjacent to the sea area in which the battle took place. All naval battles occur immediately upon interception.
Ports
Ports are represented by an anchor symbol. They are special "sea areas". Naval squadrons may move into them as if they were normal sea areas. Naval squadrons may only move into ports in regions owned by their nation or an allied nation. Ports are adjacent to any sea area that the anchor symbol touches. All newly built naval squadrons must be placed in a port in the building player's homeland. If a player-nation has no homeland ports, he may not build new naval squadrons. If a region with a port is captured by enemy armies, any naval squadrons in that port must be immediately moved into an adjacent sea area.
Naval squadrons in a port may be attacked by enemy naval squadrons that are in adjacent sea areas even though the attackers may not "move" into the port. A maximum of two enemy naval squadrons may attack a single port in any one turn. The defending naval squadrons get +2 to their naval battle roll.
Naval squadrons moving out of a port and into a sea area that contains enemy naval squadrons are intercepted 66% of the time. (see Interception of Naval Squadrons below)
Amphibious Movement
Players may move armies and leaders from any coastal region with an anchor symbol (Port) to any other coastal region on the board. To do this, a player declares which land units are moving and traces a path through Sea Areas from the region where the move begins to where they land. The following rules apply:
-
The moving player must have his own or allied naval squadrons in a sea area adjacent to the DESTINATION region. These naval squadrons must equal or exceed the number of armies being landed (leader units do not count against the number of naval squadrons; i.e. they move for "free")
-
If any sea areas along the path are occupied by enemy naval squadrons, a roll to determine if the "transports" (land units moving on the water) are "Intercepted" must occur for each of these sea areas that the transports pass through (see "Interception of Transports" below).
-
If a player lands units amphibiously into an enemy homeland region that is not "Uprising" (see "Uprising" below), three (3) enemy Militia units appear in the region where the landing takes place.
-
If a region that is being landed in contains enemy units (including Militia as a result of #3 above), a battle is fought. The defending enemy units get an additional +2 on all fire and charge combat rolls for this entire battle.
Interception
There are two types of Interception:
INTERCEPTION OF NAVAL SQUADRONS: When naval squadrons belonging to nations at war occupy the same sea area, a naval battle may occur. If both sides want a battle, it occurs. If neither side wants a battle, it does not occur. If one side wants a battle, and the other does not, the moving player rolls to see if the reluctant naval squadrons are "Intercepted" and forced into a naval battle. The player rolls one die. If a "5" or "6" is rolled, the fleeing naval squadrons are intercepted and a naval battle follows immediately (see "Naval Battle" below).
If the naval squadron(s) that are attempting to avoid battle have just left a port and are attempting to avoid enemy naval squadrons in a sea area adjacent to the port (anchor symbol), then they will be intercepted on a "3", "4", "5", or "6" instead of the usual "5" or "6". This also applies if they are attempting to move through the straights from The Mid-Atlantic to The Barbary Coast (or vice versa), or from The Aegean Sea to The Black Sea (or vice versa).
INTERCEPTION OF TRANSPORTS: When a player is amphibiously moving an army unit and it is attempting to move through a sea area that contains enemy naval squadrons, he must roll to see if they are intercepted. The moving player rolls one die for each unit. If the result is more than the Interception Rating (see below), then the unit is safe and may continue moving. If the roll is equal to or lower than the Interception Rating for that sea area, then it is intercepted and eliminated.
The Interception Rating is simply the total of enemy naval squadrons in that sea area minus the number of naval squadrons owned by the moving player and his allies in that sea area. This total can never be less than "1" if there is even one enemy naval squadron in a sea area.
Example: Great Britain and Austria are at war with France. Great Britain attempts to move 3 units from Cornwall to Illyria. They must pass through the Bay of Biscay Sea Zone which contains three French and 3 British naval squadrons. The difference is "0", however the Interception Rating cannot be lower than "1". The British player rolls three dice, and get 2,5,1. One unit has been attacked and destroyed by the French navy. The surviving units continue on their way and land in Illyria.
National Special Rules
Some major nations have special advantages or disadvantages.
THE BRITISH FLEET: When at least half of the naval squadrons on one side of a naval battle are British (red), that side gets +1 on the naval battle roll. During this era, the British not only had the largest fleet, but they also had the best trained and most experienced crews and captains. When faced with relatively even odds, the British squadrons would almost always triumph.
THE BRITISH ARMY: The British player may not build more than 2 new land units (Infantry, Cavalry, Artillery, or Leaders) in any single Production Turn. Because the British placed so much importance on their fleet, it usually received the lion-share of resources. This included things like men, money, and armaments; All things that the British army needed and had a difficult time getting. Consequently, the British army grew very slowly throughout the period.
BRITISH PRODUCTION POINTS: The British player may give some or all of his production points to other players. Because of their shortage of manpower for the army, their relative safety from invasion, and their surfeit of money, the British tended to give money and armaments to other nations to do their fighting for them. Mainland European powers were happy to get British cash and equipment, but resented the British for it at the same time.
THE OTTOMAN GOVERNMENT: All regions owned by the Ottoman player (including homeland) only generate 1 Production Point during the Production Phase instead of 2. The exception to this is the capital region: Constantinople, which generates 2 PP's. The Ottoman government and bureaucracy was medieval in organization, structure, and outlook, and riddled with inefficiency and corruption. Although these traits existed in the more modern European great powers as well, they reached amazing depths within the Ottoman Empire.
THE OTTOMAN ARMY: The Ottoman Empire may only produce Militia, Irregular Cavalry, and Leader units. They may not produce artillery or other, more advanced types of Infantry or Cavalry. While the Ottoman army attempted to keep pace with their European neighbors, they steadily fell behind in weapons technology as well as tactical and organizational innovations. Their armies resembled swirling masses of insects rather than the ordered and disciplined ranks of European armies. If an enemy army could weather the first frantic rush, they could usually defeat the disorganized and disheartened mob of Ottoman warriors.
THE OTTOMAN NAVY: When at least half of the naval squadrons on one side of a naval battle are Ottoman (Tan), that side gets -1 on the naval battle roll. Similar to the Ottoman army, the Ottoman navy had fallen behind their European counterparts in the quality of the weapon systems and the innovations of their use in battle.
Naval Battles
When a naval battle occurs, each side rolls two dice and adds the total of the naval squadrons that they and their allies have in that sea area. The two sides then compare their two totals. The side with the smaller total loses the Naval Battle and some naval squadrons based on the difference between the two totals.
| Difference | Loss |
|---|---|
| 0 | No Loss |
| 1 or 2 | Lose 1 Squadron |
| 3 or 4 | Lose 2 Squadrons |
| 5 or more | Lose 3 Squadrons |
Other Bonuses in Naval Battles
Ports: As stated above, if a battle occurs in a port, the defender adds "2" to his naval battle roll.
The British Navy: As stated above, when at least half of the naval squadrons on one side of a naval battle are British (red), that side adds "1" their naval battle roll.
Cards
Cards are not used in the Standard rules.
Ownership of Regions
Major Nations can own regions in addition to their homeland regions. Their ownership is represented by placing a "Control Marker" on the regions that they own. Ownership can only change hands as a result of a Political Action (see below). Even if an enemy nation's units "occupy" a region (by having armies there), they do not own it until Ownership (and the control marker) is changed as a result of a Political Action.
A player's "Homeland" regions do not need a control marker on them to show that they belong to that nation. They always belong to that nation unless an enemy player nation has a "Control Marker" on it signifying their ownership.
Production
Production occurs after every three turns (months), after the March, June, September, and December Turns. If a scenario starts in the middle of a 3 month period (in February for example), the first Production Round may come sooner than 3 turns.
Production Points
During each production round, each player takes a turn adding up his total Production Points based on how many regions he "Owns" (This is not necessarily the same as those that he occupies with troops – see Ownership above). Regions that are occupied by enemy armies or in "Uprising" (see "Uprising" Political Action below) are not counted toward a nation's total production points for that Production Turn.
Every Region is worth 2 Production Points, and Capital Regions are each worth unique amounts of PP's depending on the Capital Region (Listed Below). The exception to this is that all regions in North Africa (between Morocco and Egypt), and those regions owned by the Ottoman Empire are worth only 1 Production Point.
Values of Capital Regions:
| Capital | Value |
|---|---|
| Paris | 10 |
| London | 10 |
| Berlin | 10 |
| St. Petersburg | 2 |
| Moscow | 2 |
| Constantinople | 2 |
| Vienna | 8 |
| Madrid | 2 |
These values are not meant to reflect the actual economic value of the city itself, but instead to balance the total economic and military potential of their nation vis-à-vis the other Major nations in Europe.
Production points may be spent or saved at the player's discretion (Players may keep track of their PP's on the "Tracking Card" with an ownership marker). However, only the British player may give PP's to other players.
Purchasing
After Production Points are calculated, the players then take turns spending their production points to buy new pieces. The cost of the pieces available in the Standard Rules are:
| Unit | Cost |
|---|---|
| Militia | 4 |
| Infantry | 6 |
| Elite Infantry | 9 |
| Artillery | 12 |
| Cavalry | 10 |
| Heavy Cavalry | 13 |
| Irregular Cavalry | 7 |
| Leaders | 12 |
| Naval Squadrons | 15 |
| Political Action Points | 10 |
Placing
A player's newly produced units may be placed in any of that player-nation's homeland regions that are not owned by another nation, occupied by enemy armies, or in Uprising. If a nation has no homeland regions that fit that description, it may not build new units.
Newly built naval squadrons must be placed in that nation's homeland ports that fit the above description.
Political Actions and Diplomacy
Politics and Diplomacy are key tools in Napoleon in Europe. During the period, the seven major nations vied with one another to dominate the continent of Europe. Although France eventually became the dominant player, there was quite a bit of jockeying between the other powers as well. In Napoleon in Europe, players can conduct diplomacy (open or in secret) between themselves to accomplish their goals. They can then execute their political policies through a menu of "Political Actions". Each action costs varying amounts of "Political Action Points" (PAP's) to execute.
Diplomatic Track
The diplomatic track allows players to keep track of the relationships between the major nations in the game. Unless stated in the scenario setup, all nations begin with a "Neutral" relationship. As a result of Diplomatic Overtures, Declarations of War and Peace (Political Actions), the status of these relationships can change. When the change occurs, players should mark the new status by placing a "Control Marker" with the appropriate nation's flag in the appropriate box on the Diplomatic Track.
