KutuzoV The War in , 1812

Rule Book Game Design by Mark McLaughlin Game Developed by Fred Schachter

TABLE OF CONTENTS

Introduction ...... 2 11 . .Interception .& .evasion ...... 19

1 . .Playing .Pieces, .the .Map, .game .charts .& .cards . . .3 12 . .Battles ...... 21

2 . ett.g ing .ready .to .Play ...... 6 13 . .Fortresses ...... 26

3 . .control ...... 7 14 . .attrition ...... 27

4 . .Playing .the .game ...... 8 15 . .sea .Movement ...... 30

5 . .cards ...... 10 16 . esources.r ...... 31

6 . .Building .& .regrouping ...... 12 17 . .Interphase ...... 33

7 . .Flags ...... 13 18 . .special .rules ...... 35

8 . .diplomacy ...... 14 19 . .ending .the .game ...... 35

9 . .Morale ...... 14 20 . .victory ...... 38

10 . .Movement ...... 17 Index ...... back .cover

GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 xxxx www.GMTGames.com Page  KUTUzOV — Rule Book You can play this game with 2, 3 or 4 players. Each generally generally Each players. 4 or 3 2, with game this play You can 19 ● This game contains: game This Russian the Russia; conquer to is goal Powers’ French The warrior old crafty and pugnacious a to turned Alexander I What is this game about? game this is What What pieces should you have in your game? your in have you should pieces What which has done most to achieve that team’s victory. See rules rules See team’s victory. that achieve to most done has which the As Russia. Tsarist of subjugation and invasion the war: force yet raised in Europe. That June he led this Grand Army Army Grand this led he June That Europe. in raised yet force In the spring In ofthe spring 1812 the Emperor of France gathered ● ● the of player the is winner The it. defend to is goal Powers’ Powers; rules see then (Tsarist). Rule Russian or (Imperial) French Marshal . This game allows you to recreate recreate to you allows game This Kutuzov. Mikhail Marshal individual winner is the player Power on the winning team team winning the on Power player the is winner individual How many players can play the game? the play can players many How How do you win the game? the win you do How ● he believed would be his greatest triumph and perhaps final final perhaps and triumph greatest his be would believed he of the unexpected, that makes the game a tense, exciting and and exciting tense, a game the makes that unexpected, the of what begin to River Nieman the across men 600,000 over of the epic campaign of 1812 campaign epic the possibilities. exploremany its and to help savepeople his Romanov and his Dynasty: country, his military largest the into together nations 20 of regiments the much of the fog of war and surprise, those twists and turns turns and twists those surprise, and war of fog the of much ue aot o t slt p ie wt dfeet ubr of numbers different with sides up split to how about rules enjoyable However,experience. playing even of parts the game side which best achieves that goal. In 3 or 4 player games, the the playergames, 4 or 3 In goal. that achieves best which side quickly. more rules its help you understand will solitaire defending armies fell back before this prodigious onslaught, onslaught, prodigious this before back fell armies defending players. Youplayers. play can conflict: historic this of side one of Powers both or one plays “The Patriotic War 1812” 1911) Of Patriotic Petersburg, “The St. (Bozherianov, Cover Image Cover “I should be cursed by posterity were I regarded as the first to first the as Iregarded were posterity by cursed be “I should nt spirit of nation.” my spirit take any steps toward a settlement of any sort. Such is the the Such is of any sort. asettlement toward any steps take and and 1813 Game Start (Turn 4) printed on its other side. other its on 1813 (Turn4) printed Start Game 110 cards. Aug./Sept. 1812 Game Start (Turn 2). Another set of Cards, Cards, of set 2).Another (Turn 1812Start Aug./Sept. Game June/July 1812 Game Start (Turn 1), and the other for the the for other the and 1), (Turn Start 1812 Game June/July Eight Game Set-up Headquarters Cards containing Army Army containing Cards Headquarters Set-up Game Eight Holding Boxes (for each Game Set-up, one Card for each each for Card one Set-up, Game each (for Boxes Holding Power). Starting forces and their game start positions are are positions start game their and forces Starting Power). pieces. of playing cut Four die sets listed on each Headquarters Card. Each Power has has Power Each Card. Headquarters each on listed Card B, has the Oct./Nov./Dec. 1812 Game Start (Turn 3) (Turn Start 1812 Game Oct./Nov./Dec. the has B, Card One 22 x34 map. One cards: Card A, with one side of each card printed for the the for printed card each of side one with A, Card cards: printed on one side, and the non-historical Jan./Feb./Mar. Jan./Feb./Mar. non-historical the and side, one on printed 20 r for detailed victory rules. rules. victory for detailed o du : “ : T he ction R Kutuzov 2.1 – 2.3 e tr ea t ” by Vereschagin; from the album album the from Vereschagin; by ” on your own, but you will lose will you but own, your on starting on page 6 for detailed on page 6 for detailed starting 1.1 —M. Kutuzov —M. defines player defines © 2008 GMT Games, LLC Games, GMT © 2008 two

You of game’s the have grasp should then a fair basics. Use the ● ● ● The players should set up the game according to the informa the to according game the up set should players The the monitors also Schachter, Fred Developer, game The ● via that medium as well. as medium that via words that have a special meaning in the game. For example, example, For game. the in meaning special a have that words for the correct Turn. See Part Four of the Play Book for cor for Book Play the of Four Part See Turn. correct the for Internet at: Internet to glad be we’ll rules, the about questions any have you If con please missing, or damaged components any are there If Questions? ● Furthermore, on your first reading ignore the rule cross-refer rule the ignore reading first your on Furthermore, game pieces. Then play through a couple of turns for practice, practice, for turns ofcouple a through play Then pieces. game is also an index of defined terms in the Glossary. Words with with Glossary. Words the in terms defined of index an also is D R rules… the reading Before game? the play to ready get you do How R Or send email to: email send Or Generally, the rules explain these words the first time they ap they time first the words these explain rules the Generally, organize them, and to help you find the rules you need more more need you rules the find you help to and them, organize Play Book. the in tutorial ‘HowfollowPlay or Kutuzov’ the to tact us at: us tact tion on their Game Turn Start Set-Up Instructions by Power by Instructions Set-Up Start Turn Game their on tion rules whenever you need to remind yourself or find out or howfind to yourself whenever you remind to need rules rules. starting detailed responding rules. rules. easily. ences. youAfter have the scanned and rules the cards, examine each each of on the map spaces is the land a called Duchy or a Zone. special meanings in the game are Capitalized throughout these in throughout the game meanings are special Capitalized zov answer them if you send them to that address with a self-ad a with address that to them send you if them answer dressed, stamped envelope. For faster response, we’re on the the we’re on response, faster For envelope. stamped dressed, do something. something. do pear, or along with the main rules they affect. However, there affect. they rules main the with along or pear, Examples: To make the rules easier to understand we have in have we understand to easier rules the make To Examples: this paragraph so that they stand out from the main rules text. rules main the from out stand they that so paragraph this cluded examples. We like of examples. many highlighted the cluded examples have eading the rules the eading ls numbering ules efinitions (16.57) Pa Bo cmrsn Hsoia, ein Players’ & Design Historical, comprising Book Play A This rulebook with rules index. rules with rulebook This Two Player Tables, Game with Aid Cards and a Chart Battle 30 round plastic chips to represent “” Earth” “Scorched represent to chips plastic round 30 20 plastic stands and 8six-sided dice. and stands 20 plastic Up Maps and other features. other and Up Maps Notes, Notes, along with a ‘How to example, Play tutorial Kutuzov’ other useful rule reminders. rule useful other a Glossary of Game Terms, Roster of cards, Game Start Set- of Start Terms, Game ofGame a Roster Glossary cards, webpage of GMT Games, P. Games, GMT O. CA 93232-1308 Box 1308, Hanford, [email protected] . —Like many war games, games, war many —Like ConSimWorld.com —Please do not try to memorize the rules! rules! the memorize to nottry do —Please W hv nmee te ue t help to rules the numbered have —We www.gmtgames.com

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and will respond to questions [email protected] Kutuzov uses some some uses Kutu ------KUTUzOV — Rule Book Page  - For For . . . 1.24 For For example, For example, LineFor the —a white line outlined . Exceptions: and . of March between Moscow and Borodino is Clear inblack. Clear For For example, Warsaw, Lukow and . . This concept also applies to Zones, . —a star-shaped Duchy is a Fortress. The number 6.31 —a Duchy with a Dashed Border is a Capital. Moscow Moscow Capital. a is BorderDashed a withDuchy—a —with the exception of six yellow Keys, all of the uchies —a Duchy matching the color of its Power or Allied —a Duchy with a Star is a Depot. Warsaw andKievare Depot. Star—aa Warsaw withDuchya is For example, Brest is a Fortress. It has a built-in defencebuilt-in a has Fortress.It a example,is Brest For —a Duchy with an anchor symbol at sea is a Port. —any non-circular Duchy is a Key (e.g. a diamond-shapeda (e.g. Key —anynon-circulara is Duchy epot above above it shows its built-in defence or strength rating. This is Shared certain effects set out in the following list of the differenttypesthe of list following the in certain out set effects and Petersburg St. are the only Capitals. as being Capitals). Riga and are both Depots and sian Second Army may build its Formations; the six green Keys Keys green six the Formations; its build may ArmySecond sian show where the Russian First Army may build its Formations. start the of shape game. andA Duchy’s other markings shows each. normally two, Rigaexcept for and Königsberg, which are four rating of two types are: the map are called Zones. The Baltic Sea is also represented;alsoareis calledmaptheSeaZones.TheBaltic it of Duchies.of example, Narva is a Port Control of either Tsarist Power as Shared, i.e friendly to both D Fortress Home Key Port is treated as a single, separate and uniquespace. Nation is a Home Duchy. Capital Fortresses. Duchies and Zones are linked by Lines of March. There are Duchy). Duchy). A Duchy can be a Fortress and a Key. Duchiesin Russiaare green. allDuchies Treat in Russiaunder Russian Powers. The six yellow Duchies show where the Rus Duchy’s color Duchy’s shows which Power Controls that Duchy at the Depots. Moscow and St. Petersburg are also Depots (as well Second Army) may be built in Kiev Each Duchy represents an historically significant area. A four types of Line of March. Each type affects movement, Ostrolenka are French all Southern Army Home Duchies Riga, Brest and Narva are Keys all example:For Kiev is a Shared Duchy, friendly to both Tsarist Powers, but only Formations of that color (yellow, indicating 1.21 D 1.21 1.22 Lines March of Warsaw, Warsaw, Attrition, Battle, retreats, Interception and Evasion. The four , © 2008 GMT Games, LLC ap s Red Blue Grey Black Yellow Green hart rd , the M a C olors C ts & C game terms. r . The in four the Powers game are: g Pieces Prussia Austria rimary s Kutuzov ha ap in P r Russia (First Army) y Kutuzov Russia (Second Army) —To help you understand—To the rules, the Play Book France (Southern Army) France (Northern Army) . The two French Powers are known as the Imperial —each Power and Allied Nation has its own primary he M la owe —The terms Russian and Tsarist are interchangeable – asinterchangeable areterms– Tsarist andRussian —The the Russian Second Army. the Southern French Army; the Russian First Army; and the Northern French Army; d) connections showing where the pieces may move. A land are the terms French and Imperial – unless a rule specifically command the SouthernFrench of Army. its playing for color pieces and the map, as follows: appropriate section of these rules, Game Set-Up Alternatives c) a) space is called a Duchy. The large boxed spaces on the sides of of spacesthesides on Thelargeboxed Duchy. spacecalleda is says otherwise. the French Northern Army and the Austrians begin under the the Tsarist Camp (‘Tsarists’). the Tsarist Camp (‘Tsarists’). the Glossary of there is any conflict between the tutorial and the rules, follow containsBook Compendium a Play therules.the Additionally, b) of of Tables, extended examples of play cross-referenced to the has a ‘How to Play Kutuzov’ tutorial starting on page 6. If Note Camp and (‘Imperials’) the two Russian arePowers known as Play Book Colors Prussia and Austria are not Powers. Both begin the game in thein game beginthe Both Powers. PrussiaAustria not andare Power is in Power (Scenarios) (Scenarios) with associated Players’ & Historical Notes, and Russia took place. It has spaces for the playing pieces, with Before Before looking at the playing pieces you should know what a Imperial Camp. The Prussians begin under the command of Game C Kutuzov The map represents the area where Napoleon’s invasion of Thereare twoAllied Nationsin Prussia the game: andAustria. The four Powers are divided between two opposing Camps in 1.12 Allied1.12 Nations 1.11 Camps1.11 1.2 T 1.2 1.1 P 1.1 1. P 1. Page  KUTUzOV — Rule Book 1.5 S 1.5 1.4 Tur I 1.3 Austria Austria, Galicia, Poland and Prussia are considered to be con be to considered are Prussia and Poland Galicia, Austria, called Zones Imperial four a Home is Nation The Zone. Allied 1.24 Zones 1.24 The Impulse Track Impulse The is a display on the map showing the normal equiv of land, areas large represent 11 are These Zones. There The Turn Track is a display on the map. You should put the the put should You map. the on display a is Track Turn The This order is called Impulse Track Order. The rules specify oth specify Track Impulse Order. is order rules called The This Each round piece is a Soldier worth a number of Strength Strength of number a worth Soldier a is piece round Each Points according to the type: the to according Points land and Austria. Poland is adjacent to Galicia but not to to not but Galicia to adjacent is Poland Austria. and land Game Turn marker on the Turn Track to show the current current the show to Turn. TrackGame Turn the on marker Turn Game order (1-4) in which Powers act during the Sequence of Play: Sequence the (1-4)order Powers which during act in they are adjacent. adjacent. are they nected by Clear Lines of March to any other Zones to which which to Zones other any to March of Lines Clear by nected er situations when players should act in Impulse Track Order. Impulse in players act should when situations er edges of the map. A Zone matching the color of its Power or or Power its of color the matching Zone A map. the of edges alent to numerous Duchies. These Zones are located along the alongthe located are Zones These Duchies. numerous to alent 1. 4. 2. 3. French Northern Army Army French Northern Russian Second Army Army Second Russian French Southern Army Army French Southern Russian First Army Army First Russian mp ol . u d n Tr Tr lse ie r For example, Galicia is adjacent to both Po to both adjacent is Galicia For example, s ack ack Adjacent 1.23 Adjacent D Adjacent 1.23 Marsh Minsk and Volozhin are not not are Volozhin and Minsk Adjacent. are Lida and Minsk For the example, Line of March Rough R R Marsh Duchies connected to each each to connected Duchies between Pinsk and Bobruisk is is Bobruisk and Pinsk between between Kiev and Konotop is is Konotop and Kiev between example, the Line of March be March of Line the example, tween Masuria and Grodno is is Grodno and Masuria tween ample, the Line of March March of Line the ample, a River other other by a single Line of March are Adjacent. Adjacent. are ough iver —a blue dotted line. line. dotted blue —a . . —a dashed black line. line. black dashed —a . —a brown line. line. brown —a . For example, example, For uchies © 2008 GMT Games, LLC Games, GMT © 2008 For ex For For ------1.6 L A Leader’s Command Rating is the second number (boxed) (boxed) number second the is Rating Command Leader’s A There is also a counter mix of all other pieces used in the game, game, the in used pieces other of all mix counter a also is There Imperial Attrition Loss, Imperial To the Bridges (with Pontoon(with ToBridges the Imperial Loss, Attrition Imperial Evasion and Battles/Sieges. Evasion Battles/Sieges. and Bridge Symbol), Retreat from Moscow Rule Rule Moscow from Retreat Symbol), Bridge (backprinted with Siege Resolvable), Imperial Attrition Gain, Gain, Attrition Imperial Resolvable), Siege with (backprinted Keys Controlled, Attrition Level, Entrenchment, Resources Resources Entrenchment, Level, Attrition Controlled, Keys Points. Points. Markers, etc. There are also Event Reminder markers for each each for markers Reminder Event also are There etc. Markers, limit; you may not create any more. If there are no pieces of pieces no are there If more. any create not may you limit; his Army may contain (unless modified by card card by Event). modified (unless contain may Army his above of Strength Points and Leaders (combined) of his Power that that Power his of (combined) Leaders and Points Strength of 8; or 6 (4, counter his on the correct type available, you type may have the correct to lose some Strength rale Gain, rale Morale Gain, Loss, Will to Fight?, Battle or Failed Intercept e.g. markers. These include:Mo Morale Level, Morale Change, These e.g. markers. card whose Event title is underlined and opaque red colored colored red opaque and underlined is title Event whose card plastic “Bingo Chips” for use as “Scorched Earth” markers. Earth” “Scorched as for use Chips” “Bingo plastic Fr. North Fr. South Austrian Prussian Rus 2 Rus Rus 1 Rus Power ). A Leader’s Command Rating is the maximum number number maximum is the ).Rating A Leader’s Command ea Kutuzov’s nd st d e Infantry r You may make change at any time. time. any at change make You may A Leader’s Battle Rating is the first number number first the is Rating Battle Leader’s A ons wt oe aar (ot te ae 2 same the (worth cavalry one with Points) Strength Points). Furthermore, you can make make can you Furthermore, Points). Strength Each oblong piece represents a Leader and the the and Leader a oblongrepresents piece Each Ratings feature in the rules for Interception, Interception, for rules the in feature Ratings (unboxed) on his counter (from 1 to 5; to 1 (from counter his on (unboxed) cavalry with two infantry one two with replacing cavalry round, way other the change ber ofber Soldier is game the pieces absolute in an ple, you may replace two infantry (2 Strength Strength (2 infantry two replace may you ple, the Platov Leader example to the left the to example Leader Platov the one person.) Every Leader has a Battle Rating Rating Battle a has Leader Every person.) one troops. A Leader represents far more than just just than more far represents Leader A troops. could include this a body considerable oftimes specialized support elements of his Army. (AtArmy. his of elements support specialized and a Command Rating. Rating. aCommand and K s an Force Pool of is: pieces 19 19 19 19 4 7 utuzov S oldier Soldier Type Soldier d F Artillery Infantry Cavalry “4” on the Platov Leader example example Leader Platov the “4” on Cavalry F o 3 2 6 6 6 6 r or C mations hart c e P Artillery Strength Points Strength ool . However, the num the However, . 3 3 3 3 1 - 19.7 4 2 1 , Pre-emption, Pre-emption, , TOTAL For exam For ). Battle Battle ). 28 28 28 28 11 6 “2” on - - - KUTUzOV — Rule Book Page  - - - - on y C e . t r (3.2) ha ack & K ” (card 9), which is always dealt always is which 9), (card ” ” (card 1), which is always dealt d C Neither Imperial Power may use n u Trol s o r r gr ke s ont r ). Use them Use the). same as Control Key Markers. a rd y C a BattalionsMarche du 20.3 e attle My My Old Moustaches to the Southern French Power. out toout the Northern French and Power; “ “ Standard, Imperial Home backs card Home and Tsarist M ol i) ii) exceptions: The Tsarists share their all of Cards. Home The Imperials share their Home Cards, with two mand any). Points (if uses a card and declares theinstead Event usingof its Com Command Points may also be used in attempts to influence Morale and Imperial Attrition. Players Players use Command Points to build and/or move their Leaders and Soldiers as well as place and remove Flags. The Events – historical incidents – happen when a player

r a) placed to indicate control a Zone of play. at the top left. All cards below. an have Event as as well reminders about salient Battle and other rules. ers is optional. They are provided to make the game easier to b) keep track of which Keys they each control. Use of these markof theyeach control. keeptrackKeys Use which of the map to indicate how many Keys both Tsarist other Camp’s Home Cards. Game action is generated by the play of cards. Unless it is a Chart. Adjust the markers as a Camp gains and loses Control Keys. of Must Play Must card,Play each card has a Command Point value circled Markers the for Baltic Ports and Pripyet Marsh Bonus Victory ● Powers control. Each CampPowers has markera this for Points ( Use Use the Tsarist Key Control Track printed on Home Home Cards are special cards because no Power may use an Duchy Key Control Markers are provided to help the players Imperials. for for more detailed rules about Flags. Note that a Flag is never ● There are 24 Home Cards, 12 for the Tsarists and 12 for the The Battleground Chart has a display to track losses in Battle, These markers are supplemented by additional Duchy Control t 1.10 C 1.10 1.8 B K 1.9

- - - - 7 - if © 2008 GMT Games, LLC (10.6) ) and 4 Strength Points 1.63 For For example, French . Players use Flags to show a Power’s Control use. Players Flags a Power’s to show roup s g , or place the stand-mounted Leader in the appropriate la ficers or Soldiers.For example, if Kutuzov with a 4SP artillery piece in his section of the First Army HeadquartersArmyFirst enterstheCard section of his in piece two Leaders Staff (as Officers, per of Soldiers, or just 6 Strength Soldiers. Points of his Power’s have its 6SP maximum. has 6SP (e.g. an artilleryhas 6SP (e.g. and a cavalry) could Army Kutuzov’s an Army with one Leader and 5 Strength Points of Soldiers, or breaking down one of the two artillery pieces so that Kutuzov Kutuzov may not move or attack with more than 6 Strength Kutuzov has a Command Rating of 6. He may have, for example,have,mayfor He 6.Command Ratingof a Kutuzovhas Points in his Army, whether those Strength points are Staff Of Moscow, which contains another 4SP artillery piece, only by propriately indicated by the printed map). The number of Flags numberof The printedthemap). propriatelyindicated by placed on the map in a plastic stand to represent the entire placed with their appropriate square Staff Officerpiece, while an absolute limit; you may not make any more. See Section also considered to be an Army. an Army is a Formation and so is an Army Group. A Flag is ers occupying a Duchy or Zone is a Formation. For example, enter play. When two or more Leaders occupy the same Duchy/ sameLeaders the occupymore or Whentwo play. enter neither a Formation nor part one. of All references to Duchies remaining in the Commander’s location. must also be of the same nationalityArmyExtrasametheLeader.the as of be also must the inherent garrison of a Duchy and showing they are in the same Duchy or Zone, or are moving together. the Army Leader. theFor Imperials, the Soldiers and Leaders become Staff Officers with their appropriate square piece become Staff Officers. Players should replace Leaders who of of any Duchy it did not own at the start of play (where not ap of of Soldiers and Leaders up to that Leader’s Command Rat Commander’s Section their of Headquarters Card. Soldiers in the same Duchy beyond the Leader’s Command blue background in the game – 60 French, 16 Russian and 11 Imperial Allied – isImperial Allied– 11 andRussian 16 French, 60 – game the in in the Commander’s section of the Headquarters Card, or re ing. The Soldiers and Leaders must be of the same Power as in this rule section also to apply Zones. Flags match its color. Rating may defend with the Army, but are not part of that Zone, one of the Leaders is the Commander and all the rest Insert the Leaders into plastic bases to stand upright as they which Power Controls that Duchy. A Power’s Northern Army Flags are on counters with a Two or moreTwo Friendly Armies form an Army Group isCommander, Leader,calledthesingle who a by areledThey 1.63 Army G 1.62 Army 1.61 Formation 1.61 A Flag is a hexagonal marker representing ArmyLeadersAllotherGroup. Army thatin placedGroupare Army and may not attack or move with it. A lone Leader is A Leader may form an Army in a Duchy with Strength Points A Soldier, Leader or any combination of Soldiers and Lead (10.54) 1.7 F 1.7 Page  KUTUzOV — Rule Book – has his or her own Hand of cards (see Part Six of the Play the of Six Part (see cards of Hand own her or his has – Army or the Second Army in the in Tsarist or Camp, and the French the Second Army Army 2. Gettin 2. Tsarist Home Cards but both may use Imperial Home Cards, Cards, Home Imperial use may both but Cards Home Tsarist There are three options here: options three are There here: options two are There Two play may people four to 2.3 T 2.3 T 2.2 F 2.1 Player version in the Play Book Play the in version Player rulebook The decisions. game make to Hands card Power’s while while the other players each take one of the Tsarist Powers. The 2.31 The R The 2.31 2.33 The Split Personality G Personality Split The 2.33 2.32 The Single Hand Per Player G PerPlayer Hand Single The 2.32 Imperial One 2.22 Tsarist One 2.21 we put everything you to need the weabout Single know put Hand everything Per In this option, one player takes the Imperial Northern Army Army Northern Imperial the takes player one option, this In other The Powers. Tsarist both plays player one option this In In option, this one player control takes of Powers both Imperial other Powers.The Tsarist playerplaysboth one option, this In In this option one player plays both Tsarist Powers and the other other the and Powers Tsarist both playsplayer one option this In Each Each player chooses and plays one of the four Powers: the First Book Book for details). First Army (each with its own Hand of cards). In this option option this In cards). of Hand own its with (each Army First another’s one hands. card Powers’ examine players freely may Northern Army (with its Prussian Allied Army) or the French the or Army) Allied Prussian its (with Army Northern Southern Army (withArmy Southern its Allied Army) Austrian in the Imperial Camp. Players may not examine each others hands of cards. hands others each Players notCamp. may examine Opposing players may not examine each other’s each hands. card players not may examine Opposing to the standard rules. To avoid unnecessary cross-referencing, cross-referencing, To rules. unnecessary avoid standard to the with familiar yet not those and and the other way round assumes you are playing with one Hand of Cards per Power, per Cards of Hand one with playing are you assumes otherwise otherwise two Tsarist Powers’ players may freely examine one another’s one examine Powers’ Tsarist freely may two players how play to and them. cards the players needing to look back and forth between each of their their of each between forth and back look to needing players so so the Single Hand Per Player version some creates exceptions a player may only use a Power’s cards to benefit its Camp , Camp its benefit to cards Power’s a use only may player a and the and Army other the Southern the takes Tsarist Imperial and the Tsarist (eachSecond Army with its own Hand of cards) hands. card plays both Powers.Imperial Each Power has its own Hand of cards. plays both Imperial Powers. Each player – not Power (per playerPowers. Powernot – Each (per Imperial playsboth players each take one of Powers.the Imperial The two Imperial o h wo P ur P ur r 5.1 P ee egular Two Player G Two Player egular applies. applies. la la This version of This for the game is recommended la y y g Rea e e y r . See Section r e s r s Kutuzov’s s Kutuzov . ame ame dy T ame . 5 cards, as it spares two two spares it as cards, for about rules detailed ame o P la © 2008 GMT Games, LLC Games, GMT © 2008 y 2.6 ) A Turn 1 Allies’see their should and the game start French mil We recommend that you do not try the Split Personality Game Game Split Personality the you nottry do that Werecommend The game may be played with both players keeping their re their keeping players both with played be may game The The starting location of all Formations is given in the Army Army the in given is Formations all of location starting The a want you if Scenarios Start Game other three are There third second, bidders take highest and fourth third The second, Across the Nieman!” the Across 2.4 S 2.4 Kutuzov 2.42 Setting up the G the up Setting 2.42 2.34 R 2.34 2.41 Background, Turn 1G Turn Background, 2.41 (or Powers’) Soldiers anywhere on the map before play begins. playbefore begins. map (or the on Powers’) anywhere Soldiers (June/July 1812).(June/July Players who cannot agree which Power or Powers they will will they Powers or Power which agree cannot who Players Points. ResolvePoints. roll. by die ties jor historical watersheds as starting points. A game starting starting game A points. starting as watersheds historical jor S Game in their indicated starting positions on the map or in their re their in or map the on positions starting indicated their in itary juggernaut smash across the border and attempt to the and attempt catch across smash border juggernaut itary Set-Up description for each Power according to the Turn Start TurnStart the to Power foraccording each description Set-Up Section See standard the is This details. for Four Part Book Play the See Game). Choose the method before commencing play. before commencing method Game). the Choose historical counterparts? historical their Motherland. Can the players surpass their respective respective their surpass players the Can Motherland. their until you are familiar with with familiar are you until and annihilate the Russians before they can mass to defend defend to mass can they before Russians the annihilate and only a single Power can win! See See Power asingle win! only can foremost, and first remember, But game. the throughout ously tactics and strategies wheels’ within ‘wheels with game labyrinth a convoluted of a in result can side each of Power one on Turn 3 (October/November/December 1812) depicts the the depicts 1812) (October/November/December 3 Turn on just situation the 1812)shows (August/September 2 Turn on 1 Turn beginning: its from Campaign Russia of Invasion onic bid a number of Strength Points they are willing to forfeit to to forfeit to willing are they Points Strength of number a bid possible. becoming For two players it and can be an interesting before Napoleon’s Assault on Smolensk, and a game starting starting game a and Smolensk, on Napoleon’s Assault before h nme o Srnt Pit bd rm h coe Power’s chosen the from bid Points Strength of number the to do next. next. do to reveal each other’s each reveal (aka a Teamcards of Two Player a Three in spective card hands secret from each other OR players may may players OR other each from secret hands card spective situation with Napoleon already in Moscow, pondering what what pondering Moscow, in already Napoleon with situation ma Campaign’s the of two explore to wish or game shorter 1812Napole entire the explore to wishing players for set-up command that Power or Powers. The highest bidder removes bidder highest The Powers. or Power that command agreed on (Turn 1, 3, 2, agreed or 4). Power’s Place each pieces initial Strength any remove not do but Powersof choices fourth and play may either (a) roll dice to determine their selection; or (b) selection; their play (a) may either determine to roll dice and rivals simultane to be experience both partners perplexing Tsarist Russian Second Army. Army. Second Russian Tsarist For example, if you are playing the Imperial North Army in the in the Army North Imperial the playing if are you For example, Split Personality Game, you may not play a specifically Impe specifically a play not may you Game, Personality Split rial card Event, or one open to interpretation, to benefit your your benefit to interpretation, to open one or Event, card rial ta esolving D esolving scenarios. r ta 2.9 tin r for similar descriptions regarding the other other the regarding descriptions similar for t g S isputes While Choosing Sides Sides Choosing While isputes et ame ame -u Kutuzov’s p fo ame Start: “Invasion: “Invasion: Start: ame 19 and and r aTur other versions! Playing Playing versions! other 20 . n 1 ------KUTUzOV — Rule Book Page  - - - - For For example, if there is y ios ch Scenarios players enablethat r u efend the Empire” D , Players are confronted by a hypo , the bloody has ecember 1812) Kutuzov D cena ol v S Kutuzov Kutuzov r A D of ol r zo u t ont ame Turn 4 Start: “ ame Turn 3 Start: “Napoleon in Moscow” ame Turn 2 Start: “On to Smolensk!” ont —An accumulation of Must Play cards could prevent new Hand of the same 3 Home Cards, the Must Play card and card, so the French Northern Army Power may only discard the French Northern Army decides to do a Mulligan with his replaceandHand its remainingtwocardsin non-Mustthe Play keepmustthenewlydrawn single,card.Power The a withthem Continuing the previous example, let’s assume the player for 2 Must Play cards and now has a total Hand of 3 Home cards,Home2 3 of Handtotal cardshasa MustnowandPlay 2 Must Play cards, and 1 newly drawn total card of 6 cards). (a 3 other new cards. One of the new cards is another Must Play player player can keep doing Mulligans before the next Power goes, chill Wintersnow of has fallen, a harbinger to come. what’s of count! Can the Tsarists use their winter advantages and supe all rules unless specificallymodified. The Scenarios are: advances and begin play at a watershed of the Campaign: the south to seize the ? ers and advance on Moscow, as they did historically, or seek rior mobility to pry the still-dangerous Imperial forces out of no Imperial Flag or Formation in St. Petersburg, the Russian take command. Will the French defend overcome Smolensk’s thecountry, time isor it to withdraw to better the defences for thetical situation. In this one-Turn contest, the Russians are to start a game with Turn 2 or Turns 3 or 4. Each ScenarioEach uses4. or 3 Turns or 2 start Turn withtogame a been fought. The Grand Armee reposes in awaitingMoscow, but each but time card. receives one fewer under severe time pressure. They need to make every card Grand Armee confronts concentrated Russian forces defend Control of Duchies is an important part of the game. The Power Power The game. theimportant an partof is Duchies of Control Controlling a Duchy at the start of the game, as shown by the Note Should Should the French remain deep in Russia, hoping to conquer is an enemy Formation or Flag there. ing Smolensk, immediatelySmolensk,ing Marshal before Kutuzov arrives to Napoleon’s empire? Napoleon’s Play Book Part Four has Part Four Book Play Duchy’s map-printedDuchy’s color, Controls that Duchy unless there Russian surrender or at least agreement to terms. The first Russian territory and then cross the border to bring the war to 3.1 C 3.1 In this version of In this version of further Mulligan plays. 2.91 G 2.93 G 2.92 G 3. C victory in an alternative direction—north to St. Petersburg, or 2.9 Ku This permits players to skip the border battles and initial French French initialand battlesborder the skip to permits players This (January/February/March 1813) (August/September 1812) (October/November/ 1813 Campaign? 1813 – and draws a new Hand, once again with one fewer card. A - - - Mul © 2008 GMT Games, LLC ces s r another ur for each Power, owe (2.5) s & Reso r s , you , may you not describe or show ces & P ke d r ur a an Kutuzov g M g H ans , Reso g s tin tin d —You must not —You discard Home cards or Must Play r r lli : in Three Player games, the player with two Pow an ta ta must discard the other 4 cards, but keep the Home Cards and the Must Play card. He then draws 3 new cards than he discarded– – fromone the Draw Pile. fewer Home Cards and 5 other cards. He decides to ‘do a Mulligan’. If oneIf of the 5 non-Home cards is a Must Play card, the player The French Northern Army Power has a starting Hand of 3 fit, without needing to consult another player. Therefore, the discard cards from it for replacement by drawing one fewer cards it can – again keeping Home cards and Must Play cards cards. But, if you decide to discard, you must discard discardbadjustthe all not may theyou words,other Incan. cardsyou cards in the Hand! card. Put your discards face up in the Discard card pile with cards to any other player, including your Camp Ally, unlessincluding CampanyourAlly, cards otheranyplayer, to according to the Game Turn you choose to start on. See Play sources between Powers. spective Army Holding Boxes. Refer to the appropriate Play each the of foura separatePowers Hand cards of according to that player has a Hand and Resource(s) the details in the Book for the scenario. Play the Imperials) Attrition Gain/Loss are depicted This will vary only the top card visible. Discarding in this manner is called only revealed when played. If playing a single Power in the and cooperate with one another, as long as their card Hands and Resources are kept separate. This is also an option with cards at all times and playing them however that player sees the Two Player “Split Personality” Game.the Two ers has the advantage of seeing both those HandsPowers’ of Once the starting Hands are dealt, the player for each Power, Cards must be kept secret from the opposing Camp and are in Impulse Track Order, decides whether to keep the Hand, or ligan before the next Power goes. The Power discards all the Important Maps are provided in the Book Play gamefor set-up purposes. Four Player version Four of Player Power. Therefore, Power. if a player is taking the side of two Powers, Use whichever method you prefer. whichever method prefer. Use you Regardless of the number of players or game start Turn, give Book Part details. for Four Book section for placement of any markers. Game Set-Up Event explicitly allows this. allows explicitly Event EachcardsHand of and each Resource to specificone belongs Entrenchment, Scorched Earth, Morale Gain/Loss, and (for which must be kept separate. may You not trade cards or Re Exception Players with one Power each may examine cards each other’s 2.8 Mu 2.7 H 2.6 S 2.5 S The placement of other Markers including Morale, Attrition, After a player has done a Mulligan, he may do ‘doing a Mulligan’. ‘doing Page  KUTUzOV — Rule Book “Gustavus’ Revenge”“Gustavus’ (card 28) After each Turn, the players determine if the game will contin will game the if players determine the Turn, each After ● A is Zone Duchy Flagged enemy An the to Friendly is Formation enemy an with Duchy Fortress A the cancels Duchy non-fortified a in Formation enemy An Turns, which are Winter Turns, represent three months each. each. months three represent Turns, Winter are which Turns, two is played or fewerfour game first in Turns. The The Turns reso successful requires Fortress the of ownership To change This is an outline of what happens during a Turn, in sequence: in aTurn, during of happens what outline an is This French Northern Army Controls it Controls Army Northern French it Controls Power Army First Imperial Formation there, the Russian Second Army Controls Controls Army Second Russian the there, Formation Imperial Control of a Zone may change through play of an Event. See See Event. an of play through change may Zone a of Control 4. P 4. Tur 4.1 Game 3.2 C 3.2 ● besieger. the to Uncontrolled However,considered is it ( Battle Fortress owner and Controlled by the Fortress-owning Power. Fortress-owning the by Controlled and owner Fortress Impulses— Important lution oflution aSiege it until its Power its it. Flags it until Controls that Duchy. that Controls Camp who did not originally control it, if that Power captures Power captures that if it, control originally not did who Camp Overrun ( Overrun ern Army Flag in Moscow and no Tsarist Formation there, the Flag no there, Tsaristand Army in ern Moscow Formation the Fortress and the Duchy is Uncontrolled by the Imperials the by Uncontrolled is Duchy the and Fortress the ue into the next Turn. If so, the players carry out an Interphase out next Interphase ue the an Turn. into If so, playersthe carry ample, Brest is a Russian Second Army Fortress. If there is an an Ifis there Fortress. Army Second a is Russian Brest ample, original Controlling Power’s yetControl not does but Controlling Control, original to prepare for the next Turn. next for the prepare to ofthe start the game. A Zone may not be seized and Flagged by enemy the from Duchy the ( Evasion of resolution the after until status trolled no enemy Formation in a Duchy, the Power whose Flag it is is it Flag whose Power the Duchy, a in Formation enemy no each represent approximately two months. The second two two second The months. two approximately represent each an enemy Formation through an attack of any an attack kind. through an enemy Formation Example: if there is an Imperial Formation but no Imperial Imperial no but Formation Imperial an is there if Example: Flag in Moscow, the Duchy is Uncontrolled. If is an Impe there is Uncontrolled. Flag in the Moscow, Duchy is Uncontrolled. is rial Flag but also a Tsarist Formation in Moscow, the Duchy Duchy the Moscow, in Formation Tsarist a also but Flag rial Any Formation occupying an enemy-controlled Zone is con enemy-controlled an occupying Formation Any However, that Zone remains a friendly Home Duchy to the the to Duchy Home friendly a remains Zone However, that owning Power for all rule purposes. Power rule forowning all rule purposes. purposes. rule sidered to be in an Uncontrolled enemy enemy Home Uncontrolled an Duchy to forbe in sidered all ont la 12.4 12.8 always —A Controlled Duchy does not pass into Uncon into pass not does Duchy Controlled —A icuie f n Rtet ( Retreat any of inclusive )

