Basic RulesStandard Rules Advanced Rules A Game of Strategic Maneuver, Political Alliances, and Tactical Battles

Designed and Created by Glenn Drover and Dedicated to Christine Drover

Cover Art by Keith Rocco Gameboard Artwork by Paul Niemeyer

Copyright © 2002 Eagle Games, Inc. Introduction The Game Napoleon in Europe is a game of grand strategy and tactical battles Warning! during the period between 1796 and 1815, an era dominated by “Attention Soldier! We are about to go into battle, but don’t be the military genius of Napoleon Bonaparte. The pieces represent afraid of this rules manual! It’s not as long as it looks. It contains armies of , , and , as well as individual great three different sets of rules so that it can be played by new leaders whose abilities impacted the outcomes of battles. recruits, seasoned veterans, or salty old campaigners. It’s also full The strategy and tactics used in the game are based on those of of graphics and extra information so that it will be easy to follow. the era, while remaining fast and playable. Players must build The rules themselves won’t take that long to advance through. armies and alliances while maneuvering over a map of Europe to O.K., pick a rules set (either Basic or Standard) and let’s get going. gain an advantage in battle. Once armies collide and battle is Forward march!” joined, players must use Napoleonic tactics to defeat the enemy army. Artillery bombardments, infantry fire, and thunderous cavalry Rules Concept charges must be used to break the enemy’s battle line. The rules for Napoleon in Europe, like all other Eagle Games’ products in this series, are broken into three parts. Gameplay 1) The Basic Rules: These rules are short and easy to Napoleon in Europe is extremely easy to play. The pieces (armies understand. They allow anyone to pick up the game and of infantry, cavalry and artillery, or leaders) occupy the regions on begin playing in ten minutes. This is a good place to start if the map, and may move from one region to another adjacent you are not already familiar with games like these, or you are region. When two enemy armies occupy the same region, a battle just in the mood for a lighter game. is fought. Both armies are removed from the mapboard and are lined up across from each other in battle lines. Each side takes 2) The Standard Rules: The Standard Rules allow for more turns attacking the enemy until victory is achieved. detailed play. They are more realistic, but are still very playable. These rules are a good place for seasoned Become the largest, most powerful nation in Europe and veterans to start. win the game. 3) The Advanced Rules: These rules build on the Standard Rules and allow for the highest level of realism. They make the game play a little slower and possibly longer, but are perfect for the player that wants to add depth to the game. All advanced rules are optional and may be added individually or in their entirety by mutual consent of all players before the game begins. This allows players to add certain rules that they like, without having to add them all.

3 4 Basic Rules Land Movement nate theregionsthattheyareinasCapitalRegions. These circularsymbolsarenotseparateregions, butonlydesig- Capital CitySymbols Gameboard Clarifications This gamecontainsthefollowing: Game Contents - Egyptisnot splitintotworegions - LondondoesNOTborder Picardy - GibraltardoesNOTborder Morocco - SicilydoesNOTborder Naples - Constantinopleborders Anatolia - DenmarkbordersSweden - Tripolitania bordersTunisia - CaucasusbordersArmenia - Finlandbordersboth St. PetersburgandSweden ■ ■ ■ ■ ■ ■ ■ ■ 16 plasticrunners: 2 Reference/Tracking Cards 1 Battleboard(fortacticalbattlesintheStandard and 1 deckof90cards(RandomEvent,Effect, Innovations,and 1 dicebag(with4dice) 1 CounterSheet(with180circularcardboard counters) 1 RulesManual(with3setsofrules:Basic,Standard, 1 gameboard(in3segments)thatdepictsEuropeduringthe 12Troops (3Blue,2Green,Gray, 1Red, • •4 Advanced Rules) 4 blank) and Advanced) time ofNapoleon 1 Purple,Yellow, 1Tan, and1LightBlue)

Horses (2Brown,1Black,andGray) toward aplayer’s totalregions. land units,butdonotcountforpurposesofproduction, cards,or Ottoman player) player whocontrolsConstantinopleANDAnatolia–usuallythe move betweenthesetwoSeaAreaswiththepermissionof Sea Movement - Anyislandonthemapboardwithoutaname canbeoccupiedby - BlackSeabordersAegeanSea,(however, aplayermayonly - Mid-AtlanticbordersBarbaryCoast - NorthSeabordersBaltic Basic Rules Basic Rules The Game Board a Minor Nation, the player should place one of his nation’s “Control Markers” in the region. (Control Most of the game board is a map of Europe divided into Markers contain the same symbol as that nation’s Regions (land) and Sea Zones (water). Pieces may not capital – see below). Unlike enemy homeland move in Sea Zones. regions, the infantry piece does not have to stay in the region for that player to maintain ownership. Each land Region acts like a square on a checkerboard. ■ A player may own an Enemy homeland region only They are the “spaces” that dictate movement. Players as long as he has at least one of his infantry pieces can move their pieces in any direction from one region to in that region (thus occupying it). any other adjacent region (regions that are next to each other). Unlike checkers, players may have as many ■ Only infantry pieces may change the ownership pieces as they want in any region. If any region gets too (control) of a region. crowded, simply replace all the pieces with a FLAG BEARER piece and place the army near the edge of the The Major Nations board. This “army” may move together to simplify move- There are seven major nations that the players can ment. Pieces may join or leave the army represented by control. Each one of them has a particular color shared the flag whenever the player wants as long as they do by the “Homeland” border, and the pieces of that nation. not use more than their allotted Movement Points for that turn.

Some of the regions are within a colored border. These regions are “homeland” regions that make up one of the Nation Capital Capital Symbol major nations of the game. These regions are owned at the start of the game by the player who controls that France Paris nation, and whose pieces are the same color as the homeland regions. (For Example: The player who starts the game as France, owns all the regions that are Britain London enclosed in blue and has control of all the blue pieces.)

Non-homeland regions, also called Minor Nations, have Prussia Berlin no overlay color. They are a plain brown color with no colored border. Russia Moscow Ownership of Regions ■ A player’s “Homeland” regions always belong to Ottoman Constantinople that player unless an enemy player has one or more infantry pieces actually in the region (thus occupying it). Austria Vienna ■ Non-homeland regions (also called Minor Nations) are owned by the last player to move an infantry Spain Madrid piece into the region. To show which player owns

5 6 Basic Rules you needaboutthepieces: Below isachartthatgives youalltheinformationthat take overregions. around theboardtoattack enemyplayers’armiesandto pieces arealsocalled“Armies”. Thepiecesaremoved who leadthesoldiers). Infantry, Cavalry, andArtillery horseback), Artillery(), andLeaders(Generals foot withmusketsand ), Cavalry(soldierson The piecesrepresentthearmiesofInfantry(soldiers on The Pieces eta DarkBrown Yellow LightGreen Neutral Grey Sea Region Tan Spain Green Austria Purple Ottoman Red Russia Blue Prussia Color Britain France Nation Cavalry Piecesare mountedon abrown horse Attack Dice:3 Move: 2 Cavalry Attack Dice: 1 Move: 1 Infantry region fromcluttering upthe board. side of theboard. Thisprevents toomany piecesin one Leader piecesare mountedonagrayhorse rally attempts(seebelow) Special: Leadersinthe rearrankget2 armies sothat theymaybeplaced off tothe other thanto markthelocationof very large The FlagBearer hasnofunctionin thegame Flag Bearer Special: Leaderscannot beattacked. Attack Dice:3(Infront rank) Move: 2 Leader Special: Canattackfrom rearrank Attack Dice:4(Infront rank) or2(Inrear Move: 1 Artillery Basic Rules 7 Each Player takes turns picking Each player takes turns picking one Each Player takes turns picking one Each player takes turns picking a nation Each Player takes turns picking one nation. Each Player takes turns picking one nation. wo Players: How Many Players? Nations depending on Players take control of different how many players there are at the beginning of game. See the “Players” notes after list for each setup. If a player controls more than one Nation, he must operate each one as a separate nation for cards, production of new pieces, and winning. These nations start the game as “Allies” and may move fight togeth- er (see below). I. EVEN STEVEN Each nation gets the same starting pieces and may set them up anywhere inside their nation(s)’ homeland 5 Cavalry, borders. Each Player gets: 8 Infantry, and 1 Leader per nation. 3 Artillery, PLAYERS: NOTE: When picking nations, players can either pick just If drawing randomly, them or draw randomly. place one piece of each nation in the box top and have each player draw them out in turn. T until both players have picked three. The remaining nation is “Neutral” and has no pieces. Three Players: nation until all three have picked two. The remaining nation is neutral and has no pieces. Four Players: nation. The remaining three nations are neutral and have no pieces. Five Players: The remaining two nations are neutral and have no pieces. Six Players: The remaining nation is neutral and has no pieces. Seven Players: one nation. eliminated when all of their homeland regions are simultaneously occupied by other players’ infantry homeland pieces. As soon as all of a player’s regions are occupied, all of his pieces immedi- ately removed from the board, and he is eliminated from the game. In total victory games, winner is the last remaining player. ends after a predetermined number of Rounds (12 for short games, 18 medium length and all 24 for long games). When the game is over, players count up their total regions and subtract the number that they started with (homeland regions) to determine whose empire grew the most. If a player starts the game with more than one nation under his control, he must add up all the regions gained by of his nations and then divide that total by the number of nations that he started the game with. Players are not eliminated when their homeland is occupied, but they must control at least one of their homeland regions to build new units. limited wars, with time were The wars of Napoleon’s of the day fought to limited objectives. The monarchs Complete conquest their lands and power. increase of another major nation and elimination It set a dangerous dynasty was very rare. monarch’s example, and upset the delicate balance of power in The other major nations would not allow it, Europe. and would band together to punish the offender. 1) games, players are Victory” In “Total Victory: Total 2) games, the game In “Limited War” Limited War: How to Win When using the Basic Rules, there are two ways to play Napoleon in Europe. The players should agree on what type of game they are playing before start. Setting up the Game Before starting, the players must choose which kind of or Limited), and they must game they will play (Total also choose their “Setup”. There are three setups recommended for the Basic Game (but feel free to invent your own or use one of the historical scenarios from the back of manual). 8 Basic Rules Four Players: nation isneutralandhas nopieces. nation untilallthreehave pickedtwo.Theremaining Three Players: nation is“Neutral”andhas nopieces. until bothplayershave pickedthree.Theremaining one nation. Seven Players: The remaining nationisneutraland hasnopieces. Six Players: no pieces. The remaining twonationsareneutral andhave Five Players: no pieces. nation. Theremaining three nationsareneutralandhave T each playerdrawtheminturn. place onepieceofeachnationintheboxtop andhave them ordrawrandomly. Ifdrawingrandomly, just NOTE: Whenpickingnations,playerscaneither pick PLAYERS: Spain: Austria: Ottoman: Russia: in thisscenario) (The Prussianplayershouldusethelightblue pieces Prussia: Great Britain: France: borders. Startingpiecesforplayercontrolled nations: them upanywhereinsidetheirnation(s)’homeland Each playergetsdifferent startingpiecesandmayset II. MIDDLEPOWERS wo Players: 7 Infantry, 3Cavalry, 1Artillery, 1Leader 10 Infantry, 5 Cavalry, 3Artillery, 1Leader 8 Infantry, 4Cavalry, 2Artillery, 1Leader 12 Infantry, 6 Cavalry, 4Artillery, 1Leader 10 Infantry, 5 Cavalry, 3Artillery, 1Leader 7 Infantry, 3Cavalry, 1Artillery, 1Leader Each Player takesturnspickingone nation. Each Playertakesturns pickingonenation. Each playertakesturnspickinganation 6 Infantry, 3Cavalry, 1Artillery, 1Leader Each Playertakesturns pickingone Each playertakesturns pickingone Each Player takes turnspicking Seven Players: Britain, Austria, Russia,Prussia,and Spain Six Players: Great Britain,Russia,Austria, Prussia Five Players: Great Britain/Austria,Russia/Spain, andPrussia/Ottoman. Four players: Great Britain/Spainand Austria/Russia. Three players: Austria, andRussia. and thenon-Frenchplayer wouldcontrolGreatBritain, T Suggested distribution: plays bestwhenfourormoremajornationsare active. from theremainingmajornationstocontrol. The game The firstplayercontrolsFrance.Allotherplayers choose PLAYERS him inordertobecomethemostpowerfulnation. He mayevenwanttohelptheFrenchplayer or allywith to breakhisallianceattackanotheranti-French player. have toremainallied.Inorderwin,aplayer maywant All non-Frenchplayersstartthegameasallies, butdonot nation’s homelandborders. Artillery, and1 Leaderthatissetupanywhereinside Every othernationinplaygets6Infantry, 3Cavalry, 2 the Frenchhomeland(Blue). game againsthim.Thesepiecesmustbeset upwithin 1 Artillery, and 1Leaderforeachnationthatstartsthe French. TheFrenchPlayergets5Infantry, 2Cavalry, They willhavetoworktogethermatchthe mighty and isalmostaspowerfulallotherplayerscombined. France againsteveryone!Oneplayercontrols III. STOPTHEFRENCH! wo players: : The non-French playerswouldcontrol Great The FrenchPlayerwould controlFrance, The non-Frenchplayers wouldcontrol The non-Frenchplayers wouldcontrol The non-Frenchplayers wouldcontrol All nationsare played. Basic Rules 9 calculation neutral do not count toward this total). pieces per Capital turn. THE BRITISH NAVY: During the Napoleonic era, British navy was the most powerful navy in world, Europe. and dominated the seas around St. Petersburg does not count as a capital in the Basic Rules (Russia has only one capital – Moscow). Regions of Great Britain (Red Outline) are eliminated on a roll of “1” or “2”. • Allies’ capitals do not count for this • Capitals of major nations that start the game as • The British player may move 6 • • Any pieces attempting to land in the Homeland 4 pieces amphibiously per Capital Region that he owns the same region and travel to a single destination (one region). a region that he or his ally does not already own (i.e. neutral or enemy owned), he must roll one die for each piece making the move. If a “1” is rolled, that piece is eliminated before it arrives at its destination. 2) All pieces moved amphibiously must come from 1) turn, that player may only move On a player’s 3) Whenever a player moves pieces amphibiously to empty regions or containing friendly pieces (their own, or other players pieces who are friendly i.e. “allied”- see below). Amphibious Movement Each player may move pieces from any region that contains an Anchor symbol to any other region that contains an anchor symbol. This move constitutes that entire movement for that turn (a piece must start piece’s movement in the first Port Region and end it’s it’s movement for the turn in second Port Region). There are four limits to amphibious movement: The winner of each Major Battle (see Battles below) draws a card • he chooses Capital Region and 1 card for every 10 regions that he owns (see Cards below) any combinations of cards that will give him pieces and place the new pieces in his homeland regions. Movement: Player 1 moves any or all of his pieces Battles: Player 1 resolves all battles in any order that Draw Cards: Player 1 draws one card for every Production (Build New Pieces): Player 1 may turn in ■ ■ ■ ■ The Turns and Sequence of Play The Turns Who Goes First? The players may determine this with a dice roll. player with the highest roll goes first. The other players then take their turn going clockwise around the board. This remains the turn order for rest of game. If playing a historical scenario from the back of rules manual, the starting player is listed for each scenario. The Round After all players Each player will take his turn in order. New Rounds have taken their turn, the Round is over. are played until the game ends. Turn Sequence of each Player’s turn consists of the following four Phases: Each Player’s Movement Land Movement all, or none of turn, he may move any, During a player’s his pieces. Infantry and Artillery pieces may move 1 region per turn (They each have 1 Movement Point). Cavalry and Leaders may move 1 or 2 regions per turn (They each have 2 Movement Points). Whenever a piece moves into region containing enemy pieces, it must stop and fight a battle. It cannot move any further that turn. Battles are fought after all pieces have finished moving. Pieces may move into or through 10 Basic Rules disallowed by therules. who getswhich region,oranything elsethatisnot meetings theycanagree toalliances,cardtrades, to meetwitheachother andmakeagreements.Inthese rules, playersareencouraged totaketimebetweenturns Although thebasicgame includesnoformaldiplomatic Diplomacy per normal. region attheendofthat player’s turnmustfightabattle When thisoccurs,any pieces thatareinthesame beginning ofhisturn(before movinganyofhispieces). Either playermaydeclareanendtothealliance atthe Alliances havetwoadvantages: the allianceisover. then theyarealliesuntileitheroneofthemdeclares that may declarethattheyare“allies”.Ifbothplayers agree, setup orhistoricalscenario).IntheBasicRules, players nations controlledbyasingleplayer(ascalled forina other playerswithwhomyouhavean“alliance”, or side againstacommonenemy. Alliednationsmay be Allied nationsarethatfightingon the same Allied Nations ) Alliedplayersmaymovetheirpieces intothesame 2) Alliedplayersmaytaketheirturnstogether. They 1) Ifaplayerhasamphibiouslymovedevenonepiece 4) region withoutfightingabattleagainsteachother. only one). players’ turninasingleround(theymustchoose new piecesduringeitherplayer’s turn,butnotinboth may move,fightbattles,drawcards,andproduce when herolls5or6insteadofjust6) pieces get+1tohitduringthatbattle(Theenemyhits into aregionwhereheisfightingbattle,theenemy meaning, notthewordsintophalfof cards. graphic symbolsatthebottomofcardshave his nation’s homeland.IntheBasicRules, onlythe many newpiecesthataplayermaybuildand placein Cards areusedintheBasicRulestodetermine how Cards by playerswhorunoutofpiecesintheirown color. ly. Thepiecesofneutralmajornationsmayalsobe used to thenumberofpiecesthatmaybemovedamphibious- Their capitalsdonotcounttowardextracards oradding They maybeoccupiedandmovedthroughnormally. are treatedexactlylikeMinorNationsinthese games. pieces. Thehomelandregionsofneutralmajor nations of thegameareNeutral.Neutralmajornationshaveno Major Nationsnotcontrolledbyaplayeratthebeginning Neutral MajorNations Royal Marriage! Gain twoPolitical Action Points. I with aletter “I”) Infantry Spanish artwork Infantry unit Example Card N L A C I Napoleon Leader Artillery Cavalry Infantry (square; (yellow) Basic Rules 11 3 of the same type (any color): 4 of the same type (any color): One of each type (Inf, Cav, Art, Leader)(any One of each type (Inf, Cav, Infantry Cards = 3 Pieces Artillery Cards = 2 Pieces Leader Cards = 2 Pieces Infantry Cards = 6 Pieces Artillery Cards = 3 Pieces Leader Cards = 3 Pieces Cavalry Cards = 2 Pieces Cavalry Cards = 4 Pieces

•3 •3 •3 •3 •4 •4 •4 •4 BRIGADE: DIVISION: CORPS: AND 1 Artillery, AND 1 Cavalry, color): 1 Infantry, AND 1 Leader For each card that has a symbol in player’s the player gets an additional piece of national color, the type on that card. (EXAMPLE: The French player turns in a combination of one each type symbols [called a “Corps”], and one of the cards has a blue triangle [Cavalry]. He not only gets one of each type of piece, but also an additional cavalry piece.) Card” and may be The Napoleon symbol is a “Wild used as any of the four symbols to complete a combination. The player may not choose a color for the Napoleon card to gain an extra piece. Some cards have no symbol or artwork on them. These are worth nothing and may be placed back in the deck or traded to other players (see trading cards below). ■ ■ ■ ■ ■ ■ ALSO: : 2 of the same type (any color): Infantry Cards = 1 Piece Artillery Cards = 1 Piece Leader Cards = 1 Piece Cavalry Cards = 1 Piece