Alliances
Alliances may be formed to allow players to co-operate against another nation or nations. Alliances may only be formed as a result of a "Diplomatic Overture" Political Action.
Alliances have the following benefits and rules:
- Allied nations may move their pieces at the same time (in either player's turn but not both [their choice]), and may occupy the same regions (although only one nation may own a region).
- Allies may fight battles together as if they were one nation. The two (or more) allied players still move and roll for their own units.
- Naval squadrons may transport allied units of other nations.
- Allies may move into each other's ports.
- A nation is never obligated to go to war with the enemies of his ally. The decision of whether to go to war with an ally's enemy is always available to a player, but not required. Failing to declare war on an ally's enemy does not automatically end the alliance.
Player Nations
At the beginning of each scenario, each player chooses a major nation or nations to control. These nations are "Player-Nations". Victory in the game is determined by the performance of a player's nation or nations.
Neutral Major Nations
Any major nation not controlled by a player at the beginning of the game, is considered a "Neutral Major Nation". Neutral Major Nations are "inactive" (do not receive PP's or new units, and cannot move their units) until they either join an alliance or are attacked. Neutral Major Nations may join a player's alliance as a result of a successful "Diplomatic Overture" Political Action. That player will then "Control" that Neutral Major Nation until the Neutral Major Nation is either defeated (sues for peace) or is lured out of the alliance by another player's Diplomatic Overture. Neutral Major Nations "controlled" by a Player-Nation become active as long as they are controlled: Their units may be moved and they may receive production and build new forces, though they do not ever receive Political Action Points.
If a player-nation declares war on a neutral major nation, one of the other players in the game immediately takes control of the neutral major nation. Who gains control is determined as follows:
- If a player declares war on a Neutral Major Nation and any player-nations are currently at war with the aggressor, the Neutral Major Nation joins the alliance against the aggressor nation. The members of the alliance randomly determine which of them takes control of the Neutral Major Nation.
- If there are no player-nations currently at war with the aggressor nation, any may immediately declare war. If more than one do so, they randomly determine which of them controls the neutral major nation.
- If no player nations wish to declare war on the aggressor nation, the player-nation with the closest Capital Region takes control of the Neutral Major Nation. However, they are not allied with the Neutral Minor Nation and their control ends as soon as the war ends.
Political Action Points
Political Action Points (PAP's) are a way of tracking Political "Capital" or Influence. Players accumulate Political Action Points over time, or for winning battles, winning wars, and through the investment of hard cash (trade grants, bribes, etc.). Player-Nations may spend this political capital to perform various Political Actions (see below). Political Action Points are represented in the game by counters with that Nation's flag on them (Control Markers).
When a player earns a PAP, he takes a Control Marker with his nation's flag on it to represent the point (like currency). He may hold his PAP's for as long as he desires. He may spend them at any time. When they are spent, the markers are returned to the box.
Political Action Points are earned as follows:
- Before each Production Phase, each Player-Nation gets (1)
- When a Player-Nation wins a major battle (1)
- When a Player-Nation wins a war (2 or 1)
- When an enemy nation is defeated. The first nation at war with the defeated nation gets 2 Political Action Points. The second nation at war with the defeated nation gets 1 PAP. All others get 0 PAP's.
- PAP's may be purchased during a player's Production Turn for 10 PP's
Political Actions
Players may choose from the following menu of Political Actions. These actions may be performed at any time, provided that the player has enough Political Action Points to pay the cost.
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Diplomatic Overture — Cost = 2 PAP's
Diplomatic Overture is essentially an attempt to change the diplomatic status of that nation up or down on the "Diplomatic Chart". For Example: If the target nation is Neutral toward your nation, a successful Diplomatic Overture would make them "Allied". If they were allied to another nation, a successful Diplomatic Initiative would make them "Neutral". There are three different types of Diplomatic Overtures depending on whom they are targeting:
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Player Nation (One of the seven Major Nations that was also a player's starting nation): A Diplomatic Overture to another Player-Nation is very simple. The player who wants to improve their diplomatic status, pays 2 PAP's and announces the Overture, the target player-nation then responds with agreement or refusal. Either way, the PAP's are spent. Players move the "control Marker" on the diplomatic track if the offer was accepted.
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Neutral Minor Nation (A region that is not owned by any major nation): A Diplomatic Overture to a Minor Nation is an attempt to draw them into the player-nation's alliance. The effect of this is to give the player-nation control of the minor nation (ownership) and its forces. When attempting this, a player must pay 2 PAP's and roll two dice. If he rolls a 9 or higher (8 or higher if he has a Leader unit in the Minor Nation), the attempt is successful and he gains control of that region (placing a control marker on it). He also gains free military units (representing the army of the minor nation) that are placed in the minor nation that has joined his "sphere of influence". The forces that join are determined randomly: 1-4 infantry (roll one die and ignore a 5 or a 6), 1-2 cavalry, and 0-1 artillery units (1,2,3 mean 0 and 4,5,6 mean 1). He may use his own units to represent these (The French player can use light blue pieces to represent 'allied forces' in the historical games).
Minor nations that join a major nation in this way are treated as part of the major nation's empire. A failed attempt has no negative effects except the loss of the 2 PAP's.
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Neutral Major Nation (One of the seven Major Nations that was not a player's starting nation): A Diplomatic Overture aimed at a Neural Major Nation is basically an attempt to change "control" of that nation and its forces. If no other nation controls the Neutral Major Nation, a successful attempt gives the successful player control of the nation until another player-nation makes another successful attempt, thus returning the Neutral Major Nation to "uncontrolled" status, or the Neutral Major Nation is defeated in a war, resulting in their return to "uncontrolled" status.
When an active Neutral Major Nation becomes "uncontrolled", any wars that it was fighting end immediately. When a player attempts a Diplomatic Overture to a Neutral Major Nation, he pays 2 PAP's and rolls two dice. If the result is equal to or less than the "Diplomatic Rating" (see below) between those two nations, the attempt succeeded and the player nation now controls the Neutral Major Nation (Note this by showing an alliance between the two nations on the Diplomatic Track). If the attempt fails, nothing happens other than the loss of the PAP's paid for the attempt.
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Commitment Ratings / Numerical
Each major nation has a Commitment Rating assigned to it in each scenario. It may be found in the "Nations" section of the scenario description immediately after the name of the nation and the letter "C".
A Commitment Rating is the ability of that nation to continue fighting (avoid "Suing for Peace") after an enemy has beaten them badly on the battlefield or captured their Capital. If a major nation loses a battle wherein they lose 6 or more units, or an enemy unit occupies their capital region, they must roll two dice. If the resulting roll is higher than the nation's "Commitment Rating", then that nation immediately loses the war and "Sues for Peace" (see above).
Trading Assets
Players may trade regions and cards, but may not trade Production Points or Political Action Points. (exception: the British player may give Production Points to any other player)
Tactical Battles
When an army moves into a region occupied by a hostile army, a tactical battle occurs. Tactical battles are fought after all pieces have been moved for that player's turn. All movement must be completed before any battles are fought, and no movement may occur after a battle is fought (except Retreats – see below). Battles may be fought in any order that the defending player(s) decides.
The two armies are placed opposite each other on the battle board, and a divider is placed between them so that the players cannot see the deployment of their opponent's pieces (the gamebox or Chart Card works well for this). The players then "deploy" their respective armies into "Battle Lines". When their deployments are complete, the divider is removed and the battle begins.
Battle Areas
The Tactical Battlefield (the battle board) is divided into "Battle Areas" for purposes of movement and attacking. Any number of pieces may occupy a Battle Area.
Deployment
There are two sizes of tactical battles:
- Skirmishes are small battles (when either combatant has five or fewer units, not counting leaders).
- Major Battles are large battles (when both armies have 6 or more units, not counting leaders).
A player's "Battle Line" is made up of the Battle Area(s) between his "Reserve" Area and the "Middle" Areas on the Tactical Battlefield (see diagrams below).
In a Skirmish, the "Battle Line" consists of one "Battle Area" (the three battle areas of his battleline are treated as one - see diagram), and the players set up their forces in the single battle area and/or in the "Reserve Area". Units in the Reserve cannot fire, engage in Charge attacks, or be attacked in any way as long as they remain there. Units may move into or out of the reserve area like any other battle area.
Skirmish: Battlefield
The battle board is laid out, from Player A's side to Player B's side, as: Player A's Retreat Area, Player A's Reserve Area, Player A's Battle Area, the Middle Area (with the Divider), Player B's Battle Area, Player B's Reserve Area, Player B's Retreat Area.
Major Battle: Battlefield
In a Major Battle, the Battle Line consists of three Battle Areas (Left, Center, and Right – see diagram), and the players set up their forces in all three Battle Areas and/or in the Reserve.
The battle board is laid out, from Player A's side to Player B's side, as: Player A's Retreat Area, Player A's Reserve Area, Player A's Battle Line (Right, Center, Left), the Middle (Flank, Center, Flank – with the Divider), Player B's Battle Line (Left, Center, Right), Player B's Reserve Area, Player B's Retreat Area.
In both cases, at least one unit must be placed in each battle area that makes up the Battle Line at the start of the battle. After both sides have set up their armies, the divider is removed and the battle may begin.
Sequence of Battle / Battle Phases
Battles are divided into four unique "Phases". The sequence of phases in each battle turn are:
- Cavalry Phase: Cavalry units may Move or Charge (each costs 1 "Battle Action" - see below). First the attacker, then the defender may act, using any, all, or none of their cavalry units.
- Artillery Phase: Artillery units may Move or Fire (each costs 1 Battle Action). First the attacker, then the defender may act, using any, all, or none of their artillery units.
- Infantry Phase: Infantry units may Move, Charge, Fire or Unsquare (each costs 1 Battle Action). First the attacker, then the defender may act, using any, all, or none of their infantry units.
- Leader Phase: Leaders may Move or Rally (Rally only if in the Reserve Area). First the attacker, then the defender may act, using any, all, or none of their leader pieces.
These phases are repeated until the battle ends (see "Winning the Battle" below)
Battle Actions
Each piece has a certain number of "Battle Actions": Infantry and Artillery have 1; Cavalry and Leaders have 2. These are essentially the number of things that an army unit or Leader can do during its proper Battle Phase. During the proper Battle Phase, a player may spend a piece's Battle Action(s) to Move, Fire, Charge, or Rally (Artillery may not Charge, Cavalry may not Fire, and only Leaders may Rally). If a piece has one battle action, it may only choose one of its available options. If a piece has two Battle Action Points, it may choose any two options (or two of the same option).