y ). r in ol of AZ (13) Controlled by Powerthe Controlled it which at Controls g T . For example, if there is a French North French a is there if example, For ns Players play cards to trigger Events, trigger to cards play Players includes several Rounds of Impulses of Impulses Rounds several includes move and build Soldiers, Leaders Leaders Soldiers, build and move ar ot te atos Ec Turn Each actions. other out carry and Flags, spend ( Resources Game he may (8.1) . If there is an Imperial Flag and and Flag Imperial an is there If . . one be Flagged by the Power of a of Power the by Flagged be . . 12.6 , ot ( Rout ), Exception: Exception: © 2008 GMT Games, LLC Games, GMT © 2008 12.7 11.7 16 Forex ), and ) ) or or )

or or - - - - - . - - To put it another way, unless spending Resources to acquire acquire to Resources spending unless way, another it put To Attrition Level— Attrition Attrition 4.2 I 4.2 In an Impulse the Active Power: the Impulse an In Each Power becomes Active in Impulse Track Order; this this Order; Track Impulse in Active becomes Power Each Important its Scheduled Impulse, if it has a card available. If it does not does it If available. card a has it if Impulse, Scheduled its ● ● ( Impulse apre-emptive is Impulse. aScheduled called is R Morale End of Turn— End Peace &V Peace D have either a card or at least two Resources willingly spent spent willingly Resources two least at or card a either have to acquire a card, it must pass ( pass must it card, a acquire to ● the active Powermeans must play to buy a or a card Resources spend Resources (see rule (see rule Resources spend card-playing purposes. card-playing during Hand its of out card a play must Power every card, a Active be below. to detailed Power’s as Each card opportunity esource Balancing esource efeat &Conquest efeat 16.3 it must play a card if it has one. it if has playit must acard card, a acquire to Resources two spend not Power did the if may it card. a acquire to Resources two spent Power the if may spend two Resources (to acquire a non-Home card, card, non-Home a acquire (to Resources two spend may play an eligible non “+” card if it has one;play eligible non“+” it and has an if card mp ); and — — — u ictory —The exception to Scheduled Impulse Track Order lses

— — itr) r meil oqet of Conquest Imperial or Victory) Table Level ( Zones ( Zones This affects Formations of both both of Formations affects This From Turn 2 onwards, if the game game the if onwards, 2 Turn From Cossacks attack every Flagged Impe Flagged every attack Cossacks No Power may end a Turn more with Players work out if each Camp’s each if workPlayersout Mo The Imperial Camp checks for a pos fora checks Camp Imperial The The players carry out an Interphase Interphase an out carry players The If there has been no Sudden Death Death Sudden no been has there If Russia that does not contain at least least at contain not does that Russia Russia (an Imperial Victory) ( (anRussia Imperial ( Potential Imperial Defeat (a Tsarist Tsarist (a Defeat Imperial Potential Peace Roll that may end play end may ( RollPeace that listed order. listed if the game has not ended before the the before ended not has game the if ap i Ucnrle Duchies/ Uncontrolled in Camps ae n, h paes hc for check players the End, Game Game Turn ( Game has has not yet ended, one player makes a nlyd oe ad ms b dis be must cards Home unplayed one Imperial Soldier or Leader ( Leader or Soldier Imperial one than five Resources ( five Resources than rial-Controlled unfortified Duchy in Duchy unfortified rial-Controlled rale Level changes ( Level changes rale sible change to its Imperial Attrition Attrition Imperial its to siblechange tr o Gm Tr 4 I te Inter the In 4. Turn Game of start and and each of the following steps in the Attrition to on go you Then carded. phase players prepare for the next next the for prepare players phase 4.22 4.2 16 ), but these are not considered for not considered are ), but these ). Once you finish all Impulses, Impulses, all finish you Once ). ). 4.23 14 ). ). There are other ways to to ways other are There ). 17 14.43 ). ). 9.2 4.6 ). ). 19.5 19.6 4.4 ). ). ). - - - - - KUTUzOV — Rule Book Page 

- - - ”, was”, ), repeat ), Scheduled 19.1 ) before mov 16.3 Polish Polish Lancers ). Surviving ). Formations 14.43 for the detailed rules about Attrition 14 ound; End Turn of ition r ) or spend one or more Resources ( ), ), all Impulses for that Turn are over. That ends the ossacks tt 13.2 16.3 ), ), the Impulse marker is returned to the French Northern pre-empt.Why? Because then the Russian Second Army would cards they could pre-empt the French Northern Army. have two Impulses in a row. But, if either the Russian First For For example, after the first Round French ofNorthern GameArmy’s turn Turnto have 1, an Impulse. it’s the Even if the RussianSecond Army had themost playable cards, couldit not Army or French Southern Army Power had the most playable 4.22 pieces in the game. They attack every Imperial Controlled played during Impulses.played the just-concluded Turn’s pulse and must pass. However, that Power may still resolve a playable playable cards. Once that finishesPower its Impulseby playing disease, malnutrition, andcold sheer exhaustion. At this point add 1 to the die roll, even if the Duchy is adjacent to more thanmore adjacentto is Duchythe if even roll, diethe to 1 add and how it relates to AfterMorale.) working out Attrition for are not allowed, even if another Power has more playable cards. playable more has anotherPower if even allowed, not are at least one card and/or spending two Resourcescard ( to acquire a suffers Attrition. (See empted Power’s emptedScheduled Power’s Impulse. Successive pre-emptions rialAttrition deteriorates Level ( the Imperial Morale Level has been reduced to the Sauve Qui then place their Flag, or remove an opposing one, in every this sequence until only one theof four hasPowers one or more one Tsarist Formation.) Modify the die roll by a further if+1 unfortified Uncontrolled Duchy. unfortified Duchy in Russia that does not have at least one Cossacks are Russian irregular forces not depicted by specific Siege. Do not move the Impulse Do move not MarkerSiege. during a pre-emption. Siege ( Siege in the Turn every Formation in an Uncontrolled Duchy or Zone or Duchy Uncontrolledan inFormationevery Turn the in ing the Impulse marker on the to the Impulse next Power Track. Note Note that a Power without playable cards has no Marker as a reminder. Place it upon the appropriate Power’s Peut box. Themaximum Subtract box. +2. modifieronePeut therefore is ( Roll Roll a die for each such Duchy. Add 1 to the Duchydie is roll Adjacent if to that one or more Tsarist Formations. (Only Impulse Track has completed a Round and, unless pre-empted Impulses part the The Turn. of next part the is Attrition. Turn of Impulse Box. Track Imperial Formations, the Imperial Player checks if the Impe Imperial Soldier or Leader present. Impulse and therefore may not be pre-empted—even during a from the die roll if Must Play card“ 37, war: the ongoing losses in men, horses and materiel caused by 4.3 A 4.4 C 4.23 Pass Impulse 4.24 End R of Army Box. Unless Sudden Death Game End occurs( End Game Death Sudden Unless ArmyBox. After the Russian Second Army Power plays or passes, the A Power A withPower no card remaining in Hand has no Scheduled Im Attrition is the game’s way of representing of tear and weartheway of Attritiongame’s theis After resolving the pre-emption, play must return to the pre- - - - - . ” Ex ), ), and lacks ” (card (card ” ). These). © 2008 GMT Games, LLC 11.4 Exception: 4.24 Kutuzov , ”. Remove these Remove ”. . . 5.7 My My Old Moustaches Fresh DisastersFresh 14.62 ” (card 38) as well as . ” (card 9) is played,it leaveis 9) (card ” for full details Example: “ Example: 14.62 The Exceptions: when “ . and iscarded Cards Battalions du Marche Battalions du ) Decks. Players should place these three decks Mud, Mud and More Mud 5.4 . Wellington for the for rules on endingImpulses. 4.24 played it until a Turn’s Impulses untilit played are completea Turn’s ( are cards 22, 47, 52 & 97. 52 are cards 22, 47, cards from the game after their Event is played. all the cards in the discard pile after their Event is played. after their Event is played. played. afteris their Event to deck” cards which stay near the Power HQ Card which ample: “ cards 31, 35 & 39 35 cards 31, to the game as French Attrition Must Play cards during Other cards are immediately shuffled back into the deck with deck the into back immediatelyshuffled are cardsOther Some cards are from removed see play: Some cards are immediately shuffled back into the deck before being removed. They are set aside for a later return in the firstTurn, some of these cards(numbers 30, 33, 36, isk (*) and “Remove from play – then– fromplay and“Remove (*) isk There are “leave face-up until the end of turn then return There are 12 Must Play cardsspeciallyastermarked anwith Play Must There12 are These cards say: “Place in Discard Pile and Reshuffle”. Winter See only. Turns 40, 45, and 46) can and have 46) 40,45, their Event played more than once 100) as as well 100) cards 48, & 86 68 pre-empt. Pre-empting allows a Power to take an immediate played played Home cards – may pre-empt the Order of IfPlay. one conveniently near the map. Put played and discardedcards(butand played Put map. thenear conveniently serve Deck, unless permitted to an do so by Event. not not Home cards) face up on top of the discard pile. Put played non-scheduled Impulse. maypre-empt not A Power if doing so map-printed areas for placing its Regular Card and Home Card Card Home RegularandCard map-printedits placing areasfor top card which course is of face up may and player No visible. the start of the Track. This is known as completing a Round. the Impulse marker returns to the French Northern Army at then move the Impulse marker one space along the Impulse or more Powers tie for the most unplayed cards, none can face up near the Imperial Southern Army Headquarters Card ● Card Reserve Deck. ● ● See leave it face up near the Imperial Northern Army HeadquartersArmyNorthern Imperial the near up face it leave inspect or count the cards in their respective Home Card Re No player may inspect player No or count the discard the pile, except for Unlike (Reserve, Home Home cards face up on top of the appropriate Camp’s Home Battle or Failed Intercept markers on the map (see would would give it two Impulses even intheover spana row, twoof 4.21 Played & D 4.22 Pre-emptive Impulse Card. WhenCard.“ (card 1) is played,iscarddeck.Home the in notputdoit Instead, 1) (card Turns. Players may optionally use the game’s “Pre-emption” ● ● Track. It Track. isScheduledIt thenow indicatedImpulse. See Power’s 4.24 When the Russian Second Army Power has played or passed, After completing the first Round of Game Turn (June/July 1 At At the endthe of Impulse, the owning players must allremove 1812), the 1812), Power with the most playable cards – including un Page 10 KUTUzOV — Rule Book ● You Eventan the make by a happen playing declaring and card 19.3 Apply the modified die roll result from the Cossacks thefromCossacks die roll ApplyTable.result An modified the 4.9 E 4.9 P 4.8 4.7 I Reso 4.6 M 4.5 If If the game has not yet ended, the Turn ends with an Interphase If the game has not yet ended and you have the playingfinished Flag Imperial removed from the map the during Cossack Phase R 5. C 5. ah oe wt mr ta 5 eore ( Resources 5 than more with Power Each Event, instead of using its CPs. its of using Event, instead Defeat or Imperial Conquest of ( Russia Conquest Defeat Imperial or Tsar the then and Camp Imperial the Step, Morale the During ( nes udn et Gm Ed a hpee ( happened has End Game Death Sudden Unless Players generate game action by playing cards. Apart from from Apart cards. playing by action game generate Players Must Must Play each card cards, has a CP value circled at the top left 5.1 Ev ist Camp carry out a Morale Check. See See Check. out aMorale carry Camp ist makes a Peace Die Roll ( Roll Die Peace a makes Intercepted. notmay be ends and you won. work should and See out who has ends second or third Turn, one player is chosen by agreement and and agreement by chosen is player one Turn, third or second an Eventan CPs; as or you it for not may use both. Eventan and You at bottom. the may play such as a either card now game the Turn, fourth the playing finished have you and of excess 5. in Resources ately loseall pre-empted. unless the next ofImpulse first Turn, the take Track pulse will 17 Tsarists) the need to maintain forces on their southern and far far and southern their on forces maintain to need the Tsarists) Imperial and Tsarist domains. It also represents (in the case case the (in represents also It domains. Tsarist and Imperial Design Note: this represents siphoning off excess Resources Resources excess off siphoning represents this Note: Design eastern frontiers. eastern of the Imperials) the pursuit of the war in Spain and (for the the (for and Spain in war the of pursuit the Imperials) the of to sustain the supporting war effort in off-map portions of the the of portions off-map in effort war supporting the sustain to u You may play Events against any Power, including an Ally, an Power,including any against Events playYou may n Paris in unless the card expressly forbids it. forbids expressly card the unless ). The Power indicated by the Impulse marker on the Im the on marker Impulse the by indicated Power The ). , ssia 19.8 mpe &Victo eace n o a ents d of Tur ), players must now check for a possible Imperial Imperial possible a for check now must players ), r ” (card 25) can only be played against Imperial Imperial against played be only can 25) (card ” rd Modified D Modified S ale r ur C o Defeat ial ossa s B ce 4–8 0–3 tep ck ie R ie n alancin 19.6 T —I oll able ry ). If the game has not yet ended ended yet not has game the If ). nte Imperial Flag Imperial ( Remove the Remove the r C one No effect r R g Example: “ Example: 19.5 phase esult 9 onq and and

die ). 16 ms immedi must ) 9.2 ) u 20 . of est Conspiracy Conspiracy . 19.1 © 2008 GMT Games, LLC Games, GMT © 2008 , 19.2 - - - , “ ● ● ● ● ● Power must immediately pay to build the Strength Points that that Points Strength the build to pay immediately Powermust over it carry or it discard and Turn a of end the at card Play ● that removals, necessary the match to map the on Soldiers play, from Soldiers remove to Power a require Events Some Power’s of of Points that Soldiers able to be Strength choice to play.In into Soldiers new put to Power a allow Events Some Note 5.12 Shortages for R 5.12 Shortages for Builds 5.11 Shortages unplayed into another Turn. See Interphase rule rule Interphase Turn. See another into unplayed built Soldiers for the Event, the Power must eliminate enough enough eliminate Powermust the Event, the for Soldiers built this must happen outside of the normal Impulse sequence. sequence. Impulse of normal outside the happen must this un enough have not does Power the that event unlikely the ihr iety r n em o Rifreet (.. ad 26, card (e.g. Reinforcements of terms in or directly either are needed to meet the shortfall, then remove them - even if if even - them remove then shortfall, the meet to needed are place the Strength Points specified by the by Event. specified Points Strength the place “ Balkan Insurrection Balkan Remember that players may ‘make change’ with their Soldiers Soldiers their with change’ ‘make may players that Remember 2 place and Event the fulfill can it that so map the on Points Strength Points. How the Power does this is up to the Power. the to up is this does Power the How Points. Strength Strength Austrian its of one eliminate must Power Southern only Nationality the If map. the on cavalry, a Points, Strength at any time. time. any at has one infantry Soldier unbuilt Soldier (1 has Point), one infantry Strength the Imperial asug Offensive Hapsburg utin omtos n usa “ Russia. in Formations Austrian The card player chooses how to conduct an Event unless a unless Event an conduct to how chooses player card The fensive Formation, whether enemy, Allied, or your own your or Allied, enemy, whether Formation, “ However, Powers. (card 4) French to Alliedallows include an Imperial Leader If If a Power has more than one Must Play card, it may play them If two Events each other, contradict the most recently played normal the by contradicted something allows Event an If If the Power does not have enough CPs or Resources to sat to Resources or CPs enough have not Powerdoes the If Event prevails. SPs in their Army SPs their in However, a Power with only Must Play cards remaining in in remaining cards Play Must only with PowerHowever, a group Box ( Box group its Hand must play one of them during its Impulse (unless (unless Impulse its during them of one play must Hand its instead. card Play non-Must a play or wants, it order any in ing removals must be fulfilled at the first opportunity. The opportunity. first the at fulfilled be must removals ing remain any of Power front the in a as reminder; table on the loss, put Counter isfy the the required card and/or Reminder Such Soldiers may come from either Builds ( Builds either from come may Soldiers Such there it is still the card player’s choice unless the card says card the player’sunless choice card the still is it there rules of play, the card prevails. prevails. card the play, of rules remaining card(s) and/or Resources ( card(s) Resources and/or remaining played against of a against played Formation the card player’s choice; any emphasis in certain Events. certain in emphasis spending two Resources to ‘buy’ a card per ‘buy’ per to acard Resources two spending card’s text says otherwise. A number of cards say: “card “card say: cards of number A otherwise. says text card’s differently. The words “card player’s choice” are there for there are player’schoice” “card words The differently. lyrs hie. oee, vn f hs wrs r not are words these if even However, choice”. player’s —It is sometimes possible for a Power to have a Must Must a have to Power a for possible sometimes is —It ” (card 67) negates any Morale Level limitation on on limitation Level Morale any negates 67) (card ” 6.2 ). The Power does this by using any of its its of any using by this does Power The ). (ad 7 alw te utin t pt 2 put to Austrians the allows 67) (card ” . Hungry Soldiers Riot Soldiers Hungry ”). If the Power does not have enough enough have not does Power the If ”). emovals xml: “ Example: h Frotn Marshal Forgotten The 16.3 ” (card 48) may be be (card” 48) may ). 16.3 6.1 17.42 asug Of Hapsburg . ). ) or the Re the or ) . ” - - - - - KUTUzOV — Rule Book Page 11 - - ” Event Event ” - ” Event (card 92). ) ” (card 84) for CPs. ” (card 75) to reduce ” (card 75) s y ImperialLargesse esponse Card la s rd P Too Old for ThisToo oints (CP ). ). Some Battle cards can s a The General Staff ). rd 12.1 a d P rd ” (card 76). Consequently, Napoleon’s Army Consequently, Napoleon’s 76). (card ” 13.3 a This Sanguinary Combat [Exception, Imperial Home cards 1 & 9. See ltiple C ome C omman attle C Lost His Way His Lost . They are reshuffled with that Camp’sReserve Deck at ] combination, as long as the player does not spend more than 5 card “ card cannot move any more for the balance of the Impulse. the Emperor’s Battle Rating to zero. This is immediately fol lowed by the Russian Second Army Power playing the Responseplayingthe PowerRussianSecond Armythe by lowed CPs for thatCPs card. First Army Power plays “ This gives the Power 5 CPs. The Power may, for example, use To stymieTo movement of the Army led by Napoleon, the Russian 3 CPs to move Formations and 2 CPs to build or any other A Power plays “ pating in the Battle may play a Battle card. You cept through play of “ card provides CPs equal to the circled coloredgold number at as to build and Soldiersmove and Leaders. They may also be allows a single die roll, with a result of 5 or 6 removing one attempt an removal Attrition of Loss Marker in this manner. another. change happens the potential this use of rule is more apparent. a single Battle (See affect (See Sieges no limitno onthe number Responses of that may be played. ribbon at the top left corner of the card below its may be played in addition to another card during may play any number Battleof cards as Events in the Power’s the Impulse. Power’s do You not need to declare the start of each Turn or due to the “ the to due or Turn eachstart the of them. Powers may not carry over CPs from one Impulse to theappropriate track firstwhena change occurs second a so if one action. A Power does not have to declare in advance how used in an attempt to remove Morale Loss Markers: one CP 5.24 Playing Morethan One R CP value. Only a Power with a Formation partici in an Impulse. cards However, with a symbol“+” its top. Powers may use CPs to build and remove Flags, as well Flags,well as andremove buildto useCPs may Powers top. its it wants to spend all of its CPs. Powers spend CPs as they use 5.6 Mu 5.5 C 5.3 B 5.4 H Morale Loss The Marker. Imperial may also choose Powers to Unplayed Home cards must be discarded at the end of a Turn’s cards Home must bediscardedUnplayed Turn’s a theat end of (card 58). (card Home 58). cards are never subject to a random draw ex Home Home cards. Instead, keep them face up on top of the Camp’s Reserve Deck Response Cards may also be played in combination. There is Battle Events have a B within a black colored Each Camp has its own set of Home cards. Do not discardused not cards. Do Home of set own itshas CampEach Impulses Phase. The Active Power Themay usuallyActive Power onlyplay one card When played for its Command Points (instead of its a Event), A Power may combine or separate CPs to perform more than 4.21 ------”, ”, © 2008 GMT Games, LLC ” (card 74) 74) (card ” - ecover’from R escription Train des Equipagesdes Train A Wasted Day Wasted A eterioration ) recovery after a first Level first Level afterrecoverya ) eneral D ” (card 57) as a Response.Thisa as 57) (card ” 14.44 ”, if”, that CPs card’s are used for either Mo R seCards of to ‘Emergency U Another Day of Battle of Day Another esponse Card Play Priority esponse Card Events G ) or ImperialAttritionor ( ) 9 the outstanding removal requirement has been fulfilled. Power may not put any Soldiers or LeadersSoldiersanyor put not may themapuntil on Power subsequentResponse takes precedence Battlecontinuesandso not be placed.) removal requirements still remain, the Power could build new to the first one-Round Battle, a Scorched Earth Marker may then plays “ playsthen asan Event, to limit Battlea to singlea Round. Another Power a Battle or Siege, to reply to another Event, or as a normal for another Round. (Since there was no Inactive Power victor interrupt an Active enemy or Allied Impulse, to influence Soldiers with CPs from that Power’s first card play ofa new Example: a Power plays the Battle card “ card Battle the plays Power a Example: Impulse play. Turn. A Power may play a Response in any one of several ways: to A Power couldPower A satisfy thelosses from Reinforcements, theif or, a Second Morale/Attrition Level D printed with an “ deterioration has been sustained. Players may at option, place diture, card play, or die roll, it is too late to play a Response card 73). card 73). ate fashion, declaring each CP expenditure, or dice roll for an cifically allowsit. Gaming etiquette requires that allplayers change an earlier result. are played. The most recently played Response prevails when needed, in face-to-face play. need to have pieces involved in whatever needactionpieces involved to have is rale ( rale respond.Only when carda specifically overturning allows the ribbon at the top left of the card below its CP val moves moves past that point. You should always play in a deliber the appropriate Morale/Attrition change reminder counter on to have played first.Use this methodof dispute resolution, as thatwillspe affect theprevious action played unless theEvent there is any conflict. taking place. ResponsesResolve in the order they or adjustment of a die/dice roll, may such die/dice rolls be af ue. ue. Any Power may play a Response during any have an adequatean opportunityhave actionResponse before a play to 5.23Special 5.22 R 5.21 R ing Power which is next on the Impulse Track is considered 5.2Responses Response Events have an R within a blue colored If two or more Responses are played simultaneously, the play Interception or Evasion, to allow players an adequatetoanchance players allow to InterceptionEvasion, or In all cases, once action has moved on to the next CP expen Impulse – not just its own. The Power does not fected and their effect influenced (e.g. “ fectedtheirandinfluenced(e.g. effect The wording of Events vary, but in some cases later Events will Events latercases some in but vary, Events of wordingThe Anycard isconsidered Responsea card, ifthe even card isnot Page 12 KUTUzOV — Rule Book You may only build and regroup the Soldiers and Leaders pro Leaders and Soldiers the regroup and Youbuild only may An Event which results from the draw and play of a new card card new a ofplay and draw the from results which Event An vided with the game. Remember that you may always ‘make always may you that Remember game. the with vided when you play them as an Event ( Event an as them play you when Leaders back Leaders into play from the Regroup Box. Pieces may be in Attrition by piece Leader (5-8) Napoleon the of Elimination Building Building means new bringing or previously Soldiers eliminated themto play return them Do or not otherwise reshuffle Keep the removed card or its Reminder Counter visible, as as visible, Counter Reminder its or card removed the Keep game. That card, along with the “ the with along card, That game. 5.7 Remo in any order with the “+” card played first or second. However,second. or “+” played the first card with order any in Some cards specify you must Remove them from the game game the from them Remove must you specify cards Some 5.71 In G 5.71 In 5.72 Napoleon and The Old G Old The and 5.72 Napoleon 6. Bu 6. tion: Special Must Play Imperial Attrition cards. See See cards. Attrition Imperial Play Must Special tion: or Leaders into play. Regrouping means bringing Soldiers or or Soldiers bringing means play.Regrouping into Leaders or the Regroup Box because of Events, Battle and other causes. causes. other of and Events, Box Battle because Regroup the not is It drawn. be to card new the allowed which card the cards. Powerthat play to additional multiple this card play in and advance, the may cards be played may only be Removed as specified on the card itself. card the on Removed specified be as only may play, to on. so and returned be may some removed cards have an effect on reinforcements, others others reinforcements, on effect an have cards removed some change’ using the Soldiers in the game. game. the in Soldiers the change’ using limit. card Impulse the towards Event separate and distinct a considered Event Events)an allows Response unless and/or Battle as cept (ex Impulse an during cards “+” two play never may Power a does not does Remove “ the of play of continuation a as counts Impulse same the during Attrition. “ “+” card the plays North Army Peace (card 106) for its CPs. During movement, an Imperial Forma Imperial an movement, During CPs. its for 106) (card “ the with combination in (card 67) Event, an as xml Tre Ipra Am Nrh ly “ plays North Army Imperial Three: Example Two: Example “ plays South Army Imperial a “+” One: if a Power plays Example “ the by followed card ise SPs, using 8 CPs as if the Austrians were a French Formation. aFrench were Austrians the if 8CPs as SPs, using as an Event, in order to place a “Supply Trains” Marker in in Marker Trains” “Supply a place to order in Event, an as “+”another card. opportunity to play a third card in that Impulse, as long as it’s as long as Impulse, that in card third a play to opportunity the Scorched Earth Duchy and thereby avoid having to resolve to resolve having avoid thereby and Duchy Earth Scorched the Attrition, resolving Before Duchy. Earth a Scorched enters tion card, it allows play of a of play allows it card, not another “+” card. If the third card is another Must Play Play Must another is card third the If “+” card. another not move Schwarzenberg (now rated a 3-4 Leader) with four new new four with Leader) 3-4 a rated (now Schwarzenberg move ” Event (card 11, a “+” card). This means it is possible to to possible is it means “+”This 11,a card). (card Event ” ” Event (Must Play card 36), this allows that Power the the Power that allows this 36), card Play (Must Event ” eneral eneral il v d in in g C My Old Moustaches g &Re fourth a rd card, again as long as it’s not not it’s as long as again card, s Depots and Trains and Depots uard 4.21 Vistula Legion Vistula gr ). Put such cards aside. cards such Put ). Hapsburg Hapsburg Offensive o ” (card 1) the from u e o Bronze of Men F ű pin r Marie-Lou ” (card 10),(card ” ” (card 6) (card ” © 2008 GMT Games, LLC Games, GMT © 2008 [Excep 14.62 g No ” ” - - ] - - . - ● The Imperials are further restricted in that only pieces of an an of pieces only that in restricted further are Imperials The If a Power regroups Soldiers or Leaders, it may place them in in them place may it Leaders, or Soldiers Powerregroups a If ● or Key Home a in placed be may nationality Allied Imperial them place only may it Leaders, or Soldiers Powerbuilds a If you regroup you Napoleon regroup it costs 1 CP to CPs 3 costs It CPs. 4 costs it Soldier cavalry a build you Zone of that nationality. For example, only Austrian pieces pieces Austrian only example, For nationality. that of Zone Leader costs half of the Leader piece’s printed Command Rat Command piece’s printed Leader the of half costs Leader Regrouping costs are shown on the Regroup Costs Chart. Chart. Costs Regroup the on shown are costs Regrouping Chart. Costs Building the on shown are costs Building ● ing; ignore any adjustments to the Leader’s Command Rating Rating Command Leader’s the to adjustments any ignore ing; Note 6.3 example, if you regroup an infantry Soldier it costs 1 CP; if CP; 1 costs it Soldier infantry an regroup you if example, if CPs; 2 costs it Soldier infantry an build you if example, 6.32 Placing R Placing 6.32 &Leaders Soldiers Built Placing 6.31 on on the map in any of its Home Zones or HomeControlled Keys. because of Events. because 6.2 Re 6.2 6.1 Bu 6.3 Pu 6.3 rebuild Kutuzov because he has a Command Rating of 6 of Rating Command a has he because Kutuzov rebuild may be placed in their two Key Duchies or the Austria Zone. Zone. Austria the or Key Duchies two their in placed be may any friendly Home Duchy or Zone. Zone. Homeor Duchy friendly any place the pieces you pieces regroup. the place Warsaw is a Dual Controlled Imperial Home Key in which which in Key Home Imperial Controlled Dual a is Warsaw which which both the First and Army Second Tsarist Army Powers from the Regroup Box or built Reinforcement pieces during Box pieces during Regroup the or from Reinforcement built If a Key has a Scorched Earth Marker on it, a maximum of maximum a it, on Marker Earth Scorched a has Key a If Earth Key Duchy must immediately resolve Attrition. immediately must Key Duchy Earth Moscow is a Dual Controlled Tsarist Capital Home Key in in Key Home Capital Tsarist Controlled Dual a is Moscow one Strength Point or one Leader (not both) may be built built be may both) (not Leader one or Point Strength one both the North and South Imperial Powers may place place may Powers Imperial South and North the both there each Impulse. However, there is no limit for returns returns for limit no is there However, Impulse. each there may place pieces. pieces. place may an Interphase. Remember that pieces placed in a Scorched Scorched a in placed pieces that Remember Interphase. an pieces. pieces. for where you may place the pieces you a build. Rebuilding — gr il ttin d Soldier Leader o Type B Soldier Leader R in Type u egrouped Soldiers &Leaders Soldiers egrouped uilding egrou g P g pin P into ieces g p C C osts osts 1 CP per Strength Point Strength per 1 CP Leader’s Command Rating Leader’s Command 2 CPs per Strength Point Strength per 2 CPs CPs equal to half of that that of half to equal CPs . See C C hart 6.3 hart 1 CP Cost la Cost for where you may y . See See . For For - KUTUzOV — Rule Book Page 13 - - The ) has Example: 12.9 ”, ”, card 11; ). ). ” (card 58) to 58) (card ” 12.9 ). ). The Old Soldier ”, card reduce 27), ”, 8.1 ” (card 107), a “+” r Marie-Louise ű F ImperialLargesse . If this or other newly built chies u The Emperor’s Wife Peace of BucharestPeace ”, ”, card 4, “ ” (card 17) g D ). in s g 11.2 gg ”, card or 42, “ ”, la la a Flag so that your ally regains Control ( ies it revertsies it to your Control. Duchies, you may choose either to put your own Flag there If you remove an remove enemy IfFlag you from Duch your Home one of an Ifremove you enemy Flag Home from yourone of ally’s – taking Control for your Power – or leave the Duchy without Duchy the leave or – Power your taking for Control– card,morebuildRussian3 to Strength Points.Kutuzov and his bring a previously eliminated Kutuzov (4-6) with 2 new Strengthnew 2 with (4-6) previouslyKutuzoveliminated a bring CPs CPs through play of “ For For example, Riga is besieged by Yorck’s Prussian Army. The RegroupedFortress 1 andStrengththeDuchy.intoPoints Point 6 Strength Points then attack Yorck. Tsarist First ArmyplayerFirst plays Tsarist “ That uses up the card’s 8 CPs. The player then obtains 6 more Holy Holy Mother Russia color andcolor the absence a Flag. of any Tsarist Morale Loss Markers in the Holding Box by half non-Scorched Earth Duchy unless a Flag Overrun ( restores Duchy Control to theindicated Power by the Duchy’s map-printed color. may need to remove another Flag Power’s before replacing it multiple CPs), multiple unlessCPs), the Besieger successfully evades. After there. Control Thatis shownPower’s by theintrinsic Duchy’s tion Event ( tion Event building a Leader through CP expenditure, placing a Formation a expenditure,placing CPthrough Leader a building own Flag or removing another Flag Power’s before replacing of of a Duchy and showing which Power Controls that Duchy. or receive four (4) Morale Gain Markers: Tsarist First Army 6.35 Kutuzov happened. (The cost remains 1 CP whether simply placing your placing simply whether CP remains1 costhappened. (The it it with your own RemovingFlag.) a Flag without replacing it in a Duchy through an Event is considered a build. in the Regroup Box, unless it was joined in Battle by another into the game by play of a card“ Event (e.g. Returns Power’s choice. Power’s Flagin any must other Duchya remove you Flag in the Duchy. Flagging means putting Flag in your Power’s another Power’s Formations are compelled to retreat, the Formation is placed Friendly Formation which overland entered into the Fortress Duchy to show that your Power now Controls that Duchy. You ControlsDuchy You thatnow to thatshow your Power Duchy. Forgotten Forgotten Marshal Earth Duchy may be subject to Flag Overrun ( It It costs 2 CPs to Flag a Scorched Earth Duchy. A Scorched ● ● from outside that Duchy through an of intercepplay offensive which allow anAllied allow Armywhich considered(“ beto French as with one of your own. It costs 1 CP to change the Flag in a 7.1 F 7.1 There can never be more than one Flag in a Duchy. If you put a put you If Duchy. inthana Flagmore onebeThere can never The original game start owner of a Duchy never places a Flag The first time (only) that the Kutuzov Leader is built or brought or built Kutuzov Leader is the that (only) first Thetime An Austrian or Prussian Formation, if under the effects of cards of effects the under Prussianif Formation,Austrianor An A Flag is a hexagonal piece representing the inherent garrison 7. F 7. “ - © 2008 GMT Games, LLC egrouping) - . Any piece(s) placed - 10.72 ) makes a non-Key 17.2 [Exception: if the Russian First Army , after all CPs being used thefor purpose 10.71 the Russian First ArmyanyRussianothernotmaythethis,First do Moldavia). only not — port, which may then trace a line of friendly Duchies back occupies a friendly port, including a besieged friendly map edges for the Tsarists (Rus, Volga, Saratov, or Ukraine,or Saratov, (Rus,Volga, Tsariststhe for edgesmap but but to a South/East map edge as previously that described. Note (Prussia, Poland, Galicia, or Austria), and on the South/Eastthe on and Austria), or (Prussia,Galicia, Poland, Home Home Zone unoccupied by enemy Formations. This Home was formerly enemy controlled, and can trace a line of friendly Duchies or Zones to any friendlyany to Zonesfriendly or Duchies of line trace cana Zone should be on the West map edge for the Imperials Power.] Fortress port, it may trace a line via sea to anotherfriendlyto sea via line maytracea Fortressport,it as there are sufficient CPsavailable. APower maychoose some pieces in a Friendly and Key Home others in a former serve as a Friendly Flagged Key enemy which Key has been Friendly now Flagged – as long more than one permitted alternative to putting pieces in a moved frommoved the map. tre Marker (‘DMC’, the “Supply Trains” marker is re the map. This ability ends when or Leaders on the map. CPs andCPs has pieces the available. Power Friendly Home Key; the only limitations are the number of Duchy equal to a Friendly Flagged Key Duchy FlaggedFriendlyKey equal a Duchyto Duchy for the purpose of putting Regrouped Soldiers or Leaders on for thefor purpose placing of Regrouped Soldiers A Power may mix Regroup placement options – e.g. place A Power’s Deployment Mobilization Cen A Friendly “Supply Trains” marker (see cards 6 & may 13)

