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SEQUENCE OF PLAY

Rule Book, Scenario Book & Play Book.


Order Cube Draw Phase
Most Battles use a 70-card deck (+1 reshuffle card).
3 x Double-sided 22”x17” mounted game maps.
Turn Preparation Phase Blindly draw a cube fromDRAW
the cupACTIONS
and act upon it; repeat
2 x Play aid sheets. • Leader CUBE
Event Cards: Battle-specific, each
until the last Black cube is drawn. Cup’s contents may
2 x Army Management mats. sportsput
an used
Officer iconinon itsconvenient
right corner.
1. xPrepare be examined, cubes any location.
115 Woodenyour Reserve:
cubes/markers. Order Cube: This draw allow the French ( ) or Gold

90 x Wooden Blocks. aRepresenting
You may retain number of your remaining
military units.Reserve execute oneon
Coalition ( Put )alltoBlack of the Turn’s
OrdersBox,
below. speci
Box’s cubes (from the previous turn) up to your Exception:
“Every soldier carries acubes
marshal'sthe
baton in his so to
pack.”
100 x Event/Leader/Commander cards. notice when the last is drawn, indicating an end of Turn.
current Commander’s Skill value, discard the rest. Napoleon
• Move Order: Move some of your Blocks. • Ne
2. HOW
Prepare the Draw Cup,TO WIN
empty and refill with:
• Event Card Order: Resolve a card event. dec
• Blue: The French player executes an Order, then the
• 20 French Cards: Events a useable by the
There• are
Anythree
cubesways
you to winfrom
want a game:
your Reserve Box. • Coalition
Pass could Discard
Order:
French
spend
player,
a without
cube
includes
foreffect.
five
Reaction
If the
Leader
Order.
next draw is
cards. • Sp
• White:
the same Coalition
The colour, put player
it backexecutes
in the cupanwithout
Order, effect.
then
• The required number of Blue & White cubes.* the French could spend a cube for a Reaction Order.
A.
• Demoralizing
One Gold cube,your
but opponent’s Army - Page 10.
only if scenario-required. • 20 Do
• • Yellow: Coalition Cards: Purchases
Reinforcement, Events useable
& Rallyby the
Orders.

B. Controlling
Two Flag locations - Page 11.
Victorycubes.
Yellow “Rally” “Ready Arms!” Order: Put one Attack token in the
• Red: Coalition
A Combat player,
Phase includes
is five Leader cards.
performed.

