Waterloo: Enemy Mistakes
Waterloo: Enemy Mistakes Rulebook
Table of Contents
Table of Contents
Components
- Game board made of 2 parts, representing the Belgian area around Mont-Saint-Jean, which comprises La Haye Sainte, Hougoumont, La Belle Alliance and Placenoit.
- 3 sheets of die-cut cardboard, which yield the tiles, counters and other components listed below.
- 70 wooden colored markers: 30 orange "Formation Recovery" markers, 25 green "Formation in Movement" markers, 15 yellow "Unit Shaken" markers.
- 1 white wooden turn counter.
- 2 Initiative markers (gold 1 and silver 2).
- 124 Losses tokens (red with white numbers).
- 23 Smoke tokens (grey).
Blue Army set (French)
- 1 Flag counter.
- 1 Commander in Chief counter (Napoleon).
- 7 General counters.
- 11 Artillery Unit counters.
- 11 Horse Team counters.
- 2 blue wooden dice.
- 36 blue wooden markers.
- 24 Infantry Unit tiles.
- 13 Cavalry Unit tiles.
- 1 blue measurement ruler with line of fire (on the back).
- 1 Unit of Measurement.
Red Army set (English)
- 1 Flag counter.
- 1 Commander in Chief counter (Wellington).
- 4 General counters.
- 7 Artillery Unit counters.
- 7 Horse Team counters.
- 2 Garrison counters.
- 2 red wooden dice.
- 26 red wooden markers.
- 33 Infantry Unit tiles.
- 11 Cavalry Unit tiles.
- 1 red measurement ruler with line of fire (on the back).
- 1 Unit of Measurement.
Black Army set (Prussian)
- 1 Flag counter.
- 1 Commander in Chief counter (Blücher).
- 3 General counters.
- 5 Artillery Unit counters.
- 5 Horse Team counters.
- 2 black wooden dice.
- 21 black wooden markers.
- 18 Infantry Unit tiles.
- 9 Cavalry Unit tiles.
- 1 black measurement ruler with line of fire (on the back).
- 1 Unit of Measurement.
Game Preparation
- Put together the game board that represents the battlefield. The player controlling the blue French army will sit behind the long blue side of the board. The player controlling the red English army will sit behind the long red side of the board. If there is a player controlling the black Prussian army, that player will sit behind the short black side of the board. If there is no third player, the player controlling the red army will control the Prussian army (from turn VIII on) as well.
- Every player takes their army set, composed of tiles, counters, rulers, dice, and markers of the appropriate color.
- The blue and red players place their army tiles and counters on the map, following the historical indications represented on the game board. The player must place their army tiles and counters in the appropriate spaces indicated on the game board. The players must have their pieces correspond to the number and orientation of the units. This is to indicate the direction of the army front and the composition of the Formations (the adjacent spaces indicates the units in contact). Horse Team counters fastened to Artillery counters will instead occupy the spaces without associations. The 10 Horse Team counters (5 per army), not indicated on the game board are considered unfastened and are temporarily out of the game. The blue player will be left with the General Ney counter, which must be attached (only with the optional rule – see pg. 7) to Unit 38, by placing its counter on top of the Unit 38 tile. The red player must place the 2 Garrison counters in their respective spaces (H and LHS) to represent the soldiers in service at Hougoumont and La Haye Sainte.
- Make a reserve for every other colored marker (Orange, Yellow, and Green): they will be used during the battle to indicate the status of the Units and the Formations, marking the related tiles and counters.
- Make another reserve of the Losses tokens (red with white numbers). They will be used to count the Losses suffered by the Units due to the Damages caused by the effects of bombardment and combat.
- Make another reserve of the Smoke tokens (grey). They will be used to indicate the Artillery Units that have bombarded.
- Place the white turn counter on space 1 of the turn track and assign the Initiative marker 1 (gold) to the blue player (French). Keep the Initiative counter 2 (silver) nearby. It will be used starting at turn VIII when the black army (Prussian) enters the battlefield.
Victory Conditions
- If the Napoleon counter (N) is removed from the battlefield, the game ends and the red player is the winner.
- If the Wellington counter (W) is removed from the battlefield, the game ends and the blue player is the winner.
- If neither of these conditions is met, the battle concludes at the end of turn XIX and the points are tallied; the player with the most points is the winner. The points are tallied by counting the Victory points (printed on the back of the pieces) of the tiles and counters removed from the board by the enemy army and adding any possible Victory points awarded for the conquest of certain historical objectives (see pg. 18).
We are ready to begin!
Introduction
In Waterloo: Enemy Mistakes every player is assigned a color: blue, red, or black. Blue represents the French army, red the English, and black the Prussian. If there are only two players, the red player also controls the black Prussian army, starting from turn VIII on. If there are three players, each one plays as their own color. The red (English) and black (Prussian) players are allied against the blue (French) player.
Players lead their armies to battle. Armies are composed of a Commander in Chief (represented by the N blue, W red, and B black counters), Generals (also represented by counters) that command their appropriate Army Corps made of Formations composed of Units (represented by tiles and counters).
Commanders in Chief
Each army possesses one Commander in Chief: Napoleon (N) for the blue (French) army, Wellington (W) for the red (English) and Blücher (B) for the black (Prussian) army. In this game, the Commanders in Chief are represented on the game board, in the Command table of each army, and on the battlefield as square counters with 15 mm sides.
The Commander in Chief does not have his own Army Corps but can attach himself to any Formation in his army (see Attaching, pg. 7) and must follow the same rules as the General ★★★★. At the end of each turn, the unused markers of each color by the Commander in Chief in the command table are removed and are returned to the player's reserve.
Commander in Chief Blücher: If the Commander in Chief, Blücher (B), of the black (Prussian) army is removed from the battlefield, then the black player, each turn during Initiative Phase 1, CANNOT roll the die to obtain the markers of his own color (he obtains, in any case, the markers guaranteed by the modifier for each General still on the battlefield).
Generals
In this game, the Generals are arranged together on the game board, in the command table of each army, and are represented on the battlefield by their related square counters with 15 mm sides. The blue (French) army has 7 Generals, numbered from I through VI plus General Ney; the red (English) army has 4 Generals, numbered from I through IV; and the black (Prussian) army has 3 Generals, numbered from I through III. Each General (except Ney) is assigned a Roman numeral that identifies him within his own army and affiliates him to the Units of his Army Corps.
| Army | General | Rank | Command points | Army Corps |
|---|---|---|---|---|
| Blue (French) | Drouot | ★★ | 1 | I |
| Blue (French) | d'Erlon | ★★ | 1 | II |
| Blue (French) | Reille | ★★★ | 2 | III |
| Blue (French) | Lobau | ★★ | 1 | IV |
| Blue (French) | Kellermann | ★★★ | 2 | V |
Each General has a rank, indicated by the stars, which determines the ability to command and the number of Command points that he can generate. The generated Command points CANNOT be split to issue Orders to more than one Formation of his own Army Corps (except ★★★★ Generals). Each General can ONLY issue Orders to Formations of his own Army Corps.