them to Poland, the Northern Imperial Power could place and Riga and there is a line of Friendly Duchies connecting Soldiers and Leaders into either Key Duchy directly from the Regroup Box. For example, For theImperialif Northern flaggedPower Smolensk a) during an Impulse are expended. an Impulse (e.g. through play of more than one card and/or an immediate Battle after placement of all Formations during a Friendly Formation, add any such new pieces directly into b) requires expenditure of 1 CP per thatFriendly Formation asplacementif occurred inFriendly a by by an enemy Formation must immediately attack that enemy occupied Duchy. Any attack after placement is optional and own unbesiegedPower’s Friendly Flagged Key Duchies any 6.33 Placing Pieces in a Zone (Building or R 6.34 Building in a Fortress Under Siege Note into one of its Power’s Zones which is occupied exclusively Formation, per Building Soldiers/Leaders in a Fortress under Siege triggers Regrouped Soldiers and Leaders may also be placed in their where on the map, if the chosen Duchy When placing pieces in a Zone which is already occupied by ● ● ● Page 14 KUTUzOV — Rule Book “ Morale Loss Table. Marker You follows: as aDuchy Flag may An Army or Army Group in a Friendly Duchy may Flag an an Flag if: Duchy may Adjacent “target” Duchy Friendly a in Group Army or Army An Duchy may only Fortress Controlled enemy an in A Formation it Duchy the Flag may Duchy unfortified an in Formation A 7.2 M your own Flag ( Flag own your 7.13 Flagging an Adjacent D Adjacent an 7.13 Flagging 7.12 Flagging a Fortified D aFortified 7.12 Flagging nfortified D Unfortified an 7.11 Flagging P Duchies. YouDuchies. may, however, a Camp in Flag enemy an replace are There removal. or placement Flag affect not does Duchy expenditure. CP next the with eligible forDuchy Flagging Flag Flag on your Camp partner’s Home Zone or Home or Controlled For attack Younot movement. may and Attrition for Friendly Siege ( by asuccessful Duchy that Flag Moving spent. are CPs as determined are requirements Flag 67), may place EITHER their Imperial Allied Flag OR the ap the OR Flag Allied Imperial their EITHER place 67), may 8. Diplomac 8. Note Camps are fixed and players may not change them. A Duchy A them. change not may players and fixed are Camps 8.1 Diplomac of Warsaw and Moscow—these may never revert to control ofby to control may neverWarsaw revert Moscow—these and is Camp same the of member another by Controlled Zone or occupies. of aDuchy. ● ● mations of the other Power in your Camp, or place your own own your place or Camp, your in Power other the of mations Level. Morale on depending mations a single originally controlling Power. controlling originally a single Adjacent newly or occupied newly a make may Formation a partner’s Home or any formerly Allied Controlled Duchy with with Duchy Controlled HomeAllied or partner’s formerly any For Allied Imperial for restrictions placement Flag possible control seizing when Power’s Flag French Imperial propriate rsin Courage Prussian Army Player could either return the captured Depot/Key to the the to Depot/Key captured the return either could Player Army Example: if the Imperial Northern Power has possession of of possession has Power Northern Imperial the if Example: Power. The decision as to which Tsarist Power should control control should Power Tsarist which to as decision The Power. First Army, or Flag for Smolensk Bagration’s own Army Second Smolensk must be made immediately upon the Fortress’s cap Fortress’s the upon immediately made be must Smolensk cap Bagration by commanded Army Russian a and Smolensk ture from Imperial control. Imperial from ture Second Russian the Siege, successful via Fortress that tures lacement Army/Army Group which is unable to intercept cannot pre cannot intercept to unable is which Group Army/Army vent a change ofvent achange Flag. Duchy and capable of intercepting the Flag placement. An An placement. Flag the intercepting of capable and Duchy there is there no which enemy is Army both Adjacent to the target there is no enemy Formation or in the Fortress Duchy; target and —The presence of an Allied Formation in an Uncontrolled o r L ale 7 ). Exceptions: the “dual controlled” Duchies Duchies controlled” “dual the Exceptions: ). —See p. 38 of the—See Play and Book 9.3 , ad 2 “ 12; card ”, o oss y an y d C uchy F r Gain uchy asug Offensive Hapsburg amps uchy 13.2 o ). r F la © 2008 GMT Games, LLC Games, GMT © 2008 g ”, card card ”, ------● ● ● follows: as are Morale about key points The ● ● viewing restrictions.) You may not exchange Control of Duch of Control exchange Younot may restrictions.) viewing 9. M Players may bargain freely but agreements must be made in in made be must agreements but freely bargain may Players ● ● ies, although you may agree in advance about the Flagging of Flagging the about advance in agree may you although ies, ● 8.2 N 8.2 hs (See this. enemy-controlled Duchies yet to be captured. But remember: remember: But captured. be to yet Duchies enemy-controlled agreements are unenforceable. are agreements described, or shown to another player unless an Event allows Event an unless player another to shown or described, public and are unenforceable. Game cards may not be traded, traded, be not may cards Game unenforceable. are and public A Camp with 6 remaining Morale Loss Markers takes a second a second takes Markers Loss Morale 6 with remaining A Camp Markers in the Holding Box does not trigger a Morale Level Level Morale a trigger not does Box Holding the in Markers (5), five a rolls Camp The Impulse. an during Check Morale Level loss that Impulse, since rolling a five with 5 Morale Loss Loss Morale 5 with five a rolling since Impulse, that loss Level worsening. immediate attempt to recover, the Camp only has to remove remove to has only Camp the recover, to attempt immediate a single Morale Loss Marker to prevent the second Morale Morale second the prevent to Marker Loss Morale single a triggering a second Morale Level decrease. By making an an making By decrease. Level Morale second a triggering “emergency” expenditure is to remove enough Morale Loss Loss Morale enough remove to is expenditure “emergency” – for various events detailed later; Morale Loss Markers are are Markers Loss Morale later; detailed events for– various A Camp’s Morale Level can go up or down (improve or or (improve down or up go can Level Morale Camp’s A A Morale Check may raise or lower or aCamp’s raise may Check A Morale Level. Morale Levels of number any drop can Level Morale Camp’s A h gm tak te oae ee fr ah ap collec Camp each for Level Morale the tracks game The h pae cnrlig h Fec Nrhr Am always Army Northern French the controlling player The ap the in detailed effects Level Morale several are There your Camp. your worsen). However, it may not go up more than one Level one than more up go not may it However, worsen). from that other than first Morale Level Loss by spending spending by Loss Level Morale first than other that from Level could, however, both increase and decrease during a during decrease and increase however,both could, Level Level is removed and the Morale Level loss does not take take not does loss Level Morale the and removed is Level Players must also make a Morale Check at certain times times certain at Check Morale a make also must Players a Players ( Morale Check make must Markers so that the trigger precipitating the additional lost additional the precipitating trigger the that so Markers game map, Player Aid Cards and Play and Book. Player map, Cards game Aid Camps incur Morale Camps incur Loss – Markers used in Morale Checks optional reminder when needed. when reminder optional of the Camp may make an an make may Camp the of bad for your Camp and Morale Gain Markers are good for good are Markers Gain Morale and Camp your for bad the same Morale Level. Morale same the tively. So, for example, both Tsarist Powers will always have rale Change Gain” or “Morale Change Loss” Marker as an an as Marker Loss” Change “Morale or Gain” Change rale single Impulse, resulting in no in change. Useoverall “Mo the resulting Impulse, single sequent Morale Level loss during an Impulse, either Power either Impulse, an during loss Level Morale sequent carries out Imperial Morale Checks. Morale out Imperial carries ( CPs card during a single Impulse or Interphase. A Camp’s Morale Morale Camp’s A Interphase. or Impulse single a during during the game. See See game. the during sub or second the of However,as Impulse. single a during propriate part of each rules section and summarised on the the on summarised and section rules each of part propriate place. e o g 2.2 r otiations 5.23, 9.52 5.23, and and ale 2.3 for two- and three-player game card card game three-player and two- for ), Resources, or both. The goal of this this of goal The both. or Resources, ), 9.4 . immediate 9.2 ) in the Morale Step. the ) in attempt to recover recover to attempt - - - - - KUTUzOV — Rule Book Page 15 - - . 20 . ale For example, For r o The Thunder Theof ); 9.53 ”, card”, 50. There could Example: “ Example: heck M See p. 37 of the Play Book Play the of 37 See p. — ). ). The victorious Camp may then, at able . 12.10 imes to C The Thunder of Hooves r T ale T r ). ” (card 50) ” (card o the 12.7 ready Friendly otherwise Flagged (or are in a non-Friendly moving into an enemy space (Duchy or Zone in Russia); a friendly Flag or are Besieging and Morale worsens they may have to go to the Regroup Box if an Event removesEvent an if Box Regroupthe to go to havemaythey it it into another Duchy or Zone in Russia which is not al Flagged Russian Duchy the instant “Hesitancy” takes ef They must stay behind if they are part of an Army Group If in a Duchy or Zone in Russia and they must retreat from fect); they immediately go to the Regroup Box. Box. Regroup the to immediately go they fect); as soon as a Camp accumulates 9 or more Morale Loss after a Battle in which an entire Army or Army Group is eliminated (Overrun) or Routed and the victor gains one or more Loot. The defeated Camp must take a Morale Check if the victorious Camp obtains one or more Resources as its option, try to improve its Morale ( Markers; Battlefield Loot ( when called for by a Card Event. CardEvent. a by calledfor when

Hooves

times from a single occurrence, e.g. through use if of “ an Army is defeated triggered; 2) for accruing nine or more Morale Loss Markers enemyreceivingthe for 3) and Army; theeliminationthrough of one or more Resources as Battlefield Loot. Of course, if the firstResources the more Battlefieldcourse,as if or Of Loot. one effect and need not be resolved. be as many as three Morale checks: 1) for the Event Card, if in theHoldinginBox, any ensuing Morale Checks wouldhave no Therefore,Campa could be required to check Morale multiple Morale Check resulted in removal of all Morale Loss Markers a) as a consequence theof enemy gaining Battlefield This Loot.) ● ● controlling player carries out an immediate Morale Check still have to take a Morale Check during the Morale Step, or b) more Morale Loss Markers and still has 9 or more. (It would that Nation’s pieces are affectedthat asNation’s follows: taken as follows: other Camp. If more than one player is on the winning side, using the same procedure as during the Morale Step. Once a 9.41 9+ Morale Loss Markers 9.31 Morale Notes Table Camp has resolved such a Morale Check – even if it is left withleft is it if even – Check Morale a such resolved hasCamp individual Victory player is determined according to Rule 9.3 M O 9.4 Morale Check for having Morale Loss Markers, unless it gets Morale Check takes place when the additional MoraleMarkers are Holding Box. placed in the Camp’s Loss 9 or more Morale Loss Markers – it does not need to take a Rout ( Rout If a Camp accumulates 9 or more Morale Loss Markers, the If an Allied Nation (Austria/Prussia) is affected by Hesitancy, ● and the Player Aid Card #2 Card Player Aid the and The conversion of disrupts to kills is a moot point if there is a As well as during the Morale Step, Morale Checks must be ------el , s ), ), the v ictory r e © 2008 GMT Games, LLC 4.5 ke eath V r map. a aleL r o Kutuzov’s M s - - ’ ain Markers ‘At ‘At d Gain M amp propriate marker(s) from the Camp’s frompropriate the Camp’s marker(s) printed on Morale Loss Markers Holding Box Play Play Book. Place or remove the ap Aid Card and in Part Five of the Kutuzov C a heck g oss an ale C ale L ackin r r o o d Trd roll to the number of Morale Loss Markers. If the result is roll for each MoraleGainfor roll Marker the Camp has. On modia ries Tsarist out Morale Checks. mandatory dice roll, a Camp at the highest Morale Level can Level Moralehighest the at Camp a mandatoryroll, dice move move any Morale Gain Markers to a maximum of nine (9). one (unless the Morale Level is already at the top), and re has no effect. fied resultof 9 ormore, raise theMorale Camp’s Levelby Camp’s Morale Level by one, and (b) remove all the remove Morale andone, (b) by MoraleLevel Camp’s less than the number Moraleof Loss the lower Markers, (a) lose accumulated Morale Gain Markers benefit.) no for Loss Markers up to a maximum of nine (9). Any other resultotherAny maximumninea (9). toMarkersLoss of up If the Camp has Morale Loss Markers, compare the dice If the Camp has no Morale Loss Markers, add 1 to the dice The player controlling the Russian First Army always car Any other result has no effect. (As the Morale Check is a the Morale Level stays the same and the 6 Morale Loss Mark the roll is 2-5, the Camp’s Morale Level thethe Camp’s roll is goes 2-5, down one and all ers stay too. 6 Morale Loss Markers are removed. If the roll is 6 or higher, A Camp with 6 Morale Loss Markers takes a Morale Check. If play play on the map. Each Camps’ twothe place toplains where player must remove nine (9) of them—no of nine must remove more,player less. no (9) controlling rolls 2d6. The player procedure is then as follows: and there or moreare Morale Markers,Level 10 the controlling ers accumulated within the Holding Box. no no effect on the number Moraleof Gain or Morale Loss Mark reason, the game ends instantly in Automatic Victory for the rale Loss Markers. However, if the Camp fails the Morale Check Morale thefails Camp the if Markers.However, Lossrale markers. 9.21 Morale Check Effects on Morale Loss Markers 9.12 The9.12 Morale Track 9.11 Morale9.11 Loss and Morale G 9.22 Below Sauve Qui Peut Morale: Sudden D Start’ Scenario in the Play Book ex 9.2 M 9.1 M 9.1 Morale marker on the Morale Dis Morale Check (i.e. the dice roll is less than the number of Morale of numberthethan less is roll dice the (i.e. Check Morale Loss Markers) the controlling player should remove all the Mo If a Camp hasMorale Loss1-9 Markers and the Camp fails the If a Morale Camp’s Level falls below Sauve Qui Peut for any ● ● an To To carry out a Morale Check before the Interphase ( Track theTrack Morale Level for each Camp by placing the relevant Thesemarkers are awarded asshown in thethe tableon Player ● A change in Morale Level caused by the play of an Event has Page 16 KUTUzOV — Rule Book 12 Morale Loss Markers). However, only remove 9 Morale Loss Attrition Level ( Attrition which in Battle a after Check Morale a take must Camp A remain. Markers excess Any The Imperial Camp’s Morale may be affected by that Camp’s that by affected be may Camp’s Morale Imperial The worsening its Morale by one Level (i.e. by accruing more than than more by Level Morale one its (i.e. by accruing worsening It is possible for so many Morale Loss Markers to be accumu be to Markers Loss Morale many so for possible is It Routed and the enemy gains at least one Resource as Battle as Resource one least at gains enemy the and Routed Markers from the Holding Box when a Morale Level changes. changes. Level Morale a when Box Holding the from Markers lated that a Morale Check will inevitably result in that Camp Camp that in result inevitably will Check Morale a that lated field Loot. See See field Loot. 9.42 Morale Check After Battle—Morale &Attrition Battle—Morale After Check Morale 9.42 one of its Armies or Army Groups is eliminated (Overrun) or or (Overrun) eliminated is Groups Army or Armies its of one “box cars”—12 with two dice. (It’s been a tough Turn for the the for Turn tough a been (It’s dice. two with cars”—12 “box A Camp with 7 Morale Loss Markers accumulates 3 more, for for more, 3 accumulates Markers Loss Morale 7 with Camp A 4 Morale Loss Markers to 8 already in the Holding Box). Nine Holding the in already 8 to Markers Loss Morale 4 Markers remain in place. Of course, the next Impulse could see could Impulse the next Of in course, place. remain Markers and Box Holding the from removed are Markers Loss Morale accu 12 in resulted has disaster Tsarist This Check. Morale an take must it Now attempt. evasion an making for Marker The immediate crisis is averted. Two Tsarist Morale Loss Loss Morale Tsarist Two averted. is crisis immediate The added Group Army Borodino the of Overrunning the Tsarists: The player must immediately negate 2 Morale Loss Markers to to Markers Loss Morale 2 negate immediately must player The In desperation, the Tsarists a spend In to Resource desperation, roll 8 The dice. Morale three just with easily: passed is Loot) gained Imperials Over have Imperials the and Turn August-September the It’s Impulse may be countered. Had the Russian player rolled a 6 a rolled player Russian the Had countered. be may Impulse Capital and earn earn and Capital Card for this purpose, and puts it on the Discard Deck. With two it Deck. puts on and the Discard for Card purpose, this However, this loss of a second Morale Level during a single single a during Level Morale second a of loss this However, Extended Example: Morale Resolutions Morale Example: Extended Due to the Overrun, the victorious Imperials are able to pro to able are Imperials victorious the Overrun, the to Due Loss Markers remain in the Tsarist Holding Box. Box. Holding Tsarist the in remain Markers Loss are There Check. Morale Tsarist further a precipitates Loot a roll dice the Tsarists in only needed remaining, Markers Loss Loss Morale another gets Camp the Impulse, the in too. stay, Later Markers Loss Morale the and same, the stays Level yet another threat to the Tsarist Morale Level. Morale Tsarist the to threat another yet avoid the loss of a second Morale Level during this Impulse. To Impulse. this during Level Morale second a of loss the avoid a total of 10 Morale Loss Markers. Fortunately the controlling controlling the Fortunately Markers. Loss 10 of Morale total a dice only a single 5 is rolled removing one Morale Loss Marker. Loss Morale one removing rolled 5is asingle only dice Response a considered is which Card, CP 2 a spends he this do excess of “snake eyes” (two). “snake of excess eight dice rolled result in two 6s and a 5, allowing the Tsarists Tsarists the allowing 5, a and 6s two in result rolled dice eight or more, there would have been no loss of Tsarist Morale Level. Level. Morale Tsarist of loss no been have would there more, or one for the loss of the Depot. The unlucky Russian First Army Army First Russian unlucky The Depot. the of loss the for one Check. Morale other to remove three more Morale Loss Markers. Only two Morale Morale two Only Markers. Loss Morale more three remove to and Army, Russian Routed the for two added: just were three the because (required Check Morale second The remain. three per Loot, obtaining their ceed to Moscow where they Rout a Tsarist Army defending the the defending Army Tsarist a Rout they where Moscow to ceed now six Morale Loss Markers in the Russian Holding Box, as as Box, Holding Russian the in Markers Loss Morale six now in results This Borodino. defending Group Army Tsarist a run mulated Morale Loss Markers and a failure to roll the needed needed the roll to failure a and Markers Loss Morale mulated player rolls a 4 with two dice. dice. two a4with rolls player Morale The Check. Morale the passes and 10 a rolls player 12.10 14.47, 14.48, 14.5 another . 12.10 Resource as Loot. This Battlefield Battlefield This Loot. as Resource , and triggering an immediate immediate an triggering and , ). — © 2008 GMT Games, LLC Games, GMT © 2008 ------A Camp may reduce the number of Morale Loss Markers in in Markers Loss Morale of number the reduce may Camp A follows: as Markers Gain Morale receives A Camp A Camp may improve Morale Morale byMarkers. Gain getting Tsarist Home Card 18:“ Card Home Tsarist when initially building/placing Kutuzov ( Kutuzov building/placing initially when ● If a Camp is already at the highest Morale Level, “Elan du du “Elan Level, Morale highest the at already is Camp a If ( Step Morale the to addition In Each Morale Gain Marker cancels a Morale Loss Marker on on Marker Loss Morale a cancels Marker Gain Morale Each Loss Markers. Markers. Loss Holding Box:Holding Markers Loss Morale remove to used be also may Resources (during a Turn, this limit may be exceeded). This Turn end end Turn This exceeded). be may limit this Turn, a (during (see Markers may be placed instead if so stated on the card (e.g . (e.g card the on stated so if instead placed be may Markers 9.5 I 9.5 ● limit does not apply to the other Morale Levels. However, if if However, Levels. Morale other the to apply not does limit its Holding Box by spending 1 CP for a single die roll. If the the If roll. die single a for CP 1 spending by Box Holding its Camp Tsarist the for Removal Loss Morale Special a also is it to the countermix. If there are no Morale Loss Markers in in Markers Loss Morale no are there If countermix. the to it is Friendly Flagged.) Friendly is R both a Depot and Fortress, would still only allow a single at single a allow only still would Fortress, and Depot a both Guerre”, it cannot make the attempt, nor may it accumulate accumulate it may nor attempt, the make cannot it Guerre”, tempt—even if it also contained an enemy DMC piece when it it when DMCpiece enemy an contained also it if tempt—even 9.52 CPs and Morale and CPs 9.52 9.53 Opportunities to Improve Camp Morale Camp Improve to Opportunities 9.53 9.51 Morale G Morale 9.51 or less than the number of Morale Gain Markers in the Morale the in Markers of Morale Gain number the or than less fulfils of available,Duchy roll is evena single dice if one such of to a Fight?” “Will ( resolution basis. that option, Must Play card 18: Play Must card option, that “ to make the attempt, it rolls two dice. If the result is equal to to equal is result the If dice. two rolls it attempt, the make to wish Camp a Should made. be may Morale Improve to tempt criteria. these of more or two the Holding Box, place one in the Morale Marker BoxGain for more than four (4) Morale Gain Markers at the end of a Turn a of end the at Markers Gain (4) Morale four than more rale Loss Marker when there are none remove,to are Morale Gain when there Marker Loss rale result is a 5 or 6, remove one Morale Loss Marker and return return and Marker Loss Morale one remove 6, or 5 a is result each 5 or 6 rolled. 6rolled. 5or each ● ● a 1-to-1 basis. If a card Event calls for the removal of a Mo a of removal the for calls Event card a If basis. 1-to-1 a ● ● at least two Morale Gain Markers in its Holding Box, an at an Box, Holding its in Markers Gain Morale two least at has and Level Morale Guerre” du “Elan the below is Camp a maximum a that Note Level. Morale its improve to roll dice a part as or (DMC) Centre Mobilization Deployment a captures or Depot, or enemy-heldFortress former a Flags Camp a after a Turn concludes, if BattlefieldLoot(Resource[s]) isor gained, emember Imperial Change of Attrition Level ( of Attrition Change Imperial gaining Loot ( Loot gaining spending Resources ( Resources spending CPs ( spending a Card Event.a Card ( Fortress enemy an capturing 16.54 mp ). See See ). r —Gain Markers cancel Loss Markers on a 1-to-1 a on Markers Loss cancel Markers —Gain o v ain Markers Markers ain 12.10 16.51 9.52 in g M ); ); for how to remove Imperial Attrition Attrition Imperial remove to how for 16.54 Rush to the Colors the to Rush o r ); 9.2 ale (For example, Riga, which is is which Riga, example, (For 19.82 NoSurrender 13.51 ) when the Impulses part of part Impulses the when ) ); it may choose to make ); 14.48 6.35 ); or ” does not allow not does ” ). ” does.).” There - - - KUTUzOV — Rule Book Page 17 - - - - - . (See The Forgotten ” (card 107) ition r . tt 14 —Formations incur Attrition For For example, “ —Formations incur Attrition d A [Exceptions: Tsarist sea movement The Emperor’s Wife g for Battle for effects. ance ement an r v 12.42 about Leaders stacking.) Multiple Friendly Forma o nt tackin ” (card 4) and “ 10.54 ), ), and pieces entering play through an Event, Build, or pulse. a Note: Duchy Intercepted, Retreated into or Evaded propriately numbered March Counter next to a Formation different Army, but Attrition applies to each Strength Point and 2, except that Attrition is triggered on entry into the as a result of spending CPs. may You move Formations or and Leader that moves more than three Duchies or Zones stances cost do not (these Command Points); entering a Scorched Earth Duchy. move move a Soldier or Leader alone or as part of the same or a moving a Marsh over March Line of (Imperials only); that has moved, as a reminder itsof vulnerability to Forced through Forced March in Winter as described for Turns 1 thirdImperialstheZone or Duchy spending it enter by CPs; through Forced March in the fourth and each subsequent into does not count as a Duchy entered for the purpose of March Attrition, in case it moves later during the same Im Forced March,Forced because are CPs no spent these for actions. Forced March;Forced Duchy or Zone they enter during movement in an Impulse Retreats, Interceptions, and under Evasions specific circum with the fourth and any subsequent CP spent. Place an ap Turns 3 and 4 (Winter) Turns 1 and 2 (non-Winter) Ambush; 15 according to the rules in Section and See 4. card Events allow exceptions. also ● manyStrength Points as Command its Leader’s Rating allows. ● tion purposes as Rough in Turns 1 and 2 and Clear in Turns 3 tions in a Zone must beconsolidated into a single stack. Certain incur moves Attrition: Pieces may only enter a Duchy or Zone from an Adjacent ● Unlimited Formations can occupy and defend a Duchy or Resolve Resolve any Attrition incurred for these reasons immediately, Marshthrough a Duchy any leavingenteringcontrol, or Duchy Duchy or Adjacent Zone. ● Leader and, for Imperial Camp, the same Nationality. Some Links shown by dashed black lines are Marsh. Regardless of Imperialonly. Formationsallincurs AttritionMarch for of Line Zone. However, an Army may move and attack with only as ● ● ( Regroup.] The Strength Points must be of the same Power as the Army Tsarist Formations treat a Marsh Line of March for intercep 10.41 Marsh10.41 10.42 Forced March Winter and Turns: non-Winter Attrition through MarchForced is triggered differently during ● Marshal 10.2 S 10.2 10.3 E 10.3 M 10.4 - - - - The map by © 2008 GMT Games, LLC Kutuzov However, you must eneral , Ney could not have any Prussiananyhave not could Ney , 10.2 ” Event (card 4), and there is only a ) containing an Allied Army moves into moves ArmyAlliedcontaining an ) al [Exception: 10.12.] 1.1 : per : r —You must —You spend one CP for each Duchy ement Note v —A —A Camp’s Morale Level may not go up more o n Gene a Duchy or Zone in Russia that is not already not thatinRussiaisControlled Zone by or Duchy a single French SP withsingle SP French the Allied Army. cess nine of remain (maximum four if “Elan of du Guerre”). that Allied Army; or of nine (9), from the Holding Box. Morale GainMarkersMorale ex in Box. fromHolding the nine(9), of an Army Group ( GroupArmy an that Camp’s Morale immediately improves one level (e.g. French SoldiersFrench join an Allied Army through “ of play the Camp removes any Morale Gain Markers, to a maximum Forgotten Forgotten Marshal “Les Grognards” and improves to “Marchez Vous”);

