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Bonaparte at Marengo: Rules of Play
Bonaparte at Marengo: Rules of Play
Rules of Play
Table of Contents
1. Quick Start .............................................................................. 2 8. Movement ................................................................................ 4
2. Game Equipment .................................................................... 2 9. Maneuver Attacks ................................................................... 6
3. Introduction to Play ................................................................ 2 10. Artillery Bombardment ........................................................ 6
4. Playing Pieces .......................................................................... 2 11. Assaults ................................................................................... 7
5. The Game Board ..................................................................... 2 12. Retreats .................................................................................. 9
6. Setting up the Game................................................................ 3 13. Demoralization .................................................................... 10
7. Sequence of Play...................................................................... 4 14. Winning the Game .............................................................. 10
version: 2006.04.09 - text changes from the original printed rules are in red.
2 Bonaparte at Marengo sections 1-5 • quick start, game equipment, introduction to play, playing pieces, game board
1. Quick Start At the start, the map is controlled by the For the mutual convenience of both players
French player, but his forces are scattered; some in keeping the faces of their pieces hidden, here
One way to learn the game is by reading the
are on the map at start but others enter later. The are some courtesy suggestions:
rules straight through from cover to cover and
Austrian army is concentrated, but must enter • If a player needs to leave his seat or
then playing it. This is not, however, the only
the map from an entry point on the west edge, change his position so that he would be
way. A different approach is to mix reading and
and attempt to destroy the French pieces and able to see the faces of his opponent’s
playing. The following is a suggested way to
drive east to take control of the map. pieces, he should give his opponent no-
mix them:
Because many of their pieces are in play at tice beforehand so that his opponent can
(1) Read sections 2 through 3. These intro- hide the faces of his pieces by turning
the start, the French are stronger at the begin-
duce the game. them literally “face-down”.
ning. However, the Austrian pieces will en-
(2) Read sections 4 and 5. These explain the ter rapidly, and by the middle of the game the • A player should refrain from handling
playing pieces and game board. The pieces are strength advantage will have shifted to them. the pieces of his opponent.
simple, but the game board is not and it is help- Towards the end of the game, the last French • A player should not handle pieces from
ful to look at it while reading about it. reinforcements will arrive and may, depending different places at the same time. This is
on relative losses, give them back the advantage to avoid the suspicion that pieces might
(3) Set up the game by following the steps
over the Austrians. have been secretly swapped in the pro-
in section 6.
4. Playing Pieces cess.
(4) Play the first two turns for each side,
reading sections 7 and 8 – on the sequence of The playing pieces represent the French and When a piece has to be reduced in strength
play and movement – while doing so. Neither Austrian armies at the battle. They are wooden as a result of an attack, it is removed and another
side should attempt to attack on these two turns blocks, 1½" x ¼" x ¼" in size. The pieces that piece of the same type – but a lower strength – is
(this is just for ease of learning: it is not a rule). represent the French army are blue. The pieces put in its place. For this reason, in addition to
that represent the Austrian army are red. Some full-strength pieces, the game also includes low-
(5) Play the third and subsequent turns for strength replacement pieces. As a convenience,
example pieces are shown below:
each side. From this point on, either side may a few spare full-strength pieces are provided as
attack. On making a maneuver attack, read sec- well. Because of this, don’t be alarmed if after
tion 9. On making a bombardment attack, read setting up the game, pieces are left over; there
section 10. On making an assault, read section are supposed to be pieces left over.
11. On making a retreat, read section 12.
A full-strength infantry piece represents
(6) When the first losses are inflicted, read about 1600 men and any battalion guns attached
sections 13 and 14 on morale and victory condi- to them. A full-strength cavalry piece represents
tions. about 1000 troopers. A full-strength artillery
(7) Try to keep the game going until all the One side of each piece has symbols to indi- piece represents about 40 guns and their crews.
rules have been read. After that players should cate its type and strength. That side is called the 5. The Game Board
feel free to start over or continue the game, piece’s face.
whichever they prefer. Most of the game board consists of a map
There are three types of symbols: of the battlefield. Some space on the edges is
2. Game Equipment for infantry pieces devoted to play aids.
The game equipment consists of: for cavalry pieces The map portion of the game board is di-
• 80 wooden playing pieces. These repre- for artillery pieces vided into polygons to regulate movement and
sent the armies that fought at the battle combat. These polygons are called locales. The
The number of symbols on a piece indicates
of Marengo. Color identifies them as faces of the polygons are called approaches.
its strength: one symbol for each strength point.
