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114117 Trier 4-0 * -4 D1 S Ger 3-3 Rhine 6-3 Kriegspiel With an entire generation of military officers rising through the ranks playing Kriegspiel (war games) by the outbreak of the Franco-Prussian War, wargaming is still used by both military pro- fessionals and hobbyists to exercise military con- cepts and put strategies and tactics to the test. Combat: This turn, once only, you may +1 to add 2 Strength Points to a supplied German force attacking or defending in any one Battle. Mobilization: +1 and +1 . OR 17 Mitrailleuse “One thing is certain. Few are wounded by the mitrailleuse. If it hits you, you’re dead.” – Bavarian Infantry Major OR 08 Mobilization: +1 and +1 . Combat: This turn, once only, you may +1 to add 1 Strength Point to each supplied French infantry unit attacking or defending at any one Battle. Fort A 2-0 Fort B 2-0 Metz 2-0 Imp Gd 2-3 Sbourg 2-0 * -4 D2 XXXX 1st 4-3 XXX Adv Gd1 1-4 XXXX 2nd 5-3 3rd 4-3 2-0 Rhineland XXXX Meuse 4-3 DUMMY D1 * -4 XXX Reserve 2-4 XXXX Alsace 4-3 XXX Adv Gd2 1-4 von Clausewitz #1 GAME DESIGN Joseph Miranda DEVELOPMENT Bryan Armor, Alan Emrich MAP ART Tim Allen Franco-Prussian War 40 August 1870 - March 1871 ©2012 Joseph Miranda and Victory Point Games (VPG) “Franco-Prussian War 40” is VPG’s name for its 19th century wargame depicting the struggle between the French and the Germans. http://victorypointgames.com; [email protected]; (714) 957-4066

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Page 1: Franco-Prussian War 40 Franco-Prussian War 40 - Victory … 40 bookl… ·  · 2013-01-23Two continental heavyweights duel for ... streets of Paris, or Berlin? The fate of Europe

114117

Trier

4-0 *-4

DUMMY

D1

XXXX

S Ger

3-3XXXX

Rhine

6-3

Kriegspiel

With an entire generation of military officers rising through the ranks playing Kriegspiel (wargames) by the outbreak of the Franco-PrussianWar, wargaming is still used by both military pro-fessionals and hobbyists to exercise military con-cepts and put strategies and tactics to the test.

Combat: This turn, once only, you may+1 to add 2 Strength Points to asupplied German force attacking or defendingin anyoneBattle.

Mobilization: +1 and +1 .– OR –

17

Mitrailleuse

“One thing is certain. Few are wounded by the

mitrailleuse. If it hits you, you’re dead.”

– Bavarian Infantry Major

– OR –

08

Mobilization: +1 and +1 .

Combat: This turn, once only, you may +1

to add 1 Strength Point to each supplied

French infantry unit attacking or defending at

any one Battle.

Faidherbe

General Faidherbe was perhaps the ablest FrenchArmy commander of the war. He led the Army of the North in a number of small victories, but his green, poorly supplied troops were unable to defeat Prussian forces in open battle and relieve Paris.

– OR –

04

Mobilization: +1 and +2 .

Combat: This turn,once only, you may+1 to add 2 Strength Pointsto a supplied Frenchforce attacking ordefending in anyone Battle.

Fort

A

2-0 Fo

rt B

2-0

Met

z

2-0 XXX

Imp G

d

2-3

Sbou

rg

2-0

*-4

DUMMY

D2

XXXX

1st

4-3

XXX

Adv G

d1

1-4

XXXX

2nd

5-3

XXXX

3rd

4-3

2-0

Rhine

land

XXXX

Meu

se

4-3

ParisCommune

#01

Morale

DUMMY

D1

*-4 XXX

Rese

rve

2-4

XXXX

Alsa

ce

4-3

XXX

Adv G

d2

1-4

von Clausewitz #1

von Clausewitz #1

GAME DESIGNJoseph Miranda

DEVELOPMENTBryan Armor, Alan Emrich

MAP ARTTim Allen

Number of Players: 2Ages: 12 and upPlaying Time:90 minutesComplexity: 5.5 Solitaire Suitability: 4 Scale: Each unit repre-sents an army or corps, and each turn repre-sents two weeks of operations.

Game Components: One 10-page Standard

Rules booklet with Optional Rules included

One sheet of Exclusive Rules One 11” x 17” map One Player Aid mat 2 two-sided Player Aid sheets 48 Operations cards 60 1/2” square, two-sided

game pieces 15 1/2” round, two-sided

game pieces One French and one

German Government card$33.95

"Everything in war is very simple, but the simplest thing is di�cult." - Carl von ClausewitzNew from renowned game designer Joseph Miranda, the von Clausewitz series brings you the great campaigns of what historians call "The Long 19th Century" -- the period between the French Revolution and World War 1. The series features quick, streamlined gameplay, simple mechanics, card play, and the fog of war.Unique to the series, and following the theories of Clausewitz himself, players must be aware that many of their actions will build Friction Points -- which a wily opponent can then use against them to sabotage their best laid plans. Careful management of reserves and reinforcements, clever card play and knowing when to throw caution to the wind to strike at an opponent will win the day.The �rst game in this series is Franco-Prussian War 40. Two continental heavyweights duel for supremacy in the con�ict that smashed the French Second Empire, triggered the Paris Commune, and gave birth to the German Reich, with fateful consequences for Europe and the world. The German player must strike fast while holding the advantage in numbers, careful not to overextend his forces and put his tenuous supply lines at risk. The French player must seek to hold o� the initial German invasion and defend Paris until he can unleash the Republican forces of the Third Republic. Will the war end in the streets of Paris, or Berlin? The fate of Europe hangs in the balance with Franco-Prussian War 40!

Franco-Prussian War 40August 1870 - March 1871

Franco-PrussianWar 40

August 1870 - March 1871

©2012 Joseph Miranda and Victory Point Games (VPG)“Franco-Prussian War 40” is VPG’s name for its 19th century wargame depicting the struggle between the French and the Germans.http://victorypointgames.com; [email protected]; (714) 957-4066

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[22.0] DESIGNER’S NOTES by Joseph Miranda

A Clash of Systems: The Prussian Army of 1870 revolutionized modern warfare on the operational level. Its highly efficient General Staff, using their military technology of wargaming (Kriegspiel), developed detailed plans for military mobilization and logistics. The Prussian Army fielded new items, including the first modern rifled heavy artillery piece from the Krupp company (Krupp stahl, meaning Krupp Steel). Herr Krupp would receive the sobriquet “The Cannon King” after this war. After Prussia’s victory, other modern armies quickly adopted Krupp stahl and Kriegspiel.The French Army was a typical European quality army at that time. The French lacked the General Staff and mobilization systems of the Prussians and, during the reign of Emperor Napoleon III, placed politics above military efficiency. When the Third Republic overthrew the Second Empire, the French military played catch up with these systems and technologies, but were unable do so in the middle of a major war, especially with Paris under siege!History as Game: The game models much of this through the use of cards. ‘On paper’ (i.e., by simply comparing unit Combat Strengths and Movement Allowances), both armies look similar. When you experience the Operations card system, this great story from history is revealed and these armies’ differences are exposed. For example, the German Staff Work cards give a uniform increase in movement to all German units, while the comparable French Système D (their slang for “muddling through”) cards grant similar benefits, but only for a single unit! This represents the occasionally brilliant move that a single French army might make. Over the course of the game, the Germans simply get more out of their forces than do the French. From a game design standpoint, the cards manage this without the need to write a lot of special rules and exceptions to force historical outcomes.Wargames and Politics by Other Means: This is actually my second game on The Franco-Prussian War. My first was a larger and more detailed wargame in Strategy & Tactics magazine #149. A major issue in doing a wargame on the entire Franco-Prussian War is the politics of the situation. For the Germans, this is fairly easy to simulate: If they get to Paris, they can declare themselves an Empire. For the French, it’s trickier. The switch from the Second Empire to the Third Republic historically worked in France’s favor, but at the war’s end support for the government was divided. This ambivalence was also present in the French armies, with many units in a state of near mutiny. But once French Emperor Napoleon III was captured by the Germans at Sedan, withGerman armies marching into the French interior, there was a sudden explosion of French nationalistic fervor. A new government of National Defense was formed, competent generals were promoted, the French people rose up in defense of their country, and even radicals from abroad (e.g., Garibaldi) took up arms on the side of France.In game terms, if the French Imperial Guard unit is eliminated, Napoleon III is assumed to have been captured.Thus the French player can overturn this dire on-board situation into a new Third Republic government. The Paris Commune: One other memorable event from The Franco-Prussian War was the uprising of the Paris Commune. This Anarchist movement seized control of Paris (while under German siege) after the new French Third Republic government agreed to an armistice (perceived by the radicals as a sell-out by the moderates). If the Commune card occurs prior to the Third Republic, this just represents dissent in the ranks.Friction: The concept of Friction Points evolved during development to emphasize what von Clausewitz so rightly teaches about the “friction of war.” It makes your own turns a bit more introspective and your opponent’s turn more interactive as you worry, realistically, about how things can sometimes just… go wrong.Morale: The primary function of National Morale is that a collapse causes capitulation. It is also a resource that is spent to build up your card hand when the exigencies of war demand maximum field performance. Of course, you could draw a card that is of little help, but that is just another part of von Clausewitz’s notion of “the friction of war.”Cavalry: Lacking their ability to disengage, cavalry is treated at this strategic scale the same as other units, owing to their abysmal performance during this war. Most of the infantry units have some cavalry attached to them, anyway.Army Detachments: Note that Detachments always have a Movement Allowance of ‘2,’ even if their parent unit had a higher or lower rate. This represents the command control and logistical factors of operating smaller units in thistheater-level game. Army Detachments are useful as garrisons and for screening flanks, but not for primary efforts.Combat. The mandatory attacks and the unitary combat strength of all units in a hex – these combine to represent the generally poor command control of this era. Once enemy forces were in contact, they engaged automatically with little control from Supreme Headquarters. That is, you (the player) lose the ability to control them. Fans of myNapoleonic 20 system games will notice that I used that system as the departure point for this von Clausewitz series, adding some extra columns on the Combat Results Table (since more units can engage in a single Battle because stacking is allowed, there will be more extreme differentials occurring).Combat Results: Battles tended to be indecisive, owing to the increasing range of weapons and the inability of cavalry to pursue the vanquished effectively. Thus, combat results generally inflict single unit losses, if losses occurat all. You should make a Battle’s outcome more decisive by surrounding the enemy to cut off their Retreat paths.Continued on the inside back cover…

Replacements: The Germans receive more Replacements than the French, owing to their superior mobilization and logistics system. On most cards, you can choose to replace eliminated units in lieu of the card’s other effect(s). Thiseither/or decision represents the focus of staff time, logistics and training; you can either take the Replacements or enjoy the benefits of one of the card’s other effects – pick 1. This is a game design concept that I’ve always liked.Logistics: I did not want to write complex supply rules since this is supposed to be a simple system. Instead, I built logistics into the cards. Since a unit needs to be in supply in order to use certain cards, this took care of several things at once. Effectively, units gain bonuses for combat and movement, as well as being replaceable after their loss in combat, if they’re in supply. Incidentally, the rail/road lines on the map also represent the main telegraph and other lines of communications, so this rule also includes some aspects of command control.Fortifications: Fortress units are not particularly powerful in the game. Historically, most French fortifications were poorly supported, often manned by indifferent reservists (although there were some exceptions, such as at Belfort). In some cases, an individual Fortress unit represents an entire fortified region centered on the named city. The enhanced defensive strength for units defending their own nation’s cities represents many of the minor forts that dotted the landscape. It also represents local militias that kicked in when the regulars defended their area of operation, though otherwise these local militias tended to capitulate in the face of organized enemy strength.Why do Fortress units have no Zones of Control? This was mainly for simplicity so the game would not require complex siege rules. As a justification, units in fortresses did tend to dig in and avoid external operations. The real advantage to holding forts is that they are often on critical rail lines that you need for maneuver and supply (and that your opponent needs to advance his own supply lines).Francs-Tireurs: Again, it was easier to handle French partisans via a card than by writing all sorts of rules andexceptions for their use. Effectively, they place German units out of supply by denying them the use of their Staff Work cards. These cards also represent the effects of smaller French fortresses not shown directly on the map.Fog of War: The Dummy units represent not only limited intelligence, but also cavalry patrols and other small formations. So they can actually seize objectives, though once revealed, cannot hold them. These units are subtle, but the player is a smarty who makes good use of a Dummy when employing this recommended Optional Rule.Onwards! And that’s Franco-Prussian War 40. Our next stop might be The Boer War and, if there is sufficient interest and a new designer among you, we can take this game system on some other campaigns of the era, such as the American Civil War, the French in Mexico, some Russo-Turkish Wars, and so many others!

