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Siege at Peking

Siege at Peking Rulebook

Table of Contents

Table of Contents

  • 1. Introduction
    • 1.1 Setup
    • 1.2 Components
    • 1.3 Complexity
  • 2. Counters
  • 3. Definition of Terms
  • 4. Sequence of Play
  • 5. Movement
    • 5.1 General
    • 5.2 Movement Allowances
  • 6. Zones of Control
  • 7. Stacking
  • 8. Combat
    • 8.1 Types of Combat
    • 8.2 Combat Resolution Procedure
    • 8.3 Retreat After Combat
    • 8.4 Advance After Combat
    • 8.5 Line of Sight
    • 8.6 Steps
  • 9. Allied Artillery
  • 10. Chinese Big Gun
  • 11. Allied Leaders
    • 11.1 General
    • 11.2 Command Control
  • 12. Allied Retreat
  • 13. Fortifications
  • 14. Attrition
  • 15. Civilians
  • 16. Chinese Mines
  • 17. Ruin Markers
  • 18. Terrain
  • 19. Chinese Replacements
  • 20. Game Record
  • 21. Victory Conditions
  • 22. Setup
  • Designer's Notes

1. Introduction

1.1 Setup

Siege at Peking is a two-player recreation of the defense of the allied legation against the Boxers and the Imperial forces of China; the game is also suitable for solitaire play. The siege lasted from 20 June to 14 August 1900. For fifty-five days the Allied troops, outnumbered, held a desperate defense without relief, marked by countless incidents of exceptional valor and cowardice. Siege at Peking incorporates a variety of unusual factors that simulate this memorable event and the people who endured it. The Allied player must successfully defend the legation quarters until the end of the game. The Chinese player, on the other hand, must try to overwhelm the garrison before the arrival of the Allied relief forces.

1.2 Components

Siege at Peking consists of a rulebook, a 23" x 32" map and 260 counters. After choosing sides, the players must mark the appropriate counters, consult the setup rules and place the counters on the map. A hexagonal grid is superimposed on the map to facilitate movement and combat; each hexagon is known as a hex.

1.3 Complexity

The game is rated "l" on the WWW complexity scale. That is, it has simple, easy-to-learn mechanics, and it provides a game suitable for new players or a quick and enjoyable game for experienced players. [Translator's note: the source prints "l" here; it is most likely the digit 1 and is left as printed.]

2. Counters

[The counter sheet in the source is a diagram. Its printed labels are transcribed below.]

  • Allied Combat Units: front, Combat Factor 4; back, Reduced Combat Factor 2.
  • Allied Volunteers: front, Combat Factor 6.
  • Leader: a single-step counter bearing the name "Myers" (a pistol symbol).
  • Allied Artillery: Artillery factor 2, marked "+ bonus".
  • Civilians: Defense Factor 1.
  • Boxers: front, Combat Factor 10; back, Reduced Combat Factor 5.
  • Imperial: front, Combat Factor 10.
  • Ruins: ruin marker.
  • Fortification: fortification marker.
  • Chinese Cannons: the two Chinese artillery counters used by the Big Gun rules (Section 10).

3. Definition of Terms

Attack / defense strength: Expressed in points, it represents the basic strength or value of a unit when attacking or defending.

Movement allowance: Expressed in points, the movement allowance represents the number of hexes a unit may move through or into.

Range: Expressed in the number of hexes a unit may fire across to attack an enemy unit.

Leader bonus: A leader's bonus may be used in one of two ways: as a dice-roll bonus, or as an addition to the strength of another unit with which it is stacked.

Artillery bonus: Marked with an asterisk, the artillery bonus represents an odds bonus for Allied attacks.

Player in phase: The player whose turn it is, is known as the player in phase.

4. Sequence of Play

Each game turn consists of the following phases, played in the order shown.

