RulesPal
Chat
Rulebook
Vive l'Empereur thumbnail

Vive l'Empereur

Vive l'Empereur Rulebook

Table of Contents

Table of Contents

  • 1.0 Components
    • 1.1 Armies
    • 1.2 Dice
  • 2.0 The Battlefield
    • 2.1 Terrain Hexes
    • 2.2 Terrain Types
  • 3.0 Command Cards (72)
    • 3.1 Order Cards (48)
    • 3.2 Special Order Cards (24)
  • 4.0 Deployment
    • 4.1 Length of the Battle
    • 4.2 How to Win
  • 5.0 Beginning the Battle
    • 5.1 Battle Rounds
  • 6.0 Ordering Units
    • 6.1 Movement
    • 6.2 Moving Units Restrictions
      • 6.2.1 Zone of Control (ZOC)
      • 6.2.1.1 Unit Facing
    • 6.3 Moving Generals
      • 6.31 Attached Generals
  • 7.0 Combat
    • 7.3 General Combat Procedure
      • 7.3.1 Range of Fire
      • 7.3.2 Generals in Battle
    • 7.4 Line of Sight (LOS)
  • 8.0 Terrain
    • 8.1 Woods
    • 8.2 Orchards
    • 8.3 Hills
    • 8.4 Buildings
    • 8.5 Streams and Marshes
    • 8.6 Bridges
    • 8.7 Fields
    • 8.8 Rough Terrain
  • 9.0 Combat
    • 9.2 Applying Combat Results
    • 9.3 Applying Hits
    • 9.4 Combat Modifiers
    • 9.41 Special Actions
    • 9.5 Attacking Generals
  • 10.0 Retreat
    • 10.1 Retreat Rules
  • 11.0 Missed Shots
  • 12.0 Victory Conditions
  • 13.0 Historical Scenarios
    • 13.1 Waterloo
    • 13.2 Quatre Bras
    • 13.3 Ligny
  • 14.0 Hypothetical Battles Scenario
    • 14.0 Errata
  • Reference Sheet 1.4
    • Turn summary
    • Units
    • Terrain
    • Combat modifiers
    • Command Cards (72)

1.0 Components

  • 1 map (two sided) 67x49,5cm
  • 4 sheets of terrain tiles (180)
  • 3 sheets of units (46 each)
  • 2 sheets of cards (72)
  • 8 special dice (5 black/3 white)
  • 1 sheet of stickers for dice
  • 140 discs in two colors
  • 93 stands in 3 colors
  • 1 rule book
  • 2 reference sheets

1.1 Armies

The armies are made up of 3 different kinds of units: infantry, cavalry, and artillery. Each unit is represented by a stand-up counter and 1 or more chips, which are placed beneath the counter. Regular units use white chips, while élite infantry, heavy cavalry and heavy artillery use red chips. The stand-up counter and the chips are collectively called elements. The number of elements in a unit reflects its strength.

Infantry: 12 line units, 3 élite units. Every infantry unit has 1 stand-up counter and 3 chips. Infantry can be "line" or "elite".

Cavalry: 4 light units, 4 heavy units. Every cavalry unit has 1 stand-up counter and 2 chips. Cavalry can be "light" or "heavy".

Artillery: 2 light units, 2 heavy units. Heavy artillery units have 1 stand-up counter and 2 chips. Light artillery units have 1 counter and 1 chip.

Horse Artillery: 1 unit. The horse artillery unit is considered "light". It has 1 stand-up counter and 1 chip.

Garrisons & Skirmishers: 12 counters. As well as the infantry, cavalry and artillery there are also 12 garrison or skirmisher units. These are represented by a single piece, a square counter, which lies flat on the map.

1.2 Dice

Vive l'Empereur uses special dice that have pictures rather than numbers on them.

There are 5 black dice for combat (9.0) and rally (6.31.4). On their sides are: a flag, a general, a mounted trooper, a cannon, and on two sides, infantry.

Usually you score a hit by rolling the same type of unit you are firing at. Firing at infantry, you have to roll infantry, and so on.

There are also 3 white dice for special actions (9.41). Each die has 2 French flags, 2 English flags and 2 Prussian flags.

2.0 The Battlefield

The battlefield is depicted by a map divided into hexagons (hereafter referred to as hexes) to regulate movement. The map is 21 hexes wide and 13 hexes deep. Two lines divide the map into 3 sectors: centre, right flank and left flank.

2.1 Terrain Hexes

Hexagonal tiles, each one representing a different type of terrain, are put on the map to recreate different battlefields.

2.2 Terrain Types

  1. Woods
  2. Orchard
  3. Hill
  4. Field
  5. Rough Terrain
  6. Stream
  7. Bridge
  8. Buildings (farms, towns, fortified buildings)
  9. Marsh
  10. Road

3.0 Command Cards (72)

Units can move and fight ONLY when given an order. The command cards are used to order troops to move, to attack, or to take certain special actions. There are two kinds of command cards: "Order Cards" and "Special Order Cards". These are described on the reference sheet.

