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TRANSCRIPT
Drums & Muskets Series Rules v1.0 1
© 2012 Frank Chadwick and Victory Point Games
Drums & Muskets Battles in the Age of Reason
Table of Contents
[1.0] INTRODUCTION ..................... 1
[2.0] GAME EQUIPMENT ............... 1
[3.0] SETTING UP THE GAME ....... 2
[4.0] SEQUENCE OF PLAY ............. 2
[5.0] TACTICAL CARDS ................. 3
[6.0] FACING & ZONES OF CONTROL . 3
[7.0] MOVEMENT .......................... 4
[8.0] HIDDEN UNITS & DISCOVERY ... 5
[9.0] COMBAT ................................ 5
[10.0] ROUT AND RALLY ............... 8
[11.0] CORPS MORALE ............... 10
[12.0] ADMINISTRATION ............. 11
[13.0] HOW TO WIN .................... 11
[14.0] DESIGNER’S NOTES .......... 11
LEUTHEN EXCLUSIVE RULES ..... 12
[15.0] HISTORICAL NOTES ......... 14
[0.0] USING THESE RULES New gaming terms, when they are initially
defined, appear in dark red lettering for quick
referencing.
The instructions for this game are organized
into major “Rules” sections, as shown in large green CAPS font, and represented by the
number to the left of the decimal point (e.g.,
rule 4.0 is the fourth rule). These rules generally
explain the game’s components, procedures for
play, the game’s core systems and mechanics,
how to set it up, and how to win.
With each Rule, there can be “Cases” that
further explain a rule’s general concept or basic procedure. Cases might also restrict the
application of a rule by denoting exceptions to
it. Cases (and Subcases) are an extension of a
Rule, shown in the way that they are numbered.
For example, Rule 4.1 is the first Case of the
fourth Rule; and Rule 4.1.2 is the second
Subcase of the first Case of the fourth Rule.
Important information is in red text.
References to brief examples of a Rule or Case are in blue text and this font.
Text in shaded boxes, like this, provides the
voice of the game’s designer, who is addressing
you to explain an idea or concept that is not,
itself, a Rule or a Case.
[1.0] INTRODUCTION Drums & Muskets is a game system that
recreates battles of the 18th Century, from
roughly the adoption of the socket bayonet through the French Revolution. This
Standard Rules booklet applies to every
game in the Series, each of which also has its
own Exclusive Rules.
Game Scale: Each game in the Series has its
own scale for measuring time, distance (per
hex) and unit aggregation (how many troops
each piece represents) as stated in its Exclusive Rules.
[2.0] GAME EQUIPMENT The Game Map: The playing area features a map portraying the areas where the battle
took place. There is a hexagonal grid
superimposed over the map to regulate the
placement and movement of the pieces.
The Playing Pieces: The cardboard game
pieces represent participating military units
and Dummy units (used to confuse the
enemy), as well as several markers used to track certain game information.
The military units are rectangular to show the
linear formations used throughout this era.
Read the information on them as shown:
Unit Type designates the dominant troop type in the formation. In addition to Dummy
units, unit types include:
Infantry Light Infantry Cavalry
BACK Facing Edge
FRONT Facing Edge
Unit designation
Corps / Wing identification
Heavy Artil-lery present
Unit Type symbol
Combat Strength
Morale Rating
Movement Allowance
2 Drums & Muskets Series Rules v1.0
System Development by Bryan Armor and Alan Emrich
Corps/Wing Identification: The wing or
corps of the army to which the unit belongs. In some games, this is omitted and all the
troops of that side are treated as a single
corps.
Unit Designation is usually the name of the commander of the unit and is included purely
for historical interest.
Combat Strength is the relative strength of a
unit when engaging in combat.
Heavy Artillery Present Designator is an
indicator of whether the unit includes one or
more batteries of heavy guns.
Morale Rating is a measure of the spirit and cohesion of the unit, used when the unit must
make a Morale Test.
Movement Allowance is the maximum num-
ber of clear terrain hexes through which a unit may move in a single Movement Phase.
Each unit has its values on the front and its
national symbol on the back, called the
Hidden Side. Note that one or both armies
may include Dummy units that have only a
Movement Allowance on the fronts and the
Hidden side symbol on their backs.
Cards: Each side has their own set of cards that generate certain game activities.
Game Charts, Tables, and Tracks: Some of these are found on the map, while most are
found on the Player Aid mat.
● The Game Turn Track indicates the
current Game Turn.
● The Morale Track on the Game Map
indicates the Morale State of each corps.
● The Sequence of Play outlines the Phases
conducted during each Player’s turn.
● The Terrain Effects Chart provides
information about the effects of terrain on movement and combat.
● The Combat Results Table is used to
resolve attacks between units.
The six-sided die (H), which you must pro-vide, is used only with the Combat Results
Table to determine attack outcomes. The die
has nothing to do with unit movement.
[3.0] SETTING UP THE GAME First, the players must determine which side they will play. Each game’s Exclusive Rules
provide the rest of its set up instructions,
including how each player establishes their
initial card hands and Draw Piles. In general,
however, both players separate any units
which are scheduled as Reinforcements and
then place all remaining units, and any
Dummies, on the set up hexes indicated in the Exclusive Rules. All units are placed with
the Hidden Side up, facing as indicated.
Additional details and instructions unique to
the specific battle will be provided in the game’s Exclusive Rules.
[4.0] SEQUENCE OF PLAY These games are played in Game Turns, each of which is composed of two Player
Turns. The number of Game Turns is
specified in the game’s Exclusive Rules and
shown on its Game Turn Track.
During each Game Turn, the players alternate
maneuvering their units and resolving
Attacks in the sequence outlined below. At
the conclusion of the last Game Turn, the Victory Conditions are consulted and the
winner is determined.
The Game Turn
Each Game Turn is divided into two Player Turns, a First Player
Turn and a Second Player Turn.
Each game’s Exclusive Rules indicate which side is the First Player (with
the other side the Second Player). Each
Player Turn is divided into distinct activities
called Phases. Some Phases are further subdivided into Steps that are conducted in
sequence to organize the activities of that
Phase.