emember part of an Army, they may move together as an Army. enterBattle together.theinfantryHowever,if and artillery are already Prussian Flagged (whether French controlled or Tsar ist controlled). ist would cost 3 CPs to move into any Duchy in Russia that is not Strength Point(s). Soldier as part of his individual Army, nor Yorck any French Duchy, but they must do so separately and therefore may not An Army Group consisting of Yorck (Prussian) and Ney (French) Ney (Prussian)and Yorck consistingof GroupArmy An An An infantry and artillery Soldier each cost 1 CP to move one a) a) rial Allied Formations in G applies if: at times unwilling participants in the invasion of Russia. To any other piece. Accordingly, two or more Soldier pieces may spending CPs. b) not not already Controlled by that Allied Army; a French Control never never enter Battle together unless part of an Army. A Power represent this, an extra CP must be spent to move any Austrianany move tospent representbe mustthis,extra anCP b) may spend CPs only to move its own Soldiers and Leaders, move move each infantry, cavalry, or artillery Soldier individually. member that a Leader on its own is considered an Army in its the Soldier enters. than one Level during a single Impulse or Interphase from or Prussian Formation into any Duchy or Zone in Russia that is thatRussia in Zone or PrussianDuchy anyor intoFormation own, without a Leader, spending one CP for every Duchy/Zone Duchy/Zone every for CP spendingone Leader, a without own, own right. A move is defined as expending a CP to go from one from go to CP expending a defined as is move A right.own or Zone a Leader enters, whether alone or with Soldiers. Re optional reminder. unless moving an Allied Army Group. Soldiers moving without a Leader never move together with Moving an Army R location to another is 2 CPs two moves). (i.e. Marker does not negate this penalty. This extra 1 CP cost also Leaders and Soldiers may be moved on the where it began. Use the Morale Change Gain Marker as an The Austrian and Prussian Allied Armies were reluctant and 10.12 Moving10.12 Austrian and Prussian Armies, and Impe 10.11 Moving10.11 Individual Soldiers You may move infantry, may move cavalryYou and artillery Soldiers on their 10.1 I 10.1 10. M 10. Page 18 KUTUzOV — Rule Book 10.5 M You may not move Leaders or Soldiers through Enemy Forma Enemy through Soldiers or You movenot Leaders may fe a ucsfl vso, t s osbe o a omto al Formation a for possible is it Evasion, successful a After any entering on movement all end and stop must Formation A Earth Scorched a entering Formation Tsarist or Imperial Any 10.52 D 10.52 10.43 Ambush Ambush 10.43 10.51 Zones Earth Scorched 10.45 10.44 R 10.44 If a Formation enters a Duchy with an Enemy Formation, the the Formation, Enemy an with Duchy a enters Formation a If ● Zone. That Formation may not move further through spending spending through may not Formation moveZone. That further Entering an Enemy Duchy from an Uncontrolled or Enemy Enemy or Uncontrolled an from Duchy Enemy an Entering Retreat into an Enemy Duchy causes Attrition. Attrition is also also is Attrition Attrition. causes Duchy Enemy an into Retreat Battle is an Overrun ( Overrun an is Battle ( Battle Attrition. incurs Duchy (Imperial only), or to sea (after a failed amphibious assault, or or assault, amphibious failed a (after sea to or only), (Imperial Formations may move in and out of friendly-controlled Zones Zones offriendly-controlled out and move in may Formations incurred by across a retreats incurred river, across a Marsh Line of March ing a Battle ( aBattle ing Controlled Duchy incurs Attrition through Ambush. through Attrition incurs Duchy Controlled CPs for the rest of that Impulse. Place an ‘Enter Zone Move Zone ‘Enter an Place Impulse. that of rest the for CPs that Impulse, because these actions do not use CPs. use not do actions these because Impulse, that ( Duchies Fortress tion: or intercept from the Duchy.the from a or Zone with If intercept a enters Formation tle, unless the enemy Formation successfully evades ( evades successfully Formation enemy the unless tle, ( Fortresses or tions marker as a reminder that the Formation may no longer movelonger no may Formation the that reminder a as marker the unless Impulse the during movenotmore may any mation Formation. a such indicate to Marker Complete’ ment ready in a Zone to remain there without needing to fight a fight to needing without there remain to Zone a in ready such a Formation may still intercept, evade or retreat during during retreat or evade intercept, still may Formation a such entering a Duchy with an enemy Formation, the entering For entering the Formation, enemy an with Duchy a entering Bat in engage and stop immediately must Formation entering an uncontrolled Duchy into an enemy-controlled Duchy). enemy-controlled an into Duchy uncontrolled an these applicable, As Fortress). besieged a into Convoy failed a an Enemy Formation, it has the choice of immediately initiat immediately of choice the has it Formation, Enemy an during an Interphase Deployment ( Deployment Interphase an during principles principles apply to evasions (e.g.and interceptions evading from Design Note:Design theto ability this Russians’ move reflects superior troops during Winter Turns. Winter during troops ‘March Counter’ next to any Formation which moved dur moved which Formation any to next Counter’ ‘March Tsarists by spending CPs. by spending Tsarists which it has entered through expenditure of CP. Entering Entering CP. of expenditure through entered has it which motn Reminder Important ing an Impulse to keep track of how many Duchies or Zone Zone or of Duchies how many track keep to Impulse an ing by Duchy or the Zone entered by fourth the triggered is still any additional Duchy/Zone moved into after 4 CPs are ex are CPs 4 after into moved Duchy/Zone additional any Retreat or Evasion Interception, through Duchy/Zone a denomination of ‘March Counter’ provided. of Counter’ ‘March denomination Since purposes. Attrition March Forced for count not does pended will cause Forced March Attrition, 4 is the highest highest the is 4 Attrition, March Forced cause will pended 10.72 etreats etreats uchy or Zone with Enemy Formation Enemy with Zone or uchy o v ). 10.71, 10.72 Rest ement 13.41 12.8 13.41 : Place the appropriately numbered numbered appropriately the Place : ). ). ). Use a “Battle or failed Intercept” Intercept” failed or “Battle a Use ). ).] r 17.3 ictions ).

© 2008 GMT Games, LLC Games, GMT © 2008 [Excep 11.6 Note: ). If If ). ------10.6 Ar You do not need to form an Army Group while one Army moves An Army Group is formed in the following circumstances: the in formed is Group Army An part a considered is Officer Staff The Group. Army/Army Friendly a by occupied Duchy a through move may Leader A When placing Flags, the Army Group places only the Flag of Flag the only places Group Army the Flags, placing When 10.62 D 10.62 10.53 D 10.53 10.61 Moving Through Friendly Armies Friendly Through 10.61 Moving 10.54 D 10.54 The other Leaders are put in the Army Group Holding Box ofBox Holding Group Army the in put are Leaders other The volved Armies decides. If tied, the most recently Active most recently Powerthe tied, If decides. volved Armies form separate stacks. separate form If a Formation enters a Duchy with an Enemy Fortress, the the Fortress, Enemy an with Duchy a enters Formation a If If a Dual-Power Army Group cannot agree on a Commander, Commander, a on agree cannot Group Army Dual-Power a If Leader as the Commander of the Army or resulting Army Army resulting or Army the of Commander the as Leader same the in movement its ends Leader a However,if Leader. Duchy as another Friendly Leader, you must designate one one designate must you Leader, Friendly another as Duchy ( Friendly Formations are consolidated into one stack. If there there If stack. one into consolidated are Formations Friendly its movement in a Duchy or Zone with another Army and no and Army another with Zone or Duchy a in movement its Siege Resolvable ficer counter and put the Staff Officer with the Commander’s the with Officer Staff the put and counter ficer Group Group ( Of Staff appropriate the with Leader other the Replace Group. One Leader must be chosen as the Army Group’s Army the as chosen be Commander. must Leader One his Army are not compelled to remain within an Army Group Group Army an within remain to compelled not are Army his Card as Officers. Staff Youhis Headquarters may have to form of the Commander’s Army/Army Group. The Staff Officer Officer Staff The Group. Army/Army Commander’s the of of movement. You ends if Group an Army must an Army form becomes an independent Leader as soon as it is no longer in in longer no is it as soon as Leader independent an becomes the same Duchy or Zone as the Commander. In a Zone, all all Zone, a In Commander. the as Zone or Duchy same the the Commander’s Power. Commander’s the in the within present Points Strength most the Powerwith the is Army capable and the agrees stationary Army the stationary another Army’s through Duchy, but you may choose to do so. A ● ● entering Formation must immediately stop and may not movenot may and stop immediately must Formation entering ers agree on a new Commander during that Leader’s Impulse. Leader’s Impulse. that during Commander anew on agree ers Pow the or Group, Army the joins Commander be to eligible single Leader can command all of the Strength Points present. Points of Strength all the command can Leader single Army moving currently the join may Army Allied stationary are two or more Armies in a Zone, they must form an Army Army an form must they Zone, a in Armies more or two are occurs Overrun Siege a unless Impulse the in further any as it continues its Impulse, but only if the Power controlling controlling Power the if only but Impulse, its continues it as Evasionan ( ( a retreat after Group Army an ● during his own Impulse. own his during Leader new a until Commander remains Leader That decides. 13.42 with more Strength Points in total than any single Leader Leader single any than total in Points Strength more with Duchy or Zone; or Duchy turns hog pa o a ad vn (.. “ (e.g. Event card a of play through (of two or the in same are Armies more Allied any strength) a single Power has two or more Armies in a Duchy or Zone, or Zone, a Duchy in Power Armies or more a single two has present can command; can present ). Use a “Battle or failed Intercept” marker with the the with marker Intercept” failed or “Battle a Use ). 10.6 ”, 42). card ual-Power Army G Army ual-Power uchy with Enemy Fortress Enemy with uchy uchy or Zone with Friendly Leader Friendly with Zone or uchy m ). Friendly in Formations a Zone or Duchy may not 11.6 y G ). side up as areminder. side as up r o u ps [Exception: see see [Exception: roups roups 12.6 ), an Interception ( ), Interception an h Od ode Re Soldier Old The 8.1 .] A Leader and and Leader A 11.1 ), or - - - - KUTUzOV — Rule Book Page 19 - - ” - - ) is For For 14 Example: ). ). asion 10.3 ). ). al ” Event, card 66. r 11.6 d Ev Count Rostopchin . ” (card 108). If successful, 108). ” the(card ). ). The inactive Formation may not attle ). ). Hostile Formations which occupy a Callfor Reinforcements ”, card 72 ”, 10.72 g B 11.6 ception an in ception in Gene r ifferent Locations r Cossack Raiders r uchy or Zone with an Enemy Formation —The Active Formation Active —The into whose movement the nte nte nte perial Army which is considered to be the original occupier, and may attempt an Interception. If Im theis movesMstislavl successful,into Battleit the Battle. In anda thereis the Imperial Army the terrain benefit (+1 thedie forRough terrain a terrainLine benefit(+1 of March). as Mstislavl is Friendly Controlled the Imperial Army receives in Elnya. The Tsarist Power is the Active Power and moves the Imperial Controlled. The Imperial Army in adjacent Smolensk There is an Imperial Army in Smolensk. There is a Tsarist Army Tsarist Army from Elnya to Mstislavl, which is unoccupied and Concentration Forces of placement of Flags through Events, i.e. “ considered to occupy the Interception Duchy. applied; the surviving Interceptors must then engage in Battle. causes Battle unless the defender evades( emy Formation may attack that Enemy Formation by spendingattackFormation may Formationby thatemy Enemy ready the occupier the sole Duchy. of movement as an Army Group, or (b) multiple Interceptions.multiple (b) or ArmyGroup,an as movement the same Duchy with another CP expenditure, even if it started occupying that Zone ( ously From D example, through the “ Formation in the same Duchy or Zone with the other moving Formation. Important Friendly Control). Formation the choice of immediately attacking any enemy Formations can only enter Battle together by simultaneous(a) Unless within the Command Rating of a single Leader, Multiple Multiple Leader, single a Commandof Ratingwithinthe Unless (card 52) and “ 52) (card Battle benefits apply to them, if the Duchy or Zone is under Battle or evading ( Entering a Duchy with an enemy Formation immediately Entering a Zone with an enemy Formation gives the moving Zone. Some Events allow a Zone.allow two-Duchy Some Events Interception. Zone are required not to attack each other. Interception is an attempted response by an eligible inactive InterceptingArmy Armyor or Duchyadvance Group one may Interceptions are only allowed if no enemy Formation is al Interception Duchy prompted the Interception attempt is not If Interception is successful, any applicable Attrition ( force a Battle a force without a successful Interception ( was the original occupier of the Duchy or Zone (i.e. terrain The Battle is fought as if the Inactive Intercepting Formation 10.71 In a D 10.71 Into10.72 a Zone Already Occupied by a Friendly Multiple10.73 Formations Entering Battle Simultane A Battle may not be delayed while another Formation moves into moves Formationanother while delayed be not may Battle A Army or Army Group, either to (a) enemy movement or (b) A Friendly Formation already occupying a Zone with an En 1 CP. 1 The CP. Enemy Formation then has the option of accepting 11.1 I 11.1 10.7 E 10.7 11. I 11. “ ------

© 2008 GMT Games, LLC Note: An Imperial Allied ArmyImperial An Allied Note: roup roup Movement roup CP Costs isbanding An Army G mander’s mander’s Power. A two-Power Army Group can therefore move twice or more during a single Round, by alternating theCommand Rating limits its Commander. of tered costs 1 CP per moving Army. together if the movement cost in CPs is paid for by theCom by for paid is costin CPs together themovement if the Commander between the two Powers. Every Duchy en up or drop off Formations of their respective Powers and Nationalities along its path, so long as each Army keeps to An Army Group and its component Armies may freely pick All or some of the Armies in an Army Group may move same Power are in a single Duchy, each Leader of that Power tively, Kutuzov could take 5 Strength Points of Soldiers, plus other than the Commander should be indicated as a Staff ers are involved. In this instance, if Kutuzov took 5 Strength and changed from Staff Officer to Leader status. This Leader another Power’s Army.another Power’s are involved. Pieces from one Power cannot become part of as an Army at a cost for of 1 CP each Duchy entered. from Russian First Army and 4 from Russian Second Army). ing against his Command Rating – until such time as that will will then command his own Army as part of the newly formed would remain 2 CPs for eachforwould remainDuchy CPs 2 entered, since two Powers Leader should be chosen to exercise his own Command Rating Duchy entered would cost 2 CPs (1 for each Army). Alterna Kutuzov (Command Rating: 6) and Platov (Command Rating: Kutuzov(Command Rating:and 6) Barclay (Command Rating: Commander’s Command Rating is exceeded. Then another Play Note: Generally speaking, when multiple Leaders of the Points of Russian First Army Soldiers, plus Platov – as his StaffhisRussianasArmy of Soldiers,First– Points plusPlatov Barclay - as his Staff Officer - for a total of 6. TheyStaff6. hisBarclayas of would total move Officer - a for - Officer and treated as part of the Commander’sArmy – count Officer 6 andtotal of a for moved – Armyas an Group, the cost This Army Group would also cost 2 CPs to move (one for each 4) 4) could also move 10 Strength Points as an Army Group (6 4) 4) could move 10 Strength Points as an Army Group. Each Army Group. Army), Army), regardless of each Army’s composition, since two Pow against the Command Rating limit). mander’s objectionsmander’s only during its own Impulse, a retreat, or by interceptingby independently the Army of Group. must pay one CP per Duchy or Zone entered for each Army that Armythepartas Group. of moves requiresone extra enterto CP any Duchy orZone in Russia that of anotherStaffArmy a of Officer, Leader’s thereby(as counting Officers (combined)Officers as the Command Ratingsits of respective is not already controlled (Flagged) by that Army. Allied Note Note that a Leader can either be an Army on its own, or part Regardless of its Commander’s Command Rating, an Army Group Army an Rating,Command Commander’s its of Regardless 10.65 D 10.64 Army G 10.63 Army G A Power’s Formations may leave an Army Group over its Com Armyanits GroupFormationsleave over may Power’s A ● An Army Group during moves its Commander’s Impulse. ● An Army Group as may move many Strength Points and Staff Army Leaders allow. Page 20 KUTUzOV — Rule Book ● 11.4 Resol 11.3 I 11.2 Mu You not may intercept: ● An An Army may each during attempt Interception Impulse until it The The To resolve an Interception attempt, the owning player rolls rolls player owning the attempt, Interception an resolve To ● ● In addition, a two-Duchy Interception may not: may Interception atwo-Duchy addition, In the Mstislavl, in already was Formation Tsarist another If Zone, either by other Armies, or through Events, or both. Events, both. or through or Armies, by other either Zone, See p. 14See Example. an for Book Play ofthe ● ● ● ● ● two dice and modifies the result as follows (all modifiers are modifiers follows (all as result the modifies and dice two effects. Battle terrain any not do affect terceptions may be further Interception attempts into the same Duchy or or Duchy same the into attempts Interception further be may allow not would Mstislavl into Army Tsarist the ofmovement resolving all Inactive player Interceptions. However, such In such However, Interceptions. player Inactive all resolving either fails an Interception attempt or fights a Battle/Siege that that a Battle/Siege or fights attempt Interception an fails either Duchy. the solely occupying formation enemy cumulative): ● ● is done Event.after This appropriate byan playing Impulse an there because was an attempt, already Interception an Imperial ● does not Regardless ofresult in an the Overrun. outcome, there –1 if intercepting intercepting if –1 +1 if intercepting +1 intercepting if Armies and Army Groups may and using a Army intercept Armies Line Marsh Example: “ Example: with an Army or Soldier that has already fought a Battle or or Battle a fought already has that Soldier or Army an with or attempt, that Group Army of an part is Interception that Soldier or Army an with an failed has that Army an with for Interception purposes as Rough in Turns 1 and 2, and and 2, and 1 Turns in Rough as purposes Interception for Leaderless Soldiers the ability to Intercept Intercept to ability the Soldiers Leaderless Duchy Adjacent to the Duchy or Zone being Intercepted into; Intercepted being Zone or Duchy the Adjacent to Duchy into or in a Zone already occupied by an enemy Formation, Formation, enemy an by occupied already Zone a in or into Interceptions; and Evasions, retreats, to response in Siege (other than an Overrun) during the Impulse; Impulse; the during Overrun) Siege an (other than Clear in Turns 3 and 4. 3and Turns in Clear give Events However, some Leader. a of Rating Command held Fortress; held Fortress; attempt; Interception an failed has using using a River Line of it unless March, is play negated through using a Marsh Line of March (Imperials only). Tsarist Tsarist only). (Imperials March of Line Marsh a using the by controlled be must they own: their on Soldiers using before Zone that in already is Formation friendly a unless a Leader with them with Leader a of an appropriate card Event, e.g. card “ of appropriate an of March. Tsarist Formations treat a Marsh Line of March March of Line Marsh a treat Formations Tsarist March. of the Interception attempt; Interception the resolve the Interception. resolve Itthe Interception. does not affect the Battle. ensuing cross a Duchy occupied by an enemy Formation or enemy- or Formation enemy an by occupied Duchy a cross aZone; cross drop off or pick up Soldiers or Leaders. Leaders. or offpick or Soldiers up drop Active nte player may only conduct an Interception during during Interception an conduct only may player I ltiple Distant Gunfire Distant r Rest ception v in into from g I . This simulated Leader is only used to to used only is Leader simulated This . nte a Friendly Flagged Duchy or Zone; or Duchy Flagged aFriendly an Enemy Flagged or Uncontrolled Uncontrolled or Flagged Enemy an nte ”, 109 card r r ceptions ceptions Over the River the Over r . ictions as if they had had they if as ”, 65; card © 2008 GMT Games, LLC Games, GMT © 2008 - ● ● 11.6 Ev 11.5 I ● ● Army Group. If successful, any Army or Army Group that it that Group Army or Army any successful, If Group. Army for entire is used the Rating Commander’s Battle Group Army nor as way same the in Attrition incur may Interception An Army Group to the Interception Duchy/Zone, Group to the and Army Interception apply any Attri 11.51 Army G 11.51 Army Interception attempts never incur Attrition. Attrition. never incur attempts Interception is Failedremoved marker the its and effect cancelled. Impulse, Inactive Formations may avoid Battle by evading to an Adja an to evading by Battle avoid may Formations Inactive capabil interception their lose therefore and marker Intercept” However,leadership. independent under once Interception Power Inactive the Interception, attempts Group Army an If Duchy or Zone. Evading Soldiers that are not under a Leader’snot are under that Duchy or Soldiers Zone. Evading If the Interception succeeds Interception the If If the Interception fails Interception the If leaves behind keeps its own interception capability. However,capability. interception own its keeps behind leaves ity for that Impulse. for that ity failed or “Battle a receive Duchy/Zone that in Formations ing or Duchy fails, Zone that from attempt interception Once Once the dice have player been rolled, the may intercepting not the same Duchy/Zone, surviving Interceptors engage in Battle. in engage Interceptors Duchy/Zone, surviving same the into attempts Interception other all resolving After required. tion the Army Group may decline to intercept as a whole, and in and whole, a as intercept to decline may Group Army the intercept to tempting made made the Atattempt. Interception the end of the Active Power’s a if pieces, (or Group Army or Army affected the on marker ut elr wih omtos n ht ry ru ae at are Group Army that in Formations which declare must mal movement, except movementthat does not by interception enemy entered. An Army or Army Group may attempt Eva attempt may Group Army or Army An entered. enemy sion only once, and the whole force must evade to the same same the to evade must force whole the and once, only sion attempt to Group Army smaller a or Army lone a send stead card card Event was used). Itin the Duchy/Zone remains in which it command must check individually for each piece. for each individually check must command cent Duchy or Zone other the than Duchy/Zone from which the See of Forced March. purposes for the count decline an Interception result. Interception an decline –1 intercepting via a Marsh Line of March Adjacent to the the to Adjacent March of Line Marsh a via intercepting –1 Adja March of Line Rough a crosses Interception the if –1 +?/–? for the diceany roll.Event to used influence cards (An Leader; of intercepting the +? Rating Battle for the Imperials may not intercept using a Marsh Line of March March of Line Marsh a using intercept not may Imperials Event may also cancel the Interception.) the Event cancel also may Duchy being Intercepted into (Tsarists only, Turns 1 and 2). and only,1 Turns (Tsarists into Intercepted being Duchy ( cent to the Duchy or Zone being Intercepted into; Intercepted being Zone or Duchy the to cent 10.41 Modified D Modified nte ). I asion nter 9 or more 8 or less r roups and Interceptions and roups an ception c ice R ice e p tion before oll —put a “Battle or failed Intercept” Intercept” failed or “Battle a —put T the attempt is resolved. Only the the Only resolved. is attempt the —move the intercepting Army or or Army intercepting —movethe able Interception succeeds Interception d A Interception fails Interception ( two tt R esult r 10.4

di ition c . e all ) remain any ------

KUTUzOV — Rule Book Page 21 - - - - - ”), ”), ception r ition r Call for Reinforcements nte tt d I d A ents it u all such dice resolutions are made. s asion an asion an attle attle Ev ences before u March. Formation; (but from not one Zone or to another); into an Enemy Controlled Duchy; Duchy/Zone Adjacent evadingpursueanintoanFormation if an Imperial Formation evades across a Marsh Line of into a Scorched Earth Duchy; in a differentmove direction. into an enemy Fortress Duchy besieged by a Friendly

dice resolution card(e.g. 66, “ made. If the Active Camp plays Battle cards requiring any the Inactive Camp must firstofplay anytheirBattle card(s) tion of Battle dice to be used influence only oneRound of by by the Inactive defender, before any Battle dice rolls are own Battle unless stated explicitly otherwise. The Active Camp declares all Battle Events first, followed

Any Battle or other Events that affect the number or resolu

eq tercept. The Tsarists must resolve their Interception before the even a Power with just a single Soldier in the Battle Duchy. Group commanded by one of its Camp partner’s Leaders, or For For example, a Power with an Army that is part of an Army Imperials resolveany Attrition incurred by their own move. An An Imperial Army is moving and the Tsarist player wants to in a) a) d) declaring another. an Interception during Impulse the by Active Power’s playing an appropriate Such Event. an may Event only be played after all inactive Power Interceptions are resolved. Other than that, cept attempts; the results of one attempt can be known before effect of Attritioneffect of deciding before whether to evade or Intercept. b) b) ning of an Impulse and spends 1 CP to pursue, or a pursuing S c) more Battle Cards to affect that Battle. mation, the evading Formation may again attempt Evasion. there is no required order or sequence for Evasion and inter the Active Power resolves any Attrition incurred by the Active Given sufficientFormation CPs, Active an may: Formation chooses to enter the an Duchy/Zone of evading For Power’s movement. The Power’s inactive Power may not wait to see the Formations attempting Evasion or Interception must do so before before so Interceptiondo mustor attemptingFormations Evasion Evasion incursEvasion Attrition in these each of cases: If a pursuinga If Formation has occupied theZone from thebegin ● ● An Active Power and its Inactive Power Ally may only conductonly may Ally InactivePower its and Power Active An or one play Battlemay a in Soldier Leaderor a with Power Any 12.1 B 12.1 11.9 Ev 11.9 Pur 11.10 Ev 11.11 12. B - - © 2008 GMT Games, LLC ) e c esult di R

