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The Red Burnoose: Algeria 1857

The Red Burnoose: Algeria 1857 Rulebook

Table of Contents

Table of Contents

  • Components
  • Symbols
  • Set up
  • Player Decks
  • Play
  • Mobilize
  • Acquiring Cards
  • Automata Turns
  • Combat
  • Check for retreat/loss
  • Combat Results Table (CRT)
  • End Of Game
  • Appendix - Tips
  • Appendix - Cards
    • Starter Deck
    • Recruitable cards
  • Appendix - Leaders
  • Appendix - Villages
  • Appendix - Solo Rules
  • Appendix - Automata Movement Flowchart

Components

  • Start decks (player cards): Man, Woman, Young Man, Elderly Man, Elderly Woman, Young Woman, Youth, Child, Artisan.
  • Leaders cards (8 cards).
  • Recruitable cards: Moudjahidine, Sharpshooter, Olive Orchard, Fig Orchard, Weapons, Tools, Market, Defenses.
  • French automata deck.
  • Player aid cards (4 cards).
  • Moudjahidine dice (8 white dice).
  • Artillery dice (3 black dice).
  • Carabinier dice (10 blue dice).
  • Cavalry dice (6 brown dice).
  • Sharpshooter dice (4 yellow dice).
  • Moudjahidate dice (3 red dice).
  • Leader meeples (3 meeples).
  • French army markers (3 meeples).
  • Army start location tokens (3 tokens): Tirourda Pass, Tizi Ouzou, Azazaga.
  • Village cards (9 cards).
  • Reroll token (12 tokens).
  • Retreat token (1 token).
  • Submitted token (4 tokens).
  • Artillery (6 black cubes).
  • Moudjahidate (8 red cubes).
  • Defenses (8 purple cylinders).
  • Moudjahidine (20 white cubes).
  • Sharpshooters (8 yellow cubes).
  • Sappers (8 orange cubes).
  • Carabiniers (32 blue cubes).

Symbols

  • Influence.
  • Military Strength.
  • Food.
  • Tools.
  • Weapons.
  • Add to Map.
  • Fatma Meeple.
  • Omar Oulmokhtar Meeple.
  • Omar Oussaid Meeple.
  • Army move indicators.
  • Artillery.
  • Cavalry.
  • Carabinier.
  • Sapper.

Set up

Place the board in the center of your play area and lay out the recruitable cards beside the board. Each player takes their starter deck. The game comes with 20 Moudjahidine cards and cubes, 8 Sharpshooter cards and cubes, and 8 Moudjahidate cubes but you only use all of these in a 4 player game. For games with 2 or 3 players, you only use 5 Moudjahidine cards and cubes, 2 Sharpshooter cards and cubes, and 2 Moudjahidate cubes per player. Solo games are set up the same as a 3 player game. Extra cards and cubes are placed back in the box. Set the dice and other cubes to one side.

Each player takes the village cards for each village they are playing and lays them faceup in front of themselves, taking any starting resources listed on the villages, including cards and reroll tokens.

1p: Player plays all villages in all regions.

2p: The village of Ath Yenni belongs to the French. Place a carabinier here to mark this. Player 1 plays all villages in Thaqvilth Ath Irathen region (Irdjen, Larbaa Ath Irathen and Mekla) as well as the village of Ain El Hammam. Player 2 plays all villages in the Thaqvilth Ath Ijjeur region (Iferhounène, Soumeur, and Akbil) as well as the village of Ath Ouacif.

3p: Player 1 plays all the villages in the Thaqvilth Ath Menguellat region (Ath Yenni, Ain El Hammam and Ath Ouacif). Player 2 plays all villages in the Thaqvilth Ath Irathen region (Irdjen, Larbaa Ath Irathen and Mekla). Player 3 plays all the villages in the Thaqvilth Ath Ijjeur region (Iferhounène, Soumeur and Akbil).

