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Bonaparte at Marengo

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

is an infantry attack penalty. For each


of these in an approach, infantry at-
tacks against pieces defending the ap-
proach are reduced in strength by one. In the above example, pieces could enter or
is an cavalry attack penalty. For each (Pieces are face-up for illustration only. leave the locale by road through either the left
of these in an approach, cavalry attacks or bottom approaches, but not by the right ap-
against pieces defending the approach In the example above, the infantry and the proach because the road does not cross that ap-
are reduced in strength by one. cavalry pieces are blocking the top approach proach.
into the locale, while the artillery piece is in re-
is an artillery attack penalty. For each serve in the center. For clarity, pieces blocking There are other markings on the map show-
of these in an approach, artillery at- approaches should be oriented the same way as ing hills, woods, marshes, rivers, streams, sunk-
tacks against pieces defending the ap- the approach. Pieces in reserve may be oriented en roads and towns. These are cosmetic and do
proach are reduced in strength by one. any way the player owning the piece desires (the not affect play. (The effects of the depicted ter-
orientation of reserve pieces is strictly a matter rain are incorporated into the sizes and shapes of
is an impassable approach. Pieces can-
of convenience – it has no effect on play). the locales and the terrain penalties on the locale
not move in either direction across an
approaches).
approach with this symbol.
Except on the edges of the map and around On the edges of the game board are the fol-
is a cavalry-obstructing approach. areas of impassable terrain, approaches are al-
Cavalry is restricted in attack or de- lowing play aids:
ways found in opposing pairs, as shown in the
fense of an approach with this symbol. example below: • Time Track. This is for keeping track of
the current round.
4 is the capacity of the locale. This the • Morale Track. This aid is for keeping
maximum number of pieces the locale
can hold (in this case, four). track of morale – see the demoralization
rules (section 13) for details.
The example locale above has three approaches • French “At Start” Display. This shows
and a capacity limit of four pieces. The top ap- the French pieces that are deployed on
proach has an infantry attack penalty of one, is Opposing pairs of approaches are the boundar-
the map at the start of the game.
cavalry-obstructing, and has an artillery attack ies between adjacent locales. It is only through
pairs of opposing approaches that pieces can • Reinforcement Displays. These show
penalty of one. The left approach is impassable. Austrian and French pieces that enter
The right approach has an infantry attack pen- move or attack between locales. Locales on ei-
ther side of an approach pair are referred to ad- the game as reinforcements, and show
alty of one and a cavalry attack penalty of one. where and when they enter. There are
jacent locales, and for each approach in the pair
In addition to the symbols representing ter- the other approach is referred to as the opposite four such displays: one Austrian and
rain effects, a few special symbols are present in approach. Similarly, the locale containing the three French.
some locales. These are as follows: opposite approach is referred to as the opposite Note: Players accustomed to traditional war
indicates that French pieces are locale. It is well worth noting in this context that games may be surprised by the absence of dice,
in this locale at the start of the the combat penalties for approaches in opposing combat results tables or terrain effects tables.
game. The number of symbols pairs can be different from each other: in the ex- Combat is resolved by a comparison of strength,
indicates the number of French ample above, cavalry attacking from the upper and terrain effects are designed into the map it-
pieces that start in that locale approach to the lower would do so at a strength self.
(see section 6 for details). penalty of one, but cavalry attacking from the
lower approach to the upper would not be under 6. Setting up the Game
indicates that the locale is a any strength penalty. To set up the game, players should do the
game objective. There are
Some locales are connected by roads. Roads following:
three colors of stars: red, green,
and blue (see section 14 for de- are depicted on the map as thin red or brown (1) Put a marker on the 6:00 AM space on
tails). lines. Red lines denote primary roads. Brown the Time Track.
lines denote secondary roads. Roads affect the
Locales define the positions of pieces. A movement of pieces: pieces can be moved far- (2) On the Morale Track, put down two
piece that is in play can be in one and only one ther in a turn if they are moving along a road. markers for tracking the morale levels of the two
locale at any one time – a piece may not straddle Additionally, pieces moving along primary roads armies. The starting locations for those markers
locales. are exempted from the command limit (see sec- are printed on the track itself.
Within a locale, pieces can be either in the tion 8 for details). An example of a locale with a (3) The players should get out the game
middle of the locale, which is referred to as be- road passing through it is shown below: pieces and sort them into the following groups
ing in reserve, or they can be across one of the (pieces should be face-up while this is done):
approaches, which is referred to as blocking • A group for the pieces in the French “At
that approach. Start” Display.
4
sections 6-8 • setting up the game, sequence of play, movement
Bonaparte at Marengo
• Four groups for the four Reinforcement The French player’s turn is structured the locale without it counting against the command