Historical Set Up

© 2012 Joseph Miranda and Victory Point Games http://victorypointgames.com © 2012 Joseph Miranda and Victory Point Games

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von Clausewitz series Standard Game Rules v1.0 1

© 2012 Joseph Miranda and Victory Point Games

von Clausewitz Series Warfare in the Age of Steam

TABLE OF CONTENTS [0.0] USING THESE RULES ............................... 1 [1.0] INTRODUCTION ........................................ 1 [2.0] GAME EQUIPMENT .................................. 1 [3.0] SETTING UP THE GAME ........................... 1 [4.0] SEQUENCE OF PLAY ................................. 1 [5.0] NATIONAL MORALE ................................ 2 [6.0] FRICTION .................................................. 2 [7.0] OPERATIONS CARDS ................................ 3 [8.0] REPLACEMENTS ....................................... 3 [9.0] REINFORCEMENTS ................................... 4 [10.0] REST & REORGANIZATION ................... 4 [11.0] MOVEMENT ............................................ 4 [12.0] ZONES OF CONTROL .............................. 5 [13.0] SUPPLY ................................................... 5 [14.0] THE REACTION PHASE .......................... 6 [15.0] COMBAT ................................................. 6 [16.0] ADMINISTRATIVE PHASE ...................... 9 [17.0] SPECIAL UNIT TYPES ............................. 9 [18.0] HOW TO WIN .......................................... 9 [19.0] OPTIONAL RULES .................................. 9

[19.1] ARMY DEMORALIZATION ................. 9 [19.2] STRATEGIC MOVEMENT ................... 9 [19.3] SIEGE .................................................. 9 [19.4] FOG OF WAR ...................................... 9 [19.5] REORGANIZATION ........................... 10

[0.0] USING THESE RULES These “Standard” Rules are shared by every game in the von Clausewitz series. Each game in the series also has its own “Exclusive” Rules plus the rules printed on that game’s cards. When there is a conflict, the Exclusive Rules supersede the Standard Rules and the cards take precedence over both Rules sets. 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. Within 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 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 “…in the whole range of human activities, war most closely resembles a game of cards…” – Carl von Clausewitz von Clausewitz is a wargame system for recreating military campaigns during the early age of modern military technology from the mid-19th century to World War 1. This Standard Rules section applies to every game in the Series, each of which also has its own Exclusive Rules section which follows. Game Scale: Each game in the Series has its own scales for measuring time, distance (per hex) and unit aggregation (how many troops each piece represents) as stated in the Exclusive Rules section.

[2.0] GAME EQUIPMENT The Game Maps: The playing area features a map portraying the areas where the campaign 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 the military units that took part in that campaign. These playing pieces are referred to as units. The information on the units is read as shown below:

Front Back

Type (Infantry)

Hidden Side

(National Flag)

Combat Strength

Movement Allowance

Unit Designation (Châlons Army)

Size (Army)

Entry (Turn 2)

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2 von Clausewitz series Standard Game Rules v1.0

Systems Development by Bryan Armor and Alan Emrich

Entry helps you set up the units. # = number of card that may bring unit into play. Unit Size is the size of the military formation represented by the piece. XXXX = Army; XXX = Corps; XX = Division; X = Brigade; III = Regiment; Fortress units represent their garrisons plus various local troop units. Unit Type designates the dominant troop type in the formation. These include:

Combat Strength is the relative strength of a unit when engaging in combat. Movement Allowance is the maximum number of open terrain hexes through which a unit may move in a single Movement Phase. Mobile and Immobile units: A Mobile unit is any unit with a Movement Allowance of 1 or more. An Immobile unit has a Movement Allowance of 0. Game Charts, Tables, and Tracks: Some of these may be found on the map, while most are found on the Player Aid sheets.

Player Aid Mat ● The Game Turn Record Track indicates

the current Game Turn. ● The Morale Track indicates the current

number of Morale Points per side. ● The Morale Adjustments Chart

describes adjustments made to the Morale Track during play as the result of combat and other actions.

● The Friction Points and Reorganization box holds that side’s Friction Points, and available Dummy, Detachment and broken down infantry units.

Player Aid Sheet ● 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 Battle Sequence outlines the steps conducted during each individual Battle.

● The Combat Results Table is used to resolve Battles.

● The Siege Table is used with that Optional Rule.

Cards: Each side has their own set of cards that generate certain game activities.

[3.0] SETTING UP THE GAME First, the players determine which side they will play. Each game’s Exclusive Rules section provide the rest of its set up instructions, including how each player sets up their initial card hands and Draw Piles.

[4.0] SEQUENCE OF PLAY “The frequent application of routine in war will also appear essential and inevitable when we consider how often action is based on pure conjecture or takes place in complete ignorance…” – Clausewitz

General Rule 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 Exclusive Rules section for this game. During each Game Turn, the players alternate maneuvering their units and resolving Battles 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 A Game Turn is divided into two Player Turns, a First Player Turn and a Second Player Turn. This game’s Exclusive Rules section indicates which side is the First Player (with the other side the Second Player). Each Player Turn is divided into a series of distinct activities called Phases. Some Phases are further subdivided into Steps that are conducted in sequence to organize the activities of that Phase.

The First Player Turn 1. First Player Operations Phase: The First

Player must decide if he is committing to a Rest and Reorganization Turn (10.0). If not, he draws 1 free card from his deck. He may then draw a second card by gaining one Friction Point (+1 ), and additional cards at a cost of one Morale Point (-1 ) each (7.0).

Infantry Cavalry Fortress

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von Clausewitz series Standard Game Rules v1.0 3

© 2012 Joseph Miranda and Victory Point Games

2. First Player Mobilization Phase. The First Player places Reinforcements (9.0) due that turn and may play cards to also gain Replacements that turn (, 8.0).

3. First Player Movement Phase: The First Player may move all, some or none of his units as he desires per the rules for Movement (11.0), Zones of Control (12.0), and Terrain Effects (see TEC).

4. Second Player Reaction Phase: The Second Player may have all, some, or none of his eligible units conduct Reaction Movement (14.0), if he can afford it.

5. First Player Combat Phase: The First Player uses his units to attack enemy units (15.0), in any order he desires.

6. First Player Administrative Phase: A. The First Player must declare, and then

perform, either: 1) Draw 1 card for free; or 2) Remove half of his Friction Points (rounded up; /2); or 3) Do nothing (i.e., “Pass”).

B. He then adjusts his side’s Morale based upon captured hexes.

C. He must discard down to his hand’s maximum size, if necessary (7.2.2).

D. Finally, when using the Fog of War Optional Rule (19.4), he may re-conceal all of his eligible units and spawn one available Dummy unit.

The Second Player Turn Repeat Phases 1 through 6, reversing the roles of the First and Second Players. 7. Second Player Operations Phase 8. Second Player Mobilization

Phase 9. Second Player Movement Phase 10. First Player Reaction Phase 11. Second Player Combat Phase 12. Second Player Administrative Phase

[5.0] NATIONAL MORALE “Military activity is never directed against material forces alone; it is always aimed simultaneously at the moral forces which give it life, and the two cannot be separated.” – Clausewitz Each side begins with a number of Morale Points as indicated in this game’s Exclusive Rules. Morale Points represent a side’s level of motivation and command skill during that campaign. Players may spend Morale Points to draw additional cards, and will gain or lose them as a result of combat and other events.

Keeping Track of Morale Points Morale Points are symbolized with a square symbol () and are

recorded on the Morale Track using the square Morale markers. Adjust a nation’s Morale marker up or down the track as it gains or loses morale. [5.1] Gaining / Losing Morale Points: The Morale Adjustment Chart on the Player Aid Mat lists actions that adjust Morale Points, and this list might be supplemented in the Exclusive Rules section. If two or more morale-affecting events occur simultaneous-ly, first add and then subtract all Morale Point changes that must be applied.

[5.1.1] Maximum Morale: A side’s Morale Value may never exceed the maximum shown on that game’s Morale Track, with any excess being lost. [5.1.2] Morale Collapse: If a side’s Morale Value ever reaches zero (0), that side immediately loses the game (18.0).

[5.2] Spending Morale Points: The Phasing Player may spend Morale Points to draw a third, fourth, etc. card during his Operations Phase. The first (mandatory) card draw is free and the second (optional) draw forces that player to gain one Friction Point (+1 ). Additional (optional) card draws cost one Morale Point (-1) each!

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4 von Clausewitz series Standard Game Rules v1.0

Systems Development by Bryan Armor and Alan Emrich

[6.0] FRICTION “Everything in war is very simple, but the simplest thing is difficult. The difficulties accumulate and end by producing a kind of friction… This tremendous friction… is everywhere in contact with chance, and brings about effects that cannot be measured, just because they are largely due to chance….Moreover, every war is rich in unique episodes.” – Clausewitz When conducting certain card activities or other actions, and as a result of combat, a player may generate Friction Points (FPs) for his side (which is bad). Friction Points are symbolized by a circle symbol () and are represented by round markers with that side's national symbol.

Each side has its own Friction Point Pool on the Player Aid mat which is used to hold that side’s

accumulated FPs. The Opposing Player spends them to hinder the player who accumulated those FPs. This game mechanic illustrates the key Clausewitzian concept of friction. The more ambitious and complex the activity undertaken (and in some cases, simply the more an Army acts at all), the greater the chance that something can go wrong. At a certain point, even simple activities become difficult from the stress of friction. Due to the potential ill effects of friction, players might be more cautious in conducting activities which generate friction, as each increase offers the opponent more chances to sabotage those activities. Conversely, at key points in the game a player may risk high friction in order to conduct a major attack or stave off defeat. [6.1] Friction Point Limit: Friction Points are capped as indicated inside each side’s Friction Point box on the Player Aid mat (generally, this is around five FPs per side). Note any exceptions concerning FPs in this game’s Exclusive Rules section. No additional FPs are generated by a side while at its FP maximum. That player can still freely take actions that generate FPs (such as paying a second card draw cost or Advancing After Combat) while at the limit. Thus, it is advantageous to spend your opponent’s FPs promptly and not let them

stockpile up to the FP limit; otherwise, your opponent will be able to perform friction-generating activities without penalty! [6.2] Generating Friction Points: Friction Points are added to your pool when you: • Draw a second card during your

Operations Phase. • Play certain cards (as listed on each card). • Advance After Combat (see 15.8.1). • Receive a Rout Combat Result. • Receive an Indecisive Combat Result

(when you are the Attacker). [6.3] Spending Your Opponent’s Friction Points: Your opponent’s Friction Points are spent by you in several different ways: 1. At any time during the opponent’s turn, to

force him to play with his hand revealed until the beginning of his Administrative Phase (at which time he holds in secret again).

