War & Peace (2012)
War & Peace (2012) Rulebook
Table of Contents
Table of Contents
- 2. Game Components
- 3. Game Board
- 4. Game Units
- 5. Game Set Up
- 6. Game Turn Sequence
- 7. How to Move Game Units
- 8. Control of Land and Sea Zones
- 8. Resource Point (RP) Phase
- 9. Purchase Phase
- 10. Combat Movement
- 12. Combat
- 11. Non-Combat Movement
- 13. Unit Placement Phase
- 14. How to Win
- 15. Multi-Player
- Detailed Example of Play
- Designer Notes
- Some Design Thoughts
- The Politics of War and Peace
2. Game Components
Each game includes the following:
- Five bags of miniatures, one each of French (blue), British (red), Russia (green), Prussia (gray), Austria (white) and Spain (yellow)
- 1 bag of red and white plastic chips
- 1 sheet of die cut counters
- 1 game board
- 1 rules book
- 1 battle board / setup sheet
- 5 dice
3. Game Board
The game board depicts Europe as it was in 1805. It is divided into land areas and sea zones separated by black lines. Adjacent land areas and sea zones are those that share a common side or border. Land areas or sea zones that are only touching at a corner are not adjacent. Sea zones are light blue and each sea zone is named (English Channel, etc). The land areas on the board are color coded to match a major country or a buffer area. A major country's groups of areas are color coded to match that country's military units. France is blue, Britain red, Austria white, Prussia gray, Russia green, and Spain yellow. A country's color coded area is called its home area. Home areas are numbered with the first letter representing the major country name.
For example: F1 through F5 are land areas in France.
Each major country's capital has its name and flag in the number 1 zone for that country.
For example: Paris is F1, Moscow is R1, etc.
Certain land areas and sea zones on the board are worth resource points (think of resource points as money) when controlled by a country. The resource points values are listed in a highlighted circle.
Buffer areas are khaki colored land areas, numbered N1 through N9. The buffer areas represent a grouping of small minor countries. Each buffer area is a country unto itself. N1, N3, N6, N7, and N9 start neutral. France starts with control markers in N2, N4, N5, and N8. Buffer areas do not have units, nor are they tracked on the Political Alliance Track.
There is also a zone on the bottom of the game board called the Gibraltar Holding Zone. This is only used to hold units if the Gibraltar land area gets over crowded, and is not a playable space otherwise.
Black cross hatched areas on the board are not playable. There are several tracks located on the board. The Political Alliance Track is used to keep track of the current political alliance status of the various countries in the game. The Resource Point Track is used to keep a running total of the saved resource points for countries.
4. Game Units
Each country has a set limited number of miniature infantry, artillery, cavalry, and naval game pieces which restricts the number of game pieces available for use as armies and naval fleets. Every country is limited to four artillery and cavalry armies and twelve infantry armies. Naval fleets are limited to four for each country except Britain which has a limit of eight fleets. The limits are on how many armies and fleets a country can have on the game board but not on the size of the armies and fleets. Plastic chips are placed under armies and fleets to increase their size.
For example: All countries are limited to four cavalry armies but each army can be comprised of as many units as can be afforded by placing plastic chips under them.
The red and white plastic chips are used to represent units under armies and naval fleets and will always be located under the armies and fleets when on the game board. A white chip represents 1 unit and a red chip represents 5 units. The cost of the chip is the same cost as the army or fleet it is being placed under. Chips can be interchanged within the armies and naval fleets at any time as long as the correct value is maintained. Chips are always units within an army or fleet, whereas army and naval fleet figures are the only "unit" that can be an army or naval fleet.
Armies
Land armies are one of three types for each major country: infantry, cavalry, and artillery. Each type of army has a set resource point cost, movement point allowance and also has a specific hit number for attack and defense.
Naval Fleets - Represented by the ship figure. Naval units cost 5 resource points each to purchase. When purchased they are placed in any controlled home area of the purchasing country with a port. Naval fleets and their units may move 2 sea zones a turn. Naval units hit and sink an enemy naval unit on an attack or defense die roll of 1. On a roll of 2 they disable an enemy naval unit returning it to the closest friendly home port. Each naval unit may also transport one land unit with it during movement.
Control Markers - Each country has control markers with their country's flag and name on it. Control markers in an area or zone show which country receives the resource points during the Resource Point Phase. Control markers may not be placed in an allied country's home land area.
Infantry - Represented by the soldier figure. Infantry cost 2 resource points each to purchase. Infantry have a movement point allowance of 1 land area a turn. Infantry hit on an attack die roll of 1. Infantry hit on a defense die roll of 1.
Napoleon and Wellington - Represented by a counter for each named leader. Each leader may move up to 3 land areas but must use naval fleets to move in sea zones. They do not count against a ship transport limit. Each leader aids in combat for their respective country's infantry armies. When attacking in a land area where the Napoleon leader counter is present, up to 8 French infantry units hit on die rolls of 1 and 2. When defending in a land area where the Wellington leader counter is present, up to 8 British infantry units hit on die rolls of 1 and 2. Napoleon and Wellington cannot be eliminated. If in a location where all armies are eliminated, or retreat from, they move to the nearest location with land armies at the owning player's discretion if there is a choice between two or more.
A land area or sea zone is occupied and controlled when an army or fleet begins the Unit Placement Phase in the area or zone. Players place control markers at that time.
Artillery - Represented by the cannon figure. Artillery costs 3 resource points each to purchase. Artillery has a movement point allowance of 1 land area a turn. Artillery hit on an attack die roll of 1 or 2. Artillery hit on a defense die roll of 1 or 2.
Cavalry - Represented by the cavalry figure. Cavalry costs 4 resource points each to purchase. Cavalry has a movement point allowance of 2 land areas a turn. Cavalry hit on an attack die roll of 1, 2, or 3. Cavalry hit on a defense die roll of 1.
