vclausewitz series rules v1-0 (pages)
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von Clausewitz SeriesWarfare 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]ADMINISTRATIVEPHASE ...................... 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 RULESThese Standard Rules are shared by every
game in the von Clausewitz series. Each gamein the series also has its own Exclusive Rulesplus the rules printed on that games 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 quickreferencing.
The instructions for this game are organized
into major Rules sections as shown in largegreen 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 games components,procedures for play, the games core systemsand mechanics, how to set it up, and how to
win.
Within each Rule, there can be Cases thatfurther explain a Rules general concept orbasic procedure. Cases might also restrict the
application of a rule by denoting exceptions to
it. Cases (and Subcases) are an extension of aRule 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 inblue text and this font.
Text in shaded boxes, like this, provides the
voice of the games designer, who is addressingyou to explain an idea or concept that is not,itself, a Rule or a Case.
[1.0]INTRODUCTIONin the whole range of human activities, war mostclosely resembles a game of cardsCarl vonClausewitz
von Clausewitz is a wargame system forrecreating military campaigns during theearly age of modern military technology
from the mid-19th century to World War 1.
This Standard Rules booklet applies toevery game in the Series, each of which alsohas its own Exclusive Rules.
Game Scale: Each game in the Series has itsown scales for measuring time, distance (per
hex) and unit aggregation (how many troopseach piece represents) as stated in itsExclusive Rules.
[2.0]GAME EQUIPMENTThe Game Maps: The playing area featuresa map portraying the areas where the
campaign took place. There is a hexagonalgrid superimposed over the map to regulatethe placement and movement of the pieces.
The Playing Pieces: The cardboard gamepieces represent the military units that tookpart in that campaign. These playing piecesare referred to as units. The information on
the units is read as shown below:
Entry helps you set up the units. # = numberof card that may bring unit into play.
Unit Size is the size of the military formationrepresented by the piece. XXXX = Army; XXX= Corps; XX = Division; X = Brigade; III =Regiment; Fortress units represent their
garrisonsplus 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 maximumnumber of open terrain hexes through whicha unit may move in a single MovementPhase.
Mobile and Immobile units: A Mobile unitis any unit with a Movement Allowance of1or more. An Immobile unit has a MovementAllowance of0.
Game Charts, Tables, and Tracks: Someof these may be found on the map, while
most are found on the Player Aid sheets.
Player Aid Mat
The Game Turn Record Track indicatesthe current Game Turn.
The Morale Track indicates the currentnumber ofMorale Points per side.
The Morale Adjustments Chartdescribes adjustments made to the Morale
Track during play as the result of combatand other actions.
The Friction Points and Reorganizationbox holds that sides Friction Points, andavailableDummy, Detachment andbroken down infantry units.
Player Aid Sheet
The Sequence of Play outlines the Phasesconducted during each Players turn.
The Terrain Effects Chart providesinformation about the effects of terrain onmovement and combat.
The Battle Sequence outlines the stepsconducted during each individual Battle.
The Combat Results Table is used toresolve Battles.
The Siege Table is used with thatOptional Rule.
Cards: Each side has their own set of cards
that generate certain game activities.
[3.0]SETTING UP THE GAMEFirst, the players determine which side theywill play. Each games Exclusive Rulesprovide the rest of its Setup instructions,
including how each player sets up theirinitial Card hands and Draw Piles.
[4.0]SEQUENCE OF PLAYThe frequent application of routine in war wil l alsoappear essential and inevitable when we considerhow often action is based on pure conjecture ortakes place in complete ignorance Clausewitz
General Rule
These games are played in Game Turns,each of which is composed of two PlayerTurns. The number of Game Turns isspecified in the games Exclusive Rules.During each Game Turn, the playersalternate maneuvering their units and
resolving Battles in the sequence outlinedbelow. At the conclusion of the last GameTurn, 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 SecondPlayer Turn. Each games Exclusive Rulesindicate which side is the First Player (withthe other side the Second Player). Each
Player Turn is divided into a series of distincactivities called Phases. Some Phases arefurther subdivided into Steps that areconducted in sequence to organize the
activities of that Phase.
Infantry Cavalry Fortress
Front Back
Type(Infantry)
HiddenSide
(NationalFlag)
CombatStrength
MovementAllowance
Unit Designation(Chlons Army)
Size(Army)
Entry(Turn 2)
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The First Player Turn
1.First Player Operations Phase: The FirstPlayer must decide if he is committing to aRest and Reorganization Turn (10.0). If
not, he draws 1 free card from his deck.He may then draw a second card bygaining one Friction Point (+1), andadditional cards at a cost of one Morale
Point (-1) each (7.0).
2.First Player Mobilization Phase. TheFirst Player places Reinforcements (9.0)
due that turn and may play cards to alsogain Replacements that turn ( , 8.0).
3.First Player Movement Phase: The First
Player may move all, some or none of hisunits as he desires per the rules forMovement (11.0), Zones of Control(12.0), and Terrain Effects (see TEC).