French or Austrian, and symbols on Of the three example pieces above, the top piece An example of a locale with three approach-
them identify their type and strength. is a three-strength infantry piece, the middle es is shown below:
• One 22" x 30" game board. The game piece is a two-strength cavalry piece, and the
board is a map of the Marengo battle- bottom piece is a one-strength artillery piece.
field, with various play aids along the
edges. Symbols on the map determine Usually, only the player who owns a piece
how pieces may move and fight. is entitled to see its face. This normal state is
called face-down. (Note: this is not necessarily
• Three markers for record-keeping.
literally face down – players who sit on oppo-
• Two copies of the twelve-page rules 4
site sides of the board will usually prefer to keep
booklet. their pieces’ faces towards themselves, which is
3. Introduction to Play convenient and suffices to hide them from their
opponent.)
Bonaparte at Marengo is a two player game.
One player controls the French pieces and the In some situations, the opposing player has a
other controls the Austrian pieces. In the game, right to see the face side, and in those situations
each player attempts to defeat the other by elim- the face side is turned towards the ceiling. This
inating his pieces and controlling territory. is called face-up. The symbols used that define locales are as fol-
lows:
The game is played as a series of 16 rounds, At the start of his turn, a player is permit-
each representing an hour of the day of the bat- ted to do an out of sight “shuffle” of his pieces
tle: June 14, 1800. In each round, the two play- which are together in the same place on the map;
ers take turns moving their pieces and attacking this allows each player a way to restore secrecy
those of their opponent. for any pieces that earlier had been face-up.
sections 5,6 • game board, setting up the game Bonaparte at Marengo
3
is an approach. Approaches An example of how pieces can be positioned
can be either narrow (as wide in a locale is shown below:
as one piece) or wide (as wide
as two pieces). Printed on each
approach are various symbols
showing the effects of terrain
on movement and attacks into 4
that approach. 6
(2) The Austrian player conducts infantry be in reserve or blocking a particular approach.
and cavalry assaults. See section 11. A piece may not move to block an approach
(3) The Austrian player conducts move- unless the locale opposite that approach is en-
ment. See section 8. emy-occupied. Should the enemy pieces later
(4) The Austrian player declares any artil- leave the opposite locale, the blocking pieces
must move into reserve - they cannot remain Pieces are face-up for illustration only.
lery bombardments he wants to con-
duct in his next turn. See section 10. and continue to block the approach. Such block- In the example shown above, the infantry
ing pieces may move into reserve in the same piece may move to block the approach to the top
sections 8 • movement
Bonaparte at Marengo
5
locale but may not move into it because the ap- be in the same direction. In order to accommo- Continuation is at the end of a move – after
proach is enemy-blocked. It may move into re- date this limit, a piece is permitted to wait on a piece has used continuation, it may not move
serve in the locale to right – but may not block one of its three moves while another piece uses any further that turn.
the approach to it because the locale is not en- the road.
Cavalry may split off from a group to per-
emy-occupied. It may not block or cross the ap-
There are approaches crossed by more than form continuation, but it becomes a new group
proach to the left because it is impassable.
one road. In such cases, each road has its own and incurs an additional command limit cost
A piece blocking an approach at the start of capacity for that approach, independent of the when it does so.
a turn has the following movement choices: other.
A cavalry piece using continuation must be
• It may move into reserve in the locale it The example below illustrates road move- turned up to demonstrate that the piece is cav-
occupies. ment: alry. It can be turned face-down afterwards.
• It may move into the locale opposite the
The example below shows the continuation
approach it occupies.
ability of cavalry:
The following example demonstrates these
choices: 9
16
12
6
4
6
Pieces are face-up for illustration only. Pieces are face-up for illustration only.
