CAMPAIGNS of MONTROSE
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1.0 COMPONENTS of being in each of these different regions Campaigns OF are explained on the Terrain Effects Chart. This Mini Game is complete if it includes: Montrose 40 game pieces (units), 18 campaign cards, The numbered battle sites are for historical one 11x17-inch map, and these rules. interest only and have no effect on play. mini GAME If any parts are missing or SYSTEM RULES damaged, please write to: 4.0 PLAYING PIECES Decision Games, Mini Game Support, The 40 cardboard pieces include one PO Box 21598, Bakersfield, CA 93390-1598. marker and 39 units (16 yellow Royalists 1.0 COMPONENTS Please register this game purchase on-line at: and 23 blue Covenanters). 2.0 INTRODUCTION www.decisiongames.com 3.0 THE MAP Players must provide one or more six- Royalist Covenanters 4.0 PlaYing Pieces sided dice (five is ideal). Several markers 5.0 SCALE (half a dozen small coins or spare counters Leader 6.0 HOW TO WIN THE GAME from other games) will also be useful. 7.0 SET UP 8.0 HOW TO PLAY 2.0 INTRODUCTION 9.0 CAMPAIGN CARD PHASE Campaigns of Montrose is a two-player Cavalry 10.0 RECRUITING PHASE wargame recreating the operations of the 11.0 MARCH PHASE Royalist James Graham, Marquis of Montrose, 12.0 BATTLE PHASE in Scotland against the Scottish Covenanter government forces, during the First English Civil 13.0 DISBAND PHASE Irish (only War. One player controls the Royalist forces; Royalist) 14.0 PLAYER TURN & GAME the other player controls the Covenanters. TURN INTERPHASES Each player is provided with cardboard 15.0 MONTROSE’S VICTORIES TRACK pieces called units. Players move their units, 16.0 LEADERS Highland and then conduct battles with them. Infantry 17.0 WINTER TURNS Each player also has a set of nine Campaign 18.0 ADVANCED/OPTIONAL RULES Cards, one of which is drawn each turn, and which specify changes to the normal rules Lowland that may occur on that turn. The cards thus Infantry provide random events to allow the game to recreate as simply as possible the potential for various events that historically occurred. Only available for recruitment by Covenanter leaders south of English Boundary: 3.0 THE MAP The game map shows the area of Scotland and Northern England in which the campaign took place. The map has the following features. Spaces: Locations (circles) in which units Cavalry Lowland Infantry can be placed, and between which they move. There are two types of spaces: Burghs (cities The marker indicates the current game turn and larger towns of economic, political or and season.The game turn marker is also strategic importance, including their surrounding double-sided to indicate whether the Royalist hinterland), and Open (smaller towns, or rural or or Covenanter player turn is in progress. unpopulated areas along communication routes). CREDITS System Design: Joseph Miranda Routes: The lines connecting the spaces. Design: Brendan Whyte Players move their units between spaces Development & Final Rules only along connecting routes. There are two Editing: Christopher Cummins types of routes: land and mountain. The Playtesters: Brett Dedrick, Vincent Hoffman, cost to move along different routes is given in the Terrain Effects Chart on the map. The units include both combat and Terry Mays, Paul Riegel-Green, Daniel Rouleau leaders, representing the military forces and Map Graphics: Joe Youst Frontiers: Three frontier lines cut across the individual leaders available to each side. Counter Graphics: Nadir Elfarra routes on the map, each separating the spaces Cover & Card Design: Chris Dickson into two regions: the English Boundary Each combat unit has the following information. Rules Booklet: Callie Cummins & Chris Dickson divides the map into England and Scotland. The left-hand number is the combat unit’s The Highland Line divides Scotland into [Battle] strength, i.e. its relative effectiveness © 2019 Decision Games, Bakersfield, CA. Lowlands and Highlands. The Royalist in combat, and is used when resolving battles. Made & printed in the USA. Limit divides the Scottish Lowlands into The right-hand number is the combat unit’s [MINI-T-MontroseComplete_V5F] Northern and Southern halves. The effects Movement allowance, a measure of its 1 2018-T-MINI_Montrose Complete_V5.indd 1 3/28/19 9:03 AM mobility. Each combat unit also has a generic or no Covenanter leaders or combat Royalist player turn unit type to identify what type of unit it is: units remain on the map; 1. Campaign Card Phase (9.0). The Highland (for Highland clan infantry forces), b) At the end of any game turn that a stack Royalist player draws the top Campaign Lowland (for Lowland infantry levies and containing Montrose and at least four Card from his