Card I.D. number
Event Title
Deck Nationality
Graphic (no gameplay effect)
When card is played
Card’s actual gameplay effect
effect
Deck Nationality Historical ‘flavor’
text (no gameplay effect)
Drums & Muskets Series Rules v1.0 3
© 2012 Frank Chadwick and Victory Point Games
The First Player Turn
1. First Player Movement Phase: The First Player places Reinforcements due to
arrive that turn, if any. The First Player
may play one Tactical card appropriate to
this Phase, if desired, and afterwards the Second Player may likewise play one
appropriate Tactical card. The First
Player may then move all, some or none
of his units, as desired, per the rules for Movement (7.0), Zones of Control (6.0),
and Terrain Effects (see Player Aid).
2. First Player Discovery Phase: All
Hidden units of both players that are adjacent to an enemy unit (either
Discovered or Hidden) are flipped to their
Discovered side.
3. First Player Combat Phase: All Attacks and Supporting Fire (9.2) are declared.
Then the First Player uses his units to
attack enemy units (9.0) in any order he
desires.
4. First Player Administrative Phase:
A. Remove all revealed
Dummy units from the
map.
B. Both players check their Corps Morale
markers and implement
effects based upon newly
Demoralized corps.
C. The First Player discards any cards in
his hand that he desires and then draws
as many additional cards as necessary to
bring his hand back up to its Maximum Hand Size (5.2).
D. The First Player Rallies one Routed
unit automatically, and attempts to Rally
his remaining Routed units (10.2).
E. Determine if either side has won an
Immediate Victory (13.0).
The Second Player Turn
Repeat Phases 1 through 4, above, reversing the roles of the First and Second Players.
5. Second Player Movement Phase
6. Second Player Discovery Phase
7. Second Player Combat Phase
8. Second Player Administrative Phase:
In addition to the other actions, advance
the Game Turn marker one space on the
Game Turn Track or, if the last turn was
just completed, stop play and determine victory.
[5.0] TACTICAL CARDS General Rule
Each side has its own deck of Tactical cards
(“cards”). These are played as desired when
specified on each card and replenished during
that player’s own Administrative Phase. They can affect movement, combat, morale,
etc., with effects that vary from game to
game and, if needed, elaborations regarding
those effects are in a game’s Exclusive Rules.
[5.1] Card Types: Most cards, after being
played, are placed face-up in a Discard Pile
next to that side’s Draw Pile. The exception
are cards that state, “remove this card from
play”; these cards represent unique events
and, after being played (not just discarded),
they are set aside and not placed in the
Discard Pile for reuse.
When the last card in a deck is drawn,
immediately reshuffle the discards and form
a new, refreshed Draw Pile with them.
[5.2] Card Hand Size / Draw To Limit: The Exclusive Rules for each game indicate how
many cards each player receives during set
up. That number is also that player’s
Maximum Hand Size.
[6.0] FACING AND ZONES OF
CONTROL Each unit must face either a hex side or a hex
vertex at all times (see diagrams below).
Each Hidden unit has a Zone of Control
(“ZOC”) that consists only of its two Front
hexes, if facing a hex vertex, or three Front
hexes if facing a hex side. The other, non-
Front hexes surrounding it are its Flank
hexes. Each Discovered non-Dummy unit
also has that same ZOC, but Dummy units,
ZOC
ZOC
Flank
Flank
Flank
Flank ZOC
ZOC
ZOC
Flank
Flank
Flank
4 Drums & Muskets Series Rules v1.0
System Development by Bryan Armor and Alan Emrich
once revealed (8.0) have no Zones of
Control.
Effects of ZOCs and Flanks
Enemy units’ Zones of Control and Flanks
have the following important effects:
[6.1] Movement Effect: A unit entering an Enemy Zone of Control (“EZOC”) must
immediately end its hex-by-hex movement
for that Movement Phase, even if it has not
spent its entire Movement Allowance for that turn. It can still pay one Movement Point to
change its facing (7.2) after entering an
EZOC, if it has one Movement Point
remaining.
Units can freely leave EZOCs without
penalty, but they cannot move directly from
one EZOC to an adjacent EZOC.
[6.2] Combat Effect: Units attacking from the target unit’s Flank hex receive a strength
bonus (see 9.4). Steady (10.0) units that must
Retreat into an EZOC automatically Rout
(10.1), while Routed and Shaken units that must do so are eliminated (10.2 and 10.3).
[7.0] MOVEMENT During your Movement Phase, you may move all, some or none of your units as you
desire. Units can move in any direction or
combination of directions unless restricted
from doing so by terrain, facing, or the
presence of the enemy.
Procedure
Units must move one at a time, tracing a path
of contiguous hexes. As each unit enters a hex, it spends 1 or more Movement Points
from its Movement Allowance to do so.
Restrictions and Prohibitions
[7.1] Which Units Can Move: Only units facing a hex vertex can move. A unit can
only move into one of its two Front Hexes
(6.0), with this exception: A unit facing a hex
vertex can always move a single hex in any direction by expending its entire Movement
Allowance for the Phase and ending facing
the same direction as when it started,
provided it does not move directly from one EZOC to another (see 6.0).
[7.2] Changing A Unit’s Facing: A unit can
change its facing by 60 degrees up to one hex
side OR one hex vertex, OR can change its
facing by 30 degrees from a hex side to its
adjacent vertex or vice versa. A unit can make one such facing change for free at the
start of its movement. Additional facing
changes made that turn, either before moving
into a vertex Front hex, or after doing so, cost one Movement Point each.
Alternatively, a unit can change its facing to
any hex side or vertex in the hex it occupies,
by paying its entire Movement Allowance for that turn to do so.
[7.3] Strict Sequence: Movement never
takes place out of sequence. You can only
voluntarily move your units during your own Movement Phase. Each unit must complete
its entire move for that turn before you move
another unit.
[7.4] Speed Limit: A unit cannot exceed its Movement Allowance during a friendly
Movement Phase, with this exception: a
unit can always move 1 hex per friendly
Movement Phase (as long as it is not into a prohibited terrain hex or across a prohibited
hexside, or through
enemy Zones of
Control, see 6.1), even if it does not
have sufficient
Movement Points to pay the entire cost.
Example: An infantry unit with a Movement Allowance of 2 could cross a Stream hexside into a Woods hex, even though this costs 3 Movement Points. This would end that unit’s movement for the turn.
Each unit can expend all, some or none of its
Movement Allowance every friendly Movement Phase. Unused Movement
Points cannot be saved from turn to turn, nor
transferred from unit to unit.