In the example shown above, the top infantry In the example shown above, the cavalry
piece may move into reserve to the left, but may piece is the first to move and moves the full Pieces are face-up for illustration only.
not move into the opposite locale to the right three locales. The infantry piece moves second, In the example shown above, the gray ar-
because the approach is enemy-blocked. The but can only move two locales because it has row indicates the move that any type of piece
bottom infantry piece can either move into re- to give up its first move waiting for the cavalry. (infantry, cavalry, or artillery) could make. The
serve at the top-left, or it can move into reserve The artillery piece moves third, but can only two black arrows show the continuation choices
in the opposite locale to the bottom-right (note: move one locale because it has to give up its available to cavalry. Note that the cavalry could
the bottom infantry piece cannot stay where it is, first move waiting for the cavalry and its second not block the approach on the left, because the
but may move to the top-left without that move move waiting for the infantry. The pieces cannot locale opposite that approach is not enemy-oc-
counting against the command limit). move by road through any of the approaches on cupied.
A piece moving by road can move along the the right or bottom of the example because the
road does not cross them. A piece entering the map as a reinforce-
road for up to three locales in a single turn, fol-
ment does so using road movement (exception:
lowing the road from locale to locale. In order A cavalry piece that ends its move in reserve see the paragraph below). The first piece to enter
to use road movement, however, it must start may continue its move and block an approach from a given entry point in a turn is on its first
its turn in reserve in a locale containing a road. in that locale, provided that the locale opposite move and can move three locales, the second is
Additionally, approaches and locales through that approach is enemy-occupied. This is called on its second move and can move two locales,
which a piece moves by road must meet both of continuation. and the third pieces is on its third move and can
the following requirements:
A cavalry piece that starts its move block- move one locale. A piece is not permitted to
• They must be connected by an unbroken enter play if the entry locale is at its capacity
ing an approach may not move back into reserve
road. limit or enemy-occupied; it must wait until the
in the same locale and then use continuation to
• They must not be occupied by enemy block a different approach in that same locale. condition no longer applies. If there are more
pieces. pieces than can enter in one turn, the remainder
A cavalry piece may use continuation after a can enter in subsequent turns.
At the end of a road move, a piece is in reserve. road move, but only to an approach that is con-
Roads have a limited capacity. Only three nected by road to the road on which the piece In the historical battle, the Austrians threw
pieces may cross any one approach by any one moved. There is no command limit cost if the a pontoon bridge across the Bormida River. To
road in a single turn. Of these, only one can be entire move (including continuation) is by pri- reflect this, in addition to being able to bring
on its first move of the turn, only one can be mary road. Note: a cavalry piece that starts its pieces on by road, they can bring one additional
on its second move of the turn, and only one turn in reserve on a primary road is permitted to piece in per turn using non-road movement. As
can be on its third move of the turn. The moves “move” in place and then use continuation along with normal reinforcements, this piece may not
must be made in order (i.e. a piece using its first the primary road (at no command limit cost) to be brought in if the entry locale is at its capacity
move cannot cross after a piece using its second block an approach in that same locale. limit or enemy-occupied. A piece crossing the
or third, and a piece using its second move can- pontoon bridge counts as a separate group for
not cross after a piece using its third) and must the command limit.
6 Bonaparte at Marengo sections 9,10 • maneuver attacks, artillery bombardment
Order of entry for reinforcements is up to the the rules of road movement – including making ment in the same turn in which it fired (the effect
player controlling the pieces. additional maneuver attacks as they proceed. is that artillery can only fire every other turn).
Reinforcement entry is optional. Because a Below are two examples of maneuver at- An artillery piece may move in the same turn
player is able to bring reinforcements into play tacks. The first example shows a blocked result in which it declares a bombardment, but it may
in a given turn does not mean that he has to: he and the second shows a successful result: not move in the same turn in which the bom-
can wait until a later turn if he chooses. bardment is resolved. Exception: if an artillery
6
piece is forced to move after a bombardment be-
9. Maneuver Attacks
cause it is blocking an approach with no enemy
A maneuver attack is a move by friendly pieces in the opposite locale, it must move back
pieces into an enemy-occupied locale. Maneuver into reserve in the same locale.
attacks occur during movement and are part of
An artillery piece may not assault in the
movement.