  1. "Big Gun" Phase: The Chinese player places and fires his two artillery pieces (see the Big Gun rules).
  2. Chinese Movement Phase: The Chinese player moves his units with their full movement, subject to terrain restrictions and enemy zones of control.
  3. Allied Reaction Phase: The Allied player moves his units up to half of their movement allowance, subject to terrain and zone-of-control restrictions.
  4. Sniper Phase: The Chinese player may direct sniper fire against any Allied leader in range and line of sight.
  5. Chinese Combat Phase: The Chinese player executes ranged fire and normal combat against Allied units. The Allied player may attempt a withdrawal beforehand.
  6. Allied Movement Phase: The Allied player moves his units up to their full movement allowance, subject to terrain and zone-of-control restrictions.
  7. Allied Combat Phase: The Allied player executes bayonet charges, ranged fire and normal combat against enemy units.

These seven steps complete one full game turn. Advance the game turn marker and repeat this process through turn 11.

5. Movement

5.1 General

Movement is calculated according to the number of hexes a unit can move through during its movement phase. Each unit needs enough movement points to enter a particular terrain hex. For example, 8 points are needed to enter the "Tartar Wall" from a non-wall hex "outside" the Wall. A unit may not pass through or end its movement in the same hex as an enemy unit; if it does, it is eliminated. A unit may, at no extra movement cost, pass through or stack with friendly units (see the stacking rules). Units forced to move into a canal hex are eliminated. Allied units forced off the map are eliminated. See the Terrain Effects Chart on the map for movement costs. Players may move as many of their units as they wish, all, some or none. Movement points may not be "lent" from one unit to another, and movement points may not be accumulated from one turn to the next.

5.2 Movement Allowances

Unit TypeMovement Points
Boxers8
Imperial Troops10
Allied Combat Units6
Allied Leaders6
Allied Artillery6*
Civilians and Doctors6

* Must be stacked with an Allied combat unit (leader or civilian) in order to move or fire.

6. Zones of Control

The zone of control of a unit consists of the hex it occupies and the six hexes surrounding it. Upon entering an enemy ZOC, a unit must stop and may not move further during that particular movement phase. Allied units have two movement phases: reaction and full. Therefore, an Allied unit could enter an enemy ZOC in its reaction phase and leave during the following full movement phase. Allied units may not leave an enemy ZOC during reaction movement. There is no additional cost to enter or leave an enemy ZOC. A unit may not move directly from one enemy ZOC to another enemy ZOC (exception: see Advance After Combat). Zones of control do not extend across or through canal hexes, into buildings, into the Tartar Wall (unless the unit is already on the wall), or from one building hex to another.

[Translator's note: in the source, the words "Upan" and "cari" in this section are garbled; they are read here as "Upon" and "and".]

7. Stacking

Up to 10 Allied strength points, including leaders, may be stacked in one hex. Up to 30 Chinese (Boxer / Imperial) strength points may be stacked in one hex. Artillery and civilians do not count for stacking. Units that violate the stacking rules are eliminated; the owning player chooses which units are eliminated. Only one Allied artillery unit is permitted per hex. Important: leaders may never attack alone!

8. Combat

8.1 Types of Combat

There are four types of combat: ranged fire, normal combat, bayonet charge (Allied player only) and sniper fire (Chinese player only).

1. Ranged fire

Ranged fire represents combat across more than one hex. Allied units have a range of three hexes. Chinese units have a range of two hexes. Units using ranged fire, including Allied artillery, require a clear line of sight to the target unit (see the Line of Sight rules). Units inside buildings or adjacent to, or in, a wall/fortification hex may use ranged fire, that is, fire through loopholes, firing slits and the like. Units firing from two or more hexes away are not affected by adverse combat results. Allied leaders may use ranged fire; civilians may not. Ranged fire is used only by the player in phase (that is, attacking); it may never be used in defense.

2. Normal combat

Units belonging to the player in phase must attack all enemy units in whose zone of control they are located. For example, a unit in phase in the open must attack an enemy unit in an adjacent building hex (the reverse is not true, since the unit in the building is not in the enemy's zone of control; see Section 6). Units belonging to the player in phase may attack adjacent enemy units that are not exerting a zone of control over the units in phase, but they are not required to do so. (Thus a unit in phase in a building hex may choose whether or not to attack an enemy unit in an adjacent unbuilt hex.) Combined attacks against enemy units in more than one hex are permitted, and units in more than one hex may be combined to make a single attack. No unit may attack or be attacked more than once per turn. Normal combat may be carried out together with ranged fire. The attack strength of a unit is indivisible and may not be divided among attacks. No attacks may be made at odds less than 1-3; any unit forced to attack at less than 1-3 suffers an automatic "AE" result (attacker eliminated).