C. Three Red
Special “Combat”
Scenario cubes.
victory conditions - Scenarios. Army Mat’s Token Box, the maximum allowed is 15 . One o
• Black: Draw Cards, Give Ground, End of Turn actions.
• Three Black “End Turn” cubes.** • 30Choose
Shared Cards: perboth allowi
• • Gold: next cube Useable
pulled, orby
“In Reserve” Order: Put the pulled cube
players.
Scenario rules.
in the
GAME SCALE Reserve Box; the maximum number of cubes allowed
3. Prepare your Attack Tokens:
in• the Box is your
One Orange Reshuffle Card: The Draw & Discard How
End Commander's
of Turn Phase Skill + two cubes.
Most Game-Turns are roughly two hours in length. piles are shuffled together to form a new Draw pile. Comm
• Leftover Attack tokens from last turn still in your
Token Box can be kept there, up to the value of • Reaction Order: After a Blue/White cube only p
1. Turn Marker: Advance the Turn marker one
Smaller Battles
your are Brigade-scale:
Commander’s (ex:
Skill, discard theMarengo)
rest. * Move Order is done, the Enemy player may use a
There
box. Ifare no dice
already in itsin this
last game:
box, the Event
the game ends. card system
• •Map Zone: 1000 meters.
Put the “Available” number of new Attack tokens cube from his Reserve to do a Blue/White cube Order.
takes care of all random probability functions.
Excep
• Infantry
in eachBlock: 1500-3500
Army Mat’s Tokensmen.Box.* 2. End of Game Victory: If the game did not end by adjac
• •Cavalry
MaximumBlock: 800-1200
is Available men.+ Commander’s Skill.
Tokens Army Cube:
Demoralization orReinforcements,
Scenario victory buyconditions,
• Artillery Block: 12-24 guns. Yellow Carry out cubes
then Flag Zone control determines the winner.
& tokens, Rally Blocks; Initiative player first for each. • In H
* The Number is listed on the Army Commander cards. aut
Larger Battles are Divisional-scale: (ex: Austerlitz)
In Daylight Turns, one extra cube of the Initiative player 1. Reinforcements:
“The spectacle of a fieldEach Block after
of battle entersthe
using a free
combat, is “In Zon
• Map Zone: 2000 meters.
goes into the draw cup. Ran
Command”
sufficient Move
to inspire Activation
Princes with theOrder; Leader
love of cards
peace, and go
• Infantry Block: 4000-9000-
men.
in their HQ
the horror of owner’s
war!” hand, CommanderNapoleon
cards are flipped.
• Cavalry Block: 2000-3000 men.
** Scenario may ask for two Black cubes in some turns.
• Artillery Block: 36-72 guns. 2. Purchase Cubes/Tokens: For each card discarded a • Ou
FLAG
spare cube of CONTROL VICTORY
your own colour (Blue/White) goes in Ra
4. ofDiscard
* All VolumeExcess Cards:are Brigade-scale.
I’s scenarios
your Reserve Box, or a spare Attack token goes aga
• You may keep as many of your own side or shared The player controlling the most of his side’s Victory Flag
cards as your Commander Skill rating; you must in your Attack Tokens Box. Se
THE MAPS
discard the rest, including all enemy cards.
Zones at the end of the game is the winner!
3. Rally around the Flag: Players take turns Rallying • HQ
The • If the count is tied, and only one Army is in Good
5. maps
Draware divided into rounded corner square Zones.
Cards: Blocks and Army Morale, until both Pass in a row.
Morale, then that player’s Army wins; otherwise it’s
Zon
Each• isEach
bordered
playerbydraws
up tofour
six adjacent Zones, which are
cards, then em
a tie. …the Initiative player can claim a moral victory.
not necessarily aligned in a strict pattern.
discards to the six-card maximum. Red Cube: A Combat phase takes place.
A Turn track and an Army Morale track are also present. French Event - Coalition Event - Shared Event • HQ
“There is no man more pusillanimous than me when I am
1.• Combat:
The last side to move
Players takean Infantry
turns or Garrison
performing Block
an Attack, Cliff
TURN SEQUENCE into aboth
until Victory
PassFlag Zone controls it; other types only
in succession.
planning a campaign. I purposely exaggerate all dangers temporarily cancel Enemy Control during their stay.
and all calamities that circumstances make possible. I am
in a thoroughly painful state of agitation. This does not Black Cube: Draw cards, end turn (Give Ground).
1-keep
New Game-Turn Phase.
me from looking quite serene in front of my • Coalition count White Flag Zones, French count
• The Turn’s
entourage; I am like ancubes
Order & tokens
unmarried are prepared,
girl laboring new
with child. 1. Draw Cards:
Blue, some Bothhave
Zones players
bothdraw one card.
Flags.
cards are drawn.
Once I have made up my mind, everything is forgotten 2. End Game-Turn: When the last Black cube is pulled,
2-except
Order what
Cubeleads
Draw to Phase.
success.” • the game-turn
Blue/White Flagends, without
markers are Drawing
put on a card. Exam
• Order cubes are pulled from a cupNapoleon
and acted upon. the Army Mats to keep count. HQ R
3- End of Turn Phase. One Z
Volume I • Victory conditions are checked. Page 15 Give Ground/Surrender: At turn end, both Players may HQ an
V28.1.3 one 12
Volume Itake turns Withdrawing Enemy-adjacent BlocksPage
Zone; these Blocks then have to perform a Skill Check. The th
COMBAT PHASE • These might also be able to Surrender. See page 18. even
CUBE DRAW ACTIONS CUBE DRAW ACTIONS (Continued)
When a Red cube is drawn, a Combat phase occurs.
Order Cube: This draw allow the French ( ) or Gold Cube: Used only in some Scenarios, provides
Coalition (
1. Attack )Step:
to execute one
Players of the Orders
alternate below.
doing one Fire or one special effects to a given side.
Assault Combat; or Pass (they can still Attack later).
• Move
2. End Order:
Step:Move
Aftersome of your Blocks.
both Players Pass in succession, the • Next Cube: When drawn, the scenario-chosen player
• EventCombat
Card Order:
phase Resolve
ends. a card event. decides which cube is drawn next.
3. Removal Step: Discard all on-map tokens.
• Pass Order: Discard without effect. If the next draw is • Special: Scenarios may call for a special event.
the same colour, put it back in the cup without effect.
Combat Procedure MOVE ORDERS
• Infantry vs Cavalry: If a Lead Infantry Attacks a Steady Cavalry, shift one
• Enemy Units: Advancing Attackers ignore enemy Battle Zones.
• Weak Assault: If the Lead Attacker is in massed Column, shift one Le
• Square:
For both sides, if the
If the Lead Lead Enemy
Attacker is is Steadyshift
in aSquare, Cavalry,
one then: Left.
• Flanked: If the Lead Defender is Flanked, shift one Right .
• • Your
Bombardment: Steady IfCavalry
the Lead takes a
ArtillerySkill Check.
Bombards, Miss
Shift= one
one • Cohesion
Flanked Hit. If the Lead Defender is a lone Flanked Artillery, shift two
Left.Artillery:
• YourToughness:
• Artillery Steady InfantryIf thenot
Terrain
in Square
Lead Defender
Effects
must Chart
form Square.
is Artillery, shift
Labels Left.
• Clash
one of Wills: If this is a Clash of Wills Combat, highest Skill gets one Shif