4
same turn in which a bombardment by it is de-
A maneuver attack can only be made across clared or resolved.
an approach that is not blocked by enemy piec-
In his turn, a player is not obligated to de-
es.
clare a bombardment; bombardment is always
Pieces face-up are for illustration only.
A group making a maneuver attack into cav- optional.
alry-obstructing terrain must include at least one In the (blocked) example shown above, the
A piece may only conduct one bombardment
infantry piece. When making an attack into such light gray arrow shows the infantry piece con-
in a turn. Once it has fired, it may not fire again
terrain, a player must turn one of the attacking ducting a maneuver attack into the locale occu-
that turn.
pieces face-up to show that it is infantry. The pied by the enemy cavalry piece. The dark gray
piece may be turned face-down again at the end arrow shows the enemy cavalry piece blocking In order for an artillery piece to conduct a
of the move. the approach. The black arrows show the choic- bombardment, it must be blocking an approach:
A cavalry piece may make maneuver attacks es the infantry piece has after being blocked: to it may not be in reserve. The targeted enemy
stay in reserve where it is or block the approach pieces must be in the locale opposite that ap-
while moving by road. Infantry and artillery
pieces may not. A cavalry piece doing so must opposite the one blocked by the enemy. proach.
be turned face up to show that it is cavalry. It A bombardment declaration may be can-
can be turned face-down again at the end of the 6 celled at the time the bombardment is to be re-
attack. A cavalry piece moving along a primary solved, either because there is no longer a target
road may make a maneuver attack without los- or at the discretion of the bombarding player. If
ing its exemption from the command limit. a bombardment is cancelled, no losses are in-
A maneuver attack does not automatically flicted, the artillery is turned face-down again,
succeed. There are two possible outcomes: and the artillery is free to move that turn.
4
opt to have those pieces conduct an artillery defenders or the approach occupied by the at-
defense. To do so, the defending player selects tackers is cavalry-obstructing. Cavalry pursuit
those pieces and turns them face-up. does not count against the command limit.
(3) Artillery defense is resolved. If an artil- (9) Cavalry pursuit strength is calculated. If
lery defense was declared, it is resolved. For a cavalry pursuit was declared, the strength is
each strength point of artillery, one strength calculated. This is done by adding the strengths
point of loss is suffered by the attacking pieces. of the pursuing cavalry pieces together, and sub-
tracting from that the terrain penalty of the ap-
(4) Defending leading pieces are declared.
proach occupied by the attacker (if the defender
From the pieces defending the approach, the
is pursuing) or the defender (if the attacker is
defending player must declare which are to be
pursuing). The terrain penalty is for the ap-
the leading pieces of the defense and turn them
proach occupied by the pieces being pursued. Attacking leading pieces are declared. The
face-up. The leading pieces in the defense must
be either all-infantry or all-cavalry – they cannot (10) Cavalry pursuit losses are applied. If a attacking player selects a three-strength infan-
be a mix of the two and they cannot be artillery. cavalry pursuit was declared, losses are applied. try piece to lead the attack and turns that piece
The minimum number of leading pieces is zero. The pursuing cavalry takes a loss of one strength face-up.
The maximum number is one if the attacked point (this comes from the cavalry pieces carry-
approach is narrow, two if wide. Note: cavalry ing out the pursuit, not the pieces leading the
cannot lead the defense of a cavalry-obstructing assault). The enemy pieces take a loss equal to
approach. the cavalry pursuit strength.