Note: Although Russia begins the game with two capital regions, only Moscow counts as a capital in the Basic Rules. inning a Major Battle (Immediately after the battle): •2 •2 •2 •2 • W 1 Card For Each Capital Region Owned by the Player: 1 Card For Every 10 Regions Owned by the Player (round down; capital regions can be counted as one of these regions in addition to drawing a card on their own): 1 Card REGIMENT ■ ■ ■ ■ Drawing Cards Cards are drawn by each player after their movement and battle phases. Example: The French player wins a major battle during his turn, owns Paris and Madrid, 12 regions total. He therefore draws 4 cards that turn: One for the victorious battle, two for the capital regions, and one owning 12 regions (if he only owned 9 regions, would get no cards for regions). Playing Cards Cards may be played (“cashed in”) in various combinations to gain pieces. When doing this, the player declares his “Combinations”, shows cards, and collects his new pieces. The cards that are played then returned to the deck and is re-shuffled. The combinations and their values are: 12 Basic Rules rear rank. battle, butare notrequiredtoplace anypiecesinthe one non-leader pieceinthefrontrank atthestartof pieces into two “Ranks”.Theplayers mustplaceatleast works wellforthis).Both playersthenlineuptheir between thetwoplayers (thegameboxorchartcard At thebeginningof battle,adividerisplaced Setting uptheBattle (see “Cards”). player thatwinsamajor battlewillgettodrawacard played thesamewayin theBasicRules.However, the considered a“Skirmish”. Majorbattlesandskirmishesare either playerhas5orfewer pieces,thenthebattleis sides have6piecesor more(notincludingleaders).If “defender” forthatbattle.“MajorBattles”arewhen both and theplayerwhosepieceswerealreadythere isthe into theregionwherebattleoccursis “attacker”, tactical battleoccurs.Theplayerthatmoved his pieces Whenever twoenemyarmiesoccupythesame region,a T nation onthatturn. pieces, theplayermaynotbuildnewpiecesfor that armies. Ifallhomelandregionsareoccupied byenemy player-nation’s homelandthatisnotoccupiedbyenemy pieces arethenimmediatelyplacedinanyregion inthat “cash themin”fornewpieces(see“Cards”).These new he mayplayanycombinationsthatwillallow himto After aplayerhasdrawnanycardsthatheis entitled to, Production Phase determined afterthetradehasoccurred. statements aboutwhatcardsheistradingwill onlybe cards beforeorduringthetrade.Thetruthof aplayer’s trading cardsmaynotshoweachotherthevalue oftheir of cards.(Trades donothavetobeequal.)Theplayers cards withanyotherplayer. Theymaytradeanynumber At anytimeduringaplayer’s turn,hemayoffer totrade T rading Cards actical Battles fired at. only piecesthatarein the enemy’s frontrankmaybe to beeliminated(except forleaders).Duringthebattle, the enemy’s front rankmaybechosenbythefiringplayer the enemy’s front rankiseliminated.Anypiecethatin that isrolled,a“Hit”scored andanenemypiecefrom Cavalry, 3forLeaders,and4Artillery). Foreach“6” amount ofdiceforeach piece(1forInfantry, 3for enemy’s frontrank. Whenfiring,theplayerrollsacertain front rankmust“Fire”at theenemypiecesthatarein During aplayer’s firephase, eachpiecethatisinthe Firing losing thebattle(see“EndingBattle”below). non-leader pieceinthefrontrankatalltimes to avoid may bemovedexceptthattheremustatleast one There arenolimitationsonhowmanyorwhich pieces pieces fromthefrontranktorearand viceversa. During aplayer’s BattleMovePhase,hemaymoveany Moving and theloserretreats. This sequenceisrepeateduntilonesidewins thebattle eliminated piecesfromthisbattle(ifthereare any) RALLY: Attacker’s Leadersmayattemptto“Rally” FIRE: Attacker“fires”anyorallpiecesthatmay fire MOVE: Attackermaymoveanyorallpieces eliminated piecesfromthisbattle(ifthereare any) RALLY: Defender’s Leadersmayattemptto“Rally” FIRE: Defender“fires”anyorallpiecesthatmay fire MOVE: Defendermaymoveanyorallpieces divider isremoved.Thesequenceofbattleasfollows: When bothplayersarereadytobeginthebattle, The SequenceofBattle Basic Rules 13 A region containing any enemy armies A region from which any attacking armies entered the battle ■ ■ enemy’s rear rank.) enemy’s A player may voluntarily lose a battle during his Move Phase by moving all of his pieces out the front rank. Retreating from Battles surviving pieces must After Pursuit fire, all of the loser’s “Retreat” from the region where battle took place. surviving pieces remain in the region where The winner’s the battle occurred. Where to Retreat The defending player may retreat his surviving pieces to any region adjacent to the where battle occurred, except: The attacking player may only retreat to any adjacent region(s) from which his armies entered the battle. Note: A player may not retreat his pieces amphibiously. Artillery Fire The exception to the front rank firing rule is that artillery pieces may fire from the Rear Rank. When artillery pieces fire from the rear rank, they roll 2 dice (as opposed to the 4 dice that they roll when firing from the front rank). Leaders Leader pieces that are in the front rank may fire. When they are firing from the front rank, get 3 dice. When they are in the rear rank, may not fire, but “Rally” (see below). Leaders may not be eliminated in battle, but eliminated in pursuit after a battle (see below). Eliminating Pieces and Rallying Pieces that are eliminated placed next to the battle, because they may be “Rallied” and brought back into the battle. Leaders that are in the rear rank (only) may attempt to rally troops that have been eliminated from that battle. During each Rally Phase, leader is in the rear rank rolls two dice. For each “5” or “6” that is rolled, one piece that was eliminated is “rallied” and placed in the rear rank. Rallied pieces are chosen by rallying player. Ending the battle and Pursuit As soon as a player has no armies (non-leader pieces) remaining in his front rank, he loses the battle. The other player (the winner) then gets one additional fire phase called “Pursuit”. During pursuit, the winner fires all of his pieces normally (using the same dice as he would during the battle), except now he may target and eliminate any enemy pieces (including leaders and in the 14 Basic Rules Example ofaTactical Battle hoping tooverwhelmthe Frencharmyquickly. The Britishplayerplaces allofhisforcesinthefrontrank in theFrontRank,and the restinRearRank The Frenchplayerplaces all6InfantryandtheLeader 2 Artillery, and1Leader T 2 Artillery, and 1Leader T and intoHanovertojointhebattle. also movesoneCavalrypiecefromHolland, through Westphalia, where theBritishplayeralreadyhaspieces. The Frenchplayer The FrenchplayermovespiecesfromHolland intoHanover Setup otal Britishforcesare:4Infantry, 2Cavalry, otal Frenchforcesare:6Infantry, 3Cavalry, Rear Rank French Front Rank French Front Rank British Rear Rank British Great Britain Basic Rules 15 FRENCH TURN 1 Attacker (French) Move Phase The French Player moves his 3 Cavalry Pieces into the front rank and his Leader piece into the rear rank. Attacker (French) Fire Phase Infantry = 1x1, The French Player rolls 14 dice (BREAKOUT: Cavalry = 3x3, Artillery 2x2 [rear rank], Leader 0 rank]). and chooses to eliminate 2 The French player rolls four “6’s”, Cavalry and 2 Artillery! Attacker (French) Rally Phase Leader rolls two dice and gets a “1” The French player’s a “3”, rallying no pieces. BATTLE TURN 1 BATTLE BRITISH TURN 1 Defender (British) Move Phase The British player does not move any of his pieces. Defender (British) Fire Phase The British player rolls 21 dice (BREAK DOWN: Infantry = 4 pieces x 1 die, Cavalry = 2 3 dice, Artillery x 4 dice [front rank], Leader = 1 piece 3 rank]). The and almost wins the battle outright. British player rolls five “6’s” 5 French Infantry pieces are eliminated. Defender (British) Rally Phase The British player has no eliminated pieces. Neither does he have a Leader in the rear rank. Therefore he passes this phase. 16 Basic Rules chooses torallyoneartillery pieceandplacesitintherearrank. The Britishplayerrolls two diceandgetsa“6”“1”.He Defender RallyPhase Unfortunately forhim,hegetsno“6’s” andthereforenohits. The Britishplayerrolls4dice(oneforeachInfantry piece). Defender FirePhase The Britishplayermoveshisleadertotherear rank. Defender MovePhase BRITISH TURN2 BATTLE TURN2 No piecesarerallied. The Frenchplayerrolls twodiceandgetsa“4”“3”. Attacker RallyPhase The Frenchplayerrolls14diceandgetsno“6’s”! Attacker FirePhase The Frenchplayerdoesnotmoveanyofhis pieces. Attacker MovePhase FRENCH TURN2 Basic Rules 17 FRENCH TURN 3 Attacker Move Phase The French player moves his artillery into the front rank. Attacker Fire Phase The French player rolls 15 dice (Infantry = 1x1, Cavalry 2x3, The French player chooses Artillery = 2x4) and gets three “6’s”. to eliminate one Artillery and two Infantry pieces. Attacker Rally Phase The French player rolls a “3” and “1” still can’t seem to rally any troops back into the battle. BATTLE TURN 3 BATTLE BRITISH TURN 3 Defender Move Phase The British Player moves his artillery into the front rank. Defender Fire Phase The British player rolls 8 dice and gets one “6”. He chooses to eliminate a French Cavalry piece. Defender Rally Phase The British player rolls a “4” and “5”, thereby rallying one piece. He chooses to rally an Artillery piece and places it in the rear rank. 18 Basic Rules The Britishplayerrolls a “2”and“1”ralliesnopieces. Defender RallyPhase to eliminateaFrenchArtillerypiece. The Britishplayerrollssixdiceandgetsone “6”. Hechooses Defender FirePhase The Britishplayermoveshisartillerypieceinto thefrontrank. Defender MovePhase BRITISH TURN4 BATTLE TURN4 no leaderpiecesinthe rearrank. The Frenchplayercannot attemptarallybecausehehas Attacker RallyPhase The Frenchplayerrolls14diceandgetsno“6’s”!! Attacker FirePhase piece intothefrontrank. The Frenchplayerdecidestogoforbrokeand moveshisLeader Attacker MovePhase FRENCH TURN4 Basic Rules 19 FRENCH TURN 5 Attacker Move Phase No Movement. Attacker Fire Phase The French The French player rolls 7 dice and gets two “6’s”. player chooses to eliminate an Artillery and Infantry piece. Attacker Rally Phase None. BATTLE TURN 5 BATTLE BRITISH TURN 5 Defender Move Phase The British player moves his Leader piece into the front rank. Defender Fire Phase He chooses The British player rolls 9 dice and gets two “6’s”. to eliminate a French Artillery and Cavalry piece. Defender Rally Phase The British player has no Leaders in the rear rank. 20 Basic Rules had enteredthebattle from there. could notretreattoHolland orWestphalia becauseFrenchpieces they couldretreattoDenmark, Mecklenburg,orBerlin.They There arenosurviving British piecestoretreat,butiftherewere, Retreat remaining Britishpiecesareeliminated. The FrenchPlayerrolls7diceandgetsthree (!!!) “6’s”. Thetwo W battle. HethereforechoosestoRetreat. The Britishplayerrealizesthatheprobablywill notwinthe Defender MovementPhase BATTLE TURN6 inner (French)PursuitFire front rank. leader piecesdonotgetanyattackdicewhen theyareinthe the frontrankhasnoadditionaleffect. Whenusingthisrule, is addedtoeverypiecethatcanfire.Morethan oneleaderin When aleaderpieceisinthefrontrank,anadditionalattackdie Rule Leader Optional Y ou nowknowenough toplaytheBasicRules. This istheendofBasicRules Ottoman Empire STOP Spain Standard Rules 21 Homeland: The regions that make up a Major homeland is outlined in that Nation. A nation’s (France: Blue, Great Britain: Red; color. nation’s Prussia: Purple; Russia: Green; Ottoman: Tan; Austria: Gray; Spain: Yellow) Player Nation: The major nation controlled by a player at the beginning of game. Neutral Major Nations: Any major nation not controlled by a player at the beginning of game, is considered a “Neutral Major Nation”. Minor Nation: Any region that is not a part of homeland. Also called major nation’s non-homeland regions. Ownership: Which nation “Owns” a region. Ownership may only change as a result of “Political Action”. Ownership is designated by placing a Control Marker on the region (the owning homeland regions flag symbol). A nation’s nation’s do not need control markers unless they are owned by another nation. Occupation: When a nation has military units (armies) on the region, they are “occupying” it. Although this does not necessarily mean that they own it, it can prevent the owning player from getting production points for it. ■ ■ ■ ■ ■ ■ Standard Rules A more detailed Tactical Battle system A more detailed Tactical sequence of play A different Militia, Irregular New unit types (Elite Infantry, and Heavy Cavalry) Cavalry, Much more detailed setups (called “scenarios”) which are listed at the back of this manual production and unit purchase system Different More detailed Diplomatic & Political system Unit: Any plastic “piece” that represents a military or Leader) Cavalry, Artillery, force (Infantry, Region: An area of land enclosed by a single border and/or coastline. These are used to regulate ownership, movement, and production. Sea Area: An area of water enclosed by coastline and aqua borders. These are used to regulate naval and amphibious movement. Army: Refers to any military land unit of substantial and Cavalry, size. Includes all types of Infantry, but not Leader units. These may also be Artillery, referred to as “troops”. It can also be used refer to a group of units and is sometimes represented by a flagbearer piece. Major Nation: France, Great Britain, Prussia, Russia, Ottoman Empire, Austria, and Spain are the seven major nations in the game. They may either be controlled by a player or neutral. ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Introduction from the The Standard Rules are somewhat different Basic Rules. They are more detailed and have include: flavor of the Napoleonic period. The differences Definitions 22 Standard Rules an “A-Historical” game. Each scenario maybeplayedasa “Historical”game,or and starting positionsofthearmed forcesatthattime. allow theplayerstorecreate theinitialpoliticalsituation There aretenscenarios atthebackofthismanualthat How toSetupandPlay (Scenarios) and Spain. France, GreatBritain,Prussia, Russia,Ottoman,Austria, clockwise aroundtheboard. StartingwithFrance,thisis: starting nation,eachnation willthentakeitsturngoing each MovementRound (andProductionRound),afterthe Each scenariowillspecify whichnationwillgofirst.In Turn or alltheenemynationsaredefeated(Historical). The gameendsafterthelastturnisplayed(A-Historical) occurs (seeProductionbelow). September, andDecemberrounds),aProductionRound begins. Aftereverythreerounds,(aftertheMarch, June, month (onthe“Tracking Card”)andthenextroundofturns taken theirturn,thedatemarkerismovedaheadone and fightinganybattlesthatresult.Afterallplayershave Each playertakeshisturnmovinganyorallofpieces Sequence ofPlay Historical andA-Historical. There aretwoways toplayNapoleon in Europe: How toWin (Victory Conditions) 4. PLAYER PRODUCTIONTURNS 3. PLAYER MOVEMENTTURNS(OneMonth) 2. PLAYER MOVEMENTTURNS(OneMonth) 1. PLAYER MOVEMENTTURNS(OneMonth) Battles Movement Battles Movement Battles Movement Order determined. Thepossiblevictorylevelsare: the lastturnisplayed,eachplayer’s Victory Levelis how stronghisnationisattheendofgame. After various levelsofvictoryforeachplayerdepending on games, whereplayerseitherwinorlose,there are for multi-playergameswith4-7players.Unlike Historical than justwinawar. A-Historicalgamesareespeciallyfun attempting toimprovethepositionoftheirnation rather to dominateEuropewiththeirnation.Theyare A-Historical: peace), TheFrenchplayer(s)win. nations intheAnti-FrenchAlliancearedefeated (suefor Anti-French allianceplayer(s)winthegame,and ifall If Franceisdefeated(forcedto“sueforpeace”), the historical gamesbysimplydefeatingtheenemy nations. Alliance vs.theAnti-FrenchAlliance.Players win Historical gamesaretwosidedaffairs: TheFrench decisions, thegamewilldivergefromactualhistory. Based ontheplayers’decisionsandresultsofthose the actualcampaignsfoughtduringNapoleonicera. Historical: )Total Victory 1) Great Britain: All NationsexceptGreat Britain: the world.) gifted warrior-king. Theirnationisdestinedtorule ■ ■ ■ ■ ■ regions. Retain ownership ofalltheirown homeland next twolargest naviescombined; AND Have anavy thathasmoresquadrons thanthe nation; AND Own moreregionsthan anyothersingle regions. Retain ownershipofall oftheirownhomeland nations combined;AND Own moreregionsthan thenexttwolargest Historical gamesallowtheplayerstorecreate A-Historical gamesallowplayerstoattempt (Very Rare;Thisplayerisanespecially Standard Rules 23 (This nation exists no longer. It has been (This nation exists no longer. (This nation is still alive, but has been Retain ownership of at least one their own homeland regions, but do not own them all. All homeland regions are owned by other nations; Completely eliminated from the game. ■ ■ reduced in strength. It will probably fade into the status of a minor power.) All Nations including Great Britain: tossed upon the scrap heap of history.) All Nations including Great Britain: ctory and his second nation gain a Minor Victory. ictory for More than one Nation 5) Defeat 6) Extinction est of the nations to reflect their role as a proponent of as a proponent their role est of the nations to reflect Great Britain has different victory conditions from the victory conditions from Britain has different Great r “Balance of Power”. Britain had an extensive colonial prosperous and an extremely outside of Europe empire was vested in keeping any one Their interest economy. threatening and thereby dominating Europe nation from They also needed to retain their security and prosperity. invasion of Britain and the of the seas to prevent control security of their lines communication with colonies. V When a player gains control of second (or third) major nation through Diplomatic Overture (see Political Actions below) when playing an A-Historical game, he is then responsible for the victory condition of that nation as well. Even if he later loses control of that nation, is responsible for its victory condition at the end of for Victory game. A player who achieves a Major or Total his starting nation, but Defeat or Extinction for a nation This is that he took control of later has a “tainted” victory. not as good a player who can achieve “pure” victory for his starting nation by winning without controlling a second (or third) nation, or by allowing the nation to finish with at least Survival. The ultimate victory would be for a player to have his starting nation gain Total Vi (These players have ruled well. Their (This player has placed his nation (This nation has not improved it’s position (This nation has not improved it’s Own more regions than any other nation, AND Retain ownership of all their own homeland regions. No other nation owns more than 8 non-home- land regions; AND Have a navy that has more squadrons than the next two largest navies combined; AND Retain ownership of all their own homeland regions. Own the second or third most regions, AND Retain ownership of all their own homeland regions. Have a navy that has more squadrons than the next two largest navies combined; AND Retain ownership of all their own homeland regions. Retain ownership of all their own homeland regions. ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ into a dominant position in Europe. They will have an advantage in the next war.) All Nations except Great Britain: Great Britain: nation is still an important player on the world stage.) All Nations except Great Britain: Great Britain: much, if at all. It is still a contender, but will have to much, if at all. It is still a contender, find powerful allies for the next war.) All Nations including Great Britain: 2) Major Victory 3) Minor Victory 4) Survival 24 Standard Rules A-Historical gamesmayendoneofthreeways: Ending theGame )TURNS:Theplayersagreehow manyturnstheywill 1) )SUDDENDEATH: Thisisreallyjustavariantofthe 3) TIMELIMIT: Theplayersagreethatthegamewill 2) play beforetheystart.Suggestedgamelengths: game endsimmediately. end numberis10,and theplayersrolla“10”.The game keepsgoing.After thenextround(12), End Numberis11,and theplayersrolla“9”.The game keepsgoing.After thenextround(11), round (Month),theyroll twodiceandgeta“6”.The the suddendeathrolls on round10.Afterthetenth EXAMPLE: Theplayers agreethattheywillbegin one pointbeforeeachnewroll,untilthegame ends. ends. Theendnumberstartsat“12”andgoes down equal orgreaterthanthe“EndNumber”,game end ofeachmovementround(Month).Ifthe roll is viously agreedturnortime,theyrolltwodice atthe above twomethods.Whentheplayersreach apre- the amountoftimethattheydesire. end atacertaintime.Thisallowsplayerstoplay for • •V • • • Tu Campaign: GameendsaftertheJuly1815 Long: 24Turns Medium: 18Turns Short: 12Turns ery Long:36–60Turns rn (oraturnagreedtobytheplayers) ridden overbyamass of charging cavalry. r demoralized anddisorganized enemy away. Another fired, abayonetcharge couldsealthedealby drivingthe inaccuracy withvolume. Afterseveralvolleyshadbeen closer before firing.Thesevolleys madeupforthe formations, andmarch towithina hundred yards or yards. Therefore, infantrywouldformintoclose r smoothbore musketandbayonet. Themusketwas Infantry intheNapoleonicErawasmainlyarmed witha attack roll. by Cavalry, subtracting3fromachargingCavalry’s Special: exceptions notedbelowintheunitdescription. units oftheirtype,withacouple types ofCavalry. Thesenewunitsactjustlikethebasic Infantry, andHeavyCavalryIrregularare and Leaders.HeavyInfantryMilitiaare“types” of are fourbasictypesofunits:Infantry, Cavalry, Artillery, Cavalry, IrregularCavalry, MilitiaandEliteInfantry. There Pieces, andalsointroducesfournewones.Heavy The StandardRulesethasdifferent rulesfortheBasic Pieces Attacks: Battle Actions: Move: Cost: Infantry eason forstayingintight formationswastoavoidbeing elatively slowtoloadand veryinaccuratebeyond100 6 1 Fire orCharge Infantry canform“Square”whenattacked 1 Standard Rules 25 2 None Leaders who are located in the Reserve Area Leaders add +1 to all combat for units of Leader units may not be attacked directly. 2 12 efusing to leave the field. that had been fighting all day, and seen their friends that had been fighting all day, them, would eventually decide that they killed around had done their part. A local defeat would be enough Only a and safety. to start them heading the rear brave and charismatic leader whom they knew reforming, trusted could talk them into turning around, and going back into battle. Often, the army with most “staying power” could win a close battle by just r 1) Even brave, well-trained troops Rallying the troops: These were generally composed of four to eight cannons These were and would be used to support individual units of infantry on, it became as time wore However, or cavalry directly. of artillery on the battlefield, groupings that larger apparent by called “Grand Batteries” could have a decisive effect line that the essentially blasting a hole in the enemy’s into. infantry and cavalry could then charge mounted on gray horses. Leader units are Leaders Cost: Move: Battle Actions: Attacks: Special: during a battle may use Battle Action to “Rally” any pieces that are in the Retreat Area. Special: their nation that are in the same Battle Area as Leader. Special: they are eliminated if the opposing player rolls However, an “11” or “12” (without modifiers) when firing engaging in charge combat with any unit the same Battle Area as the Leader. Strong battlefield leaders, with experience, intelligence, a battle in many and charisma could affect bravery, ways: 2 1 When Charged by Infantry, Cavalry can “Avoid” When Charged by Infantry, Cavalry can “halt” the When Charging Infantry, Charge only Fire only May not be charged as long there are any 2 1 10 12 eport the enemy’s positions to their General, while eport the enemy’s Cavalry units are mounted on brown horses mounted on brown Cavalry units are Cavalry Cost: Move: Artillery Cost: Move: Battle Actions: Attacks: Special: Charge if the Infantry forms Square Cavalry in the Napoleonic Era was used many ways. a battle, it was used to scout the enemy army and Before r knowing too much about keeping the enemy cavalry from it. During a battle, cavalry would their army by screening enemy infantry and cavalry. at disordered launch charges or Thousands of galloping horsemen armed with swords could ride right over infantry that was too spread out. The only defense was to form tight square to formations with all bayonets aimed outward impaling themselves. After a discourage the horses from battle, cavalry was used to chase down the fleeing troops of the defeated enemy to complete total destruction the cavalry of defeated Conversely, the enemy army. them army would engage the pursuing cavalry to prevent riding down the slower artillery or foot soldiers. from Battle Actions: Attacks: Special: Special: friendly infantry or cavalry units in the same battle area. Field artillery of the period was formed into “batteries”. 26 Standard Rules phase whentheElite Infantry isbuilt). each EliteInfantry unitproduced(in thesameproduction Special eliminate than infantry). eliminated only iftheyloseby4or more(harderto Special: Attempts toRallythem. (Rallyon7+insteadof8) Special: Special: Attacks: Battle Actions: Move: Cost: Elite Infantry )Inspiration:Great Leaderswere alsoableto 5) Coordination: UsingthetriadofInfantry, Cavalry, 4) Execution:Theabilityofacommand structure totake 3) Tactical Skill:The abilitytocreate asuccessfulbattle 2) inspire theirmentovictory. intervene atthecriticalpointonbattlefieldand leaders todothiswell. experienced troops managedbyexperienced cooperation theywere devastating.Ittook strengths andweakness,butusedtogetherinclose victory onthebattlefield.Eacharmhaditsown and Artilleryproperly andinconcertoftendetermined won. victory. Thesidethatmadethefewestmistakesoften was evenmore important,andessentialto ments andactionseffectively inanagebefore radio the planandchoreograph thousandsofmen’s move- effective General. es oftheenemyarmywasanessentialasset strengths of one’s army whileattackingtheweakness- strategy thatoutguessedtheopponentandused 9 1 : Playersmust build2regularInfantry unitsfor When Elite Infantry losechargecombat, theyare +1 onallFireorCharge combatrolls,aswell Acts likeInfantrywiththe followingexceptions: Fire orCharge 1 “Militia” markerunderthem Militia unitsare represented byregular infantryunitswitha They usuallydid. headgear wouldbesentforward tocrushtheenemy. Rank uponrankofhugemen,7feettallintheir towering of battle,itwastothesementhatacommander turned. fighting abilitiesthebest.Whenacrisisarose onthefield r r together intounitsofGrenadiers orImperialGuards. They The tallest,strongest, andbravestmenwere oftenplaced homeland. These part-timecitizen-soldiers were available Most nations oftheeraraisedmilitia troops to defendthe after 1809andtheOttoman Empire Special: 1809, andtheOttoman Empire Special: square” againstaCavalry Charge Special: of thetime(1,2,3,or4) Special: attempts torallythem(Rally on9+insteadof8) Special: Special: Attacks: Battle Actions: Moves: Cost: Militia eturn, theirmoralewasexpectedtobehighand eceived thebesttraining,pay, uniforms,andbillets.In 4 1 Cannot leavetheirhomeland exceptforPrussia Cannot bepurchasedexcept byPrussiaafter Fail 50%ofthetimewhen theyattemptto“form When “hit”byFirethey are eliminatedonly66% -1 onallFireorChargecombatrolls,aswell Acts likeInfantrywiththefollowingexceptions: Fire orCharge 1 Standard Rules 27 Acts like Cavalry with the following exception: +1 on all Charge combat rolls Unlimited sea areas 15 Special: in the early 19th century were Heavy cavalry of Europe and breakthroughs. used on the battlefield for shock effect strongest mounted on the largest, These big men were and with a steel breastplates horses, and often armored helmets. Thousands of these massive weapons steel and muscle thundering down on a man, was enough to panic even seasoned troops. Special: Naval Squadron Cost: Move: Control Marker These markers are placed on regions to show which nation “owns” that region (see Ownership of Regions below). Regions may only change ownership as a result of a Political Action (see below). Movement Land Movement his Land Units (Infantry, Movement Turn, During a player’s and Leaders) may move the number of Artillery, Cavalry, regions equal to their “Movement Points”. Infantry and Artillery units may move one region per turn, and Cavalry and Leader units may move two regions per turn. Land units may not move into the Sea Areas except when using “Amphibious Movement” (see below). Land units may only move into regions that are adjacent to (share a 2 2 Charge Charge only Acts like “Cavalry” with the following exceptions: -1 on all Charge combat rolls as well attempts Only the Russian or Ottoman player may ever 2 2 7 13 treat into Hell on Earth. treat eal soldier. Attacks: Special: Special: to rally them. (Rally on 9+ instead of 8) Special: build these units The Russian Cossacks and Ottoman Horsemen did not European have the extensive training that other “regular” cavalry had. They couldn’t move in formation or charge expert on the battlefield, but they were as effectively cheap, and they could turn an enemy scouts, they were re Attacks: to be called out in case of invasion or other emergency, clothe, or house the nation to pay, but did not require soldiers. They did not get the training them like regular and their battlefield army, or experience of the regular however, this. They were, performance would reflect cheap and could stop a ball as well r Irregular Cavalry Cost: Move: Battle Actions: mounted on black horses. Heavy Cavalry units are Heavy Cavalry Cost: Move: Battle Actions: 28 Standard Rules upon interception. took place. Allnavalbattlesoccur immediately that areadjacent totheseaareain whichthebattle after thebattle,theymay moveintoanyfriendlyports may notmoveanyfurther duringthatturn,except If aNavalBattleoccurs, thenavalsquadronsinvolved below), theymaykeep moving. and aresuccessful(see InterceptionofNavalSquadrons squadrons attempttoavoid theenemynavalsquadrons may occur(seeNavalBattles below).Ifthemovingnaval to anationwithwhom they areatwar, aNavalBattle enter aseaareathatcontains navalsquadronsbelonging number ofseaareasduringoneturn.However, ifthey their movementturn.Navalsquadronsmaymove any Players maymovetheirnation’s navalsquadronsduring Sea Movement Battles below). during thatturn,andatacticalbattleoccurs(see Tactical the unitsenteringregionmaynotmoveany further units belongingtoanationwithwhomtheyare atwar, Whenever landunitsmoveintoaregionwith other land another nationwiththefollowingexceptions: nation oroccupiedbyotherlandunitsthatbelong to Land unitsmaynotmoveintoregionsowned byanother occupied byMajorNations. Units maymoveintoMinorNationsthatarenotownedor moving from. common borderwith)theregionwheretheyare ■ ■ ■ The twonationsareatwar. Passage inPoliticalActions) whose unitsoccupytheregion(seeRightof The playerhasa“RightofPassage”fromthe player The twonationsare“allied”(seeAlliance) they land.Thefollowing rulesapply: Areas fromtheregionwhere themovebeginstowhere land unitsaremovingand tracesapaththroughSea region ontheboard.To dothis,aplayerdeclares which region withananchorsymbol (Port)toanyothercoastal Players maymovearmies andleadersfromanycoastal Amphibious Movement Squadrons below) intercepted 66%ofthetime.(seeInterception of Naval area thatcontainsenemynavalsquadronsare Naval squadronsmovingoutofaportandinto asea squadrons get+2totheirnavalbattleroll. single portinanyoneturn.Thedefendingnaval maximum oftwoenemynavalsquadronsmay attacka though theattackersmaynot“move”into port. A naval squadronsthatareinadjacentseaareas even Naval squadronsinaportmaybeattackedby enemy an adjacentseaarea. squadrons inthatportmustbeimmediatelymoved into with aportiscapturedbyenemyarmies,any naval ports, hemaynotbuildnewnavalsquadrons. Ifaregion player’s homeland.Ifaplayer-nation hasnohomeland naval squadronsmustbeplacedinaportthe building area thattheanchorsymboltouches.Allnewly built nation oranalliednation.Portsareadjacent to anysea may onlymoveintoportsinregionsownedby their them asiftheywerenormalseaareas.Navalsquadrons special “seaareas”.Navalsquadronsmaymoveinto Ports arerepresentedbyananchorsymbol.They Ports )Themoving playermusthavehisownorallied 1) naval squadrons; i.e.theymovefor “free”) (leader units donotcountagainst the numberof equal orexceed thenumberofarmies beinglanded DESTINATION region.Thesenavalsquadronsmust naval squadronsinasea areaadjacenttothe Standard Rules 29 is simply the total of enemy Interception Rating INTERCEPTION OF TRANSPORTS When a player is amphibiously moving an army unit and it is attempting to move through a sea area that contains enemy naval squadrons, he must roll to see if they are intercepted. The moving player rolls one die for each unit. If the result is more than Interception Rating (see below), then the unit is safe and may continue moving. If the roll is equal to or lower than Interception Rating for that sea area, then it is intercepted and eliminated. The naval squadrons in that sea area minus the number of naval squadrons owned by the moving player and his allies in that sea area. This total can never be less than “1” if there is even one enemy naval squadron in a sea area. at war with France. Britain and Austria are Example: Great Cornwall to Britain attempts to move 3 units from Great the Bay of Biscay Sea Illyria. They must pass through and 3 British naval French Zone which contains three is “0”, however the Interception The difference squadrons. Rating cannot be lower than “1”. The British player rolls dice, and get 2,5,1. One unit has been attacked three The surviving units navy. by the French destroyed continue on their way and land in Illyria. ransports” below). enemy naval squadrons, a roll to determine if the “transports” (land units moving on the water) are “Intercepted” must occur for each of these sea areas that the transports pass through (see “Interception of T homeland region that is not “Uprising” (see below), three (3) enemy Militia units appear in the region where the landing takes place. units (including Militia as a result of #3 above), battle is fought. The defending enemy units get an additional +2 on all fire and charge combat rolls for this entire battle. 2) If any sea areas along the path are occupied by 3) If a player lands units amphibiously into an enemy 4) If a region that is being landed in contains enemy Interception There are two types of Interception: SQUADRONS INTERCEPTION OF NAVAL When naval squadrons belonging to nations at war If occupy the same sea area, a naval battle may occur. both sides want a battle, it occurs. If neither side wants If one side wants a battle, and a battle, it does not occur. the other does not, moving player rolls to see if reluctant naval squadrons are “Intercepted” and forced into a naval battle. The player rolls one die. If “5” or “6” is rolled, the fleeing naval squadrons are intercepted and a naval battle follows immediately (see “Naval Battle” below). If the naval squadron(s) that are attempting to avoid battle have just left a port and are attempting to avoid enemy naval squadrons in a sea area adjacent to the port (anchor symbol), then they will be intercepted on a “3”, “4”, “5”, or “6” instead of the usual “5” “6”. This also applies if they are attempting to move through the straights from The Mid-Atlantic to Barbary Coast (or vice versa), or from The Aegean Sea to Black (or vice versa). National Special Rules THE OTTOMAN ARMY Some major nations have special advantages or The Ottoman Empire may only produce Militia, Irregular disadvantages. Cavalry, and Leader units. They may not produce artillery or other, more advanced types of Infantry or THE BRITISH FLEET Cavalry. While the Ottoman army attempted to keep pace When at least half of the naval squadrons on one side of with their European neighbors, they steadily fell behind in a naval battle are British (red), that side gets +1 on the weapons technology as well as tactical and organization- naval battle roll. During this era, the British not only had al innovations. Their armies resembled swirling masses the largest fleet, but they also had the best trained and of insects rather than the ordered and disciplined ranks of most experienced crews and captains. When faced with European armies. If an enemy army could weather the relatively even odds, the British squadrons would almost first frantic rush, they could usually defeat the Standard Rules Standard always triumph. disorganized and disheartened mob of Ottoman warriors.