2. During the opponent’s Movement Phase to inflict a -1 Movement Point penalty on each unit in a stack as your opponent attempts to move it. This can only occur a maximum of once per stack.

3. During the opponent’s Combat Phase to inflict a -1 Combat Strength Point for a single attacking unit. This can only occur a maximum of once per attacking unit.

4. During any Combat Phase to have the Attacker re-roll the Battle die. E.g., whether you are attacking or defending, you can use your opponent’s FPs to re-roll a poor Battle result.

5. During the opponent’s Administrative Phase to stop an opponent’s free card draw, if that is what he has declared he will do. He can’t change his mind and reduce his current FPs if you choose to do this.

6. During the opponent’s Administrative Phase to stop the re-concealment of all of his units and the spawning of a Dummy unit (when using that Optional Rule).

7. During your own Movement Phase to spawn one available Dummy unit (when using that Optional Rule).

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von Clausewitz series Standard Game Rules v1.0 5

© 2012 Joseph Miranda and Victory Point Games

[6.4] Success and Failure: Spending Friction Points to hinder your opponent’s plans does not guarantee success. Every time an FP is spent, the spending player rolls one die to check that attempt’s success: • If the result is ODD, odd things happen

and your opponent suffers the ill-effect you’ve chosen for him (this time).

• If the result is EVEN, your opponent maintains an even keel and sorts through the friction; there is no effect and that FP is spent for nothing (i.e., it is wasted).

Note that if an attempt is unsuccessful (EVEN), the Spending Player can immediately spend another FP, if available, to try again (hoping for success this time).

Extreme Friction The 1 & 6 Rule: If the Friction Point roll is a 1, the effect occurs and the FP is not spent; it remains in the opponent’s Friction Point box and can be spent again (even immediately, if desired). If the roll is a 6, not only does its attempted use fail, but that FP marker is flipped over and added to the Spending Player’s Friction Point box (a complete reversal of fortune).

[7.0] OPERATIONS CARDS “That the conduct itself of War is very difficult is a matter of no doubt; but the difficulty is not that special learning, or great genius, is required to comprehend the true principles of conducting War; that can be done by any well-organized head, with a mind free from prejudice, and not altogether ignorant of the subject. Even the application of these principles on a map, and on paper, presents no difficulty; and even a good plan of operations is still no great masterpiece. The great difficulty is to adhere steadfastly in execution to the principles which we have adopted.” – Clausewitz Operations Cards (or simply, “cards”) represent high-level planning, logistics considerations, historical events and leaders, and the imponderables of war that affected these campaigns. Cards also provide the opportunity to take advantage of fleeting political, military, and economic opportun-ities over the course of play. The information on the cards is read as shown here.

General Rule

You draw, examine, and purchase cards one at a time. In this way, the drawing player will know the information from a card just drawn before deciding whether or not to pay for a subsequent card draw during that same Operations Phase.

Procedure There are two opportunities to draw cards per turn: during your Operations Phase and again during your Administrative Phase. During your Operations Phase, you must draw the top card from your deck, and you do so without cost. You may draw a second card at this time at the cost of gaining one Friction Point (; 6.0). You may draw a third and additional cards at this time at the cost of losing one (-1) Morale Point (; 5.0) for each. During your Administrative Phase, you may draw one card in lieu of reducing your Friction Points by half (see 16.0). [7.1] Event Cards: If a card’s headline includes the word E V E N T ! , that card’s event must be immediately be revealed and performed before that Phase continues.

Card Title

Phases this card can be played:

gameplay effect

Graphic (no gameplay effect)

Historical “flavor text” for context

(no gameplay effect)

Card #

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[7.2] ‘Hand’ Cards: All other (non-E V E N T ! , see 7.1) cards drawn are retained in the drawing player’s card hand (or “hand”), the information on their faces kept hidden from the opposing player (unless and until those cards are played, discarded or must be revealed due to some game action). You may examine your own cards freely at any time.

[7.2.1] Initial Card Hand: The Exclusive Rules section states how many, and which specific cards (if any), each player begins the game holding in their hand. [7.2.2] Hand Size Limit: The Exclusive Rules section also states the maximum number of cards each player can have in hand during their Administrative Phase (16.0). If you have more cards than your maximum hand size, you must discard cards of your choice until your maximum hand size is reached.

[7.3] How to Play the Cards: Each card is only playable during the Phase(s) listed and underlined on that card, and then only to receive that specific effect. You may play as many cards per turn as you have, provided you meet each card’s conditions (i.e., timing and cost) for playing it. Most cards are playable in multiple ways (e.g., to receive replacements during your Mobilization Phase, improve your units’ strength in a Battle, make a special move, etc.) as indicted by the word “OR” on the card between each such different way that it can be played. When played, you must designate which one way you are using that card for at that time. If redrawn later, that card is usable again for any of its options. Example: The German Player can play the Kriegspiel card (pictured in this section) to either gain one Friction Point and one Replacement Point (+1 and +1) OR to add 2 Strength Points to a German force during a Battle, but he cannot do both.

[7.3.1] Card Costs and Prerequisites: Playing a card might gain you Friction Points (which is bad), cost you Morale Points (which is worse) or force you to discard other cards. These “costs” are listed on each card for each activity.

Cards might also specify prerequisite conditions that must be met to perform an activity. If these prerequisite conditions are not met or that cost cannot be paid, then you cannot perform that activity. [7.3.2] Card Effects: Each card’s activity effects are explained on the card itself. If there is a conflict, the cards take precedence over the Rules. Their effects are cumulative unless otherwise stated on the card. Example: If you play two cards that each gain all your units +1 Movement Point that turn, they would all have +2 Movement Points that turn!

[7.4] Discarding: When played for one of its activities or to generate a Reserve move (see 14.0), a card is generally discarded, face-up, into a Discard Pile next to its Draw Pile. Some cards’ activities, when performed, instruct you to “remove this card from play;” in that case, do not discard that card, but instead set it aside where it becomes unavailable for the rest of the game. [7.5] Reshuffling: When your Draw Pile is empty and you must draw a card, or as instructed by some card activities, reshuffle your Discard Pile to form a new Draw Pile.

[8.0] REPLACEMENTS “Great wear and tear on one’s own forces, therefore, must be expected if one intends to wage a mobile war. All other plans must be adjusted to that fact; and above all, replacements must be provided for.” –Clausewitz Your eliminated units can return to play during your Mobilization Phase as Replacements.

Procedure To Replace a unit, you must spend a number of Replacement Points (RPs or ) at least equal to that unit’s Combat Strength. Replacement Points () are generally received through card play during your Mobilization Phase to generate RPs (). [8.1] Replacement Point Pool: During a single Mobilization Phase when you play more than one card to generate RPs, their values are combined to form a pool of RPs. In this manner, you can replace stronger units

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by playing multiple cards for RPs and combining their values. Unspent RPs cannot be saved between turns! Example: You have a pair of 2-strength units and one 3-strength unit among your eliminated forces. During your Mobilization Phase, you play two cards for RPs that combine for a total of two Friction Points and four Replacement Points (i.e., +2 and +4 ). With your Replacement Pool of 4 RPs, you get either BOTH 2-strength units or your awesome 3-strength unit back. In the latter case, the unspent RP is lost. [8.2] Irreplaceable Units: Fortress units

(and others listed in a game’s Exclusive Rules such as Elite units) are irreplaceable, as are units eliminated while unsupplied (13.3).

Permanently remove these units from play when eliminated. [8.3] Placement: Replaced units return to the map as Reinforcements do (see 9.1).

[9.0] REINFORCEMENTS “Therefore we do not hesitate to state that in most cases reinforcements are much more effective when approaching the enemy from flank and rear, just as a longer handle gives greater leverage.” – Clausewitz

General Rule New units entering play for the first time are called Reinforcements and appear in the owning player’s Mobilization Phase on the Game Turn indicated in this game’s Exclusive Rules section, or through card play. Important: Until they enter the map, reinforcements have no effect on play. [9.1] Placement: When received, Reinforce-ment and Replacement (8.3) units are placed on friendly Depot hexes () that are unoccupied by enemy units (enemy Zones of Control do not affect placement, see 12.1) during your Mobilization Phase. If no such placement hex is available, those Reinforcement units are delayed (see 9.2) and Replacement units are lost (i.e., remain eliminated and still require Replacing). • When placed, these units may freely stack

together and do not have to obey Stacking Limits at this time (see 11.4).

• Once placed on the map, Reinforcement and Replacement units function as normal units for all purposes.

[9.2] Delayed Reinforcements: A player’s Reinforcement (only, not Replacement) units can be delayed voluntarily (or involuntarily, see 9.1) until a later Game Turn (or even never to arrive at all). When a delayed Reinforcement unit is eventually brought into play, it must appear at its original designated entry location.

[10.0] REST & REORGANIZATION During your Organization Phase, you may declare a Rest & Reorganization (R&R) Turn. You may do this on any turn and any number of times per game.

R&R Turn Effects You must perform the following activity changes during your R&R Turns: 1. During your Organization Phase: • Do not draw cards in the normal manner

(i.e., one free and paying for others). Instead, you may discard any cards in your hand that you desire (including none) and then draw cards sufficient to bring your hand up to its limit (for free). After doing so, resolve any Event cards you just drew (and do not redraw for those just-played Events).

• Receive one Morale Point (+1 ). • Remove half of your Friction Points

(rounded up; /2). 2. During your Movement Phase: • Your units cannot enter enemy Zones of

Control (see 12.0). • Furthermore, if you move any units,

they can only be moved under the same restrictions as if they were Retreating (see 15.7); that is, toward your Depot hexes.

3. During your Combat Phase: • Your mobile units in enemy Zones of

Control must conduct Disengagement Battles, which means skipping all of the usual Battle Steps and instead applying an automatic Attacker Withdraws () result (15.5) for that Battle.

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[11.0] MOVEMENT “We are convinced that there are no rules of any kind for strategic maneuvering; that no method, no general principle can determine the mode of action; but that superior energy, precision, order, obedience, intrepidity in the most special and trifling circumstan-ces may find means to obtain for themselves signal advantages, and that, therefore, victory will depend chiefly on those qualities.” – Clausewitz During your Movement Phase, you may move all, some or none of your units as desired. Units may move in any direction or combination of directions unless restricted from doing so by terrain, enemy units or when conducting an R&R Turn (10.0 #2).

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 [11.1] Strict Sequence: Movement never takes place out of sequence. Your units can only be voluntarily moved by you during your own Movement or Reaction Phases. [11.2] Speed Limit: A unit cannot exceed its Movement Allowance during a friendly Movement Phase, with the exception that a unit may always move 1 hex per friendly Movement Phase (as long as it is not into prohibited terrain, across a prohibited hexside, or through enemy Zones of Control; see 12.0), even if it does not have sufficient Movement Points to pay the entire cost. Example: A unit with a Movement Allowance of 1 could cross a River hexside into a Clear hex even though this costs 2 Movement Points. This would end its movement. Each unit can expend all, some or none of its Movement Points every friendly Movement Phase. Unused Movement Points may not be accumulated from turn to turn, nor transferred from unit to unit. [11.3] 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 should 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.