Example of multi-hex combat

The 2 units marked "A" could be combined to make a single attack on the 2 units marked "D", since each attacking unit is adjacent to each defending unit.

Other units further away may also join this type of multi-hex attack, by means of ranged fire, but only if they are within range of each attacked unit and can trace line of sight to all of them.

3. Bayonet charge

On numerous occasions it became necessary for the defenders to punish enemy positions in order to deny them the positions of advantage! Before the start of the Allied combat phase, any Allied unit that did not move during the preceding full movement phase may attempt a "cold steel" bayonet charge.

Procedure:

  1. No more than 15 strength points, including leaders, may charge each turn. More than one leader may take part in a charge.
  2. A leader (of any nationality) must initiate the charge while stacked with the charging units (therefore, it must have been stacked with them at the start of the movement phase: see above).
  3. Move the charging units up to half their movement allowance, subject to terrain and restricted zones of control.
  4. Place the charging units on the enemy units being attacked.
  5. Quadruple the attack strength of all charging units, including leaders. They need not attack other adjacent enemy units, only those in the hex they occupy.
  6. Charging units receive no dice-roll bonus for the presence of leaders.
  7. Charging units may not advance after combat.
  8. Calculate the combat odds, roll the die, consult the Combat Results Table (CRT) and apply all results immediately.
  9. Allied artillery may never be used in a bayonet charge.

[Translator's note: the Combat Results Table is printed on the map and is not reproduced in the rules text; it is referred to here by name only.]

4. Sniper fire

Sniper fire is carried out by the Chinese player in the sniper phase of each turn.

Procedure:

The Chinese player chooses an Allied leader that is within range of a Chinese combat unit (Boxer or Imperial) and to which the firing unit can trace line of sight (the source cross-references "sección 9" here; the line-of-sight rules are in Section 8.5, and that is the rule applied). He rolls a single die and, if the result is a "6", the Allied leader is considered a casualty and is permanently removed from the game. A result of 1-5 has no effect. The Chinese player may direct sniper fire at only one Allied leader per turn.

8.2 Combat Resolution Procedure

The players resolve attacks one at a time, in the order they choose, applying the result of each before moving on to the next. The player in phase adds the attack strength of his own units and compares it with the total defense strength of the defending units, applying terrain benefits. He expresses this numerical relationship as combat odds, eliminating all fractions. He determines the combat odds and rolls the die once for each attack, with the Allied player applying any leader or artillery bonuses to each attack. He finds the result of the combat by cross-referencing the odds ratio and the die roll on the Combat Results Table printed on the map. This result is applied immediately, and this calculation process simply continues until a player completes all attacks for his combat phase. Note that ranged fire and normal combat between adjacent units occur in the same phase and may be combined.

Example: a 6-strength-point Allied unit attacks an 8-strength Boxer unit. A second Allied unit of strength 10, 3 hexes away, adds its fire to the attack, resulting in a combat ratio of 2:1 (16:8). Units may not use ranged fire if they are in the zone of control of an enemy unit: instead, they must attack an adjacent unit.

Explanation of combat results

  • AR: Attacker retreats all units 3 hexes.
  • DR: Defender retreats all units 3 hexes.
  • DL1: Defender loses 1 step of 1 unit (player's choice) and retreats all units 3 hexes.
  • AL1: All attackers lose 1 step of 1 unit (player's choice) and retreat all units 3 hexes.
  • AE: Attacker eliminated.
  • DE: Defender eliminated.
  • EX: Exchange. The defender is eliminated. The attacker loses at least a number of strength points equal to the defender's. (Unit strengths are taken at their nominal value for the purpose of this calculation; that is, ignore any terrain modifiers.) Allied units that are eliminated are permanently removed from the game; Chinese units are not (see Section 19).

8.3 Retreat After Combat

Units forced to retreat are subject to certain restrictions on movement. Units are eliminated if:

  1. Forced to move into enemy zones of control. Friendly zones of control do not negate enemy zones of control during retreats; that is, it is not possible to retreat through an enemy ZOC, even if a friendly unit occupies or exerts a ZOC on the hex in question.
  2. Forced to retreat onto a canal hex.
  3. A unit ends a retreat in violation of the stacking restrictions (it may, however, exceed the stacking restrictions during its retreat).
  4. Surrounded by adjacent enemy units.
  5. Allied units are eliminated for leaving the map; Allied units may never voluntarily leave the map.