[7.5] No ‘Take Backs’: All movement is final once a player’s hand is withdrawn from
the unit he is moving. Players cannot change
their minds and retrace a unit’s movement.
This Case must be strictly enforced. During the campaigns of this era, it was common for
units to be sent in the wrong direction at key
points, with nearly disastrous results.
[7.6] Terrain Effects: Normally, units pay 1
or 2 Movement Points to enter each hex,
depending on the terrain type in the hex (see
Drums & Muskets Series Rules v1.0 5
© 2012 Frank Chadwick and Victory Point Games
the Terrain Effects Chart on the Player Aid
mat). These special Cases also apply:
[7.6.1] Road Movement: A unit uses
Road Movement by spending part of its
Movement Allowance to move directly
from one Road hex directly to another, connected Road hex. Each hex entered
costs only 1/2 Movement Point regardless
of the other terrain type entered or hexside
crossed.
[7.6.2] Hexsides: Some terrain hexsides
cost a penalty to cross in addition to the
cost to enter the hex on the other side.
[7.7] Other Units: A unit can never enter a hex containing an enemy unit. A unit may
freely enter a hex containing a friendly unit
during movement but may not end its
movement in a hex with a friendly unit. (i.e., no “stacking.”)
A player may voluntarily remove any friend-
ly Dummy unit from play during movement.
Sometimes this will be necessary to allow a real unit to occupy a critical position
currently held by a Dummy unit.
Movement Example
It is the Prussian (blue) Player Turn and along part of his line he advances his units as shown below. Note that no cards were played at this time affecting these moves.
The Ferdinand (4-6-2) unit on the left advances one space forward to the right hex of its vertex facing, up a Slope hexside for 1 Movement Point (MP). It has entered the enemy unit’s Zone of Control and must cease its hex-by-hex movement for that turn (6.1). It then changes its facing by 30 degrees to its right to face that hexside, spending
its second and last MP. An adjustment that small would have been free prior to moving, but units can only move when facing a vertex, so this rotation was made after moving at a 1 MP cost.
The Bevern (3-6-2) unit moves straight into the adjacent Woods hex for 2 MP. Finally, the Zieten (2-6-3) cavalry unit crosses the Stream hexside (1 MP) into a Clear hex (1 MP), and then moves into another Clear hex (1 MP), for a total of 3 MPs.
[8.0] HIDDEN UNITS AND
DISCOVERY During each player’s Discovery Phase, all
Hidden units belonging to either player that are adjacent to an enemy unit (Discovered or
Hidden) are flipped to their Discovered side.
When revealed, Dummy units (which are
units in most every respect, such as having a Zone of
Control while Hidden,
stacking, etc.) remain on the map, in play, until Attacked (when they are automatically
eliminated, 9.0) or Step A of the next
Administrative Phase occurs (when all
revealed Dummy units are removed). Dummy units, themselves, cannot participate
in an Attack as they have no Combat
Strength.
Dummy units are actually small detachments of light cavalry and/or infantry making a
show of presence in that hex.
Discovery Example
Continuing with the previous example, the opposing Austrian units are revealed as shown.
[9.0] COMBAT During your Combat Phase, all of your non-
Dummy units can attack into their Front
hexes (6.0) against enemy units located there
(Dummy units cannot attack.) Attacking is
completely voluntary; units need never
attack.
11 22 11
11
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6 Drums & Muskets Series Rules v1.0
System Development by Bryan Armor and Alan Emrich
An Attack is made during your own Combat
Phase against one enemy-occupied hex (the “Target hex”), and is made by any or all of
your units that are adjacent to that hex. A die
roll determines that Attack’s outcome.
Procedure
The Attacking Player (“Attacker;” i.e., the
player whose Combat Phase it is) declares
all his Attacks (see 9.1), and resolves all of
them individually in any order he desires.
Automatic Victories
When a Dummy unit (8.0) is
Attacked, it is automatically
eliminated. Likewise, when a Routed unit faces an Attack by
any unit, it Routs again and is
automatically eliminated. Skip the Attack Sequence (below) for that Attack and
perform only the Attacker’s Advance After
Combat (9.5.3).
The Attack Sequence
All declared Attacks are resolved one at a
time, in any order the Attacker desires. For
each Attack, follow this exact sequence:
1. Total the Combat Strengths of the Attacker’s units in that Attack, taking
Artillery (9.2.1), Flank Attacks (9.4) and
Terrain Effects (9.3) into account.
2. Note the Combat Strength of the Defending unit in the Target hex.
3. The Attacker may play one “Step 3” card
at this time. Afterward, the Defender may
play one “Step 3” card (with full know-ledge of the Attacker’s card play choice).
4. Compute the Combat Differential
(Attacker’s Strength minus Defender’s
Strength) and find that column on the Combat Results Table (CRT). Attacks at
a Differential less than -1 are prohibited.
5. The Attacker rolls the die, cross indexing
the resulting Row with the CRT Column to obtain the Attack Result.
6. Apply the Attack Result, including Retreat
(9.5.1), Morale Test (9.5.2), and Advance
After Combat (9.5.3). The Attacker may play one “Step 6” card at this time. After-
ward, the Defender may play one “Step 6”
card (with full knowledge of the Attacker’s
card play choice).
When all previously declared Attacks are
resolved, that Combat Phase is over.
[9.1] Declaring Attacks and Supporting
Fire: The Attacker must declare all of his
Attacks for that turn at the beginning of his
Combat Phase, choosing which hexes containing his units will attack through their
Front hexes (only) against which adjacent
hexes containing enemy units. This includes
Attacker artillery Supporting Fire (9.2.1).
Once Per Combat Phase: A single unit can
only attack once per Combat Phase, and a
single enemy unit can only be Attacked once
per Combat Phase.
Combat Strength Unity: A unit’s Combat
Strength is unitary; it cannot be divided
among different Attacks during a Combat
Phase, either in attack or defense.
Combined Attacks: Attacking units in two
or more hexes adjacent to the Target hex can
combine their Combat Strengths in a single
Attack.
Afterward, the Defender declares all of his
artillery Supporting Fire (9.2.2).
Following these declarations by both players,
each Attack is resolved separately in any order the Attacking Player desires.
Important: After declaring all of the Attacks
and Supporting Fire for that Combat Phase,
players cannot change their minds; no additional Attacks or changes in Supporting
Fire can be made, nor can previously
declared Attacks or Supporting Fire be
cancelled.