[11.4] Stacking: At the end of both players’ Movement, Reaction and Combat Phases, each player may have up to two friendly units (of any type, and of any Combat Strength) in a hex or up to three units if their combined Combat Strength does not exceed eight. This means that Fortress units do count for stacking purposes. Thus, you can only stack two non-Fortress units, at most, in the same hex with a Fortress unit. Friendly units cannot enter a hex containing an enemy unit, nor can friendly and enemy units stack together. Overstacking Penalty: At the end of every Movement, Reaction or Combat Phase, if you have more than three friendly units stacked in a hex, or three units stacked together with a combined Combat Strength of 9 or more, then you must immediately eliminate enough of those units of your choice to meet the Stacking Limit (see 11.4). [11.5] Terrain Effects: Normally, units pay 1 or 2 Movement Points to enter each hex, depending on the terrain type in the hex (see the Terrain Effects Chart on the Player Aid sheet). These special Cases also apply:

[11.5.1] Rough Terrain: It costs only 1 Movement Point to enter a Rough Terrain hex, but the unit must then immediately stop and move no farther during that friendly Movement Phase, regardless of how many Movement Points it might haveremaining. Exception: Road movement (see 11.5.2). [11.5.2] Road Movement: All railroads are considered to have normal roads running alongside them (and thus those hexes are also Road hexes). A unit uses Road Movement by spending Movement Points to move directly from one Road hex directly to another connected Road hex. The advantages of Road Movement are:

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• Each hex entered always costs only 1 Movement Point regardless of the terrain type entered or hexside crossed.

• That unit does not have to stop when entering Rough terrain (an exception to 11.5.1).

• If a unit conducts its entire move during its Movement Phase along Roads, it receives one additional (+1) Move-ment Point to spend during that Movement Phase (also along the Road).

Example: A cavalry unit with a Movement Allowance of 4 moves entirely along connected Road hexes during its Movement Phase. It could then move one additional Road hex as a ‘Road Movement Bonus’ that turn. Also, see Optional Rule 19.2 for Strategic Movement by Railroad. [11.5.3] Other Terrain: Other terrain types may apply in specific games. See this game’s Exclusive Rules section and Terrain Effects Chart for details.

[11.6] Movement Friction: During your opponent’s Movement Phase, you may spend 1 Friction Point () to inflict a -1 Movement Point penalty on each unit in a stack as your opponent attempts to move it. If successful (see 6.4), this can only occur a maximum of once per stack.

[12.0] ZONES OF CONTROL “No battle plan survives contact with the enemy” – Helmuth von Moltke (the Elder) Every unit with a Combat Strength and all Hidden units (see 19.4) exert a Zone of Control (abbreviated ZOC) into the six hexes adjacent to the hex it occupies, as shown in this diagram.

The Fortress Exception Important: Zones of Control extend neither into nor out of hexes containing a Fortress unit. Thus,

Fortress units, and all units stacked with them, lose their ZOCs. Likewise, they are equally unaffected by the ZOCs of neighboring enemy units.

Note that the instant a Fortress unit is eliminated, the normal ZOC rules immediately apply to and from that hex.

General Rules With the above exception, all units exert a ZOC at all times, regardless of the current Phase or Player Turn, and into all types of non-Prohibited terrain and across all types of non-Prohibited hexsides. Except for Fortress units, other units in a hex, friendly or enemy, do not affect the presence of a Zone of Control there (e.g., a friendly unit in a hex does not negate an enemy’s Zone of Control in that hex). Both friendly and enemy units can exert their ZOCs upon the same hex. There is no additional effect if multiple units exert their ZOCs on the same hex. Thus, if a given unit is in an enemy controlled hex, the enemy unit is also in its controlled hex and the two opposing units are equally and mutually affected.

Cases [12.1] Effect on Placement = None: The placement of Reinforcement and Replace-ment units is unaffected by EZOCs (9.1). [12.2] Effect on Movement = Stop: Units that enter an enemy Zone of Control (abbreviated as EZOC) must immediately cease their movement for that Phase, regardless of how many Movement Points they have remaining. Friendly units’ Zones of Control do not affect the movement of other friendly units. Units that begin their Movement Phase in an EZOC cannot move during that Movement Phase. That is, once a unit enters an EZOC, it is stuck and must remain in place. Exiting an EZOC only occurs via Disengagement (14.0) or as a result of Combat (15.0).

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[12.3] Effect on Supply = Blocks: EZOCs block the tracing of supply paths (13.2). The presence of a friendly unit in a hex does not negate an EZOC when tracing a supply path. [12.4] Effect on Combat = Must Attack: During your Combat Phase, all of your units in an EZOC must attack, and all of the enemy units exerting those EZOCs must be attacked (see 15.0). Units Disengaging (14.0) or Retreating (15.7) cannot do so through EZOCs. EZOCs do not affect Advance After Combat (15.8).

Example: German ZOCs surround Paris at the beginning of the French Player Turn where the Paris Fortress unit remains defiant (Figure 1). During his Mobilization Phase, the French Player

adds a Replacement unit to Paris. Enemy ZOCs do not extend into a hex with a Fortress unit, but even if they did, they do not block placement (Figure 2). During his Movement Phase, the French Player wants to set up a Battle to relieve the ‘siege’ but also wants his Mobile unit out of Paris where it will regain its ZOC and help keep it from being surrounded next turn. He considers moving his newly Replaced unit out of Paris (Figure 3). Since it is not in an EZOC it is free to move. If he does so, it will have to stop in the first hex it enters as that will be an EZOC hex. Seeing that movement options #1 and #2 do not set up very good Battles for the upcoming French Combat Phase, he decided to move along path #3 (the white arrow) and attack the German cavalry unit that turn…

[13.0] SUPPLY “An army is like a tree that draws its sustenance from the ground in which it grows. A mere sapling is easy to transplant, but the taller it grows, the harder this will become.” – Clausewitz Certain feats on some Operations Cards can only be performed by supplied units. [13.1] Line of Supply: A unit is in supply when it can trace a supply path from itself to a Railroad hex, and then along a rail line back to a Depot hex in its home territory. Depot hexes () are shown on the map.

[13.1.1] Tracing the Initial Supply Path: A unit’s initial supply path is traced from the hex it occupies to a Railroad hex. It can trace a path up to a number of hexes in length given in the Exclusive Rules section (excluding the unit’s hex and including the Railroad hex being traced to). It can be traced over any non-prohibited type of terrain. [13.1.2] The Railroad Supply Path: Once a unit’s initial supply path reaches a Railroad hex, supply is then traced along a contiguous path of Railroad hexes (through friendly and/or enemy territory) back to a Depot hex () that is functioning (see 13.2.2). [13.1.3] Supply Capacity: There is no limit to the number of hexes through which this railroad supply path may be traced, or to how many units may be supplied by tracing their paths through the same hexes.

[13.2] Blocking Supply Paths: No part of a supply path can be traced into or through a hex containing an enemy unit or EZOC. [13.2.1] City Hexes: For a supply path to enter a City hex, it must be occupied by a friendly unit or be friendly controlled (i.e., a friendly unit was the last to occupy or pass through that hex; Control markers can be placed on City hexes to remind players of their current ownership).

[13.2.2] Functioning Depot Hexes: The friendly Depot hex () being traced to must be functioning (i.e., it is not, nor has ever been, occupied by an enemy unit, nor it is in an EZOC; if it is, then that friendly Depot hex is non-functioning). Function

Figure 1

Figure 2

Figure 3

1 2 3

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is immediately restored the instant enemy units and EZOCs are removed from a friendly Depot hex. [13.2.3] Here I Stand: A unit in a friendly Depot hex is always in supply regardless of EZOCs extending into that hex (exception: Siege, see 19.3). [13.2.4] Denial, Not Capture: Enemy Depot hexes () cannot be used to supply friendly forces. The best you can do is to deny them to the enemy by making them non-functioning. [13.2.5] Unsupplied Units: Any unit that cannot trace a valid supply path is unsupplied.

[13.3] Effect of Being Unsupplied: Un-supplied units do not have their capabilities reduced in any way; nor are they removed from the map solely through lack of supply. However, when a unit is removed from the map for any reason, if it cannot trace a valid supply path from the hex it was removed from (i.e., it was unsupplied) at that moment, it is permanently removed from play and cannot be Replaced! Set such units aside to indicate that they cannot return to play.

[14.0] THE REACTION PHASE “The attack is the positive intention, the defense the negative. The former aims at putting the enemy to flight; the latter merely at keeping possession. But this keeping possession is no mere holding out, not passive endurance; its success depends on a vigorous reaction. This reaction is the destruction of the attacking forces.” – Clausewitz Your Reaction Phase takes place during the opponent’s Player Turn and vice-versa. This interruption in the enemy’s activities affords you certain limited movement opportunities (Reserve and Disengagement) in response to the enemy’s just-completed Movement Phase. Note that the Stacking Limit (11.4) is enforced at the end of your Reaction Phase movement, so be mindful of that!

Reserve Movement During your Reaction Phase, you may make a Reserve move with your Reserve units. • A Reserve unit is any supplied (13.0) unit

that is not in a hex adjacent to an enemy unit.

• A Reserve move is to an adjacent hex. This 1-hex Reserve move is not like regular Movement: It does not consume Movement Points and can be into or through any non-prohibited terrain. There is no Road Movement Bonus (11.5.2). Units performing Reserve Movement can move into EZOCs (and thus create or alter combat situations for the opponent’s ensuing Combat Phase).

• There is a cost. For each unit making a Reserve move, you must discard one card from your hand (e.g., conducting two Reserve moves during your Reaction Phase would require you to discard two cards). When you have no cards in your hand, you cannot make a Reserve move.

There are many potentially clever uses for Reserve moves, including to reinforce defending hexes about to be attacked, to cause the opponent to attack undesired hexes, to spread out your forces in the rear in case your front line units Rout, or to “force march” rear area units another hex forward.

Disengagement During your Reaction Phase, you may make a Disengagement move with your cavalry units that are in hexes adjacent to enemy units (i.e.,

they must be “in contact” with the enemy in order to disengage from them). • To make a Disengagement move, that

cavalry unit must be supplied (13.0) and in a hex adjacent to an enemy unit.

• That cavalry unit cannot be in a hex in an enemy cavalry unit’s EZOC.

A Disengagement move is to an adjacent hex that is not in an EZOC. This 1-hex Disengagement move is not like regular Movement: It does not consume Movement Points and can be into or through any non-prohibited terrain. There is no Road Movement Bonus (11.5.2). It is not considered ‘Retreat After Combat’ (15.7) and so does not allow your opponent to Advance After Combat (15.8) after your Disengagement move. • There is no cost to Disengage. No discard

is required (as it is with a Reserve move).

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All of your qualifying cavalry units may freely make a Disengagement move.

Cavalry did not enjoy much strength on the battlefield in this age of rifles, but its screen-ing and harassing functions were still very important during this era.

[15.0] COMBAT “…In combat, all the action is directed to the destruction of the enemy, or rather his fighting powers… The destruction of the enemy’s fighting power is therefore always the means to obtain the object of the combat.” – Clausewitz Combat is mandatory for your Mobile units that are in EZOCs during your Combat Phase.