Evasion fails Evasion succeeds two ( ) it would otherwise have had. ictions asions r 12.4 —move —move the evader to the chosen able T oll and g Ev —the evader does not move and forfeits ice R in 12.2 v vasion E 8 or less8 or 9 or more 9 or asion Rest and the Play Book for Morale effects. Modified D 9.1 to sea; besieged enemy Fortress; or Zone; using a River March.Line of ignore this modifier Turnsduring4); 3 and into a Duchy containing either enemy Formations or an un into a Zone containing an enemy Formation, unless the Event may also cancelEvent the Evasion.) Zone is already occupied a Friendly by Formation; +?/–? +?/–? any Event cards used to influence the dice roll.(An +? for the for Battle Rating+? an evading of Leader; and +1 if evading into+1 or within a Friendly Duchy or Zone; –1 –1 if the Evasion crosses a Marsh Line of March (Tsarists –1 if crosses the Evasion –1 a Rough March; Line of –1 if evading from an Enemy Flagged or Uncontrolled Duchy Uncontrolled or Flagged Enemy an fromevading if –1 pieces, or on those pieces intheir Headquarters Card Section. dice and modifies the result as follows (all modifiers are any terrain dice ( cumulative): may successfully evade and remain in that Zone. The enemy may again attempt to attack it by spendingand the 1CP, Inac moves with the evading Formation. If such a Formation enters a entersFormation a such If Formation.evading the with moves ● one or more Morale Loss Markers. ● tive Formation may again attempt Evasion.] have beenhave rolled. firstRoundBattleof for each Evasion attempt. failed in a Zone after successfully evading. ● ● If the Evasion succeeds If the Evasion fails Furthermore, the Active Formation gains a Battle die in the Formationattempting doesit prevent not The Marker Evasion. Duchy/Zone Duchy/Zone containing another Army, the evading Formation See Intercept” Marker, either appropriately placed in the stack of would would remain separately identified with its “Battle or failed [Exception: an inactive Formation already occupying a Zone The evader may not decline an Evasion result once the dice To To resolve an Evasion attempt the owning player rolls two The presence of a “Battle or failed Intercept” Marker on a Whether it succeeds or fails, an Evasion attempt by an Armyanor attempt by Evasion anfails,succeedsWhether or it Adjacent Duchy or Zone. Alternatively, the evader may remainevadermay theAlternatively, Zone. or Duchy Adjacent Army Group results in the evading Camp being forced to take ● ● ● You may not evade: may not You 11.8 Resol11.8 11.7 Ev 11.7 ● ● ● Page 22 KUTUzOV — Rule Book ● 12.3 M 12.3 B 12.2 ● ● ● ● Any Power – whether or not it has a Formation participating in in PowerAny or – not whether itparticipating a has Formation Allied Imperial Formations, the player receives the greater of greater the receives player the Formations, Imperial Allied 12.31 Battle D Battle 12.31 it Apply this Bonus according to the Morale Table Morale the to below: according Bonus Apply this Bonuses for Battle dice only apply if at least 50% of the com the of 50% least at if apply only dice Battle for Bonuses Resolve byBattle ofdice. rolling The number dice rolled is the Points and Battle Ratings combined in the Duchy are French. are Duchy the in combined Ratings Battle and Points involved in a Battle or Siege are of the stated nationality. (Use (Use nationality. stated the of Siegeare or Battle a involvedin Staff Officers are not included in this total, as they are counted counted are they as total, this in included notare Officers Staff only the Battle Ratings of Commanders and Leaders present; present; Leaders and Commanders of Ratings Battle the only ● ● bined bined total of the Formation’s Strength Points and Battle Ratings the the Morale Level bonuses if at least 50% of the oftotal Strength total of following: the total on Battle. an effect state specifically that ( Eventcards Response more or one play may – Battle the an Army Group or Duchy/Zone occupied by mixed French and French and or byDuchy/Zone mixed occupied Group Army an Points.)In Strength Formation’stotal the towards 1SPeach as “ Yorck (Battle Rating 1) has 4 Points Strength of Soldiers Prussian 51) adds two dice for all Rounds of the Battle. the of Rounds all for 51) dice two adds The Imperials The have a Imperials Morale Level of Elan Napoleon Du Guerre. (1 + 4 = 5). In a Battle, since the French total of Strength Points Points Strength of total (1 +French 4 = 5). the since In a Battle, Bonus (+2), giving a total Army Group strength of 14. of (+2), strength Bonus Group Army atotal giving 7). = 2 + (5 Soldiers French of Points Strength 2 has 5) Rating for one Round of Battle only. However, “ However, only. Battle of Round one for and Battle Rating (7) is at least 50% of the total Army Group’s Army total the of 50% least at is (7) Rating Battle and (Battle Napoleon Group. Army Yorck a in Napoleon-led are and adds one adds “5” to the casualty Russian’s disrupt Battle casualties, Morale Level Morale strength of 12, the Army Group receives the French Nationality Nationality French the receives Group Army 12, the of strength iii Levies Militia L’Empereur –1 for each “5” Disrupt Result, if the Battle enters a second second a enters Battle the if Result, Disrupt “5” each –1for +1 Round first forthe in enemy Evasionfailed each attempt, +?bonus for the defender,any terrain in the Roundonly first by (this +?may be modified Rating Commander’s the Battle ( +? Bonus Dice Level Morale Battle Round ( Round ( only ( only side; Officer aStaff as serving Leader forone every Point of Soldiers; Strength forone every an Event,an e.g. “ y B 12.4 Elan Du Du Elan Guerre Vive Vive ); on 11.8 Dice attle o 12.53 r u ); and L ale ” (card 24) adds four Russian Battle dice and and dice Battle Russian four adds 24) (card ” s ice and Mixed Imperial Formations Imperial Mixed and ice ). Imperial Imperial Tsarist Tsarist Leader WoundedLeader Camp M e orale v B el Austrian/Prussian: +1 Battle Dice +1 Battle Austrian/Prussian: T Russian: +2 Battle Dice Battle +2 Russian: Russian: +1 Battle Dice +1 Battle Russian: French: +2 Battle Dice; Dice; Battle +2 French: N attle French: +1 Battle Dice +1 Battle French: able ”, 71); card 12.3 Naval Support Naval Effect ); ational © 2008 GMT Games, LLC Games, GMT © 2008 ” (card ” 5.2 - ) - 12.4 T 12.4 You may only put Entrenchments on a Duchy that has at least least at has that Duchy a on Entrenchments put You only may l tran oue rqie ht h Dcy e redy Con Friendly be Duchy the that require bonuses terrain All Any Inactive Power or Allied Army engaged in Battle in one one in Battle in engaged Army Allied or Power Inactive Any Army is Army considered to have reached Duchy the first Interception 12.41 R 12.41 12.45 Entrenchments 12.45 Zone 12.44 R 12.43 Marsh 12.42 Therefore Therefore a Formation which has just moved into a Duchy does 4 SPs or an Army/Army Group of any strength. strength. any of Group Army/Army an or SPs 4 If any Formation entered the contested Duchy in this Impulse Impulse this in Duchy contested the entered Formation any If If any Formation entered the contested Duchy in this Impulse Impulse this in Duchy contested the entered Formation any If opposition Tsarist the March, of Line Marsh a across Impulse this in Duchy contested the entered Formation Imperial any If Interceptions (e.g. “ Interceptions Entrenchments are extensive but temporary temporary but extensive are Entrenchments Line of March, as the Tsarists treat the Marsh as Clear (frozen). Clear as Marsh the treat Tsarists the as ofLine March, During Turns 1 and 2, the Imperials gain +1 Battle die in the the in die Battle +1 gain Imperials the 2, and 1 Turns During Resources ( Resources Formations in aZone. in Formations gains two Battle dice during the first Round of Battle. of Battle. Round first the during dice Battle two gains instructions, Entrenchments only appear through the play of play the through appear only Entrenchments instructions, friendly of stacks multiple have not may you stack; one into Certain terrain types provide types terrain Certain Formations which occupy a Duchy first Round of Battle when Tsarist Formations enter a Duchy a enter Formations Tsarist when Battle of Round first or Zone with terrain bonuses in Battle. An Inactive intercepting or bonuses in Zone Battle. with An intercepting terrain Inactive on a Duchy or nearby with the red triangle ‘pip’ triangle red the with nearby or Duchy a on terrain preceding of the any with cumulative is This ofBattle. of its one die own Home forBattle Round gains Zones the first by the placement of an Entrenchment marker marker Entrenchment an of placement the by trolled before the Battle is resolved. Control of a Duchy may may Duchy a of Control resolved. is Battle the before trolled the first Round of Battle. Round first the not affected by any subsequent Active Power Event-facilitated PowerEvent-facilitated Active subsequent any by affected not not change Control of the Duchy at the time of entry. time the at of Duchy the Control not change retreats. including resolved, is Battle after until change not effects. Remember, all Friendly Formations are consolidated consolidated are Formations Friendly all Remember, effects. and may therefore earn a terrain bonus. This terrain bonus is is bonus terrain This bonus. terrain a earn therefore may and as as Rough. In Turns 3 and 4, do the notImperials gain any Marsh Battle the treat Tsarists the as March, of Line Marsh a across across a Rough Line of March, the opposition gains one Battle one Battle a gains ofRough Line opposition the across March, across a River, the opposition gains three Battle dice during during dice Battle three gains opposition the River, a across dice when Tsarist Formations enter a Duchy across a Marsh Marsh a across Duchy a enter Formations Tsarist when dice die during the first Round of Battle. Round first the during die defenses (e.g. fieldworks). They are represented represented are They fieldworks). (e.g. defenses pointed towards it. Other than by those specified Gameit. towards Set-Up than pointed Other There is a Tsarist Formation in Ryazan and an Imperial Forma Imperial an and Ryazan in Formation Tsarist a is There Control Moscow at least until the Battle ends. This means that that means This ends. Battle the until least at Moscow Control have Flagged Moscow and therefore Control it. The Tsarist For The it. Control therefore and Moscow Flagged have the Imperials benefit from the terrain bonus, in this case a River, case inthis bonus, terrain the from benefit Imperials the Imperials The Ryazan. Control Tsarists The Moscow. in tion mation moves mation into a Moscow causing Battle there. The Imperials so they add three Battle dice for the first Round only. Round first the for dice Battle three add they so ough e iver rr 16.6 ain ) or Event) or (e.g. “ Distant Gunfire Distant Masked Batteries Masked ”, 109). card For example, example, For ”, 83). card - - - KUTUzOV — Rule Book Page 23 - - - - - ”, ”, ). ). VictoryorDeath istributing Losses 12.6 Example:“ possible by Power. No Leader No Power. by possible ply, the Army/Army Group cess kill. exception to this is the Napo may be eliminated if a Soldier eliminated a beif may there are kill results to ap Commander must be the last is available to meet the loss. Power Power Formation determines Distribute Soldier losses (not Leader losses) as evenly as Leader eliminated. The only If only Leaders remain and which Power suffers any ex The Commander of a multi- (kill results) 12.51 D ictor ). ). Battles never exceed two Rounds 12.6 ). ). Otherwise, add up the kill and disrupt 12.8 etermining the V resolving dice counts the second and Round’s results. +1 the Battle Duchy ( unlessdictatedso anEvent. by card 104. Formations. New Battle Event cards (including Response Formation retreats back to the Duchy from whichentered it Events that specificallyEvents before played affectbe may Battles) If casualties are equal, fight a second Round with all engaged all with Round second a fight equal,casualtiesare If If casualties are still equal after two Rounds, the Active : –1 Battle: –1 die requirement to equally share the losses. to be chosen.be to OneFrench Northern, oneFrench Southern, and one under Murat (2-4) and another Austrian Army under one Austrian Strength Point would be eliminated to fulfil the free to choose either a French or Austrian SP. If 3 Strength lossesweresustained, eachSP 1 from theNorthern andPower Schwarzenbergtaketo casualtyisobliged Kill (2-4) losses.2 If SouthernwouldPower beeliminated, withthe Southern Power Points had to be eliminated, a third Strength Point would have An An Imperial Army Group consisting of one Army French Northern under Davout (4-6) and two French Southern Armies, across) place a “Battle or failed Intercept” marker with the surviving attackers (Active Formations) and any survivingandany attackersFormations) (Active defenders (In active Formations) in their respective Duchies or Zones. This Impulse.all such markers at the the Power’s end Active of and the other is not, the eliminated side loses the Battle and shows shows that the attackers may no longer move or Intercept dur results of each side. The side with the most casualties retreats, thoselosses mustbeshared asequally betweenas possible the be eliminated. other French Power and any Imperialanyand Alliedthat pieces French Power otherFrench unless the Battle occurred in a Zone (see ing that Impulse, and the defenders may not intercept. that ingImpulse,not defendersmay the Remove and is Overrun (see leon Leader. This Leader is always the last Imperial piece to If all Soldiers and Leaders on one side are eliminated by kills ● ● In a two Power Army Group, when a French Power takes losses,takes Power French a when ArmyGroup, Power two a In were engaged in Battle. 12.52 D At the conclusion of a Battle,a theunlessof At conclusion an Overrun has happened, ummary ice and Other Effects S ------Attackers : ignore 1 casualty after first Round (inactive Imperials only) +2 (inactive Tsarist only) Battle D +1 (to Owning (to +1 inactive Power) Attacker Flag may not Overrun errain © 2008 GMT Games, LLC T +3 (and incur Attrition if to forced retreat +1 on Turns 1 & 2; Turns on +1 effect no 3 & 4 Turns on Occupants ) if it suffers five 12.7 Zone River ments Home Home Marsh Rough Terrain for an example of how to Entrench- tion 12.53 ). ). Additionally, each 5 causes a u - - 12.7 ) is not possible. Any excess elimina 12.9 —You can make change with your—You Soldiers at any attle Resol . Entrenchments may duration of the Battle. A disruption is not considered to af casualties, all Kill results must be fulfilled before applying any disrupts. calculate Battle dice with disrupted Soldiers. a Flag Overrun ( alty result to ignore at the the end first of RoundBattle; of an entrenched Formation only Routs ( an entrenched Formation chooses one enemy-inflicted casu elimination via Rout ( tion Battle results are lost without effect. the enemy rolls one fewer Battle dice (firstRound ofBattle or more casualties than inflicts it on the enemy; only); flip a Soldier toits disruptedside as a reminder. Disrupted SPs SPs still count for total Battle dice and are vulnerable to Each 6 die roll kills an (eliminates) enemy Strength Point. disruptsroll dieEach 5 survivingone Strengththe for Point If there are insufficient Soldiers and Leaders to absorb all fect a particular piece, but players may findit convenient to –1 –1 Battle die modifier. See emember possible possible for some Formations in a Duchy to be in Entrench alty Display on Player Aid Card #1’s “Battleground” section. alty Aid Card Display on Player #1’s ● ● ● cases when the requisite SPs any Round of Battle that just eliminated through Battle, not be not placed in a Zone. recorded using the appropriateon theMarker(s) CasuCamp’s ments while others are not. ment immediately receive the Entrenchment’s benefits. It is not not is It benefits. Entrenchment’s theimmediately receive ment ment the instant fewer than time. Record casualties by placing/moving the appropriate ties. The number of ‘5’s and ‘6’s rolled by eachties. and side The should ‘6’s be number of ‘5’s ● took place). This includes the Entrenchment’s effect on or are Routed, Overrun or or Army/Army Group in the a Leader piece alone can en trench OtherFriendlyFormations entering withEntrenchanDuchy a R it has either at least 4 SPs, or its own Army (or an AlliedArmy)an Army(or own its or SPs, 4 least at eitherhas it in that Duchy: ground Chart. Power’s Power’s markers along the Casualty Display on the Battle (although that does not negate not doesthat (although ● ● Losses are simultaneous. and“5” “6” die results inflict casual Entrenchment evade, retreat ● with Entrenchmentswithas advantages, long gainsfollowing asthe 4 SPs or no friendly Army/ Any Power engaged in Battle in a Friendly Controlled Duchy Attrition or card play. Army Group is in the Duchy You must remove an Entrenchan remove must You 12.5 B Page 24 KUTUzOV — Rule Book 12.6 Ret 12.6 12.54 Morale Level and D and Level Morale 12.54 12.53 D 12.53 The current Morale Level may affect the severity of casualties of casualties severity the Level affect may Morale current The The victor remains in the Battle Duchy or Zone. If the Battle Battle the If Zone. or Duchy Battle the in remains victor The In other words, add up all the Battle dice the side would nor would side the dice Battle the all up add words, other In was in a Duchy the loser must retreat. If the Battle was in a in was Battle the If retreat. must loser the Duchy a in was ● disrupt more has that side a Battle, a of Round second the In Inflict these killsInflict at the end ofthe Round of Battle/Siegein which Zone, the loser may choose to stay in the Zone or retreat. or Zone the in stay to choose may loser the Zone, Events, and any nationality bonus. Subtract the excess disrupt disrupt excess the Subtract bonus. nationality any and Events, ● in aBattle/Siege. in in the first Battle Round. Remember: disrupt results do not ap not do results disrupt Remember: Round. Battle first the in for a given Battle, represented by the number of Battle dice it it dice Battle of number the by represented Battle, given a for they occur. Put pieces lost in this way into the Regroup Box. Regroup the way into this lostin pieces Put occur. they be rolled. Ignore any reduction below zero. reduction any Ignore rolled. be rolls. results from these bonuses to find the number of Battle dice to dice of Battle the number find to bonuses these from results Battle have still may Leaders and Points Strength than results ply to particular pieces but to the overall strength a Camp has has a Camp to but the overall strength pieces ply to particular suffered disrupts of number the subtract then and have, mally dice, depending on its Leader or Commander’s Battle Rating, Rating, Battle Commander’s or Leader its on depending dice, Austria and they suffer 5 disrupts, 3 of these become kills. (5x kills. become these of 3 disrupts, 5 suffer they and Austria (4-6) Davout under Formation Army Northern French A 1/2 3.) giving is 2½;3 SPs are eliminated up the fraction, round (“Naval Support”, card 51) + 2 (Morale Bonus) = 12, the minus If the same Imperial Morale Level was at Sauve Qui Peut, 2/3 Peut, Qui Sauve at was Level Morale Imperial same the If 6 disrupt results = 6 Battle dice. dice. =6Battle results 6 disrupt +2Points) (Strength 4 + (Davout) 4 follows: as dice, Battle 6 Regroup Box. Regroup Felix Tu at is Level Morale Imperials’ the if example, For Davout’s Army suffers 6 disrupt results during the first Round Round first the during results disrupt 6 suffers Army Davout’s and go to the Regroup Box. Regroup gothe to and Level. Morale Guerre” du “Elan the to due dice two another dice due to the Event “Naval (card additional Support” 51) and of a Battle. In a second Round of Battle this Army would roll would Army this Battle of Round second a In Battle. a of of the 5 disrupts would become kills: 5 x 2/3 = 3 1/3, which is is 1/3,which 3 = 2/3 x 5 kills: become would disrupts 5 the of contains 4 Strength Points of Soldiers and benefits from two two from benefits and Soldiers of Points Strength 4 contains rounded up to 4. 4 SPs would be eliminated and placed in the the in placed and eliminated be would SPs 4 4. to up rounded If a Battle goes into a second Round (or more), apply kill kill apply more),(or Round second a into goes Battle a If Flip disrupted Soldiers to their non-disrupted side immedi side non-disrupted their to Soldiers disrupted Flip results to disrupted Soldiers before affecting any Leader. any before affecting Soldiers disrupted to results ately after a Battle. aBattle. ately after Tu Austria Felix Sauve Qui Peut Qui Sauve Les Grognards Les Morale Level Morale M orale isrupt R isrupt r eats L esults esults evel Proportion of Proportion [Exception: Rout ( Rout [Exception: E isrupts 1/3 1/2 2/3 ff e c ts D isrupts which become become which isrupts

Kills on 12.7 round fractions up! fractions round D ).] isru p ts © 2008 GMT Games, LLC Games, GMT © 2008 - - - ● ● ● A retreat may incur Attrition, which must be resolved immedi resolved be must which Attrition, incur may retreat A unlikely the In Morale. Peut Qui Sauve at is it PowerActive if 12.61 Morale Level and R and Level Morale 12.61 nable to R to Unable Formations 12.63 R 12.62 The current Morale Level may change the Battle result. If the the If result. Battle the change may Level Morale current The French during the Winter retreat across the Berezina River Berezina the across retreat Winter the during French Inactive PowerInactive Ally, the Active player must choose one eligible an retreat, to required If an retreat, to required If vn-ntae Atv Itretos rm oe hn n Ad one than more from Interceptions Active Event-initiated Inactive See p. 38 of the Play Book for a Retreat Result’s effect on Morale. on Result’s effect aRetreat for p. Book 38Play See ofthe uh/oe i ta Ajcn DcyZn i a eey For enemy an is Duchy/Zone Adjacent that (if Duchy/Zone Duchy/Zone for Unlike Active interceptors, retreating Inactive interceptors do do interceptors Inactive retreating interceptors, Active Unlike Formations which are unable to retreat are Overrun; place place Overrun; are retreat to unable are which Formations aet uh/oe icuig omtos rm ht player’s that from Formations including Duchy/Zone, jacent treat may change the Battle result into an Overrun Overrun an into result Battle the change may treat a Marsh LOC Marsh a a Earth ( Duchy Scorched not tress, it must already be besieged by its Camp). If there were were there If Camp). its by besieged be already must it tress, Battle the entered it which from Zone or Duchy Adjacent the if Zones or Duchies Friendly Adjacent, more or one to treat them in the Regroup Box. Regroup the in them tied in results Battle a if retreat would Camp’s tive Formation ca if Battle the lost have to considered is power Inactive the or turn the retreat into a Rout a into retreat the turn or Ac the only Morale, Peut Qui Sauve at are Camps both event sualties are tied and must retreat. This would also apply to the the apply to would also This retreat. must and tied are sualties came, because they reached the Battle Duchy/Zone first. Duchy/Zone first. Battle the reached they because came, ately. casualties. possible. “Barclay (a 1-4 Leader)’s Russian Army of 4 SP loses a Battle. Battle. a loses SP 4 of Army Leader)’sRussian 1-4 (a “Barclay Army retreats across a River Line of March and rolls five dice dice five rolls and March of Line River a across retreats Army The Imperials inflict two Disrupt results upon the Russians Russians the upon results Disrupt two inflict Imperials The while suffering no casualties themselves. The defeated Tsarist Tsarist defeated The themselves. casualties no suffering while for Attrition. One of those Attrition dice causes the loss of a of loss the causes dice Attrition those of One Attrition. for a Rout. 2 more Russian SP are eliminated by the two Disrupt Disrupt two the by eliminated are SP Russian more 2 Rout. a the river crossing.” river the results becoming Rout “Kills”. becoming results a and single Barclay SP survive single Russian SP. This is the third casualty and it precipitates precipitates it and casualty third the is SP. This Russian single A defending Inactive Formation may not retreat to any any to retreat not may Formation Inactive defending A for Attrition incurs but Fortress, enemy an besieging Army Uncon or Friendly a to retreat to unable is who defender A more into retreat and up split may Formation defending A Duchy/Zone from which the enemy entered the Battle, nor Battle, the entered enemy the which from Duchy/Zone that does not contain an enemy Formation, or to a Friendly Friendly a to or Formation, enemy an contain not does that trolled Duchy/Zone may retreat to any Adjacent Duchy/Zone Zone. or Duchy one than may it retreat out to sea. sea. out to itmay retreat doing so (in addition to any other applicable Attrition). applicable Attrition). other any to addition (in so doing have to retreat to the Duchy(s) the to Zone(s) or they which retreat have to from For example: retreating across a river ( river a across retreating Forexample: (defending) Power’s Morale Level is Sauve Qui Peut, Qui Sauve(defending)Power’s is Level Morale etreat and Attrition and etreat . Losses incurred from Attrition during a re a during Attrition from incurred Losses all of its pieces of its all 10.45 Active Camp Active Inactive etreats ), along or retreating Imperials to retreat to. retreat to ( etreat 12.7 oe (eedr ms re must (defender) loser )— loser must retreat to to retreat must loser as happened to the the to happened as 10.44 ), entering ),entering ( 12.8 . ), ------KUTUzOV — Rule Book Page 25 ------). ). ale ” allows allows ” r ” (card 70). ” 70). (card 9.53 for DMCs ). ). ” (card 57), obili 9 o 13.52 d M To the Deaththe To ment M To the DeathTo y oot an Another Day of Battle d L The greater the size of the defeated e r g a Deplo ” (card 104), and ” “ 104), (card ent attlefiel ootin —The —The Tsarists and Imperials receive a Morale Loss —Certain theallow Events victor to tabulate cumulative Loot die rolls (one for the first Battle, if a Rout, and another and Rout, a if Battle, first the for (one rolls die Loot ers count as whether 1SP, or not they were Staff Officers. rale Check. of Soldiers and Leadersof the theBattle loserby of lost (Lead and so on, as represented by a Resource. Group Commander to is eligible collect Loot. Check, the losing Camp must place that Battle’s Morale Camp may attempt to improve its ( Morale Level Some Events canSome Events influence the Loot roll die result. booty, supplies, draft animals, prisoners to be exchanged Roll Roll one die and add to that result the Strength Point value Battlefield LootTable. Losses accrued, take a Morale Gain Marker instead. Loss Markers into their Holding Box before taking the Mo If the result on the Battlefield LootTable causes aMorale If a victorious Army Group is involved, only the Army If a Camp acquires Loot, remove one Morale Loss Marker from that Camp for each Resource taken. If no Morale Formation, the greater the chance of gaining battlefield The Commander is Apply worth the 1SP.). result from the After gaining one or more Resources by Loot, the victorioustheLoot, Resources by Aftermore gainingor one Victory or Death quent worsening of Morale Level during that Impulse, in an alone in a non-Fortress Duchy, the enemy Power gets 1 Re attempt to prevent the reduction ( Morale Level of source as Loot if it rolls a 6 on one die. See even if a Formation is victorious in the second Battle and gainsandBattle secondvictorious the inis Formation a if even enemy losses for multiple Rounds of Battle when calculating tion Centre (DMC) may get a Resource as Loot. Remove a the Imperials (only) receive a Morale Loss Marker if one their Home of Duchies is Flagged by the Tsarists. These are per opportunitythetake victoriousmust theFormation one gain to occurrence. or more Resources. two Note Note ● in Fortresses. if the second Battle is a Rout or Armyelimination).Remember,or Rout a isBattle secondthe if is eliminated (i.e. Overrun) or Routed, the Power controlling Marker if one of their Depots is Flagged by the enemy and DMC DMC from the map immediately if it is Duchy the that only an enemy piece Power has in just a Flagged. If the DMC is ● See pp. 39 and 37 of the Play Book for the Battlefield Loot Loot in both Battles, the losing Camp has the opportunity to Loot die roll results, viz. “ ● In any Battle in which an entire enemy Army or Army Group ● ● zation C Table and respectively. Morale Table, Table A Power which eliminates an enemy’s Deployment Mobiliza ● certainin Additionally, circumstances, “ 12.11 L 12.11 12.10 B 12.10 “Emergency Recover” after it incurs a second and any subse “ - - ). ). 12.62 ”, card ”, © 2008 GMT Games, LLC ), the), losing 12.62 Men of Bronze Menof [Exception: in a Scorched Example:“ n ”, ”, card 104). When such an Event is rru [Exception: Entrenched Formations only e n t rru g Ov e u ). ). la See 9.11 and the Play Book effect for Overrun’s an on See 9.11 ) nor a possible Morale) nor a possible Loss Rout. for Victory or Death 12.10 defeated Camp to suffer a possible drop in Morale Level ( All disrupted pieces on the Routed are side eliminated. A Rout may result in the victor acquiring Loot, causing the inflict leastat 7 eliminations. in Schlavii. This would be a Flag Overrun unless Schlavii was Scorched Earth, in which case the Imperials would need to The Imperials inflict 6 eliminations onWittgenstein with 4 SPs 12.10 ply ply the worst possible inflictionof Morale Loss Markersfor played, played, only Kill results are sustained by the loser and un defensively defensively influenced theBattle. can sustain, even if by a single elimination, the victor gains a applied. and that retreat either becomes a Rout or Overrun, only ap any remaining CPs. An inactive Overrunning Formation may continueto Intercept, unless previously marked with “Battlea side side suffers a Rout. suffers (regardless inof which Round they were inflicted, and sustain.] the situation. Only a single Morale Loss Marker result may be the number disruptof results and therefore reduce the number or failed Intercept” marker. of pieceseliminated of Rout. by at least two more Battle eliminations than the loser is able to Other Events do not change the Rout result, but may change in a Battle are eliminated, even if the elimination was due to including any losses due to Attrition retreat, less the Event states otherwise, there is neither a roll for Loot Note that there are card Events which reduce a Rout to a retreata to Rout a reducewhich Events cardtherearethat Note ( (e.g. (e.g. “ Duchy, Duchy, unless it is a Fortress or had an Entrenchment which See p. 14 of the Play Book for an example of how this rule See p. 14 of the effect Play Book for a Rout result’s on Morale.See 14 p. If the victor inflictsmore eliminations inBattle than theloser In situations when an Army or Army Group is forced to retreat,to forcedArmy Army situationsisGroupan Inor when If the victorious side inflicts atleast 3more casualties thanit free Flag placement (or removal, as applicable) in the Battle failure to retreat or Attrition incurred during a retreat ( works. Rout if they sufferat least 5 casualties more than they inflict.] Earth Duchy, Flag Overrun only applies if the victor inflicts Applied The are effects a Rout as of follows: 12.82 Worst Case Inflictionof Morale Loss Markers 12.81— An Active, Overrunning Formation may continue to move with Overrunningmove Active, tocontinue An may Formation An Overrun happens if all Formations belonging to one side ● ● Morale. 106. 12.9 F 12.8 Ov 12.7 Ro 12.7 Page 26 KUTUzOV — Rule Book 13. F 13.2 S 13.1 I A Fortress may be subject to a Siege only once per Impulse, Impulse, per once only Siege a to subject be may Fortress A Camp’sForma a (‘Besieged’) Siege when under is Fortress A ● ● important some with ● but Battle a to similar is Siege A 13.23 Event Cards in Siege in Cards Event 13.23 R Siege 13.22 13.21 Only an Army May R May Army an Only 13.21 whether during a Scheduled or Pre-emption Impulse. However,Impulse. a or Scheduled Pre-emption during whether Fortress if an Army is present. Only one Army may attempt attempt may Army one Only present. is Army an if Fortress Control, Duchy affect do but Battles, affect not do Fortresses Not all Battle cards are playable during a Siege. Battle card card Battle Siege. a during playable are cards Battle all Not inside a Fortress. A Fortress Controls its Duchy regardless of regardless Duchy its Controls Fortress A Fortress. a inside is, therefore, also the maximum number of Rounds it may be be may it Rounds of number maximum the also therefore, is, Fortress the of rating defence The rating. defence inherent its Sieges.) resolve may aSiege. Formation No other owning Power of a Fortress defender may play one or more more or one play may defender Fortress a of Power owning besieged in an Impulse. Remember that only one Army may may Army one only that Remember Impulse. an in besieged to resolve Siege at a time. (See time. a at Siege resolve to the capture and Siege the resolve to try only may Camp the tion is the sole ofoccupant an Duchy.enemy Fortress However, the presence of enemy Formations. To Flag a youFortress must retreat, and movement. Formations are never considered to be be to considered never are Formations movement. and retreat, apply to a Siege. Contrary to normal Battle card Events, the the Events, card Battle normal to Contrary Siege. a to apply aSiege.conduct of point each for Round one Rounds: several last may Siege a differences. differences. defeat it by Siege. play is limited to those Battle cards that specifically note they they note specifically that cards Battle those to limited is play An infantry, cavalry or artillery Soldier, or any combination of of combination any or Soldier, artillery or cavalry infantry, An For example, Königsberg (defence rating: 4) may only be sub be only may 4) rating: (defence Königsberg example, For Soldiers Soldiers without a Leader, may not resolve a Siege. You may use which an active Power’s Army could attempt to capture. capture. to Power’s attempt could active Army an which an optional Siege Resolvable marker (printed on the reverse of reverse the on (printed marker Resolvable Siege optional an each ‘Battle or failed Intercept’ marker) to indicate Fortresses Fortresses indicate to marker) Intercept’ failed or ‘Battle each jected to a maximum of 4 Rounds of Siege. of 4Rounds of amaximum to jected A Siege may be resolved at no CP cost during the besieger’s the A Siege may resolvedbe at during no CP cost there Battle non-Overrun a fought already not has Army no is there if only Siege a resolve may besieger Active An a A PowerSiegeif play may Eventonly influence an to card for the Siege. As soon as it has no in its cards a Hand, besieg Impulse, even before playing a card or Resource for that Im for that or even Resource beforea card playing Impulse, ing Power may place an optional ‘Siege to Resolve’ marker Resolve’‘Siegemarker to optional an place Power may ing on its map-printed Impulse Box or near the Fortress, as a as Fortress, the near or Box Impulse map-printed its on the besieger has no cards and therefore no Impulse except except Impulse no therefore and cards no has besieger the may applyto a it that Siege. specifies text card the reminder. enemy Formation in the Fortress Duchy, and the besieging besieging the and Duchy, Fortress the in Formation enemy during that Impulse. Impulse. that during pulse. This may happen even during a Pass option in which which in option Pass a evenduring happen may This pulse. n Gene ie o g r e t ounds r r esses al esolve ASiege esolve 13.36 for Army Groups and and Groups Army for © 2008 GMT Games, LLC Games, GMT © 2008 - - - - “ 13.3 S 13.3 Frrs rls ie qa t is eec rtn. Power’s A rating. defence its to equal dice rolls Fortress A A Siege resolution if succeeds (a) a a suffers Fortress number of 13.31 Siege D Siege 13.31 13.33 Another Siege R Siege Another 13.33 R 13.32 13.34 Besieger R Besieger 13.34 atgs ay meil ry tepig o eov a Siege a resolve to attempting Army Imperial any vantages, If a Fortress is not captured after a Siege Round, the besieger besieger the Round, Siege a after captured not is Fortress a If Events are unaffected by this. by this. unaffected Events are Round against Riga Riga against Round Besieging Formations do Formations Besieging not except byretreat Event. Example: (b) the attacking (b) Power the attacking has at least piece its Commander Army National Bonus applies to the besieging Army but not to For to not but Army besieging the to applies Bonus National 6 results (hits) equal to or greater than its defence rating, rating, defence its than greater or to equal (hits) results 6 lates Battle dice using the same procedure as for Battle ( for Battle as procedure same the using dice Battle lates left in the Fortress Duchy after applying all casualties inflicted inflicted all applying casualties Duchy left after in the Fortress Enemy Fortress Enemy Siege Battle cards without having a Friendly Formation pres Formation Friendly a having without cards Battle Siege hits on the Fortress (i.e. 6s) in the previous Round, (i.e. Round, 6s) previous Fortress on the the in hits how many hits it incurred in previous Rounds. previous in it incurred hits how many undisrupted SPs. However, this is only allowed if (a) the be the (a) if allowed only is this However, SPs. undisrupted by the Imperial Camp. To reflect its formidable defensive ad defensive formidable its Toreflect Camp. Imperial the by by the Fortress. 5 results have no effect against a Fortress. aFortress. have against no effect 5results Fortress. by the tresses. The strength of a Fortress never changes (4 for Riga Riga for (4 changes never Fortress a of strength The tresses. may choose to start another Siege Round with any remaining remaining any with Round Siege another start to choose may number of dice specified by its defence rating regardless of regardless rating defence its by specified dice of number Fortress per of one limit the exceed not will Siege new Round ent in the Duchy. the in ent sieger suffered fewer casualties (i.e. 5s and 6s) than it inflicted (i.e. 5s6s) fewerit and inflicted casualties sieger than suffered and Königsberg; 2 for all other Fortresses). The besieger calcu besieger Fortresses). 2 The for Königsberg; other and all additional Siege Rounds. A Fortress always defends with the the with defends always Fortress A Rounds. Siege additional Special Special defence rating point (see point rating defence A Wasted Day Wasted A Army, the French will roll a French Army, the of total 10 Siege’sin the dice Battle Morale Level, attempts a Siege resolution against Riga. Before Before Riga. against resolution Siege a attempts Level, Morale With With 2 dice for extra the Event, “Naval and 8 Support” for their The besieger may use a die, or the Battleground Casualty Casualty Battleground the or die, a use may besieger The Fortress. They next play “Naval Support” (card 51).“Na (card The the Support” “Naval play against next They dice Fortress. 4 roll immediately and 7) (card Pounders” Points = 15. This total must be halved because an Imperial Imperial an because halved be must total This 15. = Points Historical Note: Known as the “Gibraltar of the North”, Riga North”, the of “Gibraltar the as Known Note: Historical Display on Player Aid Card #1, to keep track of the cumulative cumulative of the #1, Aidtrack Card Player on keep to Display Napoleon (5-8), with 8 Strength Points at the Elan du Guerre Guerre du Elan the at Points Strength 8 with (5-8), Napoleon Napoleon’s Army has 2 dice for Elan du Guerre Morale, 5 dice 5 dice Morale, Guerre du for Elan Napoleon’s2 dice has Army val Support” card Event adds 2 dice for all Rounds of a Siege. Siege. a of Rounds all for dice 2 adds Event card Support” val was situated upon a difficult-to-access peninsula which could be could which peninsula a upon difficult-to-access was situated force is besieging Riga, giving 8 (the fraction is rounded up). rounded is fraction (the 8 giving Riga, besieging is force Strength 8 the for dice 8 and Rating, Battle Napoleon’s for defended by the Russian (and potentially also the British) Fleet. British) the also (and potentially Russian the by defended eovn te is See on, h Fec pa “Twelve play French the Round, Siege first the resolving number of 6 hit results accrued during a Siege. aSiege. during accrued results 6hit of number first Round. Round. first ie R esolving the Siege the esolving ule: ule: g e Resol R ”, card 74. A Besieging Formation Formation Besieging 74.A ”,card ice iga etreat from Siege and Capturing an an Capturing and Siege from etreat —Riga —Riga is a unique when Fortress besieged halves ound 13.22 u its Battle Dice (rounded up). Card (rounded Dice Battle its tion ). Some card Events also allow also Events card Some ). may not may and (b) the 12.2 and be be ). ------