THE BRITISH ARMY THE OTTOMAN NAVY The British player may not build more than 2 new land When at least half of the naval squadrons on one side of units (Infantry, Cavalry, Artillery, or Leaders) in any single a naval battle are Ottoman (Tan), that side gets -1 on the Production Turn. Because the British placed so much naval battle roll. Similar to the Ottoman army, the importance on their fleet, it usually received the lion-share Ottoman navy had fallen behind their European of resources. This included things like men, money, and counterparts in the quality of the weapon systems armaments; All things that the British army needed and and the innovations of their use in battle. had a difficult time getting. Consequently, the British army grew very slowly throughout the period. Naval Battles When a naval battle occurs, each side rolls two dice and BRITISH PRODUCTION POINTS adds the total of the naval squadrons that they and their The British player may give some or all of his production allies have in that sea area. The two sides then compare points to other players. Because of their shortage of their two totals. The side with the smaller total loses the manpower for the army, their relative safety from invasion, Naval Battle and some naval squadrons based on the and their surfeit of money, the British tended to give difference between the two totals. money and armaments to other nations to do their fighting for them. Mainland European powers were Difference Loss happy to get British cash and equipment, but resented 0No Loss the British for it at the same time. 1 or 2 Lose 1 Squadron 3 or 4 Lose 2 Squadrons THE OTTOMAN GOVERNMENT 5 or more Lose 3 Squadrons All regions owned by the Ottoman player (including homeland) only generate 1 Production Point during OTHER BONUSES IN NAVAL BATTLES the Production Phase instead of 2. The exception to this Ports: As stated above, if a battle occurs in a port, the is the capital region: Constantinople, which generates 2 defender adds “2” to his naval battle roll. PP’s. The Ottoman government and bureaucracy was The British Navy: As stated above, when at least half of medieval in organization, structure, and outlook, and the naval squadrons on one side of a naval battle are riddled with inefficiency and corruption. Although these British (red), that side adds “1” their naval battle roll. traits existed in the more modern European great powers as well, they reached amazing depths within the Ottoman Empire. 30 Standard Rules 31 ienna: 8 alues of Capital Regions: V Paris:London:Berlin:St. Petersburg:Moscow:Constantinople: 2 10 10 V 2 Madrid: 10 2 2 Militia Infantry Elite Infantry Artillery 12 Cavalry Heavy Cavalry Irregular Cavalry 9 Leaders 4 6 Naval Squadrons 13 7 Political Action Points 10 10 15 12 These values are not meant to reflect the actual economic not meant to reflect These values are value of the city itself, but instead to balance total economic and military potential of their nation vis-à-vis the other Major nations in Europe. Production points may be spent or saved at the player’s on the discretion (Players may keep track of their PP’s Card” with an ownership marker). However, “Tracking to other players. only the British player may give PP’s Purchasing After Production Points are calculated, the players then take turns spending their production points to buy new pieces. The cost of the pieces available in Standard Rules are: Placing newly produced units may be placed in any of A player’s homeland regions that are not owned that player-nation’s by another nation, occupied enemy armies, or in Uprising. If a nation has no homeland regions that fit description, it may not build new units. Newly built naval squadrons must be placed in that homeland ports that fit the above description. nation’s ownership. Cards Cards are not used in the Standard rules. Ownership of Regions Major Nations can own regions in addition to their homeland regions. Their ownership is represented by placing a “Control Marker” on the regions that they own. Ownership can only change hands as a result of Political Action (see below). Even if an enemy nation’s units “occupy” a region (by having armies there), they do not own it until Ownership (and the control marker) is changed as a result of Political Action. “Homeland” regions do not need a control A player’s marker on them to show that they belong nation. They always belong to that nation unless an enemy player nation has a “Control Marker” on it signifying their Production Production occurs after every three turns (months), If a and December Turns. the March, June, September, scenario starts in the middle of a 3 month period (in February for example), the first Production Round may come sooner than 3 turns. Production Points During each production round, player takes a turn adding up his total Production Points based on how many regions he “Owns” (This is not necessarily the same as those that he occupies with troops – see Ownership above). Regions that are occupied by enemy armies or in “Uprising” (see Political Action total production below) are not counted toward a nation’s points for that Production Turn. Every Region is worth 2 Production Points, and Capital depend- Regions are each worth unique amounts of PP’s ing on the Capital Region (Listed Below). The exception to this is that all regions in North Africa (between Morocco and Egypt), those regions owned by the Ottoman Empire are worth only 1 Production Point. 32 Standard Rules Alliances havethefollowing benefitsandrules: Political Action. be formedasaresultof a“DiplomaticOverture” against anothernation or nations.Alliancesmayonly Alliances maybeformed toallowplayersco-operate Alliances T nation’s flagintheappropriateboxonDiplomatic status byplacinga“ControlMarker”withtheappropriate When thechangeoccurs,playersshouldmark thenew Actions), thestatusoftheserelationshipscan change. Overtures, DeclarationsofWar andPeace(Political a “Neutral”relationship.AsresultofDiplomatic Unless statedinthescenariosetup,allnations beginwith relationships betweenthemajornationsin game. The diplomatictrackallowsplayerstokeep ofthe Diplomatic Track “Political Actions”.Eachactioncostsvarying amounts execute theirpoliticalpoliciesthroughamenu of themselves toaccomplishtheirgoals.Theycan then conduct diplomacy(openorinsecret)between powers aswell.InNapoleoninEurope,players can there wasquiteabitofjockeyingbetweenthe other Although Franceeventuallybecamethedominant player, with oneanothertodominatethecontinentofEurope. Europe. Duringtheperiod,sevenmajornationsvied Politics andDiplomacyarekeytoolsinNapoleon Political ActionsandDiplomacy of “PoliticalActionPoints”(PAP’s) toexecute. 4) Allies maymove intoeach other’s ports. Navalsquadronsmay transportalliedunitsof other 3) Alliesmayfightbattles togetherasiftheywere one 2) Alliednations maymovetheirpiecesatthesame 1) rack. nations. and rollfor their ownunits. nation. The two(ormore)alliedplayers stillmove (although onlyonenation mayownaregion). choice]), andmayoccupy thesameregions time (ineitherplayer’s turnbut notboth[their determined asfollows: control oftheneutralmajor nation.Whogainscontrolis one oftheotherplayers inthegameimmediatelytakes If aplayer-nation declareswaronaneutral majornation, do noteverreceivePolitical ActionPoints. receive productionand buildnewforces,thoughthey controlled: Theirunits may bemovedandthey by aPlayer-Nation becomeactiveaslongtheyare Diplomatic Overture.NeutralMajorNations“controlled” peace) orisluredoutofthealliancebyanother player’s the NeutralMajorNationiseitherdefeated(sues for player willthen“Control”thatNeutralMajorNation until successful “DiplomaticOverture”PoliticalAction. That Major Nationsmayjoinaplayer’s allianceasaresult of a until theyeitherjoinanallianceorareattacked. Neutral receive PP’s ornewunits,andcannotmovetheirunits) Nation”. NeutralMajorNationsare“inactive”(do not beginning ofthegame,isconsidereda“Neutral Major Any majornationnotcontrolledbyaplayerat the Neutral MajorNations the performanceofaplayer’s nationornations. “Player-Nations”. Victory inthegameisdeterminedby a majornationornationstocontrol.These are At thebeginningofeachscenario,player chooses Player Nations )Anationisneverobligatedtogowarwiththe 5) ■ ■ ally’s enemydoesnotautomaticallyendtheallince player, butnotrequired.Failingtodeclarewaronan to warwithanally’s enemyisalwaysavailabletoa enemies ofhisally. Thedecisionofwhethertogo the aggressor nation, anymay immediately declare If thereare no player-nations currently atwarwith control ofthe NeutralMajorNation. alliance randomly determinewhich ofthemtakes against the aggressor nation.The membersofthe aggressor, theNeutralMajor Nationjoinsthealliance and anyplayer-nations arecurrentlyatwar withthe If aplayerdeclareswar onaNeutralMajorNation Standard Rules 33 (A region that is not (One of the seven Major Nations owned by any major nation): A Diplomatic Overture to a Minor Nation is an attempt alliance. draw them into the player-nation’s of this is to give the player-nation The effect control of the minor nation (ownership) and its forces. When attempting this, a player must and roll two dice. If he rolls a 9 or pay 2 PAP’s higher (8 or if he has a Leader unit in the Minor Nation), attempt is successful and he gains control of that region (placing a control marker on it). He also gains free Player Nation starting nation): A that was also a player’s Diplomatic Overture to another Player-Nation is very simple. The player who wants to improve their diplomatic status, pays 2 PAP’s and announces the Overture, target then responds with agreement player-nation are spent. the PAP’s or refusal. Either way, Players move the “control Marker” on was accepted. diplomatic track if the offer Neutral Minor Nation • • AP’s may be purchased during a player’s AP’s P for 10 PP’s Production Turn Diplomatic OvertureDiplomatic Overture is essentially an attempt to change the diplomatic status of that nation up or down on the “Diplomatic Chart”. For Example: If the target nation is Neutral toward your nation, a Cost = 2 PAP’s successful Diplomatic Overture would make them “Allied”. If they were allied to another nation, a successful Diplomatic Initiative would make them types of “Neutral”. There are three different Diplomatic Overtures depending on whom they are targeting: ■ ■ Political Actions Players may choose from the following menu of Political Actions. These actions may be performed at any time, provided that the player has enough Political Action Points to pay the cost. When an enemy nation is defeated. The first nation at war with the defeated gets 2 Political Action Points. The second nation at All war with the defeated nation gets 1 PAP. others get 0 PAP’s. • war. If more than one do so, they randomly war. determine which of them controls the neutral major nation. If no player nations wish to declare war on the with the closest aggressor nation, the player-nation Capital Region takes control of the Neutral Major they are not allied with the Nation. However, Neutral Minor Nation and their control ends as soon as the war ends. Before each Production Phase, Player-Nation gets (1) wins a major battle (1) When a Player-Nation wins a war (2 or 1) When a Player-Nation ■ ■ ■ ■ Political Action Points are a way of tracking Political Action Points (PAP’s) Political “Capital” or Influence. Players accumulate Political Action Points over time, or for winning battles, winning wars, and through the investment of hard cash may spend this (trade grants, bribes, etc.). Player-Nations political capital to perform various Political Actions (see below). Political Action Points are represented in the flag on them game by counters with that Nation’s (Control Markers). he takes a Control Marker When a player earns PAP, flag on it to represent the point (like with his nation’s for as long he currency). He may hold his PAP’s desires. He may spend them at any time. When they are spent, the markers returned to box. Political Action Points are earned as follows: military units (representing the army of the DIPLOMATIC RATINGS minor nation) that are placed in the minor Diplomatic Ratings are found in the “Nations nation that has joined his “sphere of influence”. Chart” in each scenario description in the back The forces that join are determined randomly: of the manual. (The player-nation making the 1-4 infantry (roll one die and ignore a 5 or a 6), attempt appears on the left side of the chart 1-2 cavalry, and 0-1 artillery units (1,2,3 mean 0 and the target Neutral Major Nation is listed on and 4,5,6 mean 1). He may use his own units the top.) to represent these (The French player can use light blue pieces to represent ‘allied forces’ in ■ Annex Region Cost = Various (see below) the historical games). Annexing regions is the primary way in which