(5) The strength of the assault is calculated. (11) The winning pieces own the locale. If
This is done by adding together the strengths of the assault was won by the defender, then the
all of the attacker’s leading pieces in the assault surviving attacking pieces withdraw into reserve
(after applying any artillery defense losses) and in the locale from which they were attacking
then subtracting the terrain penalty for the ap- and the defending pieces remain in place. If the
proach the attacking pieces are trying to take assault was won by the attacker, then all of the
(the infantry penalty is applied if the leading at- defending player’s pieces in the locale (not just
Artillery defense is declared: the defending
tacking pieces were infantry; the cavalry penal- those defending the approach) must retreat (sec-
player announces that he will conduct an artil-
ty is applied if the leading attacking pieces were tion 12) and the attacking pieces advance into
lery defense and turns the artillery piece face-
cavalry). The adjusted strength can be a nega- reserve in the locale they assaulted, after which
up.
tive number as a result of losses to an artillery any attacking cavalry may use continuation.
defense. If all the leading attacking pieces were
Shown below is a step-by-step example of
eliminated by artillery defense, then the strength
an assault. For steps involving calculations, the
of the attack is zero minus the terrain penalty for
numeric values for the example are in parenthe-
the approach.
ses:
(6) The result of the assault is calculated.
The strengths of the pieces leading the defense
are subtracted from the strength of the assault. If
there are no leading pieces for the defense, then
nothing is subtracted from the strength of the as-
sault. The difference is the assault result. If the
result is greater than zero, the attacking pieces
win; if the result is less than or equal to zero, the
defending pieces win.
Artillery defense is resolved. The strength of
(7) Losses from the assault are applied. The the defending artillery piece (1) is the number
winning side loses one strength point. The los- of strength points the attacking pieces must lose.
ing side loses one strength point and one more The assault is declared: the two pieces at
The loss is taken from the piece leading the at-
for each point the result was above or below the top are declared as conducting an assault
tack. The attacking three-strength infantry piece
zero. Note: it is possible for all of the defend- against the three enemy pieces below. Note: the
is replaced with a two-strength infantry piece.
ing pieces to be eliminated and for the defense pieces are drawn a little behind the approaches
to still win. they occupy so that the terrain penalties for the
approaches can be seen.
(8) Cavalry pursuit is declared. If the win-
ning player has cavalry pieces participating in
the assault, but which were not leading it, and
the losing player did not have cavalry as his
leading pieces, the winning player may choose
to declare a cavalry pursuit. If he does so, he
must declare which cavalry pieces will lead the
pursuit and turn them face-up. If the pursuit is
declared, the minimum number of pieces is one
(or else there can be no pursuit). The maximum Defending leading pieces are declared. The
number is one if the attacked approach is nar- defending player selects a two-strength infantry
row, two if wide. Note: a cavalry pursuit may pieces to lead the defense and turns that piece
not be declared if the approach occupied by the face-up.
sections 11,12 • assaults, retreats Bonaparte at Marengo
9
strength =
1
• The retreat may not be into the locale one. If the marker ever reaches zero, the army
from which the enemy pieces came that becomes demoralized.
caused the retreat.
If one army is demoralized in a round and
• The retreat may not be across an impass- the other army is not demoralized in the same
able approach. round, the non-demoralized army gets an in-
• The retreat may not be into an enemy- crease of five morale points at the start of the
occupied locale. next round.
• The retreat may not be into a locale that If an army becomes demoralized, all of its
would cause the total number of the pieces have their effectiveness in combat re-
player’s pieces there to exceed its capac- duced. They can no longer conduct assaults
ity. and they are under a one-strength point penalty
If there are multiple retreating pieces and (per piece) in calculating their assault defense
multiple locales into which they may retreat, the strength. Artillery bombardment strength, ar-
pieces may retreat into different locales. tillery defense strength, and cavalry pursuit
strength are not affected.
Retreating pieces are put in reserve in the lo-
cale into which they retreat. If an army becomes demoralized during an
assault in which it is the attacker, that assault
If there are no locales into which the retreat-
is completed before the ban on demoralized
ing pieces are permitted to retreat, the retreating
armies conducting assaults is applied. If the de-
pieces are eliminated.
moralization occurred during defensive artillery
Retreats do not count against the command fire, the demoralized attacking pieces are under
limit. a one-strength point penalty (per piece) in cal-
An example of a retreat is shown below: culating their assault strength in that assault.
14. Winning the Game
If at the end of the game, one player’s army
is demoralized and the other player’s army is
not, then the player whose army is not demor-
alized wins. NOTE: the rules give the players
the ability to simulate the pursuit of a demoral-
4
ized army (which is how the battle ended his-
torically), but from a purely competitive point
of view, there is seldom any point in continuing
play should one side become demoralized while
the other does not.