Place a control marker for each country other than Britain and France on the Political Alliance Track to start the game, per the set up. The markers move up and down the track during the Political Alliance Phase. Only three things affect the movement of markers up and down the Political Alliance Track:
- Successful political alliance die roll which shifts the marker's current position 1 in the direction of the alliance that had the successful die roll.
- If a major country is actively in an alliance and its capital becomes enemy controlled, the marker's current position shifts 3 spaces in the direction of the enemy alliance.
- If a country is neutral, and its capital is controlled by a country in an alliance, when a country in the opposing alliance gains control of the capital area, shift the marker 3 spaces in the direction of the alliance of the now controlling country.
Game Note: 2 and 3 above mean as a country's capital area is battled over and changes control between alliances, its marker on the Political Alliance Track will move up and down the track.
Place a control marker for each country in the appropriate box on the Resource Point Track per the set up. The markers move up and down the track as the countries gain and spend resource points.
5. Game Set Up
Each active major country belongs to one of two alliances, British or French. Spain is allied to the French. Russia and Austria are allied to the British. Prussia is neutral to start the game. France controls the buffer areas N2, N4, N5, and N8.
The starting position on the Political Alliance Track for each country is:
- Austria 4 Pro-England
- Russia 4 Pro-England
- Spain 3 Pro-France
- Prussia 2 Pro-England
Players set up in the order of play.
To set up the French player may place Napoleon and 8 infantry in any areas controlled by the French player. They do not have to all be placed in the same area, but may be split up between multiple areas. The Austrian player may set up 5 infantry in any Austrian controlled areas. They do not have to all be placed in the same area.
Army and fleet set ups for each land area and sea zone are on the game set up chart and also on the last page of the rules.
Transcriber's note: the Game Set Up Chart (page 16 of the printed rulebook) is a graphic showing the army and fleet placement for each area and sea zone, with Napoleon and Wellington placements. Its per-area contents are not reproduced in this text; consult the printed chart.
6. Game Turn Sequence
Each major country in the game takes their turn in a set order. The turn order is: Britain, France, Austria, Russia, Spain, and Prussia (when active).
During a major country's turn they should follow the sequence below to complete their turn. Players do not have to do all the phases in a turn.
For example: A player does not have to move units. But if a player moves units into an area occupied by opposing player units they must have combat.
The Sequence Is
Resource Point Phase - The player totals the resource points of all areas they control. This is the total resource points the player receives plus resource points saved from previous turns.
Surrender Check when applicable - If a major country is actively in an alliance and its capital is enemy occupied, perform a surrender check.
Political Alliance Check when applicable - If a neutral country's marker is at 3 or more on the Political Alliance Track, perform a political alliance check. Otherwise skip the neutral country's turn.
Occurs when applicable, otherwise skip.
Purchase Phase - The player purchases army and navy units of his choosing, and performs political actions by spending up to the total number of resource points he has available.
Combat Movement - The player moves units into areas or sea zones controlled or occupied by enemy units.
Combat Phase - All units that are in an enemy occupied land area or sea zone fight a battle.
Non-combat Movement - The player moves any of their units that did not move during combat movement. No movement into an enemy occupied or controlled land area or sea zone is allowed.
At the end of non-combat movement the player checks for supply and conducts attrition for his units.
Unit Placement Phase - Place control markers if applicable.
Units purchased at the start of the game turn are placed in eligible land areas at this time.
7. How to Move Game Units
All units have a movement point allowance for each turn. Each point of movement allowance lets a land unit move to one adjacent land area or naval unit to an adjacent sea zone. Movement points may not be saved for later turns. Movement points may not be transferred to other units. Units may not move more areas or zones than their movement point allowance.
There are two movement portions of a player's turn, combat and non-combat. A unit may only move once per turn, so if a unit moves during the combat portion of the turn it may not move during non-combat movement.
Land units use their movement allowance on land areas. Land units may not move through sea zones unless using naval transport. Naval units may only use their movement allowance to move into or through sea zones, or into port. Naval units may not move through land areas but may be moved into land areas that have an anchor symbol (they are in port) if they are friendly controlled. It costs 1 movement point to enter or exit a port. Units may not enter an enemy controlled port.
For example: A British naval unit is located "in port" in the British capital home area. It would cost 1 movement point to enter an adjacent sea zone, and then the naval unit may spend 1 more movement point to enter another area (whether it was the same or another "in port" area) or an adjacent sea zone.
Naval Transport of Land Unit - Naval transport is using a fleet unit to move a land unit across sea zones. The ship and land unit must start its turn in the same port. It costs no movement points for the land unit to move onto or off the ship in a port. The active player may only transport its units. Ships with land units may stay aboard in a sea zone any number of turns. Land units may not move land movement in the turn they move with the naval unit. Each naval unit may transport 1 land unit.
8. Control of Land and Sea Zones
Land areas and sea zones are neutral or controlled by a country. To control a land area a player must have a land army begin its Unit Placement Phase in that area. Once controlled, land unit do not have to remain in an area to retain control. When cavalry moves through an unoccupied enemy controlled area for its first movement point, it does not change control because the cavalry did not stop. To control a sea zone a player must have a fleet begin the Unit Placement Phase in that sea zone. A fleet from that country must remain in that area to retain control. If vacated the zone returns to neutral. Allied units never change control of areas or zones of a country with which they are allied.
For example: France and Austria are allied. A French unit starting the Unit Placement Phase in an Austrian home area does not change control of the area to French control, it remains Austrian.
When a unit of a major country begins the Unit Placement Phase in an enemy controlled area that is not occupied by enemy units, a control marker is placed of the now controlling country.
For example: France and Austria are allied and at war with Russia. A French infantry unit begins the Unit Placement Phase occupying a Russian home area that is unoccupied by a Russian unit. The area would be a French controlled area and the French player would receive resource points for the area as well as denying the Russian player resource points.
Once a major country has a control marker in a buffer area they do not go back to neutral status, unless the controlling country surrenders, otherwise control changes as the various major countries begin a Unit Placement Phase in them.
8. Resource Point (RP) Phase
(The printed manual numbers this section "8" as well, a duplicate of the section above.)