Standard Rules Standard Minor nations that join a major nation in this control of regions changes hands. After a nation way are treated as part of the major nation’s annexes a region, that nation’s “Control Marker” with empire. A failed attempt has no negative its flag on it is placed in the region to show owner- effects except the loss of the 2 PAP’s. ship. If there was a control marker already there, it is removed. There are three forms of annexation. • Region belonging to a Major Nation • Neutral Major Nation (One of the seven Major (Non-Homeland):Cost = 1 PAP Nations that was not a player’s starting nation): Regions may only be taken from a Major A Diplomatic Overture aimed at a Neural Major Nation after it has just lost a war (sued for Nation is basically an attempt to change peace). As soon as any war ends, a “control” of that nation and its forces. If no “Congress” occurs to determine how many other nation controls the Neutral Major Nation, regions the loser loses, and which of the a successful attempt gives the successful victors gets them. (see Sue for Peace below) player control of the nation until another player- nation makes another successful attempt, • Region belonging to a Major Nation thus returning the Neutral Major Nation to (Homeland): Cost = 2 PAP’s “uncontrolled” status, or the Neutral Major This is the same as above, except that each Nation is defeated in a war, resulting in their homeland region costs the victors 2 PAP’s to return to “uncontrolled” status. annex. A Major Nation’s Capital Region cannot be annexed until all other homeland regions of When an active Neutral Major Nation becomes that nation have been annexed first. “uncontrolled”, any wars that it was fighting end immediately. When a player attempts a • Neutral Minor Nation: Cost = 1 PAP Diplomatic Overture to a Neutral Major Nation, Player-Nations may declare that they are he pays 2 PAP’s and rolls two dice. If the annexing any Minor Nation at any time during result is equal to or less than the “Diplomatic their turn as long as they have at least one Rating” (see below) between those two military unit in the region being annexed. After nations, the attempt this announcement has been made, that player succeeded and the player nation now controls rolls to determine whether the Minor Nation the Neutral Major Nation (Note this by showing resists or allows itself to be absorbed. One an alliance between the two nations on the Diplomatic Track). If the attempt fails, nothing happens other than the loss of the PAP’s paid for the attempt. 34 Standard Rules

die is rolled. If a “5” or higher is rolled (with the ■ Sue for Peace Cost = 2 PAP modifiers below added), the attempt was Suing for peace means that the major nation has successful, and no resistance occurred. lost the war that it is in. Major nations will sue for However, if the modified result was less than peace due to one of three things: “5”, then the Minor Nation defends itself with its 1) The player controlling that nation decides to do military units. it to end a war. (Voluntary) MINOR NATION MILITARY UNITS (roll randomly) 2 The nation loses a battle wherein it lost 6 or 1 to 4 Infantry, 1 to 2 Cavalry, more units AND it failed its “Commitment Rating” and 0 to 1 Artillery roll (see below). (Involuntary) 3) Enemy troops entered the nation’s capital region MODIFIERS: AND it failed its “Commitment Rating” roll (see below). (Involuntary) • Add “1” to the roll if the annexing nation has 4-6 military units in the Minor Nation. After a nation sues for peace, all nations that were at war with it are now neutral (the players should • Add “2” to the roll if the annexing nation has immediately change the status on the diplomatic 7 or more military units in the Minor Nation. track). The loser must lose 2 PAP’s, and the • Add “1” to the roll if the Minor Nation is winners gain PAP’s: (2 for the first nation to declare adjacent to any region that is already owned war on the loser, 1 for the second nation, and none by the annexing nation. for other nations who declared war thereafter). After • Subtract “1” from the roll if there are any Major the end of the war none of the winning nations may Nations at war with the annexing nation. Major declare war on the losing nation for 12 turns (1 Nations may declare war on any annexing year), although the loser can declare war on any of nation immediately upon the announcement of them. annexation. Immediately after the war ends, the winning nations If a Minor Nation resists, it will join a Player- hold a “Congress” to divide the spoils. Each nation Nation that is at war with the aggressor nation takes turns annexing one region belonging to the (if any) as if a successful Diplomatic Overture loser. The first nation to declare war on the loser to a Minor Nation had occurred (no cost in chooses first, the second next, and so on until no PAP’s) (see above). If there is more than one one wants or can afford any more (see Annex player-nation at war with the aggressor, roll Region above). The loser may, of course, negotiate randomly to determine which of them gains deals with the winners to influence them in their control of the Minor Nation. If no player- decisions. nations are at war with the aggressor nation, then use light blue pieces for the Minor Nation’s armies, and remove them if they are victorious in battle. If the military units of the Minor Nation are defeated in the initial battle, the annexing player-nation places a “Control Marker” in the region.

35 ■ Cause Uprising Cost = 1 PAP moved from alliance to neutral on the diplomatic When this action is chosen, an “Uprising” occurs in track. Any troops that share a region with the old any non-homeland region chosen by the player per- ally must be moved out immediately unless war is forming the political action. (Three traditionally rebel- declared or a “Right of Passage” is granted. If they lious homeland regions may also be chosen: cannot move to a region that is not owned and/or Ireland, Vendee, and Don Basin). When this occurs, occupied by their former ally, they may be moved an “Uprising” marker immediately to their nation’s Capital Region if it is not occupied by enemy troops. If both players have troops in the same region at the end of the turn that the Alliance was broken, and a “Right of Passage” is not in force, battles will occur whether Standard Rules Standard they want them to, or not (although war will not is placed on the chosen region. Until it is removed, necessarily be declared unless one of them the owning player does not gain PP’s for this region. declares it.) If it is a homeland region, enemy forces may ■ amphibiously land there without penalty or the cre- Right of Passage Cost = 0 PAP ation of defending militia as long as the uprising is A player-nation may request the “Right of Passage” going on (see amphibious landings). any time and at no cost. If granted, the player’s units may move through regions owned by the An uprising may be put down by the nation that granting nation, or occupied by its troops without a owns the region (and the counter removed), by the battle resulting. When the right is rescinded, the movement of military units into the region. At the player’s units must move out of the other player’s end of every one of the owning nation’s turns that it regions immediately. If both players have troops in has military units in the region, the player may roll the same region at the end of the turn wherein the to put down the uprising. He rolls two dice. If the Right of Passage was rescinded and there is no die roll is equal to or less than the number of mili- alliance in place between the two nations, battles tary units in the region, the uprising is put down. If will occur whether they want them to or not the roll is higher than the number of military units in (although war will not necessarily result unless one the region, then the player loses one unit from the of them declares it). troops in that region (his choice). ■ Declare War Cost = 1 PAP ■ Liberate Region Cost =1/2 PAP (2 for 1) Player-nations may declare war on any other major- After a player-nation has defeated another nation in nation in the game at any time. After the declara- war, he may choose to “Liberate” regions owned by tion, the nations’ control markers are moved into the defeated nation. The victorious player names each other’s war box on the diplomatic track. the two regions during his turn of the “Congress” Players must place their control markers in the war (see Sue for Peace) and pays 1/2 PAP per region. box in the order that they have declared war on a The “Control Markers” are then removed from these nation: The first nation to declare war on that nation regions, and they return to their original ownership: places his marker at the top of the war box, and all Minor Nations become independent again, and others place theirs below that one, in the order homeland regions return to the control of the home- which they declare war. The military units of the land nation. two nations may then enter each other’s regions ■ Break Alliance Cost = 1 PAP and engage in battles. War between two nations A player-nation may end an alliance at any time for may only end if one of the nations sues for peace or an Armistice is agreed to. 36 the cost of 1 PAP. The nations’ control markers are Standard Rules

■ Declare Armistice Cost = 1 PAP each The two armies are placed opposite each other on the Two player-nations who are at war may agree to battle board, and a divider is placed between them so end the war without a winner. This costs them that the players cannot see the deployment of their each 1 PAP as they have both proved that they are opponent’s pieces (the gamebox or Chart Card works not strong enough to win the war. This political well for this). The players then “deploy” their respective action ends the war between them (and the control armies into “Battle Lines”. When their deployments are markers should be moved to reflect this on the complete, the divider is removed and the battle begins. diplomatic track), but it does not affect wars that either of them may have with other nations. BATTLE AREAS The Tactical Battlefield (the battle board) is divided into Commitment Ratings / Numerical “Battle Areas” for purposes of movement and attacking. Each major nation has a Commitment Rating assigned to Any number of pieces may occupy a Battle Area. it in each scenario. It may be found in the “Nations” section of the scenario description immediately after the DEPLOYMENT name of the nation and the letter “C”. There are two sizes of tactical battles: 1) Skirmishes are small battles (when either combatant A Commitment Rating is the ability of that nation to has five or fewer units, not counting leaders). continue fighting (avoid “Suing for Peace”) after an enemy 2) Major Battles are large battles (when both armies has beaten them badly on the battlefield or captured their have 6 or more units, not counting leaders). Capital. If a major nation loses a battle wherein they lose 6 or more units, or an enemy unit occupies their capital A player’s “Battle Line” is made up of the Battle Area(s) region, they must roll two dice. If the resulting roll is between his “Reserve” Area and the “Middle” Areas on the higher than the nation’s “Commitment Rating”, then that Tactical Battlefield (see diagrams below). nation immediately loses the war and “Sues for Peace” (see above). In a Skirmish, the “Battle Line” consists of one “Battle Area” (the three battle areas of his battleline are treated as Trading Assets one - see diagram), and the players set up their forces in Players may trade regions and cards, but may not trade the single battle area and/or in the “Reserve Area”. Units Production Points or Political Action Points. (exception: in the Reserve cannot fire, engage in Charge attacks, or the British player may give Production Points to any be attacked in any way as long as they remain there. other player) Units may move into or out of the reserve area like any other battle area. Tactical Battles When an army moves into a region occupied by a hostile army, a tactical battle occurs. Tactical battles are fought after all pieces have been moved for that player’s turn. All movement must be completed before any battles are fought, and no movement may occur after a battle is fought (except Retreats – see below). Battles may be fought in any order that the defending player(s) decides.