Attacks at less than -1 are Prohibited (i.e., it
is canceled).
[9.2] Artillery: Some infantry units are
marked as containing heavy artillery. Artillery affects both attack and defense.
An infantry unit with heavy artillery can
contribute its Supporting Fire by adding
one (+1) Strength Point that turn to any friendly adjacent unit involved in an Attack
OR to itself (if involved in an Attack). Each
artillery-enhanced unit’s Supporting Fire can
be contributed to only one friendly unit per Combat Phase, but as many units’
Supporting Fire as desired can be added to a
single Attack.
Drums & Muskets Series Rules v1.0 7
© 2012 Frank Chadwick and Victory Point Games
[9.2.1] Artillery in Attack: All of the
Attacker’s Supporting Fire must be pre-determined and declared during Attack
Declarations (9.1). An infantry unit with
artillery that attacks an adjacent enemy
unit itself need not use its own artillery to support that Attack; it can, instead, support
that of any other adjacent attacking unit
(regardless of the supporting unit’s facing
or distance to the Target hex). Immediately reveal a Hidden unit when it contributes its
Supporting Fire to an adjacent unit.
[9.2.2] Artillery in Defense: After all of
the Attacks and Attacker’s Supporting Fire are declared for that turn, the Defender’s
Supporting Fire must be determined to end
that turn’s Attack declarations (9.1). A
Defending unit with artillery must give its Supporting Fire to itself when it is
Attacked that turn (i.e., it cannot use its
artillery to support friendly adjacent units
if it is, itself, under attack). If it is not being Attacked, it can use its artillery
Supporting Fire to assist friendly adjacent
units being Attacked (as per 9.2.1).
[9.2.3] Artillery and Terrain: Artillery in a Woods hex or a Marsh hex is “badly
deployed” and cannot give Supporting
Fire (either for adjacent units or to itself).
[9.3] Terrain Effects: Each game’s Terrain
Effects Chart (TEC) has a column for the
Attacker’s Combat Effect. Attacking units
generally pay a one Strength Point penalty
(“-1 AS”) for attacking into certain difficult types of terrain, such as Woods, or across
certain hexsides, such as Streams or Slopes.
These penalties are cumulative.
Slopes: An Attack between the two adjacent hills (A) would be upslope in either direction, as the Attacking unit would be going down its own hex’s Slope hexside and up the adjacent hex’s Slope hexside. Between the two connected Hilltop hexes on the larger Hill (B), there is no Slope hexside.
[9.4] Flank Attacks: An Attacking unit that is attacking from one of the Defending unit’s
Flank hexes (a.k.a., making a Flank Attack)
receives a Combat Strength bonus. Infantry
and light infantry conducting Flank attacks
add one (+1) to their Strength; cavalry flank attacks add two (+2) to their Strength.
[9.5] Combat Results: During Attack Step
6, that Attack’s Combat Result is
immediately applied, including any Retreat, Morale Test and Advance After Combat
before resolving the next Attack. There are
only three possible results: No Effect,
Attacker Retreat (AR) and Defender
Retreat (DR). All Retreats also require a
Morale Test, and some Retreat results include
a morale penalty applied to that Morale Test.
[9.5.1] Retreating: A unit forced to Retreat must move two hexes away from
the hex it occupied during that Attack.
Retreating is measured in hexes, not
Movement Points; terrain costs do not matter when Retreating.
Direction: A Retreating unit must move
away from the nearest enemy unit(s). If
there is more than one such hex available to Retreat to, it must prefer the one that
takes it toward its nearest friendly Depot
( ) hex, if possible.
A Retreating unit retains its same facing.
A Retreating unit can retreat through
hexes that have other friendly units in them without penalty, but it cannot end
its Retreat in the same hex as another
friendly unit. Instead, it must continue to
Retreat until it reaches an empty hex.
Retreat Prohibitions
A Retreating unit cannot enter an EZOC
unless it has no other choice in a Retreat
path (this might cause it to Retreat
circuitously). Note that friendly units do
not negate EZOCs for any purpose,
including easing these Retreat
restrictions.
Steady units that must Retreat into an EZOC automatically Rout (10.1) during
their subsequent Morale Test (9.5.2);
Routed and Shaken units that must
Retreat through an EZOC are automatically, and instantly, eliminated.
A unit cannot Retreat off the map or
into a prohibited hex/across a prohibited
hexside. If this is unavoidable, that unit
is eliminated instead.
A B
8 Drums & Muskets Series Rules v1.0
System Development by Bryan Armor and Alan Emrich
A unit can Retreat farther than its
closest Depot hex, essentially “running
right past it,” without penalty.
[9.5.2] Morale Tests: A unit that Retreats
must also take a Morale Test at the end of
that Retreat. A unit’s Morale is its printed
Morale Rating, as modified by combat results, markers, and tactical circumstances
(as listed beneath the Combat Results
Table on the Player Aid mat).
To conduct a Morale Test, roll a die: If the result is less than or equal to (≤) the
unit’s (adjusted) Morale Rating, it passes
and there is no consequence. If the result is
greater than (>) its (adjusted) Morale Rating it fails and Routs (see 10.1).
[9.5.3] Advance After Combat and Free
Facing Change: If a Defending unit
(only; not an Attacking unit) vacates its hex due to Retreat or elimination, then one
of the Attacking units, regardless of its
facing, can advance into and occupy the
Defending unit’s just-vacated hex.
Regardless of whether that Advance After
Combat option was exercised, all
Attacking units can make a free facing
change (up to 180 degrees) after the Defending unit’s hex has been vacated
(through Retreat or elimination).
[10.0] ROUT AND RALLY Discovered (8.0) units are always in one of
three states: Steady, Routed or Shaken.
Units without a Routed or Shaken marker
are Steady. They function normally.
Units that are Routed or Shaken have the
corresponding marker placed on them to
indicate that state and they suffer
those effects.
[10.1] Routing: When a Steady
unit Retreats through an EZOC or
a Retreating unit fails its Morale Test, it
Routs. Its owner immediately Retreats it one
additional hex, a Routed marker is placed
on it, and its Corps Morale is reduced by one
Morale Point (11.1).
In addition to the unit elimination conditions for Retreating listed in 9.5.1, for this
additional Rout/ Retreat hex, the Routing unit
is also eliminated if:
It is a 1-Strength Point unit, or
It is forced to enter an EZOC, or
It already has a Shaken marker on it.