Tactical Movement
If a player chooses to use a piece's Battle Action to move, he may move the piece from any Battle Area to any adjacent Battle Area with the following exceptions:
- When enemy units are in a Battle Area adjacent to the friendly piece to be moved, it may not move into a Battle Area that also has enemy units adjacent. (i.e. Units may not move from an area adjacent to the enemy to another area adjacent to the enemy). This is similar to "Zone of Control" rules in many traditional wargames.
- Units in the Retreat Area may not move until Rallied (see "Leaders" below)
- No diagonal movement is allowed.
Attacking
During their "Phase", Units may use their Battle Action(s) to "attack" an enemy unit in a Battle Area that is adjacent. Attacks may be either "Fire" or "Charge" (see below). Artillery may "Fire" at enemy units 2 areas away if there are no units in the area between them. Attacks may only be directed at enemy units directly in front of the attacking unit (not diagonal or sideways).
For example: A British Infantry unit is in the Left Flank, Middle Battle Area. It may Fire or Charge French units directly in front of it in the French Right Flank area. It may not fire or charge French units in the French Center, or in the Center Middle (sideways).
Fire Attack
Fire attacks consist of rolling volleys of musket fire or artillery fire directed at the enemy from a distance. This is a safe method in the sense that the attacker cannot lose, but it may not have any effect on the defender. When declaring a fire attack, the attacker chooses a target, rolls two dice, adds any Fire Modifiers (see below), and then compares the total to the "Fire Chart" below.
If the total is equal to or greater than the number on the chart for that type of unit, then a hit is scored. If a hit is scored, roll one die to determine what happens to the unit that was hit. If a 4-6 is rolled, the unit is placed in the "Retreat Area" behind the owning player's "Reserve Area" (Units in the retreat area may be rallied later [see rally below]). If a 1-3 is rolled, then the unit is eliminated and removed from play (50%). Note: Elite Infantry are only eliminated on a 1 or 2 (33%) and Militia are eliminated on a 1, 2, 3, or 4 (66%).
Fire Chart
Number needed to hit, attacking unit (rows) vs. defending unit (columns: Infantry, Cavalry, Artillery):
| Attacking Unit | vs. Infantry | vs. Cavalry | vs. Artillery |
|---|---|---|---|
| Infantry | 9 | 8 | 10 |
| Cavalry | – | – | – |
| Artillery | 7/9* | 6/8* | 8/10* |
*Artillery may fire 2 battle areas (not diagonally) as long as there are no units between them and their target. The first number in the chart above is the number to hit at a range of one, and the second is the number to hit at a range of two.
Fire Modifiers
There are certain advantages and disadvantages for certain unit types, or in particular situations. When these occur, the firing player must add or subtract the following to the dice roll before determining if the target is "hit".
- Elite Infantry adds one to its dice roll when firing (+1)
- Light Infantry adds one to its dice roll when firing (+1) Note: Light Infantry are advanced rules only
- Infantry unit types subtract one from their dice roll when firing while in "Square" (-1) (see Square below) (Firing unit is in Square)
- Infantry unit types add one to their dice roll when firing at enemy infantry who are in "Square" (+1) (Target is in Square)
- Artillery unit types add two to their dice roll when firing at enemy infantry who are in Square (+2) (Target is in Square)
Charge Attack
A charge consists of Infantry or Cavalry charging into the enemy position to engage in close combat (Artillery may not charge). Charging is more decisive than firing, but is more risky. After the moving player declares a charge attack and picks the target unit, both players roll two dice, add any modifiers (see chart below) and compare the results. The player with the higher total wins. If he wins by one or two, the loser moves his unit into the "Retreat Area". If he wins by 3 or more, then the losing unit is destroyed and removed from play.
Avoiding
If the defender is Cavalry (or Light Infantry when using the advanced rules) and is being charged by Infantry, the Cavalry unit may choose to avoid contact by retreating into reserve. This is called "Avoiding" and gives the Cavalry units in the game the ability to "screen" and Light Infantry units the ability to skirmish without becoming seriously engaged.
Artillery
Artillery units may not be charged as long as there are any Infantry or Cavalry units in the same Battle Area with it. These other units are "covering" the Artillery unit. During the Napoleonic era, artillery units that were left unprotected were relatively easy prey. However, when adequately covered by nearby infantry, it was very difficult for the enemy to come to grips with an artillery unit which would just fall back a short distance while the covering force engaged the enemy.
Square Formation and Cancelling a Cavalry Charge
Whenever a Cavalry unit declares that it is charging an Infantry unit, the Infantry unit may then declare that it is "Squaring". The player should show that the Infantry unit is in Square formation by turning it sideways or backwards. The Cavalry unit may then decide to finish the charge and roll its charge attack, or he may decide to "Cancel" the charge. This cancelled charge still costs the Cavalry unit one Battle Action as if it had charged, and the Infantry unit is now in square and must use a Battle Action during an infantry phase if it wants to "Unsquare".
The effects of the Square are:
- Cavalry attacking Infantry in Square get an additional –3 modifier (added to the usual +2 for Cavalry charging Infantry)
- Infantry firing at squared Infantry get a +1 modifier to hit
- Artillery firing at squared infantry get a +2 modifier to hit
- Infantry in Square formation get a –1 modifier when firing
- Infantry in Square must use a Battle Action to get out of Square formation during an Infantry phase.
- Infantry units in Square formation may not move to another Battle Area or Charge while still in Square
On the Napoleonic Battlefield, the threat of Infantry being overrun by enemy cavalry was very real. When cavalry moved nearby and threatened to charge, the best defense was to form into large square or rectangle three or more ranks deep with bayonets pointed outward on all sides. This prevented the horses from riding into the ranks and trampling the poor foot soldiers. It also meant that if the cavalry did charge, they couldn't hurt the infantry squares as much as the volleys fired from the squares could hurt them. Therefore, the best tactic of the day was to threaten a cavalry charge, driving the enemy infantry into square. Then friendly artillery and infantry working nearby could blast the helpless squares to pieces. The enemy infantry in square could only return fire with a quarter of its men and made a huge, compact target. If the musket and canon fire destroyed the tight formation and the men in the disintegrating square decided to run for it, they could be ridden down like prey. This is represented in the game by the +1 (and +2 for artillery) to hit infantry in square, and the +1 Charge modifier for "Combined Arms" (Infantry, Artillery, and Cavalry working together).
The net –1 for cavalry charging infantry in square (+2 for Cavalry charging Infantry and –3 for cavalry charging infantry in square) is not lower because sometimes infantry were surprised and did not complete the change of formation quickly enough and the charge caught them in a disorganized state. Cavalry charges against squared infantry also sometimes succeeded, especially if the cavalry were armed with lances, thus allowing them to strike at the bayonet armed foot soldiers, or the infantry was not numerous, resolute, or organized enough to maintain a strong square. There are many examples of squares being "broken" in this way.
Charge Combat Chart (Modifiers for the Attacker)
Modifier applied for the attacking unit type (rows) vs. defending unit type (columns):
| Attacking Unit | vs. Infantry | vs. Cavalry | vs. Artillery |
|---|---|---|---|
| Infantry | +0 | -2* | +3** |
| Cavalry | +2 | +0 | +3** |
* Defending Cavalry can withdraw to the reserve when attacked by infantry to avoid melee, if it chooses to do so
** Artillery cannot be charged as long as there is at least one Infantry or Cavalry unit in the same Battle Area with the Artillery
Additional Charge Modifiers:
In addition to the modifier from the chart above, there are other modifiers that may apply to particular situations. When these occur, the player must add or subtract the following to the dice roll before determining the winner of the charge.
- One is added to the roll (+1) for units in a battle area containing a leader unit (more than one leader in a battle area does not give any additional combat advantage)
- Combined Arms: One is added to the roll (+1) for units in a battle area that contains at least one unit of each type: Infantry, Cavalry, AND Artillery. This advantage is lost as soon as the battle area does not contain all three types.
- One is added to the roll (+1) for Elite Infantry and Heavy Cavalry
- One is subtracted from the roll (-1) for Militia and Irregular Cavalry (also Light Infantry – Advanced Rules)
- Three is subtracted from the roll (-3) when cavalry type units charge infantry types that are in square (see Square above)
Leaders and Rallying
Leader pieces have two special abilities: Firstly, when in a Battle Area, they add a +1 modifier to all charge combat involving their units that share the same battle area. Secondly, leaders that are in the reserve area may attempt to rally units that are in the retreat area. Leaders may spend battle actions to rally retreating troops (one battle action/attempt). To attempt a rally, roll two dice for each attempt. On a roll of "8" or higher the unit is rallied, it is moved from the retreat area into the reserve area, and may be moved during its next phase. Units in the retreat area may not move out unless rallied by a leader in reserve. NOTE: Elite Infantry may be rallied on a "7" or higher, while Militia and Irregular Cavalry require a roll of "9" or higher.
Leaders may not be targeted like other units. They may be eliminated as a result of fire or charge combat that takes place the battle area that they occupy. If the opposing player rolls an "11" or "12" without modifiers – i.e. natural) for his fire roll or charge roll during any combat with a unit in the battle area that contains a leader, that leader is eliminated. A leader may also be eliminated when successfully targeted in "Pursuit" (see below).
Winning the Battle
Napoleonic battles usually saw both armies drawn up in long "battle lines" facing each other. The usual strategy was to break the enemy's line, attempting to flank it or to pierce it. If a battle line was broken, the army could pour through the gap and get behind the enemy, forcing him to retreat rather than be overwhelmed.
A player wins the battle when his opponent A) Retreats (see below), or B) Has no units left in one of the three parts of his "Battleline" (Left, Center, or Right). To satisfy the "Battleline" requirement, a player can have a piece in either his "Starting" Battle Area or the Middle Battle Area of the Left, Center, or Right as long as he has at least one piece on his Left, at least one in his Center, and at least one on his Right. The concept is that an army would fight as long as its battleline was intact, but as soon as one of its flanks or center had been destroyed or pierced, it would retreat.
Once a player has lost all units in one of his Battle Line Areas (Left, Center, or Right), he has lost the battle. After a player's Battle Line is broken, his units are subject to "Pursuit" (see below). After Pursuit occurs, all surviving units of the losing army must retreat as follows:
- If they were the attacking army, the pieces move to one or more of the regions that they came from.
- If they were the defending army, the pieces move into any adjacent region that is not occupied by enemy units. Defeated defending armies may not retreat into a region from which attacking armies entered that battle.