37 38 Standard Rules Major Battle:Battlefield Skirmish: Battlefield In both cases,at least oneunit mustbe placedineach battlearea thatmakes upthe BattleLine atthestart of the battle.After bothsides haveset up theirarmies, thedivider isremoved andthe battlemay begin. Battle Line Battle Line In aMajorBattle,theBattleLineconsistsofthree BattleAreas(Left,Center, andRight–seediagram), Player B’s Player A’s and theplayerssetuptheirforcesinallthree BattleAreasand/orintheReserve. Middle Flank Player B’s Player A’s Right Left Player B’s ReserveArea Player A’s ReserveArea Player B’s ReserveArea Player A’s ReserveArea Player B’s RetreatArea Player A’s RetreatArea Player B’s RetreatArea Player A’s RetreatArea Player B’s BattleArea Player A’s BattleArea Middle Center Middle Area Player B’s Player A’s Center Center Middle Flank Player B’s Player A’s Right Left Player B’s Setup Divider Player A’s Setup Player B’s Setup Divider Player A’s Setup Standard Rules

Sequence of Battle/ Battle Phases (i.e. Units may not move from an area adjacent to Battles are divided into four unique “Phases”. The the enemy to another area adjacent to the enemy). sequence of phases in each battle turn are: This is similar to “Zone of Control” rules in many 1) Cavalry Phase: Cavalry units may Move or Charge traditional wargames. (each costs 1 “Battle Action” - see below). First the 2) Units in the Retreat Area may not move until Rallied attacker, then the defender may act, using any, all, or (see “Leaders” below) none of their cavalry units. 3) No diagonal movement is allowed. 2) Artillery Phase: Artillery units may Move or Fire (each costs 1 Battle Action). First the attacker, then the defender may act, using any, all, or none of their Attacking artillery units. During their “Phase”, Units may use their Battle Action(s) to “attack” an enemy unit in a Battle Area that is adjacent. 3) Infantry Phase: Infantry units may Move, Charge, Attacks may be either “Fire” or “Charge” (see below). Fire or Unsquare (each costs 1 Battle Action). First Artillery may “Fire” at enemy units 2 areas away if there the attacker, then the defender may act, using any, are no units in the area between them. Attacks may only all, or none of their infantry units. be directed at enemy units directly in front of the 4) Leader Phase: Leaders may Move or Rally (Rally attacking unit (not diagonal or sideways). only if in the Reserve Area). First the attacker, then the defender may act, using any, all, or none of their For example: A British Infantry unit is in the Left Flank, leader pieces. Middle Battle Area. It may Fire or Charge French units directly in front of it in the French Right Flank area. It may not fire or charge French units in the French Center, These phases are repeated until the battle ends (see or in the Center Middle (sideways). “Winning the Battle” below) Fire Attack Battle Actions Fire attacks consist of rolling volleys of musket fire or Each piece has a certain number of “Battle Actions”: artillery fire directed at the enemy from a distance. This Infantry and Artillery have 1; Cavalry and Leaders have 2. is a safe method in the sense that the attacker cannot These are essentially the number of things that an army lose, but it may not have any effect on the defender. unit or Leader can do during its proper Battle Phase. When declaring a fire attack, the attacker chooses a During the proper Battle Phase, a player may spend a target, rolls two dice, adds any Fire Modifiers (see below), piece’s Battle Action(s) to Move, Fire, Charge, or Rally and then compares the total to the “Fire Chart” below. (Artillery may not Charge, Cavalry may not Fire, and only If the total is equal to or greater than the number on the Leaders may Rally). If a piece has one battle action, it chart for that type of unit, then a hit is scored. If a hit is may only choose one of its available options. If a piece scored, roll one die to determine what happens to the has two Battle Action Points, it may choose any two unit that was hit. If a 4-6 is rolled, the unit is placed in options (or two of the same option). the “Retreat Area” behind the owning player’s “Reserve Area” (Units in the retreat area may be rallied later [see Tactical Movement rally below]). If a 1-3 is rolled, then the unit is eliminated If a player chooses to use a piece’s Battle Action to and removed from play (50%). Note: Elite Infantry are move, he may move the piece from any Battle Area to only eliminated on a 1 or 2 (33%) and Militia are any adjacent Battle Area with the following exceptions: eliminated on a 1, 2, 3, or 4 (66%). 1) When enemy units are in a Battle Area adjacent to the friendly piece to be moved, it may not move into a Battle Area that also has enemy units adjacent. 39 40 Standard Rules to thedicerollbeforedeterminingiftarget is“hit”. occur, thefiringplayermustaddorsubtractfollowing tain unittypes,orinparticularsituations.When these There arecertainadvantagesanddisadvantages forcer- Fire Modifiers range oftwo. range ofone,andthesecondisnumberto hitata first numberinthechartaboveis tohitata as therearenounitsbetweenthemandtheir target. The *Artillery mayfire2battleareas(notdiagonally) aslong Fire Chart G A A N C K T T I ■ ■ ■ ■ ■ U N T I (Target isinSquare) firing atenemy infantrywhoarein Square(+2) Artillery unittypesadd two totheirdicerollwhen (Target isinSquare) firing atenemyinfantry whoarein“Square”(+1) Infantry unittypesadd one totheirdicerollwhen Square below)(Firingunit isinSquare) dice rollwhenfiringwhile in“Square”(-1)(see Infantry unittypessubtract onefromtheir (+1) Note:LightInfantry areadvancedrulesonly Light Infantryaddsone toitsdicerollwhenfiring dice rollwhenfiring(+1) Elite Infantryaddsonetoits A.--- 8/10* 10 - 6/8* 8 7/9* - ART. 9 CAV. INF. DEFENDING UNIT N.CV ART. CAV. INF. covering force engagedtheenemy unit whichwouldjustfall backashortdistancewhilethe difficult fortheenemytocomegrips withanartillery adequately covered bynearbyinfantry, itwas very unprotected were relatively easyprey. However, when During theNapoleonic era, artilleryunitsthatwere left it. Theseotherunitsare“covering”theArtillery unit. any InfantryorCavalryunitsinthesameBattle Areawith Artillery unitsmaynotbechargedaslong there are Artillery skirmish withoutbecomingseriouslyengaged. ability to“screen”andLightInfantryunitsthe to “Avoiding” andgivestheCavalryunitsingame contact byretreatingintoreserve.Thisiscalled Cavalry unitmaychoosetoavoid the advancedrules)andisbeingchargedby Infantry, the If thedefenderisCavalry(orLightInfantrywhen using A unit isdestroyedandremovedfromplay. “Retreat Area”.Ifhewinsby3ormore,then the losing wins byoneortwo,thelosermoveshisunit into the the results.Theplayerwithhighertotalwins. Ifhe dice, addanymodifiers(seechartbelow)and compare attack andpicksthetargetunit,bothplayersroll two more risky. Afterthemovingplayerdeclaresacharge not charge).Chargingismoredecisivethanfiring,but enemy positiontoengageinclosecombat(Artillerymay A chargeconsistsofInfantryorCavalrychargingintothe Charge Attack voiding Prussia . France Standard Rules 41 The net –1 for cavalry charging infantry in square infantry in square The net –1 for cavalry charging epresented in the game by +1 (and +2 for artillery) to epresented squares could hurt them. Therefore, the best tactic of could hurt them. Therefore, squares driving the enemy a cavalry charge, day was to threaten Then friendly artillery and infantry infantry into square. to pieces. working nearby could blast the helpless squares with a fire could only return The enemy infantry in square If quarter of its men and made a huge, compact target. the tight formation destroyed the musket and canon fire decided to run and the men in disintegrating square This is for it, they could be ridden down like prey. r modifier for and the +1 Charge hit infantry in square, and Cavalry Artillery, “Combined Arms” (Infantry, working together). Infantry and –3 for cavalry (+2 for Cavalry charging is not lower because infantry in square) charging surprised and did not complete sometimes infantry were the change of formation quickly enough and charge state. Cavalry charges caught them in a disorganized infantry also sometimes succeeded, against squared armed with lances, thus especially if the cavalry were allowing them to strike at the armed foot soldiers, or organized resolute, or the infantry was not numerous, many are There square. enough to maintain a strong in this way. being “broken” examples of squares On the Napoleonic Battlefield, the threat of Infantry On the Napoleonic Battlefield, threat additional –3 modifier (added to the usual +2 for Cavalry charging Infantry) modifier to hit modifier to hit modifier when firing to get out of Square formation during an Infantry phase. move to another Battle Area or Charge while still in Square 1) Cavalry attacking Infantry in Square get an 2) Infantry firing at squared get a +1 3) Artillery firing at squared infantry get a +2 4) Infantry in Square formation get a –1 5) Infantry in Square must use a Battle Action 6) Infantry units in Square formation may not Square Formation and Cancelling a Cavalry Charge Whenever a Cavalry unit declares that it is charging an Infantry unit, the unit may then declare that it is “Squaring”. The player should show that the Infantry unit is in Square formation by turning it sideways or back- wards. The Cavalry unit may then decide to finish the charge and roll its attack, or he may decide to “Cancel” the charge. This cancelled charge still costs Cavalry unit one Battle Action as if it had charged, and the Infantry unit is now in square and must use a Battle Action during an infantry phase if it wants to “Unsquare”. of the Square are: The effects When being overrun by enemy cavalry was very real. the best to charge, cavalry moved nearby and threatened or three or rectangle square defense was to form into large on all ranks deep with bayonets pointed outward more riding into the the horses from sides. This prevented ranks and trampling the poor foot soldiers. It also meant they couldn’t hurt the that if the cavalry did charge, the from as much the volleys fired infantry squares Charge Combat Chart (Modifiers for the Attacker) Leaders and Rallying Leader pieces have two special abilities: Firstly, when DEFENDING UNIT A in a Battle Area, they add a +1 modifier to all charge combat involving their units that share the same battle T INF. CAV. ART. T U area. Secondly, leaders that are in the reserve area may A N attempt to rally units that are in the retreat area. Leaders C I INF. +0 -2* +3** may spend battle actions to rally retreating troops (one K T I battle action/ attempt). To attempt a rally, roll two dice for each attempt. On a roll of “8” or higher the unit is rallied, N CAV. +2 +0 +3** G it is moved from the retreat area into the reserve area, and may be moved during its next phase. Units in the Standard Rules Standard retreat area may not move out unless rallied by a leader * Defending Cavalry can withdraw to the reserve when in reserve. NOTE: Elite Infantry may be rallied on a “7” or attacked by infantry to avoid melee, if it chooses to do so higher, while Militia and Irregular Cavalry require a roll of ** Artillery cannot be charged as long as there is at least “9” or higher. one Infantry or Cavalry unit in the same Battle Area with the Artillery Leaders may not be targeted like other units. They may be eliminated as a result of fire or charge combat that Additional Charge Modifiers: takes place the battle area that they occupy. If the In addition to the modifier from the chart above, there are opposing player rolls an “11” or “12” without modifiers – other modifiers that may apply to particular situations. i.e. natural) for his fire roll or charge roll during any When these occur, the player must add or subtract the combat with a unit in the battle area that contains a following to the dice roll before determining the winner of leader, that leader is eliminated. A leader may also the charge. be eliminated when successfully targeted in “Pursuit” ■ One is added to the roll (+1) for units in a battle area (see below). containing a leader unit (more than one leader in a Winning the Battle battle area does not give any additional combat Napoleonic battles usually saw both armies drawn up in advantage) long “battle lines” facing each other. The usual strategy ■ Combined Arms: One is added to the roll (+1) for was to break the enemy’s line, attempting to flank it or to units in a battle area that contains at least one unit pierce it. If a battle line was broken, the army could pour of each type: Infantry, Cavalry, AND Artillery. This through the gap and get behind the enemy, forcing him advantage is lost as soon as the battle area does to retreat rather than be overwhelmed. not contain all three types. A player wins the battle when his opponent A) Retreats ■ One is added to the roll (+1) for Elite Infantry and (see below), or B) Has no units left in one of the three Heavy Cavalry parts of his “Battleline” (Left, Center, or Right). To satisfy ■ One is subtracted from the roll (-1) for Militia and the “Battleline” requirement, a player can have a piece in Irregular Cavalry (also Light Infantry – Advanced either his “Starting” Battle Area or the Middle Battle Area Rules) of the Left, Center, or Right as long as he has at least one piece on his Left, at least one in his Center, and at least ■ Three is subtracted from the roll (-3) when cavalry one on his Right. The concept is that an army would type units charge infantry types that are in square fight as long as its battleline was intact, but as soon as (see Square above) one of its flanks or center had been destroyed or pierced, 42 it would retreat. Standard Rules 43 DEFENDING UNIT INF. CAV. ART. LEADER INF. 6CAV. 5 – 6 5 3 6 5 I T N U I ithout these, the entire army would be subject to ithout these, the entire T T K N C A A G oads trying to get away. Pursuit Chart If the defeated player has any remaining Cavalry units when the battle ends (not counting those in retreat area), then only Cavalry may pursue from the victorious In addition, the Cavalry units that are “covering” army. retreat must be eliminated before any other targets may be chosen. cavalry was used to chase down In Napoleonic warfare, also used to block these They were fleeing enemy forces. pursuing cavalry in the case of a defeat and retreat. for an army was One of the most important safeguards to cover a retreat. holding some cavalry in reserve W strung out on the slashing attacks while they were r Chart Cards The chart cards are designed to allow players play the game with very little reference to the rules manual. one or more of the regions that they came from. into any adjacent region that is not occupied by enemy units. Defeated defending armies may not retreat into a region from which attacking armies entered that battle. are eliminated. 1) the pieces move to If they were the attacking army, 2) the pieces move If they were the defending army, 3) If an army cannot retreat, all of its pieces Once a player has lost all units in one of his Battle Line or Right), he has lost the battle. After Areas (Left, Center, Battle Line is broken, his units are subject to a player’s “Pursuit” (see below). After Pursuit occurs, all surviving units of the losing army must retreat as follows: NOTE: If neither player fires, or moves a unit into the through (Twice Middle Area(s) for two entire Battle Turns all Phases), the battle ends as a victory for Defender and the Attacker must retreat (and is pursued). Retreat A player may voluntarily retreat after the first full turn of battle (all four phases). He may declare a retreat only or Artillery, Cavalry, during one of his phases (Infantry, Leader) before he has used any battle actions for that phase. Players that choose to retreat are still defeated and must still undergo Pursuit. Pursuit the side that won gets one last When a battle is over, chance to inflict losses on the defeated army as it retreats. All Infantry and Cavalry units in the victorious army (except those in the retreat area) get to pick a retreating enemy unit, roll one die, and consult the chart Any rolls equal to or greater than the number on below. the chart results in elimination of targeted unit. units in the Retreat Area After Pursuit, all of the winner’s at the end of a battle rejoin victorious army. 44 Standard Rules in hiscenter. This isabalanceddefensive deployment. infantry outevenly, placedhis cavalryinreserve,andhisartillery attempting tooverwhelm it.TheBritishplayerhasspreadhis opposite theBritishright flank,withtheclearintentionof The Frenchplayerplaces mostofhisforcesonleftflank, 2 Artillery, and1Leader The Britisharmyincludes: 3 Artillery, and2Leaders The Frencharmyincludes: moving hisentireforce infromPicardy. The Frenchplayerhas attacked aBritisharmyinBelgium, SETUP: Standard BattleExample: 9 Infantry, 2Cavalry, 10 Infantry, 4Cavalry, attack thatissuretocome ontheBritishrightflank. may forcetheFrenchplayer toreinforceitbyweakeningthe units intohiscenter. Thismove threatenstheFrenchcenterand British CavalryPhase: He holdsoff movinghiscavalryforward. cavalry reserveunitto reinforce theattackthatheispreparing. French CavalryPhase: TURN 1 The Britishplayermoves histwocavalry The Frenchplayermoves hissingle Standard Rules 45 The French player begins his attack by The French player gets two rally The British player reinforces his right The British player makes two attempts to French Infantry Phase: moving four infantry units from his left flank into the middle area toward the British right flank. He also reinforces his center with one infantry unit from his left just in case the British player does launch the attack that he is threatening. British Infantry Phase: flank with two infantry units, moves one unit forward into the and moves one unit from his left to center. middle center, He also has his two units on the right flank open fire advancing French infantry (needs a 9 or higher to hit), but rolls a 6 and an 8 scores no hits. French Leader Phase: attempts with his leader unit in the reserve area. He needs to roll an 8 or higher to succeed, but rolls a 5 and 7, so the The French infantry unit in the retreat area stays there for now. leader unit on the left flank advances into middle area to direct the attack on British right. British Leader Phase: rally the retreating infantry unit and rolls a 7 9. He succeeds, and the infantry unit is moved from retreat area into the reserve area. The French player fires his three artillery The British player fire his two guns at long range at French infantry as well. He also achieves one hit and forces the French infantry unit to retreat. units at long range the British infantry (9 or higher to hit). He rolls 5, 7, and 10 scores one hit. He then a 5 when determining the result of hit (1,2,3 = elimination, and 4,5,6 retreat) and the British infantry unit falls back to retreat area. British Artillery Phase: French Artillery Phase: 46 Standard Rules cancels the charges. infantry units.Naturally, theysquare andtheBritish player two cavalry units intothemiddle centerand charges twoFrench French). Hetherefore decides togofor broke and moves his British cavalry chargewouldbeat adisadvantage(+1for the player hasa leaderwithhiscavalry facingtheBritishright, soa the French battleline andwinthebattle outright.TheFrench or hecanadvance themintothemiddle inanattemptto break cavalry inan attempttorelievethe pressurethat’s buildingthere, can movethecavalryinto hisrightflankandchargetheFrench British CavalryPhase: French playermoveshis artilleryforward. leave themvulnerable to infantryfireandartilleryifthe square. Thissavesthem fromattackbythecavalry, butwill managed toforcetheBritish infantryfacinghisattackinto right flank.TheFrench playercancelsthecharge,buthas British playerresponds bysquaringallfourofhisinfantryon cavalry unitsforwardand declaresachargewithallfour. The French CavalryPhase: TURN 2 The Britishplayernow hasachoice.He The Frenchplayermoves allfour the center. forward aswell,andachieves acombinedarmsadvantagein British ArtilleryPhase: prove devastating. the Leaderand+1for combinedarms.Thismaywell Any chargecombatinvolving hisunitstherewillnowget+1for forward, creatinga“combined arms”situationonhisleftflank. French ArtilleryPhase: The Britishplayermoves hisartillery The Frenchplayermoveshisartillery Standard Rules 47 The French player rolls twice to rally (8 The British player makes one attempt French Leader Phase: or higher needed to succeed), and gets a 3 an 8. One French infantry unit is moved into the reserve area. British Leader Phase: to rally and is unsuccessful. He then moves his leader unit the large French into the right flank to partially offset charge advantage. The French player fires his four infantry The British player moves the infantry in wo hits are scored (and a leader casualty would have occurred his center into the middle. He also moves unit in reserve to reinforce his sagging right. He fires with the unit in center and misses. He fires with his two squared units at French infantry (10 or higher to hit because of the –1 for being in square) and scores one hit resulting in a retreat. French Infantry Phase: units at the British squares on right flank (+1 to hit vs. to hit). He rolls 3, 7, 9, and 11. square means that he needs 8’s T if there was a British leader unit on the right flank). On result roll, the French player rolls a 1 and 5: One retreat one elimination. The French player also moves one unit from his right to unsquares his two units in the center and fires one center, infantry unit at British cavalry (8 or higher to hit). He rolls a 10 and hits, rolls a 2 eliminates one of the British cavalry units. British Infantry Phase: 48 Standard Rules and theFrench player rolls a9. TheBritish cavalry retreats. another unsquared infantry. This timethe British player rollsa5 infantry areoverrun. TheBritish cavalry’s second attack faces the French. The net resultis adifference of3and theFrench +1 forcombined arms.Thefirstroll is8fortheBritishand 8for player does notsquare.TheBritish cavalrychargegets +2 and retreat. He opts toattack.Hiscavalry chargesandthe French either attack andhopethattheFrench artillerywillmisstwice, or British Cavalry Phase: the nextphase. facing theprospectofclose rangefirefromthreeartilleryunitsin phase leavingtheBritish playerwithtwosquaredinfantryunits player decidesthathe has doneenoughfornowandendshis player lostby4andthe cavalryunitiseliminated.TheFrench player rollsa4against an8fromtheBritishplayer. TheFrench action, itmaychargeagain anddoesso.ThistimetheFrench his infantryunit.Since thecavalryunithasonlyusedonebattle and rollsa9.TheBritish playerrollsa7andisforcedtoretreat infantry first,forcingitto square.Hedoesnotcancelthecharge net modifieris“0”.The Frenchplayerchargestheunsquared The defendergets+1forhavingaleaderinhis battlearea.The the battlearea,and–3forcavalrycharginginfantry insquare. cavalry vs.infantry, +1forcombinedarms,aleaderunitin cavalry chargeontheBritishsquares.Theattack willget+2for French CavalryPhase: TURN 3 The British player realizesthathe must The Frenchplayerdecidestolauncha his government sues forpeace. immediately rollagainst his“Commitment Rating”to determine if or moreBritish units.Thismeans thattheBritishplayer must The French playerwonamajorbattle whereheeliminated six French losses are:2infantryand1 cavalry The survivors retreattoHolland. British losses are:3infantry, 1cavalry, 2 artillery, and 1leader. Result: and resultin5,2,4, 6.Oneuniteliminated. Four remainingshotsare takenattheretreatinginfantry(6tohit), British leaderunitfirst. Theyneeda6androll2,4,3,6(gothim!). French infantryunitsthat areavailableforpursuittargetthe and rolls2,4,5.Both British artilleryunitsaregone.Theeight artillery withhiscavalry first(3orhigherononedietoeliminate) well astheircavalry. TheFrenchplayer targetstheBritish cover theretreat,French maypursuewiththeirinfantryas Pursuit: non-leader unitsandtheBritishplayerloses battle. retreat andoneelimination.TheBritishright flank nowhasno hit. Herollsa7,and9.Theresultsare 2and6:One French ArtilleryPhase: Since theBritishdonot haveanycavalrythatcan The Frenchplayerneedstorolla6 Standard Rules 49 STOP This is the end of Standard Rules ou now know enough to play the Standard Rules. When you are ready, you can add ou now know enough to play the Standard Rules. When you are ready, Y any Advanced Rules that you want to the Standard (all players should agree on which Advanced Rules will be used or left out). 50 Advanced Rules is reshuffled. or discarded, theyareplacedback intothedeckandit discard one oftheoriginalfour. Whencards areplayed place another oneinhishand,he must eitherplayor in hishand.Ifhealready hasfourcardsandwantsto battle). Aplayermayonly holdamaximumoffourcards at anytime(evenduring anotherplayer’s turnorduringa hand untilhewantsto play them.Thesemaybeplayed drawn (RandomEvents), othersmaybeheldinaplayer’s Some cardsmustbeplayed immediatelyaftertheyare beginning ofthegameanddrawcardsasfollows: When usingcardplay, theplayersshuffle thedeckat Each typehasitsownrules(seebelowunder eachtype). types ofcards:RandomEvent,Effect, andInnovations. bottom areusedintheBasicRulesonly. Thereare three cards havemeaning.Thesymbolsandimages atthe Europe. Intheadvancedrules,onlywords onthe Card playaddsanotherlayerofflavortoNapoleon in Card Play Optional AdvancedRulesarebeingusedeasier. This isnotrequired,butmakesremembering which almost alloftheAdvancedRulesanduseonly afew. while agreeingtoleavespecificrules,or out do thisiseithertoplayalmostalloftheadvanced Rules the playersbeforegamestarts.Theeasiest wayto used orleftoutofthegameindividuallybyagreement of All AdvancedRulesare“Optional”.Optionalrules canbe Introduction ■ ■ ■ loses amajorbattle 1 cardisdrawnbyaplayer who Battle (6ormoremilitary unitsonbothsides) 2 cardsaredrawnbya playerwhowinsaMajor Production Turn. 1 cardisdrawnbyeachplayerbeforehis Advanced Rules the appropriate majornationsthat are listedonthecard. are notincluded inthedeck.Instead theyaregivento When playing anhistoricalgame,the innovationscards Historical A-Historical” game: whether theplayersare playingan“Historical”or“ Innovation cardsareplayed differently dependingon that innovation. innovations hehas.His forcesthenbenefitfrom near thegameboardso thatallplayerscanseewhich particular innovation,he placesthecardinfrontofhim the Napoleonicperiod. Whenaplayer“possesses” tions thatwereinvented, evolved,andperfectedduring Innovations Cardsrepresent themanytacticalinnova- Innovations Cards owning playerhasunitsinatacticalbattle. while thebattlecardscanonlybeplayedwhen the Battle). TheStrategiccardscanbeplayedany timeatall, is appropriate(TheyaremarkedaseitherStrategic or in aplayer’s hand.Theymaybeplayedatanytimethat whom. Effect cardsmaybeplayedimmediatelyorheld when hewantstoplaythem,andsometimes upon that theplayerwhoholdsthemmaydetermine ifand Effect CardsaresimilartoRandomEventCards,except Effect Cards being drawn. Random Eventcardsmustbeplayedimmediately after Random EventCards own cards. having noeffect, ortheplayermaychoosetocreatetheir deck. Thesemayeitherbeusedas“Noresult” cards, NOTE: Fourblankbluecardshavebeenincluded inthe Advanced Rules 51 Hungary 1) Denmark and Norway 2) Sweden and Finland 3) Sicily and Naples must roll 2 dice to see if the attempt was successful. On a “9” or higher the move is successful and unit may move a second region. If the roll is “5” or less, unit A roll of “6”, “7”, eliminated due to attrition and disorder. or “8” means that the unit may not move its second region, but no negative consequences have resulted from the attempt. When using this rule, the “Advanced Mobility and Foraging” innovations card gives the owner +2 on this chart instead of its normal effect. Minor Navies Portugal, Holland, Denmark, and Sweden had fairly large navies during the Napoleonic era. If they join a player- empire through a Diplomatic Overture or annexa- nation’s tion, one free naval squadron is placed in an adjacent sea area. If a player attempts to annex one of these nations and the Minor Nation resists them, free naval squadron goes to the Player Nation that gains control of their forces (see Annexation above). A nation gets no additional naval squadrons if he owns these nations at the beginning of a scenario. Multi-Regional Minor Nations The following two-region combinations are treated as one nation if both are neutral (unowned) at the beginning of a scenario. If either Region is invaded or joins a major nation, roll for twice as many troops and place them in either or both Regions. These nations only benefit from the innovation during dates that are also listed on the card for their nation. or stop Therefore, certain innovations may go into effect depending on the current date in being effective game/ scenario. Innovations cards that are not in effect, are placed aside (not in the deck). A-Historical In A-Historical games, the players may use Historical rules for innovations cards if they decide to at the begin- ning of the game, otherwise they are placed into deck with the other two types and can be drawn possessed by any nation, regardless of the nations listed on the card. This gives another random and alternative history flavor to the game. hand until a When drawn, they may be held in a player’s player wants to pay for them. Each new innovation before they may be “possessed” costs the player 10 PP’s Possessing the same and placed in front of that player. innovation more than once has no extra benefit. Attrition in Spain and Russia Any invading (enemy) armies in Spanish or Russian Homeland Regions must roll for “Attrition” before the Production Phase (after every three months). This of stragglers, deserters, weakness reflects the effects thirst, and illness, as well hostile action from hunger, of the local population. These were hard places to cam- paign and the people of these nations were cruel in their treatment of invaders. Roll a die for each army (Infantry, or Artillery unit). If a “1”is rolled, that unit is Cavalry, eliminated. Invading units in Russia during the post-December production Phase, are eliminated on a “1” or “2”. Forced March Infantry and Artillery units may “Force March” on the strategic map. If they succeed, force marching allows them to move an additional region during movement. Each unit that the moving player wishes to Force March 52 Advanced Rules moves first, regardless of which side initiated the battle. view of thesidethat woninitiative. The winneralso 2-7, the otherside mustsetup theirunits firstandin full exactly whatthe opponent is doing).If one sidewins by the battlenormally withadivider(neither sideknows If thenetcomparison isadrawor a difference of1,setup Both armiesrolltwodice andaddthefollowing: a battle,beforesetting up thebattle,rollforinitiative. When twoarmiescome togetherinthesameRegionfor army theinitiativeand a hugeadvantage. decisive actionbythe commander gavetheattacking before theyknewwhathitthem.Goodintelligence and could thenusethisintelligencetoattacktheenemy side withbetterintelligenceoftheenemy. TheLeaders execution ofthismissiongaveabigadvantage tothe exact whereaboutsoftherestarmy. Successful supposed topreventtheenemycavalryfrom learningthe of thearmytofindenemy. Conversely, theywere A bigpartofcavalry’s rolewastoscout theareainfront Initiative Actions saved. turn regardlessofwhetherithadoneortwoBattle Only onecounterchargeisallowedperCavalry unitper Infantry thatisbeingcounterchargedmaynot “Square”. used alloftheirBattleActionsandcanCountercharge. should beplacedsidewaystodenotethatthey havenot other modifiers).CavalrythatiseligibletoCountercharge get anadditional+1totheirattackroll(inaddition toany (before itssecondcharge,ifithasone).Countercharges infantry charges,orthecavalrychargesfor firsttime same turn.Thisoccursimmediatelyafterthe enemy charge otherfriendlyunitsinthesamebattleareathat may CounterchargeenemyInfantryorCavalrythat Any CavalrythathasnotusedbothofitsBattleActions Countercharges 2forthenationhaving the“SuperiorLight Cavalry” +2 foreachLight Infantry Unitinthebattle +1 foreachLeaderinthebattle +2 foreachCavalryandIrregular CavalryUnit +1 Innovations Card(ratherthanitsnormal effect) (not HeavyCavalry)inthe battle die foreachgroup. roll onthetablebelowtoseewhentheyarrive. Rollone The maingroupstartsthebattle.Allothergroups must moving playermustpickwhichgroupisthe“main group”. Keep themseparatedwhiledeterminingtheir arrival. The arrive inthebattleatdifferent timesduringthebattle. pieces intoabattlefromdifferent regions,theymay If themovingplayermovesmorethanonegroup of Reinforcement “3” asshownabove. Cavalry” doesnothavetheeffect onthecard, butadds When usingthisrule,theInnovationsCard“Superior Light and Infantrycouldmoveupfireorcharge. attack twice,Artillerytofiretwiceormoveup andfire, of thebattle.ThiswouldallowCavalrytomove upand battle getanadditionalBattleActionduringthe firstturn winner movesfirst,ANDallthewinner’s unitsinthat other sidemustsetupfirst,infullviewofthewinner, the If onesidewinsby8ormore(totalsurprise),thenthe Die Roll When using thisrule,the“Corpsd’ Armee” - Setsupwiththe maingroup before 4-6 1A 3A 2A Result on thischart. Innovation card givestheowner+1 the battle beginning ofturn1 beginning ofturn2 beginning ofturn3 rrives intheReserveArea atthe rrives intheReserveArea atthe rrives intheReserveAreaat Advanced Rules 53 1 Fire or Charge Acts like “Infantry” with the following exceptions: +1 to hit on all Fire attacks, and –1 Charge When Light Infantry hit enemy units in Fire When “hit” by Fire they are eliminated only 33% +1 on all charge combat in woods or villages No Penalty for firing out of woods or villages Infantry Charges like Cavalry Can “Avoid” 1 7 New Unit Types infantry by regular represented Light Infantry units are units with a “Light Infantry” marker under them Light Infantry Cost: Move: Battle Actions: Attacks: Special: Special: combat rolls Special: attacks they eliminate their targets less frequently (by one point) (e.g. If a Light Infantry units fires and hits regular instead of infantry unit, it eliminates on a 1, or “2” only, the usual “1”, “2”, or “3”.) Special: of the time (1 or 2) Special: (instead of the usual -1) Special: Special: units of independent-minded individu- Light Infantry were als who could operate in very loose formations (10 to 15 of the main battle- between men) out in front feet or more (Some units line to harass the enemy with musket fire accuracy). The light even used rifled for greater presented target infantry would be firing away at the large infantry, regular by the tight formations of enemy’s The out and using any natural cover. while spread and might even volleys to little effect enemy would fire with the bayonet, but light infantry would take charge their own lines the former and fall back toward cover from This harass- moments later. the latter only to return from frustrate, and panic the ment was meant to disorder, the main attack was launched by formed enemy before The only solution was for the enemy Infantry or Cavalry. to deploy their own light infantry skirmishers or perhaps pests with a cavalry attack. chop up the loose order fect rain Ef er T Cavalry –2 Charge into or from Artillery +1 Fire from -1 to Charge into rain er ype our Entire Army No Pursuit River Behind Your River Behind Your Entire Army +2 on Pursuit Rolls if You Lose the Battle Y rain T rrain rrain features may be placed in any of the player’s rrain features were an important part of a commander’s were rrain features er Te Te chose to Wellington decision to fight in a particular area. based on the lay of land. Even defend near Waterloo attacking armies would pick local terrain advantages to anchor parts of their line. After Initiative and Reinforcement are checked, both players can roll for any terrain features that their forces can take advantage of in their three “Battleline” Battle Areas. Each player rolls two dice for each chart below. The first is to determine how many terrain features he can place and the second determines what they are. Te three “Battleline” Battle Areas (one per Area maximum). Special T 1-56-89-10 No Special terrain 11-12 One Special Terrain Special Terrains Two Three Special Terrains T 2 3-45-6 Stream Woods7-8 Hill/ Ridge9-11 Cavalry –1 to Charge into Town Village/ -1 to Fire into or from; 12 River in Front of -1 to Charge into; -1 to Fire into or from; No Charge Combat; 54 Advanced Rules war (suesfor peace)immediately. attempts. If heiseliminated,theFrench playerlosesthe for unitsinthe samebattlearea,and +1inallrally Le Empereur gives+2inallcharge combat(insteadof+1) each scenario, isdesignatedasNapoleon andhisstaff. One leaderunitwithwhich theFrenchplayerbegins Napoleon Rule artillery onthebattlefield inlarge numbers. and inclinationofanation toutilizeandcoordinate mobile r large groups. HorseArtilleryunitsinNapoleon inEurope artillery in“pennypackets” andrarely consolidatedthemin Napoleonic era.However, most nationsusedmobile Horse Artilleryunitsbecame fairlycommonduringthe twice inthesamebattleturn Special: Special: Special: Attacks: Battle Actions: Move: Cost: units witha“HorseArtillery”markerunderthem Horse Artilleryunitsare represented byregular artillery impact ontheoutcomeoflarge battles. traditional infantryorsmallunitsofriflementhat hadlittle units designatedofficially aslightinfantrythatfought use oflarge numbersoftroops asskirmishers, notjust skirmishers onagrandscaletheFrench model. However, manyonlypaidlipservicetotheuseof All majornationshadunitsofRiflemenandskirmishers. epresent not justclassicalHorseArtillery, buttheability Light InfantryunitsinNapoleonEurope represent the 14 2 May execute2BattleActions,butmaynotfire -1 onallfireattackrolls Acts like“Artillery”withthefollowingexceptions: Fire 2 This istheendofAdvancedRules STOP KEY Infantry Cavalry Artillery Leader Naval