During the Resource Point Phase a player totals the resource point values of all areas and zones he controls. After computing the total received for the turn, the player adds this number to the amount they have not spent in previous turns. Players may end a turn with a maximum of 20 RP saved. Any unspent RP above 20 are lost at the end of a turn. Neutral countries do not receive RP.
For example: France on turn 1 occupies four buffer areas that start with French control markers. France would receive 7 RP for its home areas and 4 RP (1 each) for the control markers in the four buffer areas. France would receive a total of 11 RP.
Surrender Check and Political Alliance Check happen infrequently during the game. However, when they do happen they are performed before resource points are computed.
Surrender Check when applicable - A surrender check is made if a country's capital is enemy controlled. If applicable, the surrender check is made to begin the Resource Point Phase, by rolling a die. If the result is more than the country's current position on the Political Alliance Track for its side, the country surrenders to the controlling enemy country. If the country is at 0, or its alliance marker is on the enemy side of the track, no die roll is made because it automatically surrenders with the following effects:
- All of the surrendering country's units are removed from the board and eliminated.
- The conquering player places its control markers in every home area of the surrendering country that is not occupied by units of another country. Any areas occupied by units of a country other than the conquering country places one of their control markers in the occupied area. If the conquered country had any banked RP's, they are transferred to the conquering country. Any control markers of the surrendering country outside of its home areas are removed.
- Any country that has units in the surrendering country leaves their units in place and places control markers in those areas.
For example: France occupies Berlin with a French infantry army. Prussia fails its surrender check. As a result all Prussian units are eliminated. A French control marker is placed in every home area of Prussia that is not occupied by units that were allied to Prussia. Any units of other country's that were in Prussia remain in Prussia. Control markers for these countries are placed in the areas occupied by their units. The rules for a neutral country now apply to Prussia.
Political alliance check when applicable - When a neutral country's political alliance marker is at 3 or more it conducts an political alliance check by rolling a die. If the roll is equal to or less than the current marker position that country is immediately active and allied to the player whose side of the alliance track it is on. It is at war with all country's in the opposing alliance and proceeds with the turn sequence with the country receiving double (2x) its resource points total during the resource point phase. If the roll is higher than the markers current position then the country stays neutral for this turn and play skips to the next country.
For example: Prussia starts the game at 2 on the British side of the Political Alliance Track. Britain has successfully shifted Prussia to 3 during the British turn on the Political Alliance Track. France, Austria, Russia, and Spain, complete their turns. Since it is at 3 on the Political Alliance Track when the Prussian player starts his turn he conducts a political alliance check. The result is a 2 on the die, which is equal to or less to its position on the Political Alliance Track. Prussia is now part of the British alliance. It receives 12 resource points (2 x its normal 6 RP for its home areas).
Spending RP to declare war - Countries and buffer areas that begin the game as neutral may not be entered unless a player declares war. Any active (non-neutral) country may spend 3 RP to declare war on any neutral country or buffer area. Each buffer area must be declared war upon individually. A declaration of war on one buffer area does not count as a declaration of war on all buffer areas. If it is a country, that country immediately is in an alliance with the opposing side and shifts to 4 on that side of the Political Alliance Track. Also, that country receives an RP allotment of 3 times the total RP of all of their home areas, even if enemy occupied, with which to immediately purchase and place units in any home area, even if enemy occupied. If the area is enemy occupied a battle immediately occurs, prior to enemy combat movement. A player may not declare war on an allied country. Buffer areas do not have armies so receive no RP allotment.
9. Purchase Phase
Think of RP as money. Each army and navy unit or political action (political alliance roll or a declaration of war) has a set cost. As the player purchases the units he deducts the cost of the units from the total RP he has for the turn. A player may save up to 20 RP at the end of a turn. The active country spends RP to purchase units, declare war, or make political alliance rolls. A player may not spend more RP than they currently have. A country may not give or loan another country RP. A player does not have to spend all of its RP. They may save them for purchases in future turns.
Spending RP to purchase units - Each army or fleet unit has a set cost to purchase. As units are purchased their cost is deducted from the purchasing player's RP total for that turn. Units purchased are set aside to be placed on the board at the end of their turn during Unit Placement Phase.
For example: France has saved 10 RP from the previous turn and receives 14 RP this turn for areas and zones controlled. With its 24 RP during the purchase phase, France buys a fleet unit for 5 RP, 2 infantry for 4 RP (2 RP each), 1 artillery for 3 RP, 1 cavalry for 4 RP. 3 RP is spent to conduct a political alliance roll for Prussia, and 3 RP is spent to declare war on a buffer area. 2 RP is banked for future turns. The units purchased are set to the side of the game board to be placed at the end of France's turn during its Unit Placement Phase.
Countries other than Britain or France are either French or British allied, or neutral. A neutral country joins either the French or British through a successful political alliance check, or by a country declaring war on the country. A country is considered at war with all of the countries of the other alliance, and allied with all of the countries in its alliance.
A country is neutral by starting the game neutral or by failing a surrender check. A country goes from active in an alliance to neutral by surrendering to a country in the enemy alliance. A country goes from neutral to active in an alliance in one of two ways 1) declaration of war 2) political alliance check.
For example: Prussia starts the game neutral. The Austrian player, in the British alliance, decides to declare war on Prussia and spends 3 RP to do so. Prussia joins the French alliance, with Spain and France. Prussia receives its allotment of 18 (3 x 6) RP and gets to place its units immediately, prior to any Austrian combat movement.
Spending RP for a political alliance roll - The French and British players are the only players that may attempt to shift the political alliance position of a country through the use of a political alliance roll. There is no political alliance roll for buffer areas. The player may attempt to influence more than one country in a turn. Prior to rolling the player must announce which country they are trying to affect. The player receives 1 die roll for every 3 RP spent to conduct the die roll. They shift the country's position by 1 in the direction on the Political Alliance Track in their favor if a 1 is rolled. The most the position for any one country may be shifted by each side in a turn is 1 no matter how many 1's are rolled.