- If an army cannot retreat, all of its pieces are eliminated.
NOTE: If neither player fires, or moves a unit into the Middle Area(s) for two entire Battle Turns (Twice through all Phases), the battle ends as a victory for the Defender and the Attacker must retreat (and is pursued).
Retreat
A player may voluntarily retreat after the first full turn of battle (all four phases). He may declare a retreat only during one of his phases (Infantry, Cavalry, Artillery, or Leader) before he has used any battle actions for that phase. Players that choose to retreat are still defeated and must still undergo Pursuit.
Pursuit
When a battle is over, the side that won gets one last chance to inflict losses on the defeated army as it retreats. All Infantry and Cavalry units in the victorious army (except those in the retreat area) get to pick a retreating enemy unit, roll one die, and consult the chart below. Any rolls equal to or greater than the number on the chart results in the elimination of the targeted unit.
After Pursuit, all of the winner's units in the Retreat Area at the end of a battle rejoin the victorious army.
Pursuit Chart
Number needed to eliminate a retreating unit, pursuing unit (rows) vs. retreating unit (columns):
| Pursuing Unit | vs. Infantry | vs. Cavalry | vs. Artillery | vs. Leader |
|---|---|---|---|---|
| Infantry | 6 | – | 5 | 6 |
| Cavalry | 5 | 6 | 3 | 5 |
If the defeated player has any remaining Cavalry units when the battle ends (not counting those in the retreat area), then only Cavalry may pursue from the victorious army. In addition, the Cavalry units that are "covering" the retreat must be eliminated before any other targets may be chosen.
In Napoleonic warfare, cavalry was used to chase down fleeing enemy forces. They were also used to block these pursuing cavalry in the case of a defeat and retreat. One of the most important safeguards for an army was holding some cavalry in reserve to cover a retreat. Without these, the entire army would be subject to slashing attacks while they were strung out on the roads trying to get away.
Chart Cards
The chart cards are designed to allow players to play the game with very little reference to the rules manual.
Standard Battle Example
SETUP: The French player has attacked a British army in Belgium, moving his entire force in from Picardy. The French army includes: 10 Infantry, 4 Cavalry, 3 Artillery, and 2 Leaders. The British army includes: 9 Infantry, 2 Cavalry, 2 Artillery, and 1 Leader.
The French player places most of his forces on his left flank, opposite the British right flank, with the clear intention of attempting to overwhelm it. The British player has spread his infantry out evenly, placed his cavalry in reserve, and his artillery in his center. This is a balanced defensive deployment.
TURN 1
French Cavalry Phase: The French player moves his single cavalry reserve unit to reinforce the attack that he is preparing. He holds off moving his cavalry forward.
British Cavalry Phase: The British player moves his two cavalry units into his center. This move threatens the French center and may force the French player to reinforce it by weakening the attack that is sure to come on the British right flank.
French Artillery Phase: The French player fires his three artillery units at long range at the British infantry (9 or higher to hit). He rolls 5, 7, and 10 and scores one hit. He then rolls a 5 when determining the result of the hit (1,2,3 = elimination, and 4,5,6 = retreat) and the British infantry unit falls back to the retreat area.
British Artillery Phase: The British player fire his two guns at long range at French infantry as well. He also achieves one hit and forces the French infantry unit to retreat.
French Infantry Phase: The French player begins his attack by moving four infantry units from his left flank into the middle area toward the British right flank. He also reinforces his center with one infantry unit from his left just in case the British player does launch the attack that he is threatening.
British Infantry Phase: The British player reinforces his right flank with two infantry units, moves one unit forward into the middle center, and moves one unit from his left to his center. He also has his two units on the right flank open fire on the advancing French infantry (needs a 9 or higher to hit), but rolls a 6 and an 8 and scores no hits.
French Leader Phase: The French player gets two rally attempts with his leader unit in the reserve area. He needs to roll an 8 or higher to succeed, but rolls a 5 and a 7, so the French infantry unit in the retreat area stays there for now. The leader unit on the left flank advances into the middle area to direct the attack on the British right.
British Leader Phase: The British player makes two attempts to rally the retreating infantry unit and rolls a 7 and a 9. He succeeds, and the infantry unit is moved from the retreat area into the reserve area.
TURN 2
French Cavalry Phase: The French player moves all four cavalry units forward and declares a charge with all four. The British player responds by squaring all four of his infantry on his right flank. The French player cancels the charge, but has managed to force the British infantry facing his attack into square. This saves them from attack by the cavalry, but will leave them vulnerable to infantry fire and artillery fire if the French player moves his artillery forward.
British Cavalry Phase: The British player now has a choice. He can move the cavalry into his right flank and charge the French cavalry in an attempt to relieve the pressure that's building there, or he can advance them into the middle in an attempt to break the French battleline and win the battle outright. The French player has a leader with his cavalry facing the British right, so a British cavalry charge would be at a disadvantage (+1 for the French). He therefore decides to go for broke and moves his two cavalry units into the middle center and charges two French infantry units. Naturally, they square and the British player cancels the charges.
French Artillery Phase: The French player moves his artillery forward, creating a "combined arms" situation on his left flank. Any charge combat involving his units there will now get +1 for the Leader and +1 for the combined arms. This may well prove devastating.
British Artillery Phase: The British player moves his artillery forward as well, and achieves a combined arms advantage in the center.
French Infantry Phase: The French player fires his four infantry units at the British squares on the British right flank (+1 to hit vs. square means that he needs 8's to hit). He rolls 3, 7, 9, and 11. Two hits are scored (and a leader casualty would have occurred if there was a British leader unit on the right flank). On the result roll, the French player rolls a 1 and a 5: One retreat and one elimination. The French player also moves one unit from his right to his center, unsquares his two units in the center and fires one infantry unit at British cavalry (8 or higher to hit). He rolls a 10 and hits, and rolls a 2 and eliminates one of the British cavalry units.
British Infantry Phase: The British player moves the infantry in his center into the middle. He also moves the unit in his reserve to reinforce his sagging right. He fires with the unit in the center and misses. He fires with his two squared units at French infantry (10 or higher to hit because of the –1 for being in square) and scores one hit resulting in a retreat.
French Leader Phase: The French player rolls twice to rally (8 or higher needed to succeed), and gets a 3 and an 8. One French infantry unit is moved into the reserve area.
British Leader Phase: The British player makes one attempt to rally and is unsuccessful. He then moves his leader unit into the right flank to partially offset the large French charge advantage.
TURN 3
French Cavalry Phase: The French player decides to launch a cavalry charge on the British squares. The attack will get +2 for cavalry vs. infantry, +1 for combined arms, +1 for a leader unit in the battle area, and –3 for cavalry charging infantry in square. The defender gets +1 for having a leader in his battle area. The net modifier is "0". The French player charges the unsquared infantry first, forcing it to square. He does not cancel the charge and rolls a 9. The British player rolls a 7 and is forced to retreat his infantry unit. Since the cavalry unit has only used one battle action, it may charge again and does so. This time the French player rolls a 4 against an 8 from the British player. The French player lost by 4 and the cavalry unit is eliminated. The French player decides that he has done enough for now and ends his phase leaving the British player with two squared infantry units facing the prospect of close range fire from three artillery units in the next phase.
British Cavalry Phase: The British player realizes that he must either attack and hope that the French artillery will miss twice, or retreat. He opts to attack. His cavalry charges and the French player does not square. The British cavalry charge gets +2 and +1 for combined arms. The first roll is 8 for the British and 8 for the French. The net result is a difference of 3 and the French infantry are overrun. The British cavalry's second attack faces another unsquared infantry. This time the British player rolls a 5 and the French player rolls a 9. The British cavalry retreats.
French Artillery Phase: The French player needs to roll a 6 to hit. He rolls a 7, and a 9. The results rolls are 2 and 6: One retreat and one elimination. The British right flank now has no non-leader units and the British player loses the battle.
Pursuit: Since the British do not have any cavalry that can cover the retreat, the French may pursue with their infantry as well as their cavalry. The French player targets the British artillery with his cavalry first (3 or higher on one die to eliminate) and rolls 2, 4, 5. Both British artillery units are gone. The eight French infantry units that are available for pursuit target the British leader unit first. They need a 6 and roll 2,4,3,6 (got him!). Four remaining shots are taken at the retreating infantry (6 to hit), and result in 5, 2, 4, and 6. One unit eliminated.
Result: British losses are: 3 infantry, 1 cavalry, 2 artillery, and 1 leader. The survivors retreat to Holland. French losses are: 2 infantry and 1 cavalry. The French player won a major battle where he eliminated six or more British units. This means that the British player must immediately roll against his "Commitment Rating" to determine if his government sues for peace.
STOP — This is the end of the Standard Rules
You now know enough to play the Standard Rules. When you are ready, you can add any Advanced Rules that you want to the Standard Rules (all players should agree on which Advanced Rules will be used or left out).
Advanced Rules
Introduction
All Advanced Rules are "Optional". Optional rules can be used or left out of the game individually by agreement of the players before the game starts. The easiest way to do this is either to play almost all of the advanced Rules while agreeing to leave specific rules, or to leave out almost all of the Advanced Rules and use only a few. This is not required, but makes remembering which Optional Advanced Rules are being used easier.
Card Play
Card play adds another layer of flavor to Napoleon in Europe. In the advanced rules, only the words on the cards have meaning. The symbols and images at the bottom are used in the Basic Rules only. There are three types of cards: Random Event, Effect, and Innovations. Each type has its own rules (see below under each type). When using card play, the players shuffle the deck at the beginning of the game and draw cards as follows:
- 1 card is drawn by each player before his Production Turn.
- 2 cards are drawn by a player who wins a Major Battle (6 or more military units on both sides)
- 1 card is drawn by a player who loses a major battle
Some cards must be played immediately after they are drawn (Random Events), others may be held in a player's hand until he wants to play them. These may be played at any time (even during another player's turn or during a battle). A player may only hold a maximum of four cards in his hand. If he already has four cards and wants to place another one in his hand, he must either play or discard one of the original four. When cards are played or discarded, they are placed back into the deck and it is reshuffled.
NOTE: Four blank blue cards have been included in the deck. These may either be used as "No result" cards, having no effect, or the player may choose to create their own cards.
Random Event Cards
Random Event cards must be played immediately after being drawn.