Scenario I 56 The Advanced Rules Commitment Rating(c:#), DiplomaticRatings,andSpecialUnitTypes Major Nations France:Britain:Austria:Russia:Prussia: 7 Players: France:Britain:Austria:Russia:Prussia:Spain(A-Historical) 6 Players: France:Britain:Austria:Russia:Prussia(A-Historical) 5 Players: France:Britain:Austria:Russia(A-Historical) 4 Players: France:Britain:Austria(HistoricalorA-Historical) 3 Players: France:BritainorAustria(Historicalonly) 2 Players: Players (andVictory Conditions) Start: Scenario SpecificRules Emperor. Canyouwinagainsttheoddsandbuildanempire? Historically, Napoleonledthemtovictoryandbeganhismeteoricrise shoes, nofood,andpay, butatleasttheyare outnumbered. French “ArmyofItaly”asitprepares toinvadeItaly. Theyhaveno Napoleon hasjustbeengivenhisfirstmajorcommand:Theragtag A great militarycommanderisabouttowalkontothestageofhistory. Scenario I.1796:TheRiseofNapoleon unit, which istakenoutof Paris. scenario. Forexample:A lightinfantryunit isplacedinParis, replacinga regularinfantry The special unittypesreplace aregularunit ofthesame type duringthe setup ofthis *Special UnitTypes ev aar*1011010 0 0 X 1 0 1 4 4 2 3 0 0 X 0 3 4 2 3 5 1 4 0 3 4 1 6 3 X 3 3 1 0 5 3 1 4 3 3 0 X 5 0 5 1 4 5 4 1 3 4 3 3 1 5 Heavy Cavalry* X 4 5 Light Infantry* 4 4 Elite Infantry* 3 4 4 X 4 Spain (C:5) 3 3 Austria (C:7) 3 Ottoman (C:5) 3 Russia (C:6) X Prussia (C:6) Britain (C:8) France (C:9) ■ ■ ■ ■ grabbed theinitiative. cision aboutwhattodonext,aswellthefactthat Napoleon not moveduringtheirfirstturn. Great Britainmovesfirst,Howeverand Austriamay All player-nations beginthescenariowith1PAP. beginning ofthescenario. Great BritainandAustriaarealliedatthe at thebeginningofscenario. France isatwarwithGreatBritainandAustria April, 1796 Spain: Ottoman(A-Historical) rneBianPusaRsi toa uti Spain Austria Ottoman Russia Prussia Britain France This ismeanttosimulatetheirinde- ev aar*1011010 0 0 X 1 0 1 3 3 2 3 0 0 X 0 3 3 2 3 4 1 7 0 3 4 1 5 3 X 3 3 1 0 4 3 1 4 3 3 0 X 3 0 5 1 4 4 4 1 3 4 3 4 1 5 Heavy Cavalry* X 5 5 Light Infantry* 4 4 Elite Infantry* 4 3 4 X 3 Spain (C:5) 3 3 Austria (C:7) 3 Ottoman (C:5) 3 Russia (C:6) X Prussia (C:6) Britain (C:8) France (C:9) Commitment Rating(c:#),DiplomaticRatings,and Special UnitTypes Major Nations France:Britain:Austria:Russia:Prussia: 7 Players: France:Britain:Austria:Russia: 6 Players: France:Britain:Austria:Russia:Ottoman(A-Historical) 5 Players: France:Britain:Austria:Ottoman(HistoricalorA-Historical) 4 Players: France:Britain:Austria(HistoricalorA-Historical) 3 Players: France:BritainorAustria(Historicalonly) 2 Players: Players (andVictory Conditions) Start: Scenario SpecificRules control andlookstorepeat hiscampaignof1796inItaly. mies haveonceagaindriventheirarmiestoherveryborders. Hetakes r A secondwarhasbeenragingfortwoyears.Napoleonjust Scenario unit, whichistaken outofParis. scenario. Forexample: Alightinfantryunitisplaced inParis,replacingaregular infantry The specialunit types replacearegularunitofthe sametypeduringthesetupof this *Special UnitTypes eturned from adisastrous adventure inEgypttofindthatFrance’s ene- ■ ■ ■ ■ loses 3ormoreunitsinanysinglebattle. Russia mustrollvs.herCommitmentRatingifshe France movesfirst. All player-nations beginthescenariowith1PAP at warwithFrancethebeginningofscenario. Great Britain,Austria,andtheOttomanEmpireare alliedand April, 1800 Spain: Ottoman(A-Historical) Ottoman: Prussia(A-Historical) II. 1800:TheSecondCoalition rneBianPusaRsi toa uti Spain Austria Ottoman Russia Prussia Britain France KEY Infantry Cavalry Artillery Leader Naval