4p: Player 1 plays the villages of Irdjen and Larbaa Ath Irathen. Player 2 plays the villages of Mekla and Ain El Hammam. Player 3 plays the villages of Ath Ouacif and Ath Yenni. Player 4 plays all villages in the Thaqvilth Ath Ijjeur region (Iferhounène, Soumeur and Akbil).

Leaders: Shuffle the leader cards and deal each player 2. They each choose one and discard the other. If your Leader has starting items listed, take those cards and add them to your starter deck, placing any units as appropriate (see page 8).

Automata: Shuffle and place the automata deck facedown beside the board. Place the matching army marker on each army space. Shuffle and place the 3 Army Start Location Tokens randomly on the 3 army locations, facedown.

If you are playing a 2-player game, remove 4 automata cards at random from the deck and place them back in the box (without looking at them).

Reveal 1 automata card for each player in the game, one at a time, adding units as shown but ignoring any other text. If army 1 reaches the deploy value noted on the board, place any further units in army 2 and so on.

Player Decks

Each player shuffles their deck, including their Leader and any cards gained from Leader and Village cards. Draw 5 new cards at the start of each of your turns. Players always draw from their own deck and discard to their own discard pile. If you ever need to draw cards and your deck is depleted, shuffle your discard pile to form a new deck and continue.

Play

Players take actions in turn order, then the automata takes a turn, as follows.

  • 1p: See appendix for full solo play rules, including automata exceptions.
  • 2p: Player 1, Player 2, automata.
  • 3p: Player 1, Player 2, automata, Player 3, automata.
  • 4p: Player 1, Player 2, automata, Player 3, Player 4, automata.

If you would like to increase the difficulty of the game, have the automata take a turn after every player instead of the turn orders listed above. If you would like to make the game even more difficult, do not collect the cards and reroll tokens prescribed by your villages. One final thing you can do for maximum difficulty is to also not collect any cards prescribed by your leader.

Each turn, play cards from your hand as follows:

First, in the order of your choosing, take up to 3 of the following 4 actions. You may take the same action more than once:

(Player aid card: "On your turn, use up to 3 actions.")

  • Play a card and use its ability.
  • Reserve. You Choose:
    • Place one card in a village.
    • Retrieve all cards from one village.
  • Mobilize. Move any number of moudjahidine and sharpshooters from one of your villages to another of your villages.
  • Ambush. Discard a weapon and an Moudjahidine or Sharpshooter card from your hand to ambush.

Then, you may purchase up to 2 cards.

Play. Discard a card from your hand and resolve the Abilities shown on it as applicable. (See the appendix for card details.)

If you Acquire reroll tokens, these go into your personal store and may be used during any combat you are directly involved in, including ambushes. You may spend reroll tokens to reroll one of your dice or to force the French to reroll one of theirs.

Reserve. Place ONE card into any of your villages OR retrieve ALL cards from any one of your villages.

You may Play and/or Reserve any or all retrieved cards immediately, provided you have enough actions remaining to do so.

Many cards grant a bonus when they are placed into a village.

Ambush. Discard a Moudjahidine or Sharpshooter card AND a Weapon card from your hand to ambush any French unit(s) on a path leading to a village you control. The path may be interrupted by stops, but not by another players' village.

Ambush (resolution). Move any number of units (moudjahidine, Leaders, and/or sharpshooters) from ONE of your villages to the target location. Moudjahidate may never be involved in an ambush.

Roll Berber attack dice and remove 1 French unit of your choice for each hit. You may ignore the hit order on the Combat Results Table (CRT, page 14) when removing ambushed French units. If the French army is reduced to its retreat value, it will still counter attack before retreating. (See "Automata Turns," below.)

The French counterattack, rolling dice equal to ½ of the ambushing (Berber) force, rounded up, or one die for each French unit present, whichever is fewer. When deciding which dice to roll, use CRT order. (See page 14.)

Remove one ambushing unit for each hit rolled by the French, using the hit order indicated on the CRT. Return all remaining ambushing forces to any ONE of your villages.

