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Victoria Cross II: Battle of Isandlwana & Rorke's Drift thumbnail

Victoria Cross II: Battle of Isandlwana & Rorke's Drift

Victoria Cross II: Battle of Isandlwana & Rorke's Drift Rulebook

Table of Contents

Table of Contents

  • Map Board
  • Maximum Units/SP per Zone
  • Game Units
  • Setup
  • Setup for Rorke's Drift
  • Setup for Isandlwana
  • Alternative Free Form British Setup for Isandlwana
  • Sequence of Play
  • Replacements
  • Movement
  • Fire Combat
  • Melee Combat
  • Rorke's Drift: Hospital Phase
  • British Leaders
  • Zulu Leaders
  • Victory Conditions
    • Rorke's Drift
    • Isandlwana
  • Optional Rules
  • Solitaire Play
  • Play Examples
    • Movement Example
    • Combat Example with Line of Sight thrown in and range
    • Combat Line of Sight Example
    • Melee Example

Map Board

The boards represent the terrain on which the battles were fought. Each board is broken up by red lines and walls into zones.

In Isandlwana: All zones are numbered with the exception of "X" and "Y" zones, which are the initial entry zone of the Zulus. In some of the zones along the outer edge of the board are shields with numbers in them. The Zulu player may use these zones for entry, on or after the turn listed in the shield. Should one of these zones have a British unit in it on a turn the Zulu player can use it for entry, the Zulu player may then place their entering units in any zone adjacent to the zone blocked by the British units.

On the Isandlwana board; the river, camps and contour lines have no effect on game play. The Mt. Isandlwana zone represents an area that can not be moved into or through by any unit.

There is a ridge and donga that affect movement and line of sight.

Next to the zone numbers is the zones to which that zone has line of sight and the range. The range is listed as R#, with # being the number of zones away the target zone would be.

In Rorke's Drift: The defensive compound - all zones inside the compound have lettered zones (A, B, etc.), and the area outside the compound has numbered zones (1, 2, etc.).

The British pieces must always stay inside the compound zones (lettered zones). When discussed in the rules, walls are any building walls, mealie bag walls, stonewalls, or biscuit box walls. The red cross located in zone G of the compound is a zone where the British player may repair damaged units as described in the rules.

The Zulu player may use any outer board edge zone as an entry point in Rorke's Drift.

Maximum Units/SP per Zone

ISANDLWANA: There are stacking limits in Isandlwana that limit how many strength points (SP) each side may place in a zone. The limits are 16 British SP plus any leaders, for the Zulu player it is 30 SP plus any leaders.

RORKE'S DRIFT: In Rorke's Drift any number of SP (up to the 90 SP limit placed on the Zulu player, and the counter limit of the British player, may be in a non-building zone. The following limits apply to the buildings in Rorke's Drift:

  • HOSPITAL (Zones L, M, N, & O) – Each hospital zone may only contain 8 SP.
  • STOREHOUSE (Zone G With Red Cross Emblem) – Limited to 8 SP.
  • STOREHOUSE ROOF (Zone H) - the British player is the only player allowed to use this zone. He may place up to 8 SP in the storehouse roof zone at any one time.
  • FINAL REDOUBT (Zone D) – Players may place up to 8 SP in the final redoubt.

Game Units

The double sided game counters represent the soldiers of the British and Zulu armies that fought the battles. For the front of the British counters the full strength side has the higher numbers. The back or reduced side has lower numbers. Any reference in the rules to SP means strength points.

All Zulu counters have two sides, on one of which is it's SP, on the other side is no number. The Zulu units may be placed with their SP hidden by placing the SP side face down. The Zulu player is free to inspect the SP of his own units at any time. The only time the Zulu SP is required to be revealed is at the instant of Zulu melee. The Zulu player can mix and match the units in a zone any way he wants as long as he does not exceed the zone limit for that zone.

The British player can attempt to hide his leaders and overall strength by placing his units in a stack. The Zulu player may not inspect the stack (other than the fact he can see the SP on the unit at the top of the stack as it will be visible). The British player may not exchange SP between units.

ISANDLWANA: British counters are tan with a picture of a leader, British soldier, native soldier or cavalry figure. Their SP is listed on the right of the counter. The British soldiers have a blue bar along their bottom while the native units have a red bar.

RORKE'S DRIFT: British counters are tan with a picture of a leader, or British soldier. There is a red bar along the bottom. In the top right corner of is counter is a green asterisk identifier. Their SP is listed on the right of the counter.

The British unit types are:

  • British Infantry - Units with SP values of 1 to 2 SP. Infantry may move 1 zone (may move an extra zone when using the leader movement rule).
  • ISANDLWANA: British Native Infantry - Units with SP values of 1 to 2 SP. Native infantry may move 1 zone (may move an extra zone when using the leader movement rule). May not conduct fire combat, may only melee.
  • ISANDLWANA: Cavalry – Units with SP of 1 or 2. Cavalry may move up to 2 zones a turn, and still have combat.
  • ISANDLWANA: Artillery Battery with 6 SP. May either move 1 zone or fire. If the artillery battery moves, flip it to it's Moved side. At the start of the next turn it may be flipped to it's 6 SP side, showing it may fire, as long as it doesn't move again this turn. Melees with a strength of 1 SP, and counts as 1 SP for zone SP limits. Is eliminated with 1 hit.
  • British Leaders - Named units (Chard, Bromhead, Pulleine, Durnford) each with a value of 1 SP. Leaders have special abilities during combat and movement. Leaders may move up to 2 zones.
  • RORKE'S DRIFT: Victory Point (VP) counters – Each of these units is worth 1 VP to the Zulu player if eliminated. VP units do not have any SP value and can only be moved if escorted by another unit.