Scenario II The Advanced Rules Naval Leader Artillery Cavalry Infantry KEY Scenario III The Advanced Rules 59 France Britain Prussia Russia Ottoman Austria Spain IV. 1805: Dash for the Danube (or The Austerlitz Blitz) IV. (Historical or A-Historical) Ottoman (A-Historical) September, 1805 September, At the beginning of scenario Great Britain, Austria, and Russia with France and Spain (who are allied). are allied and at War France moves first. France starts with 2. start with 1 PAP; All player-nations ■ ■ ■ Scenario his from shining moment. Turning The Austerlitz Campaign: Napoleon’s his Grande Armee planned invasion of England, Napoleon marched an Austrian army at Ulm. France and into Germany to surround across and He then continued his whirlwind campaign by capturing Vienna defeating the combined Austrian-Russian armies at Austerlitz. Scenario Specific Rules Start: Conditions) Players (and Victory 2 Players: France: Britain or Austria (Historical only) 3 Players: France: Britain: Austria (Historical or A-Historical) 4 Players: France: Britain: Austria: Russia (Historical or A-Historical) 5 Players: France: Britain: Austria: Russia: Spain 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical) 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Major Nations Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types *Special Unit Types The special unit types replace a regular of the same type during setup this scenario. For example: A light infantry unit is placed in Paris, replacing a regular unit, which is taken out of Paris. France (C:9)Britain (C:8)Prussia (C:6) XRussia (C:6) 2Ottoman (C:5) 4Austria (C:7) 2 3Spain (C:5) 4 X 4 3 4Elite Infantry* 4 4Light Infantry* 5 4 XHorse Artillery* 5 2 3 4 4Heavy Cavalry* 3 1 4 5 2 4 1 5 0 5 X 3 0 3 1 4 1 3 5 0 3 0 3 X 3 1 5 1 4 3 0 6 0 5 3 2 1 4 3 0 X 0 3 0 2 0 3 3 1 0 0 X 2 0 0 0 0 France Britain Prussia Russia Ottoman Austria Spain III. 1802: Peace and Options (France should be one of them) (A-Historical) (France should be one of them) (A-Historical) Ottoman (A-Historical) April, 1802 France moves first begin the scenario with 1 PAP, All player-nations except France, which has 2. are neutral. All player-nations ■ ■ ■ France (C:9)Britain (C:8)Prussia (C:6) XRussia (C:6) 3Ottoman (C:5) 4Austria (C:7) 3 4Spain (C:5) 3 X 4 4 4Elite Infantry* 4 3Heavy Cavalry* 4 4 X 4 1 1 4 4 3 4 4 4 1 1 5 5 X 3 3 4 1 4 1 4 3 3 X 3 6 1 1 4 3 6 4 3 2 3 4 0 0 X 4 2 4 4 1 1 X 0 0 Scenario 1802 1801 and Amiens in March, The Peace of Luneville in February, to choose a path for France. He chose gave Napoleon the freedom position in Germany France’s build up the Grande Armee and strengthen making a mockery himself Emperor, He also chose to crown and Italy. of the divine right Kings. These actions eventually antagonized and led to war. other rulers of Europe and there- the best starting point for alternate history, This period offers makes the best scenario for a multi-player a-historical game. fore Scenario Specific Rules Start: Conditions) Players (and Victory 2 Players: Choice of 2: France: Britain: Austria: Russia *Special Unit Types The special unit types replace a regular of the same type during setup this scenario. For example: A light infantry unit is placed in Paris, replacing a regular unit, which is taken out of Paris. 3 Players: Choice of 3: France: Britain: Austria: Russia 4 Players: France: Britain: Austria: Russia (A-Historical) 5 Players: France: Britain: Austria: Russia: Prussia (A-Historical) 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical) 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Major Nations Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types The Advanced Rules Naval Leader Artillery Cavalry Infantry KEY Scenario IV KEY Infantry Cavalry Artillery Leader Naval

Scenario V 62 The Advanced Rules unit, whichistaken outofParis. scenario. Forexample:Alightinfantry unitisplacedinParis,replacingaregularinfantry The specialunittypesreplacea regular unitofthesametypeduringsetupthis *Special UnitTypes Commitment Rating(c:#),DiplomaticRatings,and Special UnitTypes Major Nations France:Britain:Austria:Russia:Prussia:Spain: 7 Players: France:Britain:Austria:Russia:Prussia:Spain(A-Historical) 6 Players: France:Britain:Spain:Russia:Prussia 5 Players: France:Britain:Prussia:RussiaorSpain: 4 Players: France:Britain:RussiaorPrussia(HistoricalA-Historical) 3 Players: France:BritainorRussia(Historicalonly) 2 Players: Players (andVictory Conditions) Start: Scenario SpecificRules a victorywouldleavehimtotallydominantinCentralEurope. W Scenario V. 1806–1807:Who’s Next? ev aar*2011010 0 0 0 1 X 0 0 1 4 4 0 2 0 3 0 X 0 3 3 1 2 3 3 0 6 0 3 3 1 4 1 3 X 4 0 3 0 5 3 1 4 0 3 0 3 X 5 0 5 1 6 2 5 4 1 3 Heavy Cavalry* 5 4 3 3 5 Horse Artillery* X 4 5 Light Infantry* 4 5 Elite Infantry* 3 4 5 X 4 Spain (C:5) 3 2 Austria (C:7) 3 Ottoman (C:5) 2 Russia (C:6) X Prussia (C:6) Britain (C:8) France (C:9) ith Austriasubdued,NapoleonpicksafightwithPrussia,knowingthat ■ ■ ■ All player-nations startwith1PAP; Francestartswith2PAP France movesfirst. Great Britain(whoareallied) France andSpainarealliedatwarwithPrussia, Russia,and September, 1806 Ottoman (A-Historical) (Historical orA-Historical) Russia (HistoricalorA-Historical) rneBianPusaRsi toa uti Spain Austria Ottoman Russia Prussia Britain France Commitment Rating(c:#), DiplomaticRatings,andSpecialUnitTypes Major Nations France:Britain:Austria:Russia:Prussia: Spain: 7 Players: France:Britain:Austria:Russia:Prussia:Ottoman(Spain 6 Players: France:Britain:Austria:Russia:Prussia(Spain 5 Players: France:Britain:Austria:Spain(Historical)France/Britain/ 4 Players: France:Britain:Austria(HistoricalorA-Historical) 3 Players: France:BritainorAustria(Historicalonly) 2 Players: Players (andVictory Conditions) Start: Scenario SpecificRules French armyisboggeddowninSpain. A rebuilt Austrianarmylooksforrevenge againstNapoleonwhilethe and theSpanishQuagmire Scenario VI.1809:TheAustrianPhoenix unit, whichis takenout ofParis. scenario. For example: Alight infantry unitis placed inParis, replacing aregular infantry The special unittypesreplace aregularunit ofthesame type duringthe setup ofthis *Special UnitTypes ev aar*3111010 0 0 0 1 X 0 0 1 5 4 0 2 0 3 0 X 0 3 7 1 2 3 3 0 2 0 3 4 1 5 1 3 X 3 0 3 0 3 3 0 4 1 3 0 3 X 5 1 3 1 3 3 4 5 1 3 Heavy Cavalry* 4 3 5 3 5 Horse Artillery* X 2 4 Light Infantry* 4 4 Elite Infantry* 5 3 4 X 4 Spain (C:5) 5 2 Austria (C:7) 3 Ottoman (C:5) 2 Russia (C:6) X Prussia (C:6) Britain (C:8) France (C:9) ■ ■ ■ ■ ■ ■ ■ joins theotheralliance. If RussiaorOttomanjoinsanalliance,theothernation automatically controlling Ottoman) Russia isatwarwithSweden(controlledbywhomever is Russia isatwarwithOttomantheEmpire(bothare active) the scenariowithanUprisingtokenonthem. All SpanishhomelandregionsownedbyFrance,and theTyrol start starts thegameholding“AttritioninSpain”effect card. If theadvancedrulesarebeingused,Spanish or Britishplayer Austria movesfirst. Austria, Britain,andSpainarealliedatwarwith France. April 1809 Ottoman (A-Historical) controlled byBritain)(A-Historical) controlled byBritain)(A-Historical) Austria: Russia(SpaincontrolledbyBritain)(A-Historical) rneBianPusaRsi toa uti Spain Austria Ottoman Russia Prussia Britain France KEY Infantry Cavalry Artillery Leader Naval