3.1 Order Cards (48)

These are used to order one or more units to move and/or fire. These cards show the sector of the battlefield and how many units you may order. The command cards can be used for any unit or general in the sector indicated.

3.2 Special Order Cards (24)

These cards are used to move and/or fire or to carry out special orders. Some cards can be used to give an order to all the units of the same kind in a certain sector. You must always follow the instructions shown on the card.

4.0 Deployment

Historical battles: Set up the terrain tiles on the battlefield and deploy the units as shown in the instructions for the scenario.

Hypothetical battles: Set up the terrain on the battlefield as shown in the instructions for the scenario, then take turns positioning 3 units each. See 14.0.

4.1 Length of the Battle

Each player starts with a deck of 36 cards (see reference sheet). To start the game, shuffle and deal each player a hand of 6 cards from his deck. The play of this hand is a complete turn and represents one to two hours of the battle. The rest of the deck is left face down, and may not be examined.

When both hands are exhausted, deal each player 6 more cards and play another turn. A battle can last up to 6 turns unless victory conditions are achieved before the cards are all exhausted.

4.2 How to Win

An enemy is defeated immediately if it has no units in one of the three sectors (decisive victory).

An enemy is defeated at the end of any complete round of battle, if you eliminate enough units as specified in each scenario (substantial victory).

If nobody has won by the end of the sixth turn, the player who lost fewer units wins (marginal victory).

If still tied, the player with the most elements left on the map wins (moral victory).

Some scenarios have special victory conditions (see from 13.1).

5.0 Beginning the Battle

Every turn of the battle is divided into 6 rounds. Each round represents 10 to 20 minutes of real time.

5.1 Battle Rounds

  1. Both players play a card at the same time.
  2. Players alternate giving orders to 1 unit at a time. The player with more units that are able to carry out the orders on the played card gives the first order. If there is a tie, the French player goes first. However, if one player plays a special order card, he goes first. If both players play a special order card, the movement priority is determined as described above.
  3. As each unit is given its orders, it moves and/or fires. Combats are resolved immediately, including taking losses and retreating.
  4. Repeat steps 2 and 3 until both players have given all their orders.
  5. Return to step 1. When all the cards are played, deal each player 6 more.

Note: unplayable cards must still be used during any given round. In this situation, the unit is considered to be accessing the situation on the battlefield.

6.0 Ordering Units

After playing a command card, announce which unit you will give an order to. Only units that are given an order can move, fire or take special actions. You can only give any unit one order during a single round.

Note: Generals that are attached to a unit can take part into a combat even though they haven't received an order.

6.1 Movement

A unit that is given an order may move and/or fire.

Infantry: Possible Formations: Combat or Square.

Before starting movement, infantry may change from combat formation to square, or visa versa.

Infantry in Combat formation can move one hex and fire, or move two hexes but not fire.

You may only change to square on clear or hill terrain.

A unit in square may not move but may still fire.

Infantry in square can not change to combat formation and fire if starting adjacent to enemy cavalry.

Skirmishers: French infantry, English infantry, and élite infantry in other armies can deploy 1 skirmisher unit. This is done instead of moving or firing when the unit is given an order. Remove 1 chip from the infantry unit, and replace it with a skirmisher counter. (A lone infantry unit cannot deploy skirmishers.) Place the skirmisher in a hex adjacent to its parent unit. The skirmisher can fire immediately.

To move the skirmisher thereafter requires a separate order. A skirmisher cannot voluntarily move away from its parent unit. If activated, a skirmisher may move 1 space and/or fire as long as it remains adjacent to the parent unit.

A skirmisher may be reabsorbed into its parent unit if it:

a) Voluntarily moves into the same hex as its parent unit.

b) If forced to retreat it does so into the hex with its parent unit (ignore additional retreat flags).

c) Its parent unit moves into the hex it occupies.

If reabsorbed through situation (a), the parent infantry is considered activated. Under situation (b) you may still activate the parent unit if it hasn't yet been activated this turn. If separated from their parent unit for any other reason, they become independent non-skirmisher units and count towards victory if eliminated.

Finally, Skirmishers:

  • do not have facing or flanks.
  • do exert a zone of control (6.2.1).
  • do not count towards victory points.
  • may have a general in the hex.
  • do not benefit from extra dice if attacking enemy from the flank and/or rear.

Garrisons: Garrisons may not move and cannot be reabsorbed into another unit. They may only attack adjacent enemy units using 4 dice, but may never cause more than 1 hit.

A normal infantry unit, during its move, may leave behind a garrison by removing a disk in any hex that contains buildings.

If eliminated, they do not count towards victory points.

No other units except a General may move into a space with a garrison.