If a General is removed from the battlefield, his Substitute General enters the game (see the procedure on pg. 12). The Substitute Generals are printed on the back of the General counters (except General Ney).
General Ney
Optional rule. The record of this battle portrays the figure of General Ney as a peculiar character. Introduce General Ney in the blue (French) army if you have experienced players, starting from point 3 of the Game Preparation, attaching him to Unit 38 in the Formation with Units 36, 37, and 39. He does NOT have his own Army Corps so his counter has no numerical affiliation. He does NOT generate Command points and his Commander in Chief (N) must give him 2 blue markers every turn. He can be attached to any Formation of the blue (French) army, except those of Army Corps I. The Formation that General Ney is attached to CANNOT receive Orders from the General of that Army Corps. During the End of Turn subphase 3.4, all of the blue markers kept by General Ney, in the box of the command table, must be removed.
Important: if General Ney is removed from the battlefield, a Substitute General does NOT replace him. His Commander in Chief (N), every turn, must lose the 2 blue markers that he would have assigned to Ney. If General Ney is not introduced into the game, do not use his counter and ignore his related box in the command table.
Army Corps
In this game, each General commands an assigned Army Corps composed of a certain number of Units, connected by the same Roman numeral. The Formations in an Army Corps, during the battle, follow only the Orders issued by their own General, except under special circumstances. If all of the Units of an Army Corps are removed from the battlefield, their General is eliminated and CANNOT be substituted.
Attaching
In the Assignment phase 3.1, in order to attach a General to a Unit in its Army Corps, you must place his counter on top of that Unit tile or counter. When attaching it, the General cannot move more than 2 units of measurement. When attaching the Commander in Chief, follow the same rules as when attaching Generals.
A Formation can have only 1 General (or the Commander in Chief) attached to it. Each Unit that is in the Formation with the Unit that has an attached General will use his combat modifiers. Whenever an attached General participates in combat, all markers – of its color – stored in his box of the command table, are removed and placed in reserve.
If a Unit is moved in a space occupied by a General (or Commander in Chief) counter of its army, the General is then attached if the Unit belongs to his Army Corps (the Commander in Chief will ALWAYS attach). Otherwise, the counter must be moved the least distance necessary to occupy a free space.
If the Unit, to which a General is attached, takes Damage due to bombardment or participates in combat, then its controlling player must roll 2 dice, taking into account the modifiers below. If the modified result is [die-face icon] or less, the attached General is then eliminated and, in the next turn, must be substituted (see pg. 12). (Transcriber note: the printed target value is a die-face pip icon that the text layer does not carry; it is shown here as [die-face icon] and must be checked against the page 7 image.)
Dice modifiers (attached General)
- -2 if the General is ★★★ or higher, or if he is the Commander in Chief.
- -2 if the Unit is Routed.
- -1 if the Unit is Shaken.
- -1 if the General is ★★.
- -1 if the Unit has already participated in melee, in the same turn.
Formations
In this game, all of the Units on the battlefield are also defined as "Formations". A Formation is composed of 1 or more Unit tiles and counters of the same Army Corps placed in contact (even by corners) with the fronts facing the same direction. Units in a Formation act together upon an Order issued by their General or by the attached Commander in Chief (or, only for the blue –French– army, by attached General Ney).
Players may organize their own Formations, as they like. Each Formation will have a front width value and a depth value.
Front width and depth of Formations
The number of Unit tiles and counters that are adjacent and in contact determines the front width of a Formation. This value determines the Formations' ability to Advance and Charge during maneuvers: which is the maximum units of measurement that a Formation can travel.
- Front width of 1 Unit: the Formation may Advance/Charge 4;
- Front width of 2 Units: the Formation may Advance/Charge 3;
- Front width of 3 Units: the Formation may Advance/Charge 2;
- Front width of 4 or more Units: the Formation may Advance/Charge 1.
When determining Formations' Advance and Charge abilities, Artillery Unit counters still count as 1 for the calculation of their Formation's front width.
The number of Unit tiles and counters that are columned together, and are in contact, determines a Formation's depth. The depth does NOT modify the Formation's ability to Advance and Charge.
The Formations of different Army Corps in contact are considered united, but each one must have its own orange or green markers. United Formations must calculate together their own front width and depth.
Unattached Generals
A General (or Commander in Chief) that is NOT attached CANNOT be the target of bombardments.
If an unattached General (or Commander in Chief) is the target of a combat, his controlling player must roll 1 die, taking into account the modifiers below. If the modified result is [die-face icon] or less, the General is captured and, in the next turn, must be substituted (see pg. 12); if a Commander in Chief (except Blücher) is captured then the game ends. Otherwise, the counter can be moved up to 2 units of measurement.
Die modifiers (unattached General)
- -1 if the enemy is a Medium or Heavy Cavalry Unit.
- -2 if the enemy is a Light Cavalry Unit.
Units
Each army has three types of Units: Infantry, Cavalry and Artillery. Tiles and counters placed on the game board, represent the total area occupied on the field by troops. This includes the empty spaces between soldiers that was actually needed to maneuver or change Formation structure. During the battle each Unit will have yellow or green markers as needed.
The Infantry and Cavalry Unit tiles and the Artillery Unit counters show – beside depicting the military uniform of the soldier (or the cannon of an Artillery Unit) – important characteristics related to their use in the game.
Front: indicates the orientation. The Unit's ability of bombardment and combat is expressed through the front. The other sides of the tile or counter are the flanks and the rear. The class of the unit is indicated in the front.
The unit classes, from best to worst, are: Guard, Élite, Veterans, Regulars, Recruits.
On each Unit tile: the number inside the Army Corps symbol indicates the Army Corps and connects the Unit to the General capable of issuing its Orders; the number in the circle at the bottom indicates the capability to sustain Losses before being eliminated; the number at the top right indicates the Victory Points gained by removing the Unit from the battlefield; the number in the bottom left (in a circle) identifies the Unit in its army and its deployment (if the number is yellow, it then indicates specific characteristics). The back of the tile carries historical information.
In this game, the Infantry and Cavalry Units are represented by 30 mm square tiles. Each Unit corresponds to a regiment, brigade, or division.
Infantry Units represent a number of between 1,500 and 2,500 foot soldiers. The tiles are easily recognizable because their background is the color of its army (blue, red or black). The posture of the soldier and the symbol ● indicates their Fire Discipline, the ability to inflict losses to the enemy by use of firearms: Normal (no symbol), Good (●), Optimal (●●).