Scenario VI The Advanced Rules Naval Leader Artillery Cavalry Infantry KEY Scenario VII The Advanced Rules 65 France Britain Prussia Russia Ottoman Austria Spain (Historical or A-Historical) Ottoman (A-Historical) units not in their capital regions. The the Austrian and Prussian capitals can only be moved, and production be done for them, if that nation joins the anti-French alliance. When they join the anti-French alliance, their commitment Ratings go up by 4 points. (Austria will not join the anti-French alliance until after Prussia has) In a “Historical” game, the British and Russian diplomatic ratings with Austria and Prussia go up 1 point for every Russian unit in the Prussian Homeland after 1812. November, In a game with less than 6 players, Britain controls the Spanish forces. In an “A-Historical” game, France may not break the alliance with 1813 turn. Austria or Prussia (and vice versa), until the January, ■ ■ ■ France (C:9)Britain (C:8)Prussia (C:6) XRussia (C:9) 3Ottoman (C:5) 3Austria (C:7) 3 3Spain (C:5) 4 X 4 4 3Elite Infantry* 5 4Light Infantry* 3 2 XHorse Artillery* 4 5 3 3 3Heavy Cavalry* 3 1 5 6 3 4 1 4 1 5 X 3 0 3 1 4 1 3 5 0 4 0 5 X 3 1 3 2 4 3 0 2 0 3 3 2 2 6 3 0 X 0 3 0 2 0 4 4 1 0 0 X 1 0 0 0 0 Players (and Victory Conditions) Players (and Victory 2 Players: France: Britain or Russia (Historical only) 3 Players: France: Britain: Russia (Historical or A-Historical) 4 Players: France: Britain: Russia: Austria 5 Players: France: Britain: Austria: Russia: Prussia (A-Historical) 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical) 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Major Nations Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types *Special Unit Types The special unit types replace a regular of the same type during setup this scenario. For example: A light infantry unit is placed in Paris, replacing a regular unit, which is taken out of Paris. VII. 1812: Into Russia with Love June, 1812 France moves first. Great Britain, Russia, and Spain are allied at war with France and her allies at the beginning of scenario. France, Austria, and Prussia are allied at war with Russia her allies at the beginning of scenario. All Spanish homeland regions owned by France start the scenario with an Uprising token on them. If the advanced rules are being used, Spanish or British player card. starts the game holding “Attrition in Spain” effect If the advanced rules are being used, Russian player starts card. game holding the “Attrition in Russia” effect In a “Historical” game, France controls all Austrian and Prussian ■ ■ ■ ■ ■ ■ ■ emaining forces marched into the Russian capital to be greeted by into the Russian capital to be greeted marched emaining forces Scenario For five years France and Russia had been at peace, but Napoleon’s frustration at his inability to crush Britain led him try eliminate serious rival on the continent. At same time, only remaining domination of Central of Russia, was tiring France’s Tsar Alexander, was almost inevitable. War Europe. and Western Despite being tied down in a seemingly endless guerilla war Spain, of all 500,000 troops of approximately Napoleon massed a huge force pushed deeper and nations to invade Russia. As this huge force the Russian army fell back, only stopping into the vast Russian interior, to delay the invaders. Straggling, disease, and garrisoning long After a bloody slugging army. supply lines steadily drained Napoleon’s Napoleon’s just outside of Moscow, match at the battle of Borodino r was an eerie Instead of the usual victory parade, there empty streets. burning their silence followed by smoke and flame. The Russians were own capital! army settled down in the Napoleon’s After putting out the raging fires, Only silence came. Realizing that ruins to await the Russian surrender. his army could not supply itself in a dead city deep the enemy’s The back to Poland for the winter. Napoleon decided to retreat country, but degenerated procession, out of Russia started as an orderly march the edges of army, quickly as swarms of Cossacks swirled around killing anyone who lagged behind or went too far afield looking for food. began to and hungry troops tired, And then winter arrived. The freezing, panic, and soon the army became a mob. New Russian armies began and almost trapped them twice. refugees to close in on the French the Niemen 20,000 exhausted survivors limped back across Finally, Russia had gobbled the invasion began five months before. River where up one of the mightiest armies that had ever been assembled. as of invincibility was now as tattered reputation Napoleon’s hung by a thread. and his empire his army, Scenario Specific Rules Start: The Advanced Rules Naval Leader Artillery Cavalry Infantry KEY Scenario VIII The Advanced Rules 67 France Britain Prussia Russia Ottoman Austria Spain (Historical or A-Historical) Ottoman (A-Historical) June, 1815 Great Britain, Prussia, Russia, Austria, and Spain are allies at war with France at the beginning of scenario. France moves first In a game with less than 4 players, Austria controls Russian forces. In a game with less than 5 players, Britain controls Prussian forces. In a game with less than 6 players, Britain controls Spanish forces. ■ ■ ■ ■ ■ est of Europe puts aside their disputes and unites to rid themselves of this est of Europe France (C:9)Britain (C:8)Prussia (C:6) XRussia (C:6) 3Ottoman (C:5) 3Austria (C:7) 3 3Spain (C:5) 4 X 4 4 3Elite Infantry* 3 4Light Infantry* 4 3 XHorse Artillery* 4 2 3 2 3Heavy Cavalry* 3 1 4 4 2 3 1 3 1 4 X 3 0 3 1 3 1 3 3 1 3 0 4 X 3 1 4 1 3 3 0 3 0 3 3 2 2 5 3 0 X 0 3 0 2 0 3 3 1 0 0 X 1 0 0 0 0 Scenario IX. 1815: Not Again! once again. The Napoleon escapes his exile on Elba to become Emperor r them for almost 20 years. that has tortured warlord Can you do better? bid ended at Waterloo. Napoleon’s Historically, Scenario Specific Rules Start: Conditions) Players (and Victory 2 Players: France: Britain or Austria (Historical only) 3 Players: France: Britain: Austria (Historical or A-Historical) 4 Players: France: Britain: Austria: Russia (Historical or A-Historical) 5 Players: France: Britain: Austria: Russia: Prussia 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical) 7 Players: France: Britain: Austria: Russia: Prussia: Spain: Major Nations Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types *Special Unit Types The special unit types replace a regular of the same type during setup this scenario. For example: A light infantry unit is placed in Paris, replacing a regular unit, which is taken out of Paris. France Britain Prussia Russia Ottoman Austria Spain Ottoman (A-Historical) March, 1813 Great Britain, Russia, Spain, and Prussia are allied at war with France. Austria and The Ottoman Empire are neutral. France moves first. Great Britain is at war with the United States, therefore, their navy in the European theatre is weaker than usual, and they lose 2-12 production points (roll two dice) during each Production Phase. This represents resources being sent to fight the war in North America and trade being lost to American privateers. In a game with less than 6 players, Britain controls Spanish forces. In a game with less than 4 players, Russia controls Prussian forces. ■ ■ ■ ■ ■ France (C:9)Britain (C:8)Prussia (C:6) XRussia (C:6) 3Ottoman (C:5) 3Austria (C:7) 3 3Spain (C:5) 4 X 5 4 2Elite Infantry* 4 4Light Infantry* 6 3 XHorse Artillery* 5 2 3 1 6Heavy Cavalry* 3 0 5 5 1 5 1 5 1 5 X 3 0 3 1 4 1 3 5 1 3 0 5 X 3 1 5 0 4 3 0 2 0 5 3 2 1 5 3 0 X 0 3 0 2 0 4 4 1 0 0 X 1 0 0 0 0 Scenario VIII. 1813 – 1814: Defending the Empire Poland, and into Germany, out of Russia through After the horrific retreat wasn’t much left of the Gande Armee. Napoleon rushed back to there led by Meanwhile, the Russian army, France to raise a brand new army. west to avenge the burning of Moscow. swarms of Cossacks, marched Poland and into Prussia. Their appearance gave They advanced through war on Napoleon. the Prussians chance to join them and declare but it was not too late. Empire, coming apart for the French Things were east out of France. Napoleon A new army of conscripts was marching the setback in could still work his magic on the battlefield and reverse strength. the ulcer in Spain continued to sap French Russia. However, Scenario Specific Rules Start: Conditions) Players (and Victory 2 Players: France: Britain or Russia (Historical only) 3 Players: France: Britain: Russia (Historical or A-Historical) 4 Players: France: Britain: Russia: Prussia (Historical or A-Historical) 5 Players: France: Britain: Austria: Russia: Prussia (A-Historical) 6 Players: France: Britain: Austria: Russia: Prussia: Spain (A-Historical) 7 Players: France: Britain: Austria: Russia: Prussia: Spain: *Special Unit Types The special unit types replace a regular of the same type during setup this scenario. For example: A light infantry unit is placed in Paris, replacing a regular unit, which is taken out of Paris. Major Nations Commitment Rating (c:#), Diplomatic Ratings, and Special Unit Types The Advanced Rules Naval Leader Artillery Cavalry Infantry KEY Scenario IX The Advanced Rules Scenario X KEY Infantry Cavalry Artillery Leader Naval 70 The Advanced Rules unit, whichistakenoutofParis. scenario. Forexample:Alightinfantry unitisplacedinParis,replacingaregularinfantry The specialunittypesreplacea regular unitofthesametypeduringsetupthis *Special UnitTypes Commitment Rating(c:#),DiplomaticRatings,and Special UnitTypes Major Nations France: Britain:Austria:Russia:Prussia:Spain: 7 Players: France: Britain:Austria:Russia:Prussia:Spain(A-Historical) 6 Players: France:Britain:Austria:Russia:Prussia(A-Historical) 5 Players: France:Britain:Austria:Russia(A-Historical) 4 Players: Sameas2player. (A-Historical) 3 Players: Eachplayerpicksanation(any).Thentheyeachpickone 2 Players: Players (andVictory Conditions) Start: Scenario SpecificRules alliances andinstabilityasiteventuallydidin1914? has everknown.Butwhatifbalanceofpowerpoliticshadledto Europe settledintooneofthelongestperiodssustainedpeacethatit After theNapoleonicWars ended,thediplomatsdividedspoils,and Scenario X.1820:EveryManforHimself! ev aar*1111010 0 0 0 1 X 0 0 1 5 5 0 5 0 5 0 X 0 5 5 1 5 5 5 0 5 0 5 5 1 5 1 5 X 5 0 5 0 5 5 1 5 1 5 0 5 X 5 0 5 1 5 1 5 5 0 5 Heavy Cavalry* 5 0 5 1 5 Horse Artillery* X 5 5 Light Infantry* 5 5 Elite Infantry* 5 5 5 X 5 Spain (C:5) 5 5 Austria (C:7) 5 Ottoman (C:5) 5 Russia (C:6) X Prussia (C:6) Britain (C:8) France (C:9) ■ France movesfirst. April, 1820(use1800onthetrackandaddtwenty years) Ottoman (A-Historical) choose thealliednationrandomly. (A-Historical) nation tobetheir“ally”.Rollseewhopicksfirst, or rneBianPusaRsi toa uti Spain Austria Ottoman Russia Prussia Britain France France The Advanced Rules 71 maneuvered into battle, in their historically accurate roles. and Artillery is the Cavalry, The proper use of Infantry, key to victory. Realism When investigating the “realism” of a game this type, the player must ask right questions. 1) Do units act realistically? Do they perform their historical role? they interact with each other correctly? 2) Do the battles have the correct feel for period? 3) Do battles give a realistic result? (i.e.: does the system work?) The design tries to achieve a realistic result by answering these questions with a resounding “yes!” The Units Infantry units form the majority of battleline. They are and fire, or also the most versatile, being able to stand off attempt to achieve a decisive result by charging. Lastly, they are cheaper to create, train, and equip than the other two military arms. the battlefield. Cavalry perform many roles on and off These roles are all reflected in the rules: Scouting and Screening (Initiative), Fixing Infantry (Squaring), Charging Pursuing a beaten and Countercharging other cavalry, foe, or protecting their own retreating forces (Pursuit). Artillery of this period were formed into grand batteries to deliver demoralizing bombardments that could weaken line as well their morale. Artillery was the the enemy’s arm that could hurt the enemy at long range, or be devastating at short range. This is represented in of ranged fire. Napoleon in Europe by the overall effect A player with a large advantage in artillery can stand off and make the enemy tough decision whether artillery is an espe- to come at him or retreat. Lastly, counterbalance to cavalry on the battle- cially effective field. Large cavalry units made especially large targets. Design Notes The Concept Napoleon in Europe has been development for four years and has undergone a lot of changes, but the original idea is still present in the design: a boyish love of playing with soldiers. I wanted to create a game in which the players could recreate strategic decisions faced by great generals and statesmen, also deploy their troops and fight out the resulting battles. The game had to have the flavor of period, while remaining fast and playable. I also wanted to allow players play on a large, colorful map-board reminiscent of the military maps on which generals would plan their campaigns. Scale he Whenever a game designer tries to simulate history, must make a decision about scale. What does each piece represent? How many men, guns, horses are in a unit? How much space do they occupy on the battle- field? And how do all these factors relate to each other to give a realistic result? A game of this type that simulates strategic level move- ments and production, as well tactical battles, must abstract quite a bit of the details to work. It would be errand to try assign exact numbers these fool’s things. The units or pieces in Napoleon Europe repre- sent relative strengths of the three main types military When and Artillery. Cavalry, units of the era: Infantry, they are eliminated, it does not mean that all of the men in that unit have been killed, but instead means they have been killed, wounded, captured, demoralized, The result exhausted, disorganized, or simply run away. is that the unit no longer a significant threat. Napoleon in Europe does not pretend to be a hyper-accu- rate tactical simulation of the Napoleonic battlefield. Instead, the tactical portion of game allows players to use the armies that they have built and 72 The Advanced Rules Italy in 1796and almost accomplished in 1815. between them anddefeatthemseparately, as hedidin Confronted byalliedarmies, hewouldattempt tobreak in to retire hurriedly ortoturnandfight atadisadvantage. and threaten itsrear andcommunications, forcing iteither bones) was toenveloponeoftheenemy army’s flanks His favoritestrategy(to reduce the subject toitsbare stronger atthedecisivepoint. army againstportionsof theenemy’s, thusbeing marching andmaneuvering,tothrow themass ofhis When badlyoutnumbered hemanaged, byswift might beforced todosobyathreat totheircapital city. solved. Iftheenemydid notwanttoriskabattle,they That done,anyremaining problems couldbe easily objective: thehostilearmy, which he intendedtodestroy. In everywarhe(Napoleon)hadoneclearlyidentified Napoleon’s Strategies art ofusingbattlestowinthewar. –Clausewitz T Chapter XXVIStrategyandTactics Grande Armee Excerpts from the game.) interesting howmanyoftheseinsightshaveparallels in of booksthatIhavereadaboutthesubject.It isalso valuable informationinthisonechapter, thanindozens has beenwrittenaboutthesesubjects,butthere ismore strategy andtacticsoftheNapoleonicera.Quite abit (Note: Thefollowingquotesoffer greatinsightintothe the battle. effectively itwillattack,andthelongerstayin leadership. Themore“leaders”anarmyhas,the experience, training,commandcontrol,morale,and things beyondonesinglegeneral.Theyrepresent Leaders inNapoleonEuroperepresentmanyabstract actics istheartofusingtroops inbattle;strategyisthe Swords Around AThrone –Napoleon’s by JohnR.Elting for his blow. to supportit, andconcentratedthe forces selected selected the pointforhismainattack, massedhisartillery As thisattrition “ripened”thebattle, Napoleon his battlelines. pinned theenemytohis positionandgraduallybroke up divisions delivered aseriesofjarring localattacksthat “combat d’usure” (wearingdown), as French corps and shaky orunwaryenemy units.Thenfollowedthe advance oftheirinfantry; corpscavalrydartedinupon sional andcorpsartillery wentintoaction,oftenin enemy totheirfront inaheavyfire fight.Behind themdivi- weak pointsinthehostile positionandtyingdownthe advance guard, theirlightinfantry probing to develop came up,theywentinto actionontheflanksof to sensetheshapingof hisbattle.Astheothercorps of theGrandeArmeeandgivingNapoleonan opportunity hung ongrimly, formingapivotofmaneuverfortherest advance ortofixamaneuveringenemy. Thereafter it guard wouldstrikeatonce,whethertoblockanenemy oped theenemy’s generalposition,theFrench advance Pushing hard afterthecavalryscreen, whichhaddevel- r troops, abletotakecare ofthemselvesandquickto bandes were, theyhadtobewell-trained,well-disciplined Highly effective thoughthesetirailleursengrandes offensively anddefensively. tirailleurs engrandesbandes–couldbeemployed both formation –actuallytheequivalentofRevolutionary rather thankeepthemstandinginstiff ranks.This skirmish line,usingallavailablecoverandfiring atwill take openorder andfightasaheavy began, mostFrench generalspreferred tolettheirfront line with thebayonetwithoutdeploying.)Once fire fight weak, theFrench commandermighttrytobullonthrough opened fire. (Iftheenemywasinobviousdisorder or leading battalionsdeployedfrom columnintolineand Once contactwiththeenemywasestablished, The NapoleonicBattlefield(Tactics) eform inline,columnorsquare. The Advanced Rules 73 them. Besides preparing the way for French attacks, they the way for French them. Besides preparing on other parts of the could be used to keep up pressure commanders to mass their enabling French front, enemy’s critical points. Whole demi-brigades, espe- at more troops might be used thus as tirailleurs en cially of light infantry, grandes bandes. of light infantry might be employed as Whole regiments skirmishers to cover a corps’ deployment. At Auerstadt in which formed the advance guard 1806, the 13th Legere, division, shook out as skirmishers to shield of Morand’s its of the division from the deployment of rest into a line of battalion columns. of march Cavalry strategic mission was to scout ahead The ’s and to the flanks of Grande Armee, covering its It must advance with a “vigilant and courageous screen.” detecting his maintain close contact with the enemy, leaving him blind his cavalry, movements and driving off balance. and off immediate mission was to After a victory the cavalry’s heels, harassing and delay- enemy’s keep on the retreating Seemingly ing his columns and seeking to head them off. cavalry in practice. Your difficult that was extremely easy, was usually weary and also gripped by the emotional let- down that follows a battle won, while your enemy had every incentive to get far away as fast he could. The tactical employment of cavalry on the battlefield had was in its several governing rules. While its main effect shock action, Napoleon cautioned that “it is not only its formation and success; it is order, velocity that insures A succession of shocks employment of reserves.” proper than a single big one; moreover, effective was much more when used cavalry was most effective each supporting and pro- together with infantry or artillery, tecting the other. By that time the enemy was badly shaken and had usually piecemeal, as one committed his reserves, was in danger of section after another of his front intensified; the massed guns artillery fire cracking. French into practically point-blank range of pushed forward were the enemy line, which they literally blew apart. Through the Cavalry Reserve – dra- poured the gap thus created of goons, , carabiniers – completing the rupture it up. line and swinging right left to roll the enemy’s now along the front The secondary attacks elsewhere to launch a pursuit. home; light cavalry regrouped drove Light Infantry and Skirmishers generals’ main implement for the French Skirmishers were softening the enemy lines. Coming on in their swarms, ducking and active as squirrels,” “sharp-sighted as ferrets one bit of cover to the next, they shot and dodging from only fleeting tar- lines to tatters while offering the enemy’s gets themselves. Artillery seconded their work. The bat- talion columns meanwhile moved up the points selected for their attack, usually rapidly toward fixed by the an enemy already getting little attention from by artillery. skirmishers and battered Once within striking distance, the columns closed up, then went for the enemy line at double with bayonet; the skirmishers rallied between columns and big kept shooting. That was important: Columns were the enemy must power; therefore and had little fire targets be kept busy until the last instant. the In cold fact, most armies of that period regarded to be given as soon as the final blow, bayonet charge lines into disorder. the enemy’s had thrown their fire a swarm of bees. If The skirmishers did indeed resemble shooting they drifted away, by enemy infantry, charged they followed it recoiled, when the charge as they retired; back, still sniping. In open country sudden cavalry might cut them up, but veterans learned to rally in charges or tight little buildings, clumps of trees, bayonet-bristling knots until their supports could rescue 74 The Advanced Rules the squares. Infantry skirmishers could pick off the enemy coming upintocanister range orlessand blastinggaps in much easier byartilleryandinfantry support,theguns usually adifficult, costly business,butitcould bemade r When indanger ofbeingcharged bycavalry, infantry Infantry Squares andCombinedArms that seemstohavebeen unusual. On occasion,goodinfantry inlinedidbeatoff cavalry, but for theinfantrytofire effectively. and toattackitfrom theflank,which madeitimpossible Dealing withinfantry, cavalrypreferred tocatchitinline seldom heavyoraccurate enoughtostopregular cavalry. almost certaintobebroken, since its fire was r Mounted cavalryfire wasseldomofmuchuse.Acavalry overwhelmed. Light cavalrycharged bycuirassierswasusually advance attherunexhaustedhorses. ranks foranydistanceatthegallop,andtoolong an Poorly trainedandmountedcavalrycouldnot keeptheir their victoriousenemies. were theheaviest,sincetheyhadtoturntheirbacks to disengageandescapefrom themeleethattheirlosses It waswhenonesidehadenoughfighting andtried full tiltandtokeepupthatdrivethrough themelee. and leadershipwere essentialtoramthecharge homeat superior strength andweightasaweapon.Determination would helpifthecavalrymanknewhowtouse hishorse’s and more tightlycontrolled units.Beingbettermounted combats began,victorygoingtothebetterswordsmen in theopposingline,andameleeofhand-to-hand leading ranksnaturallyheadedforthegapsandintervals r frequently broke before actualcontact andheadedforthe In cavalry-against-cavalryactions,onesideortheother outinely formed squares. Demolishingthosewas egiment thathaltedtofire atcharging enemy cavalry was ear. Whenneithersideflinched,thehorsesof the siege. Second-line troops would beassembledtoconduct troops toblockadethe place, andcontinueits advance. if confronted byafortress, itwould drop off sufficient seldom troubled itselfwith conductingsieges. Instead, As itmoved intohostileterritory, theGrandeArmee Napoleonic warfare. the siegeofToulon, siegeshadarelatively smallpartin Though Napoleonfirst won fameandpromotion during Sieges the rest togetaheadofhimandblock hisretreat. with partofyourforces tokeephim from rallying, anduse Pursuit tacticsnevervary: Pushtheenemyfrom behind Pursuit more thanyouwere hurtingtheirs. there wasnoothertarget oritwashurtingyourtroops Artillery seldomdueledwiththeenemyartillery unless the vitalpointandputdownanaccurate,continuous fire. The problem wastomassthegunsrapidlyenoughat line withoutprohibitive lossestothecrews. could literallyblowawaygreat sectionsoftheenemy’s Therefore massedguns,properly emplacedandserved, fire canisteraccuratelyuptobetween400and600yards. a batteryofartilleryat200yards, whereas artillerycould these warswasthataninfantrymanwoulddo welltohit forward asthebattle“ripened”.Abasictacticalfactof employed hisgunsincreasingly inmass,movingthem Artillery tacticswere comparativelysimple.Napoleon Artillery artillery. squares, whichmadebigtargets fortheirinfantryand charge, cavalrycouldforce theenemyinfantrytoform As anothertypeofcoordinated action,bythreatening to conqueror.) Bras andWaterloo hadalarge partinmakingWellington a officers. (Ney’s neglect ofsuchcoordination atbothQuatre- The Advanced Rules 75 Russian The Grande Armee Ascendant 1803 intense training from The Grande Armee received mid 1805 at the so-called Boulogne encampment, through which was actually a string of camps along the English Channel coast. was the vast 1805 onward) important (from Even more artillery of French and efficiency in the strength increase took over which, especially the artillery, and cavalry, much of the skirmishers’ mission shattering enemy masses of heavy cavalry could exploit a line. Charging rapidly than infantry columns. far more breakthrough Dilution of the Grande Armee such extensive soldiers received After 1808 fewer French hasty mustering it was down to the training. By 1813’s essentials, which Napoleon defined as forming barest the French (Allied cavalry vastly outnumbered square horsemen), forming columns, and shooting with emphasis on individual marksmanship. use of heavier was an increasing After 1807 there formations, though never to the extent that would justify righteous indignation. For one thing, the all of Oman’s for another the larger; Grande Armee and its units were tighter requiring of partially trained recruits, proportion was higher. control, 76 The Advanced Rules Minifigs make outstanding15mmscale figures. metal miniatures. Manufacturerssuch asEssexand (and alotof variety)maybeachieved bypurchasing While plastic piecesmaybepainted, thebestresults from Italeri. “the Emperor”thereisa greatNapoleonpieceavailable from thevariousnations. Ifyouwouldliketorepresent variety (Cossacks,Turkish Cavalry, etc.)orspecificpieces San Diego).Additional piecesmaybepurchasedtoadd Company, Stad’s, Toy Soldier HQ,andToy Soldiers of The Toy SoldierCompany, TheMichiganToy Soldier from Esci,Italeri,andHaT (Theymaybeorderedfrom many greatplasticminiatures thatarecurrentlyavailable scale) toallowplayers to supplementourpieceswiththe We Supplemental Pieces May 2002 Paul E.Niemeyer Although hisraceisrun,itnowminetofinish. fleeting timehewasamongus. my own.Hisundyingsupportandlovelivebeyond the love, butnothisthoughts.Heknewmythoughts were to approachallthingsasablindman.Hegave mehis only blindpeople."Myfather'sgreatestlesson tomewas to God,accostonlythethingswhicharesafe, andmeet The MasaitribeofAfricahasafarewellthatgoes, "Pray memory ofmylovingfather, EdwinNiemeyer. It ismyprofoundhonortodedicateartwork tothe April, 2002 Glenn Drover Enjoy. I experiencedwithgameslikethiswhenwas young. hope thatitwillbringthemsomeoftheenjoyment It hasbeenalaborofloveforme,andpartthatisthe I wanttothankthosethathavepurchasedthisgame. Final Words andCredits

decided tocreateouroriginal piecesin1/72(HO could not havepublished this product. project and this company. Without your support,we Special thanks toallthosewhohave supportedthis Jack Provenzale, MaggieSchmidtand ChristineDrover Proof Reading: AlfredoLorente,Michael Eckenfels, Thom Jones,ChrisNelson Maslan, NickSzegedi,Pierre Szegedi,MikeMcMahon, John Pskin,ChristineDrover, MaggieSchmidt, Thomas MattJacobs; Provenzale, BruceShelley, BillWiersema, KevinJones, Lorente, PatrickProvenzale, Geoff Zoeller, James JackProvenzale; Glenn Drover, Brian Ritzenthaler,Provenzale, PaulNiemeyer, Jack Christopher Murphy, Alfredo Playtesting: NealChukermanand Plastic Production: Production &Assembly: JamesProvenzaleand Legal: KeithRocco Graphic Design&Layout: KeithRocco, PaulNiemeyer Sketches andSelectedArtwork: GlennDrover Gameboard &ComponentArt: Box CoverArt: Game Concept&Design: Games websiteat painting tips,oranyotherinformation,visittheEagle For tacticalbattlescenarios,FAQ, DiscussionForums, More Information www.eaglegames.net Solutions Advanced Molding Chukerman Packaging Scott Chukerman; Provenzale &Criter Jacoby O’Connor Adrian George The Advanced Rules 77 ttack . .39 w Unit Types w Unit . .53 ctical Movement . .39 inning the Battle . .42 oduction . .31 esign Notes . .71 etreat . .43 ttacking . .39 attlefield Diagrams . .38 attle Actions . .39 actical Battles . .37 ursuit . .43 olitical Actions and Diplomacyolitical Actions . .32 equence of Battle . .39 Formationquare . .41 tandard Battle Example Battle tandard . .44 ntroduction . .50 Pr P T B S B Ta A Fire A Charge Attack . .40 S Cancelling A Cavalry Charge . .41 Leaders and Rallying . .42 W R P S I PlayCard . .50 Ne Scenarios . .55 D Advanced Rules . .50 Index to Winto . .7 ement . .9 al Battles . .30 v w to Win (VictoryWin Conditions)w to . .22 v terception . .29 efinitions . .21 ational Special Rulesational Special . .29 ame Components . .4 asic Tactical Battles Example Battles Tactical asic . .14 nding the Game . .24 actical Battles . .12 ieces . .24 ettin Up The Game . .7 The Game ettin Up equence of Play . .22 ea Movement . .28 G The Gameboard . .5 The Pieces . .6 How S of Play and Sequence Turns The . .9 Mo Allied Nations . .10 Cards . .10 T B D S Ho E P Land Movement . .27 S In N Na Introduction . .3 Basic Rules . .5 Standard Rules . .21 North or South? Finally! The is a game of A boardgame version of the Game Features: grand strategy and tactical battles during award-winning PC strategy game. 884 plastic miniature pieces (22 unique sculptures) the epic struggle that divided the United representing cities, settlers, armies, navies, & artillery Create a civilization to stand the from four different historical eras (Ancient, Medieval, States. The players take control of the test of time. Start with one small , and Modern) war effort of the North as they attempt to village in 4000 B.C. Move your An enormous 46” x 36” mounted gameboard featur- save the Union, or the South as they settlers out to explore the world, ing the artwork of Paul Neimeyer attempt to gain independence for the discover hidden treasures (or 3 sets of rules (Basic, Standard, & Advanced) that Confederacy. They can lead armies into dangers), and create new cities. allow anyone to play a game that’s perfect for them battle, build their navy, emancipate the Over 100 full color Technology and Wonders Cards slaves, enact conscription, or attempt to Will your Civilization rise or fall? 2-6 Players influence European involvement in the Play Sid Meier’s Civilization®: The struggle to tip the balance. Refight the Boardgame and rewrite history! war, and change the course of history. Game Features: Conquer the World! Four Hundred magnificently sculpted miniatures Game Features: that represent the various types of units that War! Is a game of empire building, made up the armies of the era. exploration, economic expansion, Eight Hundred detailed miniature pieces representing armies of infantry, cavalry, artillery, and leaders, as A gigantic 46” x 36” gameboard representing technological advancement, diplomacy, well as ports, cities, factories, railroads, forts, explor- the Union, Confederacy, the border states, and and tactical battles in the age of ers, engineers, native armies, and fleets of warships. parts of Mexico and Canada at the time of the Imperialism (1830–1900). Players rule Civil War. A gigantic 46” x 36” gameboard representing the one of the great powers of the era as world in the late1800’s (the age of Imperialism). 3 sets of rules from Basic to Advanced. they attempt to carve out an empire. 3 sets of rules from Basic to Advanced. The basic rules allow the players to dive right in Should they build up their army or and start playing. Easy to play “Basic Rules” allow anyone to get right economy? Negotiate or attack? Spend into the game, while the “Advanced Rules” create a Advanced Rules allow a more detailed and more in-depth experience. historically accurate simulation of the conflict. on research or a new fort to protect 2 to 6 players 2 to 4 players the frontier? Recreate the entire war in an afternoon. www.eaglegames.net ©2001 Eagle Games, Inc.