KUTUzOV — Rule Book Page 27 - - - - (because ) e die

g esult one R No effectNo

( illa d P able ition Success: gain 2 Resources r T ; ) or cardsor require) calculateto you tt 10.4 oll ack an g A illage , S ie R in ition v & P r ale 5 or less5 or 6 or more 6 or ck r a For example, taking a 2-rated Fortress in one Roundexample,one Fortress2-rated takingin For a o tt S Modified D —Unlike Battlefield Loot, the victor’s receipt of Re puts a Sacked Marker in or next to the Fortress Duchy to purpose. Put any eliminated pieces into the Regroup Box. doestrigger not theon roll a SackPillage & Table an extra Resource, if there is an enemy Deployment Mobili show show that the Fortress, if recaptured by a subsequent Siege, sacking of the just-captured Fortress to reduce the number zation Centre in the Fortress Duchy; the victor immediately removes 1 Morale Loss Marker fromMarkerLoss Morale immediately1 victorthe removes the besieging Army’s Camp. If no Morale Losses accrued take a Morale Gain Marker instead; the loser, if Tsarist, adds Morale Loss Markers equal to the the if Imperial, loser, adds 1 Morale Loss Marker. of of Attrition dice rolls, but may use other Resources for this there’s nothing left to take)there’s if Tsarist, the Formation immediately rolls for Attrition. Fortress’s defence strength; defence Fortress’s The owning player may not use Resources acquired by the the undisciplined sacking and pillaging of the captured city. vital supplies, but for besieging Russians also often resulted in Design Note: the fall of a Fortress could lead to the capture of ● as before. ● sources and: sources by sacking does not trigger possible adjustment to the one Round to the die would roll. give +3 rolls on the Sack & Pillage Table using any applicable modifier, applicable anyusing Table Pillage & Sack the on rolls the effects of Attrition, you must roll a die for every affected ● ● ● tress fell. Note ● losing Camp’s Morale. losing Camp’s Fortress changes hands later in the game, the besieging player Leader and Strength Point. In Game Turns 1 and 2 you must If the adjusted result is 6 or higher, the besieger gets 2 Re If the adjusted result is less than 6, there is no effect. If the fewer fewer than the maximum normally allowed in which the For would give +1 to the die roll, while taking a 4-ratedtakingFortressin a while roll, die the to +1 givewould Table. The besieger Table. must add one to the result for each Round 13.51 Fortress Capture 13.52 Sack and Pillage Whenever the rules (e.g. Whenevertherules (e.g. When a Fortress is captured: Any victorious besieger must roll one die on the Sack & Pillage & Sack the on die one roll mustvictorious besiegerAny 14.1 Resol14.1 13.5 M 14. A 14. - - - - © 2008 GMT Games, LLC ement v o ). ). A fallen Fortress is .) 12.54 besieging the Fortress. All 10.5 already ffects M on ess E roups and Siege r t ). ). If a OverrunSiege did not occur, flip the “Siege r o ). ). If a Siege Overrun occurred, the surviving besiegers 10.53 er ( the besieging Army captures the Fortress in fewer Rounds than defence rating. the Fortress’s the besieging Army inflicts more hits in a single Siege Resolvable” markerResolvable” to its “Battle Intercept” or Failed side. Round than were needed to capture a Fortress; or If an Overrun occurs, mark Resolvable” any “Siege remove sieger will achieve a Siege Overrun if the Fortress is captured needs to inflict atleast 2 hits to capture it. The besieger needs to inflict atleast 2 hits in the first Siege Round to achieve a least 1 more hit than needed to take the Fortress. in Rounds 2 or 3. 1, Siege Overrun of Brest. If the besieger inflicts 1 hit in the first Siege Round, he will achieve a Siege Overrun in the second Round if he inflicts 2 or more hits, because that would be at Example Brest Two: has a defence strength of 2. The besieger Example One: Königsberg has a defence strength of 4. The be 13.42 pulse in which they resolve Siege, unless the Siege is a Siege disrupted or eliminated Soldier in the besieging Army during an Enemy Fortress Duchy must be to an Adjacent Friendly or ceed the besieging CommandArmy’s Rating may replace any a Siege during its Impulse, but receives no Leaders, Soldiers, compared to the ‘6’ hits inflicted. BesiegingFormations affected are by their Morale Camp’s ( subsequent Rounds. Siege evading Formation may only enter an enemy Fortress Duchy new owner. Hits on the Fortress do not carry over from one may not put an enemy Fortress under siege; a retreating or may keepmoving. ● ● or nationality bonus from the inactive StrengthPower. Points of the same Power and Nationality which are present but ex on the surviving besiegers, unless it was a Siege Overrun Overrun. Overrun A Siege happens when: Siege resolution ImpulseSiege to the next. if a friendly Formation is Fortress. This means that a retreating or evading Formation Formations may not retreat or evade to an unbesieged enemy Flagged at no cost and immediately becomes a Fortress itsfor Uncontrolled Duchy. (See also (See Uncontrolled Duchy. ( Besieging Formations may not move anyfurtherBesieging Formations move not may during an Im Routed, no matter how many cumulative casualties it sustains See p. 14 of the Play Book for examplesSee 14 p. of Siege Resolution. ● forms of movement, retreat, Interception and Evasion from 13.36 Army G 13.42 Siege Overrun 13.41 Unbesieged13.41 Enemy Fortress 13.35 Siege End A subordinate Army in a multi-Power Army Group may conduct may Group Army multi-Power a in Armysubordinate A At At the end a put of Siege, a “Battle or failed Intercept” marker 13.4 F 13.4 Page 28 KUTUzOV — Rule Book 14.3 Cu 14.2 Depots 14.3 All modifiers to Attrition are cumulative. If numerous Attri numerous If cumulative. are Attrition to modifiers All is calculated amount The DMCs. and Depots for Attrition halving when up rounded are Fractions twice. rolls Attrition an unless casualties, Battle considered not are losses Attrition t hs efcs r cmltv: Frain n finl De friendly a in Formation a cumulative: are effects These pres is Commander no if Power affected or Commander, The you may not eliminate a Leader if Soldiers are available to to available are Soldiers if Leader a eliminate not may you an uh t a Eey otold uh tigr Attrition triggers Duchy Controlled Enemy an to Duchy volved. A successful Interception ( Interception volved.successful A fulfil an Attrition loss. an Attrition fulfil If only Leader pieces are available, the Army/Army Group Group Army/Army the available, are pieces Leader only If plo Event specifically says so or an Overrun or possible Rout is in possible is or Rout Overrun an or so says Eventspecifically Halve the number of Attrition rolls a Formation must make if: make must aFormation rolls of Attrition number Halve the piece Imperial last the be always must Napoleon However, the for counted not are Evasions and Interceptions However, lose one Strength Point for each 6 you roll. See See roll. you 6 each for Point Strength one lose ● Attrition. incur ing losses. ing Commander must be the last piece eliminated by Attrition. Attrition. by eliminated piece last the be must Commander then resolve each check for the entire Formation before remov Formation entire check for resolve the each then apply, oftion conditions number the to dice be rolled, calculate per resolution Attrition the from removed dice of number the ● 4(Winter). 3and Turns Game during tion eliminated by Attrition. by Attrition. eliminated However, incurred. losses any satisfy to how choose may ent, sion do not cost CPs.sion not do cost pot Duchy with a friendly DMC would halve the number of number the halve would DMC friendly a with Duchy pot Eva and Interception as ForcedMarch, ofcalculating purpose Moscow Depot) Moscow is 4.5, to rounded 5, that 4 leaves dice; 4 halved (for the DMC) is 2, DMC) 2, is the (for If Napoleon had two Strength Points, the Imperial Northern Northern Imperial the Points, Strength two had Napoleon If Power Power would roll for half Attrition: of 3 is 1.5 to rounded 2, then the (for halved 9 Attrition: for dice 2 roll only would Power Imperial an with controlled French is Moscow example, For Design Note: a DMC Marker represents a concentration of tra a concentration represents Note: a DMCDesign Marker Losses by half in a Scorched Earth Duchy. Earth aScorched in half by Losses Strength Points must roll for Attrition. The Imperial Northern Northern Imperial The Attrition. for roll must Points Strength 8 and Leader Napoleon The it. on DMC placed Army Southern and mule-drawn wagon trains depositing loads of supplies at a of supplies loads depositing wagon trains mule-drawn and ditional logistical resources. Imagine a multitude of a Imagine ox-, multitude horse-, resources. logistical ditional (see 14.3). one to up rounded is which ahalf 1leaves of half central point. It therefore retains its ability to reduce Attrition Attrition reduce to ability its retains therefore It point. central r Duchy; or Duchy; in the Duchy. the in Duchy, Depot itit is is a in unless Earth friendly Scorched there is a friendly Deployment Mobilization Centre (DMC) Centre Mobilization Deployment friendly a is there . C ition d A y M ment tt m r u ition hecks lati For example, evading from an Uncontrolled Uncontrolled an from evading example, For , S C obilization co v e an r che d Mu 11.1 d E ) or Evasion or ( ) a A ltiple r ent th 14.6 , De r 11.6 es for Attri for © 2008 GMT Games, LLC Games, GMT © 2008 t - - ) may may ) ------. 14.4 I 14.4 Attrition is noted on the Imperial Attrition Chart. The Chart, Chart, The Chart. Attrition Imperial the on noted is Attrition When resolving Attrition, first work out the number of dice to dice of number the out work first Attrition, resolving When 14.43 Triggering A Worsening Imperial Attrition Level Attrition Imperial AWorsening Triggering 14.43 14.41 Levels of Imperial Attrition of Imperial 14.41 Levels 14.42 Imperial Attrition Loss Markers Loss Attrition Imperial 14.42 The Imperial Attrition Level may worsen in the Impulses and and Impulses the in worsen may Level Attrition Imperial The Table time: each At Imperial oflevelslower the between correlation a is There will need to roll additional dice. Round fractions down when when down fractions Round dice. additional roll to need will Imperial Formations may suffer additional losses from Attri from losses additional suffer may Formations Imperial Holding Box printed near the Imperial Attrition Attrition Imperial the near printed Box Holding Put an Imperial Attrition Loss Marker in the the in Marker Loss Attrition Imperial an Put fractions down fractions unique to the Imperial Camp, has six levels of Attrition. As As Attrition. of levels six has Camp, Imperial the to unique be rolled (including any extra for the Imperial Attrition Level, Attrition Imperial the for extra any (including rolled be the Map Attrition parts of a Game Turn. of a Game parts Attrition Map the the game, unless subsequently modified. The level of Imperial The level Imperial of modified. subsequently unless game, the cards, certain of Play events. certain of play the to due tion in up tions trition and Imperial Morale. Imperial and trition ac the and Events of because worsens, Attrition of level the ger such as “ as such see ● ● dice. penalty additional the calculating ( Markers Loss Attrition of cumulation A Formation of a Leader, three infantry and one cavalry – i.e. i.e. – cavalry one and infantry three Leader, a of Formation A Attrition dice the Imperials normally roll, they must roll one one roll must they roll, normally Imperials the dice Attrition Sol of Points Strength four and Davout of Army Imperial An 5 Strength Points of Soldiers – forced to take Attrition for two two for Attrition take to forced – Soldiers of Points Strength 5 5 dice – one for each Strength Point and Leader – and would would and – Leader and Point Strength each for one – dice 5 The French receive 3 Imperial Attrition Loss Markers. Loss Attrition 3Imperial receive French The If that same Formation was being forced to check twice while at at while twice check to forced being was Formation same Ifthat Example: the French lose 3 Strength Points through Attrition. Attrition. through Points Strength 3 lose French the Example: Level, however, is at Difficult. This means that for every three three every for that means This Difficult. at is however, Level, is Game Turn 3 or 4 (Winter) they would suffer an elimination elimination an suffer would they (Winter) 4 or 3 Turn Game is lematic Attrition Level penalty, making seven, then doubled. then seven, making penalty, Level Attrition lematic for each 5 or 6, instead of a 6 only ( a6only of instead 6, 5or each for Dif the for more one and Leader, and Point Strength each for additional die. This same Formation must now must roll same Formation die. This 6 dice – additional one diers must incur Attrition. At a Normal level they would roll would they level Normal a At Attrition. incur must diers the Leader, plus five for the Soldiers, plus one moreProb fortheone plus Soldiers, forthefive plus the Leader, roll one of 14 make it would Level, for dice: one Problematic the reasons, would make a would make single reasons, roll of 12 dice: one for the Leader suffer one elimination for each 6 rolled. The Imperial Attrition Attrition Imperial The 6 rolled. each for elimination one suffer plus five for the Soldiers, making six, then doubled. then six, making Soldiers, the for five plus ficult level (5/3 = 1 2/3, rounded down to 1). Furthermore, if it if to 1).down Furthermore, rounded 2/3, 1 (5/3 = level ficult Point or Leader is eliminated, either in Battle or Siege. or Battle in either eliminated, is Point Leader or or by Attrition; eliminated is Point Leader or a French or Imperial Allied (Austrian or Prussian) Strength Strength Prussian) or (Austrian Allied Imperial French or a Strength Prussian) or (Austrian Allied Imperial French or a ” (card 86), affect Imperial Attrition for the remainder of remainder the for Attrition Imperial affect 86), (card ” 14.41 r te xetos o h gnrl ue f onig frac rounding of rule general the to exceptions the are mpe ) and Distribute Rations Distribute Kutuzov r then , A ial but never below 1 below never but work out the applicable reductions. . tt r ” (card 78) or “ or 78)(card ” M ition 14.61 . This final resolution and resolution final This . ). 14.42 o Imperious Hun Imperious d ), the Imperials Imperials the ), ifie r Round s ------KUTUzOV — Rule Book Page 29 ------ice hart die rolled die rolled C 2 dice rolled* 3 dice rolled* 4 dice rolled* Attrition D +1 die every+1 for die every+1 for die every+1 for die every+1 for die every+1 for and each Leader 1 die each for SP orale or more Attritionmore or Gain four & M Morale Possible Maximum Marchez Vous Les Grognards Elan Guerre du Elan Guerre du Vive L’Empereur Vive L’Empereur ttrition ±2 ±4 ±3 ±3 –1 +6 Loss A Morale Markers —The —The limit in changes to the Imperial Attrition Attrition Gain markers. erial p four m ifficult Level I Harsh Severe Normal D roll dice: 10 8 plus 2 extra the for Attrition Level. If the Attrition Attrition perialAttrition Loss Markers in and or the5 a Holding Box cated number of Morale Gain Markers which are indicated spending one Command Point (1CP) for a single die roll. effect on the number of Attrition Gain or Attrition Loss tion has Level already improved one. by by a minusby sign and numeral. it it may carry over a maximum of 3 Attrition Gain Markers lower Attrition lower during Levels an Impulse inthe whichAttri 6 is rolled, put one Imperial Attrition Gain Marker in the Markers accumulated within the HoldingBox. Marker and return it to the counter mix. If there are no Im Markers are lost. Box instead.Box If the result is a 5 or 6, remove 1 Imperial Attrition Loss If the Imperial Camp is already at Normal Attrition Level, from one Impulse to the next. Any excess Attrition Gain The same limit of three Attrition Gain Markers applies at tion Level is Difficult and there is 1 Leader 7 and StrengthPoints, A change in Attrition Level caused by a card Event has no A change inchangeAttrition A indi will addAttritionthe Level Table Crippling Level is Difficult and there is 1 Leader 1 and StrengthPoint, roll 2 dice: 2 plus 0 extra the for Attrition Level (the fraction is dropped). * Round fractions down but never example, below For 1. if the Attri Problematic ● sources an or CPs Imperial may spend this for Power purpose. move move Otherthan preceding,the Re limitnumber thethere no to of is Important Markers, improve the Imperial Attrition Level by one and re Level hasLevel the effects: following ● ImperialtheIf Campaccumulates The ImperialThe AttritionImperialaffects theLevel. Morale Level ● 14.48 Imperial Attrition and Imperial Morale Levels 14.47 Improving14.47 the ImperialAttrition Level ● allAt times the apply limits in the table. following ● ------. Such —After © 2008 GMT Games, LLC 5.23 . .) ). ame Turn ” (card 78) and” (card 78) the 9.4 , 16.51 G 9.2 ), the player controlling player the ), 4.3 ) may allow the Imperial At ) as soon as Attrition worsens 19.7 16.51 Distribute Rations —If the Imperials have 9 or more Attrition Exceptions: “ ) or Resources ( educing Imperial Attrition Loss Markers 14.46 ) during a single Impulse or Turn End. Retain Attrition perial Attrition Loss Markers in the Holding Box, there is carried into over the next Turn. a maximum of 9 and return them to the counter mix. Any add the indicated number of Attrition Table-indicated Mo addition of these markers may trigger an immediate Impe spending one or more Resources. (See extras remain in the Attrition Marker and Holding Box; no effect.no nine or more Morale Loss Markers ( rial Morale Level Change if it results Changeit inaccumulationtheif rial Level Morale of rale LossMarkersraleTheImperialthe to Box. Holding Morale return 9 Attrition Loss Markers to the counter mix. Any Difficultworsens to Harsh. Loss Markers in the Holding Box, the Level Imperial worsens Attrition by one. The player should then remove If the dice roll is less than the number of Imperial Attrition If the dice roll is equal to or greater than the number of Im whatever Attrition Loss Markers are in the Holding Box to worsen the Imperial Attrition by one Level. For example, Attrition Loss Markers remaining in the Holding Box are uring Impulses pyingnon-friendly Duchies/Zones ( during a single Impulse, if the Imperials are so unfortunate as ● ● sible, “Crippling”, and another worsening of Imperialanother worseningAttritionandof “Crippling”, sible, rialImpulse, Imperialif Attrition otherwise would by improve resolving all Attrition die rolls for Imperial Formations occu ● two levels. to require them. this is the same as for Morale recovery. Any card played for this purpose is considered a Response card. See the Northern French Army rolls two dice: by by a second or greater level. The game mechanism for doing trition Level to improve by more than one level Gain Markers to (up a maximum three)of until the next Impe CPs CPs ( Should Should the Imperial Attrition Level reach the worst Level pos D is required for any reason, reduce Imperial Morale by one ing a single Impulse, either Power of the Imperial Camp may immediatelyspendingAttritionanattempt recoverby to Level On the Map Attrition part of the Loss Markers in the by: Holding Box Either Imperial Power may reduce the number of Attrition Level Level instead. Imperial Attrition cannot become worse than Loss Markers, immediately: Imperial Attrition may not improve by more than one level (see (see level thanone more by improve Imperial Attritionnot may If Imperial Attrition should worsen more than one Level dur ● ● ● Retreat from Moscow rules ( 14.46 R 14.45 Limitation on Improving the Attrition Level 14.44 Limitation on Worsening the Attrition Level 14.47 “Crippling”. “Crippling”. “EmergencyRecovery” attempts bemay made more than once Page 30 KUTUzOV — Rule Book 14.6 W Attrition. The relevant cards all have a note referring to this this to referring note a have all cards relevant The Attrition. 33) is an Event which will be reshuffled back into the deck in deck the into back reshuffled be will which Event an 33) is Where this rule applies to a card, players must put the card to to card the put must players card, a to applies rule this Where 14.62 Special Must Play Imperial Attrition cards Attrition Imperial Play Must Special 14.62 Attrition of Winter 14.61 Effect 14.5 Imperial Morale Loss Penalty or G or Penalty Loss Morale Imperial 14.5 Morale Loss Markers as soon as the change happens change the as soon as Markers Loss Morale Turn 1, but later must be set aside set be Turn 1, must later but The two ends of the Attrition Track are exceptions to the “+/–” the to exceptions Trackare Attrition of the ends two The when the Attrition Level worsens. Morale Gain Markers are are Markers Gain Morale worsens. Level Attrition the when Imperial Level Marker goes from the Severe to Crippling Box, Crippling to Severe the from goes Level Marker Imperial on shown is added or removed be to Markers Morale Imperial ● ● Attrition Winter following the 4, and 3 Turns Game During ( (e.g. 33 & 36 cards Turn if 1). You mark special the use should Morale Loss Markers are added into the Imperial Holding Box Imperial the into added are Markers Morale Loss lematic to Normal Box, remove 1 Morale Loss Marker. If the the If Marker. Loss Morale 1 remove Box, Normal to lematic Some Imperial Must Play Some haveImperial cards a effect special on Winter Changes in the Imperial Attrition Level also Attrition cause the removal in the Changes Imperial have been played.have been one one side playing the after Event, the unless card says otherwise of number The Markers. Loss Morale Imperial of addition or h mps meil trto Lvl Table. Level Attrition Imperial map’s the tion Level Change(s) Level tion rule. Camps: both apply to rules remove to Markers Loss Morale no are there when retained proving Attrition from Crippling to Severe removes 4 Imperial 4 removes to Imperial Crippling Severe from Attrition proving notation. When the Attrition Level the goes Prob Marker from the Attrition When notation. ers to track each such card so that every player can see which which see can player every that so card such each track to ers ● ● be may These improves. Level Attrition the when awarded Markers. Loss 6Morale add 9.51 Marchez-vous. These Morale Level limits Morale Level are and may absolute These Marchez-vous. Level Imperial Attrition the the but L’Empereur Vive if at was Similarly, Level Morale improve. not could Level Morale Only by altering the Imperial Attrition Level is there a chance chance a there is Level Attrition Imperial the altering by Only For example, if the Imperial Morale Level was due to increase increase to due was Level Morale Imperial the if Forexample, became Severe, the Morale Level would immediately become become immediately would Level Morale the Severe, became of improving Morale. Morale. improving of to Elan Du Guerre but the Attrition Level was Harsh, the the Harsh, was Level Attrition the but Guerre Du Elan to not be overridden by spending CPs or Resources on Morale. Morale. on Resources or CPs spending by overridden be not During the Interphase before Turn 4, when doing Card Card doing when 4, Turn before Interphase the During before Turn 3,the Interphase when doing Prep Card During Box. ( (not of rolls die 6). just Preparation for the Next Turn Shuffle and Draw phase phase Draw and Shuffle Turn Next the for Preparation immediately before play commences with Impulses. Impulses. with before play commences immediately return half of all these special Must Play cards to the deck deck the to cards Play Must special these all of half return aration for the Next Turn Shuffle and Draw phase ( phase Draw and Shuffle Turn Next the for aration Regroup the to go 5 of roll die Attrition an from losses all Attrition through elimination an causes 6 or 5 of roll die a deck immediately before play commences with Impulses. Impulses. with commences play before immediately deck 17.41 ). ), return all available special Must Play cards to the the to cards Play Must special available all return ), inte r A For example, “ For example, tt r ition Pay the Devil His Due Pay the Devil . ain For Attri ain o eape im example, For . © 2008 GMT Games, LLC Games, GMT © 2008 ” (card 17.41 - ), - - - - 15. S 15.2 C 15.2 15.1 I 15.3 A 15.3 14.61 Cno it a eey otes uh big eigd by besieged being Duchy Fortress enemy an into Convoy A immediate triggers A ConvoyFortress a into besieged friendly Points Strength five Leaders, five to up carry may Convoy A both. or Soldier or Leader a of transport naval a is Convoy A An amphibious assault requires the play of the Event card al card Event the of play the requires assault amphibious An Moscow Rule 19.7 has been activated for Turn for 4. 19.7 Rule Moscow activated been has That Imperial Formation immediately resolves Attrition as in in as Attrition resolves immediately Formation Imperial That select 4), playersTurn 3 alternate and (Turns Camp Tsarist the The Russian First Army Power may send a Convoy once per per once Convoy a send may Power Army First Russian The Event for Imperial Winter Attrition resolution. This same prin same This resolution. Attrition Winter Imperial for Event Blunder” (card 29) or “No Peace” (card 36) may not be se be not may 36) (card Peace” “No or 29) (card Blunder” Note Convoy could carry two Leaders and three Strength Points Points Strength three and Leaders two carry could Convoy blower Impulse. The cost to send a Convoy is 1 CP for each Leader or a Convoy send to cost 1 forLeader is CP The each Impulse. Battle Battle unless the defender evades. successfully If the Convoyed (roll a die to determine which Tsarist player gets first choice). first gets player Tsarist which determine to die a (roll Formation must retreat after the Battle, it suffers Attrition and and Attrition it suffers Battle, the after retreat must Formation Port. Friendly single another in Impulse their end and Port Friendly lowing such an assault: “ assault: an such lowing Convoy. the it which began from Port the to back goes single a in Impulse the begin must They movement. land ing any Duchy or Zone occupied by an Imperial Formation Formation Imperial an by occupied Zone or Duchy any ing instance, these cards would not have their Events played first, first, played Events their have not would cards these instance, lected and played as Events until Turn 4 is underway. In this this In underway. is 4 Turn until Events as played and lected Effect R Strength Point in the Convoy. the Point in Strength Convoyed Formations may not combine sea movement with with movement sea combine not may Formations Convoyed Only the Russian First Army Power may conduct naval opera naval conduct Power may Army First Russian the Only this is only possible through the play of the Event card “ card Event the of play the through possible only is this ciple applies to “No Surrender” (card 34) if the Retreat from from Retreat the 34)if (card Surrender” “No to applies ciple f odes o ay obnto u t five. to up combination any or Soldiers, of tions. There are two types of naval operations: Convoys and and Convoys operations: naval of types two are There tions. manner. of Soldiers sion of Turn 4. Instead use either card’s first playing as an as playing first card’s either use Instead 4. Turn of sion conclu the at Roll Die Peace or Interphase no is there since after its regular Must Play Must Event played. is regular its after finl Frain s n mhbos sal ( assault amphibious an is Formation friendly a assaults. amphibious A Convoy of Kutuzov and two cavalry pieces (four Strength Strength (four pieces cavalry two and Kutuzov of Convoy A Points) would cost 5CPs. cost Points) would emember This includes any special Must Play cards played during during played Turn 3. cards Play Must special any includes This —There is a chance that the Must Play cards “A Great “AGreat cards Play Must the that chance a is —There . Discard each played Winter Attrition card playedcard this in played each . Attrition Discard Winter ”, 21. card —Whenever one of these cards is played in a Winter Winter a in played is cards these of one —Whenever n Gene on mphibio M ea . —A Special Must Play Attrition card only triggers v o y o r s al v u ement Hornblower s A ssa u lt ” (card 21). o eape a example, For 15.3 ). Horn Note: ------KUTUzOV — Rule Book Page 31 . - - - ), ), if s play a 19.7 rd and a For For example, ffset ces to Buy C ces to O ur ur g Reso g Reso ition : You have two cards left in your Hand, and two Resources.twoand Hand, your in leftcards two have You : r : In a single Impulse you could use two of your Resources : You could not play your last card and then use two cow cow Duchy Depot’s Resource to either the First or Second resources. may award the Dual Controlled Warsaw Duchy Depot’s triggered and used by the Imperial Camp (before Turn 4): two extra Resources, this for Interphase allocation for only, to one or both Imperial Powers at the Imperial Northern originally controlled by the enemy. The Imperial Powers Special First Interphase Imperial Resource allocation (be Power’s discretion. Power’s DuringtwoInterphase,receivesthe Powers fourthe eachof During the Interphase, each Power receives one Resource Resource to either the French Northern or Southern Army. for for each Depot under its Control. This includes Depots fore Turn 2), and the Retreat from Moscow Rule ( circumstances,these of eachImperial the receives for Camp The Tsarist Powers may award the Dual Controlled Mos Army. tt playing three cards. spent, the becomes roll 3 dice. neither is a “+” card. neither is a “+” todraw card,a then play that card or another card, as long as card. the card selected is not a “+” you three cards in your Hand. You could then either end your Resource Use Examples: Buying Cards One Resource is spent, the roll becomes 7 dice. If 2 Resources are Resources to draw and play another card; that would be like Example: an Army Group must roll 15 dice for Attrition. If 1 Impulse,playor thethreeone of cards yourin Handas longas Two Three You You could spend the Resources to draw another card, giving play play two Resources during a subsequent Round. However, a after all modifiers and multiples are counted. an inherent has card the cards (whether Power “+” or not). empt capabilities. Resources can be used instead of a card as spending 2 Resources would halve the number of dice twice non-Home non-Home card. Resources do not affect Hand limits or pre- to resolve theto resolve Attrition. tend the Turn if the last Power with a playable cardhasalready playable witha lastthePower if tendTurn the taken its Impulse. halves the number of dice to be rolled. The reduction is made ● Power may Power not spend Resources to buy a card and thereby ex ● ● A The Power must spend the before Resource(s) rolling the dice A Power may spend a ResourceA Power to reduce the a single effect of spentResource Each Ally. its or itself for Attritioneither check, A Power A withPower no cards may pass in one or more Impulses and A Power A may Power use two Resources during its Impulse to draw a You may not You play two Resources to acquire a card 16.4 Usin16.4 16.3 Usin “+” card“+” in the same Impulse. The Resource play is just like a card in“+” to that do one thing you allows it more than usual. - - - - Im ). ). ). © 2008 GMT Games, LLC 13.5 . 12.10 g in d ). ). 15.2 pen 12.11 .) .) d S For For example, a Power playing “ 19.81 ces al g an r in ur ” (card 58) receives 58) ” (card one Resource v ). ). ces 17.43 ur n Gene placed on the Turn Record Track after the first ployed. one is (A de maximum of two Resources each game are available in this way. inavailable this way. cards ( conduct resolutionSiege and all other operations, as if they considered casualties from the firstBattle Round or Siege saulting pieces may remain in the enemy Fortress Duchy to evasion or engage in Battle with the assaulting Formation. to any Battle or Siege resulting from the landing, and are underway before the assault took place, the amphibious as had entered the Fortress Duchy by an adjoining land Line of adjoininganenteredhadof FortressLine landthe by Duchy One Resource through capture of an enemy Deployment marker Fight?” to“Willextra eachTsarist Resource One for One or two Resources through Battlefield Loot ( Casualties of the previous shore battery fire add no dice is already underway against the Fortress. Mobilization Centre ( (DMC) March. Assaulting Formations may also join a whichSiege Round. If a Siege results from the amphibious assault, or was alreadywas or assault,amphibious the fromresults Siege a If If the surviving amphibious assaulting Formations are If an enemy Formation is present, it must either attempt forced to retreat,Porttothe incur forcedthey to Attrition back go and from which they began their assault. perial Largesse Two Resources throughTwo Fortress Sack & Pillage ( Two Resources in each turn Two Interphase having for too many As specifiedbyEvents. plied. (Rolls 5 of disrupt and rolls 6 of kill one Strength Point, dice (four if the Port is a Fortress) and any casualties are ap attrition, acquire Entrenchments, and (Tsarists only) create as inasSurvivingregular Battle). Leaders thenandSoldiersmay any combination ( apply up to five shore batteries. The Power which controls the Port rolls two either by routine means or through windfalls. Powers gain enter the Port. further No shore battery fire occurs. normal Convoy limits of five Leaders or five Points or Strength five Leaders or five limits of normal Convoy of of purposes: to buy additional cards, improve morale, lessen other materials useful for the prosecution of the war effort ● ● ● Scorched Earth. Alternatively a Power may hoard Resources Formation to an uncontrolled or enemy controlled Port. The Resources in a number of ways and may use them for a varietya useResourcesthem andmay for ways number in a of Resources represent the acquisition of additional supplies and Reso ● ● ● for theirfor value as victory points. ● ● The assaulting Formations first receive fire from the Port’s To makeTo an amphibious assault, form a Convoy and move its ● A Power may Resources receive A Power as follows: 16.2 Recei16.2 16.1 I 16.1 16. Reso16. Page 32 KUTUzOV — Rule Book 16.5 O 16.5 You may also use Resources to attempt the following: remove following: the attempt to Resources use You also may Attrition Loss Markers during its has this no Impulse, Loss during Markers effect Attrition on Whenever the Imperial Attrition Level is less than Normal, Normal, than less is Level Attrition Imperial the Whenever 16.51 R 16.51 16.53 Improving the Imperial Attrition Level Attrition Imperial the Improving 16.53 16.52 Obtaining Imperial Attrition G Attrition Imperial Obtaining 16.52 ● ● Holding the in Markers Loss Attrition Imperial Loss Attrition Imperial remove to tries Power Imperial an If Imperial remove to trying on Resources spends Power one If ‘once’ this although more than may involveImpulse, spending each For Markers. Loss Attrition remove to try to Impulse Attrition Imperial obtain Markers, Loss Attrition Imperial Each Imperial Power may spend Resources during its own own its during Resources spend may Power Imperial Each Box, each 5 or 6 die roll instead results in the the in results instead roll die 6 or 5 each Box, 6, or 5 of roll each For dice. 8 Powerrolls the spent, Resource Markers, remove the 4 Markers and improve the Imperial At Imperial the improve and Markers 4 the remove Markers, to according Markers, if the Imperial Camp accumulates 4 Imperial Attrition Gain Gain Attrition Imperial 4 accumulates Camp Imperial the if Impulse. own its Camp only, create Scorched Earth Duchies. Earth Scorched only,Camp create Gain Markers and thereby improve the Imperial Attrition Lev Attrition Imperial the improve thereby and Markers Gain one Resource. Resource. one trition Level by one, to a maximum of Normal. of Normal. Level amaximum by to one, trition Box. Holding the during same the do to Power Imperial other the of ability the and spent, be will Resources many how advance in declare to may therefore wait to see the result of each Resource’s dice dice Resource’s each of result the see to wait therefore may Tsarist the for and, Entrenchments construct to used be may rolls. A Power may only spend Resources for this once per per once this for Resources spend only may Power A rolls. need not does Power The Marker. Loss Attrition one remove el, remove Morale Loss Markers, obtain Morale Gain Markers Markers Morale Gain obtain el, remove Markers, Morale Loss and obtain potential to improve a Camp’s Morale Level. They Camp’sThey Level. a Morale improve to potential obtain and placing of an Imperial Attrition Gain Marker in in Marker Gain Attrition Imperial an of placing The player spends 1 Resource but rolls badly. The player may may player The badly. rolls but Resource 1 spends player The Power may repeat the action during the same Impulse (other Impulse same the during action the repeat may Power for the Resources during Imperial neither this Impulse, purpose markers. Loss Attrition spend remove to to decides attempting Power on Army Resources Northern the example, For immediately spend another Resource and apply the results of of results the apply and Resource another spend immediately another 8 dice rolled. If the second set of 8 dice rolls is also a also is rolls dice 8 of set second the If rolled. dice 8 another disappointment, yet another (third) Resource may be spent and and be spent may (third) Resource yet another disappointment, than for “Emergency Recovery”). “Emergency for than so on. The point is that once the Imperial Camp stops spending spending stops Camp Imperial the once that is point The so on. It is permissible to have a reserve of Imperial Attrition Gain Gain Itto have Attrition is ofpermissible a reserve Imperial Attrition Imperial cancel Markers Loss Attrition Imperial Markers, even if the Imperial Attrition Level is Normal, to to Normal, is Level Attrition Imperial the if even Markers, Gain Markers on a 1-to-1 basis. Simply remove both Mark both remove Simply 1-to-1basis. a on Markers Gain of the Impulse during which they were obtained, and have and obtained, were they which during Impulse the of no effect. ever, any excess Attrition Gain Markers are lost at the end end the at lost are Markers Gain Attrition excess any ever, occurs. Box this when the from ers a maximum of three Imperial Attrition Gain Markers. How Markers. Gain Attrition Imperial of three a maximum emoving Imperial Attrition Loss Markers Loss Attrition Imperial emoving the of Reso r Uses 16.51 ad hr ae no are there and , ur ain Markers ain ces © 2008 GMT Games, LLC Games, GMT © 2008