Design Note: In Rorke's Drift these represent the wounded left in the hospital at the start of the fight.

The Zulu unit types are:

  • Warriors – Units with varying SP values from 1 to 10 SP. Zulu warriors move 1 zone (may move an extra zone when using the leader movement rule).
  • Zulu Leaders – Each with a value of 1 SP. Zulu leaders add special movement abilities to warriors they lead. See section 13.

The Zulu player can have any number of units on the board at one time (restricted only by the number of units in the game mix), and at any SP value per unit he desires, as long as he never has more than 90 warrior SP on the board at one time (plus leaders).

During movement the Zulu player can also freely mix and exchange SP between units in the same zone and exchange units with unused units as long as the total SP value in the zone is unchanged.

For the Zulu player, any SP lost as a result of combat are tracked on the Zulu Loss Track on the game chart for re-entry during the next Zulu movement phase.

SPECIAL – During movement, and as a result of combat for warrior units (not leaders), the Zulu player may transfer, breakdown or put smaller warrior SP units together to make a larger SP unit and vice versa as long as the total SP in a zone ends up the same. THIS RULE DOES NOT APPLY TO THE BRITISH PLAYER.

For example: The Zulu player has a 10 SP unit in a zone, during movement, or as a result of combat, he could break that unit up into smaller denominations. He could make two 5 SP units, or five 2 SP units, or ten 1 SP units.

Setup

Each battle has a specific setup. No Zulu units start on the map in either battle. The British set up in both games count as their first turn movement. The Zulu's enter the board along the map edges listed in each battle's setup rules. It is important to note that the first zone entered by the Zulu's to start the game or when they enter as replacements does count as one move, and they can move one zone further with a leader using the leader movement rules.

Setup for Rorke's Drift

British - the British player starts by placing one VP unit in each of the lettered zones of the hospital. All other units may begin in any lettered zone in the compound (including the hospital) following any zone limits. Setup counts as the British players move on the first turn of the game.

Zulu – the Zulu player begins the game by moving up to 90 SP and 4 leaders units onto the board in any zones along the edge of the board. Each Zulu leader may move two zones with any warrior units up to 10 SP. This counts as the Zulu player's first move.

Setup for Isandlwana

Setup counts as the British players move on the first turn of the game.

British units set up in the following zones:

Zone 19:

  • 1/1 NNC (two 2 SP British Native Infantry Units)
  • VAUSE (cavalry)
  • HENDERSON (cavalry)
  • DAVIES (cavalry)
  • DURNFORD (Leader)

Zone 13:

  • RA CURLING (Artillery Battery)
  • 1/24 H (four 2 SP British Infantry units)

Zone 10: 1/24 C (four 2 SP British Infantry Units)

Zone 5:

  • 1/24 A (three 2 SP British Infantry Units)
  • 1/24 E (two 2 SP British Infantry Units)

Zone 18:

  • 2/24 G (three 2 SP British Infantry Units)
  • 1/3 NNC (one 2 SP British Native Infantry Unit)

Zone 12: 2/3 NNC (one 2 SP British Native Infantry Units)

Zone 2:

  • 2/3 NNC (one 2 SP British Native Infantry Units)
  • RAW (cavalry)
  • ROBERTS (cavalry)

Zone 4: 1/24 E (one 2 SP British Infantry Unit)

Zone 24: 1/3 NNC (one 2 SP British Native Infantry Unit)

Zone 16:

  • 1/24 F (four 2 SP British Infantry units)
  • Pulleine (Leader)

Zulu – the Zulu player begins the game by moving up to 90 SP and 4 leaders units onto the board in the zones with an entry shield number of 1. Each Zulu leader may move two zones with any warrior units up to 10 SP. This counts as the Zulu player's first move.

There is no melee combat on turn 1 of the game in Isandlwana. Fire combat is allowed.

Alternative Free Form British Setup for Isandlwana

The British player may set up any of his British Infantry, Native Infantry, Pulleine, and artillery in any zone except X, Y, or any donga zone. The British Cavalry and Durnford start set up using the standard game set up for Isandlwana. The Zulu player sets up as normal.

Sequence of Play

Each game is 16 turns. Isandlwana are all day turns. Rorke's Drift is divided equally between 8 day turns and 8 night turns. Within each turn the players use the following sequence of play:

A. RORKE'S DRIFT - BRITISH REPLACEMENTS - The British player adds replacements.

B. British Move - The British player may move any and all units following the movement rules.

C. ZULU MOVE - The Zulu player receives replacements and then may move any and all units following the movement rules.

D. BRITISH FIRE COMBAT - The British player conducts fire combat following all fire combat rules.

E. ZULU RANDOM FIRE - The Zulu player conducts his random fire combat. All losses caused by fire combat are taken immediately.