Cavalry Units represent a number between 800 and 1,200 horse soldiers. The tiles' background has a two color diagonal pattern. The top half is white and the bottom half is the color of the army (white/blue, white/red or white/black). The posture of the horse and its rider indicates the type of Cavalry: Light Cavalry, Medium Cavalry, Heavy Cavalry.
To represent Artillery Units, there are two types of 15 mm square counters (half the size of a tile). One type of counter represents the Horse Team and the other represents the firing pieces (the Artillery Unit itself). An Artillery Unit unfastened from the Horse Team (and capable of bombarding or supporting in combat) is represented only by the counter with the cannon figure. Temporarily remove the Horse Team counter from the battlefield when it's unfastened from its Unit.
Artillery Unit: an Artillery Unit on Foot represents a number of cannons (8 or 12 lb) between 12 and 24. An Horse Artillery Unit, instead represent a number of cannons (4 or 6 lb) between 24 and 48. Three different pictures represent the two different type of Artillery and the Horse Team: Artillery on Foot, Horse Artillery, Horse Team.
Horse Artillery Units, differently from the Artillery on Foot, cannot bombard (except Units 39 and 40 of the red English army), but they can perform special maneuvers (see pg. 15). Horse Artillery Units do not reduce the Advance/Charge ability of the Light Cavalry Units in the same Formation.
The Garrisons of Hougoumont and La Haye Sainte
History records recount that English troops were garrisoned in the posts of Hougoumont and La Haye Sainte. The garrisons are represented in game by the red Garrison counters Hougoumont and La Haye Sainte. Garrisons do NOT follow the rules of other Units. Garrisons are represented by square (15x15 mm) counters but they are NOT Artillery Units. They instead represent Infantry Units with good Fire Discipline and are of Veteran class.
The Garrison's combat ability and engagement area is expressed through ALL sides of the counter, even when enemy Units occupy its area of engagement. The front is marked ONLY to indicate the Unit class. Garrisons can NEVER be moved (ignore Withdraw or Retreat effects). Combats involving Garrisons ignore the Result phase. All of the enemy Formations still in contact with a Garrison at the end of the melee must Withdraw 1. The Hougoumont Garrison is eliminated if it is Routed, the La Haye Sainte Garrison is eliminated if it is Routed or in Retreat as a result of melee (if it is in Retreat as a result of bombardment it receives only one yellow marker, unless it already has one).
Colored Markers
During the battle, tiles and counters are marked with colored pieces, placed clearly on top of Units or Formations. Each color represents a different status:
- Green: Formations marked in green are IN MOVEMENT and are therefore capable of performing maneuvers; a Formation receives the green marker when its General (or the attached Commander in Chief) issues the Order PUT IN MOVEMENT.
- Orange: Formations marked in orange are in Recovery and CANNOT follow Orders (beside Recovery) nor can they execute maneuvers; 1 orange marker must be removed at the end of the turn. If a Formation receives an orange marker, then remove the green marker, if present. A Formation receives two orange markers as per the effect of combat.
- Yellow: Units with a yellow marker are Shaken. In order to remove 1 yellow marker the General (or the attached Commander in Chief) must issue the Order RECOVERY; if the Unit receives a second yellow marker it's Routed and, at the end of the turn, is eliminated. Units may receive a yellow marker as a result of many effects in the game.
Understanding the Game Board
Terrain types: the varied types of terrain in the battlefield are indicated on the game board by different colored fillings with clearly defined borders. If tiles and counters touch the border of a type of terrain then the Unit or Formation is also considered to be on that terrain.
Command table: each army has its command table on the game board to store the markers of its color. Put the markers, not used during Initiative, in the Commander in Chief box (Napoleon, Wellington and Blücher). During the Assign subphase 3.1, the markers may be moved into the Generals' boxes in order to be transformed into Command points.
Elements out of field: the turn track, the command tables, the colored sides (short and long) are not part of the battlefield: if an Unit touches, even partially, any of the above elements then it is out of field (see pg. 11).
Deployment area of the black (Prussian) army: the part of the game board that extends from the entrance sections on the black side, forms a deployment area (in a darker shade see pg. 5) marked by black tracts. This area is used by the black (Prussian) player to deploy his pieces following the entrance procedure of its army (pg. 11).
Maneuver limit: the blue (French) army Units cannot execute maneuvers to the right of the imaginary line that runs along the fold of the game board (see pg. 5) until the first Units of the black (Prussian) army are deployed. This special rule is inspired by historical events: the French troops ignored this area of the battlefield until the allies of the English army were spotted.
The Battlefield
The battlefield on the game board is composed of two categories of terrain: area or linear. Grouped under these categories are different types of terrain, each one with specific characteristics that affect the battle.
Area Terrain
Area terrain gives modifiers to bombardment, combat and maneuvers. The modifiers depend on the position of the unit in respect to the terrain. The combat modifiers of the area terrain are applied to Units that are entirely placed inside that type of terrain. The maneuver modifiers of the area terrain are applied to all of the Formations that are moving across it, even partially.
- Grass: no modifiers.
- Hills: Modifiers to bombardment and combat: +1 to Units in defense NOT IN MOVEMENT (without a green marker). It modifies the line of fire (see Bombardment at pg. 12).
- Wood: Modifiers to bombardment and combat: +1 to Infantry Units in defense NOT IN MOVEMENT (without a green marker); -1 to Cavalry Units in melee. Maneuver modifiers: the maneuvers executed across the Wood, even partially, cannot surpass one Unit of Measurement.
- Farm Field: Modifiers to bombardment and combat: +2 to Infantry Units in defense NOT IN MOVEMENT (without a green marker); -1 to Cavalry Units in melee. Maneuver modifiers: the maneuvers executed across Farm Field, even partially, cannot surpass 2 units of measurement.
- Town: Modifiers to bombardment and combat: +2 to Infantry Units in defense NOT IN MOVEMENT (without a green marker); -1 to Cavalry Units in melee; -2 if the target of bombardment is completely inside the Town; Placenoit Town modifies the line of fire (see Bombardment at pg. 12). Maneuver modifiers: Units that execute maneuvers across the Town, even partially, are treated as if they already moved 1 unit of measurement.
Linear Terrain
The bombardment and combat modifiers of linear terrain are applied to Units in defense that are NOT IN MOVEMENT (without a green marker). The tile or counter must be in contact with the terrain element and the bombardment or combat front must touch, even partially, the terrain element. The maneuver modifiers of the linear terrain are applied to all of the Formations that are moving across, even partially.
- Road: Maneuver modifiers: the Formations with front width of 1 which start a maneuver in contact with a Road do not suffer limitations from other types of terrain (except the Bridge) for as long as they are in the Road.
- Sunken Road: Modifiers to bombardment and combat: a Sunken Road blocks the bombardment line of fire. Maneuver modifiers: maneuvers across a Sunken Road are reduced by 1 unit of measurement.