Notes:

(1) The owning player always retreats his own units.

(2) Units that are in buildings and that must retreat after combat may retreat 1, 2 or 3 hexes at the discretion of the owning player; they do not have to retreat 3 hexes.

(3) Units may not pass through a single hex more than once during a 3-hex retreat. However, it is perfectly possible to "retreat forward."

8.4 Advance After Combat

When a unit is forced to retreat, the attacker / defender may advance one unit into any empty hex. The option to advance must be exercised immediately. Units that carry out a bayonet charge may not advance after combat. An advance after combat may be made even if this means moving directly from one enemy ZOC to another; this is the only situation in which such movement is possible. Restriction: Allied units may advance after combat only if a leader took part in the combat in question; and only units that took part in a combat may advance as a result of that combat.

8.5 Line of Sight

A unit using ranged fire must have a clear line of sight between itself and the target unit(s). A line of sight is determined by drawing a straight line from the center of the attacking unit's hex to the center of the target hex. If this line is blocked, a unit may not use ranged fire. A line of sight is blocked by: the Tartar Wall, buildings, walls, fortifications, and by friendly and enemy units. Civilians block LOS; leader counters alone in a hex do not block LOS, nor do unmanned artillery counters. Note that:

  1. Units on the "Tartar Wall" may always be fired upon, as long as LOS is not otherwise blocked. However, units on one side of the "Tartar Wall" may not fire at units on the other side of the wall; that is, they may not fire "over" the Wall.

  2. Hexes containing buildings may be fired upon but not through them.

  3. Walls / fortifications may be fired upon but not through them.

[Translator's note: in note 1 the source has "cansarse" (apparently a garbled "disparar", to fire), and it is rendered here as "fire at" / "fire over".]

8.6 Steps

Step loss

Most combat units have 2 strength levels (front and back) which are called steps. The full (front) strength of a unit represents one step. The reduced (back) strength of a unit is its second step. When a unit is forced to lose a step, flip the counter to its reduced strength. If a unit already has reduced strength and is forced to lose a step, it is eliminated. Units that do not have a second step are simply eliminated the first time they lose a step.

Step recovery

All Allied units with 2 steps that have suffered a loss of strength are eligible for recovery to full (front) strength. Up to 3 units may attempt recovery per game turn. Stacking restrictions apply to units in hospital hexes.

Recovery procedure:

  1. Move the reduced unit(s) to the hospital hex.
  2. At the start of the following turn, roll the die once for each unit attempting recovery. A roll of 1, 2 or 3 restores the unit to full strength. Units restored in this way may move and fight in the turn of their recovery.

Reduced-strength units that attempt recovery normally, but may not attack in a turn in which they attempted recovery without success. There is no limit to the number of turns in which a unit may attempt step recovery; that is, it may remain in the hospital for several days! It returns until it is recovered. Add 1 to each step recovery roll for each doctor (Velde or Poole) eliminated during the game. At least one of the doctors must be present in the hospital to attempt a one-step recovery; the doctor does not have to be in the same hospital hex as the unit(s) attempting step recovery.

[Translator's note: the source word "Recove" in the recovery rule is garbled; it is read as referring to the restored units, and the sentence is rendered on that basis. The source phrase "tachuelas" in Section 9 is also unreadable; see Section 9.]

9. Allied Artillery

Allied artillery provides an odds bonus to Allied attacks. The bonus is shown on the artillery counter. A bonus of 2 gives an Allied attack an odds increase of "2" (for example, a 2-1 attack becomes a 4-1 attack). The artillery counter must be within 4 hexes of the target unit (count the hex in which the target is located, but not the hex in which the artillery is located), and have a clear LOS.

At least one Allied combat unit (of any size) must be stacked with the artillery unit at all times and for movement purposes. [Translator's note: the source word "tachuelas" in the first clause is unreadable; the sentence is rendered on the reading that the requirement applies at all times and for movement.] An artillery unit moves at the same rate as other combat units as long as it is stacked with a unit. If a Chinese unit moves through an "unmanned" artillery counter, the latter is eliminated. The "Big Gun" never eliminates Allied artillery. Leader units may not move or fire Allied artillery.