Garrisons do not exert a zone of control (6.2.1) and ignore any retreat results.

Cavalry: Calvary may move up to 3 hexes and/or shock. It may enter buildings but may not fire/shock from them.

Artillery: Artillery may move 1 hex OR fire. It may also change facing in the same hex and fire.

Horse Artillery: Horse artillery may move up to 2 hexes and/or fire. Horse Artillery is an artillery unit.

Generals: Generals may move up to 3 hexes.

Roads: A unit that moves entirely on road hexes may move 1 hex more than its normal allowance. Infantry can move 2 hexes and fire, or 3 hexes and not fire. Cavalry can move 4 hexes and shock. Artillery can move 2 hexes and not fire. Horse artillery can move 3 hexes and fire. Generals can move 4 hexes.

6.2 Moving Units Restrictions

A unit may NOT move into or through a hex that contains a friendly unit, enemy unit or enemy general.

6.2.1 Zone of Control (ZOC)

A unit must stop moving when it enters a hex adjacent to an enemy unit, skirmisher, or an enemy general.

A unit that starts adjacent to an enemy may move, but it may not move directly into another hex that is adjacent to an enemy.

A unit may enter a hex containing ONLY a friendly general, but it must stop there.

6.2.1.1 Unit Facing

Facing is used to determine the frontal arcs of a unit and for determining line of sight. It also determines a hex's flank and rear. When attacking an enemy in an adjacent space, you must be facing directly toward it.

6.2.1.2 Determine a unit's facing either at the end of its move or before it attacks. A unit can only fire on units within its frontal arc. The unit being fired at must also be within a line of sight through a frontal arc (see LOS 7.4).

6.2.1.3 Point the black triangle towards the hex-side it faces. The 3 front/left/right hexes are the unit's frontal arc; the 3 hexes to the rear side are its flanks and rear.

6.2.1.4 A unit may only change its facing if it is activated, retreats, or successfully reacts to a cavalry charge (See 9.41 Special Actions). Artillery may change facing before firing.

6.2.2 A unit is NOT allowed to split up (exception: dropping garrison in buildings, and skirmishers). All the chips belonging to a unit have to move together.

6.2.3 A unit that has been reduced due to combat losses can combine with a friendly unit of the same type, but the total number of chips cannot exceed what the unit started with. When determining if the victory conditions have been met, a unit that is absorbed is considered eliminated (exception: skirmisher units).

6.2.4 Some terrain restricts movement and/or blocks fire. See Section 8. Retreats are discussed in Section 10.

6.3 Moving Generals

A general cannot move into a hex that contains an enemy unit or general.

A general can move across hexes containing a friendly unit, but it can not end movement in a hex with a friendly general (7.3.2.7).

6.31 Attached Generals

A general in a hex with a friendly unit is considered "attached" to that unit.

6.31.1 No more than one general can be attached to the same unit.

6.31.2 An attached general who was given an order can move, leaving the unit he was attached to and attaching to another one.

6.31.3 If a unit with an attached general is given an order, the general can move with the unit or remain in the hex. Moving the general with the unit does not require a separate order. If the general moves with the unit, it must stay with the unit for its full move.

6.31.4 A general may use an order to try to recover losses from the unit it is attached to. Roll 3 dice and recover one chip for each figure rolled that match the type of unit. However, the unit cannot end up with more chips than it started with.

7.0 Combat

After your unit completes its movement, if it is within range of the enemy and has a clear line of sight, it can fire. See Range of Fire (7.3.1), and Line of Sight (7.4).

Units may change facing (see 6.2.1.2) at the end of a move and/or before firing so an enemy is within its Line of Sight and frontal arc.

7.1 Each unit can fire only once each round.

7.2 Each unit can only fire on one target hex and cannot divide hits among different units. (Exception: artillery using a special bombard card may target different hexes/units for each attack.)

7.3 General Combat Procedure

  1. Determine the distance to the enemy unit. (See 7.3.1)
  2. Determine the line of sight. (See 7.4)
  3. Determine if there is blocking terrain along the line of sight.
  4. Determine any flanking modifiers.
  5. Face enemy unit so that it is in LOS and frontal arc.
  6. Roll the battle dice.

The type of firing unit, the terrain, and the distance to the enemy unit determine the number of combat dice that are rolled.

A unit can only fire on units within its frontal arc. When attacking an enemy in an adjacent space, you must be facing directly toward it. When attacking non-adjacent units, they must be in a frontal arc and LOS. Exception: Units in buildings, skirmishers, and infantry in square can fire in any direction.

Note: Combat against a lone general in a hex is treated differently. See Section 9.5.

7.3.1 Range of Fire

Infantry: range 3 hexes. An infantry unit can fire on an enemy unit in its frontal arc and is no more than 3 hexes away. The infantry rolls 4 dice if the target is in an adjacent hex, 3 dice if it is 2 hexes away, and 2 dice if 3 hexes away.