- Torrent: Modifiers to combat: -1 to Units that cross the Torrent whilst executing a Charge. Maneuver modifiers: maneuvers through a Torrent are reduced by 1 unit of measurement. Artillery Units that cross the Torrent become Shaken (they receive 1 yellow marker).
- Bridge: Maneuver modifiers: along with the other terrain rules, only Formations with a front width of 1 can perform maneuvers across a Bridge. Units in a Formation that executes a Charge maneuver across the Bridge are temporarily Shaken (they DO NOT receive a yellow marker) and CANNOT give support to the ensuing combat.
How to Play
The battle on the 15th of June 1815 was extremely long and bloody. One complete game of Waterloo: Enemy Mistakes is composed of 19 turns. Each turn represents a half-hour of the battle that started at 11:30 and ended at 21:00. On turn VIII, the black (Prussian) army is introduced to the battle, according to the entrance procedure. The consequences of bombardment and combat may end the complete historical scenario before turn XIX. Each turn is divided into 3 sequential phases: Initiative, Bombardment, and Execution.
Turn Sequence
Entrance of the black (Prussian) army
In the beginning of turn VIII, the black (Prussian) player must roll 1 die: if the result is [die-face icon] or [die-face icon] (transcriber note: the printed target values are die-face pip icons that the text layer does not carry; shown as placeholders and must be checked against the page 11 image), the player must execute the entrance into the battlefield. Otherwise, he must repeat the procedure in every subsequent turn whilst lowering the valid result by 1 (the page illustrates this with an example of successive rolls).
When the black (Prussian) army obtains the entrance into the battlefield, its player must deploy Commander in Chief Blücher (B) and General Bulow (III) with his Army Corps on the battlefield, inside the deployment area, with Formations in contact with entrance section III. At the start of the subsequent turn the black player must deploy General Pirch (II) with his Army Corps in the same way, with Formations in contact with entrance section II. The same operation is repeated on the subsequent turn with General Ziethen (I) and his Army Corps in contact with entrance section I. After entering the battlefield, the black army follows the normal rules.
1. Initiative
In this phase, each player receives a number of markers from the reserve of his own color. To calculate this number, each player rolls 1 die and then adds the number of his General counters associated with an Army Corps (therefore do not count General Ney), still on the battlefield, to the result.
In the first turn, the players will not compete for Initiative, because it is assigned, by Preparation, to the blue (French) player. Therefore, each player will place all of the markers, of his own color, in the Commander in Chief box, on the Command Table of his army.
From the second turn on, each player will compete to win Initiative: after receiving the markers of his own color, each player will secretly choose a number of markers (not less than 1) to bet, in order to win Initiative 1 (markers not used in the bet for Initiative will be transformed into Command Points). Each player must individually bet without any prearrangement between allies.
Winning Initiative 1 allows the player to act first in the next two phases of the turn.
Important: all the markers bet to compete for Initiative will be lost (and placed back in the reserve).
When all of the players are ready, they will show their secret bets. The player revealing the highest number of markers in his bet will win the Initiative for his army. He will receive Initiative marker 1 (gold) and become the first player to act during this turn. He also receives, as a reward, two extra markers from his own reserve to add to the markers that he did not bet. If the black (Prussian) army is on the battlefield, the player with the second highest bet will then receive Initiative marker 2 (silver) and 1 extra marker from his own reserve. He will be the second player to act in this turn.
Important: in the case of a draw between two or more players, the player with the highest Initiative in the previous turn wins the Initiative marker.
Executing the entrance (sidebar)
Once the black (Prussian) player passes the entrance roll, he must deploy the Commander in Chief Blücher (B), General Bulow (III), and all of the Units of his Army Corps, on the battlefield, inside the deployment area (see pg. 5). He can freely organize his Formations as long as they each have at least one Unit in contact with entrance section III. He can choose to attach the General or the Commander in Chief. All the Formations deployed will receive a green marker.
Similarly, at the start of the subsequent turn, the black player must deploy General Pirch (II) and all of the Units of his Army Corps, on the battlefield, inside the deployment area. These Formations must be in contact with entrance section II.
The same operation is repeated on the subsequent turn with General Ziethen (I) and the Units of his Army Corps, which must be in contact with entrance section I.
Effects of Unit removal (sidebar)
- Elimination: a Unit or General that is eliminated must be immediately removed from the battlefield. Once a Unit in a Formation is eliminated, the other friendly Units in the same column become Shaken (they will receive 1 yellow marker if they don't already have one). Eliminated Units will be tallied up at the end of the game by the value of their Victory points.
- Capture: a Unit or General that is captured must be immediately removed from the battlefield. They are put away separately because, in the tally at the end of the game, the value of Victory points of the captured pieces will be doubled.
- Out of field: a tile or counter that comes out of the battlefield, even partially, is considered out of field and must be immediately removed. They are put away separately because, in the tally at the end of the game, the value of Victory points of the out of field pieces will be halved (rounded down).
Substitute Generals
At the end of Initiative phase 1, the players who had Generals removed from the battlefield, must determine, in order of Initiative, the Substitute Generals. The player rolls a die and if the obtained result is [die-face icon] or [die-face icon], he must place the Substitute General counter within two units of measurement from any Unit in his Army Corps. With any other die result, the related Army Corps remains without command during the turn. If a substitution attempt fails, it will be repeated each subsequent turn lowering the valid result by 1 (the page illustrates this with an example of successive rolls). The characteristics of all Substitute Generals are: rank [star icon] and generated Command points 0 (zero). These are also printed on the counter, whilst the values of the related command table must be ignored for the rest of the battle.
2. Bombardment
Following the order of Initiative, the players can execute bombardment, with all Artillery Units on Foot, unfastened, and without a Smoke token. Once all of the players have had this opportunity this phase ends and they move to the next.
Executing the bombardment
The current player may choose a target of bombardment, for each unfastened Artillery Unit on Foot in his army. The target must be an enemy Unit in its line of fire (even partially). The line of fire is placed in contact with the front of the Artillery Unit, making sure to not alter the position of the counter on the battlefield. Units marked with a Smoke token or that occupy an enemy area of engagement CANNOT execute a bombardment. Unattached Generals or unattached Commanders in Chief CANNOT be targets of bombardment.
Line of fire and visibility
The line of fire is represented by the gray ruler (on the back of each ruler of measurement) which is as wide as the front of a counter (15 mm) and is 6 units of measurement (maximum distance of 180 mm) long.
A Unit CANNOT be a target of bombardment if it is NOT visible. A target Unit is NOT visible if the entire width of the line of fire crosses a Unit, or a Sunken Road, Hill, Wood, or Placenoit Town, unless the target Unit is on that terrain.
The player must roll 2 dice: modifiers (see table) to the final result of the bombardment will be applied ONLY if the unmodified result of the roll is higher than 5. Apply the effects listed in the Bombardment effects table according to the final result of the bombardment.