The Fortress Exceptions 1. Because ZOCs extend neither into nor out of hexes containing a Fortress unit, units are never obliged

to attack into or from such hexes. 2. Fortress units are Immobile and thus

cannot attack (in combat, they can only defend against enemy attacks).

General Rule During your Combat Phase, you are the Attacker and your opponent is the Defender (regardless of the overall strategic situation) in each Battle (i.e., the resolution of a single attack).

Procedure You begin your Combat Phase by declaring all of the Battles you will conduct (i.e., which of your units will attack which enemy units in which hexes) before resolving any of them. Then, each individual Battle is resolved, one at a time, in any order you desire, by following the steps in the Battle Sequence to resolve it:

The Battle Sequence A. The Attacker indicates which units are

attacking which adjacent defending unit(s) as previously declared at the start of the Combat Phase.

B. Total the Strength Points of all those attacking units. The Defender may spend the Attacker’s Friction Points () to attempt to reduce this total.

C. Total the Strength Points of all the defending units in the target hex, adding the single best terrain effect.

. The Attacker may consult the Siege Table, if eligible (19.3).

D. The Attacker may play 1 card affecting Battle.

E. The Defender may play 1 card affecting Battle (with full knowledge of the Attacker’s card play choice).

F. Compute the Combat Differential (Attacker’s Strength minus Defender’s Strength) and find that column on the Combat Results Table (CRT).

G. Roll the die, cross indexing the resulting Row with the CRT Column to obtain the combat result. Both players may spend their opponent’s Friction Points () to re-roll the die.

H. Apply the combat result, including Retreats and Advances After Combat.

[15.1] Declaring Battles: You must declare all of the Battles at the beginning of your Combat Phase. Combat is mandatory in that all of your Mobile units in an EZOC must participate in an attack, and all enemy units in your units’ ZOCs must be attacked. You choose which hexes containing your units will attack which adjacent hexes containing enemy units, in any combination you desire, provided no friendly unit participates in more than one attack, and no enemy hex is attacked more than once, during that Combat Phase.

[15.1.1] Adjacency: Attacking units in two or more hexes can combine their Combat Strengths in a single Battle against an enemy-occupied hex (or hexes), providing that all of the attacking units are adjacent to all of the defending units. [15.1.2] Combat Strength Unity: A unit’s Combat Strength is always unitary; it cannot be divided among different Battles during a Combat Phase, either in attack or defense. [15.1.3] Combat Strength Friction: During your opponent’s Combat Phase, you may spend 1 Friction Point () to inflict a -1 Combat Strength Point

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penalty on a single attacking unit. If successful (see 6.4), this can only occur a maximum of once per attacking unit. [15.1.4] United Stacks: All Mobile units in a single hex must attack together in a Battle. All units in a single hex must defend together in Battle. Thus, each unit’s (15.1.2) and each stack’s strength are indivisible when conducting Battles.

Desperate Attacks: Because all adjacent enemy units in your units’ ZOCs must be attacked, if, during your Combat Phase, one hex with your Mobile units is in the EZOCs of multiple enemy-occupied hexes, and if none of those enemy units are being attacked by any other friendly units during that Combat Phase, then that hex with your friendly units must attack all of those adjacent enemy occupied hexes, even if it is adjacent to two, three or more such hexes! Example: If you have a lone unit that is adjacent to, and in the EZOCs of, two or more enemy-oc-cupied hexes, it must fight all of them in a single (presumably highly disadvantageous) Battle! Diversionary Attacks: When declaring your Battles, you may allocate your attacking hexes/units in such a way that some attacks are made at sacrificially poor differentials (a wargaming technique called soaking off) so that other, adjacent attacking hexes are free to “gang up” on an enemy occupied hex at a more advantageous differential.

[15.1.5] Fortress Battles: Since EZOCs do not extend into or out of hexes with Fortress units, combat is not required into or out of those hexes. If a hex with a Fortress

unit is attacked, then all of the units in that hex defend together normally. If the Mobile units in a hex with a Fortress unit attack from that hex, then any or all of those Mobile units can participate, and only those participating in an attack are subject to any combat results.

[15.2] Terrain Effects: Each game’s Ter-rain Effects Chart (TEC) has a column for the Defense Effects of terrain in combat. Defending units benefit from the terrain in the hex they occupy and / or that hex’s hexside(s) it is attacked through (i.e., a River hexside only benefits the defender if all of

the attacking hexes are across River hexsides to the defender’s hex). Terrain in the attacker’s hexes has no effect on combat. The defender’s terrain benefits are not cumulative. A defending force receives only the single most advantageous terrain benefit (for the defender) in a Battle. This is true even when there are multiple defending hexes in a single Battle – only the single best terrain effect (for the defender) is applied. Example: In the French Combat Phase, the single hex with French (blue) units is in the EZOCs of two enemy hexes (as shown) and must attack them both (15.1). The Attacker (i.e., the French) has a total of 8 Strength Points in this Battle (6+2). The defender has 9 Strength Points (5+4), plus any terrain Defense Effect. The German 1st Army is in a City hex, the German 2nd Army is in a Forest hex, and both units are across River hexsides from the attacking hex. The Forest hex provides no Defense Effect, but the City hex and the River hexside each provide a +1 to the 1st Army; and the River hexside gives a +1 to the 2nd Army. Since these benefits are non-cumulative (15.2), only the single best (i.e., +1) is added to the combined Combat Strengths of the entire defending force for a total of 10 (9+1). Prior to playing card enhancements, this Battle stands at 8 attacking 10 and will be resolved on the -2 Differential Column of the Combat Results Table – a tough situation for the French Player! [15.3] Sieges: Between Battle Steps C and D, the attacker has the option to roll on the Siege Table if that Optional Rule is being used and its conditions are met (see 19.3). [15.4] Cards and Dice: During Battle Steps D and E, each side, beginning with the Attacker, can play 1 card affecting a Battle (the Defender with full knowledge of the Attacker’s card choice, if any), and then a die is rolled on the Combat Results Table and the result obtained. Battle Friction: During any Combat Phase, either player may spend 1 Friction Point () to re-roll the Battle die after it has been cast.

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If successful (see 6.4), the Battle’s outcome is changed to that provided by the subsequent die roll. Re-rolls can occur any number of times in a single Battle; only the final roll yields the Battle’s actual outcome. [15.5] Combat Results: During Battle Step H, the Battle’s combat result is immediately applied, including any Retreat and Advance After Combat, before resolving the next Battle.

Explanation of Combat Results These outcomes are summarized on the Combat Results Table, with results in the green boxes applying to the Attacker, the red boxes applying to the Defender, and the white boxes applying to both. These are explained more completely below: Major Defeat (cc): Eliminate (see 15.6)

all of the units on the Defeated side and adjust that side’s National Morale () accordingly (see 5.0). Afterward, the victor may conduct an immediate free Advance After Combat (see 15.8).

Minor Defeat (c): Eliminate (see 15.6) 1 unit on the Defeated side and adjust that side’s National Morale () accordingly (see 5.0). All surviving Defeated units must Retreat 1 hex (see 15.7). Afterward, the victor may conduct an immediate Advance After Combat (see 15.8) at a gain of 1 Friction Point ().

Routed ( or + 1 ): The Victorious Player rolls one die for each Defeated unit in that Battle and the Defeated Player Retreats each unit (see 15.7) the resulting number of hexes. For each unit Retreating a number of hexes greater than its Movement Allowance, adjust that side’s National Morale () accordingly (see 5.0). Afterward, the victor may conduct an immediate Advance After Combat (see 15.8) at a gain of 1 Friction Point ().

Withdraws ( or ): All Defeated units in this battle are Retreated 1 hex (see 15.7) by the Defeated Player. Afterward, the victor may conduct immediate Advance After Combat (see 15.8) at a gain of 1 Friction Point ().

Indecisive (Attacker + 1 and both sides r): Eliminate (see 15.6) 1 Defending

unit. The Attacker must then eliminate 1 unit. When eliminating 1 unit, it must be your single strongest Mobile unit at that battle. Fortress units are always eliminated last. Adjust National Morale () accordingly. There is no Retreat or Advance After Combat.

[15.6] Eliminated Units: A unit eliminated through combat is removed from the map. If that unit was supplied (see 13.0) at the hex it was removed from, it is set aside and can be Replaced (see 8.0). If it was unsupplied at the hex it was removed from, it is removed from play for the rest of the game (see 13.3).

When a single unit from a stack is eliminated, it must be the strongest Mobile unit for that side at that Battle. Immobile units are always eliminated last. Note that for Fortress units at a Battle, “eliminated” means eliminated, not reduced if it has a Reduction unit.

Retreat After Combat [15.7] Retreat After Combat: Certain Combat Results (i.e., Withdraws and Routed) require the Defeated Player to “Retreat” his units. A Retreat result is applied immediately, with all of the surviving Defeated units moving away from the Defender’s hex (i.e., the “target” or “Battle” hex).

The Fortress Exception Fortress units and units stacked with them ignore all Retreat requirements from the Combat Results Table. That

is, the Routed or Withdraws outcomes have “no effect” on a Fortress unit’s hex.

Thus, the only way to affect a Fortress unit and the forces stacked with it is to eliminate them via the CRT by obtaining Major/Minor Defeats or Indecisive results, via the Siege Table, or perhaps by a specific card effect.

[15.7.1] Retreat is Not “Movement:” Retreat is not like regular Movement. It does not consume Movement Points and can be into or through any non-prohibited terrain. There is no Road Movement Bonus (11.5.2) when Retreating.

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[15.7.2] Retreat Direction Priority: Whenever and wherever possible, a Retreating unit must Retreat in such a way that it moves closer to a friendly Depot hex () than when it began its Retreat. The owning player has his choice of which Depot hex his units Retreat towards if more than one is available (regardless of its proximity to the actual Retreating unit). [15.7.3] Multi-Hex Routing: When a unit is Routed and retreats more than one hex as a result, it must always end a multi-hex Retreat (a.k.a., a “Rout”) the full number of hexes away from the Defender’s hex. Remember, you’re counting hexes in a Retreat, not Movement Points (15.7.1). If a unit can Retreat only a portion of the distance (see 15.7.4) that it is obligated to Rout, it is eliminated in the last hex into which it was able to Retreat. [15.7.4] Retreat Restrictions: If a unit is unable to Retreat due to any of the following Retreat restrictions, that unit is eliminated instead and Morale () is adjusted accordingly: • Enemy Units: Retreating units cannot

enter hexes in an EZOC or those containing any enemy units.

• No Way Out: Units may not retreat into or across any prohibited hex or hexside (including neutral countries).

• Friendly Units: Units can Retreat into and through hexes containing friendly units (unless those units are, them-selves, in an EZOC). If this results in an over-stacking situation, it is resolved at the end of the Combat Phase (see 11.4). Advance After Combat

[15.8] Advance After Combat: Certain Combat Results (i.e., Defeats, Withdraws and Routed) that vacate the hex(es) the Defeated unit(s) occupied during that Battle offer the victorious units an opportunity to Advance After Combat. Victorious units cannot Advance After Combat following an Indecisive result, nor into hexes occupied by enemy Fortress units that cannot Retreat. Advance After Combat is an option that must be exercised immediately, before the next Battle is initiated. Any or all of that Battle’s

surviving victorious units may Advance After Combat.