• • All
Disorderedyour other Blocks
Artillery: If thenot in
Lead Square take
Attacking one Cohesion
Artillery is hit.
Disordered,
* But only shift
if the one
Defender’s Left.
is not in “Barred/Crossed Horse” terrain.

• • Left: The Red number up left is the Zone’s Fire CP defenceFor


Flanked: If the Lead Attacker is in a Defender’s Flanked zone,
value.shift one Right.
both sides, if the Lead Enemy is a Steady Cavalry, then:
• • Right:
High The
Density:
BlackIf number
Artillery up
Attacks
right isa the
Zone with two
Assault CPLong Infantry/Cavalry
defence bonus.
• Your Steady blocks, takes one
Cavalry shift Right.
a Skill Check. Miss = one Cohesion Hit.
• Maximum Bonus: Maximum Terrain bonus is +3 CP. • Your Steady Infantry not in Square must form Square.
• All your other Blocks not in Square take one Cohesion hit.
• Yellow Hex/Circle CP: “Interval” CP between two squares.
•TheBarred Horse: Cavalry gets no Defensive Terrain CP.
Yellow Hex/Circle “Interval” terrain CP, between two hexes, is added to the defending terrain CP.
• Crossed Horse: No Cavalry Assault/Support and no Defensive Terrain CP.
• • Barred
Clash of Wills: IfArtillery
Cannon: this is agets Clash
no of Wills Battle,
Defensive one
getCP.
Terrain Shift.

• Crossed Cannon: Artillery cannot enter or move across. The Yellow Hex/CircleShift.
Bad Morale: If an Army is in Bad Morale, the Enemy gets one “Interval” terrain CP, between two hexes, is added to th
••• White
Disciplined
Tent: Meeple:
GarrisonsFire: If the
Garrisons
are Lead
allowed Steady
caninbe set-up
that Defender
Zone. is Infantry, Shift one
in that zone. Left.
• Infantry vs Cavalry: If a Lead Infantry Attacks a Steady Cavalry, shift one Left.*
• Flanked : If the Lead Attacker
• Impassable: Cannot be entered or moved across.is in a Flanked zone, shift one
• Tent: Right.
Garrisons are allowed in that Zone.
• • Flanked
Skill Check:Artillery:
Block But
takes if the
a Lead
Regular Defender
Skill Checkis a lone
after Flanked
entering orArtillery,
moving shift two
across. Right.
• *But only
Cohesion if the
Hit: Defender’s
Block takes is
a not in
Cohesion“Barred/Crossed
hit after enteringHorse”
or terrain.
moving across.
• Arty Cohesion Hit: Artillery takes a Cohesion hit after entering or moving across.

The Yellow Hex/Circle “Interval” terrain CP, between two hexes, is added to the defending terrain CP.

Terrain Effects Chart

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