own deck, implementing regular regiments), cavalry (for Lowland cavalry Royalist Lowland &/or Cavalry units its printed instructions as required. levies and regular troops), or Irish (for the exists in any space in England. Royalist Catholic Scots-Irish troops brought to The Covenanter player wins: 2. Recruiting Phase (10.0). Non-Winter turns Scotland by Alasdair MacColla in June 1644). a) Immediately if the Montrose leader only. The Royalist player rolls one die for each is eliminated for any reason. space where he has leaders on the map and b) At the end of the game if the Royalist player consults the Recruiting Table to determine Type Movement has not won by the end of the April/May how many combat units he recruits. Allowance 1646 game turn, or if the Royalist player 3. March Phase (11.0). The Royalist concedes the game. The Covenanter, being player moves his units according Battle Strength the government, may never himself concede! to the rules for movement. 7.0 SET UP 4. Battle Phase (12.0). If any Royalist combat Each leader unit is similar in format to the The players sit on opposite sides of the units are in the same space as Covenanter combat units, but instead of a battle strength, map. Each player shuffles his own deck combat units, the Royalist player must attack has a leadership value (indicated by a plus sign of nine Campaign Cards then places the those units using the rules for combat. in front of the number) which is used to increase deck face down in front of him. The players the battle strength of a combat unit stacked with If any Royalist combat units are in a Burgh place the following units on the map. the leader; and instead of unit type designation, space not containing Covenanter combat each leader unit includes the leader’s name. units, the Royalist player may attack the Royalists Burgh using the rules for combat (12.5). In Blair Atholl: Montrose, MacColla and the 5. Disband Phase (13.0). For each space two Irish combat units (front (3-5) side up). Name Movement in which the Royalist player won a victory Allowance Covenanters against Covenanter combat units or a Burgh, the player rolls on the Disband Table to In Aberdeen: Burleigh, two 1-4 Lowland Leadership determine how many of his Highland units in infantry, one 1-6 cavalry. Value that space take their battle loot and go home. In Perth: Elcho, two 1-4 Lowland infantry, one 1-6 cavalry. If there were no such victories, the Royalist Note that the two Irish combat units are In one of Inverlochy or Inveraray: Argyll, player instead rolls once on the disband table double-sided, the reverse indicating a reduced two 1-4 Highland infantry. to determine how many of his Highland or battle strength. The first time it receives an In Newcastle: Baillie and Urry (both inactive). Irish units in the Lowlands go home anyway. eliminated result on the Battle Results Table, it 6. Player turn Interphase (14.0). Flip the is flipped to its reduced side. The Covenanter Turn Record Track: Place the Game Turn marker game turn marker to its Covenanter side in leader Elcho has the Covenanter leader Leslie Royalist side up on the Aug/Sept 1644 box. the same box on the Turn Record Track. on his reverse, because Elcho will retire when Baillie and Urry are activated. Note: Elcho Montrose’s Victories Track (15.0): Place Covenanter player turn a spare coin or other marker on the ‘0’ box. and Argyll are misspelled on their counters. 1. Campaign Card Phase (9.0). The Place all remaining leaders and combat units Covenanter player draws the top Campaign next to the map within handy reach of the Card from his own deck, implementing 5.0 SCALE appropriate player as his off-map pool. its printed instructions as required. The map scale is indicated by the distance from 2. Recruiting Phase (10.0). Non-Winter turns Inverness to Newcastle being 145 miles (230 only. The Covenanter player rolls one die for km) as the crow flies, and 12 inches on the map, 8.0 HOW TO PLAY each space where he has active leaders on giving an approximate scale of 1:765,000. 8.1 Turns the map and consults the Recruiting Table to Each unit represents approximately 750 men The game is played in two-month game determine how many combat units he recruits. of the given type, or a single named leader turns, each subdivided into two player 3. March Phase (11.0). The Covenanter and his aides. The different battle strengths turns. The game turn marker shows by its player moves his units according represent the different effectiveness of each position on the Turn Record Track which to the rules for movement. combat unit (not their size), and leadership game turn is currently in progress, and by value (the tactical ability and personal which of its sides is uppermost, which of the 4.