For example: At the start of the game Prussia is at 2 on the British side of the Political Alliance Track. France wants to prevent Prussia from joining the British as an ally. The French player decides to spend 6 RP to roll 2 dice (3 RP for each die) to attempt to affect the Prussian position on the track. The French player is lucky and rolls two 1's thus shifting the Prussian marker one space in the French direction, placing the Prussian marker at 1.
10. Combat Movement
Combat movement is moving units into an enemy controlled land area or sea zone. Units that end combat movement in an area or zone occupied by enemy units must have combat. Following all combat movement, combat must occur.
Land units must stop when entering an area occupied by enemy land units. Cavalry may move through an unoccupied enemy controlled area as the first movement point of its move and continue into another land area. Land units do not have to stop in an area that is occupied only by enemy naval units in port.
Naval units must stop movement when entering a sea zone occupied by enemy naval units. A naval unit that ends any player's turn in a land (port) area occupied by enemy land units must move into an adjacent sea zone, but if the sea zone is enemy occupied the naval unit is instead eliminated.
If the naval unit is transporting a land unit, and the naval unit is eliminated, then so is the land unit it is transporting. A naval unit transporting a land unit for amphibious assault may not conduct the amphibious assault during the same turn as entering a sea zone with an enemy naval unit and having naval combat.
Amphibious Assault - When a naval transport of a land unit concludes with a land combat. It is conducted during combat movement of the active player. The combat portion of the assault is not conducted until the combat phase of the active player. A naval unit doing a transport that will result in amphibious assault does not enter the land area being attacked, but as part of its move spends a movement point to disembark the land units into the land area being assaulted. At this time land combat occurs with the land units.
Any naval units transporting the land units, and enemy naval units in the land area assaulted, take no part in the combat. If the assaulting land units eliminate all enemy land units, any enemy naval units present are eliminated. The land units conducting the amphibious assault may not retreat from combat. The assaulting land units may move no further that turn. The transporting naval units may not move after disembarking the assaulting units.
Amphibious assault example - (1) Amphibious assault during the combat movement phase: The British player moves the 5 fleets in area B3, while transporting 3 infantry from B3 into the English Channel for 1 movement point. For the 2nd fleet movement point they land the 3 infantry into French home area F2. During the Combat Phase the 2 French infantry located in area F2 are eliminated, along with 2 of the assaulting British infantry. Because there are no French infantry located in area F2, the French fleet located there must retreat to an adjacent sea zone which would be the English Channel. However, since it is British occupied, the French fleet is eliminated.
(2) At the start of the Unit Placement Phase a British control marker is placed in area F2.
Combat movement and combat examples
(1) Opening Setup [diagram omitted]
(2) Combat Move: The French player attacks into area A5 by moving 3 infantry, 2 cavalry, and 1 artillery each from area's N4 and N5, plus the 2 cavalry in F3 by moving through area N4 into A5. This gives the French player 6 infantry, 6 cavalry, and 2 artillery attacking against the Austrian player's 5 infantry, 2 cavalry, and 1 artillery.
(3) Combat: All units located in area A5 are moved from the game board to the battle board into their respective columns. The French are attacking so their units are placed on the attackers side and the Austrian player is defending so his units are placed on the defenders side. Both players roll their combat dice simultaneously, starting with the infantry. The French player rolls 6 dice scoring a hit for each 1 rolled for attacking infantry, he scores 1 hit. The Austrian player rolls 5 dice scoring a hit for each 1 rolled for defending infantry. He scores 1 hit but also rolls a 6 giving him the option of retreating 1 infantry if he chooses to do so. He does, but this does not take place until all hits have been allocated. Next the French player rolls 6 attack dice for his cavalry scoring a hit for each 1, 2, or 3 rolled, he scores 4 hits. The Austrian player rolls his 2 defense dice for his 2 cavalry scoring a hit for each 1 rolled. He scores 1 hit and again rolls a 6 giving him the option to retreat with one of his cavalry if he chooses to do so. He does, but this does not take place until all hits have been allocated. The French player now rolls 2 dice for his attacking artillery, scoring a hit for each 1 or 2 rolled, he scores 1 hit. The Austrian player rolls 1 die for his defending artillery, scoring a hit for each 1 or 2 rolled, he scores 1 hit. The French player has scored 6 hits. The Austrian player has scored 3 hits, but if they survive can retreat 1 infantry and 1 cavalry unit this round. The French player absorbs his hits but eliminates 3 of his 6 infantry. The Austrian player absorbs the 6 French hits by eliminating 4 of his infantry, 1 of his cavalry, and his 1 artillery. By taking the losses in this manner it allows him to retreat 1 infantry and 1 cavalry into Vienna, area A1.
Non-combat movement example
(1) Non-combat move: France moves the 5 infantry located in area F3 into are N4.
Combat movement example
(1) British turn [diagram omitted]
(2) Combat move with naval units: The British player moves the 2 fleets from the North Sea area into the English Channel. They also move 1 fleet from area B3 into the English Channel. This gives the British player 3 fleets to the French 2 fleets in combat.
Combat and unit placement example
(1) Combat phase: The British player rolls 3 attack dice. The French player rolls 2 defense dice. Each side sinks an enemy fleet for each 1 rolled and disables an enemy fleet for each 2 rolled. The British player rolls their dice and sinks a French fleet and disables a French fleet, missing with the last dice. The French player disables 1 British fleet. The French player eliminates 1 fleet and the other returns to port disabled in area F2. The French player could also have went to F3 instead of F2 as both are equal distance. The British disabled fleet returns to port in area B3. This leaves 2 British fleets in the English Channel.
(2) During the Unit Placement Phase the British control marker in the North Sea is removed because there are no British fleets still in the zone. The French control marker in the English Channel is exchanged for a British control marker.
12. Combat
Combat (land and sea) is mandatory when units of the opposing players end a combat movement sequence in the same land area or sea zone. Combat is of the same type - naval units in sea zone fight a naval combat, land units in land areas fight a land combat. The currently active player (the one who moved his units into the enemy occupied area or zone) is the attacker. The non-moving player is the defender. Combat is fought in a series of rounds with each unit rolling a die in a round of combat. After all units of both sides have rolled their combat die rolls the round is over.