Effect Cards
Effect Cards are similar to Random Event Cards, except that the player who holds them may determine if and when he wants to play them, and sometimes upon whom. Effect cards may be played immediately or held in a player's hand. They may be played at any time that is appropriate (They are marked as either Strategic or Battle). The Strategic cards can be played any time at all, while the battle cards can only be played when the owning player has units in a tactical battle.
Innovations Cards
Innovations Cards represent the many tactical innovations that were invented, evolved, and perfected during the Napoleonic period. When a player "possesses" a particular innovation, he places the card in front of him near the gameboard so that all players can see which innovations he has. His forces then benefit from that innovation.
Innovation cards are played differently depending on whether the players are playing an "Historical" or "A-Historical" game:
Historical: When playing an historical game, the innovations cards are not included in the deck. Instead they are given to the appropriate major nations that are listed on the card. These nations only benefit from the innovation during the dates that are also listed on the card for their nation. Therefore, certain innovations may go into effect or stop being effective depending on the current date in the game/scenario. Innovations cards that are not in effect, are placed aside (not in the deck).
A-Historical: In A-Historical games, the players may use the Historical rules for innovations cards if they decide to at the beginning of the game, otherwise they are placed into the deck with the other two types and can be drawn and possessed by any nation, regardless of the nations listed on the card. This gives another random and alternative history flavor to the game.
When drawn, they may be held in a player's hand until a player wants to pay for them. Each new innovation costs the player 10 PP's before they may be "possessed" and placed in front of that player. Possessing the same innovation more than once has no extra benefit.
Attrition in Spain and Russia
Any invading (enemy) armies in Spanish or Russian Homeland Regions must roll for "Attrition" before the Production Phase (after every three months). This reflects the effects of stragglers, deserters, weakness from hunger, thirst, and illness, as well as hostile action of the local population. These were hard places to campaign and the people of these nations were cruel in their treatment of invaders. Roll a die for each army (Infantry, Cavalry, or Artillery unit). If a "1" is rolled, that unit is eliminated. Invading units in Russia during the post-December production Phase, are eliminated on a "1" or "2".
Forced March
Infantry and Artillery units may "Force March" on the strategic map. If they succeed, force marching allows them to move an additional region during movement. Each unit that the moving player wishes to Force March must roll 2 dice to see if the attempt was successful. On a "9" or higher the move is successful and the unit may move a second region. If the roll is "5" or less, the unit is eliminated due to attrition and disorder. A roll of "6", "7", or "8" means that the unit may not move its second region, but no negative consequences have resulted from the attempt.
When using this rule, the "Advanced Mobility and Foraging" innovations card gives the owner +2 on this chart instead of its normal effect.
Minor Navies
Portugal, Holland, Denmark, and Sweden had fairly large navies during the Napoleonic era. If they join a player-nation's empire through a Diplomatic Overture or annexation, one free naval squadron is placed in an adjacent sea area. If a player attempts to annex one of these nations and the Minor Nation resists them, the free naval squadron goes to the Player Nation that gains control of their forces (see Annexation above). A nation gets no additional naval squadrons if he owns these nations at the beginning of a scenario.
Multi-Regional Minor Nations
The following two-region combinations are treated as one nation if both are neutral (unowned) at the beginning of a scenario. If either Region is invaded or joins a major nation, roll for twice as many troops and place them in either or both Regions.
- Denmark and Norway
- Sweden and Finland
- Sicily and Naples
Countercharges
Any Cavalry that has not used both of its Battle Actions may Countercharge enemy Infantry or Cavalry that charge other friendly units in the same battle area in that same turn. This occurs immediately after the enemy infantry charges, or the cavalry charges for the first time (before its second charge, if it has one). Countercharges get an additional +1 to their attack roll (in addition to any other modifiers). Cavalry that is eligible to Countercharge should be placed sideways to denote that they have not used all of their Battle Actions and can Countercharge. Infantry that is being countercharged may not "Square". Only one countercharge is allowed per Cavalry unit per turn regardless of whether it had one or two Battle Actions saved.
Initiative
A big part of cavalry's role was to scout the area in front of the army to find the enemy. Conversely, they were supposed to prevent the enemy cavalry from learning the exact whereabouts of the rest of the army. Successful execution of this mission gave a big advantage to the side with better intelligence of the enemy. The Leaders could then use this intelligence to attack the enemy before they knew what hit them. Good intelligence and decisive action by the commander gave the attacking army the initiative and a huge advantage.
When two armies come together in the same Region for a battle, before setting up the battle, roll for initiative. Both armies roll two dice and add the following:
- +1 for each Cavalry and Irregular Cavalry Unit (not Heavy Cavalry) in the battle
- +2 for each Leader in the battle
- +1 for each Light Infantry Unit in the battle
- +2 for the nation having the "Superior Light Cavalry" Innovations Card (rather than its normal effect)
If the net comparison is a draw or a difference of 1, setup the battle normally with a divider (neither side knows exactly what the opponent is doing). If one side wins by 2-7, the other side must setup their units first and in full view of the side that won initiative. The winner also moves first, regardless of which side initiated the battle.
If one side wins by 8 or more (total surprise), then the other side must setup first, in full view of the winner, the winner moves first, AND all the winner's units in that battle get an additional Battle Action during the first turn of the battle. This would allow Cavalry to move up and attack twice, Artillery to fire twice or move up and fire, and Infantry could move up and fire or charge.
When using this rule, the Innovations Card "Superior Light Cavalry" does not have the effect on the card, but adds "3" as shown above.
Reinforcement
If the moving player moves more than one group of pieces into a battle from different regions, they may arrive in the battle at different times during the battle. Keep them separated while determining their arrival. The moving player must pick which group is the "main group". The main group starts the battle. All other groups must roll on the table below to see when they arrive. Roll one die for each group.
| Die Roll | Result |
|---|---|
| 1 | Arrives in the Reserve Area at the beginning of turn 3 |
| 2 | Arrives in the Reserve Area at the beginning of turn 2 |
| 3 | Arrives in the Reserve Area at the beginning of turn 1 |
| 4-6 | Sets up with the main group before the battle |
When using this rule, the "Corps d'Armee" Innovation card gives the owner +1 on this chart.
Terrain
Terrain features were an important part of a commander's decision to fight in a particular area. Wellington chose to defend near Waterloo based on the lay of the land. Even attacking armies would pick local terrain advantages to anchor parts of their line.
After Initiative and Reinforcement are checked, both players can roll for any terrain features that their forces can take advantage of in their three "Battleline" Battle Areas. Each player rolls two dice for each chart below. The first is to determine how many terrain features he can place and the second determines what they are. Terrain features may be placed in any of the player's three "Battleline" Battle Areas (one per Battle Area maximum).
Special Terrain
| Roll | Result |
|---|---|
| 1-5 | No Special terrain |
| 6-8 | One Special Terrain |
| 9-10 | Two Special Terrains |
| 11-12 | Three Special Terrains |
Terrain Type
| Roll | Terrain Type | Terrain Effect |
|---|---|---|
| 2 | River Behind Your Entire Army | +2 on Pursuit Rolls if You Lose the Battle |
| 3-4 | Stream | Cavalry –1 to Charge into |
| 5-6 | Woods | -1 to Fire into or from; Cavalry –2 Charge into or from |
| 7-8 | Hill/Ridge | -1 to Charge into; Artillery +1 Fire from |
| 9-11 | Village/Town | -1 to Fire into or from; -1 to Charge into |
| 12 | River in Front of Your Entire Army | No Charge Combat; No Pursuit |
New Unit Types
Light Infantry
Light Infantry units are represented by regular infantry units with a "Light Infantry" marker under them.
Cost: 7. Move: 1. Battle Actions: 1. Attacks: Fire or Charge.
Special: Acts like "Infantry" with the following exceptions:
Special: +1 to hit on all Fire attacks, and –1 on Charge combat rolls
Special: When Light Infantry hit enemy units in Fire attacks they eliminate their targets less frequently (by one point) (e.g. If a Light Infantry units fires and hits a regular infantry unit, it eliminates it on a 1, or "2" only, instead of the usual "1", "2", or "3".)
Special: When "hit" by Fire they are eliminated only 33% of the time (1 or 2)
Special: +1 on all charge combat in woods or villages (instead of the usual -1)
Special: No Penalty for firing out of woods or villages
Special: Can "Avoid" Infantry Charges like Cavalry
Light Infantry were units of independent-minded individuals who could operate in very loose formations (10 to 15 feet or more between men) out in front of the main battleline to harass the enemy with musket fire (Some units even used rifled muskets for greater accuracy). The light infantry would be firing away at the large target presented by the tight formations of the enemy's regular infantry, while spread out and using any natural cover. The enemy would fire volleys to little effect and might even charge with the bayonet, but the light infantry would take cover from the former and fall back toward their own lines from the latter only to return moments later. This harassment was meant to disorder, frustrate, and panic the enemy before the main attack was launched by formed Infantry or Cavalry. The only solution was for the enemy to deploy their own light infantry skirmishers or perhaps chop up the loose order pests with a cavalry attack.
All major nations had units of Riflemen and skirmishers. However, many only paid lip service to the use of skirmishers on a grand scale on the French model. Light Infantry units in Napoleon in Europe represent the use of large numbers of troops as skirmishers, not just units designated officially as light infantry that fought as traditional infantry or small units of riflemen that had little impact on the outcome of large battles.
Horse Artillery
Horse Artillery units are represented by regular artillery units with a "Horse Artillery" marker under them.
Cost: 14. Move: 2. Battle Actions: 2. Attacks: Fire.
Special: Acts like "Artillery" with the following exceptions:
Special: -1 on all fire attack rolls
Special: May execute 2 Battle Actions, but may not fire twice in the same battle turn
Horse Artillery units became fairly common during the Napoleonic era. However, most nations used mobile artillery in "penny packets" and rarely consolidated them in large groups. Horse Artillery units in Napoleon in Europe represent not just classical Horse Artillery, but the ability and inclination of a nation to utilize and coordinate mobile artillery on the battlefield in large numbers.
Napoleon Rule
One leader unit with which the French player begins each scenario, is designated as Napoleon and his staff. Le Empereur gives +2 in all charge combat (instead of +1) for units in the same battle area, and +1 in all rally attempts. If he is eliminated, the French player loses the war (sues for peace) immediately.
STOP — This is the end of the Advanced Rules
Scenarios
Key to unit charts below: Infantry, Cavalry, Artillery, Leader, Naval.
Scenario I. 1796: The Rise of Napoleon
A great military commander is about to walk onto the stage of history. Napoleon has just been given his first major command: The ragtag French "Army of Italy" as it prepares to invade Italy. They have no shoes, no food, and no pay, but at least they are outnumbered.