Rout Effects: Routed units cannot move, change facing or Attack. If a Routed unit is
Attacked during its opponent’s Combat
Phase, it automatically Routs again and is
eliminated.
[10.2] Rally: Routed units can be Rallied
during your Administrative Phase. One of
your Routed units (of your choice) is Rallied
automatically to a Shaken state. Afterward, you roll a die to conduct a Rally Test for each
of your remaining Routed units. A Rally
Test is conducted like a Morale Test (9.5.2),
but with a -2 Morale Modifier ( ). There is no penalty for failing a Rally Test (that unit merely stays Routed), but success means
flipping that unit’s Routed marker over to its
Shaken marker side and thus improving its
state.
[10.3] Shaken: A Shaken marker
can never be “Rallied” off a unit.
A Shaken state remains with that
unit for the remainder of the game (until and unless that unit is also eliminated).
Shaken Effects: Shaken units have their
Combat Strength and Morale Ratings
permanently reduced by one (-1) each. If they have heavy artillery present, they lose
that ability for the remainder of the game. A
Shaken unit that later Routs again is
eliminated instead. A Shaken unit retreating into an EZOC is eliminated (6.2).
Combat Example
As shown by the black arrow, the Prussian Player designates Ferdinand with its 4 Attack Strength (AS) to Attack the opposing D’Air unit with its 2 Strength. The Prussian Player designates the heavy artillery from the Ferdinand unit itself to contribute its Supporting Fire to this Attack (9.2.1), as shown by the red circle. Again, as shown by the black arrows, the Bevern unit (3 AS; but no Supporting Fire for this unit, even for itself, as it is in a Woods hex, 9.2.3),
Drums & Muskets Series Rules v1.0 9
© 2012 Frank Chadwick and Victory Point Games
along with the Zieten cavalry unit (2 AS) are declared to attack the opposing O’Donell cavalry unit with its 1 Strength.
Since the Austrian Player has no heavy artillery to commit, he makes no declarations of Defensive Fire Support (9.2.2).
Opting to work the flank first, the Prussian Player conducts his pre-designated Attack vs. O’Donell first. The Attacking Bevern unit is fighting upslope across the slope hexside, and so suffers -1 AS (leaving it only 2 AS for this Attack) and, likewise, the Zieten cavalry unit is attacking across a slope hexside (either up or down, it doesn’t matter for cavalry) and also has a -1 AS applied (leaving it 1 AS for this Attack). Neither of these are Flank Attacks (9.4), so the Attacker has a total of 3 (2+1) Attack Strength to the Defending unit’s 1 Strength.
During Step 3 of the Attack Sequence, neither the Prussian nor Austrian Player plays a card, so in Step 4 the differential is 3 for the Attacker minus 1 for the Defender and which equals a +2 Attack. During Step 5, the Prussian Player consults the +2 column of the Combat Results Table (CRT) and rolls the die. The result is 2 for a “DR -1.”
During Step 6, the O’Donell cavalry unit retreats two hexes back toward its friendly Depot ( ) hex, maintaining its Steady state (by virtue of not Retreating through any enemy Zones of Control) and retaining its facing (9.5.1) as shown. Since that hex is occupied by another friendly unit, it must continue its Retreat which takes it one hex further toward its Depot hex. It then takes a Morale Test (9.5.2). O’Donell has a Morale Rating of 5, from which one is subtracted (-1) for the Combat Result (no other modifiers apply), for an adjusted Morale Rating of 4 for this test. The Austrian Player rolls a die and gets a 5, which is
greater than its Morale Rating for this test, therefore O’Donell fails and Routs (10.1). Since O’Donell is a 1-Strength unit, it is eliminated due to a Rout, and so is removed from play and the Morale marker (11.0) for Nadasdy’s corps (to
whom O’Donell belonged) is reduced by one point on the Morale Track, from 3 down to 2.
The Prussian Player then exercises his option to Advance After Combat (9.5.3), advancing his Zieten cavalry unit into the Defender’s vacated hex and rotating both of his victorious units as shown.
Now the Prussian Player launches his Attack vs. D’Air. His Attacking Ferdinand unit’s 4 AS is reduced by one (-1) for Attacking upslope across the slope hexside (the Village in the Defending unit’s hex has no effect on the Attacking infantry unit), but it is then increased by one (+1) for the heavy artillery Supporting Fire (9.2.1) provided from the unit itself as designated earlier. This is not a Flank Attack (9.4), so the Attacker has a total of 4 (4 - 1 + 1) Attack Strength to the Defending unit’s 2 Strength.
During Step 3 of the Attack Sequence, the Prus-sian Player declines to play a card. The Austrian Player wants to play his Huzzah! card to increase D’Air’s Strength by one (+1), but that card can
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only be played during the Austrian’s own Combat Phase. Thus, in Step 4, the differential is 4 for the Attacker minus 2 for the Defender, yielding a +2 Attack. During Step 5, the Prussian Player consults the +2 column of the Combat Results Table (CRT) and rolls the die. The result is 6 for
an “AR” outcome. Spluttering his outrage, the Prussian Player plays his Senior General Seizes the Colors card and re-rolls the die. This time, the result is a 3, yielding a much more desirable
“DR” outcome.
During Step 6, the D’Air unit retreats two hexes back toward its friendly Depot ( ) hex, but the shortest route is through the recently-advanced Zieten cavalry unit’s ZOC (the three shaded hexes next to it as shown). These must be avoided if there is another option (9.5.1 Retreat Prohibitions, first bullet), which there is. This means that D’Air Retreats in a more circuitous route toward its nearest Depot hex, which takes it through two friendly-occupied hexes! Since it can’t stack there, it too is forced to Retreat an additional hex. Here, the Austrian Player has a choice between two hexes that are both equidistant from the Depot hex, and he chooses the one that reconnects his lines as shown.
During the ensuing Morale Test (9.5.2), neither player reveals a card, and so a die is rolled against D’Air’s Morale Rating of 4. It seems that fortune favors the Prussians at the moment,
however, as the Austrian Player tosses a 6, causing D’Air to Rout. This means that D’Air Retreats one additional hex (the red arrow indicating that the Austrian Player has chosen the
empty Woods hex in preference to the occupied Marsh hex) and receives a Rout marker (as shown). The Morale marker for Nadasdy’s corps (to whom D’Air belonged) is again reduced by one point on the Morale Track, this time from 2 down to 1.