F. MELEE COMBAT PHASE - Both players conduct simultaneous melee following the rules for melee combat. Losses caused by melee combat are not taken until after both players have completed their melee attacks.

G. BRITISH BAYONET CHARGE - The British player declares and completes bayonet charge with British leaders plus 4 SP following the rules for bayonet charge.

H. RORKE'S DRIFT - HOSPITAL PHASE - The Zulu player checks to see if a fire starts or spreads in the hospital according to the fire spread rules.

I. CHECK VICTORY – Check if victory conditions met.

J. END TURN - If victory conditions not met, end turn and move game turn marker 1 space, go back to step A.

Replacements

Replacements are received at the beginning of a player's movement phase before movement commences and replacements may move during the movement phase.

ISANDLWANA: The British player receives no replacements in Isandlwana.

RORKE'S DRIFT: British - During their movement the British player may move units into zone G (marked by the red cross). On each turn the British player has two replacement SP that can be applied to units in storehouse zone G. These replacement SP do not accumulate from turn to turn. The replacement SP can only be applied to units of reduced strength.

Design Note: This zone represents the effect of Surgeon Reynolds tending to fatigued and wounded British soldiers in his care during the battle.

British units that start their turn in zone G may gain a maximum of 1 strength points a turn, and up to two units may be receive replacements. Units that receive replacements may move in the same turn they receive replacements. Eliminated British units may not be brought back into the game with replacements.

For example, three units that are currently at 1 SP start their turn in zone G. During the movement portion of their turn the British player may distribute the 2 SP by flipping two of the units to their full strength side.

ZULU – During his movement phase, the Zulu player may return and move any units eliminated from previous game turns (using the Zulu loss track to account for losses) as long as the Zulu player never exceed their maximum on board strength allowance of 90 SP plus any leaders.

For example, if the Zulu player lost 35 SP to fire and melee combat on turn 2, all 35 SP return at the beginning of turn 3. They may be brought in on any zone(s) designated in the battle rules on the outside edge of the map board.

The Zulu player may also hold his replacements off board from turn to turn and bring them in whenever and where ever (on outer map board zones) he chooses within the rules of entry for each battle. However, the Zulu player may never have more than 90 SP and leaders in the game at any time.

Movement

Movement is counted from zone to adjacent zone. Movement is across a lined side. Diagonal (corner to corner) movement is not allowed.

For example, from zone 14 on Rorke's Drift, Zulu units could not move diagonally into zones 4, 7 or 19. They could move into zones 5, 6, 13, 15 and 20.

Only one players units may be in a zone. Units may not move into or through a zone occupied by an enemy unit. Exception: Zulu units may enter a zone occupied solely by VP units, eliminating the VP unit.

All units move one zone unless with a leader.

ISANDLWANA: Cavalry units may move up to two zones a movement phase and conduct fire combat.

Each British leader adds one additional movement factor to infantry units moving with them. Each leader may move two zones (total) with up to 4 SP, plus themselves. This does not apply to VP units or cavalry units.

Zulu leaders add one additional movement factor to warrior units moving with them for the entire move. They may move 2 zones (total) with up to 10 SP plus themselves.

RORKE'S DRIFT: The Zulu player may not move into zones crossing walls or move into building zones with the leader movement bonus.

ISANDLWANA: The British and Zulu player may move into the donga zones or across the ridge with the leader movement bonus as the second move.

For example, a Zulu leader in Rorke's Drift with 10 SP in zone 12 could not move into zone I with the additional movement factor because of the mealie bag wall. He could use the additional movement factor to move himself and 10 SP from zone 12 to many other zones two away such as zone 10 (by moving thru zone 11) or 14 (by moving thru zone 13).

ISANDLWANA: Terrain Effects

Ridge and Donga: All units must stop when entering a donga zone (not exiting) and when they cross a ridge line. Ridge blocks line of sight unless the firing zone and target zone are adjacent. Units in a donga zone are blocked from line of sight unless firing units are in a zone adjacent to the Donga. Units in a Donga zone do not block line of sight.

Mt. Isandlwana Zone: No unit may move into or through the Mt. Isandlwana zone.

The Zulu player may move off board with his units, but may not move back on board until the following turn. He may come in at any zone on the outer edge of the board allowed by Zulu entry rules.

RORKE'S DRIFT: The VP units cannot move by themselves, but must be moved by a British unit that starts the turn in the zone with it. It requires at least 1 British SP to move each VP unit.

Further, a VP unit cannot be moved by escorting infantry units until the Zulu player melees into a hospital zone or the hospital is on fire.

Fire Combat

Design note: Fire combat is handled slightly differently in the two battles as there were some scale and line of sight differences. In Rorke's Drift there is no diagonal fire due to the smaller scale and line of sight, but in Isandlwana there is due to added distance.

BRITISH FIRE COMBAT - All British units except the VP units and British native infantry can fire during fire combat. There are two types of British fire combat: normal fire and volley fire. For normal fire, the British roll one die once for each SP.

For example, a unit with a value of 2 SP would roll 2 dice. For those units eligible for volley fire, the British roll 3 times for each SP.