After each round following the application of losses and defender retreats, the attacker decides if he wishes to retreat all attacking units to areas or zones he entered the defender's area or zone from. If he doesn't, a new round of combat is fought following the above procedure. This continues until all of the attackers or defenders units are eliminated or retreat from the combat.
Attacker and defender should move the units from the combat area or zone to the battle board. The battle board is set up to aid players with combat. Place the appropriate unit type in the corresponding column on the battle board for attackers and defenders. The die hit values in the center of the battle board columns correspond to the unit type in the columns.
Combat is simultaneous, with die rolls and losses being taken at the same time. To conduct combat, each player adds together all of his units of a type (infantry, cavalry, or artillery if land units, naval units only if the battle is in a sea zone). For each type of unit he rolls a number of dice equal to the number of that type of unit he has in that area or zone.
Each player scores a hit for each die roll that is equal or less than the hit number required for that unit type, based on whether they are attacking or defending. Any die roll by a unit that is equal or less than their die hit value numbers is a hit that causes the opposing side to eliminate one of their units involved in the combat. The player receiving hits on his units decides which units to eliminate. Any losses are removed at the end of that round of combat with the player of the units taking the losses.
For each 6 that is rolled by the defending player for a unit type, the defending player has the option to retreat a unit of that type.
Units which chose to retreat from combat use the following as a guide when retreating:
- For attackers, areas or zones in which the attacker moved from to cause the combat.
- Friendly controlled areas or zones.
- Allied controlled areas or zones.
Units may not retreat into any of the following: enemy controlled area, enemy occupied area even if friendly units are present (may not retreat into another combat area), or neutral country or buffer area. If these restrictions apply, the unit may not retreat.
For example: The French player is attacking an area with 5 infantry, 2 cavalry, and 1 artillery. The area is occupied by 3 British infantry, and 1 Russian artillery. The British player would start by rolling 3 dice, 1 for each British infantry and would score a hit for each 1 rolled. Next he would roll 1 die for the Russian artillery scoring a hit for each 1 or 2 rolled. At the same time the French player rolls his attack dice. For his 5 infantry units he rolls 5 dice scoring a hit for every 1 rolled. The French cavalry roll 2 dice scoring hits for every 1, 2, or 3 rolled. The French artillery rolls 1 die scoring a hit for a 1 or 2 rolled.
Disabled Naval Retreats - When a naval unit in combat rolls a 2 it makes an enemy naval unit disabled, sending it to its closest friendly port. If there is a choice of 2 or more ports, the owning player decides which port to send it. Sunk results (1) take priority over disabled results.
For example: If two ships were attacking one enemy ship, and the attacking ships rolled a 1 and a 2 on the die, the enemy ship would be sunk, not disabled.
At the end of a combat phase if an active country's capital becomes enemy controlled it shifts 3 spaces on the Political Alliance Track in the direction of the controlling enemy alliance.
11. Non-Combat Movement
Non-combat movement occurs when all combat for the active player has been completed. The active player may only move units that did not move during the combat movement portion of his turn. Players may not enter enemy controlled areas or zones. Players may not enter neutral areas, but may enter neutral sea zones. Players may enter areas and zones controlled by their allies.
Supply and attrition - At the end of non-combat movement players check for supply and attrition. For a land unit(s) to be in supply it must be able to trace a line of adjacent friendly controlled land areas, or neutral or friendly controlled sea zones from the area it occupies back to a home area for that land unit. This is called its line of supply. A line of supply may not be traced through enemy controlled land areas or sea zones. Gibraltar land area is considered a British home area for this rule.
Each unit that cannot trace a line of supply rolls a die. A roll of 1 results in elimination. An area may be left vacant as the result of attrition.
For any enemy units in Spain or Russia that are out of supply a die roll result of 1 or 2 eliminates the unit.
13. Unit Placement Phase
The active player places control markers in areas and zones that he now controls. He removes markers from sea zones he no longer controls.
Any number of units purchased during the active country's Purchase Phase may be placed during its Unit Placement Phase in any controlled home area. Purchased units may be placed in controlled non-home areas, up to the resource point limit for that area.
For example: France has purchased 8 infantry units and 1 artillery unit during the purchase phase. It is now the French Unit Placement Phase. In Prussia he has a French control marker in a 1 resource point value area, along with 1 French infantry unit. He places one of the infantry white chips under the infantry army in that area in Prussia. He could not place more than 1 newly purchased unit as that area in Prussia has a resource point value of 1. He places the artillery unit in Paris and 1 infantry army on top of 6 white chips (equaling the remaining infantry he purchased), in another French home area.
Naval units are placed in any controlled port home area.
During the Purchase Phase a player may purchase units of a type, even if an army or naval fleet figure is not available, by using the white and red chips provided with the game. Each white chip represents 1 army or naval unit, each red chip represents 5 army or naval units. During the Unit Placement Phase, a player places the chips under an eligible unit type. The red and white chips may not be left alone in an area or sea zone; there must always be an army or naval figure on top.
When more than one figure type (For example: Two infantry figures in one area) is in an area, they may be changed out for a chip as long as one figure remains. Conversely, if more than one figure type is needed it can be exchanged for a chip if available. The same applies to naval fleet units and chips in sea zones. This may be done at any time.
For example: The French player has 2 cavalry army units in an area. Under one cavalry army is 1 white chip, under the other cavalry army is 5 white chips, for a total of two cavalry armies and 6 white chips. The French player can remove one of the cavalry armies, exchange it with another white chip and place all of the white chips (7 total now) under the remaining cavalry army. He could further replace 5 of the white chips with a red chip (counts as 5) and have a red chip with 2 white chips for the total of 7 chips still under the cavalry army.