The Prussian Player then exercises his option to Advance After Combat (9.5.3), advancing his Ferdinand unit into the Defender’s vacated hex and rotating it as shown.
[11.0] CORPS MORALE Each corps/wing of an army has an
associated Morale marker which sets up in the box on the Morale
Track corresponding with the
number on the front of that Morale
marker.
[11.1] Adjusting Morale: Each time a non-
Dummy unit in that corps Routs (10.1),
reduce its corps’ Morale marker by one box
on the Morale Track. An eliminated unit also counts as Routed for Morale purposes.
Thus, a unit with more than 1 Strength Point can lower its corps’ Morale twice: once for
its first Rout and again for its second Rout/
elimination. A 1-Strength Point unit is
eliminated as soon as it Routs, and so only reduces its corps’ Morale by one point.
Dummy units do not affect Morale at all.
[11.2] Demoralization: When its Morale
marker is in the Demoralized box during
either player’s Administrative Phase, that
corps becomes Demoralized as follows:
Flip that Morale marker over to
its Demoralized (“0”) side.
Henceforth, that corps ignores
all effects on its Morale.
All Routed and Shaken units of that corps
are immediately eliminated (i.e.,
they Rout again or its troops
simply disperse). Then, all
Steady units remaining in that corps receive a Shaken marker. They’re
getting nervous.
Every other undemoralized corps in that
army immediately loses one Morale Point.
This can result in the immediate Demorali-zation of other corps in a cascading effect.
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© 2012 Frank Chadwick and Victory Point Games
Demoralization of a majority of your corps is
one way to lose the game (13.0).
[12.0] ADMINISTRATION During every Administrative Phase’s Step
A, remove all revealed Dummy units from the map (8.0).
During every Administrative Phase’s Step
B, check for both sides’ newly Demoralized
corps (11.2).
During your Administrative Phase’s Step C,
you may discard some, none or all of the
cards in your hand and then draw a number
of cards to refresh your hand back to its Maximum Hand Size (5.2).
During your Administrative Phase’s Step D,
Rally your Routed units as per 10.2.
During your Administrative Phase’s Step E, check for either player’s Immediate Victory
(13.0).
[13.0] HOW TO WIN A player wins an Immediate Victory if, dur-
ing his Administrative Phase, a majority of
his opponent’s corps are Demoralized (11.2)
and a majority of his own corps are not.
The game’s Exclusive Rules might provide
additional Victory Conditions.
At the end of the last Game Turn, if neither
side has achieved an Immediate Victory, total the Victory Points (VPs) as defined in the
game’s Exclusive Rules, and whichever side
has the most VPs wins. If both sides have an
equal amount, the game ends in a Draw.
[14.0] DESIGNER’S NOTES Those who have played a number of my games
know that I am not a fan of highly systematized
command control rules.
Command control was critical to battles, and at
no time more so than this, but most highly
mechanical rules seem to have little to do with
the actual problem facing a commander, which
was simply the enormous difficulty of
maneuvering large clumsy formations in
proximity to the enemy. So I set out to design
this game system to show that difficulty, but without use of “command points” or random
activation rolls. I wanted this system design to
be as simple as possible while remaining
faithful to the actual difficulties of the period.
The movement rules make it possible to
maneuver at a distance from the enemy, but
once a unit is committed to close combat, in all likelihood it is committed for the duration of the
battle. A recurring theme of this era was the
desire of commanders to keep a reserve. Once
their last reserves were committed, there was
little a commander could do to influence the
outcome of a battle, and you will find the same
thing here.
Morale influences the ability to close and win, as it is a consideration (along with raw troop
strength) in determining each unit’s combat
strength. But far more importantly in the game,
however, is the way morale governs how a unit
responds to adversity. Will a unit that suffers a
repulse, reform and return to the fight, or will it
come apart? That is the more important effect of
morale.
Finally, I strove to build as much into the basic
combat and morale system as possible. Some
playtesters wondered about special rules for
light infantry and/or cavalry withdrawing before
combat. Actually, those functions are built into
the retreat morale rules. The morale bonus for
cavalry faced by infantry, for example, means
even heavily outnumbered cavalry can delay infantry with little chance of actually suffering
losses.
I believe it is possible to design very
sophisticated and demanding games without a
lot of detailed mechanical rules. The Drums & Muskets system is an example of exactly that. –
Frank Chadwick
DRUMS & MUSKETS SERIES RULES CREDITS
Game Design: Frank Chadwick
Rules and Development: Alan Emrich and Bryan Armor
Graphics: Alan Emrich
Map: Tim Allen
Playtesting: Joshua Gottesman, Hermann Luttmann, Lance McMillan, Kim Meints, David Moody, Andy Nicoll, John Welch
Proofreading: Bill Barrett, Brad Bernstein, Hans
Korting, Rick Partin, Leigh Toms, Ian Wakeham
12 Drums & Muskets Series Rules v1.0
System Development by Bryan Armor and Alan Emrich
Leuthen Frederick’s Greatest Victory
5 December, 1757
[0.0] EXCLUSIVE RULES This is the Exclusive Rules sheet for Leuthen. Combined with the Drums & Muskets Series
Rules, these two documents form the entirety
of the rules needed to play Leuthen: Frederick’s Greatest Victory.
These Exclusive Rules share the same
numbering sequence as (and are meant to
neatly “overlap”) the Standard Rules.
When there is a conflict, these Exclusive
Rules supersede the Standard Rules and
the cards take precedence over both Rules
sets.
[1.0] INTRODUCTION Leuthen depicts the desperate struggle
between the Prussian Army of Frederick the Great and the Austrian Army commanded by
Prince Charles of Lorraine and assisted by
Field Marshal Daun. As the winter of
1758/58 approached, after a string of defeats,
Prussia hovered on the brink of collapse, with
the very existence of the Hohenzollern
dynasty in question. With time for only one desperate battle to redeem his fortunes before
the snows fell, Frederick threw his small
army against an Austrian force nearly twice
its size.
[2.0] GAME EQUIPMENT Parts Inventory
● 1 11” x 17” map ● 1 8.5” x 11” Player Aid mat
● 30 1” x 1/2” rectangular units
● 23 1/2” square markers
● 13 Prussian and 12 Austrian Tactical cards ● 1 20-page Rules booklet (Standard rules
included)
Not included is at least one 6-sided die
needed for resolving battles.