Garrisons: range 1 hex (only if adjacent). Garrisons roll 4 dice.

Skirmishers: range 1 hex (only if adjacent). Skirmishers roll 2 dice.

Infantry, Skirmisher, and Garrison units must fire at the closest enemy unit. If there are equidistant units, the attacker may decide on which to fire.

Artillery: range 5 hexes (6 on a hill).* An artillery (light or heavy) unit can fire on an enemy unit in its frontal arc and no more than 5 or 6* hexes away. Artillery rolls 5 dice if the target is in an adjacent hex, 4 dice if 2 hexes away, 3 dice if 3 hexes away, 2 dice if 4 hexes away, and 1 die if 5 or 6* hexes away.

Cavalry: range 1 hex (only if adjacent). A cavalry unit can shock ONLY an adjacent enemy unit in its frontal arc. (The term fire is used throughout the rules for brevity, but cavalry of this era were mainly shock troops.) It may not shock units in buildings. Roll 3 dice. If the enemy unit is destroyed or retreats, the cavalry may advance into the vacated hex so long as the ZOC rules (6.2.1) are not violated.

Important: The number of elements in a unit has NO EFFECT on the number of battle dice rolled. Units always fire at full force, regardless of losses suffered. However an Infantry/Garrison/Skirmisher unit cannot cause more losses than the number of elements it has left.

For example, an infantry unit has only 2 elements left: the stand-up counter and 1 chip. If it fires on an adjacent infantry unit, it still rolls 4 dice. However, even if 4 infantry were rolled the enemy would only take 2 loses.

Note: Garrisons and Skirmishers can only inflict a maximum of 1 hit regardless of how many dice are rolled, but cavalry/artillery inflict the full amount of dice rolled regardless of its number of units.

7.3.2 Generals in Battle

7.3.2.1 A cavalry, skirmisher, garrison, or infantry unit with an attached general roll an additional die in combat.

7.3.2.2 An artillery unit does not get any bonus from an attached general.

7.3.2.3 An attached general does NOT increase a unit's range of fire.

7.3.2.4 A general can move into a hex that contains a friendly unit and if this unit is given an order during the same battle round, the general will move and fight with the unit.

7.3.2.5 A general by himself cannot attack.

7.3.2.6 An infantry or cavalry unit with an attached general may ignore retreat results.

7.3.2.7 Only ONE general is allowed per hex.

7.3.2.8 A lone general in a hex must retreat if he suffers any flags rolled in combat (assuming he was not killed). He stops if retreating into a hex with a friendly unit.

7.4 Line of Sight (LOS)

A unit has to be able to see the enemy if it wants to shoot at it or to perform a special action. This capability is known as "line of sight".

7.4.1 Imagine a straight line that joins the centre of the firing unit's hex with the centre of the target unit's hex.

7.4.2 This line of sight is blocked ONLY if it crosses a hex that contains an obstruction.

7.4.3 Obstructions include generals or units (friendly or enemy), woods, fields, hills, rough or buildings. The terrain in the firing hex and the terrain in the target hex do NOT block the line of sight.

8.0 Terrain

Terrain tiles are put on the map as shown in the scenario set-up. Naturally, they remain in position for the entire battle.

8.1 Woods

Movement: A unit that enters a woods hex MUST stop.

Combat: A unit may NOT fire during the combat round in which it moves into a woods hex. However a general may give his 1 die firing bonus if he moves into the woods and attaches to an infantry or cavalry unit that was already there. That unit still requires a separate order to fire.

When firing on a unit in the woods, reduce the number of dice rolled by 1.

Line of sight: Woods block line of sight.

8.2 Orchards

Movement: No movement restrictions.

Combat: When firing on a unit in an orchard, reduce the number of dice rolled by 1.

Line of sight: Orchards do NOT block line of sight.

8.3 Hills

Movement: No movement restrictions.

Combat: When firing on a unit on a hill, reduce the number of dice rolled by 1. This is true even if the firing unit is in an adjacent hill hex.

An artillery unit firing from a hill has its range increased by 1.

An artillery unit that fires from a hill doesn't have its line of sight blocked by friendly units or generals in an adjacent hex, provided that the terrain in that hex does not block LOS.

Line of sight: Hills block line of sight.

8.4 Buildings

Movement: A unit that enters a building MUST stop, unless it enters from a road and leaves on a road.

Combat: A unit CAN'T fire during the round in which it enters a building hex.

When firing on a unit in a building, reduce the number of dice rolled by 2. Some scenarios have fortified buildings. Reduce the number of dice rolled against these by 3.

Units in buildings cannot be flank attacked.

Cavalry can't attack a unit inside a building.

Cavalry may enter a building hex but may not fire from it.

Infantry can fire on a building ONLY from an adjacent hex.