Mobilize

Move any number of moudjahidine and sharpshooters from one of your villages to another of your villages.

No other type of unit (Leaders or moudjahidate) may be mobilized.

Example (continued on page 8). Susan, who controls the Thaqvilth Ath Irathen region, may Ambush army 2 which is threatening a village. Lauren, who controls the Thaqvilth Ath Menguellat region, may not Ambush army 2 because all paths to the army go through villages in a region controlled by another player.

Susan has in her hand 1 Moudjahidine, 1 Child, 1 Young Man, 1 Elderly Woman, and 1 Man. First, Susan uses the Reserve action to place the Child into the village Soumeur. This lets Susan draw 2 new cards from her deck: a Weapon and another Moudjahidine. For her second action, Susan discards the Weapon and 1 of the Moudjahidine to Ambush the French army approaching from Tirourda Pass. Example continues on page 8.

Example continued from page 7. She decides to have her units based in Akbil run the ambush, so she takes 2 moudjahidine and Omar Oussaid to attack the approaching 4 carabiniers, 1 sapper, and 1 cavalry. Omar Oussaid and one of the moudjahidine score hits, and Susan chooses to remove the cavalry and one carabinier. The French return fire with 2 carabinier dice and they both miss. Susan is feeling better about her ability to deal with the invading army, and so for her last action she discards the Young Man to move a moudjahidine unit from Iferhounène to the village of Ath Ouacif, which is controlled by Lauren, because it is lightly defended and has a French army approaching. Susan finishes her actions with the cards Moudjahidine, Man, and Elderly Woman still in her hand.

Once you have performed up to 3 actions, any cards not yet discarded or placed in a village may be used to Acquire up to 2 new cards.

You may always choose to pass if you don't want to use all your actions.

Acquiring Cards

Count how many resources (influence, military strength, food, weapons, or tools) are on your undiscarded cards in your hand. You may spend this much to gain up to 2 cards.

If the card has the Add to Map icon in the Cost area, add the applicable unit or marker to the map. You may place it in any village you control.

Place the newly Acquired card(s) in your discard pile along with all the cards used to buy them.

You may always choose to not purchase a card even if you have the resources to do so.

Card diagram (page 8). Callout labels on the sample cards: Army move indicator, Units to deploy, Card actions, Purchase power, Card abilities, and Costs. Example continued from page 8. After taking her actions, Susan still retains 1 Moudjahidine, 1 Man, and 1 Elderly Woman in her hand. This gives her a total of 5 influence, 6 military strength, and 1 food. Looking at the cards available for purchase, Susan buys another Moudjahidine for 4 influence, 4 military strength, and 1 food. The Moudjahidine card goes to Susan's discard pile, and she places her new moudjahidine unit in the village Soumeur. This leaves Susan with 1 influence and 2 military strength left to spend, which is not enough to purchase another card so she passes.

Automata Turns

(See notes on changes for solo play in appendix.)

Reveal the top card of the automata deck.

First, add any listed units to the lowest numbered army space that has not yet deployed, or to the reinforcement space if all armies are deployed. Then follow all instructions as directed.

If all armies have deployed, reinforce retreated armies, always adding to the army with the most troops in it already, until that unit redeploys. If there are no retreated armies, place any units in the reinforcement space. When any army retreats, these units will join that army during the next automata turn.

If an automata card asks you to destroy a card, take that card from either your hand, your deck, your discard pile, or a village and remove it from the game. If you search your deck to find a card, reshuffle it.

Check if any army will now deploy. If the army has the number of units indicated on the board or greater, it will deploy to the location indicated on its Army Start Location Token, which you will then turn faceup. Place the matching army marker on the map and use this to mark the passage of this army. Do not move the individual units onto the map - they will remain on the army space until removed in combat.

Now move all deployed French armies to the next stop on their path. Armies that were just deployed will move to the first location after their Army's start location. An army will always move out of their current space in the direction of the nearest unconquered village. If 2 villages are equally distant, the army will always decide where to move as indicated below.