The Game Map: The 11” x 17” game map
portrays the area in central Germany where the battle took place.
Game Scale: Each unit represents a division
of from 2,000 to 8,000 men. Each space on
the map is approximately one kilometer across. Each turn represents one hour.
Nationalities: The dark blue units are
Prussian. The white units are Austrian. The
two Austrian units with blue backgrounds are Bavarian and Württemberger allies.
Unit abbreviations:
None.
[3.0] SETTING UP THE GAME After determining who will play the Prussian
and Austrian sides, proceed as follows:
1. Place the Turn marker in the 1 space of the Game Turn Track (1 PM) with the
Prussian Player Turn side up. Flip this
marker between Player Turns and advance
it one space at the end of each Game Turn.
2. Place all of the Prussian and Austrian
Corps Morale markers, number side up,
in the corresponding boxes of the Morale
Track.
For example, the marker for the Austrian corps of Kheul sets up in the 5 box of the Morale Track.
3. Shuffle each player’s deck of Tactical
cards:
The Prussian Player draws three cards.
The Austrian Player draws two cards.
These amounts are also each player’s Maximum Hand Size (see 5.2).
4. Set up the pieces as per the Setup Map
rectangles below (the Prussian in blue
along the west and south edges; the Austrians in yellow), facing the enemy
toward the hex side or vertex as indicated
by the triangles, with the following
additional instructions:
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© 2012 Frank Chadwick and Victory Point Games
Austrian Setup
The Austrian Player sets up
his pieces first. Turn all
fifteen units (including 3 Dummies) to show
their Hidden side and place one in each of the fifteen yellow Austrian Setup hexes as shown
on the Setup Map.
Important: The three different corps must be deployed together. That is, one corps must
be in the center of the deployment area, with all units of another corps north of them, and
all units of the last corps south of them.
Prussian Setup
The Prussian Player sets up
his pieces second. Turn all
fifteen pieces (including 7 Dummies) to show their Hidden side and place one piece in each
of the fifteen blue Prussian Setup hexes as
shown on the Setup Map.
Important: The three Prussian corps do not have to be deployed together as the Austrian
corps do! The Prussian Player can freely mix
and match their deployment.
Note: On the inside cover of this game, the historical deployment of forces is shown, for
those who are interested.
[4.0] SEQUENCE OF PLAY The Prussian Player is the First Player. The
Austrian Player is the Second Player.
The game lasts a total of six turns.
[13.0] HOW TO WIN An Immediate Victory is determined as
described in the Standard Rules.
If there has not already been an Immediate Victory, at the end of the 6 PM Game Turn,
total both sides’ Victory Points (VPs), as
follows, to determine the winner:
Each enemy corps Demoralized: 1 point.
All enemy Depot hexes captured: 1 point.
Capture of an enemy Depot hex means having a unit physically in that hex OR being
the last side to have done so. There is only
one Austrian Depot hex, but there are two
Prussian Depot hexes. This means that the Austrians must capture both of those to earn
this Victory Point.
Important: As an exception to the Standard
Game Rules, the Austrian player wins all draws.
LEUTHEN GAME CREDITS
Game System Design: Frank Chadwick
Documentation & Game Development:
Bryan Armor and Alan Emrich
Graphic Design: Alan Emrich
Game Map: Tim Allen
Playtesting: Joshua Gottesman, Hermann
Luttmann, Lance McMillan, Kim Meints, David Moody, Andy Nicoll, John Welch
Proofreading: Bill Barrett, Brad Bernstein,
Hans Korting, Rick Partin, Leigh Toms, Ian Wakeham
Proudly designed, developed, manufactured and assembled
in the USA
14 Drums & Muskets Series Rules v1.0
System Development by Bryan Armor and Alan Emrich
[15.0] HISTORICAL NOTES The Leuthen Campaign
By Frank Chadwick
The campaign of 1757, the first full season of the war, began with a signal Prussian
victory at Prague in May. Following that
action, the largest Austrian
field army was bottled up in
that city, and its
supplies were severely limited.
It was only a matter of time before the
besieged Austrian army in Prague would be forced to surrender, and at that point the
Prussians could dictate peace terms to Austria.
However, there were still some Austrian
detachments in Moravia and eastern Bohemia which had not been engaged at
Prague, and some troops of the Austrian
right wing that had escaped encirclement. Field Marshal Daun gathered these odds
and ends together, and began a march on Prague to relieve the city. Frederick had
left a blocking force under Bevern to cover
Daun, and quickly built up that Prussian force to over 30,000 men. In mid-June,
Frederick joined Bevern and,
perhaps too
confident after his victory at
Prague, he
immediately sought battle with Daun’s relief force and
suffered a costly defeat, forcing him to lift the siege of Prague.
Following this Prussian defeat at Kolin,
and their subsequent retreat from Prague, Frederick withdrew his army slowly north,
and the Austrians cautiously followed.
Frederick retreated down the Elbe into Saxony with half the army, while the other
half retired north into Lusatia, and would eventually move east to defend Silesia.
With this withdrawal, Frederick’s invasion
of Austrian territory came to an end, and
the Austrians clearly had the initiative.
At about the same time, Frederick received
word that the Army of Observation (the combined Hanoverian and allied forces to
the west), fighting as allies of Prussia, had
lost a major battle at Hastenbeck in July and was retreating northward. This meant
that his strategic right flank had been
turned. In August, word came of another Prussian defeat, this time in faraway East
Prussia, where the invading Russian army had won a bloody, confused fight at Gross
Jaegersdorf.
But the campaigning season of 1757 was far from over! At the same time, a large
French detachment joined the Reichsarmee
troops attempting to invade Saxony from the southwest. Frederick marched against
them, but they retreated to avoid contact. Further east, the Austrian main army, now
taking the initiative, invaded Silesia in
overwhelming strength and, in September, destroyed a smaller Prussian detachment
under Winterfeldt at
Moys. This bad news was made worse in
that Winterfeldt, who was one of Frederick’s
closest friends, was
killed at Moys. In mid-September, Frederick
received the catastrophic news of the agreement by the
Duke of Cumberland, commander of the
Army of Observation, to the Convention of Kloster Zevern. This effectively removed
Hanover and its associated German states
from the war, and with the loss of these allies, Prussia’s entire western flank was
open to invasion from France.