- - - - ● A Power may spend one Resource to put an Entrenchment on on Entrenchment an put to Resource one spend may Power A single a during Resource one than more spend may Power A 16.57 U 16.57 16.54 R 16.54 16.56 Constructing Entrenchments Constructing 16.56 16.55 U 16.55 with a “Battle or failed Intercept” marker, or would be unable unable be would or marker, Intercept” failed or “Battle a with ● a Camp’s in Markers Box, Holding Loss no Morale are there If Impulse to to attempt remove Morale Loss Markers. The Power Imperial Army or Army Group is Adjacent to and could theo could and to Adjacent is Group Army or Army Imperial per Markers Loss removeMorale to attempt to Impulse Either Power in a Camp may spend a Resource once during its its once during Powera Either Resource may spend a Camp in ( sequence End (not a pre-emption Impulse) to put a Scorched Earth Marker Marker Earth Scorched a put to Impulse) pre-emption a (not For each 5 or 6 rolled, remove one Morale Loss Marker. remove Loss For Morale one 6rolled, 5or each 6 die roll. 6 die ly Army or Army Group, or at least 4SPs of Soldiers. Such an an Such 4SPsofSoldiers. least at or Group, Army or Army ly instead put one Morale Gain Marker in the Box for each 5 or or 5 each for Box the in Marker Gain Morale one put instead ing a particular Impulse. aparticular ing in declare to need not does Power The individually. spent is R Starting with the Second Round of Starting Turn 1, a Tsarist Power may of an Imperial Formation or Flag. The Duchy need not be be not Power Tsarist need the However, Formation. Duchy Tsarist a by The occupied Flag. or Formation Imperial Duchies an two of within is that Duchy controlled Tsarist any on to intercept into the Duchy for any other reason, it may not may it reason, other any for Duchy the into intercept to must must declare it is a spending single beforeResource rolling any marked is known as a Scorched Earth Duchy. Earth aScorched as known is marked may in a Marker not Duchy place which the Scorched Earth an retically Intercept into (if the Army or Army Group is marked marked is Group or Army Army (if the into Intercept retically expenditure may be made only during a Power’sa during Impulse, only own made be may expenditure spend one Resource at any time during its Scheduled Impulse Impulse Scheduled its during time any at Resource one spend creased more than one level during a single Impulse or Turn or Impulse single a during level one than more creased available Resources, to the number of Entrenchment Markers Markers Entrenchment of number the to Resources, available than other limit, no is move. There Formations before any and friend a byeither occupied Duchy controlled friendly one any dur ways these in spent be will Resources howmany advance Resource Each Level.Camp’s Morale their improve to and/or dice. For a single Resource spent, the Power may roll 8 dice. dice. 8 roll may Power the spent, Resource single a For dice. prevent placement of a Scorched Earth marker). A Duchy so so Duchy A marker). Earth Scorched a of placement prevent way. this in See placed emember A subsequent Morale Loss Marker cancels a Morale Gain Gain Morale a cancels Marker Loss Morale subsequent A It is permissible to retain a reserve of Morale Gain Markers, Markers, of Gain Morale a reserve retain to It permissible is ( Morale Level is at the highest Elan du Guerre Morale Level Morale Guerre du Elan highest Level the Morale at is on Marker a 1-to-1 basis. Simply remove from both Markers the Impulse during which they were obtained, and have no have and obtained, were they which during Impulse the Camp’s a if Markers Gain Morale four of maximum a to occurs. Box this when the effect. 9.53 ). Excess Morale Gain Markers are lost at the end of end the at lost are Markers Gain Morale Excess ). emoving Morale Loss Markers Loss Morale emoving sing R sing sing More Than One R One Than More sing Te meil trto Lvl a nt e in be not may Level Attrition Imperial —The 4.3 esources to Create Scorched Earth Scorched Create to esources , 14.45 12.45 ). for Entrenchment Battle effects. Battle for Entrenchment esource 16.54 - - - - , KUTUzOV — Rule Book Page 33 ------). 6 CPs 2 CPs 2 CPs Turn 4 Before 14.2 ) in any one for building - hart 6.1 6.1 . Piecesreturning. C 2 CPs 4 CPs Turn 3 10 CPs 10 Before 6.32 ), and), Attrition ( ements 2 CPs 4 CPs 16 CPs 16 Turn 2 Before c 12.11 or f ein ), Loot), ( cements R einforcements r ) may place these alone or with newly built 6.32 6.2 : extra, if Prussia : extra, if Austria Case einforcements to each Imperial Power erial R p m has revolted not I for regrouping. for has become neutral not 6.2 Automatic Reinforcements callyreplaced during this portion an Interphase, of rateata controlled Duchies/Zones back to its Camp’s primary trolledDuchy theon map whichcan trace linea Friendly of of one replaced DMC per Power each one replaced Interphase.of per Power DMC in a single Duchy. group Builds ( Friendly map edge: East Edge for the Tsarists and West Deployment Mobilization Centres have an effect on Re Edge the for Imperials. moreNo than may beone DMC put Any eliminated DMCs from a preceding Turn are automati A may Power place one available DMC in any friendly con Prussia only Austria only previously eliminated, have not yet entered or play, are in the pieces in unbesiegedfriendly any any in unbesieged and/or Home Power, the Key of Duchy, Zone enemy Home unoccu pied during totala of for Interphasethe 3, Turn before diers and Leaders during the Interphase. See combination of those pieces available, as long as the required and ment Mobilizationment Centre Marker during(DMC) ments from among those Soldiers and Leaders which were theInterphase 2, Turn and before seconda DMC pertwo Power. DMCs trol, or in one of their enemy unoccupied Home on the Impulse Track, each Power in turn builds reinforce CPs areCPs available. Starting with the Power due to take the next Scheduled ImpulseScheduled next the take to due Power Startingthe with ing to the Imperial Reinforcements Chart: Marker on the selected Duchy/Zone, to indicateto a selectedDuchy/Zone, the Marker on Powers Powers must place their built reinforcements ( Powers placing Soldiers/Leaders back onto the map from the Markerper DMC Trainsor Supply Key, (only) of their (only) unbesieged Home Key Duchies under their con ● Regroup Box. The Power may choose reinforcementschoose fromanymay Power The Box. Regroup Deployment. Regroup Box ( Each Power pays the normal CP cost to build or regroup Sol Zones (of the appropriatethe nationalityImperial for Zones(of from the Regroup may be placed Box in multiple sites. The two Imperial each Powers receive Reinforcements accord 17.21 Imperial17.21 R Additionally, Additionally, each Power receives one Deploy ● ● Allied pieces). Place a Troop Staging Magazine Reinfo 17.2 - - - ). © 2008 GMT Games, LLC 12.9 ). You may You ). 19 ); ); . 17.3 ). Impulse. ces 17.4 any ). ur 6.32 more Battlemore eliminations than the 2 ictory ) and Deployment ( Exception: if The RetreatThefromMoscowException: if . 17.2 ). ). In games where players have the same phase ); 20.1 r phase Reso 20.2 17.1 r ), ), at the end of the game each unused Imperial (last three bullet points). 19.7 nte nte esources and V 16.2 number of available Resources a Tsarist Power may spend map from the Regroup ( Box mediate Attrition roll (applies to both Imperial and Tsarist thatmay be placed as a result card of Events. there is no limit to the number of Scorched Earth Markers on Scorched Earth Markers during happens to him after that, there is no longer a limit to the Once the Kutuzov Leader enters play, and no matter what Card Preparation the ( Turn for Next Strength Soldiers of or onePoint Leader during an Impulse. Scorched Earth Marker each Scheduled Impulse. However, loser’s total Strength of loser’s Points and Leader pieces ( Formations). Power Power may spend no more than one Resource to place a Until the Kutuzov Leader is placed on the map, a Tsarist Resources ( Reinforcements ( If it is a Key Duchy, new piece builds are limited to one It costs a Power 2 CPs to 2 CPs Flag costs a ScorchedIt Earth a Power Duchy. winnertoinflict least at There is no quantity effect on pieces being returned to the A Flag Overrun remains free of CP cost, but requires the A Formation entering it, for any reason, must make an im could not impedecouldnotScorched placement a Earthmarkerof dueto tercepting into Staraya Russa. An Imperial Army in Chudovo tions in the Duchy. The Tsarists could put a Scorched Earth or Army Group in Cholm, Novgorod, or Tver capable of in being separated from Staraya Russa by a River Line of March Pontooniers”, couldPontooniers”, change that!). (although Imperial Response Home Card 3, “General Elbe’s TheTsarists control Staraya Russa but do not have any Forma Marker in Staraya Russa as long as there is no Imperial Army not not play Events or make Interceptions during the Interphase. number of Victory Points, the number of unplayed Resources may break the tie breakthe may applies ( Game Turn, unless the game has already ended ( ● ● ● Rule ● ● Each of the four Powers receives Resources as described in In this part of the Game Turn players prepare for the next ● ● Resource (not Tsarist) isResource worth Tsarist) 1 Victory (not Point The Interphase has these main steps: 16.6 R 16.58 Effect Scorched of Earth At At the end of the game, each unused Resource is worth half a ● A Scorched Earth Duchy has the effects. following ● Victory Point ( 17.1 I 17.1 17. I 17. Page 34 KUTUzOV — Rule Book 17.3 Deplo ● ● 17.31 G In 17.22 Tsarist R 17.22 Tsarist 17.32 Winter D 17.32 Winter Track takes its reinforcements/deployment. its Track takes Powers Tsarist receive: two each The ● Turn 4 Turn which in both cases no Enemy Army could theoretically Inter theoretically could Army Enemy no cases both in which for Attrition for each Duchy or Zone entered after the initial 8. initial the after entered Zone or Duchy for each forAttrition Each Soldier being Deployed is treated as if it temporarily had had if itas temporarily Deployed Soldier Each being is treated Due to the extraordinary severity of Winter in the area depict area the in Winter of severity extraordinary the to Due aDeployment: During Before Turn 2 and Turn 3, Powers may Deployfreely pieces up of: combination any using by is land, Deployment (See ● s eintd ih h Top elyet aaie Marker. Magazine Deployment Troop the with designated is include its Allied Nation pieces in its Deployments. its in pieces Nation Allied its include trig ih h Pwr u t tk te et ceue Im Scheduled next the take to due Power the with Starting Once a Power finishes placing its reinforcements, it must im must it reinforcements, its placing finishes Power a Once ● roll must but further Deploy may Pieces Duchies/Zones. 8 to ● of Duchies/Zones.) allowed number beyond the goes ment Impulse the on Power next the before them deploy mediately reinforcements on the map ( map the on reinforcements b) ed by ed ● into. cept placing after out immediately the Deployment a Leader. Carry deploy its pieces from the Home Key Duchy or Zone which which Zone or Duchy Key Home the from pieces its deploy pulse on the Impulse Track, each Power in turn, may freely freely may turn, in Power each Track, Impulse the on pulse a) Added to the Tsarist 2nd Army’s Base Reinforcement Rate of 7, of Rate Reinforcement Army’sBase 2nd Tsarist the to Added and Minsk lost has Army 2nd Tsarist the 1 Turn of end the At Brest to the invading Imperials. 2nd Army is awarded the CP the awarded is Army 2nd Imperials. invading the to Brest CPs (Key and Depot), plus it receives 2 CPs for Kiev (Key and and (Key Kiev CPsfor 2 receives it Depot),plus and CPs(Key Depot), 1CP for Kharkov, 1CP for Voronezh, 1 CP for Ryazan. Ryazan. for CP 1 Voronezh, 1CP for Kharkov, 1CP for Depot), value of Moscow with consent of its Tsarist 1st Army ally, for 2 ally, for 1st Tsarist its Army of consent with Moscow of value this becomes a total of 14 of atotal CPs Reinforcements. of becomes this

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1 CP for each Depot in Russia the Power the Russia Controls. in Depot for1 CP each Power the Russia Controls; Key forin 1 CP each 7 CPs of Russian Reinforcements automatically; automatically; Reinforcements 7 CPs of Russian Deployment is immune from the effect of “ of effect the from immune is Deployment Zone from which the Deployment began. However, remem began. Deployment the which from Zone French Reinforcements may be used for their Allies (Aus Allies their for used be may Reinforcements French only drop off Soldiers or Leaders (or both) in the Duchy/ the in both) (or Leaders or Soldiers off drop only it enters; Zones or ber that pieces may be individually deployed. individually be may pieces that ber tria/Prussia), but not the other way round. other but not the tria/Prussia), the the pieces moving a from Troop may Deployment Magazine oeet os o cs CPs. cost not does movement a piece may not gather Soldiers or from the Leaders Duchies Friendly Zones unoccupied by an Enemy Formation, Formation, Enemy by an unoccupied Zones Friendly Friendly Duchies, and and Duchies, Friendly 17.33 Kutuzov , Attrition, which applies whether or not the Deploy not or the whether applies which Attrition, , eneral ”, 38.) card , before the start of Turn 4, both Camps incur incur Camps both 4, Turn of start the before , y einforcements eployment(s) for the Interphase Before Before Interphase for the eployment(s) ment

17.2 ). Each Imperial Power may may Power Imperial Each ). Teeoe fr xml, a example, for (Therefore, Mud. Mud, and and Mud, Mud. © 2008 GMT Games, LLC Games, GMT © 2008 ------17.4 C As well as Attrition for entering each Duchy/Zone beyond the the beyond Duchy/Zone each entering for Attrition as well As After a Power has completed all of its Deployments, it may may it Deployments, its of all completed has Power a After Tur 17.35 No D 17.33 D 17.36 Leader Theatre of War Strategic Transfer Strategic of War Theatre 17.36 Leader 17.34 Tsarist First Army Convoy D Convoy Army First 17.34 Tsarist The Russian First Army Power First Army Russian The (only) may use a Convoy ( 17.31apply. in still Deployment about rules other The This part of the Interphase has the following steps: the has of Interphase the part This Power’s the with Troop designated not was that Marker Trains Deploy into or through or into Deploy voluntarily eliminate one or more Leaders from anywhere on on anywhere from Leaders more or one eliminate voluntarily were placed in a friendly Key Duchy/Zone, DMC or Supply or DMC Duchy/Zone, Key friendly a in placed were Deployment. other any with ● ● Duchy Duchy Troop marker. Deployment As Magazine with other De Powers may not Deploy pieces from the Regroup Box which which Box Regroup the from pieces Deploy not may Powers Deployment of type this combine not may Power Army First HomeKey the with designated is of departure Port the if Port, ● limits set out in in out set limits ● Marker. pieces placed are These on Magazine the map Staging upcoming Turn ( Turn upcoming ample, the limit on what type of Duchy or Zone a piece may may piece a Zone or Duchy of type what on limit the ample, trition for: trition on tighter limits how far each of their eligible pieces may freely the map, as if killed in Battle (except the opposing Camp does does Camp (except Battle opposing the in killed if as map, the unbesieged a to Friendly Port a deployFriendly to from pieces mediately available for purchase as replacements during the the during replacements as purchase for available mediately piece may not be selected for Strategic Transfer Strategic for selected be not may piece not roll for Battlefield Loot per per Loot Battlefield for roll not ● ● enemy Army could, theoretically, intercept into. The Russian Russian The into. intercept theoretically, could, Army enemy and are not moved. are and proceed during the Interphase Deployments Deployments Interphase the during proceed ployments, ployments, a Deploying Convoy may not a enter Duchy that an Play Note: After a Power completes its Reinforcement and and Reinforcement its completes Power a After Note: Play Deployment. Then go to Card Preparation ( Preparation go Card to Then Deployment. Order Track Impulse in follows Power next the Deployment, ent from from ent until all four Powers have completed their Reinforcement and and Reinforcement their completed have Powers four all until meil odesLaes a Dpo u t 4 Duchies/ 4 to up Deploy may Soldiers/Leaders Imperial Zones. Roll for Attrition for each Duchy or Zone entered entered Zone or Duchy each for Attrition for Roll Zones. entered Zone or Duchy each for Attrition for Roll Zones. usa Slir/edr my ely p o Duchies/ 6 to up Deploy may Soldiers/Leaders Russian (and into which reinforcement pieces are placed); and are pieces (and reinforcement which into Mulligans and Unplayed Cards ( Unplayed and Cards Mulligans Shuffle and Draw ( Draw and Shuffle beyond the initial 4. initial beyond the 6. initial beyond the each Marsh Line of Communication along which which along Communication of Line Marsh each Deployment during entered Duchy Earth Scorched each pieces Deploy.pieces n a eployment Attrition eployment Wellington rd Pr rd eployment for R eployment 17.31 6.1 epa ). but similar to to similar but 17.41 and and Exception: the Napoleon (5-8) Leader Leader (5-8) Napoleon the Exception: . r ); 17.32 ation fo egroup Placed Pieces Placed egroup , each Power must resolve At resolve Powermust each , 12.10 The Napoleonic Wars Napoleonic The 17.42 eployment ). Such Leaders are im are Leaders Such ). ); N r the 17.4 ). This is differ is ). This . Imperial e For ex For . 15.2 x t - ) - - - -

KUTUzOV — Rule Book Page 35 - - - - ). ictory ). This ). 19.8 o ). ise Exception: 9.22 ” (card 10) ” (card 10) r e T 19.6 p ussia V Battalions du v d ussian o est of n u ee M Vistula Legion ial Sur r ment onq y les ” (card 1) has not been removed u mpe he Game eath Conquest R of mission Game 1 start Turn scenario. See p. 15 of the Play Book for details.See 15 p. This option is only available for the n I . pecial Fr g T d S es Deplo in en Death C en Death Game E ). ). Peace die rolls are firstutilized at the conclu dg d . st Tur i ” (card 9) and deal that Power 2 other Imperial r 19.5 n pecial R i oints O of My My Old Moustaches ssia deal that Power 2 other Imperial Home cards. If that card can occur at any time. sion of Turn 2 to determine Turn of sion if the game ends ( nent’s Morale Level falls below Sauve Qui Peut ( Qui Peut Sauve fallsbelow Level Morale nent’s from play you must also remove “ from play has been removed from play, just deal that Power 2 Imperial2 thatdealPower just fromplay, hasbeen removed Give Give the French Southern Army Power “ in the Interphase before Turn 4, deal each Tsarist Power 3 game ( Home cards.Home cards.Home Deal each Tsarist Power 2 Tsarist Home cards. Either Camp may win a Sudden Death Victory if its oppo If “ from give play, it to the French Northern Army Power and Marche The Conquest of Russia/Imperial ConquestTheof the canend roll die Defeat Tsarist HomeTsarist cards u ttack an tected reveals a card the before next play. Power happens. ● immediate Sudden Death Victory if: in the Turn. Players may be left with unplayed Cards when thisCardswhenunplayedwith left be may Players Turn. thein Conquest Conditions Turns for 1 and 2 For For the new Turn, play continues with the next Power on the During Turns 1 and 2 only, the Imperial Camp may win an ● ● R In all Sudden Death Victory cases, a game can end at any point any at endcan gameDeathVictory Suddencases, alla In ● Impulse Track, unless pre-empts. a Power Illegal errors or plays are considered valid if they go unde feat isfeat triggered a Tsarist Will by resolution to ( Fight? A The game ends immediately the if any happen: following of ● 19.21 Tsarist19.21 Will Fight? To – Possible R 19.22 Special Sudden D the Br A game can end at any time if Russian Surrender/Imperial De 19.1 Sudd 19.1 Sudd19.2 18.1 P 18.1 F 18.2 19. E 19. 18. S 18. ------) into © 2008 GMT Games, LLC 14.62 ) with the newly ” (card from1) the 2.8 ” (card 9) and – if not al excess cards (one or more) in ex Note: Note: if card 1 has been removed all ); raw ). My My Old Moustaches 17.43 17.44 Resources. (The number of Resources gained Battalions du Marche two any Deployment. ready removed – “ reinforcements. regular reinforcements, this placement is not followed by order in any one Friendly Home Key Duchy or Zone. UnlikeZone. or Duchy Key Home Friendly one any inorder odd if CPs they cannot be used. Separate “ Home CardsHome ( Excess Cards ( Imperial Home Cards. The Power must place these reinforcements in Impulse Track Track Impulsereinforcementsin these place must Power The A Power may not voluntarily discard a Must Play card for A Power receiving Power theA inCPvalue reinforcements loses any able from the Regroup Box, or a die roll is made to remove a For example, for a 5 CP discard, the Power buildstwodiscard,StrengthPower CP the 5 example,a for For Points of Soldiers and loses one CP (unless something is avail Morale Loss Marker/Attrition Loss Marker). previous Turn, shuffle them back into the deck, and then draw previous turn. After making a Mulligan decision, the Power discards the rest for their CP value in extra reinforcements or deck. All cards are then combined into a single hand. drawn cards. Once the finishesPower doing anyMulligans, it any reason. allowed allowed hand limit maximum of 6 non-Home cards – and card(s) may becard(s) a Must Play card. If this happens you must im change for serve cards. Shuffle them and proceed follows: as number of excess cards.) Because the choice is random, the next). next). If a Winter Turn is about to begin, incorporate any eli not not include the Home cards!). In Impulse Track Order, each mediately shuffleit back into the draw deck. must randomly discard must randomly discard half of those unplayed cards from the must deal has it with remaining any unplayed card(s) from the move) decides move) whether to do a Mulligan ( the instant a Power’s Hand is reduced to five cards or fewer for Handcardsreducedfewer is or five to theinstant Power’s a to move) todeclares move) if it has more than 6 cards. If so, the Power the same number of replacement cards from the newly shuffled newly replacementcardsthefrom numberof samethe the deck dealing before the cards. Collect discardedeach Power’s Home cards and unplayed Re ● Shuffle all the cards in the discardpile back into the(do deck in this manner is fixed at two; it does not vary inthis doesnot it manner according fixed at istwo; to the gible gible Special Must Play Imperial Attrition cards ( 6-card limit reverts to the normal 5-card maximum hand size Morale/Attrition Loss/Gain Marker adjustment die roll(s). This Loss/GainMorale/Attritionadjustmentroll(s). Marker die Power Power draws 5 cards (starting with the Power due to move ● ● In Impulse Track Order, each Power (starting with the next In Impulse Track Order, each (startingPower with the next to ● The Power then selects the cards it wishes to keep – up to an 17.42 Mulligans17.42 and Unplayed Cards 17.44 Home Cards17.44 17.43 Excess17.43 Cards 17.41 Shuffle17.41 and D ● ● Page 36 KUTUzOV — Rule Book 19.4 O 19.3 Sudd 19.23 Special Sudden D Sudden Special 19.23 Tsarist Control. Use the Keys Under Tsarist Control Track as as Track Control Tsarist Under Keys the Use Control. Tsarist Turns Three and Four and Three Turns whenever the first of the following happens: happens: the following of first the whenever feat. Use the Tsarist “Keys Controlled” Marker on the “Keys “Keys the on Marker Controlled” “Keys Tsarist the Use feat. If there is no Sudden Death Game End, the game will end end will game the End, Game Death Sudden no is there If “Keys to Marker Controlled” note how Imperial many Russian Under Under Tsarist upon Control” the track map’s right upper corner Keys are under Imperial Keys control: with are the Imperial under total of both Markers the on anywhere Keys more or 14 if onwards, 2 Turn From two these ignore may Camp Tsarist the onwards, FromTurn3 ● Scheduled Impulse during which a card may be played and is is and played be may card a which during Impulse Scheduled the with immediately ends game the 3, Turn with Starting Conditions. Victory Death Sudden Imperial Special Conquest of Russia if no Keys anywhere in Russia are under under are Russia in anywhere Keys no if Russia of Conquest ● ● map are under Tsarist Control after the end of an Imperial Imperial an of end the after Control Tsarist under are map equaling the 13 the Keys of Russia. Tsarist equaling as as a of reminder Players this status. may also optionally use the De Imperial an in played, immediately ends the game actually a play aid. ● ● A third Conquest of Russia die roll, either through a “Will to to “Will a through either roll, die Russia of Conquest third A Example: Turn 1 results in the Imperials taking St. Petersburg Petersburg St. taking Imperials the in results 1 Turn Example: Russian Conquest would constitute fulfillment of this Sudden Sudden this of fulfillment constitute would Conquest Russian attempt roll die Conquest another Fight?”or (19.8) resolution Death Imperial Victory Condition. Victory Imperial Death long as there’s a chance of the die roll resulting in an Imperial Imperial an in resulting roll die the of there’s as chance long a fails to do so and the game goes on to Turn 2. During Turn 2, 2, Turn During 2. Turn to on goes game the and so do to fails at at Turn’s (19.5),end to roll be need no would as for there which roll die conquest The Russia. conquer to chance a having and defeat of a Russian Army with the subsequent failed Tsarist Mo with the of subsequent Army a defeat Russian of the game. the of the “Thunder of Hooves”, card 50, Event is used during the the during used is Event 50, card Hooves”, of “Thunder the constitutes the second cumulative Conquest Die Roll attempt attempt Roll Die Conquest cumulative second the constitutes resolution (19.82) which does not get the needed die roll. This This roll. die needed the get not (19.82) does which resolution Conquest Fight?”Russian to “Will a precipitating Check rale for Potential ofConquest Russia ( Imperial Powers makes a successful die roll under the rules rules the under roll die successful a Powers makes Imperial Defeat; if the Peace & Victory part of Turn 4( part &Victory Peace the if both Moscow and St. Petersburg are simultaneously Impe simultaneously are Petersburg St. and Moscow both to achieving this Sudden Death Victory Condition. Victory Death Sudden this achieving to on rolls die Conquest Russian three conduct Imperials the must have a chance to result in Imperial Victory to be valid valid be to Victory Imperial in result to have chance a must rial Flagged at any time; or time; any at Flagged rial successful Peace Roll Peace ( successful ( Defeat Imperial sia/Potential a cumulative basis by Turn 2’s Potential Conquest of Rus of Conquest Potential 2’sTurn by basis cumulative a during the Peace & Victory part of Turn 2 or Turn 3, by a by 3, Turn or 2 Turn of part Victory & Peace the during of & Turn, the Defeat if Conquest one the part of the during the I Death en r W a y E s to 19.6 eath Conquest of R Conquest eath ); mpe 19.5 n 19.5 Game d the ) inclusive. Each die roll roll die Each inclusive. ) r ) or Potential Imperial ) or Potential Imperial 20 Defeat ial ) is reached. ) is ussia in in ussia © 2008 GMT Games, LLC Games, GMT © 2008 - - - - –? –2 –2 –3 –3 –3 –1 –1 –1 19.5 P +? +2 +1 +1 +1 +1 +? +3 +1 In this part of the turn, or as precipitated by Imperial acqui Imperial by precipitated as or turn, the of part this In It is possible to accrue so many modifiers that a die roll isn’t roll die a that modifiers many so accrue to possible is It ● ● P Defeat. Should a game end in this way, and there are two play two are way, there and this in end game a Should Defeat. Defeat result. Defeat result. Points per per Points Northern Army Power rolls one die, and applies all the appli the all applies and die, one rolls Power Army Northern if the game ends in the Conquest of Russia or in an Imperial Imperial an in or Russia of Conquest the in ends game the if Modifier ● necessary to earn an Imperial Conquest of Russia or Imperial Imperial or Russia of Conquest Imperial an earn to necessary ers in the victorious Camp, they must each calculate Victory Victory calculate each must they Camp, victorious the in ers iin f Tait il o ih? akr ( Marker Fight? to Will Tsarist a of sition cable listedbelow. modifiers This singledie roll will determine I otential