If you are still unclear on where the army should move, please consult the automata Movement Flowchart on page 21.

Movement rules (diagrams on page 10):

  • If the army is in a village that has retreated, it will move to the nearest village belonging to the retreated village's player.
  • If the army is in a village that has been conquered, it will always move to the nearest village of an unconquered player.
  • If 2 villages are equally distant and none of the above criteria apply, move the army along the path indicated by the most recent automata card's army move indicator.

Except when leaving Irdjen, an army will never retrace its steps.

Army spaces (board, page 4): Army 1 - Deploy when 6 or more units present; Retreat if 2 or fewer units remaining. Army 2 - Deploy when 8 or more units present; Retreat if 3 or fewer units remaining. Army 3 - Deploy when 6 or more units present; Retreat if 2 or fewer units remaining.

Defenses. If the French unit encounters defenses on a village they are about to enter, check if there are sappers in the army. If there are, remove one defense per sapper, and remove the sappers that were used in this way from the army. If all defenses are removed in this manner, the French will continue their movement and enter the village this turn. If not, continue as shown, below.

If there are NOT enough sappers to remove all defenses, remove French units 1:1 (starting with carabiniers, then artillery, then cavalry) to remove the defenses. This ends the army movement for the turn, and it remains on the path adjacent to the village. New defenses may NOT be added to a village at this point.

If an army is ever unable to remove all defenses due to a lack of units, it retreats: return it to its army space to await reinforcements.

Example (continued from page 9, page 11). It is time for the automata turn. The automata reveals a card that says to add 2 carabiniers (to an undeployed army), to add 1 artillery to army 2, and has a red circle for the army move indicator. Armies 1 and 2 are already deployed, so the carabiniers are added to army 3, bringing its total unit count to 7. This means that army 3 will deploy this turn. The single artillery unit is added to army 2, and then it is time for the armies to move.

Army 1 moves forward 1 space to the point just before Ath Ouacif and Ath Yenni. Army 2 moves 1 step further from Tirourda Pass onto the decision point before Soumeur and Akbil. Army 3 comes onto the board and moves to the first space after Azazaga. Since none of the armies started their turn on a decision point, the red circle move indicator was ignored.

Combat Overview (printed on the board):

  1. Artillery - roll 1 die for each artillery unit present, remove a Berber unit for each hit as per CRT.
  2. Berber sharpshooters roll, on hit remove units as per CRT.
  3. Main French forces (cavalry and carabiniers) vs all Berber units (1 die/unit). Berbers roll, spend rerolls as desired, and resolve hits, then the French respond. Continue back and forth until 1 side is defeated or retreats. For each hit, remove one unit, as per CRT. Berber casualties are removed from the game, French casualties are returned to the general supply.

Combat

Check to see if any French armies are attacking by looking to see if any of them have entered a Berber village.

If none have, the automata turn ends.

If any French armies have entered a Berber village, resolve combat(s) in order of army number, as follows: (Note all passive terrain effects on the village card where combat will take place, and gain reroll tokens as indicated.)

  • Artillery - Roll 1 die for each artillery unit present, removing Berber units as per the CRT.
  • Sharpshooters - Roll 1 die for each Berber sharpshooter, removing French units as per the CRT.

Berbers roll and resolve hits first, then the French respond. The main French forces (cavalry and carabiniers) roll 1 die per unit against all Berber units, including sharpshooters. Continue back and forth until 1 side has lost or retreats. Each side rolls as follows:

  • Roll and resolve any rerolls. You may spend rerolls to force the French to reroll dice or to reroll your own dice, discarding 1 token for each die rerolled. You may not spend reroll tokens during another player's combat.
  • For each hit, remove 1 unit, as per hit order in the CRT. Berber casualties are removed from the game, EXCEPT for Berber Leaders, which are returned to the player's supply and may be re-deployed by Playing that Leader's card from your hand on your turn. French casualties are returned to the general supply.