Exception: When executing a bombardment, Artillery Units that are entirely inside a Hill may ignore Units (friendly or enemy) that cross their line of fire.
Support: Unfastened Artillery Units on Foot that share the same bombardment target can support another Unit's bombardment as opposed to executing their own.
The Grand Battery of General d'Erlon
The Artillery Formation of the blue (French) army composed of Units 23, 24, and 9 represents the Grand Battery under the command of General d'Erlon (II). It follows special rules: when a Unit from the Grand Battery executes a bombardment, it adds +1 for every other Artillery Unit in contact.
Bombardment effects table
- 2: All Units supporting and executing the bombardment receive a Smoke token. The Unit that executed the bombardment is also Shaken (receives 1 yellow marker).
- 3/5: All Units supporting and executing the bombardment receive a Smoke token.
- 6/7: All Units supporting and executing the bombardment receive a Smoke token. The target of the bombardment suffers 1 Damage.
- 8/10: All Units supporting and executing the bombardment receive a Smoke token. The target of the bombardment suffers 2 Damage and must Withdraw 1. If the controlling player cannot or does not want to Withdraw 1, the Unit is Shaken (receives 1 yellow marker).
- 11+: All Units supporting and executing the bombardment receive a Smoke token. The target of the bombardment suffers 2 Damage, 1 Loss, and must Retreat (must Withdraw 1 and receives 1 yellow marker).
Dice modifiers (bombardment)
- -1 if the Artillery Unit is Shaken (yellow marker).
- -1 if the bombardment target is completely inside a Wood.
- +1 if the bombardment target Unit is in column with 1 or more Units.
- +1 if the bombardment target receives fire on the rear.
- +1 for each friendly Artillery Unit in support.
Suffering Damages
Every time that a Unit suffers Damage as per the effect of bombardment, its controlling player must roll 1 die. ONLY if he rolls a [die-face icon] or [die-face icon] will he suffer 1 Loss. The Loss is indicated with the proper token placed on the tile or counter. If a unit reaches its capacity to sustain Losses, that unit is eliminated.
3. Execution
This phase, compared to the others, is very complex, pay attention!
The Execution phase is composed of 5 subphases: 3.1 Assign, 3.2 Issue Orders, 3.3 Maneuver, 3.4 Combat, 3.5 End of Turn. During each subphase, every player acts in order of Initiative. Once all players have acted in a subphase, the subphase ends and a new one begins. This process is repeated until the turn ends and a new turn begins.
3.1 Assign
The current player may assign the markers of his own color, on the command table, from the Commander in Chief, to the Generals of his own army. The player will move the markers in the related box. These markers can then be transformed into Command points as needed. It is not possible to assign more than 2 markers per General. At the end of turn, each General CANNOT keep more than 4 markers on their related box on the command table.
Each marker placed in the command table can be transformed into 1 Command point.
Each General may generate other Command points, but because these generated Command points CANNOT be saved from one turn to the next, they are not represented with markers. The Commander in Chief does NOT generate Command points.
Command points (transformed and/or generated) are used to pay the General's (attached or unattached, or the attached Commander in Chief's) cost of issuing Orders to the Formations or Units of his own Army Corps during battle.
After the current player completes the assignment of the markers of his own color on the command table, he may then move the General and Commander in Chief counters, on the battlefield. He can move these counters up to 2 units of measurement in any direction and may attach them to a Unit (see pg. 7).
3.2 Issue Orders
The current player chooses, in any order, whether a General will issue Orders. Each General can issue any number of Orders to Formations in his Army Corps or to the Formation to which the General is attached (exception: Units in Recovery, marked in orange, CANNOT receive Orders). Generals issue Orders by spending their available Command points (generated or transformed). If the Command points are generated they can be used to issue Orders only to 1 Formation. ★★★★ Generals are the exception because they can spend their generated Command points to issue Orders to more than 1 Formation in their Army Corps. When spending transformed Command points, the markers are removed from the command table and placed in the reserve.
Important: in this subphase it is NOT possible to issue more than 1 Order to each Formation.
There are 4 types of Orders: PUT IN MOVEMENT, KEEP IN MOVEMENT, RECOVER, REDEPLOY. The General must spend 1 added Command point to issue Orders to a Formation, if all of its Units is NOT visible. A Unit is NOT visible if the General's line of sight crosses a Hill, Wood, or Placenoit Town, unless the Unit is on that terrain.
Once a player has issued all of his Orders, then play moves on, in the order of Initiative, to the next player until the end of this subphase.
General Orders to Formations
PUT IN MOVEMENT any 1 Formation of his Army Corps: to issue the Order Put in Movement the General must spend 1 Command point, plus 1 added point for each Unit of the Formation. With a cumulative cost of 5 Command points, the General can issue the Order Put in Movement to a Formation of any number of Units. If the Formation is mixed (composed of Infantry and Cavalry), the General must then spend another 1 Command point. The Formation receiving the Order Put in Movement is marked in green. The Artillery Units in the Formation must fasten their Horse Team. A Formation Put in Movement (without a green marker) may be split into two parts. One part may receive the Order Put in Movement, spending the related Command points; the other part remains stationary (without a green marker). United Formations, belonging to different Army Corps, must be split if they don't receive the Order Put in Movement from each associated General.
KEEP IN MOVEMENT any 1 Formation of his Army Corps already marked in green: to issue this Order, the General must spend 1 Command point. If a Formation with a green marker from the previous turn does not receive this Order, then it will lose the green marker at the end of subphase 3.2 Issue Orders. Consequently, the Formation CANNOT execute maneuvers.
Sidebar: Withdraw
Withdraw is an effect that forces the movement of Units on the battlefield in the opposite direction to the front, without change to orientation. An Artillery Unit that must Withdraw, must fasten the Horse Team.
A Unit that must Withdraw because of a melee effect, CANNOT start combat nor give support in the subsequent melee.
Important: a Unit that must Withdraw can never get closer to the Unit that caused the withdrawal. If a Unit CANNOT Withdraw because of any reason, it will receive a yellow marker. If the Unit has already a yellow marker it will instead suffer 1 Loss.
Exceptions:
- If the Unit is a bombardment target and it is fired on the rear, it CANNOT Withdraw.
- If the Unit must Withdraw and is in contact with a friendly Unit (up to depth 2 *), both Units must Withdraw 1.
- If the Unit must Withdraw and it moves partially, ending in contact with a friendly Unit, the Withdraw effect is considered resolved.
- If the Unit must Withdraw and is in contact with friendly Units (depth 3+ *), the first 2 Units from the melee front are Shaken (they receive a yellow marker if they don't already have one).
- (*) If Units in contact with friendly Units of other Formations must Withdraw, calculate the cumulative depth of the Formation even if the front of all of the Units is not oriented in the same direction and even if the Formations are not considered united.