[15.8.1] The Price of Advancing: Often, there is a “price” of one gained Friction Point (+ 1 ) to exercise this Advance After Combat option. Victorious units are not obligated to Advance After Combat. [15.8.2] Advancing is Not “Movement:” Advancing After Combat is not like regular Movement: It does not consume Movement Points and can be into or through any non-prohibited terrain and even EZOCs. There is no Road Movement Bonus (11.5.2) when Advancing. [15.8.3] The Advance Path: Victorious infantry units can advance one hex after combat, and that must be into a hex occupied by the Defeated unit(s). Victorious cavalry units advance as infan-try units do (see above), but can then advance one additional hex, in any direction, to a hex that is not prohibited to enter due to terrain or the presence of an enemy unit. If any Advance After Combat results in an over-stacking situation, it is resolved at the end of the Combat Phase (see 11.4).

[15.9] Exhaustion: Retreating and Advanc-ing units can neither attack nor be attacked again during that Combat Phase, even if their after-Battle movement places them next to enemy units whose Battles are yet to be resolved. You may wish to rotate 45-degrees such units to indicate that they cannot contribute their Combat Strength to subsequent Battles that Combat Phase (but they are still subject to any adverse results if stacked with units that suffer them). Reorient these units back 45-degrees at the end of that Combat Phase.

Example: At the end of the German Movement Phase, the fortified French force (5 total strength) in the City hex of Toul is facing a heavy German attack (of 9 total strength).

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During his Reaction Phase, the French Player has a cunning plan. He wants to divide the attacker’s force with a bold reaction move. The French Player discards one card and performs a Reserve Move (14.0) with his cavalry (2-4) unit. By moving it to an adjacent hex, either above or below its current hex, it forces the German army

next to it to attack it (by engaging it with its ZOC). After some consideration, the French Player opts to best protect his City hex and Reserve Moves his cavalry unit to the north (white arrow), thus forcing the

German 2nd Army (5-3) to attack it (red arrow). But will the German Meuse Army attack the Fortress at Toul (yellow arrow)? It’s risky… After consulting his card hand, the German Player designates both attacks, conducting the Fortress hex Battle first (orange arrow) and indicates his Meuse Army as the attacking unit. The French Player spends one of the two available German Friction Points () to reduce the attacker’s strength (6.3), but rolls a 2 (EVEN) so it has no effect (6.4). The Attacker’s Strength is 4 and the Defender’s Strength is also 4 (2 for the Fortress unit, 1 for the infantry unit, and +1 for the defender’s friendly City hex). First the Attacker has the option to play one card; Werder’s Detachment is revealed by the German Player, adding two (+2) Strength. The Defender declines to commit a card to the Battle, and it is resolved on the 2 Column. The Attacker rolls a 5, eliminate-ing one defending unit. Not happy with that result, the

French Player takes the German Player’s last remaining Friction Point and commits it to a re-roll attempt. This attempt not only succeeds with a die roll of 1 (ODD; forcing a Battle outcome re-roll), but that Friction Point remains “unspent” in the process and stays in the German Friction Point box (6.4). The Attacker’s re-roll is a 4, causing the Defending (French) side to gain one Friction Point and Rout its force at that Battle (). “Sacrebleu!” The French Player gains the Friction Point (), but the Rout () is ignored thanks to the presence of the French Fortress unit. Now the German 2nd Army must attack the French Cavalry Reserve. What will happen in this Battle?

[16.0] ADMINISTRATIVE PHASE “One would not want to consider the whole business of maintenance and administration as part of the actual conduct of war. While it may be in constant interaction with the utilization of the troops, the two are essentially very different.” – Clausewitz During your Administration Phase, you perform the following ‘housekeeping’ tasks in order: A. Administrative Assistance Step: You

must declare, and then perform, one of the following options: 1) Planning: Draw 1 free card; OR 2) Coping: Remove half of your Friction

Points (rounded up; /2); OR 3) Passing: Do nothing (i.e., “Pass”).

B. Morale Objectives Step: You then adjust your side’s Morale based upon captured Objective and/or Depot hexes on the map. See that game’s Morale Adjustment Chart for details.

C. Mandatory Discards Step: You must discard down to your side’s maximum hand size, if necessary (7.2.2).

D. Fog of War Step: Finally, when using the Fog of War Optional Rule (19.4), you may re-conceal all of your eligible units and spawn one available Dummy unit.

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[17.0] SPECIAL UNIT TYPES “With this generous and noble spirit of union in a line of veteran troops, covered with scars and thoroughly inured to War, we must not compare the self-esteem and vanity of a standing Army, held together merely by the glue of service-regulations and a drill book…” – Clausewitz Fortress Units and Elite Units are special unit types. [17.1] Fortress Units: Here is a summary of the different Fortress unit exceptions: • No Repair: Fortress units cannot be

repaired or replaced once damaged or destroyed (see 8.2).

• Stacking: Fortress units do count for stacking (see 11.4).

• No ZOCs: Fortress units and units in the same hex have no ZOCs. Similarly, enemy ZOCs do not extend into hexes occupied by Fortress units (see 12.0).

• Combat: Fortress units can only defend, never attack. Units stacked in the same hex as a Fortress unit can attack normally and are fully affected by Battle results when doing so (see 15.0).

• No Retreat: Units in the same hex as a Fortress unit (including the Fortress unit itself) ignore the Retreat portion of combat results affecting their hex (see 15.7).

[17.2] Elite Units: When an Elite unit (as designated in the game’s Exclusive Rules, 2.0) Routs, subtract two (-2) from the Rout die roll. If the modified result is less than one (<1), the outcome is changed to Withdraws (i.e., a 1-hex retreat and no Rout effects).

[17.2.1] Destroyed Elite Units: This game’s Exclusive Rules section defines whether its Elite units are replaceable.

[18.0] HOW TO WIN “…victory, which, as we have seen, is something beyond mere slaughter.” – Clausewitz You win an immediate, game-ending Decisive Victory if, at any time, the enemy side’s Morale is reduced to zero or less (≤ 0) for whatever reason, and your side’s Morale is one or more (≥ 1). The game’s Exclusive Rules might provide additional Victory Conditions. A Draw occurs with any other result, such as both sides dropping to 0 or less Morale simultaneously or neither side achieving a Victory by the end of the final Game Turn.

[19.0] OPTIONAL RULES Players can use these Optional Rules by mutual agreement before commencing play, and in any combination desired. [19.1] Army Demoralization: When a side’s National Morale is at 1 or 2 Points, all of its units lose their ZOCs. Their ZOCs are immediately restored if and when their National Morale again rises to 3 or higher.

[19.2] Strategic Movement: Each friendly Movement Phase, you can move one friendly supplied unit via Strategic Movement in lieu of any other type of movement (11.0).

Naval Movement Naval Movement (granted to a side by the game’s Exclusive Rules or through card play) is performed by taking a Mobile unit in a Port hex and placing it in another, friendly Port hex regardless of EZOCs at either Port hex.

Rail Movement Rail Movement is performed by taking a Mobile unit in a Rail hex and moving it up to ten (10) connected, “friendly” (see below) Rail hexes (ignoring terrain costs). It must remain on connected Rail hexes while moving and must stop if it enters an EZOC. Friendly Rails: Rail Movement is permitted only along “friendly” Rail hexes. A Rail hex is friendly if it connects two friendly-controlled Depot, Town or City hexes. You cannot ride the rails into “unconquered”

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enemy territory, even if there are no enemy units there! [19.3] Siege: A supplied friendly infantry unit beginning its Movement Phase adjacent to an enemy Fortress unit can, in lieu of moving that turn, besiege that Fortress unit, symbolized by flipping that Fortress unit over

to its “SIEGE” side. That besieged Fortress unit’s hex then becomes a Besieged hex.

Lifting a Siege: A siege ends the instant no enemy Mobile unit is adjacent to that Besieged hex. When that occurs, flip that Fortress unit back to its normal side and immediately end all siege effects. This means that the unit initiating the siege can move away on a future turn, as any other friendly Mobile unit can move adjacent to a besieged Fortress unit to maintain the siege.

Effects of Siege Units in a Besieged hex are immobile and automatically unsupplied (13.3). Placement (9.1) and Movement into a Besieged hex is prohibited. They’re on their own in there! Siege Combat: Between Battle Steps C and D, the Attacker has the option to roll on the Siege Table if (one of) the target hex(es) is a Besieged hex AND his Attacking force (i.e., all the units for that side involved jointly in an activity; in this case, a Battle) is A) in supply (13.0) and B) its printed Combat Strength total is at least equal to that of the defending force’s total Combat Strength (including any modifiers for terrain). Follow the Steps on the Siege Table on the Player Aid sheet (i.e., each side, beginning with the Defender, can play 1 card affecting a Siege Battle, followed by a die roll on the table itself) and apply the result.

[19.4] Fog of War: Players set up (3.0) and place (9.1) their Mobile units so that they are hidden (i.e., face-down, with their national symbol side showing) on the map. You may inspect the faces of your units freely, but in general they operate hidden from your opponent (i.e., face-down) during play until revealed. Note: Fortress units do not have a hidden side, but units stacked with them can be hidden.

Effects of Being Hidden All hidden units (including Dummy units, see below) are units. They control the hexes they occupy, move normally (11.0; no cheating!), count toward the stacking limit (11.4) and exert a Zone of Control (12.0).

Dummy Units As per this game’s Exclusive Rules section, either or both sides may have Dummy units included that might set up with other friendly units or be added to play later.

An available (i.e., in your Reorganization box) Dummy unit is spawned during your Movement Phase by spending your opponent’s

Friction Points to do so. You may also spawn one for free during your Administrative Phase. When spawned, that Dummy unit is removed from your Reorganization box and added to any hex containing a friendly Hidden unit; and you may secretly “shuffle it into” that stack to confuse your opponent as to which unit in that hex is which. Once revealed (see below), a Dummy unit is immediately removed from the map, placed in your Reorganization box, and becomes available for immediate reuse. The removal of a Dummy unit has no impact on Morale. Hint: Dummy units have a high Movement Allowance, but by being careful not to move them faster than an average- or slow-speed unit, the enemy might think they are more powerful units. Fortress and Reduction units (the underlined unit

name means it has a Reduction unit).

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Revealing Hidden Units Hidden units are revealed (i.e., turned face-up) under the following circumstances: ● At any time the owning player desires. ● When called for by a card, as specified. ● When a type-specific unit is required for a

task, such as an infantry unit to conduct a siege (19.3) or a cavalry unit to conduct a Disengagement Move (14.0), that unit must be revealed to prove its type.

● After designating all Battles at the beginning of a Combat Phase, first reveal all indicated Battle forces that consist entirely of Dummy units. That Battle never takes place and there is no Advance After Combat (15.8). Next, where Battles are still taking place, reveal all forces that are about to engage in combat. Dummy units are good for confusing the enemy as to your strength. On their own they can delay the enemy with their ZOCs but if alone in combat they don’t “gather intelligence” on the enemy’s forces.

Re-concealing Revealed Units Your revealed (i.e., face-up Mobile units) remain revealed until Step D of your Administrative Phase. At that time, you may re-conceal any or all of your eligible units (i.e., those not in an EZOC). After-ward, you may also spawn one available Dummy unit (see above). “Strategy is a system of expedients.” – von Moltke [19.5] Reorganization: Large formation infantry units can break down into multiple smaller ones and these smaller formation units can combine back into larger ones.