Check for retreat/loss

The French retreat if the army is reduced to or below the retreat value listed on that army's space on the board. Move the army marker back to its army space on the board.

The Berbers may choose to retreat if the retreat token has not yet been used by any Berber player and if there are no Children or Youths present in the village being attacked. If they retreat, remove all cards from the village and place them in your discard pile. Then move any Berber units to one of your other villages, and place the retreat marker in the abandoned village. It may not be entered by any Berber units again during the game. French units pass through it as though it is empty.

If all Berber units are removed from a village during combat, the controlling player has been conquered and is eliminated from the game. Place a submitted token in each of that player's villages, and move any remaining moudjahidine into the French army that eliminated them. Moudjahidate do not move into the French army. They are instead removed from play.

The eliminated player may now take over all automata turns, following the automata rules. Example (continued from page 11, page 13). It is the automata turn and the card that comes up says to add 1 sapper, 2 carabiniers, and has a triangle for the army move indicator. Since all 3 armies are currently deployed, the 2 carabiniers and the sapper are placed in the reinforcement space. Army 1 is at a decision point, and the triangle will send them into Ath Ouacif for combat. Army 1 consists of 4 carabiniers, 2 cavalry, and 1 artillery. Ath Ouacif is defended by 2 moudjahidine, 1 sharpshooter, and 1 moudjahidate, and the card for Ath Ouacif states it is wooded, granting the defending player Lauren 1 reroll token at the start of combat.

The artillery rolls first and scores a double hit. This is not good for Lauren, and so she chooses to spend her sole reroll token to make the artillery reroll. The artillery rolls again and this time comes up with a single hit. Lauren must remove 1 of her moudjahidine. The sharpshooter is up next, and they also roll a hit. Lauren removes 1 cavalry from Army 1.

The next section of combat has the Berber resolving their hits first. Lauren rolls her dice and the moudjahidine and moudjahidate both score hits. She removes 1 cavalry and 1 carabinier from Army 1, leaving them with 3 carabiniers and 1 artillery. The dice are rolled for the French, and a carabinier manages to score a hit, but all other units miss. One moudjahidine is removed from the forces at Ath Ouacif, leaving 1 sharpshooter and 1 moudjahidate to defend the village. Army 1 will not retreat unless they have 2 or fewer units remaining, and so combat will continue unless Lauren decides to use the players' sole retreat token. Lauren decides that her odds are not good and the sharpshooter is too valuable to lose, so she decides to use the retreat token. The Woman card that was in Ath Ouacif is placed in Lauren's discard pile. The sharpshooter and moudjahidate units both retreat to Ain El Hammam. The retreat marker is placed on Ath Ouacif, and the combat ends.

Combat Results Table (CRT)

The CRT is also printed as a player aid card. Unit rows are listed in hit order (the number in brackets). Each die result shows the number of hits that unit scores on that result.

Unit (hit order)1-23456
Cavalry (1)----2 hits
Carabinier (2)--1 hit1 hit1 hit
Artillery (3)---1 hit2 hits
Sapper (4)-----
Moudjahidine (1)

End Of Game

The French win if 1 Berber player has been conquered AND the retreat token has been used, OR if any 2 Berber players have been conquered.

The Berbers win if the French do not achieve this before their deck has been depleted (and so the automata may not take a turn).

Appendix - Tips

Unit location can be everything. Be sure to put units where you think you will need them, but be ready to spend a couple of actions to move units to vulnerable villages at key points of the game.

Don't forget to help each other out. You can fall into a trap of only keeping units for the villages in your own region. This can be disastrous and cause a loss if players are not willing to share units effectively.

It can be tempting to buy nothing but Moudjahidine cards but try not to fall into this trap. Ignoring other cards can leave you shorter on time by not buying defenses, or unable to effectively use ambushes by not having enough Weapons in your deck.

Appendix - Cards

Card header values are the purchase power of each card (the resources it provides when spent to Acquire cards). Costs are shown in the cost strip at the foot of each card.

Starter Deck

Artisan. When played along with a tools card, the tools card gains 3 influence.