More than one artillery piece may be used in a single attack. Example: if an artillery piece of "1" and one of "2" are used, the odds would rise from 2:1 to 5:1.

10. Chinese Big Gun

The Chinese had at their disposal a variety of artillery used to bombard the defenders. One of these ordnance pieces, nicknamed "The Big Gun", inflicted moderate damage on the legation quarters. The Chinese fired approximately 60,000 rounds at the district, but because of the use of inferior equipment and weapons, their artillery was never used with a decisive effect, that is, to open a massive breach in the Allied fortifications.

At the start of each turn, the Chinese player places both Big Gun counters within any of the 3 hexes along any edge of the map, but not in an enemy zone of control. Each gun fires 4 times before movement or combat. They are removed from the map immediately after firing.

Procedure:

  1. For each shot, the Chinese player first announces the row of hexes at which he is firing. This must be a straight line of hexes. The direction may have changed after each shot.
  2. Roll the die once for each shot and multiply the number by the range; for example, a roll of 5 becomes 20.
  3. Count this number of hexes in the direction designated by the Big Gun. The last hex counted is where the shot fell.
  4. Consult the Big Gun Damage Chart and apply the results.

Repeat this process until each gun has fired 4 times per turn.

Big Gun Damage Chart (as printed on the source's chart image)

Die roll123456
Non-clear terrainNENENENERUINRUIN
Clear terrain with unitsNENENENESLSL

Procedure: Check the hex where the shot fell. If this is a non-clear hex, or a clear hex with units present, roll the die once for each shot and apply the results. [The chart above is transcribed from the chart image in the source; the source's text gives the procedure.]

Results:

  • Ruin: Place a ruin marker in the designated hex. Treat as rubble.
  • SL: Step loss. Loss of 1 step for 1 unit in clear terrain (the player's choice if more than one unit is present; leaders may be eliminated to satisfy a step loss). Any civilian in a clear hex is eliminated.
  • NE: No effect.

Notes:

(1) Allied artillery and hexes and the "Tartar Wall" are never affected by the "Big Gun".

(2) Units in non-clear hexes are never affected.

11. Allied Leaders

11.1 General

A variety of personalities, military and civilian, are included to reflect their importance during the siege in terms of command, morale and the combat effectiveness of troops. Leaders have only one step and are eliminated if they suffer an "EX" or "DL1" result when defending alone, or an "AE" or "AL1" result when attacked alone. Leaders have the same range and zone of control as other combat units. Leaders stacked with combat units that are eliminated are therefore not eliminated. Instead, they move to the nearest friendly unit (players may choose if units are equidistant). All leaders have a combat strength of "1" (see below). Leaders may only assist in combat if they are stacked with at least one unit involved; adjacency is not enough. Their special value is as follows:

  1. Their strength of 1 may be used as a normal combat strength of 1, or as a dice-roll bonus of 1 when attacking / defending alone or with other Allied units (exception: bayonet charges).
  2. Leaders are required to attempt a withdrawal before Chinese combat.
  3. Leaders are required for Allied units to advance after combat.
  4. Giving command.

Leaders of any nationality may mix freely with other units. When a leader's strength of "1" is used as a dice-roll bonus, simply add 1 to the roll if the Allies are attacking, and subtract 1 if they are defending. Leaders may not use their combat factor as a dice-roll modifier in the case of attacks made by ranged fire alone.

11.2 Command Control

To use its full movement allowance (6 movement points each turn), an Allied unit must be under "command control" at the start of the Allied movement phase. A unit is under command control if it is within 4 hexes of a leader of the same nationality, or within 3 hexes of a leader of another nationality. Exception: volunteer units are under command control only if they are within 2 hexes of a leader counter (of any nationality). In all cases, count the hex in which the leader is located, but not the hex in which the unit is located. A unit is not under command control if the line (of 2, 3 or 4 hexes) tracing back to a leader runs through enemy ZOC. Exception: command control may be traced through enemy ZOC if the hex in question is occupied by a friendly unit.