Sidebar: Retreat
An Infantry or Cavalry Unit in Retreat must Withdraw 1 and receive a yellow marker.
Sidebar: Routed
When a Unit has 2 yellow markers it is Routed. A Routed Unit must Withdraw 2; if it CANNOT, the Unit is captured. The Order Recovery cannot be issued to Routed Units. A Routed Unit is eliminated at the end of the turn.
RECOVER SHAKEN (marked in yellow) Units of any one Formation of his Army Corps: to issue this Order the General must spend 2 Command points for each Shaken Unit of the Formation he wants to RECOVER. The yellow marker is removed from these Units.
Redeploy any number of Formations of his Army Corps: to issue this Order, the General must spend 2 Command points. The General must spend another 1 Command point if the Formation is mixed (composed of Infantry and Cavalry). Units executing the Order Redeploy can move in any direction, ignoring any terrain restriction. The Formations CANNOT Redeploy towards the enemy, meaning – that as effect of this Order – Units cannot be placed closer to the enemy than the closest Unit of the Formation was, before executing the Order. The Order Redeploy allows the Units to modify the orientation of their front. Artillery Units on Foot can execute the Order Redeploy ONLY if they do NOT have the Smoke token. Remove the green marker (if there is one) from a Formation that (even only a part of it) has executed the Order Redeploy. After executing the order Redeploy, the number and composition of Formations can change.
Redeploy the Grand Battery of General d'Erlon (sidebar): General d'Erlon must issue a specific Order Redeploy (spending 2 Command points) just to the Formation of the Grand Battery, in respect to the other Formations of his Army Corps (II).
At the end of this subphase, remove all of the green markers from all of the Formations that did not receive the Orders Put in Movement or Keep in Movement.
Move out of sequence (sidebar): A player can move his Formations anticipating maneuvers of other players with better Initiative. The cost is 4 Command points for each Unit that "moves out of sequence" (the modifiers, due to the position and visibility between the General and the Unit, must be applied). By paying this cost, the Units that "move out of sequence" can execute the Order Redeploy or they can execute any maneuver.
Sidebar: Advance
Advance is a maneuver that allows movement of Formations IN MOVEMENT (marked in green), on the battlefield. The movement is in the direction of the front, with possible changes in orientation. The number (for example Advance 1) indicates the maximum number of units of measurement and is determined by the front width (see pg. 7). Formations composed of only Light Cavalry Units can Advance +1 (1 extra unit of measurement). Once the Formation meets an enemy area of engagement it CANNOT Advance further.
Sidebar: Fall Back
Fall Back is a maneuver that allows the movement of Formations in the opposite direction of the front, without changing their orientation on the battlefield. The number (for example Fall Back 1) indicates the maximum number of Units of Measurement. An Artillery Unit that must Fall Back must fasten the Horse Team. If a Unit must Fall Back, but it CANNOT, because of any circumstance, it will instead suffer 1 Loss.
Sidebar: Charge
Charge is the only maneuver that allows the movement of Formations, on the battlefield, to bring them in contact with the enemy. The movement is in the direction of the front, with possible changes in orientation. The number (for example Charge 1) indicates the maximum number of Units of Measurement that a Unit can move, in order to get in contact with an enemy Unit. The Unit that executes the Charge maneuver must get in contact with the enemy Unit whose area of engagement was occupied. Units CANNOT Charge enemy Units of a Formation which already has Units in contact with enemy Units.
Important: When a Unit is Charged, remove the green marker from its Formation. All Command points stored on the command table of its General are lost as well.
3.3 Maneuver
In order of Initiative, each player can execute maneuvers with every Formation IN MOVEMENT (marked in green). These Formations can execute 1 of the following types of maneuvers: Advance, Fall Back 1, or Charge. Once a player has executed all of his maneuvers, play moves on, in the order of Initiative, to the next player until the end of this subphase. If a Formation executes a maneuver, all of its Units must then act in the same way or the Formation must be split in two. No maneuver, besides Charge, can occupy an enemy area of engagement, unless the enemy Unit is already in contact with enemy Units or unless the area of engagement of the enemy Unit is already occupied by enemy Units NOT in contact with friendly Units.
If two Formations belonging to the same Army Corps end a maneuver in contact, from the next turn on, these Formations can be considered united.
Moving through friendly Units (sidebar)
A Formation, during a maneuver, can move through friendly Units, as long as these Units are not part of a Formation IN MOVEMENT (marked in green).
A Unit becomes Shaken if it moves through a Shaken Unit. Likewise, if a Shaken Unit moves through a Unit, they will become Shaken as well (the Units will receive a yellow marker unless they have one already).
Execute maneuvers
Advance: to execute the maneuver, the current player calculates the Advance number of the Formation IN MOVEMENT. Then he must place his ruler of measurement on the flank of any Unit of the Formation; he can rotate the ruler pivoting on the corner of the front that is opposite the direction of the maneuver. Once the direction is set, he moves up to the Formation the maximum distance with the flank of the Unit sliding along the ruler. Once the maneuver is completed, the player CANNOT modify it or repeat it.
Fall Back 1: the player places his ruler of measurement on the flank of the Unit that must Fall Back 1. Once the direction is fixed he moves back the Formation by 1 unit of measurement.
Charge: the current player calculates the Charge number of the Formation IN MOVEMENT executing the Order. Then he must place his ruler of measurement on the flank of a Unit of the Formation; he can rotate the ruler pivoting on the corner of the front that is opposite the direction of the maneuver. Once the direction is set, he moves the Formation – with the flank of the Unit sliding along the ruler – until it's in contact with the enemy Unit. Artillery Units NOT in Formation with Infantry and/or Cavalry CANNOT execute the Charge maneuver.
Unfastening Artillery Units from Horse Teams
At the end of Maneuver subphase 3.3, all Artillery Units, even if in Formations NOT IN MOVEMENT (hence without the green marker), may unfasten from the Horse Team.
- Artillery Horse Units CANNOT give support to the combat if they are fastened to the Horse Team or during a turn in which they both fastened and unfastened the Horse Team.
- Artillery Horse Units of the black (Prussian) army CANNOT unfasten the Horse Team during a turn in which they fastened the Horse Team.
- Artillery Units on Foot can unfasten the Horse Team only if they did NOT fasten the Horse Team or if they did NOT execute any maneuver during the turn.
Attention: if the Artillery Unit fastened to the Horse Team is the contact element between two adjacent Units, then unfastening the Horse Team without executing the Order Redeploy may split the Formation.
Split Formations
When a Formation is split, the Formations are divided at their contact point by the distance equal to the width of the ruler of measurement. If a Formation is split while executing the Order Put in Movement or a maneuver, then one part of the Formation keeps the green marker whilst the other part remains stationary (without a green marker).