For example: During the Purchase Phase the French player purchases 2 cavalry units for 8 resource points. His 4 available cavalry army units are in play on the board with 1 in Spain, 2 in Austria, and 1 in Paris. He places 2 white chips next to the board for the cavalry purchase. During his Unit Placement Phase he places the 2 white chips under the 1 cavalry army in Paris for a total of 3 cavalry units in Paris.
Any units unable to be placed at the end of turn are eliminated and may not be placed.
14. How to Win
The French Alliance wins the instant it controls the London (B1) area OR by having Prussia, Austria, Spain, and Russia neutral or allied to France, all at the same time.
The British Alliance wins the instant it controls Paris (F1).
15. Multi-Player
The game can be played with 2 to 5 players. If during the game a player is made neutral, the other players of his alliance may share command of an army to keep the game fun for all. Remember, France and Britain are always at war; the other countries may shift alliances throughout the game. The following is the suggestion for playing with different numbers of players.
2 Player
- Player 1 - All countries in the French alliance
- Player 2 - All countries in the British alliance
3 Player
- Russia (starts in British alliance)
4 Player
- Spain (starts in French alliance)
5 Player
- Austria (starts in British alliance), Prussia (starts neutral)
(The 3, 4 and 5 player entries are transcribed as printed; the manual gives no further breakdown for them.)
Detailed Example of Play
Players should set up this example according to the player set up chart and then follow this example to aid them in learning the rules of the game.
The game starts with the French and Spanish in the French alliance. The British, Austrian, and Russian, are in the British alliance. Prussia is neutral. All active players place their units according to the set up chart and rules on the back of the battle board. Political alliance markers and resource point markers are placed on their respective game tracks.
The British player can place the Wellington counter in any British controlled area. He places Wellington with the infantry in Gibraltar.
The French player has 8 infantry and the Napoleon counter he can place in any French controlled areas. He places Napoleon with all 8 infantry in N4, with the French force already located there. This gives him the most tactical flexibility as he can attack into A2 or A5, or if he decides to declare war on Prussia, even attack P2.
To begin the game the Austrian player has 5 infantry units they can place in any Austrian controlled area. He decides to play defensively since the French will probably attack, so he places the 5 infantry in the A1 (Vienna) area to be able to counter attack a successful French attack into either A2 or A5.
The game is now set up and play begins with the British player turn.
British Resource Point Phase: The British player totals the resource point value of all areas he controls. The total is 9 (5 for the land areas and 4 for the sea zones). He moves his marker to 9 on the Resource Point Track.
British Purchase Phase: Wanting to do what the British do best, control the sea, he purchases 1 ship for 5 RP, and 2 infantry for 4 RP (2 each) for a total of 9 RP. He moves his marker to 0 on the Resource Point Track.
British Combat Movement Phase: The British player makes no combat movement.
British Combat Phase: Since there was no combat movement, no combat occurs.
British Non-Combat Movement Phase: The British player moves 2 naval units out of B3, transporting 1 infantry units into the English Channel sea zone. This spends 1 movement point of the naval units to exit port. The British player does not move any further, leaving the naval units and infantry unit in the English Channel zone. He moves 2 ships that started the turn in the English Channel sea zone into B3. All units are in supply.
British Unit Placement Phase: The British player places the naval unit and the 2 infantry units in B3.
French Resource Point Phase: The French player receives 11 RP. 7 RP for his home areas, plus 4 RP (1 each) for each of the buffer areas he controls. He moves his marker on the Resource Point Track.
French Purchase Phase: The French player purchases 4 infantry for 8 RP. He moves his marker from 11 to 3 on the Resource Point Track to reflect the purchase. The French player spends his remaining 3 RP to declare war on buffer area N3. He moves his marker from 3 to 0 on the Resource Point Track. Since N3 is a buffer area it has no military units to place.
French Combat Movement Phase: The French player moves 1 infantry from area N2 into N3. His major attack is a bold move as he is going to try to destroy most of the Austrian army at the border. Of the 11 infantry he has in area N4, he moves Napoleon with 7 of infantry into area A2. Also into A2 he moves the 2 cavalry, and 1 artillery from N4. This gives the French player moving into A2 Napoleon with 7 infantry, 2 cavalry, and 1 artillery against 5 Austrian infantry, 2 cavalry, and 2 artillery.
Into A5 the French player moves the remaining 4 infantry from area N4, plus the 3 infantry, 2 cavalry, and 1 artillery from N5. He also moves the 2 French cavalry in area F3 into N4 and then A5. This gives the French player 7 infantry, 4 cavalry, and 1 artillery against 5 Austrian infantry, 2 cavalry, and 1 artillery.
The French player moves the 2 French ships out of F4 into the Central Mediterranean sea zone.
French Combat Phase: The French player decides to fight the battle in A5 first. The Austrian and French players move their units from the game board to the battle board, placing each unit type into the corresponding column of attacking or defending. The French player is the attacker and the Austrian player is the defender.
Round 1 of battle in A5: Both players roll their battle dice. The French player for his 7 attacking infantry hits on attack die roll of 1, he scores 1 hit. Next he rolls his 4 attacking cavalry which hit on an attack die roll of 1, 2, or 3. He scores 2 hits. Last he rolls for his 1 artillery which hits on an attack die roll of 1, or 2. He scores 1 hit. The French player has scored 4 hits. The Austrian player has rolled his battle dice at the same time. For his 5 infantry, he hits on defense die roll of 1. He scores no hits. However, he does roll two 6's which gives him the option of retreating 2 infantry. Next he rolls for his 2 cavalry which hit on a defense die roll of 1, and he gets lucky and rolls 2 hits. Last he rolls for his artillery which hit on defense die rolls of 1 or 2. He rolls 1 hit. The Austrian player has scored 3 hits, and is allowed to retreat 2 infantry if he chooses. Hits are applied before retreats occur, so the Austrian player decides for the 4 hits he will apply to eliminate 3 infantry, and 1 cavalry. He then retreats the two remaining infantry into Vienna, area A1. This leaves him with 1 cavalry and 1 artillery. The French player applies the 3 Austrian hits by eliminating 3 of his infantry. This leaves the French player 4 infantry, 4 cavalry, and 1 artillery. The French player decides not to retreat so a new round of combat is fought.