Historically, Napoleon led them to victory and began his meteoric rise to Emperor. Can you win against the odds and build an empire?
Scenario Specific Rules
Start: April, 1796
- France is at war with Great Britain and Austria at the beginning of the scenario.
- Great Britain and Austria are allied at the beginning of the scenario.
- All player-nations begin the scenario with 1 PAP.
- Great Britain moves first, However Great Britain and Austria may not move during their first turn. This is meant to simulate their indecision about what to do next, as well as the fact that Napoleon grabbed the initiative.
Players (and Victory Conditions)
- 2 Players: France: Britain or Austria (Historical only)
- 3 Players: France: Britain: Austria (Historical or A-Historical)
- 4 Players: France: Britain: Austria: Russia (A-Historical)
- 5 Players: France: Britain: Austria: Russia: Prussia (A-Historical)
- 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical)
- 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Ottoman (A-Historical)
Major Nations
Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types
| Nation | France | Britain | Prussia | Russia | Ottoman | Austria | Spain |
|---|---|---|---|---|---|---|---|
| France (C:9) | X | 3 | 3 | 3 | 5 | 3 | 4 |
| Britain (C:8) | 3 | X | 5 | 5 | 4 | 6 | 4 |
| Prussia (C:6) | 3 | 4 | X | 4 | 3 | 4 | 3 |
| Russia (C:6) | 3 | 4 | 4 | X | 3 | 5 | 3 |
| Ottoman (C:5) | 4 | 4 | 3 | 3 | X | 3 | 2 |
| Austria (C:7) | 4 | 5 | 5 | 5 | 3 | X | 4 |
| Spain (C:5) | 4 | 4 | 3 | 3 | 2 | 4 | X |
| Elite Infantry* | 1 | 1 | 1 | 1 | 0 | 1 | 0 |
| Light Infantry* | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| Heavy Cavalry* | 1 | 0 | 1 | 1 | 0 | 1 | 0 |
*Special Unit Types: The special unit types replace a regular unit of the same type during the setup of this scenario. For example: A light infantry unit is placed in Paris, replacing a regular infantry unit, which is taken out of Paris.
Scenario II. 1800: The Second Coalition
A second war has been raging for two years. Napoleon has just returned from a disastrous adventure in Egypt to find that France's enemies have once again driven their armies to her very borders. He takes control and looks to repeat his campaign of 1796 in Italy.
Scenario Specific Rules
Start: April, 1800
- Great Britain, Austria, and the Ottoman Empire are allied and at war with France at the beginning of the scenario.
- All player-nations begin the scenario with 1 PAP
- France moves first.
- Russia must roll vs. her Commitment Rating if she loses 3 or more units in any single battle.
Players (and Victory Conditions)
- 2 Players: France: Britain or Austria (Historical only)
- 3 Players: France: Britain: Austria (Historical or A-Historical)
- 4 Players: France: Britain: Austria: Ottoman (Historical or A-Historical)
- 5 Players: France: Britain: Austria: Russia: Ottoman (A-Historical)
- 6 Players: France: Britain: Austria: Russia: Ottoman: Prussia (A-Historical)
- 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Ottoman (A-Historical)
Major Nations
Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types
| Nation | France | Britain | Prussia | Russia | Ottoman | Austria | Spain |
|---|---|---|---|---|---|---|---|
| France (C:9) | X | 3 | 4 | 4 | 3 | 3 | 7 |
| Britain (C:8) | 3 | X | 5 | 4 | 4 | 5 | 3 |
| Prussia (C:6) | 3 | 4 | X | 4 | 3 | 4 | 3 |
| Russia (C:6) | 3 | 4 | 4 | X | 3 | 4 | 3 |
| Ottoman (C:5) | 3 | 4 | 3 | 3 | X | 3 | 2 |
| Austria (C:7) | 3 | 5 | 5 | 4 | 3 | X | 3 |
| Spain (C:5) | 5 | 4 | 3 | 3 | 2 | 3 | X |
| Elite Infantry* | 1 | 1 | 1 | 1 | 0 | 1 | 0 |
| Light Infantry* | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| Heavy Cavalry* | 1 | 0 | 1 | 1 | 0 | 1 | 0 |
*Special Unit Types: The special unit types replace a regular unit of the same type during the setup of this scenario. For example: A light infantry unit is placed in Paris, replacing a regular infantry unit, which is taken out of Paris.
Scenario III. 1802: Peace and Options
The Peace of Luneville in February, 1801 and Amiens in March, 1802 gave Napoleon the freedom to choose a path for France. He chose to build up the Grande Armee and strengthen France's position in Germany and Italy. He also chose to crown himself Emperor, making a mockery of the divine right of Kings. These actions eventually antagonized the other rulers of Europe and led to war.
This period offers the best starting point for alternate history, and therefore makes the best scenario for a multi-player a-historical game.
Scenario Specific Rules
Start: April, 1802
- France moves first
- All player-nations begin the scenario with 1 PAP, except France, which has 2.
- All player-nations are neutral.
Players (and Victory Conditions)
- 2 Players: Choice of 2: France: Britain: Austria: Russia (France should be one of them) (A-Historical)
- 3 Players: Choice of 3: France: Britain: Austria: Russia (France should be one of them) (A-Historical)
- 4 Players: France: Britain: Austria: Russia (A-Historical)
- 5 Players: France: Britain: Austria: Russia: Prussia (A-Historical)
- 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical)
- 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Ottoman (A-Historical)
Major Nations
Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types
| Nation | France | Britain | Prussia | Russia | Ottoman | Austria | Spain |
|---|---|---|---|---|---|---|---|
| France (C:9) | X | 3 | 4 | 4 | 5 | 3 | 6 |
| Britain (C:8) | 3 | X | 4 | 4 | 4 | 6 | 3 |
| Prussia (C:6) | 4 | 4 | X | 4 | 4 | 4 | 4 |
| Russia (C:6) | 4 | 4 | 4 | X | 3 | 4 | 4 |
| Ottoman (C:5) | 3 | 3 | 3 | 3 | X | 3 | 2 |
| Austria (C:7) | 4 | 4 | 5 | 4 | 3 | X | 4 |
| Spain (C:5) | 4 | 4 | 3 | 3 | 2 | 4 | X |
| Elite Infantry* | 1 | 1 | 1 | 1 | 0 | 1 | 0 |
| Heavy Cavalry* | 1 | 1 | 1 | 1 | 0 | 1 | 0 |
*Special Unit Types: The special unit types replace a regular unit of the same type during the setup of this scenario. For example: A light infantry unit is placed in Paris, replacing a regular infantry unit, which is taken out of Paris.
Scenario IV. 1805: Dash for the Danube (or The Austerlitz Blitz)
The Austerlitz Campaign: Napoleon's shining moment. Turning from his planned invasion of England, Napoleon marched his Grande Armee across France and into Germany to surround an Austrian army at Ulm. He then continued his whirlwind campaign by capturing Vienna and defeating the combined Austrian-Russian armies at Austerlitz.
Scenario Specific Rules
Start: September, 1805
- At the beginning of the scenario Great Britain, Austria, and Russia are allied and at War with France and Spain (who are allied).
- France moves first.
- All player-nations start with 1 PAP; France starts with 2.
Players (and Victory Conditions)
- 2 Players: France: Britain or Austria (Historical only)
- 3 Players: France: Britain: Austria (Historical or A-Historical)
- 4 Players: France: Britain: Austria: Russia (Historical or A-Historical)
- 5 Players: France: Britain: Austria: Russia: Spain (Historical or A-Historical)
- 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical)
- 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Ottoman (A-Historical)
Major Nations
Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types
| Nation | France | Britain | Prussia | Russia | Ottoman | Austria | Spain |
|---|---|---|---|---|---|---|---|
| France (C:9) | X | 2 | 4 | 3 | 5 | 3 | 6 |
| Britain (C:8) | 2 | X | 5 | 5 | 4 | 5 | 4 |
| Prussia (C:6) | 4 | 4 | X | 4 | 3 | 4 | 3 |
| Russia (C:6) | 3 | 4 | 4 | X | 3 | 5 | 3 |
| Ottoman (C:5) | 4 | 4 | 3 | 3 | X | 3 | 2 |
| Austria (C:7) | 3 | 5 | 5 | 5 | 3 | X | 3 |
| Spain (C:5) | 4 | 4 | 3 | 3 | 2 | 3 | X |
| Elite Infantry* | 2 | 1 | 1 | 1 | 0 | 1 | 0 |
| Light Infantry* | 4 | 0 | 0 | 0 | 0 | 0 | 0 |
| Horse Artillery* | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| Heavy Cavalry* | 2 | 1 | 1 | 1 | 0 | 2 | 0 |
*Special Unit Types: The special unit types replace a regular unit of the same type during the setup of this scenario. For example: A light infantry unit is placed in Paris, replacing a regular infantry unit, which is taken out of Paris.
Scenario V. 1806 – 1807: Who's Next?
With Austria subdued, Napoleon picks a fight with Prussia, knowing that a victory would leave him totally dominant in Central Europe.
Scenario Specific Rules
Start: September, 1806
- France and Spain are allied and at war with Prussia, Russia, and Great Britain (who are allied)
- France moves first.
- All player-nations start with 1 PAP; France starts with 2 PAP
Players (and Victory Conditions)
- 2 Players: France: Britain or Russia (Historical only)
- 3 Players: France: Britain: Russia or Prussia (Historical or A-Historical)
- 4 Players: France: Britain: Prussia: Russia or France: Spain: Britain: Russia (Historical or A-Historical)
- 5 Players: France: Britain: Spain: Russia: Prussia (Historical or A-Historical)
- 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical)
- 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Ottoman (A-Historical)
Major Nations
Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types
| Nation | France | Britain | Prussia | Russia | Ottoman | Austria | Spain |
|---|---|---|---|---|---|---|---|
| France (C:9) | X | 2 | 3 | 3 | 5 | 4 | 6 |
| Britain (C:8) | 2 | X | 5 | 5 | 4 | 4 | 3 |
| Prussia (C:6) | 3 | 5 | X | 6 | 3 | 3 | 3 |
| Russia (C:6) | 3 | 5 | 5 | X | 3 | 3 | 3 |
| Ottoman (C:5) | 4 | 4 | 3 | 3 | X | 3 | 2 |
| Austria (C:7) | 4 | 5 | 5 | 5 | 3 | X | 4 |
| Spain (C:5) | 4 | 4 | 3 | 3 | 2 | 4 | X |
| Elite Infantry* | 3 | 1 | 1 | 1 | 0 | 1 | 0 |
| Light Infantry* | 4 | 0 | 0 | 0 | 0 | 0 | 0 |
| Horse Artillery* | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| Heavy Cavalry* | 2 | 0 | 1 | 1 | 0 | 1 | 0 |
*Special Unit Types: The special unit types replace a regular unit of the same type during the setup of this scenario. For example: A light infantry unit is placed in Paris, replacing a regular infantry unit, which is taken out of Paris.