Artillery may fire on buildings normally.

Line of sight: Buildings block line of sight.

8.5 Streams and Marshes

Movement: A unit that enters a stream or marsh hex MUST stop.

Combat: When firing from a stream or marsh hex, roll 1 less die. Artillery in a stream or marsh hex may NOT fire at all.

Line of sight: Streams and marshes do NOT block line of sight. River hexes only crossable at bridges DO block line of sight.

8.6 Bridges

Movement: Consider the hex open terrain (except for the purpose of forming square).

Combat: No restrictions.

Line of sight: Bridges do NOT block line of sight.

8.7 Fields

Movement: No movement restrictions.

Combat: When firing on a unit in a field hex, reduce the number of dice rolled by 1.

Line of sight: Fields block line of sight.

8.8 Rough Terrain

Movement: Not allowed.

Combat: Not allowed.

Line of sight: A rough terrain hex has boulders that block the line of sight.

9.0 Combat

Indicate an enemy unit that is within range and in the firing unit's frontal arc. See reference sheet. (It consists of all in-range hexes that have a line of sight out of the unit's 3 frontal hex-sides.) Determine the number of dice to use, based on unit type and range, and taking into account the combat modifiers listed in Section 9.4. Roll the dice and apply the results to the target unit.

9.1 All the dice rolled by one unit have to be directed at the same target. Each die rolled will result in a hit, a retreat, or a miss.

9.2 Applying Combat Results

Apply the inflicted hits by removing one or more chips from the target unit. Then move any units that have to retreat (face to enemy).

9.3 Applying Hits

The attacker scores 1 hit for each die rolled where the figure rolled is the same type as the target unit.

Elite infantry, heavy cavalry and heavy artillery also hit if they roll a general.

9.3.1 For each hit taken, the unit must remove one chip. If a unit takes a hit when it has no chips left, it is eliminated. The stand-up counter is removed from the map and given to the other player to count towards the victory conditions. Garrisons and skirmishers are removed after one hit.

9.3.2 If an attacker player rolls more than enough hits to eliminate the target unit the additional hits are wasted.

9.4 Combat Modifiers

  1. Firing infantry or cavalry unit has a general attached: +1 die
  2. Infantry (except skirmishers) firing on a square, flank or rear: +1 die
  3. Artillery firing on a square, flank or rear: +2 dice
  4. Cavalry firing on a square: hits ONLY if a general is rolled.
  5. Infantry firing when in square: hits ONLY if a general is rolled.
  6. Attacking a target in woods, in an orchard, field or on a hill: -1 die.
  7. Attacking a target in buildings: -2 dice. -3 dice if the building is fortified.
  8. Infantry in square, units in buildings or with a general, and artillery not adjacent to enemy ignore retreat flags.
  9. Firing from a stream or marsh: -1 die (artillery/horse artillery not allowed)
  10. Infantry firing on artillery: may only fire from 2 hexes or less.
  11. Retreat results suffered by artillery are taken as losses if inflicted by an adjacent unit. If the firing unit is not adjacent, artillery ignores retreat flags.
  12. Cavalry firing on the target's flank or rear: +2 dice and treat flags and generals as losses.

9.41 Special Actions

A) Artillery opportunity fire B) Cavalry counter charge C) Infantry form square

Units may only attempt special actions when an enemy cavalry unit moves into an adjacent space. However, they can only attempt to react if the enemy cavalry enters or starts from at least one non-adjacent hex in the friendly unit's frontal arc.

A unit may not react to a cavalry attack originating from an adjacent hex. If cavalry charges a unit through its flank/rear space, without starting in or passing through any frontal hex, the attacked unit may not react.

Success depends on the number of empty hexes between the two units at the start of the attack. Proceed as follows:

  1. Roll a "special actions die" for each empty hex between the 2 units before the enemy cavalry unit started moving. Important: only count hexes in the attacked unit's line of sight.

  2. If you roll your army's flag the reaction attempt succeeds. If successful, the friendly unit reacts BEFORE the enemy cavalry attacks as follows:

  • Artillery may fire with 5 dice
  • Cavalry may shock with 3 dice.
  • Infantry may form square (but may not fire).

Successful units may turn to face the enemy. If unsuccessful the attacked unit may not change its current facing. If an enemy cavalry unit moves adjacent to 2 or more units, they ALL can react. Cavalry reacts first, then artillery, then infantry.

Units that perform a special action may not move or fire for the remainder of the round, whether successful or not. Units that move and/or fire in a round may not perform a Special Action.

9.5 Attacking Generals

A general can be hit ONLY when he's alone in a hex.

9.5.1 The attacker rolls the usual number of dice, but he scores a hit only if he rolls a general. If he gets a hit, the general is killed and he's removed permanently from the game. If a hit is not rolled but a retreat is, the general must retreat per normal retreat rules.