When a Formation is split because of any other game effect, the orange or green markers must be placed on both newly formed Formations.
Sidebar: Area of Engagement
Each Unit has an area of engagement consisting of 1 unit of measurement along the arc formed by the front and the two flanks of the tile or counter.
A Unit of a Formation that does NOT execute a Charge maneuver CANNOT occupy an enemy area of engagement, unless the enemy Unit is already in contact with enemy Units or unless the area of engagement of the enemy Unit is already occupied by enemy Units NOT in contact with friendly Units.
If a player has more than one Unit in a Formation engaging the enemy, he must then choose which Unit will Charge.
Important: if a Unit has an enemy Unit that is at the limit of its area of engagement (its distance is exactly 1 unit of measurement) then its area of engagement is considered occupied, but it does not force the Unit to execute a Charge.
Sidebar: Charge against Artillery
When an enemy Unit executes a Charge against a fastened Artillery Unit, then:
- if it is an Artillery Unit on Foot it may Withdraw 1;
- if it is an Artillery Horse Unit it may Withdraw 2.
In any case, if the attacking enemy Unit can complete the maneuver and stays in contact with the Artillery Unit, the Artillery Unit is then captured.
When an enemy Unit executes a Charge against an unfastened Artillery Unit, then its player can defend its Artillery Unit with an Infantry or Cavalry Unit in the same Formation by switching the position of the pieces without altering the front and the orientation. The defended Artillery Unit must stay in Formation with the defending Unit and it can give support. Otherwise the Artillery Unit is captured.
3.4 Combat
Combat starts if enemy Units are in contact. The current player decides the sequence of combat resolutions. During combat, the Unit belonging to the Formation IN MOVEMENT (marked in green) is the attacker and the adversary is the defender.
A Unit can participate only in 1 combat per turn.
Combat is composed of 5 sequential steps: Attack, Counterattack, Attack Reinforcements, Defense Reinforcements, Combat Result. Once a player has resolved this combat subphase, then play moves on, in the order of Initiative, to the next player until the end of this subphase.
- A. Attack: melee ensues.
- B. Counterattack: if allowed, the defensive player can choose to melee a second time with a temporary inversion of roles (from defender to attacker).
- C. Attack Reinforcements: in this step, it is possible to generate a third melee opportunity. This happens when the attacking player's Formations without an orange marker (except the Formation of the Unit that started the combat, unless it was already in contact at the start of this step) occupy the area of engagement of one of the Units of the defending Formation involved in the combat. If the above condition is satisfied then the attacking Formations may Charge (even without a green marker) the defending Unit.
- D. Defense Reinforcements: in this step, it is possible to generate a last melee opportunity. This happens when the defending player's Formations without an orange marker (except the Formation of the Unit that started the combat, unless it was already in contact at the start of this step) occupy the area of engagement of one of the Units of the attacking Formation involved in the combat. If the above condition is satisfied then the defending Formations may Charge (even without a green marker) the attacking Unit.
- E. Result of Combat: verify the result of the combat. All Formations participating in the combat (even if in support) receive 2 orange markers.
Melee
Resolve the melee through the front of the attacking Unit in contact (even just a corner) with an enemy Unit.
Exception: if the melee Units are in contact exactly on the corner of the tile or counter then the defensive player decides the sides (front/flank or flank/rear).
If the number of the attacking Units in contact is more than 1, the Unit that will start the combat must be the one with most contact length measured along the front (the attacking player chooses the Unit, if the contact length is even).
Both players, participating in the melee, roll 1 die and apply the proper die modifiers to the die result in order to obtain the final result. If there is a [class icon] among the Units involved in the melee, its controlling player can choose to reroll the die but the second result cannot be changed.
(Transcriber note: the reroll condition is shown as a striped unit-class icon on the printed page, which the text layer does not carry; it is shown here as [class icon] and must be checked against the page 16 image.)
Compare the results of the players. The player with the lower result calculates the difference between the results and applies the melee effects (no effects are applied if the results are the same).
Melee effects table
- 0/1: Both Units in melee stay in contact.
- 2/3: Your own Unit in melee must Withdraw 1. If it is an Artillery Unit, it is then captured. Pursuit Opportunity (except in Step D. Defense Reinforcements).
- 4: Your own Unit in melee must Retreat. If it is an Artillery Unit, it is then captured. Pursuit Opportunity (except in Step D. Defense Reinforcements).
- 5+: Your own Unit in melee is Routed. Pursuit Opportunity (except in Step D. Defense Reinforcements).
Suffer Damages (melee)
Each player that participated in the melee must roll 1 die for each enemy Unit participating in the combat. Each [die-face icon] or [die-face icon] will result in a Loss for his own Units participating in the combat. The controlling player can distribute the Losses between the Units with the following limitations:
- The Unit that started the combat CANNOT suffer fewer Losses than the other friendly Units.
- Units CANNOT suffer more Losses than their capacity to sustain Losses.
Units that reach their capacity to sustain Losses are eliminated.
Capture of a General
If an unattached General participates in the melee, his controlling player must roll 1 die. If the modified result is [die-face icon] or less, the General is captured. Otherwise, the counter can be moved up to 2 units of measurement.
Die modifiers (General captured in melee)
- -1 if the enemy is a Medium or Heavy Cavalry Unit.
- -2 if the enemy is a Light Cavalry Unit.
Support to melee
In order to give support, a Unit must be in Formation and in contact (even just a corner) with the Unit that is participating in the melee. Giving support is the same as participating in the melee.
A Unit CANNOT give support if it has an enemy Unit within 1 unit of measurement from its front or if it is in contact with enemy Units.
Artillery Units can give support if their area of engagement is occupied by the enemy Unit.
Pursuit
Units can obtain the Pursuit opportunity as a melee effect. The player must decide from among the type of Units that participated in the melee (except Artillery Units) and roll 1 die, applying any possible modifiers. If the final result is [die-face icon] or [die-face icon], all the Units of that type must resolve the Pursuit by executing the Charge maneuver (no green marker needed) against the enemy Unit in Withdraw or, if this is not possible, against an enemy Unit in Formation:
- Infantry Units: must execute a Charge 1 maneuver, except against Cavalry Units.
- Cavalry Units: may move additional units of measurement along one of the flanks and they must execute a Charge 2 maneuver, freely moving through friendly Units in Formation.
If necessary, following the same procedure, the player must roll 1 die a second time for the other type of Units. Units of Formations in Recovery (marked in orange) cannot resolve a Pursuit.
Exceptions: if the Unit is still in contact with the enemy Unit that executed a Withdraw after the melee, then the Pursuit opportunity against this Unit resolves in an automatic success.
Pursuit die modifiers
- -2 if the Pursuit is executed by a Shaken Unit (marked in yellow).
- -1 if the Pursuit is executed by a [unit-class icon] Unit.