If neither or both armies are demoralized
The infantry piece at top was defeated in at the end of the game, then territorial control
an assault by the enemy pieces opposite it and is used as a tie-breaker. To that end, there are
forced to retreat. Because of the defeat, the oth- eight locales at the east end of the map marked
er infantry and cavalry piece in the locale had with stars that serve as territorial objectives. The
to retreat as well. The infantry piece at the left stars are in three different colors (red, blue, and
was blocking an approach and therefore had to green). The Austrian player wins if at the end of
suffer a loss of one in the retreat, eliminating the game he has pieces occupying at least two
it. The piece in reserve was cavalry and there- of the eight locales from at least two of the three
fore retreated without loss. The retreating pieces colors. The French player wins if at the end of
cannot retreat to the top because that is where the game the Austrian player has not achieved
the enemy is coming from, and cannot retreat his territorial objectives: i.e. his pieces do not
to the left because the locale to the left is en- occupy any of the territorial objective locales,
emy-occupied, and cannot retreat to the bottom or all the locales they occupy are of the same
because the approach is impassable, so the only color (all red, all blue, or all green). Again, ter-
available retreat direction is taken: to the right. ritorial control determines victory only if both
The retreating pieces are turned face-up at the or neither army is demoralized.
start of the retreat and face-down at the end.
•
13. Demoralization Contact information:
Demoralization is a state of reduced effec- web: http://www.simmonsgames.com
tiveness for an army. It is the result of excessive support: support@simmonsgames.com
losses. sales: sales@simmonsgames.com
Printed on the game board is a morale track
on which markers are placed at the start of the
game. Every time an army loses a strength point,
its marker is moved down (towards zero) by
Design Notes
The genesis of Bonaparte at Marengo is in would be positioned on the connections around sizes of the areas – the more difficult the terrain,
battle maps drawn in the nineteenth century. The the points. When I began to work with this idea the smaller the areas.
most distinctive aspect of their appearance is the graphically, it quickly became apparent that the Another advantage that fell out of the use
way the armies were rendered, as strikingly geo- area representation worked much better than the of areas was that they were large enough that
metrical long straight lines, one army in red the point representation, and with that realization, the effects of terrain on combat could be drawn
other in blue. This appearance is what I came to the game’s physical design was locked in: The directly onto the map, instead of having to be
call “The Look”. map would consist of polygons with rectangular represented indirectly through a terrain effects
Conventional wargames, with square pieces block pieces that would deploy on the faces. At table. Similarly, the differential system and sim-
of cardboard on hexagonal grids, never capture that point, all that was needed were some game plified math made it possible to do away with
The Look – they have plenty of geometry but it mechanics to go with the physical design. combat results tables as well. Tables are an an-
is not the geometry of linear warfare but the ge- Years ago I had done some work in noyance; it is often difficult to find space for
ometry of hexagons, dominated by the direction Napoleonic game design, mostly with variants them in the design of the game board without
of the grain of the hex grid. of Frank Davis’s brilliant Wellington’s Victory making the board bigger and players find them
Ironically, early wargames, the nineteenth game system. What Davis had done really well an annoyance when on separate sheets. Both for
century German Kriegspiel, physically were was capture the differences between the arms the physical design of the game as well as ease
quite close to The Look: they used rectangular (infantry vs. cavalry vs. artillery) from which of play, I was quite happy to be able to do with-
wooden blocks on a gridless map. The Look is the game drew its period flavor. out them.