Round 2 of battle in A5: Both players roll their battle dice. The French player rolls for his 4 infantry, and scores 2 hits. There are only 2 Austrian pieces left so the French player does not need to roll for the remainder of his units. The Austrian player rolls for his cavalry and rolls a 6 which would allow him to retreat the cavalry unit if he chooses to do so. The Austrian artillery rolls a defense roll of 2 which scores 1 hit. Hits are now applied. The Austrian player must eliminate both of his units for the 2 French hits, thus he cannot retreat the cavalry despite rolling the 6 because losses are applied before retreats occur. The French player eliminates 1 infantry for the Austrian hit by the artillery unit. France has 3 infantry, 4 cavalry and 1 artillery remaining in area A5.
The French player now conducts the battle in area A2. Both players move their units to the battle board.
Round 1 of battle in A2: Both players roll their battle dice. The French player rolls 7 dice for his infantry which score hits on an attack die roll of 1 or 2 (Napoleon allows up to 8 attacking French infantry this bonus). The French player scores only 1 hit. Next he rolls for his attacking artillery which hits on a roll of 1 or 2. He scores 1 hit. Last he rolls for his 2 attacking cavalry hitting on an attack roll of 1, 2, or 3, he scores 1 more hit. The French player has scored 3 hits. The defending Austrian player now rolls his battle dice. For his 5 defending infantry which hit on defense die rolls of 1 he scores 2 hits, plus he rolls two 6's allowing him the option of retreating with 2 infantry. The Austrian player next rolls for his 2 cavalry which also hit on a defense die roll of 1. He rolls no hits but does roll a 6 which gives 1 cavalry a retreat option. The 2 defending Austrian artillery score 2 hits with their defense die rolls. The Austrian player has scored 4 hits, and can retreat 2 infantry and 1 cavalry if he chooses. For the 3 French hits the Austrian player eliminates 3 of his infantry, and decides not to retreat the remaining 2 infantry. He also chooses not to retreat a cavalry unit for the 6 rolled on their defense roll. The French player applies all 4 hits to his infantry. At the end of round one the French player has Napoleon, 3 infantry, 2 cavalry, and 1 artillery. The Austrian player has 2 infantry, 2 cavalry, and 2 artillery.
The French player decides he may have bitten off more than he can chew and retreats back to area N4 with his attacking force.
French Non-Combat Move: The French player moves all 5 infantry, plus the 2 artillery from area F3 to area N4. This gives the French player Napoleon, 8 infantry, 2 cavalry, and 3 artillery in area N4. He moves the 2 infantry in F1 to area F5 to guard the coast giving him 2 infantry and a fleet in that area. He then moves the 1 infantry in F4 to N5 giving him 1 infantry in that area. All units are in supply.
French Unit Placement Phase: The French player places a control marker in areas N3, A5, and the Central Mediterranean sea zone. The French player places 1 of his infantry in area A5. He also places 1 infantry in French controlled buffer area N4. This is the maximum allowed in these 2 areas as the resource point limit is 1 in each and each is a non-home area for France. The remaining 2 infantry he places in F3 (this is allowed despite the resource value only being 1 as it is a French home area). This ends the French player's turn.
Austrian Resource Point Phase: Austria receives 5 resource points (they do not receive the 1 point for A5 as it is now French controlled).
Austrian Purchase Phase: Austria purchases 2 infantry at 2 resource points each, and banks 1 RP.
Austrian Combat Movement Phase: The Austrian player decides to try to slow the French, hoping the Russians can get to Vienna to stop Napoleon. He attacks by moving the 7 infantry in Vienna, A1, into A5. He then moves the 2 Austrian cavalry in A2 into A1 and then into A5. This gives him 7 infantry and 2 cavalry against the French 4 infantry, 4 cavalry, and 1 artillery.
Austrian Combat Phase: Round 1 of battle in A5. Both players roll their battle dice. The attacking Austrian player rolls for his 7 infantry and hits on die rolls of 1, and he scores 1 hit. Next he rolls for his 2 attacking cavalry and hits on attack die rolls of 1, 2, or 3. He scores 2 hits. The French player rolls for his 3 infantry and scores no hits, but does roll a 6 which gives him the option to retreat 1 infantry. He then rolls 4 dice for his defending cavalry, which hit on defense die rolls of 1. He scores 1 hit. The French players rolls for his 1 artillery, and scores 1 more hit. The Austrian player has scored 3 hits, the French player has scored 2 hits, plus may retreat 1 infantry if he chooses. The Austrian player eliminates 2 of his infantry. The French player eliminates 3 of his infantry, and retreats 1 infantry to N5. This leaves 5 Austrian infantry and 2 cavalry against 4 French cavalry and 1 artillery. The Austrian player does not retreat.
Round 2 of battle in area A5: Both players roll their battle dice. The attacking Austrian player rolls 5 dice for his attacking infantry and scores 2 hits. He next rolls for his 2 attacking cavalry and scores 2 more hits. The Austrian player has scored 4 hits. The French player rolls for the cavalry which scores hits for each 1 rolled. The French player scores 1 hit and rolls a 6 allowing a French cavalry unit to retreat. He then rolls for his artillery which scores 1 more hit. The French player has scored 2 hits and is allowed to retreat 1 cavalry unit. Losses are applied by the Austrian player eliminating 2 infantry. The French player chooses to apply his 4 losses by eliminating 3 cavalry and his artillery unit. This allows him to retreat with the last cavalry unit into area N5. This leaves the Austrian player with 3 infantry and 2 cavalry in area A5.
Austrian Non-Combat Movement: The Austrian player vacates area A2 and moves the 2 infantry and 2 artillery into Vienna, area A1. All Austrian units are in supply.
Austrian Unit Placement Phase: The French control marker is removed from area A5. The Austrian player places his 2 infantry in A1, Vienna, giving him 4 infantry and 2 artillery in A1. In area A5 the Austrian player has 3 infantry and 2 cavalry.