The British player conducts fire combat zone by zone. Total all SP in a zone firing at a target zone. Players may split the various units (if more than one) fire coming from a zone and have them firing at different zones. All fire from a zone at a zone should be completed before units that have not fired begin firing at a new zone. Units in a zone may only be fired at once in a turn from a zone. Other zones may later in the same fire phase fire at the same target zone.

Exception: units firing volley fire may never split their rolls among different zones. All volley fire from a volley firing group must be at one zone.

Using the range listed in the zone occupied by the firing unit, check the range between the firing unit and target zones. Each zone lists what zone may be fired on and at what range.

For example, units firing from zone P would be at a range of 3 zones on targets in zones 19 and 20; at a range of 2 zones on targets in zones 13 and 14; and at a range of 1 zone on targets in zones 4 and 5.

Roll the number of total dice of all firing SP in the zone and compare to the Hit numbers on the Hit Number Chart. Immediately deduct that number of SP from the target zone. The Zulu player determines which units incur the losses. Zulu units even at 1 SP that are eliminated may be brought back through replacements.

Hit Number Chart:

  • 3 zones: hit on 5 & 6
  • 2 zones: hit on 4, 5 & 6
  • 1 zone: hit on 3, 4, 5, and 6

ISANDLWANA: British ammunition - For each 1 rolled by firing SP, a check must be made to see if units are out of ammunition. Reroll a number of dice equal to the number of 1's rolled. Count the distance from the firing unit zone to zone 15. If any die is equal to or less than the number of zones between firing unit and zone 15, a unit in that zone is out of ammunition. Units in zone 15 still count 1 zone. Any firing unit (British players choice, other than artillery) is marked with an Ammo Depleted marker. The marker is removed after the next turn's British Fire combat phase. The unit may not conduct fire combat while marked but may conduct all other activities.

ZULU RANDOM FIRE COMBAT – After the British fire combat, the Zulu player rolls for his random fire. The Zulu player may fire at any zone or zones, excluding the Rorke's Drift hospital zones (L, M, N, O), the final redoubt zone (D) or storehouse zone (G). Zone ranges do not apply to the Zulu player for fire combat and he scores a hit on the British for every 6 rolled. The British player then allocates the hits among the units in the zone(s) picked by the Zulu player. British units reduced below 1 SP are eliminated from the game and may not be brought back even with replacements.

RORKE'S DRIFT: The Zulu player rolls 6 dice during day turns and 4 during night for his random fire and scores a hit for each 6 rolled. The Zulu player die rolls hit on 5s and 6s when firing at British units located in zone J with the water cart. This was the most open area of the compound.

ISANDLWANA: The Zulu player rolls 4 dice during Zulu random fire and scores a hit for each 6 rolled.

LINE OF SIGHT RULES

Design note: Line of sight rules are tricky in many games. We have went through and determined line of sight for every zone by listing in each zone what zone's may be fired at and what the range is to that zone. Each battle had different line of sight issues for the British soldiers due to undulations in the terrain, buildings and the Oskarberg Heights at Rorke's Drift. At Isandlwana the ridge, donga's, distance, Mt. Isandlwana, as well as the camp itself caused the British soldier line of sight issues. Range of 1 is listed as R1, with a range of 2 and 3 being listed as R2 and R3 respectively.

Line of sight rules only apply to firing British units. The Zulu random fire combat is not affected by line of sight rules.

Zones occupied by British friendly units, buildings, and the Mt. Isandlwana zone, block line of sight. Ridge blocks line of sight unless the firing zone and target zone are adjacent. Units in a donga zone are blocked from line of sight unless firing units are in a zone adjacent to the Donga. Units in a Donga zone do not block line of sight.

For Isandlwana, as long as you can count clear zones (unoccupied by friendly units or blocking terrain) to the target unit from the firing zone and it is within the range defined on the firing zone, line of sight is not blocked. Otherwise it is blocked.

For example, a British 2 SP unit is firing from zone 11 to zone 17. It is a range of 2 as shown on the board in the line of sight in zone 11. If a British unit occupied zone 16 but not 12, the unit could fire into 17 (you would count to zone 12 for 1 and zone 17 for 2). If both zone 16 and 12 had British units in them, the line of sight would be blocked.

RORKE'S DRIFT - British units may not fire over more than one wall section at an enemy unit.

For example, units in zone P could not fire at units in zones E and F.

RORKE'S DRIFT - All units that fire and have a zone between themselves and the wall section they are firing subtract (-1) one from their die roll hit numbers when conducting fire combat.

For example, a British 2 SP infantry unit in zone C firing at targets in zone 7 would normally count two zones and be rolling hit numbers of 5, 6. However, because he has a zone (zone E) between himself and the wall he is firing over, subtracts 1 from his die roll hit numbers and hits on 5 and 6 only. If he were firing at a target in zone 15 he would hit only on 6.

RORKE'S DRIFT: Friendly units do not block line of sight for British units on the storehouse (roof zone H) or in the final redoubt (zone D).

RORKE'S DRIFT: During night turns the British range goes from 3 zones to 2 zones. The firepower stays the same.