Detachment Units As per this game’s Exclusive Rules section, either or both sides may have Detachment units (with their distinctive unit “Detach” ID and values stripe along the bottom) included that might set up with other friendly units or be added to play later. A Detachment unit functions as a normal 1 Strength infantry unit for Replacement, Movement and combat purposes. It counts as only 1/2 a unit for stacking (11.4) and

morale (5.0) purposes when eliminated in combat. Each odd time (first, third, etc.) a Detachment unit is eliminated in combat, lower that side’s morale by one point and then flip its Morale marker over to indicate that it has as many Morale Points as its box number indicates plus one-half a Morale point more. Each even time (second, fourth, etc.) a Detachment unit is eliminated, flip its Morale marker in the box where it currently resides.

Unit Breaking Down Available (i.e., in your Reorganization box) Detachment units are substituted onto the map at the beginning of your Movement Phase (before moving any of your units) by breaking down supplied infantry units with a Combat Strength of 3 or more (only; other types of units are not eligible to break down). To do this, remove from your Reorganization box a number of Detachment units equal to one fewer than the 3+ Strength of the infan-try unit being broken down and place them in that unit’s hex; afterward, place the broken down 3+ Strength infantry unit in your Reorganization box (i.e., they switch places). • If not enough Detachment units are

available, you may not break down that 3+ Strength infantry unit.

• Newly placed Detachment units can move and fight normally on the same turn that you substitute them onto the map.

• If a hidden (19.4) 3+ Strength infantry unit breaks down, the Detachments substituted are also hidden and you may spawn one Dummy unit, if available, in the breakdown hex.

Example: At the very beginning of your Move-ment Phase, you have four Detachment units available and wish to break down a 4 Strength infantry unit on the map. You may bring three Detachment units into play to replace the 4 Strength infantry unit, as well as one Dummy unit (if available).

Unit Build Up Available (i.e., in your Reorganization box) 3+ Strength infantry units are substituted onto the map at the end of your Movement

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Phase (after all of your movement for that Phase is completed, but before the stacking limit is applied to all hexes; see 11.4), by building up Detachment units that are either: A) supplied and stacked together on the map, or B) together off-map among that side’s eliminated units. To do this, remove from your Reorganization box the 3+ Strength infantry unit being substituted and exchange it in place (i.e., that map hex or among the eliminated units) with a number of Detachment units equal to one fewer than that 3+ Strength infantry unit’s Strength (they need not be the same ones substituted when that unit was broken down); afterward, return those Detachment units to your Reorganization box where they are available for reuse.

Restrictions Detachment units can only be replaced after being substituted onto the map via a unit breakdown and subsequently eliminated. Units in the Reorganization box are not available for replacement! Units must be in supply and not in an EZOC to break down or build up. No morale adjustments are made when breaking down or building up units. GAME CREDITS Game System Design: Joseph Miranda Documentation and Development:

Alan Emrich and Bryan Armor Art & Graphic Design: Alan Emrich and Tim Allen Playtesting: Gregory Cochet, Mark Goss, Vincent Hoffman, Hans Korting, Hermann Luttmann, Lance McMillan, James Noone, Norm Stewart, Barry Swodeck, Hans von Stockhausen, Scott Peth, Roger Mason, Evan Gottesman Proofreading: Bill Barrett, Hans Korting, Duncan Rice, Leigh Toms, Ian Wakeham

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Franco-Prussian War 40 August 1870 – March 1871

[0.0] EXCLUSIVE RULES This Exclusive Rules section for Franco-Prussian War 40 and, when combined with the von Clausewitz Series Standard Rules that precede it, these two documents form the entirety of the rules booklet needed to play Franco-Prussian War 40. These Exclusive Rules share the same numbering sequence as (and are meant to neatly “overlap”) the preceding 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 Franco-Prussian War 40 depicts the titanic struggle between the French Second Empire of Napoleon III and the German Confederation led by Kaiser Wilhelm I, with his able supporters, Helmuth von Moltke (the elder) and Otto von Bismarck. During this war, France collapsed and rose again as the Third Republic, and Germany forged an Empire.

[2.0] GAME EQUIPMENT Parts Inventory

● 1 11” x 17” map ● 1 Player Aid mat and 2 Player Aid sheets ● 1 set of 60 1/2” square game pieces ● 1 set of 15 1/2” round game pieces ● 24 French and 24 German Ops cards ● 1 French and 1 German Government card ● 1 10-page Standard Rules booklet ● 1 Exclusive Rules sheet Not included is at least one 6-sided die needed for resolving battles.

The Game Map: The 11” x 17” game map portrays that part of France and its eastern neighbors where this campaign took place.

Game Scale: Each unit represents an army, or corps (approximately 20,000-60,000 men and their equipment). Each space on the map is approximately 30 kilometers across. Each turn represents a half month of operations. Opponents: The blue units are French. The gray units are German. Unit abbreviations include: Adv Gd: Advanced Guard LW: Landwehr Africa: Army of Africa Nat Gd: National Guard Detach: Detachment Sbourg: Strasbourg Imp Gd: Imperial Guard S Ger: South German Gd Mob: Garde Mobile

Special Units The French Imperial Guard Corps has no

intrinsic special abilities, but its loss is a “game changer” as Emperor Napoleon III is com-manding this unit personally, and

when it goes, he goes, along with the French Second Empire government! This unit: • Causes –2 and +1 when eliminated

(a huge morale swing), and… • Is irreplaceable. Once eliminated, remove

the Imperial Guard unit from the game. The South German Army has no intrinsic special abilities, but it can affect the South German States Grumble card event (#1).

[3.0] SETTING UP THE GAME After determining who will play the French and German sides, proceed as follows: 1. Place the Turn marker in the 1 space of

the Game Turn Track (August 1, 1870) with the German Player Turn side

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up. Flip this marker between Player Turns and advance it one space at the end of each Game Turn.

2. Place the French and German Morale markers on the 7 space of the Morale Track.

3. Set up the cards as follows: French: Remove card #1 (The Com-mune) and place it, face-up, to start the French Discard Pile. Shuffle the remaining French cards, face-down, then draw 3 cards for the initial French card hand. If Event cards #2 or 3 (Balance of Power or Palikao Intervenes) are drawn, replace them with another card draw and shuffle them back into the French Deck afterward. German: Remove cards #1, 2 and 3 (South German States Grumble, Bal-ance of Power and Steinmetz’s Insub-ordination) and place them together, face-up, to start the German Discard Pile. Shuffle the remaining German cards, face-down, and then draw 4 cards for the initial German card hand.

French Setup The French Player sets up his pieces first: 1. The French Government begins as

Second Empire. The French Player places that card in front of him and notes his maximum card hand size of three (3) and the conditions for changing his government to Third Republic.

2. Place these units on the Game Turn Track: Turn 2: Châlons Turn 3: Nord

3. Place one round Friction Point marker plus, if those Optional Rules are being

used, four Dummy units and four Detachment units in the French Friction Points and Reorganization Units box.

4. Place the six named French Fortress units in their respective City hexes (Tours, Paris, Lille, Metz, Belfort and Strasbourg).

5. Place the two unnamed French Fortress units (A and B), one each, in any City hexes in France that do not already have a named Fortress unit in them.

These ad hoc Fortress units represent the pre-war assignments of garrison troops. 6. Place these Mobile units, within the

stacking limit (11.4), in any hexes in France that are within four hexes of the German border: Reserve (cavalry); Rhine, Alsace and Imperial Guard (infantry); and one Dummy unit (if that Optional Rule is being used).

7. Set aside the remaining French pieces, as these enter play via cards or other game events with these special entry notes (as abbreviated in each unit’s top-left corner): • The French Player may take

the Army of Africa unit as a Reinforcement (9.0) during any French Mobilization Phase (even on Turn 1). The downside to this unit’s entry into the game is that when the Balance of Power cards occur, a revolt breaks out in the French colonies and French morale () is lowered.

• The Third Republic units enter play when the French Government changes as follows:

The National Guard unit is placed in Paris if A) it is a French-controlled hex; B) it can trace a supply path (13.0) to any

other French supply source; and C) this would not cause an overstacking situation (11.4). If that is not possible, the French Player places the National Guard unit in the French-controlled, supplied hex that is closest to Paris that would not be overstacked (11.4); his choice if more than one such hex is available. Roll a die for each of the Loire and Orient units and place them on the Game Turn Track that many turns ahead. These units arrive as normal Reinforcements (9.0) on those turns. German Setup

The German Player sets up his pieces next: 1. The German Government begins as

German Confederation. The German Player places that card in front of him and

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notes his maximum card hand size of four (4) and the conditions for changing his government to German Empire.

2. Place these units on the Game Turn Track: Turn 2: LW I Turn 5: LW II

3. If those Optional Rules are being used, place three Dummy units and five Detachment units in the German Friction Points and Reorganization Units box.

4. Place the named German Fortress unit in its City hex (Trier) and the Rhineland Fortress unit in any other City hex in Germany.

5. Place these Mobile units, within the stacking limit (11.4), in any hexes in Germany: 2nd and Meuse Armies (these two units must set up stacked together); 3rd and South German Armies (these two units must set up stacked together); 1st Army (infantry ); 1st and 2nd Advanced Guard (cavalry); and two Dummy units (if that Optional Rule is being used).

6. Set aside the remaining German piece, Intendantur, as it enters play via German card #19 (as abbreviated in its top-left corner). Etcetera

Place the remaining round Friction Point / Control markers in a handy location. The inside-back cover shows the historical set up of forces, for those who are interested.

[4.0] SEQUENCE OF PLAY You can only change your government during your Mobilization Phase (see 21.1). The German player is the First Player. Skip the German Operations and Mobilization Phases on the first Game Turn; the game begins with the German Movement Phase. There are 12 game turns in the Standard Scenario (but see 20.0 for an Alternate Scenario).

[5.0] NATIONAL MORALE [5.1] Gaining / Losing Morale Points: Important: There are several game-specific Morale Point adjustments on the Player Aid mat; be sure to examine them closely.

[5.1.3] Weak Unit Losses: All units with a Combat Strength of one (1) cause no Morale Point loss when eliminated.

[7.0] OPERATIONS CARDS Card symbols key: , , , = French (blue) Friction,

Morale and Replacement Points, cards. , , , = German (black) Friction,

Morale and Replacement Points, cards , , , = Either (blank) Friction,

Morale and Replacement Points, cards [7.2.2] Hand Size Limit:

French Second Empire = 3 French Third Republic = 4 German Confederation = 4 German Empire = 5

[13.0] SUPPLY [13.1.1] Tracing the Initial Supply Path: German units can trace up to three (3) hexes to a railroad hex (i.e., there can be up to two intervening hexes between the unit and the railroad). French units can only trace up to two (2) hexes to a railroad hex.

[14.0] THE REACTION PHASE Important: Neither side’s cavalry units can make Disengage moves in this game!

[18.0] HOW TO WIN If the game does not end in a Decisive Vic-tory then, at the game’s end, total up the number of Victory Points (VPs) for the control (as defined in 13.2.1) of enemy cities only (i.e., the French score VPs only for the cities they control in Germany and vice-versa). The VP values for each city are shown on the map, just below their names (e.g., Paris is worth 10 VPs to the Germans if they control it at the end of the game). Luxembourg City counts for the French only if the Luxembourg card was played. After scoring both side’s VPs, subtract the French score from the German score to determine the winner as follows:

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24 Franco-Prussian War 40 Exclusive Game Rules v1.0

Systems Development by Bryan Armor and Alan Emrich

0 or less: French Decisive Victory 1-5: French Marginal Victory 6-10: Draw 11-15: German Marginal Victory 16-20: German Decisive Victory

(historical result)

[19.0] OPTIONAL RULES [19.6] Tenacious Withdrawals ( or ): For Withdraws results (only), Advance After Combat is not automatic. Instead, the victor can attempt to Advance After Combat. After gaining the usual one Friction Point (+1 ), he rolls a die and only victorious units at that Battle whose Movement Allowance is less than or equal to (≤) the result can actually Advance After Combat. During the Franco-Prussian War, victorious armies had routine difficulties remaining in contact with enemy forces withdrawing in good order.