9.5.2 A killed general is considered an eliminated enemy unit when determining victory.

9.5.3 If all units in a hex with a general are eliminated, the general must retreat if there are any remaining retreat flags in the roll.

10.0 Retreat

After all casualties have been removed, for every "flag" rolled, the target unit MUST retreat one hex perpendicular to the line of fire into one of the 3 rear hexes (see 10.1). After retreating it must still face the enemy unit that attacked it.

10.1 Retreat Rules

A unit must retreat through its rear or flank hex-sides. If possible, it must retreat to the rear hex - A, if not, then to a flank hex - B or C. When hex A is impossible, choose between hex B and C following these priorities:

  1. It should retreat towards its own map edge.
  2. It should not move next to an enemy unit.
  3. It should move next to a friendly unit.

(Diagram: the enemy unit is in front; A is the rear hex, B and C the flank hexes.)

Furthermore, the retreat is subject to the following rules:

A) A unit may NOT retreat into a hex that contains another unit.

B) A unit can retreat in a hex that contains only a friendly general, in which case it does not have to retreat any further.

C) If a unit cannot retreat, it loses another element and it remains in the same hex.

D) A unit forced to retreat off the map is eliminated. If a unit is forced to retreat off the own map edge, is eliminated and counts towards victory points. It may not take losses instead of retreating.

E) Retreated units may NOT move during the round in which they've retreated, but they may fire.

F) The units in square, in buildings, or with an attached general ignore retreat results.

11.0 Missed Shots

Any result that is neither a hit nor a retreat is a miss.

12.0 Victory Conditions

Each scenario indicates victory conditions.

In order to obtain a substantial victory in hypothetical battles, you must eliminate at least half of the enemy units at the end of any battle round (round up). Refer to section 4.2 for other victory conditions.

13.0 Historical Scenarios

There are 3 scenarios with the game: Waterloo, Quatre Bras and Ligny. Other scenarios can be found at the official website: www.giogames.it

Unit positions are given as hex coordinates (column letter, row number).

13.1 Waterloo

Battlefield: The terrain is printed on one side of map.

French units:

  • Infantry: D5; E4; F5; G4; K4; K5; L4; L5; N5; O6; Q7; R7.
  • Elite Infantry: L1; M2; N1.
  • Light Cavalry: B5; F3; H3; S7.
  • Heavy cavalry: G2; G3; N3; O3.
  • Light Artillery: C4; I4.
  • Heavy Artillery: K2; P6.
  • Horse Artillery: Q5.
  • Generals: F5; K4; R6.

English units:

  • Infantry: B10; C10; D7; G10; I10; K10; N10; O11.
  • Elite Infantry: E9; H10; M11.
  • Light Cavalry: H12; Q12; R12.
  • Heavy Cavalry: D10; I11; L11.
  • Light Artillery: C9; F10 and N11.
  • Heavy Artillery: K11.
  • Horse Artillery: P11.
  • Generals: B12; H11; P12.
  • Garrisons: D8 and M9.

Prussian Reinforcements:

  • 1 General
  • 8 Infantry Units
  • 2 Cavalry Units (1 heavy, 1 light)
  • 2 Light Artillery Units.

Beginning with the 4th round of battle (and each turn thereafter) roll a special flag die. If a Prussian flag appears, you may place 1 Prussian unit anywhere between V6-V12. To determine the type of unit, roll a combat die. The type of unit rolled is what may be placed. If no more of that unit is available (per scenario allotment), no unit appears. If a flag appears, you may choose the unit. Prussian Generals may not attach to British units and vice versa.

Starting in the 5th round, and each turn thereafter, before playing a card, 2 Prussian units of that player's choice appear on the map and move. The general counts as a unit and may either be deployed by itself (roll for space) or with another unit.

New units may immediately move and/or fire before other units without playing a card to give them orders. All other units that are already on the map can only be moved again only by the play of command cards.

The entrance hex is determined by rolling a conventional six-sided die for each unit.

1-3 = V5; 4 = V9; 5 = V11; 6 = T13.

Special rules: Hougoumont is a fortified building. Units fire at it with 3 less dice. Only infantry may occupy Hougoumont.

Victory Conditions: The French win if they eliminate 12 English units or a total of 15 combined English and Prussian units. The allies win if they eliminate 14 French units.

13.2 Quatre Bras

Battlefield: Place terrain as shown in the diagram. (The diagram's legend shows: Wood, Hill, Stream, Lake, Town, Farm, Major road.)

French units:

  • Infantry: B5; C5; G4; H4; L4; N4; Q4; R4.
  • Light Cavalry: F2 and G2.
  • Heavy cavalry: H2.
  • Light Artillery: K4 and M4.
  • Heavy Artillery: H5.
  • Generals: C3; G1; N2.