Entry Displays same as the Austrian turn, except with the roles limit, but if they move into the opposite locale,
• Replacement pieces for handling losses. of the two players reversed. the move does count against the command limit.
If the enemy pieces left in the enemy turn, the
(4) The French pieces from the “At Start” At the end of every round, the marker on the
blocking pieces must leave in the next friendly
Display should be put in a box and gently shaken Time Track is advanced one space. This contin-
turn; if the enemy pieces left in the friendly turn,
by the Austrian player, who does not look into the ues until the last round, after which victory is
determined, as per section 14. then the blocking pieces must leave in that same
box. Then, for each locale that contains French friendly turn (NOTE: if the blocking pieces had
pieces at the start of the game, the French player 8. Movement already moved in that turn, they still must move
does a blind draw for the number of pieces that out, but they must move back into reserve in the
are to start in that locale. The French player may In a player’s turn, he may move his pieces
that are on the map and may bring onto the map same locale; they cannot proceed into the op-
not look into the box as he draws pieces, but he
any eligible reinforcement pieces. Once on, posite locale).
can look at them as he puts them down so that
he can orient them face-down. pieces may not move off the map again. Pieces are prohibited from moving across
In general, each piece can either move with- impassable approaches.
(5) For Reinforcement Displays, the player
who owns the pieces in each display turns them in a locale (from reserve to blocking or from Pieces cannot move across an approach that
face-down. He may shuffle them in order to blocking to reserve), or to an adjacent locale. is blocked by enemy pieces. An enemy-blocked
conceal which pieces are which. The only way a piece can move to a non-adja- approach can only be crossed by assault (see
cent locale in a single turn is by road. section 11).
(6) In the historical battle, the Austrian at-
tack surprised the French. To reflect this, French Pieces are moved in groups. A group consists Pieces may attempt to move into an enemy
pieces on the map at start cannot move (see sec- of one or more pieces that start in the same place occupied locale, provided that the approach they
tion 8) until activated. A French piece can be and end in the same place and are moved at the are crossing is not enemy-blocked (none of the
activated in either of the following ways: same time. Pieces are considered to be in the enemy pieces in the locale are blocking the ap-
• An adjacent locale is enemy-occupied at same place if they are in the same locale, and ei- proach the moving pieces are crossing). Such a
the start of the French player’s turn. ther in reserve together or blocking the same ap- move is called a maneuver attack – see section
proach together. Note: a piece moving by road is 9 for details.
• The French player selects it for activa- always in a group by itself – even if other pieces
tion. The French player may select one are moving by road to and from the same place, The legal movement options for a piece de-
piece at the start of his first turn. At the they still must be moved separately. pend on which of the following cases apply:
start of each subsequent turn, he may • The piece starts the turn in reserve (and
select two more pieces if: (1) a French A player is limited to moving no more than is not moving by road).
set-up locale was ever enemy-occupied three groups and/or conducting three assaults
• The piece starts the turn blocking an ap-
(whether it still is it or not), or (2) it is (see section 11) per turn. This limit is called the
proach.
11:00 AM or later. command limit. This is a combined limit for
both – i.e. a player does not have one limit for • The piece is moving by road.
Once activated, a French piece stays activated
groups moved and a second limit for assaults. • The piece is cavalry.
from that point on. French reinforcements do
not need to be activated; they can move normal- Pieces blocking enemy maneuver attacks • The piece is entering the map as a rein-
ly when they enter play. A piece can block or re- (see section 9), conducting artillery attacks (see forcement.
treat from maneuver attacks (see sections 9 and section 10), and retreating (see section 12) do The rest of the rules in this section will ex-
10) before being activated. The French player not count against the command limit. Also ex- amine each of these cases in turn.
should not shuffle activated and non-activated cepted are pieces moving by road on primary A piece in reserve at the start of the turn
pieces. A suggested way for the French player roads – any number of pieces may move on pri- (and which is not moving by road) has the fol-
to keep track of which pieces are inactive is to mary roads in a turn. lowing movement choices:
keep the inactive pieces literally “face-down”.
A player may move his groups in any order • It may move to reserve in an adjacent
7. Sequence of Play he pleases. locale.
The game is played as a series of 16 A piece may only be moved once in a turn. • It may move to block an approach of the
rounds. Once it has been moved, it may not be moved locale it occupies.
A round is divided into two turns. In each again that turn. The following example demonstrates these
round, the first turn is the Austrian player’s turn, A player may not move pieces into a locale choices:
and the second turn is the French player’s turn. if that would cause the number of pieces he has
The Austrian player’s turn consists of the in that locale (not counting any enemy pieces) to
following steps: exceed the locale’s capacity limit.
(1) The Austrian player resolves artillery The capacity limit is for the entire locale.
bombardments declared in his previ- There are no sub-limits for reserve or blocking.
ous turn. See section 10. Any or all of the pieces in a particular locale can 4