Allied units that are outside command control at the start of their (normal) movement phase have a movement allowance of 3 MP, not 6. Allied units that begin the Allied reaction phase outside command control have a movement allowance of 2 MP, not 3. In other words, a unit that remained outside command control for an entire game turn could spend a maximum of 2 MP in the Allied reaction phase, and 3 MP in the Allied movement phase.

[Translator's note: the source sentences here are garbled ("tienen un margen de movimiento que la fase de 3 MP no 6"). They are rendered as 3 MP not 6 and 2 MP not 3, which is consistent with the summary sentence that follows them in the source.]

Lack of command control has no effect on combat. Chinese units are not subject to command control. Players who want a faster and simpler game may ignore the command control rules entirely (agree this with your opponent!).

12. Allied Retreat

Before the start of Chinese combat, any Allied unit adjacent to enemy units may attempt to retreat. To retreat, a unit must be stacked with or adjacent to a leader. Roll the die once for each leader. A roll of 1, 2 or 3 is required for a successful retreat. If successful, all units stacked with or adjacent to that leader may retreat up to 3 hexes, subject to the restrictions of enemy zones of control.

Note that a leader may not secure the retreat of a particular unit, but another nearby leader may allow it to retreat successfully. The retreat roll is per leader, not per unit.

13. Fortifications

Allied fortifications are represented by counters or as fixed positions on the map. To build a fortification, the Allied player must have at least 5 strength points in a clear hex. These points must not move during the Allied full movement phase. Before the start of the Allied combat phase, place a fortification counter beneath the 5 strength points.

The Chinese relied heavily on fortifications and trench works as a means of advancing under cover toward the Allied lines. In some places enemy fortifications were almost touching, forcing Allied troops to retreat or rush the Chinese positions. To build a fortification, the Chinese player must have at least 10 strength points in a clear hex. These points must not move during the Chinese movement phase. Before the start of the Chinese combat phase, place 1 fortification counter beneath the 10 strength points.

Each side may build 12 fortifications during the game. Once placed, they may not be removed except by "Big Gun" results. Note: fortification counters eliminated as a consequence of the Chinese "Big Gun" bombardment may be reused by the player who originally placed them on the map. Fortifications may only be built in clear terrain. Fortifications may be built in enemy ZOC. They confer a defensive advantage to any occupying unit, regardless of which side built them.

14. Attrition

During the siege, many defenders, soldiers and civilians died as a result of the hazards inherent in war, for example disease, shelling, and so on. Beginning with game turn 2, the Allied player must remove one combat unit (of any size/type) from the game each turn until the end of the game. The unit is removed at the start of the Allied player's turn.

15. Civilians

Women, children, Chinese converts, and so on, are represented in the game. Civilians may never attack, but they have an intrinsic defense strength of one if stacked with an Allied combat unit. At least one Allied combat unit (of any size) must be adjacent to or stacked with a civilian counter at all times; if all the combat units accompanying them are eliminated, the civilians are also eliminated. It is not enough to have a leader counter with a civilian unit. A single Allied combat unit may accompany several civilian units. Doctors do not need to be accompanied. If all 4 civilian counters are eliminated, the Chinese player needs to capture 2 fewer victory hexes than would otherwise be required to win the game; for example, he would win on turn 7 by controlling 5 victory hexes, or would win at the end of the game by holding 5 of the "primary" victory hexes. Note that any civilian counter in clear terrain is eliminated if it suffers an "SL" result on the Big Gun Damage Chart. Civilian counters that are not stacked with at least one combat unit receive no terrain benefits and may not move. Civilian counters exert a ZOC only in the hex they occupy.

[Translator's note: the source Spanish text of this section repeats the same passage twice, with garbled fragments in the second copy. It is transcribed once here, in the form of the first complete copy; no wording has been added.]

16. Chinese Mines

Beginning with turn 4, the Chinese player has two mines at his disposal that may be detonated on any game turn(s). To explode a mine, the Chinese player, before his movement phase, announces the hex location of the mine. A mine may explode in any non-clear hex (except the Tartar Wall) adjacent to a Chinese unit. Place a Ruin marker in the designated hex. Mines may be exploded in hexes occupied by Allied units: any Allied unit present in a hex that is struck by the Chinese loses one step on a die roll of 1-3 (roll the die once for each unit present).