Child. When placed in one of your villages to use, you may choose to draw 2 cards OR move 1 card from that village to any one of your other villages.

Elderly Man. Whenever placed into a village already containing a moudjahidine or sharpshooter, gain 1 reroll token.

Elderly Woman. When placed in a village, you may take any 1 other card from that village back to your hand. It may be played immediately, provided you have enough remaining actions to do so.

Man. You may discard this card as an action. When you do, move 1 sharpshooter from one of your villages to any other village (yours or that of another player). If you move the sharpshooter into another player's village, gain any 1 card from the display that does NOT have an 'Add to Map' icon. Place this in your discard.

Youth. When placed into one of your villages, draw 3 cards, keeping 1 and discarding the others.

Woman. When placed into one of your villages, add 1 moudjahidate to that village. Moudjahidate may not be used to ambush, nor can they be mobilized. The number of moudjahidate available is limited, so if a moudjahidate is removed during combat, put the marker in the game box. When all tokens have been placed, the Woman card may still be played for influence, but may not add additional moudjahidate.

Young Man. You may discard this card as an action. When you do, you may move 1 moudjahidine from one of your villages to any other of your villages, then place any 1 card from your discard on the top of your deck.

Young Woman. Whenever placed into one of your villages, gain 1 reroll token.

Recruitable cards

Place the 8 recruitable cards in individual stacks in the play area. These may be acquired during the game.

Fig Orchard. Good for generating food. Cost: 7 influence.

Olive Orchard. You may discard this card as an action. When you do, draw 2 cards. Cost: 5 influence.

Defenses. When Acquired: Place 1 defense marker in any of your villages. May not be placed in a village occupied by the French. The number of markers available is the only limit to the number of defenses allowed in a village. When Played: Discard up to 2 other cards and draw 1 for each card discarded in this manner (including the Defenses card). Cost: 8 influence, 2 food, Add to Map.

Moudjahidine. You may discard this card as an action. When you do, you may perform an ambush. See ambush section page 6 in rules for details. Cost: 4 influence, 4 military strength, 1 food, Add to Map.

Weapons. When placed into any of your villages that contain a moudjahidate, add 1 reroll token to your supply. Cost: 5 influence, 1 tools.

Sharpshooter. You may discard this card as an action. When you do, you may perform an ambush. See ambush section page 6 in rules for details. Cost: 6 military strength, 1 weapons, 1 food, Add to Map.

Tools. You may discard this card as an action. When you do, reveal cards from your deck until you find a food card. Take it into your hand and discard the other revealed cards. If you play this card alongside an artisan card when purchasing from the card display, gain 3 influence. Cost: 3 influence, 1 weapons.

Market. You may discard this card as an action. When you do, you may spend food, weapons, and tools interchangeably this turn. For example, you may discard the market, then use a Fig Orchard and 3 Moudjahidine to Acquire a Sharpshooter, spending one of the food on the Fig Orchard as a weapon. Cost: 6 influence, 1 weapons, 1 food.

Appendix - Leaders

Fatma N'Soumer. You may discard this card as an action. When you do, place or move the Fatma marker. Fatma may be placed in any village not occupied by the French. When placed, the owner of the village gains 1 reroll token. During combat, Fatma rolls as a moudjahidate, but she may be used during ambushes. Begin the game with 2 Moudjahidine, placing these units immediately.

Oumouhand n'ath Freh. May be discarded as part of an ambush to add an additional Moudjahidine die. Oumouhand may not ambush alone. Begin the game with 1 Moudjahidine, placing this unit immediately.

Tahar. Begin the game with 1 Weapon, 1 Sharpshooter, and 1 Moudjahidine, placing the sharpshooter and moudjahidine units immediately.

Mouhand Ouichikhoum. When Mouhand enters your hand, draw 1 additional card. Begin the game with 1 market and 1 fig orchard.