(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

After a bombardment is resolved, any target-


(1) Blocked. The enemy player may choose
ed pieces turned face-up during the attack are
to block the attack if the following conditions
turned face-down again. The bombarding artil-
apply:
lery remains face-up until the end of the turn.
• The attacking pieces started their turn in Pieces face-up are for illustration only.
reserve. If the attacking pieces started A bombardment is resolved as follows:
In the (successful) example shown above, the
their turn blocking the approach, the black arrow shows the infantry piece conduct- (1) The target is selected. If the approach op-
attack cannot be blocked. ing a maneuver attack into the locale occupied posite the attacking artillery is blocked by en-
• The enemy player has one or more piec- by the enemy cavalry piece. The gray arrow emy pieces, those pieces are the target. If the
es in reserve in the locale. shows the enemy cavalry piece retreating from approach is not blocked, but there are enemy
the locale. Because the enemy piece retreated, pieces in reserve in that locale, the reserve piec-
If the enemy player chooses to block the attack,
the maneuver attack succeeds and the infantry es are the target. If there are no pieces blocking
then he must move one or more of his pieces
piece moves into the locale. the opposite approach and there are no pieces in
from reserve in the locale to block the approach.
reserve in the locale, the attacking player may
The attacking player then chooses to either 10. Artillery Bombardment
pick the pieces in any of the other approaches in
leave his pieces in place (this would still count
A bombardment is when an artillery piece that locale as the target.
against the command limit), advance to block
fires at enemy pieces (each side has only one
the opposite approach (a cavalry piece moving (2) The strength of the bombardment is cal-
artillery piece, so the problem of attacks by
by road does not lose its command limit exemp- culated. This is the strength of the firing artillery
multiple artillery pieces doesn’t arise). The ar-
tion by doing this), or split the group and have piece. If the target is in the approach opposite
tillery piece is the attacking piece and the enemy
some advance and some remain in place (split- the attacking artillery, and there is an artil-
pieces targeted by the bombardment are the de-
ting the group requires an additional command). lery attack penalty for that approach, then the
fending pieces.
This ends the attacking pieces’ movement for strength of the attack is reduced by the size of
the turn. Only an artillery piece may conduct a bom- that penalty. If the target is in reserve or in some
bardment. Infantry and cavalry pieces may not approach other than the opposite approach, no
(2) Successful. If the enemy player was not
conduct bombardments. terrain penalty is assessed.
able or willing to block the move, the enemy
pieces must retreat (see section 12). The friend- A bombardment takes two turns to conduct. A (3) The losses are applied. From among
ly pieces then move into reserve in the locale. If bombardment is declared (and the piece turned the target pieces, the defending player chooses
the friendly pieces are cavalry pieces moving by face-up) at the end of a player’s turn, but is not which piece will take the losses from the attack.
road, they may continue their move according to resolved until the following turn. Additionally, For each point of strength in the attack, one
an artillery piece may not declare a bombard- point of strength is lost. If the strength of the
attack is equal to or greater than the strength of
section 10,11 • artillery bombardment, assaults Bonaparte at Marengo
7
the targeted piece, it is eliminated. The piece the strength point. The defending player turns the may assault or move into the locale across other
defending player chooses must be turned face- defending piece face-up – a two-strength infan- approaches.
up so that the losses are visible. try piece – and inflicts a one strength point loss If a locale is taken by an assault, any cavalry
by replacing it with one of the replacement one- among the assaulting pieces may use continu-
Shown below is a step-by-step example of a
strength infantry pieces. ation and block any approach in that locale if
bombardment. For steps involving calculations,
the numeric values for the example are in pa- the locale opposite it is enemy-occupied. If
rentheses: this causes the group to split, each split creates
a new group and counts as a move against the
command limit.
When a player declares that an assault is to
be made from an approach, not all the pieces
End of the bombardment. The artillery piece blocking that approach have to participate – the
and the target infantry are returned to the nor- player may choose to leave some behind. In
mal face-down position – the defending piece making an assault, the attacking player must
right away, the attacking piece at the end of the indicate which pieces are attacking and which