17. Ruin Markers

Terrain destroyed by artillery or Chinese mines carries a ruin marker for the duration of the game. Treat such hexes as "ruin" (see the Terrain Chart) for purposes of combat and movement. Fortifications may be built in hexes with a ruin marker.

18. Terrain

The use of terrain plays a vital role in the game. It is useful to review some features of various types.

[Translator's note: the source opens this section with the garbled phrase "El uso del terreno Beca juega un papel vital", rendered here as "The use of terrain plays a vital role".]

1. The Tartar Wall

A unit defending in a Tartar Wall hex (that is, any hex containing the Tartar Wall symbol) has its strength quadrupled if attacked from a Tartar Wall hex. The Wall is never affected by artillery fire (that is, it cannot suffer a "ruin" result); nor can it be affected by mines.

Note: It costs 8 MP to enter a "Tartar Wall" hex from outside the legation area (that is, the clear terrain area along the edge of the map). It costs only 6 MP to enter the Wall from the legation side. Once on the Wall, it costs only 1 MP to move from one Wall hex to another.

2. Buildings

Zones of control are exerted outside buildings but never within them. Therefore, a unit adjacent to a building does not exert a ZOC into the building. Units inside a building also do not exert a ZOC into any adjacent building hex (that is, they exert a ZOC only on the hex they occupy). Units defending in building hexes are always tripled in defense, even if they are attacked from adjacent building hexes within the same building.

3. Stone bridge

Treat as a wall / fortification for the purposes of the Line of Sight (LOS) rules.

4. Walls / Fortifications / Barricades

Examples are shown in the source diagrams. The examples are described as follows:

  • The defender (D) occupies the wall and the attacker (A) does not. Therefore the defender is tripled.
  • Both the attacker and the defender occupy the wall; the defender is not tripled.
  • Again both players occupy the wall. The attacker (A) attacks with ranged fire; the defender is not tripled.
  • One of the attacking units (the one using ranged fire) is occupying the same wall as the defending unit, so the defender is not tripled.
  • In each case illustrated, the attacking player is not occupying the defenders' wall. However, the attack is carried out from both sides of the wall, so the defender is not tripled. The same would be true if one or both attacking units were using ranged fire.
  • The defending unit is not occupying the wall, and therefore is not tripled.

Units occupying a wall / fortification / barricade hex may use ranged fire (subject to LOS) in any direction. Units may never fire through a wall that they do not themselves occupy; they may fire toward it. Note that units may fire along the wall they occupy; for example, in case (4) above, the attacking unit (A) occupying the wall may fire along the wall at the defending unit (D).

Terrain effects in combat are not cumulative. Where a hex contains more than one type of terrain, the defender calculates the terrain effects according to the most advantageous type of terrain present.

[Translator's note: the source's diagram captions are paraphrased above in English, because the diagrams themselves are not reproduced in this text.]

19. Chinese Replacements

Beginning with turn 2, the Chinese player receives 3 Boxer and 3 Imperial units of any size per turn. These units are drawn from the group of "eliminated Chinese units." If there are not enough units in the group, the Chinese player may restore reduced units, that is, those that have suffered a loss of one step, to full strength. Replacement units appear in any map-edge hex; units of half strength that are restored to full strength are restored in place. Both replacement units and restored units may move normally that turn.

20. Game Record

There are 11 game turns, each turn representing 5 days. At the end of a complete game, advance the marker. After turn 11 the game ceases and the victory is determined.

21. Victory Conditions

There are 11 "victory hexes." These are hex numbers 0914, [illegible in source], 1227, 1228, 1726, 2019, 2020 (the "primary" victory hexes), and 1236, 2208, 3012, 3235 (the "secondary" victory hexes). The Chinese player wins the game if:

  1. At any point in the game, he controls a number of victory hexes (primary or secondary) equal to the current game turn number. For example, if he controls 5 victory hexes at any time during game turn 5, he wins the game; or
  2. He controls all 7 primary victory hexes at the end of the game; or
  3. He eliminates all Allied combat units (including leaders).

[Translator's note: the second primary hex number is garbled in the source text ("0914,] ()] '. I") and cannot be read from the source with confidence. It is left as "[illegible in source]" rather than guessed. The source lists 7 primary and 4 secondary hexes, so 11 in total, which is consistent with the count given.]