English units:

  • Infantry: E7; F7; E9; N8; N9; Q7.
  • Elite Infantry: F10 and L9.
  • Light Cavalry: G8 and K12.
  • Light Artillery: O8.
  • Heavy Artillery: K9.
  • Generals: E10; G8; I8.

Special Rules: During placement, each infantry unit can release 1 skirmisher.

Victory Conditions (check at the end of any complete turn): The French win if they eliminate 7 English units. The English win if they eliminate 8 French units.

13.3 Ligny

Battlefield: Place terrain as shown in the diagram. (The diagram's legend shows: Major road, Town, Stream, Hill.)

French units:

  • Infantry: B7; B6; D5; E3; K5; M6; O6.
  • Elite Infantry: E2; F2; G2.
  • Light Cavalry: A7; P5; S4; U4.
  • Heavy Cavalry: E1; I1; Q4.
  • Light Artillery: C6 and N6.
  • Heavy Artillery: I5 and L5.
  • Horse Artillery: P4.
  • Generals: A5; M4; Q3.

Prussian units:

  • Infantry: G11; H12; I11; L10; F8; H9; K9; L8; R11; R9; T8; U8.
  • Light Cavalry: C10; K11; V9
  • Light Artillery: G8; I9; S8.
  • Generals: D11; I12; S8.
  • Garrisons: E7; F5; K7; L7; Q8; R5; T5.

Special Rules: Rivers as considered traversable (streams) but follow any other restrictions in the rules.

Victory Conditions: The French win if they eliminate 9 Prussian units. The Prussians win if they eliminate 11 French units.

14.0 Hypothetical Battles Scenario

Map: You set up your units on the 4 rows of hexes on your edge of the map. Your opponent does likewise. Nobody sets up in the 5 middle rows, which are the disputed ground. Thus there will be 3 zones: the friendly zone, the enemy zone and the disputed zone. (Diagram: Allies zone at top, disputed zone in the middle, French zone at bottom.)

Victory Conditions: A player is defeated when he has none of his own units in one of the sectors left, central, right (decisive victory), or loses 9 units (substantial victory). See 4.2 for marginal victory.

Setting-up the Battlefield: Use only the terrain from Sheet 1 and Sheet 2: Woods (30), Buildings (9), Field (2), Rough Terrain (2), Orchards (2), Hills (24), and Farms (4). Each player randomly draws 15 of these tiles, and places 10 of them in his friendly zone and 5 in the disputed zone. Alternate in placing 3 hexes each.

Available units: Each player gets 3 generals and 19 units:

  • 11 Infantry units (8 line and 3 élite).
  • 5 Cavalry units (3 light, 2 heavy).
  • 3 Artillery units (1 light, 1 heavy, 1 horse)

Placement: Alternate placing 3 units each. Deploy AT LEAST 4 units in each friendly sector.

Card Distribution:

  • Special Order Cards: Distribute 1 of each type per player. Shuffle the remaining 8 and deal 4 to each player at random.
  • Order Cards: Give each player 1 "assault" card, 2 "probe" cards, and 2 "attack" cards for each sector (15 cards total). Shuffle the remaining 18 cards and deal each player 9 at random.

Starting play: Shuffle all own cards and take the top six.

PS: Decide randomly all tie situations: terrain and units placement, first unit activation etc.

Reinforcements: max 4 units each player. The reinforcements enter the map at the beginning of each turn starting with the 3rd, before drawing a new hand. Two units arrive in the 3rd hour, 1 in the 4th hour and 1 in the 5th hour. The reinforcements may arrive in any edge hex in the friendly zone, including the 4 edge hexes on each side.

The type and placement of the reinforcements is determined randomly. Roll one (or two) battle die at the beginning of each battle round to determine the type of unit that will enter as a reinforcement. If you roll a flag, a general or a unit type that is not in the reinforcement pool, you don't get a reinforcement in that round. If you do get a reinforcement, roll a conventional six-sided die to determine what sector it will arrive in:

1-2 = Left Wing; 3-4 = Centre; 5-6 = Right Wing

14.0 Errata

Map: Identification on hexes D6 and N7 are wrong.

Reference Sheet 1.4

Turn summary

  1. Players draw 6 card at random for a turn of battle.
  2. Both players play a card at the same time.
  3. Players alternate giving orders to 1 unit at time.
  4. As each unit is given its order, it moves and/or fires.
  5. Repeat steps 3 and 4 until both players have given all 6 orders.
  6. Return to step 1. When all the cards are played, the battle is over and the game ends.

Units

ElementsUnitMovementDiceRange of Fire
4Infantry1 and fire; or 2 - no fire4 - 3 - 21-2-3
3Cavalry3 and shock31 (only adjacent)
2/3*Artillery1 or fire5-4-3-2-1-1**1-2-3-4-5-6**
2Horse Artillery2 and fire5-4-3-2-11-2-3-4-5
1General3 and +1 die//

* Heavy Artillery. ** Firing from a hill.