turn. The artillery will be eligible to declare a are not (suggestion: one way to indicate which
The bombardment is declared: the artil-
new bombardment at the end of its next turn. pieces are attacking is to push them forward a
lery piece is moved in to block the approach,
the bombardment is declared, and the artillery 11. Assaults little so that there is a gap between the pieces
piece is turned face-up. Note: the target piece is that are attacking and those staying behind).
An assault is when one or more pieces at-
drawn a little behind the approach it occupies An assault can result in losses for the at-
tempt to advance together across an approach
so that the terrain penalty symbols for that ap- tacking or defending pieces, as a result of artil-
that is blocked by enemy pieces. The pieces at-
proach can be seen. lery defense, the assault resolution, or cavalry
tempting the advance are the attacking pieces
and the enemy pieces blocking the approach are pursuit. As will be described later, some pieces
the defending pieces. from each side will have been named as lead-
ing the attack or defense. Any losses must first
In his turn, a player may make as few or as be applied to these leading pieces, and then, if
many assaults as he likes, up to his command all the leading pieces are eliminated and more
limit. losses are required, to the non-leading pieces.
Waiting until the next turn: the artillery is Assaults are resolved one at a time; the re- Between multiple leading pieces, the enemy
left face-up throughout the enemy player’s turn. sults of one assault are applied before the next player (the one inflicting the loss) gets to decide
The attack will be resolved during the attacking can be started. how to distribute the losses. Between multiple
player’s next turn. non-leading pieces, the friendly player (the one
Only one assault can be made across a given suffering the loss) gets to decide how to distrib-
approach per turn, but multiple pieces can par- ute them. If the required loss is greater than the
ticipate in it. An assault costs one against the strength of the pieces participating in the attack,
command limit, regardless of the number of the extra losses are ignored – losses in an assault
pieces participating. are never applied to pieces not participating in
A group of pieces attacking in an assault must the attack, even if they are in the same locale as
include at least one piece that can be used as a the attacking or defending pieces.
The target is selected. There is an enemy leading piece (see step 1 of the assault resolu-
piece in the approach opposite the artillery After an assault is over, any pieces turned
tion sequence below for an explanation). Other face-up during the attack are turned face-down
piece, so the enemy pieces in that approach are pieces can participate in the attack even if they
selected as the target. again.
are not leading it.
An assault is resolved as follows:
In order for pieces to participate in an assault
together, they must be blocking an approach (1) Attacking leading pieces are declared.
together – they may not be blocking different From the pieces making the assault, the at-
strength = 1
approaches and they may not be in reserve. The tacking player must declare which are to be
target for an assault is always the locale oppo- the leading pieces in the attack and turn them
site the approach the attacking pieces occupy. face-up. Only infantry or cavalry pieces with
The strength of the bombardment is calcu- a strength of two or more may be declared as
A piece may not conduct an assault and move the leading pieces. Additionally, each leading
lated. The strength of the attacking artillery
in the same turn. If a piece conducts an assault, piece’s strength must be greater than the terrain
piece (1) is reduced by the terrain penalty of the
it may not move until the next turn. penalty for the attacked approach. The leading
approach occupied by the defending pieces (0),
yielding the attack strength (1). (1 - 0 = 1). If a locale is taken by an assault, no other pieces in the attack must be either all-infantry
friendly pieces may move into that locale that or all-cavalry – they cannot be a mix of the two.
turn other than those that participated in that The minimum number of leading pieces is one.
assault. The maximum number is one if the attacked
approach is narrow, two if wide. Note: cavalry
If the attacking pieces are defeated in an
cannot lead an assault into cavalry-obstructed
assault, no friendly pieces may move across
terrain.
the approach that was assaulted that turn, even
if the defending pieces blocking the approach (2) Artillery defense is declared. If the de-
were eliminated by the assault. Friendly pieces fending pieces include any artillery pieces that
Losses are applied. The bombardment had did not declare or resolve a bombardment attack
a strength of 1, so the defender must lose 1 in their previous turn, the defending player may
8 Bonaparte at Marengo section 11 • assaults