Fire Combat Phase Procedure:

  • British Determines Target Zone And Firing Units
  • Check Line Of Sight
  • Determine Range And Hit Numbers
  • Roll One Die For Each SP Firing
  • Apply Losses
  • The Zulu Player Conducts Random Fire
  • Apply Losses

Melee Combat

Melee combat occurs between enemy units in adjacent zones across zone lines. No diagonal melee allowed. Melee combat is not mandatory. Units may only melee once per melee phase.

For example, Zulu units meleeing from zone 6 may melee into zone K but could not melee into zone E or P.

Melee is considered simultaneous. The Zulu player declares and completes his melee attacks first; however and losses are not applied until all units from the British and Zulu player in a zone have meleed (keep track of losses on the Zulu Loss track).

Players may melee with units from two or more zones as long as their units are adjacent to the target zone. A target zone may only be meleed against once per melee phase. Total all units in a zone(s) meleeing into adjacent zone(s) before resolving the melee. Units may also split their melee combat into different adjacent zones.

For example, Zulu units in zones 6 and P could melee into zone K and units in zone K could melee into zones 6 and P.

Roll the number of total dice of all meleeing SP, compare to the Hit numbers on the Hit Number Chart for melee.

For melee combat the British player hits the Zulu on 5 and 6, the Zulu player scores hits for every 6 rolled. The owning player determines which of their units incur the losses.

RORKE'S DRIFT: The British player melees at +1 die roll modifier on all his melee rolls when meleeing across zones with any wall section, or through any door or window (the British player hits on 4, 5 and 6 across walls and from building zones)

RORKE'S DRIFT - A maximum of 8 SP per side may melee from one zone into one building zone a turn (players can combine melee from 2 or more zones, if possible, into an adjacent building zone: for example, if 2 zones it would be 8 SP + 8 SP = 16 SP). A maximum of 8 SP may melee out of any building zone.

ISANDLWANA - The artillery battery counts as 1 SP in melee, whether on it's Moved or 6 SP side.

If a zone is vacated due to melee combat the victorious player may advance into the vacated zone.

Melee Procedure:

  • Players Determine Total SP he Is Meleeing Into A Zone
  • Players Then Roll One Die For Every SP
  • Every 5 Or 6 Rolled By British (+1 To Die If Across Walls Or Into Or Out Of Building Zones), And Every 6 Rolled By The Zulu Scores A Hit
  • Apply Losses
  • Advance If Allowed

Rorke's Drift: Hospital Phase

The Hospital Zones L, M, N, O

Beginning with the first turn of a Zulu melee attack on any hospital zone, the Zulu player rolls 1 die to determine the start and progress of fire in the hospital zones. The Zulu player rolls that turn during the Hospital Phase and every turn thereafter until the hospital burns down.

On the Zulu player die roll, a roll of 2 - 6 gets the fire started. On a roll of 1 the marker does not move at all. For a roll of 2, 3, or 4 the marker is moved one spot on the fire track. On a roll of 5 it moves 2 spots and on a roll of 6 it jumps three spots. Use the Hospital Fire Track chart to record the fire progress.

The hospital is considered burned down when it reaches the 5 box on the track.

Once the hospital burns down no units of either side may move into it for the remainder of the game. Any units still in the hospital when it burns down are eliminated (Zulu units return per replacement rules).

British Leaders

The British leader counters each count as a 1 SP unit. They represent the leadership of the British units and add special features to the units that they command. Special features are:

MOVEMENT - British Leaders may each move one or two zones a turn with up to 4 SP each plus themselves. They, and the SP they command, may cross interior compound walls with these two moves. This movement bonus does not apply within, into or out of the hospital zones, out of donga's, across ridge, and the movement bonus does not apply to moving VP units. However, they may use this bonus to move units (other than VP units) into or out of the storehouse (zones G & H).

VOLLEY FIRE – During the fire phase, Chard, Bromhead, Durnford, and Pulleine, may each conduct volley fire with up to 4 SP plus themselves. To conduct volley fire the leader must start the turn with up to 4 British infantry SP each. (Note: This means the cavalry may not volley fire). They, and the SP grouped with them, may not move in the same turn that they plan on conducting volley fire. Mark these units with volley fire markers. They may fire 3 consecutive times with each group of up to 4 strength points plus themselves at any adjacent zone containing Zulu units that is not separated by a wall, or ridge.

For example, Chard is grouped with 4 SP in zone I, and does not move during the movement portion of the turn. During the fire combat portion of the turn he may volley fire with the group into zone J or K. He would roll 15 dice, the 4 SP plus Chard equal 5 dice x 3 at any Zulu occupied zone within range that is not located over a wall. The die may not be split up between zones and may not be redirected once started.

BAYONET CHARGE – After the melee phase, a British leader with up to 4 SP each can conduct a bayonet charge into any adjacent zone, even if they or the zone have just participated in melee. (Note: this is an exception to the rule a zone may only be meleed against once in a turn as well as to units only meleeing once in a turn). The bayonet charge is a continuous melee between the British units and Zulu's in the zone that continues in successive melee rounds until one side is eliminated or the British player stops the attack. The British player may advance into any zone vacated by the Zulu being eliminated due to a bayonet charge.

If a leader must take a hit, they are removed from the game permanently.