[20.0] ALTERNATIVE SCENARIO Instead of ending the game after 12 turns in the Standard Scenario (August I 1870 to

January II 1871, covering the active period of operations), by mutual agreement players may continue through 16 turns and

play the Extended Scenario (ending March II 1871, covering the post-armistice period with the epic siege of Belfort and the dramatic Paris Commune).

[21.0] POLITICAL RULES The strategic scale of this game brings the inclusion of Government and Political rules. [21.1] Government

Cards: Each side has a Government card with its own special rules and effects. Note that some Operations cards have differing effects based on the Player’s current government. For example, regardless of the outcome, while the French Government is Second Empire, each time they attack with the Imperial Guard unit, they immediately gain one Morale Point (+1 ).

During your Mobilization Phase, check to see if the requirements to change your starting government to its alternate side are met. If so: 1) flip your Government card over to its alternate side; 2) perform all immediate effects listed, and 3) note any duration effects that apply for the rest of the game (for example, an increased maximum card hand size). [21.2] Neutral Countries: Hexes in neutral countries are prohibited. Units may not enter, nor do ZOCs extend into, neutral hexes. Belgium and Switzerland always remain neutral. They never become belligerents. Luxembourg begins the game as neutral, but if the German Player plays the Luxembourg card and meets its requirements, then Luxembourg enters play. All of its hexes become part of Germany for all game purposes.

GAME CREDITS Game System Design: Joseph Miranda Documentation and Development:

Bryan Armor and Alan Emrich Graphic Design: Alan Emrich Game Map: Tim Allen Playtesting: Gregory Cochet, Mark Goss, Vincent Hoffman, Hans Korting, Hermann Luttmann, Lance McMillan, James Noone, Norm Stewart, Barry Swodeck, Hans von Stockhausen, Scott Peth, Roger Mason, Evan Gottesman Proofreading: Bill Barrett, Ian Wakeham

Proudly developed, manufactured and assembled in the USA

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[22.0] DESIGNER’S NOTES by Joseph Miranda

A Clash of Systems: The Prussian Army of 1870 revolutionized modern warfare on the operational level. Its highly efficient General Staff, using their military technology of wargaming (Kriegspiel), developed detailed plans for military mobilization and logistics. The Prussian Army fielded new items, including the first modern rifled heavy artillery piece from the Krupp company (Krupp stahl, meaning Krupp Steel). Herr Krupp would receive the sobriquet “The Cannon King” after this war. After Prussia’s victory, other modern armies quickly adopted Krupp stahl and Kriegspiel.The French Army was a typical European quality army at that time. The French lacked the General Staff and mobilization systems of the Prussians and, during the reign of Emperor Napoleon III, placed politics above military efficiency. When the Third Republic overthrew the Second Empire, the French military played catch up with these systems and technologies, but were unable do so in the middle of a major war, especially with Paris under siege!History as Game: The game models much of this through the use of cards. ‘On paper’ (i.e., by simply comparing unit Combat Strengths and Movement Allowances), both armies look similar. When you experience the Operations card system, this great story from history is revealed and these armies’ differences are exposed. For example, the German Staff Work cards give a uniform increase in movement to all German units, while the comparable French Système D (their slang for “muddling through”) cards grant similar benefits, but only for a single unit! This represents the occasionally brilliant move that a single French army might make. Over the course of the game, the Germans simply get more out of their forces than do the French. From a game design standpoint, the cards manage this without the need to write a lot of special rules and exceptions to force historical outcomes.Wargames and Politics by Other Means: This is actually my second game on The Franco-Prussian War. My first was a larger and more detailed wargame in Strategy & Tactics magazine #149. A major issue in doing a wargame on the entire Franco-Prussian War is the politics of the situation. For the Germans, this is fairly easy to simulate: If they get to Paris, they can declare themselves an Empire. For the French, it’s trickier. The switch from the Second Empire to the Third Republic historically worked in France’s favor, but at the war’s end support for the government was divided. This ambivalence was also present in the French armies, with many units in a state of near mutiny. But once French Emperor Napoleon III was captured by the Germans at Sedan, withGerman armies marching into the French interior, there was a sudden explosion of French nationalistic fervor. A new government of National Defense was formed, competent generals were promoted, the French people rose up in defense of their country, and even radicals from abroad (e.g., Garibaldi) took up arms on the side of France.In game terms, if the French Imperial Guard unit is eliminated, Napoleon III is assumed to have been captured.Thus the French player can overturn this dire on-board situation into a new Third Republic government. The Paris Commune: One other memorable event from The Franco-Prussian War was the uprising of the Paris Commune. This Anarchist movement seized control of Paris (while under German siege) after the new French Third Republic government agreed to an armistice (perceived by the radicals as a sell-out by the moderates). If the Commune card occurs prior to the Third Republic, this just represents dissent in the ranks.Friction: The concept of Friction Points evolved during development to emphasize what von Clausewitz so rightly teaches about the “friction of war.” It makes your own turns a bit more introspective and your opponent’s turn more interactive as you worry, realistically, about how things can sometimes just… go wrong.Morale: The primary function of National Morale is that a collapse causes capitulation. It is also a resource that is spent to build up your card hand when the exigencies of war demand maximum field performance. Of course, you could draw a card that is of little help, but that is just another part of von Clausewitz’s notion of “the friction of war.”Cavalry: Lacking their ability to disengage, cavalry is treated at this strategic scale the same as other units, owing to their abysmal performance during this war. Most of the infantry units have some cavalry attached to them, anyway.Army Detachments: Note that Detachments always have a Movement Allowance of ‘2,’ even if their parent unit had a higher or lower rate. This represents the command control and logistical factors of operating smaller units in thistheater-level game. Army Detachments are useful as garrisons and for screening flanks, but not for primary efforts.Combat. The mandatory attacks and the unitary combat strength of all units in a hex – these combine to represent the generally poor command control of this era. Once enemy forces were in contact, they engaged automatically with little control from Supreme Headquarters. That is, you (the player) lose the ability to control them. Fans of myNapoleonic 20 system games will notice that I used that system as the departure point for this von Clausewitz series, adding some extra columns on the Combat Results Table (since more units can engage in a single Battle because stacking is allowed, there will be more extreme differentials occurring).Combat Results: Battles tended to be indecisive, owing to the increasing range of weapons and the inability of cavalry to pursue the vanquished effectively. Thus, combat results generally inflict single unit losses, if losses occurat all. You should make a Battle’s outcome more decisive by surrounding the enemy to cut off their Retreat paths.Continued on the inside back cover…

Replacements: The Germans receive more Replacements than the French, owing to their superior mobilization and logistics system. On most cards, you can choose to replace eliminated units in lieu of the card’s other effect(s). Thiseither/or decision represents the focus of staff time, logistics and training; you can either take the Replacements or enjoy the benefits of one of the card’s other effects – pick 1. This is a game design concept that I’ve always liked.Logistics: I did not want to write complex supply rules since this is supposed to be a simple system. Instead, I built logistics into the cards. Since a unit needs to be in supply in order to use certain cards, this took care of several things at once. Effectively, units gain bonuses for combat and movement, as well as being replaceable after their loss in combat, if they’re in supply. Incidentally, the rail/road lines on the map also represent the main telegraph and other lines of communications, so this rule also includes some aspects of command control.Fortifications: Fortress units are not particularly powerful in the game. Historically, most French fortifications were poorly supported, often manned by indifferent reservists (although there were some exceptions, such as at Belfort). In some cases, an individual Fortress unit represents an entire fortified region centered on the named city. The enhanced defensive strength for units defending their own nation’s cities represents many of the minor forts that dotted the landscape. It also represents local militias that kicked in when the regulars defended their area of operation, though otherwise these local militias tended to capitulate in the face of organized enemy strength.Why do Fortress units have no Zones of Control? This was mainly for simplicity so the game would not require complex siege rules. As a justification, units in fortresses did tend to dig in and avoid external operations. The real advantage to holding forts is that they are often on critical rail lines that you need for maneuver and supply (and that your opponent needs to advance his own supply lines).Francs-Tireurs: Again, it was easier to handle French partisans via a card than by writing all sorts of rules andexceptions for their use. Effectively, they place German units out of supply by denying them the use of their Staff Work cards. These cards also represent the effects of smaller French fortresses not shown directly on the map.Fog of War: The Dummy units represent not only limited intelligence, but also cavalry patrols and other small formations. So they can actually seize objectives, though once revealed, cannot hold them. These units are subtle, but the player is a smarty who makes good use of a Dummy when employing this recommended Optional Rule.Onwards! And that’s Franco-Prussian War 40. Our next stop might be The Boer War and, if there is sufficient interest and a new designer among you, we can take this game system on some other campaigns of the era, such as the American Civil War, the French in Mexico, some Russo-Turkish Wars, and so many others!

Historical Set Up

© 2012 Joseph Miranda and Victory Point Games http://victorypointgames.com © 2012 Joseph Miranda and Victory Point Games

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von Clausewitz #1

von Clausewitz #1

GAME DESIGNJoseph Miranda

DEVELOPMENTBryan Armor, Alan Emrich

MAP ARTTim Allen

Number of Players: 2Ages: 12 and upPlaying Time:90 minutesComplexity: 5.5 Solitaire Suitability: 4 Scale: Each unit repre-sents an army or corps, and each turn repre-sents two weeks of operations.

Game Components: One 10-page Standard

Rules booklet with Optional Rules included

One sheet of Exclusive Rules One 11” x 17” map One Player Aid mat 2 two-sided Player Aid sheets 48 Operations cards 60 1/2” square, two-sided

game pieces 15 1/2” round, two-sided

game pieces One French and one

German Government card$33.95

"Everything in war is very simple, but the simplest thing is di�cult." - Carl von ClausewitzNew from renowned game designer Joseph Miranda, the von Clausewitz series brings you the great campaigns of what historians call "The Long 19th Century" -- the period between the French Revolution and World War 1. The series features quick, streamlined gameplay, simple mechanics, card play, and the fog of war.Unique to the series, and following the theories of Clausewitz himself, players must be aware that many of their actions will build Friction Points -- which a wily opponent can then use against them to sabotage their best laid plans. Careful management of reserves and reinforcements, clever card play and knowing when to throw caution to the wind to strike at an opponent will win the day.The �rst game in this series is Franco-Prussian War 40. Two continental heavyweights duel for supremacy in the con�ict that smashed the French Second Empire, triggered the Paris Commune, and gave birth to the German Reich, with fateful consequences for Europe and the world. The German player must strike fast while holding the advantage in numbers, careful not to overextend his forces and put his tenuous supply lines at risk. The French player must seek to hold o� the initial German invasion and defend Paris until he can unleash the Republican forces of the Third Republic. Will the war end in the streets of Paris, or Berlin? The fate of Europe hangs in the balance with Franco-Prussian War 40!

Franco-Prussian War 40August 1870 - March 1871

Franco-PrussianWar 40

August 1870 - March 1871

©2012 Joseph Miranda and Victory Point Games (VPG)“Franco-Prussian War 40” is VPG’s name for its 19th century wargame depicting the struggle between the French and the Germans.http://victorypointgames.com; [email protected]; (714) 957-4066