By the end of October, Frederick had
experienced four months of uninterrupted
disasters, and faced the imminent prospect of a decisive defeat in the war. Bevern
faced a much stronger Austrian army in
Silesia, the French would likely move west with an enormous army as soon as their
supply situation was put right, and the
Drums & Muskets Series Rules v1.0 15
© 2012 Frank Chadwick and Victory Point Games
combined French forces and Reichsarmee
in Saxony continued to elude him.
Then, in early November, and undoubtedly
emboldened by the string of allied victories everywhere else, the combined French and
Imperial army moved forward and attacked
near Rossbach. There, Frederick’s luck would finally turn. The combined allied
army was crushed;
out of an initial allied strength of
41,000 men (11,000 Germans and 30,000
French), over 5,000
were cut down and another 5,000 taken
prisoner. Frederick’s
22,000 men suffered fewer than 500
permanent casualties.
Frederick’s crushing victory over the
French and Reichsarmeee at Rossbach
brought him back from the brink of total disaster. It freed him to march east and try
to retrieve the rapidly deteriorating
situation in Silesia, and at the same time encouraged the British government to
renounce the Convention of Kloster Zevern and recall the
Duke of Cumberland.
(He was replaced by Prince Ferdinand of
Brunswick, pictured here, one of Frederick’s
most capable
subordinates, who was placed in command of
the Army of Observation.) Hanover would
fight on, and Frederick’s strategic right flank was, at least for the moment, again
covered.
However, the news was not all good.
Frederick had to leave some troops to hold
Saxony, and so the force he took east was comparatively small. When he was within
a day or two’s march of linking up with
Bevern and the Silesian army, his troops heard the sound of distant cannon fire. On
November 22nd, the Austrians attacked
Bevern’s army at Breslau and beat it.
Bevern himself was taken prisoner and the rich magazine at Breslau, which was the
supply hub of all of Frederick’s eastern operations, fell
into Austrian
hands. The fugitives from
Bevern’s force
made their way north and
linked up with Frederick’s army, but together they were
still greatly outnumbered by the main
Austrian army under Charles and Daun.
Nevertheless, Frederick resolved to attack
them, because to allow the Austrians to
establish themselves in Lower Silesia and reduce the fortresses to the south at their
leisure, would be tantamount to surrender. Frederick’s only real option was to stake
everything on a single battle. Exactly one
month after his victory over the French and Germans at Rossbach, he attacked the
Austrians at Leuthen.
Prelude to the Battle at Leuthen
Frederick thought that he was throwing his
force of 33,000 men against 40,000 Austrians. Had he known that Charles and
Daun actually commanded 65,000 men,
even Frederick might have hesitated.
Although strong in numbers, the Austrians
were unprepared for battle. They had already entered winter quarters near
Breslau, and so the converged grenadier
units had been disbanded, with their grenadiers sent back to their parent
regiments; the Austrians had no time to
reassemble these specialized grenadier units before the battle. In addition, much of
the Austrian’s heavy artillery was left in Breslau, and so the army was under-
gunned for its size. The Austrian army was
also off-balance psychologically, having thought the campaign was over, and
morale was lower than normal in many of
the infantry regiments.
The Prussians, by contrast, were as
resolved to win or die as they ever were,
16 Drums & Muskets Series Rules v1.0
System Development by Bryan Armor and Alan Emrich
before or after. Every officer in the army
knew that one more defeat might not only spell the end of the war, but the end of the
Hohenzollern dynasty, and their sense of purpose
was communicated to the
rank and file soldiers as well. The Prussian army,
therefore, attacked with a
combination of grim determination and an
element of patriotism that was quite unusual for armies of this period.
The Battle at Leuthen
The Austrians were strung out in a long line, from Gucherwitz to Sagschütz, when
the head of Frederick’s army appeared near
Borne. Frederick deployed some infantry and cavalry on the ridge in front of Borne,
and made as if to attack through Grosse Heidau. Convinced by this ruse that the
attack would fall on his right, Charles of
Lorraine moved his reserve infantry north to Nippern, to extend his line, and moved
the cavalry at his center north to near
Frobelwitz, where it would be in a position to deal with a Prussian attack on that wing.
Charles was right to think that Frederick intended to attack one of his wings; he
simply had guessed wrong as to which
one! While Charles shifted troops north, Frederick marched his army south, behind
the ridge of high ground between Borne and Lobetinz, leaving the Avant-garde
Infantry (D’Angelelli) near Borne as a
diversionary force.
Around noon, the head of the Prussian
army turned southeast and marched past
Schriegwitz. It halted, deployed
into line to its left, and at 1:00 PM
began advancing
in echelon from the right.
Nadasdy, the Austrian commander on the
left, had seen the approach of the Prussians, and extended his infantry south
and east to cover this flank. However,
Frederick’s attack hit the weakest units in
the Austrian army – the Bavarian and Württemberg allies – and almost
immediately routed them, sending them reeling back into the Austrians to the north.
Zieten defeated an attack by Nadasdy’s
cavalry, and the entire battle moved quickly north, to the vicinity of Leuthen.
Charles (through Daun, his deputy) tried to
shift troops south to shore up his shattered left, and a large mass of them soon piled
up around and behind Leuthen. Shortly after 3:00 PM, Frederick resumed his
attack, this time against the town of
Leuthen. While his artillery raked the Austrians behind the town, grenadiers
stormed the town itself. In bitter fighting,
particularly around the walled churchyard, the Prussians took the town, and then beat
back the Austrian counterattacks.
The Austrian right wing cavalry under
Lucchese had by this time moved south in
the open ground between the two ridges. It attempted to attack the Prussian infantry
and artillery around Leuthen, but the
Prussian cavalry of Driesen, deployed near Radaxdorf against such a possibility, took
them in flank and routed them. The fleeing Austrian cavalry, in turn, routed much of
the remaining formed Austrian infantry,
and as the last light of day faded, the Austrians collapsed into near-total
confusion.
Both sides suffered
about 10,000 men
killed and wounded, but the Prussian units
were still intact at the end of the day while
the Austrians had mostly dissolved. That afternoon and evening, the Prussians
rounded up some 12,000 prisoners, clinching the victory. Charles retreated
toward Bohemia, leaving 17,000
demoralized men behind in Breslau, who promptly surrendered on December 20th.
Including these prisoners, Austrian losses,
as a direct result of Leuthen, totalled nearly 40,000 men – more men than Frederick
had brought to the battlefield.