Terrain

Terrain hexMovementDiceLOS
WoodStop*-1block
Orchard/-1/
Hill/-1block
BuildingsStop*-2/-3block
StreamStop(-1)/
MarshStop(-1)/
Bridge/

* A unit can NOT fire during the combat round in which it moves into this terrain. (-1) Unit firing from a stream or marsh hex, roll 1 die less.

Combat modifiers

  1. Firing Infantry/Cavalry unit has a General attached: +1 die.
  2. Infantry firing on a square, flank or rear: +1 die.
  3. Artillery firing on a square, flank or rear: +2 dice.
  4. Cavalry firing on a square, hits ONLY if a general is rolled.
  5. Infantry firing when in square: hits ONLY if a general is rolled.
  6. Target in woods, in a orchard, in a field or on a hill: -1 die.
  7. Target in buildings: -2 dice. -3 dice if the building is fortified.
  8. The infantry in square, in buildings or with a general: may ignore retreat results.
  9. Firing from a stream or marsh: -1 die.
  10. Infantry firing on artillery: may only fire from 2 hexes or less.
  11. Retreat results suffered by artillery are taken as losses if inflicted by an adjacent unit. If the firing unit is not adjacent artillery, ignores retreat results.
  12. Cavalry firing on the target's flank or rear: +2 dice and treat flags and generals as losses.

Command Cards (72)

48 Order Cards

  • 5 Attacco dx (Attack on the right flank)
  • 5 Attacco sx (Attack on the left flank)
  • 5 Attacco centrale (Attack in the centre)
  • 4 Sondaggio dx (Probe on the right flank)
  • 4 Sondaggio sx (Probe on the left flank)
  • 5 Sondaggio centrale (Probe in the centre)
  • 3 Skirmish dx (Skirmish on the right flank)
  • 3 Skirmish sx (Skirmish on the left flank)
  • 3 Skirmish centrale (Skirmish in the centre)
  • 5 Attacco coordinato (Coordinated Attack)
  • 2 Assalto dx (Assault on the right flank)
  • 2 Assalto sx (Assault on the left flank)
  • 2 Assalto centrale (Assault in the centre)

Deal 24 Order Cards to every player as indicated in 14.0.

24 Special Order Cards

  • 3 Marce forzate (Forced March)
  • 3 Bombardamento (Bombardment)
  • 3 Grande carica (Grand Charge)
  • 3 Leadership (Leadership)
  • 3 Contrattacco (Counter-Attack)
  • 3 Rally (Rally)
  • 3 Solo fuoco (Only Fire)
  • 3 Senza rifornimento (Short of supplies)

The 24 Special Order Cards are dealt as indicated below ONLY for Historical Scenarios. For Hypothetical Battles give every player 24 cards as indicated in scenario 14.0.

CardFrench playerAllied player
Marce forzate21
Bombardamento21
Grande carica21
Leadership21
Contrattacco12
Rally12
Solo fuoco12
Senza rifornimento12

Forced Marches (Marce forzate): All the infantry units in one sector can move 2 hexes and fight. This card may NOT be used to move through terrain that stops movement (wood, buildings, rivers and marsh).

Bombardment (Bombardamento): All artillery can move twice or fire twice. However, they can't both move and fire. The two fires must be done individually. The fires may be towards the same target or towards 2 different targets. Horse Artillery may move OR fire twice, not move and fire.

Grand Charge (Grande carica): All the cavalry units in 2 adjacent sectors can move and shock. The right and left flanks cannot charge together, as they are not adjacent sectors. The charging units are free to move from one sector to another.

Leadership: All the generals can be given an order. If a general is already attached a unit, the stack will be able to move and, during combat it will have a 2 dice bonus instead of the usual 1.

Counter-attack (Contrattacco): Mirror the card played by the other player during the preceding round. That is, if he just attacked your right flank with an "Attacco Sx" card, you counter-attack on your right flank as if you had played an Attacco Dx card. Any card can be the object of the counter-attack, except for Rally and Short of Supply. If counterattacking a counterattack, use the card that started it all.

Rally: Choose 1 unit. Roll 3 combat dice. For every symbol that matches the unit, it recovers 1 chip (but it never exceeds its starting strength). This card allows you to recover losses on units that are not attached to a general.

Only Fire (Solo fuoco): All infantry, (skirmishers and garrisons too), and artillery in a sector can fire but they can't move.

Short of Supply (Senza rifornimento): 1 enemy infantry unit from anywhere is placed in a hex on his friendly map-edge, and in the same sector. The person playing the card decides which unit has to retreat. The unit's owner decides in which map-edge hex it will be placed. If a general is attached, he is moved with the unit.

1Garrison / Skirmisherno / 1 and fire4 / 21 (only adjacent)
/
/
Field/-1block
RoughNONOblock