This ends the Austrian player turn.
Russian Resource Point Phase: The Russian player receives 7 resource points.
Russian Purchase Phase: The Russian player purchases 1 cavalry unit at 4 resource points. The Russian player also declares war on buffer area N9 for the remaining 3 RP. Buffer areas do not have armies or receive RP's so no units are placed for the buffer area.
Russian Combat Movement Phase: The Russian player takes the 1 fleet located in R7 and transports 1 infantry with it and moves 1 movement point into the Baltic Sea. He spends the fleet's last movement point to land the infantry in area N9.
Russian Non-Combat Movement: The Russian player moves all units located in area R6 into A4 to go support Austria. The Russian cavalry in areas R7 and R5 move into area R6 and then into A4 with that force giving the Russian player 4 infantry, 3 cavalry, and 1 artillery in A4. The Russian player moves all of the units in R1 into area R3, and the cavalry unit moves 1 location further into R6. He also moves all remaining units in R7, and R5 into R6 giving him 5 infantry, 1 cavalry, and 2 artillery in R6. All units are in supply.
Russian Unit Placement Phase: He now places a Russian control marker in area N9, and the Baltic Sea. The Russian player places his cavalry unit in area R6.
This ends the Russian player's turn.
Spain Resource Point Phase: Spain receives 4 resource points for its controlled home areas.
Spain Purchase Phase: Spain purchases 2 infantry.
Spain Combat Movement Phase: Spain moves the 2 fleets located in S4 into the Western Mediterranean sea zone. Spain moves the 2 fleets located in S2 into the Central Atlantic sea zone.
Spain Combat Phase: Spain's 2 fleet units are attacking the 2 British fleet units in the Central Atlantic sea zone. Both players roll their combat dice, sinking an enemy fleet for each 1 rolled, and disabling an enemy fleet for each 2 rolled. The Spanish player is lucky and rolls a 1 and a 1, scoring 2 hits. The British player is not so lucky and rolls a 5 and a 6, allowing him to retreat with a fleet unit for the 6 if he chooses to do so. The British player has to eliminate both British fleet units for the 2 Spanish hits, meaning he cannot retreat a fleet.
Spain Non-Combat Movement Phase: The Spanish player moves 2 infantry and 1 artillery from S1 into S4, giving him 3 infantry and 1 artillery there.
Spain Unit Placement Phase: Spain places control markers in the Central Atlantic, and Western Mediterranean sea zones. Spain places the 2 purchased infantry in area S2.
This ends Spain's turn.
Prussia Resource Point Phase: Prussia is at 2 on the Political Alliance Track so does not conduct a political alliance check. Prussia is skipped and it goes to Britain's turn.
Designer Notes
We had always wanted to design an Axis & Allies style war game. Originally back in the late 90's, we started a design on a Civil War theme Axis & Allies game, but after months of work we let the topic go stagnant. The Napoleonic Wars had been discussed, but the politics of the situation between 1805 and 1815 were much different than the situation in 1940 for Axis & Allies. Axis & Allies was and is a great game, as fun for two players as it is for five. We wanted a game that gave you a big picture feel of the military situation for the countries involved, and included the political situation as well.
Some Design Thoughts
Originally these were game notes in the rules sections, but rather than break up the reading of the rules we have combined them here in one area.
Why are we limited in the number of plastic figures we can place?
This is intentional to reflect the reality of massed forces and the limits on horses, and artillery. Napoleon originally wanted 5 cannon per every 1000 men in his armies; the highest he ever achieved was 3 per 1000. The same with horses, after years of war throughout Europe prior to 1805, quality military use horses were limited. This also will prevent the unrealistic use of huge cavalry armies racing across Europe, as well as artillery. Players will have to carefully plan their turns as to what to purchase and then making sure they have assembly points for the units purchased.
Why does it cost to declare war on buffer area's?
The 3 RP spent to declare war on a minor country represent the political and economic cost.
Why should I attempt a political alliance with a country that surrenders to my alliance?
It will be important for a conquering player to attempt to gain a political alliance with the conquered country for several reasons, despite the fact that they will lose the RP's for the country. First, it will give them a forward staging area as they gain the military units of the country by making them an ally. Second, it means the other player may not "cause an uprising" by politically getting the country to rejoin its alliance. As an example, France has conquered Austria and is receiving RP for the areas in Austria it controls. If the French player wants to conquer Russia, there is a large advantage if France can now get Austria into its alliance. The Austrian army is now in play and can be deployed in any home area in Austria, pushing deployment areas closer to Russia.
A conquered neutral country may have political alliance rolls when needed. The idea that countries will be militarily defeated and then coerced or bribed into an alliance with the conquering country is possible, and encouraged. It is the way to get a country to change alliances. The players controlling France and Britain will always be at war, while the players controlling Austria, Prussia, Spain, and Russia may be on both sides of the alliances at differing points in the game. It is important to remember when a country is conquered that only its units are removed from the board, even in its home areas. Its country can become a battle ground between the alliances while it remains neutral.
Why the difference in the amount of RP's a country receives when they become active?
Players will notice that a country going from neutral to active as an the result of a successful alliance check receive 2x their RP allotment for unit purchases while a country receives 3x as a result of an enemy declaration of war. The logic is that people rally to their country when attacked, while being less likely to do so as a result of political maneuvering by the government. Also, the unit purchase and placement timing is different.
The Politics of War and Peace
In Axis & Allies there are no shifting alliances, or making a country neutral. It is simply conquer your opponents. For the Napoleonic Wars we wanted a political system that was simple, and yet would reflect the trend of allies being bought or fought into an alliance. France, with Napoleon being hated by the other blood born monarchs of the time had to do much more of the fighting to retain their allies, while Britain would buy her allies.
WAR AND PEACE starts with an opening set up that may seem to dictate certain initial strategies, much like Axis & Allies. But after the initial turn though things open up greatly as players will have their own ideas on things that can be or could have been done.