Zulu Leaders

There are 4 Zulu leader units representing the leaders and battle lust of the Zulu army. Each Zulu leader counts as a 1 SP unit in combat and does not count against the 90 SP limit of the Zulu player, nor zone limits.

They aid the Zulu player by allowing him to move 1 or 2 zones with up to 10 SP. Each Zulu leader has this bonus; For example, 3 leaders moving together could move 30 SP two zones. The Zulu player may not move into zones across walls, out of donga's, or move into building zones with this bonus.

If eliminated the leader unit are removed permanently from the game and are never allowed back as replacements.

The Zulu leader units may move off the board and then on the next turn be able to move back onto the board with replacements entering the game.

Victory Conditions

Rorke's Drift

British victory conditions: Survive until the end of the game without allowing the Zulu player to obtain his victory conditions.

Zulu victory conditions: The Zulu player can win one of two ways:

  1. Eliminate British units until the total SP for all British units' falls below 10 SP.

OR

  1. Zulu player earns 14 VPs.

Victory points are awarded for terrain held at the end of a turn by the Zulu player and VP units eliminated. Players must be in possession, or the last to move through an area to control the VP for the area. Victory points for terrain may pass back and forth between sides (the Zulu earns VPs, the British denies the Zulu VPs by preventing possession of them), except for the water cart and hospital. Once the hospital burns down, the British cannot reoccupy it. Once the Zulu player has ended a turn in possession of the water cart, the British cannot retake it (it is destroyed).

Zulu victory points are awarded as follows:

  • Hospital (zones L, M, N, &O) - Either taking control of or burning down the hospital – 6VP
  • Kraal (zones A & B) Control both kraal zones at the same time – 4VP
  • The Final Redoubt (zone D) – 10VP
  • Water Cart (zone J) - The Zulu player receives 5VP for occupying the water cart zone at the end of a turn before dark. Once it is dark the watercart zone is worth a decreasing number of VP as shown on the bottom of each turn on the turn record chart.

There are 4 moveable VP units located in the hospital, initially set up with one in each of the lettered zones of the hospital. Each VP unit is worth 1 VP each to the Zulu player if eliminated. These victory points represent the sick and wounded that were located in the hospital at the beginning of the battle. The VP units cannot move by themselves but must be moved by a British infantry unit that starts the turn in the zone with it. If a British unit moves with the VP unit, the moving unit (not the VP unit) can fire and melee. It requires at least 1 British infantry SP to move each VP unit. The VP units are eliminated if a Zulu unit enters it's zone.

Zulu VP deduction – Any turn the Zulu player loses 47 SP or more he deducts 1 VP from his VP total. However, the deduction only applies if the Zulu player has earned VP, as the Zulu VP total cannot go below zero.

Isandlwana

British victory conditions: Survive until the end of the game without allowing the Zulu player to obtain his victory conditions.

Zulu victory conditions: The Zulu player can win one of two ways:

  1. Eliminate British units until the total SP for all British units' (this includes Native and Cavalry units) falls below 10 SP. The artillery unit only counts as 1 SP.

OR

  1. Zulu player earns 14 VPs.

Victory points are awarded for terrain held at the end of a turn by the Zulu player and VP units eliminated. Players must be in possession, or the last to move through an area to control the VP for the area. Victory points for terrain may pass back and forth between sides (the Zulu earns VPs, the British denies the Zulu VPs by preventing possession of them).

Zulu victory points are awarded as follows:

The Zulu player scores a number of VP equal to the numbers listed as VP in zones around Mt. Isandlwana.

Zulu VP deduction – Any turn the Zulu player loses 47 SP or more he deducts 1 VP from his VP total. The total can go below zero.

Optional Rules

FIRE and MELEE CHARTS – Fire and melee charts are included in the game for players that prefer that method of combat resolution. Players may choose to use a combination of charts and die rolls (for example, the British player may use dice for fire and charts for melee). However, each phase of combat should use one or the other method (for example, it would not be proper for the British player to allocate some of his firepower during the fire phase with dice and some with the fire chart). A Zulu random fire chart is not necessary as it only involves 4 to 6 dice rolled per turn.

BRITISH ADVANTAGE: For more experienced Zulu players the following optional rules may be added to aid the British player:

  1. RORKE'S DRIFT: The A.C. Dalton and Colour Sgt. Bourne units may act as leaders for movement purposes. Therefore they are each allowed to move 4 SP plus themselves 2 zones.
  2. RORKES DRIFT: Colour Sgt. Bourne Bayonet Charge – The Colour Sgt. Bourne unit may conduct a bayonet charge with up to 4 SP after melee combat into any adjacent zone, even if they have just participated in melee.
  3. Increase the number of VPs needed by the Zulu player to win the game. Generally 1 to 3 VPs can make it very difficult for the Zulu player.
  4. Eliminate the VP conditions for the Zulu player to win.
  5. British Laager Camp - The British field regulations at the time required the laagering of the camp when in enemy territory. Chelmsford failed to do this. When using the British Free Form set up consider Zones 14, 15, and 23 laagered. No ammo depletion is possible for British units in these zones and the British receive a +1 die roll modifier for melee combat.