not something that wargames never had, but I did not, however, want to rehash what The design of the rules for bombardments
something they had and lost. If I was to suc- Davis had done. This was partly because I had and assaults were done not long after the map
ceed, it would be by at least a partial return to no idea how to integrate elements of his system design was completed. They reflect two things:
these roots. into the physical design I was committed to, the ability of the three-dimensional playing piec-
Of course, it can be asked why a fuss is being and partly because his system was fantastically es to easily represent limited intelligence (with
made about The Look anyway – isn’t what mat- complicated and I wanted a simple game. two-sided pieces, having pieces “face-down”
ters how much fun the game is to play, or how Simplicity was a goal because I felt that if is a maddening exercise in memorization), and
accurate it is historically? you wanted to design a complex game, a com- my desire for the strong distinctions between
puter game was the right medium, not a board the arms that had characterized Wellington’s
I think, however, that these things are bound Victory. The multi-step system incorporates
together. How much fun a game is, how ac- game. In a computer game, the programmer
could put the complexity under the hood where both, with the fortuitous effect that the inclusion
curate it is, and how it looks are all grounded of intelligence provided the uncertainty that in
in the game as time machine. The best games the player would never have to deal with it; all
of the benefits for the player and none of the most wargames must be provided by dice. Thus,
transport the player from the time and place in by happy chance (so to speak) dumb luck was
which he lives into the time and place the game costs.
almost completely designed out of the game.
represents, and people respond so strongly to vi- What a board game could offer that a com-
sual cues that if you give them the right ones the puter game could not was in part aesthetic (The Movement, on the other hand, proved a
job is half done, and if you give them the wrong Look being much more easily accomplished on much more difficult problem. Napoleonic infan-
ones you may never succeed no matter what else 30 by 20 inch, 300 dots-per-inch paper than on try and artillery didn’t fight on the move, and
you do right. a 16 by 12 inch, 90 pixels-per-inch display) and retreating infantry and artillery were extremely
in part social: Computer games are best played vulnerable to being run down by enemy cavalry.
So, the quest for The Look led to the idea of Additionally, co-ordinating a moving fight over
using the rectangular blocks of the Kriegspiel. alone, while board games are best played with
friends. a large area was far beyond the capabilities of
However, the gridless representation of the the period’s courier-based command system. To
battlefield, which the Kriegspiel shared with From long experience, I knew that complex- portray these problems, I tried many rules varia-
modern miniatures, carried with it grave prob- ity and length were huge barriers to social gam- tions: in some, the armies wheeled around like
lems – in such systems, typically there are huge ing. I was looking for a game that would fit in modern tank armies, and in others pursuit was so
differences between almost identical distances with having a friend over for an evening, and difficult that the French army could win simply
like 15/16 of an inch and 17/16 of an inch, re- nobody wants to spend the whole evening read- by walking backwards slowly. The final version
sulting in a fussiness that is very dislocating to ing rules and setting up the game. is built on the rules for maneuver attacks and
the sense of period – no Napoleonic commander The first consequence of the quest for sim- command limits, which work to force retreating
ever worried about whether the enemy was 99 plicity was that the number of pieces would infantry and artillery to the primary roads, while
yards away or 101 yards away. have to be kept small. It is very hard to have leaving cavalry some ability to conduct more
But if the map wasn’t to be gridless and a game that can be played in a reasonable time fluid battles of maneuver.
wasn’t to be a hex grid, what would it be? The if it has a large number of pieces, even if the In looking at the design as a whole, the thing
only alternative systems I knew of were point- mechanics are simple, so the game system was I find most interesting is how the original pursuit
to-point systems and area systems (actually scaled to keep that number small. of The Look resulted in a game that rejected the
the two are different graphical representations A related idea was to keep all the math in the great majority of the conventions of wargame
of functionally the same thing). Area systems game simple – single digit numbers only and no design, without that result having ever been
have been used for many years, but while they long division. For this reason, I selected a dif- intended. Throughout the design, the choice of
have been used with great success in large-scale ferential combat resolution system, and the unit new physical and graphical components changed
games, the few games using them for small- strengths were expressed simply – one, two or the matrix of what was possible and impossible,
scale battles were not as successful and tended three. Another mathematical simplification was easy and difficult, resulting in a game that is cer-
to have even less of a linear 19th century period in movement – the ground scale and time scale tainly different from other wargames, and which
feel than hex-based games. were set so that pieces would move only one I hope will be as enjoyable and interesting to
Searching for an alternative I came upon area per turn. Terrain effects on movement are play as it has been to design.
the idea of a point-to-point variant: instead of expressed not by “movement points” but by the
the pieces being positioned on the points, they