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

Cavalry pursuit is declared. The defending


side won, and included cavalry that was not
The strength of the assault is calculated. The
leading the defense, so the defending player can The winning side owns the locale. The de-
strengths of the leading attacking pieces are
and does declare a cavalry pursuit. The pur- fending pieces win and hold their position
added together (2) and the penalty for the ap-
suit is by a two-strength cavalry piece, which is blocking the approach. The surviving attacking
proach blocked by the defense (1) is subtracted
turned face-up. pieces withdraw into reserve in the locale from
yielding the assault strength (1). (2 - 1 = 1).
which they attacked. The assault is over and all
pieces involved in the assault are turned face-
result = 1 down again.
12. Retreats
result = -1
A retreat occurs when pieces are forced out
of the locale they occupy as a result of an enemy
maneuver attack or assault. A retreat can result
in losses to the retreating pieces.
Cavalry pursuit result is calculated. The When a player’s pieces in a locale must
strength of the cavalry (2) is reduced by the ter- retreat, all of that player’s pieces in the locale
The result of the assault is calculated. From rain penalty in the approach occupied by the at- must retreat: none can remain behind.
the assault strength (1), the strength of the lead- tacker (1) yielding the pursuit result (1). (2 - 1 =
The withdrawal of attacking pieces after an
ing pieces of the defense (2) is subtracted, yield- 1).
assault is not technically considered a retreat
ing the result (-1). (1 - 2 = -1). Because the re- and is not covered by the rules in this section.
sult is less than or equal to zero, the defending The attacking pieces are not being forced to re-
pieces defeat the attacking pieces. treat to a different locale but rather are remain-
ing in the locale from which they started.
Retreating pieces are turned face-up at the
start of the retreat, and turned face-down again
at the end.
An artillery piece that is forced to retreat is
eliminated.
For infantry pieces forced to retreat from re-
serve, a one strength point loss is assessed. If
there is more than one infantry piece in the re-
serve, the retreating player chooses which piece
Cavalry pursuit losses are applied. The pur- will suffer the loss.
suit had a strength of 1, so the attacking pieces
Losses from the assault are applied. The de- lose 1 strength point, which is applied by reveal- Cavalry pieces forced to retreat from reserve
fending pieces won, so they lose 1. The attacking ing and then replacing a two-strength infantry do not suffer any loss.
pieces lost, so they lose 1 plus 1 for each point piece with a one-strength infantry piece. The For each approach from which infantry
the result was above or below zero (1) for a total pursuing cavalry loses 1 as well (pursuing cav- or cavalry pieces are forced to retreat, a one
loss of 2 (1 + 1 = 2). The defending pieces’ loss alry always loses 1) which is applied by replac- strength point loss is assessed. (Exception: if
is applied by replacing the two-strength lead- ing a two-strength pursuing cavalry piece with the retreating pieces were participants in the
ing infantry piece with a one-strength infantry a one-strength cavalry piece. assault that caused the retreat, they do not take
piece. The attacking pieces’ loss is applied by
additional losses above and beyond what they
eliminating their two-strength leading infantry
suffered in the assault.) If there is more than
piece.
one piece blocking the approach, the retreating
player chooses which piece will suffer the loss;
it can be either infantry or cavalry.
The retreating player gets to choose the ad-
jacent locale into which his pieces retreat, with
the following restrictions:
10 Bonaparte at Marengo sections 12-14 • retreats, demoralization, winning the game

• 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

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