ZULU ADVANTAGE: For more experienced British players the following optional rules may be added to aid the Zulu player:

  1. Increase the Zulu SP in the game by 10. Players may want to experiment with the optimal number of SP to aid the Zulu player. Generally, an additional 5 to 10 SP can be significant.
  2. Increase the number of SP each Zulu leader may move with to 15 SP plus themselves.
  3. RORKE'S DRIFT: Increase the Zulu firepower to 10 dice for daylight and 6 for night. Isandlwana increase firepower to 6 dice.

ALTERNATE VICTORY CONDITIONS – For the British, the key victory condition was survival. Therefore, players may chose to determine victory levels based on the number of British units to survive. In these victory conditions, at game end use the following levels:

  • British Victory: Survive with 28 or more SP.
  • Zulu Marginal Victory: 27 to 19 British SP survive.
  • Zulu Tactical Victory: 18 to 10 British SP survive.
  • Zulu Decisive Victory: 9 or less British SP survive.

Isandlwana Alternate Victory: The British player receives 5 VP for every 12 SP exited off of the board through zones 21, 27, or 31, on turn 13 or later. Deduct the 5 VP from the Zulu player VP total. Ignore the Zulu victory for British SP dropping below 10 SP when playing this rule.

Solitaire Play

The game plays well using the regular rules and playing both sides to the best of your ability. For an alternative, players can use the following solitaire rules by playing the British and allowing the game to control the Zulu forces:

Zulu Entry Chart (die roll → entry zone):

  • 1 – Entire force enters the game from zone 18.
  • 2 – Entire force enters the game from zone 19.
  • 3 – Entire force enters the game from zone 20.
  • 4 – Entire force enters the game from zone 21.
  • 5 – Entire force enters the game from zone 17.
  • 6 – Split the force into two parts, player's choice on size. Roll the die again for each part and apply die rolls of 1-5 based on the location above for the entry of that part of the force. Rolls of 6 must be re-rolled.

British side sets up and plays the game as normal. The Zulu side rolls dice to determine where his units come onto the board. For random fire the Zulu's always fire at the zone with the most British SP, if a tie, player's choice.

RORKE'S DRIFT - To start the game, and for replacement forces entering the game, the Zulu side rolls one die. Zulu side takes the following actions based on the number rolled using the chart above.

ISANDLWANA - The entire Zulu force enters in the zone listed based on the die roll and turn.

For Zulu replacements, hold off board until 30 or more SP are accumulated. Roll the die using the above Entry chart to determine entry point.

If a Zulu force starts their movement adjacent to a British occupied zone, then that Zulu force doesn't move but stays for melee. Otherwise, each movement turn, for each zone occupied by a Zulu force, move the units based on the following die roll:

  • 1, 2 – Move the entire Zulu force 1 zone to the left (only 1 move even with leaders).
  • 3, 4 - Move the entire Zulu force straight ahead the maximum move straight towards the closest British force. (Move as many units with leaders towards the closest zone with a British unit as possible). The Zulu's always initiate melee with the weakest adjacent zone occupied by British units. If a tie, the player decides.
  • 5, 6 - Move the entire Zulu force 1 zone to the right (only move 1 zone even with leaders)

Play Note: Players will have to determine right and left based on the zone with the Zulu units position relationship to zone's occupied by other Zulu units and the entry areas along the board edge. For Rorke's Drift, the focal point for determining straight ahead (and right and left) movement is the Compound; for Isandlwana it is Zone 15.

Die Roll Modifiers:

  • -1 to the die roll if there is a Zulu occupied zone to the right of the force moving
  • +1 to the die roll if there is a Zulu occupied zone to the left of the force moving

Also, double the die rolls for the Zulu fire combat during solitaire play to add a surprise factor and challenge for the British side.

Play Examples

Movement Example

On turn 1, after the British player has set up his forces (which counts as the British players first move), it becomes the Zulu players movement phase. He has no replacements to bring on yet as he has taken no losses. He moves 30 SP of infantry plus 3 leaders (1 leader for every 10 SP of infantry) first into zone Y for one move and using the leaders movement bonus he moves all 30 SP plus the leaders into zone 20. He then moves 30 SP of infantry with no leaders into zone Y. This force may only move 1 zone as they have no leaders and could not move into zone 20 if they did have a leader as this would over stack the zone.

The Zulu player now gets to move. He moves all 30 of the Zulu infantry plus the 3 leaders into zone 19 and may move no further. The leaders may not use their leader bonus at this point as the rules for entering Donga zones or crossing ridges states that units must stop, thus the leader bonus may not be used this turn. The 30 SP of Zulu infantry occupying zone Y now moves into zone 20. During fire combat the British cavalry and Durnford fire 3 zones into zone 20 and hit 5 Zulu infantry reducing that force to 25 SP. (Note: Durnford and the cavalry could not fire into zone 19 as they were not adjacent to the zone, also the units in zone 19 would not block line of sight into zone 20 as units in a donga zone do not block line of sight). The eliminated 5 SP of Zulu's from zone 20 are put on turn 3 on the turn track to remind the Zulu player that they enter as replacements on turn 3. The British player does not move on turn 3.