Imperial Powers are Defeated and the Tsarist Powers win win Powers Tsarist the the and –5, etc), Defeated are (–4, Powers less or Imperial –3 is result modified final the If Imperials the and higher or 9 is result modified final the If Control Moscow or St Petersburg, Russia is Conquered and and Conquered is Russia StPetersburg, Moscow or Control On any other result, the game continues. continues. game the result, other any On the game. game. the game. the Powers win Imperial the –2 if under a Tsarist Flag or Uncontrolled). or Flag aTsarist –2 under if C otential Tsarist Control Track (e.g. if the Tsarists control only only control Tsarists (e.g.Track the Control if Tsarist 3 Keys, the Conquest Modifier is + 2) Modifier Conquest the 3 Keys, Events Events if Imperial Attrition is at the Harsh Level Harsh the at is Attrition Imperial if Level Grognards Les at is Morale Imperial if Im under not Depot and Key Home Imperial each for if Tsarist Morale is at Les Grognards Level Grognards Les at is Morale Tsarist if Level Guerre du Elan at is Morale Imperial if Control Imperial under is St. Petersburg if Control Imperial Moscow under is if add the Conquest Modifier indicated byindicated theadd the boxModifier Conquest below Peut Level Sauve Qui the at is Morale Tsarist if Tu the at is Level Morale Tsarist if Felix Austria Control Imperial under Depot Tsarist for each for any modifiers allowed by the play of certain certain of play the by allowed modifiers any for eliminated, (whether map the on not is Napoleon if Level Crippling the at is Attrition Imperial if Level Severe the at is Attrition Imperial if Peut Sauve at is Level Morale qui Imperial if Tu at is Morale Level Felix Austria Imperial if certain of play the by allowed modifiers any for the corresponding number on the current Keys Under on current the number corresponding the removed or in the Regroup Box) Regroup the removed in or perial Control (e.g.Control perial is –2; Austria a WarsawNeutral is C 20 onquest in order to determine the individual winner. individual the determine to order in Case mpe / D r onq e Defeat ial f eat u M of R est odi 19.8 f iers , h French the ), u ssia / - - - - KUTUzOV — Rule Book Page 37 ------play not be used to move only . If no adjacent Duchy and the appropriate Tsar Levels (remember to re . ThisawardedResource. is accumulated Imperial At 12.6 ). When ). each Imperial Pow two 17 all this card‘plus’ play – but may after Resources). two move out of any of these Key Duchies. The CPs may placed into the Regroup Box. pies pies any of the Keys which are to abandoned (i.e. Moscow, doned, these three Keys, and any Duchies adjacent to them, die. High roll wins. If tied, keep rolling until there is no tie. dated ‘plus’ card play. Thedatedmust card Power still play. ‘plus’ a play non-plus an exception to the usual rule, any Imperial Flag, DMC, and/or Entrenchment located and attack one of the enemy-occupied Duchies around it. card as usual another card plus or use Resources to a card. buy sufficient bonus CPs areawarded to allow ImperialForma either Tsarist Power may receive the Moscow Resource, at not not retreat back into the Duchy from which it departed, but rial Camp cannot improve, they are awarded a Resource (e.g. Resource(e.g. a awardedare they cannotimprove, Camprial receives may never again be entered by any Imperial Formation or must retreat to any other eligible adjacent Duchy subject move move Imperial Morale Loss Markers accordingly for each must accept a non-card provided bonus of 4CP as a man this 4CP expenditure is that no Imperial Formation occu tions to eachleave Key and reach a Duchy adjacent to each there is automatically eliminated the instant no Imperial Formation occupies the Key. The the Second Army gets any Resource awarded and for Kiev, if there dispute,isa a roll thethe option Tsarist player(s): of to the normal rules of inactive Formation retreat. This is trition Loss Markers from the Holding Box. Attrition Gain only be used for movement or Flagging. The end result of of Moscow, of St. Moscow, Petersburg, and/or Kiev. These Formations unoccupied by enemy pieces is available to retreat into, the must St. St. Petersburg, Kiev). If 4 CPs are inadequate to move all ist Power awarded Power Resourceoneist if the Attritiontheif“Normal” was “Retreatthe whenLevel from level level changed) and remove Morale GainMoraleMarkers areunaffected. alreadyis Moraleat If Markers are unaffected. For each Attrition Level the Impe Moscow” rule is activated, the Imperial Northern Army Flag. First Army gets any Resource awarded for St. Petersburg, Duchy. Duchies has no choice but to depart the Key it occupies Elan duGuerre, award the Tsarist Camp a Resource. Imperial pieces are considered Overrun as if in Battle and Imperial Formations out of the aforementioned Duchies, If that Imperial Formation is repulsed in its attack, it may Imperial Attrition improves If it holds St. Moscow, Petersburg, and/or Kiev, that Power Imperial Formations beginning the Impulse in occupation which Moscow, St. Petersburg, and/or Kiev must be aban When playing these 4CP, they must After each ImperialfirstTurn ImpulsePower’s of 4, during As soon as an Imperialanas soonthese FormationKeys,Asdeparts of one A Formation surrounded by Tsarist Formation-occupied er takes its first ImpulseTurnof 4, January–February–March ● ● Thenproceed tothe Interphase ( ● ● ● ● 1813: - - - - - ). ). 17 st ) u j © 2008 GMT Games, LLC to determine:to 20 oscow ” (card ” 36) (card during - M om Goalic Ad g No No Peace etreat From Moscow”) ate eat Fr r r t ). ). Simply obtaining the marker is ad commencing Interphase activity ( Has been trig 19.8 19.7 before ial S r : he Ret is an Imperial option. —This rule only comes into effect as an Imperial —If someone played “ the game does not end in a Sudden Death or Peace eace Roll mpe 19.7 19.7 (unless a Sudden Death victory occurs first). Proceed and —The Imperials—The may either —The —The Peace Die Roll is not rolled at the end of Turn —If the Imperial Camp is eligible for this option at the 20 preparations a hypothetical for second campaign in 1813. outright, or equate to trigger this rule’s availability as an Imperialanavailability Campas triggerequatethisrule’s to rule the Imperials have obtained at least one Tsarist Will to there is a French or Imperial Allied Flag in either Moscow or St. Petersburgor St. at the any or end Turn; of Option. Place the “Retreat from lated Tsarist Morale Loss Markers from the Holding Box. gered” marker on the Turn Record Moscow Moscow Rule Fight? Fight? Marker ( The Imperial Camp receives two a bonus Resources. of Tsarist Morale improves one Level. Remove any accumu Track for Turn 3 Turn for asTrack a reminder that consolidate their forces with a strategic withdrawal, to make strategicwithdrawal,to a with forces theirconsolidate continue the struggle to conquer Russia and win the game a) per played played as a single Camp) is declared the game’s individual player player – chosen by agreement – rolls a die. If the die roll is 6, ary-March 1813. a previous Impulse of the just concluded Turn, do not make a end of the third game Turn (October-November-December b) result, the controllingPower the French Northern Army must immediately make a decision to prepare for the 1813 Campaign Season, the following occursCampaign following Season,the 1813 the prepare for to ● ● Camp option if: Note Exception Important Peace Roll. Peace is declared and the game ends. If the game ends in this (a) which (a) Camp wins the game, and (b) which player (if two Russia,thegame continues normally with Victory determined ment (T If the decision is to consolidateto is theStrategicdecisionIf in a GoalAdjustment If the decision is to persevere with the attempt to Conquer If Sudden Death Victory, Conquest of Russia or Imperial De feat has not ended the game by the end of Turn 2 or Turn 3, one 3, Turn or 2 Turn of endthe by gametheended not has feat with resolving the Interphase before Turn 4, January-Febru winner. way, each player calculatesperVictory Points player each way, ● ● Turn. 19.722 Consolidation19.722 (“The R 19.721—Continuing The Struggle 19.72 19.71 1812) 1812) 1 – which means the game may not end in Peace on the first 19.7 I 19.7 19.6 P 19.6 Page 38 KUTUzOV — Rule Book 19.8 T Whenever the Tsarist Camp’s Morale reaches a Level where where Level a reaches Morale Camp’s Tsarist the Whenever 19.81 Tsarist Will to Fight? Markers Fight? to Will 19.81 Tsarist 19.723 19.82 Possible Sudden D Sudden Possible 19.82 The instant a The Tsarist instant Will to Fight? marker is removed from the Tsarist Will to Fight? Marker Fight? to Will Tsarist I ( Morale Table Track during an Impulse, the following process process following the Impulse, an Tableduring Track Morale ● is executed in the sequence indicated: sequence the in executed is Sudden Death Victory. Death Sudden Once this is done, go to to go done, is this Once ● Tu Felix Austria Grognards, Les (i.e. the game in the one each Rule, Fight?” to “Will the may may no longer gain any form of Sudden through Death Victory c) b) ers will each receive receive each will ers and Sauve Qui Peut Track Morale Sauve Boxes, Qui and of beginning the at placed was Fight?marker to Will Tsarist a a) 17.44 mpe

Turn Record Track to indicate that The Retreat from Mos from Retreat The that indicate to Track Record Turn Imperial Camp receives 1 Resource. This goes to the impe the to goes This Resource. 1 receives Camp Imperial Resource (reroll ties). any Fight? to Resource Will Tsarist marker The Rule is returned to the counter mix. counter the to returned is Moscow from if the Rule “Retreat the Marker causes placement of the “Retreat from Moscow from “Retreat the of placement causes Marker the marker was already placed on the Turn Record Track, the the Track, Record Turn the on placed already was marker rial Power with the fewest Resources at that instant. If tied, tied, If instant. that at Resources fewest the Powerwith rial each Imperial Power rolls 1 die and the high roller gets the the gets roller high the and die 1 Power rolls Imperial each cow ( Tsarist Morale, immediately execute a Potential Conquest Conquest Potential a execute immediately Morale, Tsarist Imperials to occupy any Imperials Russian Capital in order to achieve to dice 8 rolls Impulse, an had last which or is, it Impulse With Imperial Morale being at least one Level better than than better Level one least at being Morale Imperial With After step step After Heartened by this occurrence, the Imperial Power whose whose Power Imperial the occurrence, this by Heartened Holding Holding Box and Morale Imperial has not improved already late the die roll as normal except there is no need for the the for need no is there except normal as roll die the late tabu Otherwise, Victory! Imperial in the ends rolled, instantly is game 6 natural a if modifiers, roll die of gardless if nothing but Imperial Morale Gain Markers are left in the the in left are Markers Morale Gain but Imperial if nothing Sudden Death Victory. If Russia fights on, this counts as counts this on, fights Russia If Victory. Death Sudden of condition. Russia one Conquest die roll for the per roll die Defeat Imperial Russia/Potential of Power French Northern the Impulse, the during Level one results, the applying After Marker. Gain Morale a place or than Tsarist Morale, proceed to step step to proceed Morale, Tsarist than may attempt to Improve Imperial Morale ( Morale Imperial Improve to attempt may remove Morale Imperial Loss Markers per ends here. ends a 4 ). , —In addition, by making this decision, the Imperials Imperials the decision, this making by addition, —In 5 r 19.7 19.7 ,or sa Sudd ial 6 Has Been Triggered” marker to be placed on the the on placed be to marker Triggered” Been Has r ) is available as an Imperial option; Imperial an available) is as die roll result will remove a Morale Loss Marker Marker Loss Morale removea will result roll die a W ist , if Imperial Morale is at least one Level higher one Level is at Morale least higher , Imperial if three F to ill Victo Death en 19.82 Home cards for the start of Turn 4 Turnof start the for cards Home eath G eath 19.8 to check for a possible Imperial Imperial possible fora check to 19.22 . Remember, the Tsarist Pow Tsarist the Remember, . ame V ame i g 19.7 Sudden Conquest Death ht c Has Been Triggered” 2.5 ictory through through ictory . If not, the process process the not, If . —P ): 16.54 9.53 ossible ). ry except that 19.5 © 2008 GMT Games, LLC Games, GMT © 2008 Re . - - - - - ● ● ● A Power receives one-half Victory Point (fractions are retained) 20. Victo 20. The Tsarists can win a Sudden Death Victory in the game by game the in Victory Death Sudden a win can Tsarists The by game the in Victory Death a Sudden win can Imperials The There are five special cases: fivespecial are There 20.1 Gene 20.3 B 20.3 B 20.2 Key which is a Depot is worth 2 victory points 2victory worth is aDepot is which Key work out the winner according to to according winner work out the 20.31 French Northern Army Northern French 20.31 for each Resource it has has it Resource foreach If the game ends in any other way, the players must work out work must players way,the other any in ends game the If Victory Death Sudden a wins players two with Camp a If ● Either Camp wins a Sudden Death Victory if their opponent’s their if Victory Death Sudden a wins Camp Either Each Each of the Four Powers may Bonus earn Victory Points unique Fight? ( resolution Point for each Key and each Depot it Controls. Controls. it Depot each and Key each for Point tie, a is there If wins. total higher the with Camp The Powers. Morale falls below Peut. Sauve falls Morale Qui individual winner by calculating victory points per per points victory by calculating winner individual ● ● the two Imperial Powers with the total points of the Tsarist Tsarist the of points total the with Powers Imperial two the Powers four the of Each Points. Victory using winner the the determine Resolution, Fight? to Will Tsarist the through trolling Keys and Depots and for possessing Resources. for possessing and Depots Keys and trolling for con to earned points in are addition position. to These their counts Victory Points separately. Compare the total points of points total the Compare separately. Points Victory counts Fight? to of ( Resolution Will aTsarist aresult as ( Keys14 more holding or through Defeat Imperial an ( Russia of Conquest a (unless there’s a natural 6 die roll) 6die there’s(unless anatural Design Design Note: Yes, it is possible that circumstance under unusual this die roll could result in an Imperial Sudden Death Loss! Loss! Death Sudden Imperial an in result could roll die this Victory Point, for a total of 3. Point, for atotal Victory An Imperial Power which Controls Kiev receives 1 Bonus Bonus 1 receives Kiev Controls which Power Imperial An Power receives Imperial which St.2 An Controls Petersburg Bo 2 receives Moscow Controls which Power Imperial An If a Tsarist Power Controls Moscow, each Tsarist Power re Power Tsarist Moscow, each Controls Power Tsarist a If Bonus Victory Points, for a total of 4(as for Points, atotal above). Victory Bonus of bonus 2. the and Depot Power Warsaw it receives controls Northern Army receives 1 Victory Point if Prussia is not in in not is Prussia Pointif Victory 1 receives Army Northern if an Imperial Power if an Imperial Warsaw,Controls Power each Imperial No Prussian Prussian No revolt. Tsarist a If Warsaw. from Point Victory 1 (only) receives nus Victory Points, for a total of 4: 1 for the Key, 1 for the the for Key,1 the for 1 4:of total a for Points, Victory nus ceives (only) Moscow. Point from 1Victory on Victo asic u r s Victo al R 19.8 evolt ry ). 19.2 (Exception: (Exception: Te oe cnrlig h French the controlling Power —The ry P ) or as a result of a Tsarist Will to to Will Tsarist a of result a as or ) ry P oints 20.4 oints 16.6 both . , of these VPs. of these 19.7 . ) and 1 Victory Victory 1 and Controlling a Controlling 19.8 20.5 ). 19.3 . ) or or ) - - - KUTUzOV — Rule Book Page 39 - - Ps hart 0 1 2 3 4 (see Chart(see below) P C Bonus V V ry at Severe or Crippling At ), ), the victory rules work as not onus 2.33 B s r —The —The Power controlling the Russian —The Power controlling the Russian arsh all 9 al Victo 1 or 2 1 or 4 3 or 6 5 or 8 7 or —The Power controlling Power —The the Russian Sec —The Power controlling Power the —The Russian First uchies Controlled M du eake —The —The Power controlling the Russian First i (see Chart(see below) evolt v yet R i -Br p Marsh D d ri ussian Second Army ussian First Army ie n P check the ImperialtheAttrition check Chart. ImperialIfAttritionat is the Severe or Crippling the Tsarists level, win. trition the Level, Imperial Camp wins. the anchor symbol. The quantity of bonus points dependspointson bonus quantity The symbol.of anchor the the number of those ports under the control of the Russian ond Army receives Victory Points based on the number of higher Morale Level. Second Army receives 1 Victory if Austria Point is neutral. Baltic Ports Pripyet Marshes Prussian Morale and the Imperials are First Army receives Victory 1 if Austria Point is neutral. ports,such indicated by Therecontrol.10 arePorts underits First Army. Pripyet Marsh Duchies under its control. If there is still a tie, Victory goes to the Camp with the same), theare Levels Morale(because thetie stilla is thereIf If the game is still tied, i.e. both Camps have the same Austrian Neutrality Austrian Neutrality Army receives Victory 1 if Prussia Point has revolted. Baltic numbertheArmyof based Victoryon receivesPoints player on thatplayer withside the higher total victory of points wins. previously described: the winner will bethe a of single Power side should work out their out work should individual side Victory totals:Points the still a tie between the Tsarists and the Imperials, Victory goes number of resources wins. If the result is still tied, then the to the Camp with the greater number Resources. of ● ● ● Power listedPower later in the Impulse Order Track wins. ● ● ● thatwinningtheon on players the players there aretwo Ifside, If there is a tie in Victory Points, the player with the greater In the Split Personality game ( 20.34 R 20.33R winning a single player). (i.e. side 20.5 I 20.4 T ● ● After all points and bonus points are accumulated, if there is - - - - © 2008 GMT Games, LLC —At —At the Ps hart . The Tsarist VP 2 3 0 1 P C ictory Points Bonus V V V —The —The Power controlling the onus B (see Chart(see below) —The —The Power controlling the French ort 1 to 4 7 or 8 7 or 5 or 6 5 or 9 or 10 9 or For For example, Warsaw is worth 6 Imperial P c —The —The Power controlling the Ports Controlled alti (see Chart(see below) B center), and the eight Duchies at the end of the Duchiesof theendandtheeight at center), control. There are 10 such ports, indicated by the anchor symbol. based on the number of Baltic Ports under its of of Pripyet Marsh Duchies under its control. No No Austrian Neutrality Southern Army gains Victory Points based on the number Pripyet Marshes Baltic Ports is neutral. not Marsh Lines of March which emanate from Pinsk. French Southern Army receives one Victory Point if Austriaif Point VictorySouthernone Army receivesFrench French Northern Army receives Victory Points VictoryNorthern receivesArmy French There are nine such Duchies: Pinsk (at the marketeers, rebels, river pirates and all manner of scum and rial French, Austrian, Tsarist or Polish. resources but were hiding places for bandits, Cossacks, black to close its ports to English commerce was cited by Napoleon of whichever empire would rule the area, whether it be Impe aroundgreatthe Marshes wasconsidered securitythevitalfor as one of his primary reasons for invading Russia. way. Domination of the cities, towns, and trade routes in and was a lucrative source of income. In addition, refusal Russia’s villainy….as villainy….as well as having an influence on the Balkan Gate Historical Note: The Pripyet Marshes were not only rich in Historical Note: The Baltic trade during the time of Kutuzov accumulated Imperial Resource is worth 1VP (rather than ½ curing suitable offensive or defensive positions for the 1813 Special Turn 4 Imperial Bonus conclusion of Turn 4, if the game has not ended in a Tsarist each Key and Depot on the Imperial side of the border gains two extra Victory Points to signify successNapoleon’s in se tegically Re-deploy per Rule 19.7 (Thetegically Retreat Re-deploy fromper Rule Moscow), 19.7 for Army North and 3 VPs for Army South) these Victory Points. Campaign Season. ● ● ● See the Play Book for an extendedancalculate for to Bookhowexample Play of theSee 20.32 French Southern Army value for these Keys remains unchanged. Additionally, each VP. (If two(If playersVP. arethein Imperial Camp this means VPs 3 Automatic Victory and the Imperial Camp has elected to Stra VP). VP). INDEX

Allied Nations: Definition: 1.12 4.21; Preparation for Next Turn: Imperial Defeat: 19.3, 19.5; Tsarist Morale—Level Attrition 17.4; Removing: 5.7; Responses: Will to Fight: 19.8 Disrupts: 12.54; General: 9; Limits: 5.2; Responses and Priority: 5.22; Ambush: 10.43; Cumulative: 14.3; Game Turn 9; Retreats: 12.61 Shuffle and Draw: 17.41; Special Definition: 4.3; Deployment: 17.33; Definition: 4.1; First Turn Imperial Must Play Imperial Attrition Cards: Movement Depots: 14.2; DMC: 14.2; Evasion: 14.62; Unplayed: 17.42 Surprise Attack: 18.2; Impulses: 4.2; Amphibious Assault: 15.3; Army: 11.9; Forced March: 10.42; Impe- Interphase: 4.9, 17; Omissions: 18.1 10.1; Attrition: 10.4; Austrian, Prus- rial Attrition Gain Markers: 16.52; Clear: 1.22; see Lines of March Home: 1.21, 1.24; see Duchies sian, Imperial Allied Formations: Imperial Attrition Level: 14.4; Command Points (CPs) and Zones 10.12; Convoys: 15.2; Convoy & Imperial Attrition Level and Morale: Building Costs: 6.1; Event instead Deployment: 17.34; Entering Battle: 14.48, 14.5; Imperial Attrition Level of: 5.1; Flagging Costs: 7.1; For Impulses 10.7; Forced March: 10.42; Indi- Improving: 14.45, 14.47, 16.53; Imperial Reinforcements: 17.21; For Definition: 4.2; Pass Impulse: 4.23; vidual Soldiers: 10.11; Restrictions: Imperial Attrition Level Worsen- Tsarist Reinforcements: 17.22; From Pre-Emptive Impulse: 4.22; Rounds: 10.5; Sea Movement: 15, 15.1; ing: 14.43, 14.44; Imperial Attrition Cards: 1.10, 5; From Discards: 17.43; 4.2, 4.24; Scheduled Impulse: 4.2 Stacking: 10.2; Through Enemy Loss Markers: 14.42, 14.46, 16.51; Improving Morale: 9.52; Movement: Impulse Track Formations or Fortresses: 10.5 Interception: 11.5; Marsh: 10.41; 10.1: Reducing Imperial Attrition Definition: 1.3; Impulse Track Movement: 10.4; Multiple: 14.3; Loss Markers: 14.46; Regroup Costs: Powers: Definition: 1.1 Order: 1.3 Resolving: 14.1, 14.3; Retreats: 6.2; Use of: 5.5 Regrouping 10.44, 12.62; Scorched Earth: 10.45, Interception Definition: 6, 6.2; Kutuzov: 6.35; 14.2, 16.58; Winter: 14.6 Control Duchy: 3.1; Zone: 3.2 Army Group: 11.51; Attrition: 11.5; Limit on Deployment: 17.35; Plac- Army: Definition: 1.62 Definition: 11.1; Evasion and: 11.11; ing: 6.32, 6.33 Cossacks: Definition: 4.4 Multiple: 11.2; Resolving: 11.4; Army Group Reinforcements Definition: 1.63, 10.6; CP Costs: Deployment: 17.3; see Reinforce- Restrictions 11.3 ments Deployment: 17.3; Deployment At- 10.63; Disbanding: 10.65; Dual Interphase trition: 17.33; Excess Card Discards: Power: 10.62; Interception by 11.51; Depot: 1.21; see Duchies Card Preparation: 17.4; Deploy- 17.43; General: 17.2; Imperial: Movement: 10.64; Moving through Diplomacy ment: 17.3; General: 4.1, 4.9, 17; 17.21; Tsarist: 17.22; Tsarist First Friendly Armies: 10.61; Siege: Camps: 8.1; Negotiations: 8.2 Reinforcements: 17.2; Resources: Army Convoy Deployment: 17.34; 13.36 17.1 Duchies Winter Deployment before Turn 4: Battle 17.32 Control: 3.1; Definition: 1.21 Keys Dice: 12.2, 12.3; Disrupts: 12.5, Control Markers: 1.9; Control Track: 12.53, 12.54; Entering: 10.7; Evasion Resources 1.9; Definition: 1.21; Scorched Earth Entrenchment: 12.45; Events: 12.1; Attrition: 11.9; Definition: 11.6; In- Balancing: 4.6; Belong to a Power: effects: 16.58 Flag Overrun: 12.9, 16.58; Kills: terception and: 11.11; Pursuit: 11.10; 2.7; Buying Cards with: 16.3; 12.5, 12.51; Loot: 12.10, 12.11; Restrictions: 11.7; Resolving: 11.8 Leaders Constructing Entrenchments: 16.56; Creating Scorched Earth: 16.57; Marsh: 12.42; Morale Level Battle Events Battle Rating: 1.6; Commanders: Nationality Bonus: 12.3; Overrun: General: 16.1; Improving Imperial After Playing: 4.21; Build Shortages: 1.6; Command Rating: 1.6; Defini- 12.8, 12.10; Overrun and Sieges: Attrition Level: 16.53; Obtaining 5.11; General: 1.10, 5.1; Removal tion: 1.6; Losses of: 12.51; Staff 13.42; Resolution: 12.5; Retreats: Imperial Attrition Gain Markers: Shortages: 5.12 Officers: 1.6, 10.54, 10.63, 12.2; 12.6; Retreats and Attrition: 12.62; Theatre of War Strategic Transfer: 16.52; Offsetting Attrition with: Retreats and Besieging Formations: Flags 17.36 16.4; Receiving: 16.2; Removing 13.34; Retreats and Morale Level: Adjacent Duchy: 7.12; CP Costs: Imperial Attrition Loss Markers: Lines of March: Definition: 1.22 12.61; River: 12.43; Rough: 12.41; 7.1; Definition: 1.7, 7; Fortified 16.51; Removing Morale Loss Rout: 12.7, 12.10; Rout and Besieg- Duchy: 7.12; Imperial or Imperial Marsh: 1.22; see Lines of March Markers: 16.54, 16.55; Victory: 16.6, ing Formations: 13.34; Terrain: Allied Flag in Moscow or St Peters- Morale 20.2, 20.4 12.44; Victor: 12.52; Zone: 12.44 burg: 19.7; Morale Loss or Gain: Affecting Camps: 9; Automatic River: 1.22; see Lines of March Battleground Chart: Definition: 7.2; Overrun: 12.9, 16.58; Placing: 7.1; Scorched Earth: 16.58; Unforti- Victory: 9.22; Check: 9.2; Hesitancy Rough: 1.22; see Lines of March 1.8 fied Duchy: 7.11 – 9.31; Improving: 9.5; Level: 9; Morale Gain Markers: 9.11, 9.5, Scorched Earth Building Formation: Definition: 1.61 Definition: 6, 6.1; Fortress under 9.51, 14.5, 16.54; Morale Loss Creating: 16.57; Effects: 16.58 Siege: 6.34; Kutuzov: 6.35; Placing: Fortresses Markers: 9.11, 9.51, 14.5, 16.54; Shared Duchy: 1.21; see Duchies Battle Cards and Siege: 13.23; Morale Step: 4.5; Morale Table: 9.3; 6.31, 6.33; Scorched Earth Effects: Siege: 13.2; see Fortresses 16.58 Besieger Retreat: 13.34; Capture: Morale Track: 9.12; Times to Check 13.1, 13.32, 13.34, 13.5; Defini- Soldiers Camps Morale: 9.4 tion and Strength: 1.21; Effects on Definition: 1.5; Number is Absolute Definition: 1.11; Diplomacy: 8.1 Morale—Check Movement: 13.4; General: 13.1; Limit: 1.5; Shortages for Builds: After Battle: 9.42; General: 9, 9.2, Capital: 1.21; see Duchies Sack and Pillage: 13.52; Siege: 13.2; 5.11; Shortages for Removals: 5.12 9.4; For 9+ Morale Loss Markers: Cards Siege End: 13.35; Siege Overrun: 13.42; Siege Resolution: 13.3; Siege 9.41; Times For: 9.4 Victory “+” Symbol: 5.6; Battle Cards: 5.3, Rounds: 13.22, 13.33 Morale—Improving Basic Victory Points: 20.2; Bonus 12.1; Battle Cards and Siege: 13.23; Victory Points: 20.3; General: 20.1; Game End Capturing Fortress: 13.51; Flagging Belong to a Power: 2.7; Command Individual Victory: 20.5; Tie-Break- Point Value: 1.10, 5.5; Definition: 5; Other than Sudden Death: 19.4; Fortress or Depot or capturing ers: 20.4 Events: 5.1; Excess: 17.43; Home Peace Roll: 19.6; Retreat from DMC: 9.53; General: 9.5; Imperial Cards: 1.10, 5.4, 17.44; Mulligans: Moscow: 19.7; Sudden Death: 19.1, Change of Attrition Level: 14.48; Zones 2.8; Multiple Play: 5.6, 5.24; Must 19.2, 19.3; Sudden Death Conquest Loot: 12.10; Spending CPs: 9.52; Control: 3.2; Definition: 1.24; Play: 4.21, 5.1; Played & Discarded: of Russia: 19.2, 19.5; Sudden Death Spending Resources: 16.54, 16.55 Movement: 10.51

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