- +1 if the Pursuit is executed by a Cavalry Unit.
- +/-1 (as the player wants) if the Pursuit target is a [unit-class icon] or higher.
- +/-1 (as the player wants) if its ★★ General is within 2 units of measurement.
- +/-2 (as the player wants) if its ★★★ General is within 2 units of measurement.
- - the terrain modifier is subtracted if at least one Unit of the Formation used it during combat.
Result of Combat
Each player rolls 1 die for each Formation participating in the combat and then chooses 1 of the obtained results. After applying the possible die modifiers, the player with the highest final result (or the current player if it is a draw) subtracts the final result of the other player.
Result of combat die modifiers
- +/- (as the player wants) the rank of the attached General (4 for the Commander in Chief).
- +/- the terrain modifier if at least one Unit of the Formation used it during combat.
- -1 if at least one [unit-class icon] participated in the combat.
- +3 for each Unit that received 2 yellow markers*.
- +2 for each Unit that received 1 yellow marker*.
- +1 for each Unit that executed a Withdraw*.
(*) A Unit receives only the highest modifiers from among these.
The number resulting from the subtraction must be halved (rounded up) and applied to a Fall Back maneuver that must be immediately executed by all of the player's Formations (even NOT IN MOVEMENT) that participated in the combat. If the maneuver is Fall Back 4 or more, the Units of the Formation are also Shaken and they receive 1 yellow marker (unless they already have one, in which case they suffer a Loss). 1 Unit (chosen by the player) per each Formation executing the Fall Back maneuver suffers 1 Loss.
Then all the Formations that participated in the combat must receive 2 orange markers.
Artillery Units that participated in the combat must fasten the Horse Team.
If an attached General (or Commander in Chief) is in the Formation, then its player must roll 2 dice to determine if the General (or Commander in Chief) is eliminated (see pg. 7).
Sidebar: Melee modifiers
Attention: if a Unit is Charged on its flanks it is then considered temporarily Shaken (but it does NOT receive the yellow marker) during the ensuing melee; if the Unit was already Shaken (already marked in yellow) the effect is ignored.
Melee die modifiers
- +/- the terrain modifier (see pg. 10).
- +X add the Fire Discipline value if the melee is between Infantry Units.
- +1 if the attacker executes a Charge maneuver (except Charge 0).
- +1 if the General or Commander in Chief is attached to the Formation.
- +1 if a Unit with a [unit-class icon] class or superior is in melee.
- +1 if in melee against a Unit that executed a Withdraw (attention: do not apply if an Infantry Unit is in melee against a Cavalry Unit).
- +1 if an Artillery Unit in support.
- +1 (max +2) for each Unit of the same type in support.
- +2 if a Heavy Cavalry Unit is in melee against a Light Cavalry Unit.
3.5 End of Turn
In this subphase, in sequence:
- Routed (2 yellow markers) Units are eliminated;
- Remove 1 orange marker from each Formation that has them;
- Remove the Smoke token from each Artillery that has one;
- Remove all of the markers stored in the Commander in Chief box on the command table;
- Remove the extra markers from Generals that store more than 4 markers on their command table box (put them in reserve). Remove also the blue markers from General Ney box on the command table (if General Ney is in play according to the optional rule);
- All enemy Units still in contact must be split.
Advance the counter in the turn tracker and a new turn begins.
End of the Last Turn of the Game
If the game has been played with the complete historical scenario, at the end of turn XIX the battle ends. Every player tallies the Victory points. The player with most Victory points is the winner.
If the game has been played with the short alternative scenario, at the end of turn VII the battle ends. Every player tallies the Victory points. The player with most Victory points is the winner.
If the game has been played with the medium alternative scenario, at the end of turn XIV the battle ends. Every player tallies the Victory points. The player with most Victory points is the winner.
End of the Game
When the game ends, proceed to the tally of the Victory points.
Each enemy General, Unit or Garrison, removed from the battlefield, adds Victory points to the tally. Their value, in Victory points, is usually printed on the back of the tile or counter. Otherwise the values are printed below. Historical objectives also add Victory points to the tally. If the historical objective is contested with the enemy, hence NOT exclusively achieved, it CANNOT be scored:
- Blue (French) army: 50 if a blue Unit exclusively touch the Town of Mont-Saint-Jean. Enemy Generals removed from the battlefield: 6 Prince Orange (I); 18 Hill (II); 18 Picton (III); 18 Uxbridge (IV); 36 Blücher (B); 12 Ziethen (I); 12 Pirch (II); 12 Bulow (III); 6 Substitute.
- Red (English) army: 20 if it keeps La Haye Sainte Garrison (III) and 30 if it keeps Hougoumont Garrison (II). Enemy Generals removed from the battlefield: 12 Droudt (I) [sic, as printed]; 12 Derlon (II); 18 Reille (III); 12 Lobau (IV); 18 Kellermann (V); 12 Milhaud (VI); 12 Ney; 6 Substitute.
- Black (Prussian) army: 20 if a black Unit exclusively touch the Town of La Belle-Alliance and 30 if a black Unit exclusively touch the Town of Placenoit.
Short Alternative Scenario
(Translated from the Italian text on the printed page.) If you want a faster game, which does not exactly replicate the historical course of the battle but presupposes that the Prussian army never arrived to help the Seventh Coalition army, you can play until the end of turn VII. The objective of this short scenario is, for the blue (French) army, the removal of the Hougoumont garrison (II) and La Haye Sainte garrison (III), and the exclusive control of both Towns. For the red (English) army, the defense of the same objectives.
Medium Alternative Scenario
[In playtesting] (the printed page reads "in fase di playtesting"; no rules text is given for this scenario in the source.)
Authors' Advice
(Translated from the Italian "consigli degli autori" on page 19.)
During play, whenever a player intends to perform any game action, he must declare it to the opponents and obtain their permission to act, after they have had the opportunity to verify that the action is executable and does not contradict the rules, especially if it involves moving components on the game board.
Every player is responsible for monitoring and checking in advance the correct execution of the opponents' actions. If a component does not have enough space to perform a game action, that action cannot be performed.
If, through interpreting the rules and using common sense, the players do not reach an agreement on how to proceed with the game on any question, we suggest that the question be resolved by chance: the player whose turn it is calls "even" or "odd" and rolls a die. The result decides whether the action is feasible or legitimate.
Please note that these rules were developed over a decade of games and Napoleonic scenarios on tables that were sometimes very large. To adapt them to a board game, accessible also to less experienced players, necessary and appropriate choices were made, with the greatest possible effort to leave unaltered the grandeur of the military event that the authors feel honored to celebrate with this game.
The turn-sequence index printed on page 20 (Italian headings) repeats the structure of the How to Play section above and is not transcribed separately; the Digital Edition promotion on page 19 is omitted.