On turn 2 the British forces occupying zone 19 are the two NNC units, cavalry and the leader Durnford. Durnford during the British players move takes the whole force occupying zone 19 and moves first into zone 18 and then using his, and the cavalry's second move, plus Durnford allowing the two NNC units to move with the leader bonus, into zone 17.

The 30 SP of Zulu's plus the 3 leaders in zone 19 move first into zone 26, and then with the Zulu leader movement bonus moves all 30 SP plus the 3 leaders into zone 25. The 25 SP of Zulu infantry occupying zone 20 now moves into the donga zone 19. The Zulu player then moves 1 leader plus the 5 SP entering as replacements first into zone Y and then using the Zulu leader movement bonus, moves into zone Y as his second move.

Combat Example with Line of Sight thrown in and range

Two British 2 SP infantry units, plus a Native Infantry 2 SP unit occupy zone 16, along with British Commander Pulleine. A Zulu force occupies zone 12. The British player does not know how many SP the Zulu player has in zone 12 as he is not allowed to look. There are no units of either side in zones 11 or 17. The British player decides to conduct fire combat with all eligible units in zone 16 at the Zulu units in zone 12. The British player totals up his firing SP's in zone 16, coming up with the total of 5 SP's. He receives 2 SP's each from the two British infantry plus 1 SP for Pulleine. He receives no SP from the Native infantry as they may only melee and not fire. Further, the British player may not volley fire even though Pulleine is in zone 16, as the range is 2 and volley fire only may take place against an adjacent zone. The British player looks at the range listed in zone 16 to zone 12 and see's the range is 2 zones away so the firing units will hit on die roll results of 4, 5, or 6. The British player has a clear line of sight to zone 12 as zone 17 and zone 11 are both unoccupied. If one of those zones had been occupied by a British unit the line of sight would still be clear, because both of those zones would have to be occupied by British units for the line of sight to be blocked. The British player rolls his 5 dice and the results are 1, 1, 3, 5, 6. The results yield two possible ammunition depletions and 2 hits on the Zulu force.

The Zulu player immediately removes 2 SP from the Zulu force and marks the losses on the Zulu Loss Track. The British player must then check for the ammunition depletion. He must count the distance from zone 16 to zone 15, which is 1. This means he must roll two dice (one for each of the 1's rolled during fire combat) and on a result of 1 again (for the distance between zone 16 and 15) he must mark a unit as Ammo Depleted. The British player, being terribly unlucky rolls two 1's. This means he picks two of the firing units to be marked as Ammo Depleted, he chooses Pulleine, and one of the British 2 SP infantry units.

Combat Line of Sight Example

Zulu forces occupy zone 6 and zone 20. Durnford with cavalry occupies zone 19 (the donga zone), one 2 SP British infantry plus the Artillery battery occupy zone 13, four 2 SP British infantry occupy zone 18, and two British 2 SP infantry occupy zone 17. For fire combat the cavalry and Durnford could only fire at the Zulu force in zone 20 as they are not adjacent to the ridge in zone 6. The British units in zone 18 could only fire at the Zulu force in zone 20 as well as they are not adjacent to zone 6, also Durnford and the cavalry are in the donga zone 19, which does not block line of sight between zones. The British infantry and artillery can fire at the Zulu force in zone 6 or zone 20, even though the ridge is separating zone 13 and zone 6, the zones are adjacent. The British infantry in zone 17 may not fire on either zone as they are not adjacent to zone 6, and the British units in zone 18 block their line of sight to zone 20 which would normally be a range of 3 if the line of sight was not blocked.

Melee Example

Again it is Pulleine defending zone 16 against the Zulu masses. Pulleine occupies zone 16 with two British 2 SP infantry units (one of which is marked Ammo Depleted), plus two Native 2 SP infantry units. The Zulu player has units in zone 11 and zone 17. The Zulu player declares melee with all units in zone 11 and zone 17 against the units in zone 16. The Zulu player reveals he has 17 SP meleeing from zone 11 and 13 SP meleeing from zone 17. The two forces are combined into a total of 30 SP meleeing the British who total 9 SP (1 for Pulleine + 4 for the two British infantry, even though one is marked Ammo Depleted it may still melee + 4 for the two Native Infantry, even though they may not fire they may melee). The British all hit on die roll results of 5 and 6 (including the Native infantry). The Zulu's all hit on die roll results of 6. The Zulu player rolls 30 dice checking for rolls of 6 and gets 5 hits. The British player notes the hits but does not remove them yet, as melee is considered simultaneous he gets to complete his melee before losses are applied.

The British player decides to melee all 9 SP against the Zulu's in zone 11. He rolls 9 dice and checks for rolls of 5 or 6 and he gets 5 hits. The losses are then applied with each player determining who is hit in their forces.

The British player takes 4 of the hits by removing the two 2 SP Native infantry and reduces the Ammo Depleted 2 SP British infantry to 1 SP, leaving Pulleine, a 1 SP British infantry (marked Ammo Depleted), and a 2 SP British infantry holding zone 16. The Zulu player takes all 5 of his SP losses from the 17 SP attacking from zone 11, leaving the Zulu player with 12 SP in zone 11 and 13 SP in zone 17. No other Zulu force could melee zone 16 this turn as a zone may only be the target of melee once in a turn. This does not apply to the British bayonet charge rule.