A player controls a victory hex if he occupies it, or if one of his units was the last to occupy or step on it. A victory hex is always controlled by the player who currently occupies it, even if it is also in an enemy unit's ZOC. Furthermore, if player A was the last to pass through a victory hex, he retains control of it until one of his opponent's units does so. That is, it is not sufficient for player B to place the hex in his ZOC; he must have a unit in the hex, even briefly, for control to change hands. At the start of the game all victory hexes are controlled by the Allied player.

22. Setup

The Allied player places all of his units within the area outlined by the following hexes:

0103, 3903, 3907, 3811, 3813, 3723, 3824, 3825, 3728, 3737, 3337, 2440, 0340, 0335, 0333, 0325, 0322, 0321, 0218, 0207, 0106.

The Chinese player then brings into play any of his units on any map-edge hex, subject to stacking restrictions. Chinese units may begin a game turn on a map edge in an enemy zone of control. At the end of each game turn, the Chinese player may remove any or all units from the map and return them to play in the following turn at any map edge.

Designer's Notes

[The designer's notes are part of the source document and are transcribed below, translated from the Spanish.]

Siege games in general suffer from a common complaint: the static game. One side has little to do but patiently wait while the opponent relentlessly strikes at its defenses until the end of the game. I have tried to overcome this problem through a variety of means, such as the bayonet charge, leader bonuses and the Allied reaction phase. The final result is a situation in which the defender must execute an extremely skillful defense combined with limited offensive actions in order to survive. The Chinese player must learn to apply maximum force at the weak points and exploit the first major breakthrough with great vigor, ignoring all casualties. The Legation area has been reduced to its essential characteristics, with an emphasis on man-made structures, that is, barricades, walls, and so on. Movement, although relatively fast, is more important as a means of hurrying troops to desperate sectors or for planning attack routes toward the district. Siege at Peking lends itself to solitaire play and is recommended for the beginner to try various methods of attack and defense.

Allied player

Yours is the extremely difficult task of parceling out troops with enough strength to preserve the integrity of your defenses. An emergency fire brigade made up of several units, including the leaders and the Italian "crusher" (trituradora), is essential. [Translator's note: "trituradora italiana" is an unclear phrase in the source and is rendered literally; it may refer to the Italian contingent.] This ad hoc group must be ready to plug gaps in the lines, carry out bayonet charges and assist the most hard-pressed sectors. Take special care to keep a line of retreat open. If a line of fortifications collapses, fall back to the next prepared line. The terrain of the competition is bitter, but know when to cut your losses and retreat. Remember, you have nowhere to go but to the heart of the district, and there is very little ground to yield. Whenever possible, place your troops and man-made fortifications with interlocking ZOCs delimiting the fields of fire. Always keep the "Tartar Wall" properly manned and no troops on clear terrain. Simply put, the terrain is your greatest asset. Leaders are vulnerable and must commit to action if they hope to survive. I would like to be able to add more words of advice, but the Allied player is far outnumbered. You will spend eleven turns going from one emergency to another. If you keep your composure and your nerve, you will survive.

Chinese player

The burden of the attack is obviously on your shoulders. You must press the defenders continuously, striving to penetrate their defenses as quickly as possible. Diversionary attacks should be made at one end of the map to locate the enemy, while a major assault is launched elsewhere. Early abandonment works in your favor, so be prepared to absorb high casualty rates. Building advanced fortifications forces the Allied troops to withdraw or attempt a risky bayonet charge. Every so often the defenders will pay you back with a bayonet charge when you overrun the Boxer troops, [translator's note: the word "Jure" in the source is unreadable; the sentence is rendered on the sense of the surrounding clauses] and with it you will engulf the defenders with overwhelming force. The "Big Gun" and the mines are simply minor contributions and should not be relied upon. Brute force and clever flanking will make your opponent guess again at your lines of attack. Mistakes are inevitable at that point. Almost always advance after combat. Every hex gained is a small victory in itself. By turn 9 you should be prepared to launch a massive attack against the last line of Allied defense, and the fighting will be quite fierce. Victory will depend largely on your personal determination and initiative in the face of a stubborn defense.