Omar Oussaid. You may discard this card as an action. When you do, place or move the Oussaid marker into any village not occupied by the French. Oussaid rolls as a sharpshooter and may be used during ambushes. Begin the game with 1 Tool.

L'homme à la Mule. You may discard this card as an action. When you do, look at the top 2 French automata cards. You may put one on the bottom of the deck and replace the other. Begin the game with 1 Weapon and 1 Moudjahidine, placing the moudjahidine unit immediately.

Omar Oulmokhstar n'ath Yirathen. You may discard this card as an action. When you do, you may place the Omar marker in any village not occupied by the French or return his marker to your supply. Whenever Omar is placed into a village with no defenses, build 1 defense. Omar rolls as a moudjahidine.

Tayeb. Tayeb may be played as a copy of any card in your hand. Reveal the card to be copied and discard Tayeb to take the action or gain the resources as desired.

Appendix - Villages

Soumeur. Region: Thaqvilth Ath Ijjeur. When French approach, roll 1 artillery die. On a hit or double hit, they overlook Iferhounène and continue towards the next village. Begin game with 1 Fig Orchard.

Mekla. Region: Thaqvilth Ath Irathen. Steep - Cavalry may not attack. Begin game with 1 Market.

Akbil. Region: Thaqvilth Ath Ijjeur. Sheltered - Artillery rolls are decreased by 1 (a double hit counts as a single hit, a single hit counts as a miss).

Irdjen. Region: Thaqvilth Ath Irathen. Wooded - Gain 1 reroll token at the beginning of combat. Begin game with 3 reroll tokens.

Iferhounène. Region: Thaqvilth Ath Ijjeur. Steep - Cavalry may not attack.

Larbaa Ath Irathen. Region: Thaqvilth Ath Irathen. Sheltered - Artillery rolls are decreased by 1 (a double hit counts as a single hit, a single hit counts as a miss).

Ath Yenni. Region: Thaqvilth Ath Menguellat. Steep - Cavalry may not attack. Begin game with 3 reroll tokens.

Ain El Hammam. Region: Thaqvilth Ath Menguellat. Sheltered - Artillery rolls are decreased by 1 (a double hit counts as a single hit, a single hit counts as a miss).

Ath Ouacif. Region: Thaqvilth Ath Menguellat. Wooded - Gain 1 reroll token at the beginning of combat. Begin game with 1 Market.

Appendix - Solo Rules

The solo game follows the same rules as for other player counts. The automata wins when either the retreat token has been used and a village has been lost in 1 region, or when a village has been lost in 2 regions. For cards, such as Man, that state you gain something for moving a unit from one player's village to another player's village, you gain the benefit when you move the unit from one of your regions to another of your regions using that card.

Place out sharpshooters, moudjahidine, and moudjahidate as if you were setting up for a 3-player game.

When playing solo, treat all three regions as separate for the purposes of moving units around the map. This means that you may only move moudjahidine and sharpshooters between regions using the Young Man and Man cards. You may also move units between villages in a region using the Mobilize action as usual.

Solo play has the following change to the automata:

During the automata turn, if no French Army cards are faceup, draw 2 and place them on the table faceup beside the deck, with the first card drawn on the right and the second next to it, between the first and the deck. Then end the automata turn. If at least one French Army card is faceup, play the right-most card, then discard it.

If you would like a greater challenge, instead of using the above automata changes have the automata match you turn for turn.

Appendix - Automata Movement Flowchart

  1. Is the village you are leaving retreated?
    • Yes: Is one village in this territory closer?
      • Yes: Go there.
      • No, they're equidistant: Go towards the village indicated by the current French army card.
    • No: Is any 1 unconquered village closer than others?
      • Yes: Go there.
      • No: Go towards the village indicated by the current French army card.
  • Cavalry (8 brown cubes).
  • Game board.
  • -
    -
    1 hit
    1 hit
    1 hit
    Sharpshooter (2)-1 hit1 hit1 hit1 hit
    Moudjahidate (3)---1 hit2 hits
    Leaders (4)As per leader cards