Scenario VI. 1809: The Austrian Phoenix and the Spanish Quagmire
A rebuilt Austrian army looks for revenge against Napoleon while the French army is bogged down in Spain.
Scenario Specific Rules
Start: April 1809
- Austria, Britain, and Spain are allied and at war with France.
- Austria moves first.
- If the advanced rules are being used, the Spanish or British player starts the game holding the "Attrition in Spain" effect card.
- All Spanish homeland regions owned by France, and the Tyrol start the scenario with an Uprising token on them.
- Russia is at war with Ottoman the Empire (both are active)
- Russia is at war with Sweden (controlled by whomever is controlling Ottoman)
- If Russia or Ottoman joins an alliance, the other nation automatically joins the other alliance.
Players (and Victory Conditions)
- 2 Players: France: Britain or Austria (Historical only)
- 3 Players: France: Britain: Austria (Historical or A-Historical)
- 4 Players: France: Britain: Austria: Spain (Historical) France/Britain/Austria: Russia (Spain controlled by Britain) (A-Historical)
- 5 Players: France: Britain: Austria: Russia: Prussia (Spain controlled by Britain) (A-Historical)
- 6 Players: France: Britain: Austria: Russia: Prussia: Ottoman (Spain controlled by Britain) (A-Historical)
- 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Ottoman (A-Historical)
Major Nations
Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types
| Nation | France | Britain | Prussia | Russia | Ottoman | Austria | Spain |
|---|---|---|---|---|---|---|---|
| France (C:9) | X | 2 | 5 | 5 | 5 | 3 | 2 |
| Britain (C:8) | 2 | X | 4 | 4 | 4 | 5 | 7 |
| Prussia (C:6) | 3 | 4 | X | 3 | 3 | 4 | 3 |
| Russia (C:6) | 5 | 4 | 4 | X | 3 | 3 | 3 |
| Ottoman (C:5) | 4 | 4 | 3 | 3 | X | 3 | 2 |
| Austria (C:7) | 3 | 5 | 3 | 3 | 3 | X | 5 |
| Spain (C:5) | 2 | 5 | 3 | 3 | 2 | 4 | X |
| Elite Infantry* | 3 | 1 | 0 | 1 | 0 | 1 | 0 |
| Light Infantry* | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| Horse Artillery* | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| Heavy Cavalry* | 3 | 1 | 1 | 1 | 0 | 1 | 0 |
*Special Unit Types: The special unit types replace a regular unit of the same type during the setup of this scenario. For example: A light infantry unit is placed in Paris, replacing a regular infantry unit, which is taken out of Paris.
Scenario VII. 1812: Into Russia with Love
For five years France and Russia had been at peace, but Napoleon's frustration at his inability to crush Britain led him to try to eliminate his only remaining serious rival on the continent. At the same time, Alexander, Tsar of Russia, was tiring of France's domination of Central and Western Europe. War was almost inevitable.
Despite being tied down in a seemingly endless guerilla war in Spain, Napoleon massed a huge force of approximately 500,000 troops of all nations to invade Russia. As this huge force pushed deeper and deeper into the vast Russian interior, the Russian army fell back, only stopping to delay the invaders. Straggling, disease, and garrisoning the long supply lines steadily drained Napoleon's army. After a bloody slugging match at the battle of Borodino just outside of Moscow, Napoleon's remaining forces marched into the Russian capital to be greeted by empty streets. Instead of the usual victory parade, there was an eerie silence followed by smoke and flame. The Russians were burning their own capital!
After putting out the raging fires, Napoleon's army settled down in the ruins to await the Russian surrender. Only silence came. Realizing that his army could not supply itself in a dead city deep in the enemy's country, Napoleon decided to retreat back to Poland for the winter. The march out of Russia started as an orderly procession, but degenerated quickly as swarms of Cossacks swirled around the edges of the army, killing anyone who lagged behind or went too far afield looking for food. And then winter arrived. The freezing, tired, and hungry troops began to panic, and soon the army became a mob. New Russian armies began to close in on the French refugees and almost trapped them twice.
Finally, 20,000 exhausted survivors limped back across the Niemen River where the invasion began five months before. Russia had gobbled up one of the mightiest armies that had ever been assembled.
Napoleon's reputation of invincibility was now as tattered as his army, and his empire hung by a thread.
Scenario Specific Rules
Start: June, 1812
- France moves first.
- Great Britain, Russia, and Spain are allied and at war with France and her allies at the beginning of the scenario.
- France, Austria, and Prussia are allied and at war with Russia and her allies at the beginning of the scenario.
- All Spanish homeland regions owned by France start the scenario with an Uprising token on them.
- If the advanced rules are being used, the Spanish or British player starts the game holding the "Attrition in Spain" effect card.
- If the advanced rules are being used, the Russian player starts the game holding the "Attrition in Russia" effect card.
- In a "Historical" game, France controls all Austrian and Prussian units not in their capital regions. The units in the Austrian and Prussian capitals can only be moved, and production be done for them, if that nation joins the anti-French alliance. When they join the anti-French alliance, their commitment Ratings go up by 4 points. (Austria will not join the anti-French alliance until after Prussia has)
- In a "Historical" game, the British and Russian diplomatic ratings with Austria and Prussia go up 1 point for every Russian unit in the Prussian Homeland after November, 1812.
- In a game with less than 6 players, Britain controls the Spanish forces.
- In an "A-Historical" game, France may not break the alliance with Austria or Prussia (and vice versa), until the January, 1813 turn.
Players (and Victory Conditions)
- 2 Players: France: Britain or Russia (Historical only)
- 3 Players: France: Britain: Russia (Historical or A-Historical)
- 4 Players: France: Britain: Russia: Austria (Historical or A-Historical)
- 5 Players: France: Britain: Austria: Russia: Prussia (A-Historical)
- 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical)
- 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Ottoman (A-Historical)
Major Nations
Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types
| Nation | France | Britain | Prussia | Russia | Ottoman | Austria | Spain |
|---|---|---|---|---|---|---|---|
| France (C:9) | X | 3 | 3 | 3 | 5 | 5 | 2 |
| Britain (C:8) | 3 | X | 3 | 6 | 4 | 3 | 6 |
| Prussia (C:6) | 3 | 4 | X | 4 | 3 | 4 | 3 |
| Russia (C:9) | 3 | 5 | 3 | X | 4 | 3 | 3 |
| Ottoman (C:5) | 4 | 4 | 3 | 3 | X | 3 | 2 |
| Austria (C:7) | 4 | 4 | 4 | 5 | 3 | X | 4 |
| Spain (C:5) | 2 | 5 | 3 | 3 | 2 | 4 | X |
| Elite Infantry* | 5 | 1 | 1 | 2 | 0 | 1 | 0 |
| Light Infantry* | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| Horse Artillery* | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| Heavy Cavalry* | 3 | 1 | 1 | 2 | 0 | 1 | 0 |
*Special Unit Types: The special unit types replace a regular unit of the same type during the setup of this scenario. For example: A light infantry unit is placed in Paris, replacing a regular infantry unit, which is taken out of Paris.
Scenario VIII. 1813 – 1814: Defending the Empire
After the horrific retreat out of Russia through Poland, and into Germany, there wasn't much left of the Gande Armee. Napoleon rushed back to France to raise a brand new army. Meanwhile, the Russian army, led by swarms of Cossacks, marched west to avenge the burning of Moscow. They advanced through Poland and into Prussia. Their appearance gave the Prussians the chance to join them and declare war on Napoleon. Things were coming apart for the French Empire, but it was not too late. A new army of conscripts was marching east out of France. Napoleon could still work his magic on the battlefield and reverse the setback in Russia. However, the ulcer in Spain continued to sap French strength.
Scenario Specific Rules
Start: March, 1813
- Great Britain, Russia, Spain, and Prussia are allied and at war with France. Austria and The Ottoman Empire are neutral.
- France moves first.
- Great Britain is at war with the United States, therefore, their navy in the European theatre is weaker than usual, and they lose 2-12 production points (roll two dice) during each Production Phase. This represents resources being sent to fight the war in North America and trade being lost to American privateers.
- In a game with less than 6 players, Britain controls Spanish forces.
- In a game with less than 4 players, Russia controls Prussian forces.
Players (and Victory Conditions)
- 2 Players: France: Britain or Russia (Historical only)
- 3 Players: France: Britain: Russia (Historical or A-Historical)
- 4 Players: France: Britain: Russia: Prussia (Historical or A-Historical)
- 5 Players: France: Britain: Austria: Russia: Prussia (A-Historical)
- 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical)
- 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Ottoman (A-Historical)
Major Nations
Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types
| Nation | France | Britain | Prussia | Russia | Ottoman | Austria | Spain |
|---|---|---|---|---|---|---|---|
| France (C:9) | X | 3 | 2 | 3 | 5 | 5 | 2 |
| Britain (C:8) | 3 | X | 6 | 5 | 4 | 5 | 5 |
| Prussia (C:6) | 3 | 5 | X | 5 | 3 | 4 | 3 |
| Russia (C:6) | 3 | 4 | 6 | X | 3 | 5 | 3 |
| Ottoman (C:5) | 4 | 4 | 3 | 3 | X | 3 | 2 |
| Austria (C:7) | 4 | 5 | 5 | 5 | 3 | X | 4 |
| Spain (C:5) | 3 | 5 | 3 | 3 | 2 | 4 | X |
| Elite Infantry* | 2 | 1 | 1 | 0 | 0 | 1 | 0 |
| Light Infantry* | 1 | 1 | 1 | 0 | 0 | 0 | 0 |
| Horse Artillery* | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Heavy Cavalry* | 1 | 1 | 1 | 1 | 0 | 1 | 0 |
*Special Unit Types: The special unit types replace a regular unit of the same type during the setup of this scenario. For example: A light infantry unit is placed in Paris, replacing a regular infantry unit, which is taken out of Paris.
Scenario IX. 1815: Not Again!
Napoleon escapes his exile on Elba to become Emperor once again. The rest of Europe puts aside their disputes and unites to rid themselves of this warlord that has tortured them for almost 20 years.
Historically, Napoleon's bid ended at Waterloo. Can you do better?
Scenario Specific Rules
Start: June, 1815
- Great Britain, Prussia, Russia, Austria, and Spain are allies and at war with France at the beginning of the scenario.
- France moves first
- In a game with less than 4 players, Austria controls Russian forces.
- In a game with less than 5 players, Britain controls Prussian forces.
- In a game with less than 6 players, Britain controls Spanish forces.
Players (and Victory Conditions)
- 2 Players: France: Britain or Austria (Historical only)
- 3 Players: France: Britain: Austria (Historical or A-Historical)
- 4 Players: France: Britain: Austria: Russia (Historical or A-Historical)
- 5 Players: France: Britain: Austria: Russia: Prussia (Historical or A-Historical)
- 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical)
- 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Ottoman (A-Historical)
Major Nations
Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types
| Nation | France | Britain | Prussia | Russia | Ottoman | Austria | Spain |
|---|---|---|---|---|---|---|---|
| France (C:9) | X | 3 | 3 | 3 | 4 | 4 | 3 |
| Britain (C:8) | 3 | X | 4 | 4 | 3 | 4 | 5 |
| Prussia (C:6) | 3 | 4 | X | 3 | 3 | 3 | 3 |
| Russia (C:6) | 3 | 3 | 3 | X | 3 | 3 | 3 |
| Ottoman (C:5) | 4 | 4 | 3 | 3 | X | 3 | 2 |
| Austria (C:7) | 4 | 4 | 3 | 3 | 3 | X | 3 |
| Spain (C:5) | 3 | 4 | 3 | 3 | 2 | 3 | X |
| Elite Infantry* | 2 | 1 | 1 | 1 | 0 | 1 | 0 |
| Light Infantry* | 2 | 1 | 1 | 0 | 0 | 0 | 0 |
| Horse Artillery* | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| Heavy Cavalry* | 2 | 1 | 1 | 2 | 0 | 1 | 0 |
*Special Unit Types: The special unit types replace a regular unit of the same type during the setup of this scenario. For example: A light infantry unit is placed in Paris, replacing a regular infantry unit, which is taken out of Paris.
Scenario X. 1820: Every Man for Himself!
After the Napoleonic Wars ended, the diplomats divided the spoils, and Europe settled into one of the longest periods of sustained peace that it has ever known. But what if balance of power politics had led to alliances and instability as it eventually did in 1914?
Scenario Specific Rules
Start: April, 1820 (use 1800 on the track and add twenty years)
- France moves first.
Players (and Victory Conditions)
- 2 Players: Each player picks a nation (any). Then they each pick one nation to be their "ally". Roll to see who picks first, or choose the allied nation randomly. (A-Historical)
- 3 Players: Same as 2 player. (A-Historical)
- 4 Players: France: Britain: Austria: Russia (A-Historical)
- 5 Players: France: Britain: Austria: Russia: Prussia (A-Historical)
- 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical)
- 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Ottoman (A-Historical)
Major Nations
Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types
| Nation | France | Britain | Prussia | Russia | Ottoman | Austria | Spain |
|---|---|---|---|---|---|---|---|
| France (C:9) | X | 5 | 5 | 5 | 5 | 5 | 5 |
| Britain (C:8) | 5 | X | 5 | 5 | 5 | 5 | 5 |
| Prussia (C:6) | 5 | 5 | X | 5 | 5 | 5 | 5 |
| Russia (C:6) | 5 | 5 | 5 | X | 5 | 5 | 5 |
| Ottoman (C:5) | 5 | 5 | 5 | 5 | X | 5 | 5 |
| Austria (C:7) | 5 | 5 | 5 | 5 | 5 | X | 5 |
| Spain (C:5) | 5 | 5 | 5 | 5 | 5 | 5 | X |
| Elite Infantry* | 1 | 1 | 1 | 1 | 0 | 1 | 0 |
| Light Infantry* | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Horse Artillery* | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Heavy Cavalry* | 1 | 1 | 1 | 1 | 0 | 1 | 0 |
*Special Unit Types: The special unit types replace a regular unit of the same type during the setup of this scenario. For example: A light infantry unit is placed in Paris, replacing a regular infantry unit, which is taken out of Paris.
Design Notes
The Concept
Napoleon in Europe has been in development for four years and has undergone a lot of changes, but the original idea is still present in the design: a boyish love of playing with soldiers. I wanted to create a game in which the players could recreate the strategic decisions faced by great generals and statesmen, and also deploy their troops and fight out the resulting battles. The game had to have the flavor of the period, while remaining fast and playable. I also wanted to allow players to play on a large, colorful map-board reminiscent of the military maps on which generals would plan their campaigns.
Scale
Whenever a game designer tries to simulate history, he must make a decision about scale. What does each piece represent? How many men, guns, horses are in a unit? How much space do they occupy on the battlefield? And how do all these factors relate to each other to give a realistic result?
A game of this type that simulates strategic level movements and production, as well as tactical battles, must abstract quite a bit of the details to work. It would be a fool's errand to try to assign exact numbers to these things. The units or pieces in Napoleon in Europe represent relative strengths of the three main types of military units of the era: Infantry, Cavalry, and Artillery. When they are eliminated, it does not mean that all of the men in that unit have been killed, but instead means that they have been killed, wounded, captured, demoralized, exhausted, disorganized, or simply run away. The result is that the unit is no longer a significant threat.
Napoleon in Europe does not pretend to be a hyper-accurate tactical simulation of the Napoleonic battlefield. Instead, the tactical portion of the game allows the players to use the armies that they have built and maneuvered into battle, in their historically accurate roles. The proper use of Infantry, Cavalry, and Artillery is the key to victory.
Realism
When investigating the "realism" of a game of this type, the player must ask the right questions. 1) Do the units act realistically? Do they perform their historical role? Do they interact with each other correctly? 2) Do the battles have the correct feel for the period? 3) Do the battles give a realistic result? (i.e.: does the system work?) The design tries to achieve a realistic result by answering these questions with a resounding "yes!"
The Units
Infantry units form the majority of the battleline. They are also the most versatile, being able to stand off and fire, or attempt to achieve a decisive result by charging. Lastly, they are cheaper to create, train, and equip than the other two military arms.
Cavalry perform many roles on and off the battlefield. These roles are all reflected in the rules: Scouting and Screening (Initiative), Fixing Infantry (Squaring), Charging and Countercharging other cavalry, Pursuing a beaten foe, or protecting their own retreating forces (Pursuit).
Artillery of this period were formed into grand batteries to deliver demoralizing bombardments that could weaken the enemy's line as well as their morale. Artillery was the arm that could hurt the enemy at long range, or be devastating at short range. This is represented in Napoleon in Europe by the overall effect of ranged fire. A player with a large advantage in artillery can stand off and make the enemy make the tough decision whether to come at him or to retreat. Lastly, artillery is an especially effective counterbalance to cavalry on the battlefield. Large cavalry units made especially large targets.
Leaders in Napoleon in Europe represent many abstract things beyond one single general. They represent experience, training, command control, morale, and leadership. The more "leaders" an army has, the more effectively it will attack, and the longer it will stay in the battle.
(The rulebook's Design Notes appendix continues with a chapter titled "The Napoleonic Battlefield (Tactics)," consisting of extended excerpts credited to Swords Around A Throne – Napoleon's Grande Armee by John R. Elting. That chapter is third-party copyrighted historical text reproduced in the manual for background reading, not original game rules, and is omitted here for that reason.)
Final Words and Credits
I want to thank those that have purchased this game. It has been a labor of love for me, and part of that is the hope that it will bring them some of the enjoyment that I experienced with games like this when I was young. Enjoy.
Glenn Drover April, 2002
It is my profound honor to dedicate my artwork to the memory of my loving father, Edwin Niemeyer. The Masai tribe of Africa has a farewell that goes, "Pray to God, accost only the things which are safe, and meet only blind people." My father's greatest lesson to me was to approach all things as a blind man. He gave me his love, but not his thoughts. He knew my thoughts were my own. His undying support and love live beyond the fleeting time he was among us. Although his race is run, it is now mine to finish.
Paul E. Niemeyer May 2002
Supplemental Pieces
We decided to create our original pieces in 1/72 (HO scale) to allow players to supplement our pieces with the many great plastic miniatures that are currently available from Esci, Italeri, and HaT (They may be ordered from The Toy Soldier Company, The Michigan Toy Soldier Company, Stad's, Toy Soldier HQ, and Toy Soldiers of San Diego). Additional pieces may be purchased to add variety (Cossacks, Turkish Cavalry, etc.) or specific pieces from the various nations. If you would like to represent "the Emperor" there is a great Napoleon piece available from Italeri.
While plastic pieces may be painted, the best results (and a lot of variety) may be achieved by purchasing metal miniatures. Manufacturers such as Essex and Minifigs make outstanding 15mm scale figures.
More Information
For tactical battle scenarios, FAQ, Discussion Forums, painting tips, or any other information, visit the Eagle Games website at www.eaglegames.net
| Role | Credit |
|---|---|
| Game Concept & Design | Glenn Drover |
| Box Cover Art | Keith Rocco |
| Gameboard & Component Art | Paul Niemeyer |
| Sketches and Selected Artwork | Keith Rocco, Adrian George |
| Graphic Design & Layout | James Provenzale and Jacoby O'Connor |
| Legal | Jack Provenzale; Provenzale & Criter |
| Production & Assembly | Neal Chukerman and Scott Chukerman; Chukerman Packaging |
| Plastic Production | Matt Jacobs; Advanced Molding Solutions |
Playtesting: Glenn Drover, Brian Ritzenthaler, Jack Provenzale, Paul Niemeyer, Christopher Murphy, Alfredo Lorente, Patrick Provenzale, Geoff Zoeller, James Provenzale, Bruce Shelley, Bill Wiersema, Kevin Jones, John Pskin, Christine Drover, Maggie Schmidt, Thomas Maslan, Nick Szegedi, Pierre Szegedi, Mike McMahon, Thom Jones, Chris Nelson
Proof Reading: Alfredo Lorente, Michael Eckenfels, Jack Provenzale, Maggie Schmidt and Christine Drover
Special thanks to all those who have supported this project and this company. Without your support, we could not have published this product.