4.SecondPlayerReaction Phase: TheSecondPlayer may have all, some, or noneof his eligible units conduct ReactionMovement (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 thenperform, either: 1) Draw 1 card for
free; or 2) Remove half of his FrictionPoints (rounded up;/2); or 3) Do
nothing (i.e., Pass).
B. He then adjusts his sides Morale
based upon captured hexes.
C. He must discard down to his handsmaximum 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 andspawn 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 MORALEMilitary activity is never directed against materialforces alone; it is always aimed simultaneously at themoral forces which give it life, and the two cannot beseparated. Clausewitz
Each side begins with a number ofMoralePoints as indicated in that games ExclusiveRules. MoralePoints represent a sides levelof motivation and command skill during thatcampaign. Players may spend Morale Pointsto draw additional cards, and will gain or
lose them as a result of combat and otherevents.
Keeping Track of Morale Points
Morale Points are symbolized with
a square symbol () and arerecorded on the Morale Track using thesquare Morale markers. Adjust a nationsMorale marker up or down the track as it
gains or loses morale.[5.1] Gaining / Losing Morale Points: TheMorale Adjustment Chart on the PlayerAid Mat lists actions that adjust MoralePoints, and this list might be supplemented in
that games Exclusive Rules. If two or more
morale-affecting events occur simultaneous-ly, first addand then subtract all MoralePoint changes that must be applied.
[5.1.1] Maximum Morale: A sidesMorale Value may never exceed themaximum shown on that games MoraleTrack, with any excess being lost.
[5.1.2] Morale Collapse: If a sidesMorale Value ever reaches zero (0), that
side immediately loses the game (18.0).
[5.2] Spending Morale Points: The PhasingPlayer may spend Morale Points to draw athird, fourth, etc. card during his OperationsPhase. The first (mandatory) card draw is
free and the second (optional) draw forcesthat player to gain one Friction Point (+1). Additional (optional) card draws costone Morale Point (-1) each!
[6.0]FRICTIONEverything in war is very simple, but the simplestthing is difficult. The diff iculties accumulate and endby producing a kind of friction This tremendous
friction is everywhere in contact with chance, andbrings about effects that cannot be measured, justbecause they are largely due to chance.Moreover,every war is rich in unique episodes. Clausewitz
When conducting certain card activities orother actions, and as a result of combat, a
player may generate Friction Points (FPs)
for his side (which is bad). Friction Pointsare symbolized by a circle symbol () and
are represented by round markers
with that side's national symbol.
Each side has its own Friction PointPool on the Player Aid mat which is used to
hold that sides accumulated FPs. TheOpposing Player spends them to hinder theplayer who accumulated those FPs.
This game mechanic illustrates the keyClausewitzian concept offriction. The moreambitious and complex the activityundertaken (and in some cases, simply the
more an Army acts at all), the greater thechance that something can go wrong. At acertain point, even simple activities becomedifficult from the stress of friction.
Due to the potential ill effects of friction,players might be more cautious inconducting activities which generate friction,
as each increase offers the opponent morechances to sabotage those activities.
Conversely, at key points in the game aplayer may risk high friction in order to
conduct a major attack or stave off defeat.
[6.1] Friction Point Limit: Friction Pointsare capped as indicated inside each sidesFriction Point box on the Player Aid mat
(generally, this is around five FPs per side).
Note any exceptions concerning FPs in thegames Exclusive Rules.
No additional FPs are generated by a sidewhile at its FP maximum. That player canstill freely take actions that generate FPs
(such as paying a second card draw cost orAdvancing After Combat) while at the limit.
Thus, it is advantageous to spend your
opponents FPs promptly and not let themstockpile up to the FP limit; otherwise, youropponent will be able to perform friction-generating activities without penalty!
[6.2] Generating Friction Points: FrictionPoints are added to your pool when you:
Draw a second card during yourOperations 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 Opponents Friction
Points: Your opponents Friction Points arespent by you in several different ways:
1.At any time during the opponents turn, toforce him to play with his hand revealed
until the beginning of his AdministrativePhase (at which time he holds in secretagain).
2.During the opponents Movement Phaseto inflict a -1 MovementPoint penalty oneach unit in a stack as your opponent
attempts to move it. This can only occur amaximum of once per stack.
3.During the opponents Combat Phase toinflict a -1 Combat Strength Point for asingle attacking unit. This can only occur amaximum of once per attacking unit.
4.During any Combat Phase to have theAttacker re-roll the Battle die.
E.g., whether you are attacking or defending,you can use your opponents FPs to re-roll apoor Battle result.
5.During the opponents AdministrativePhase to stop an opponents free carddraw, if that is what he has declared hewill do.He cant change his mind andreduce his current FPs if you choose to do
this.
6.During the opponents AdministrativePhase to stop the re-concealment of all of
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his units and the spawning of a Dummyunit (when using that Optional Rule).
7.During your own Movement Phase tospawn one available Dummy unit (when
using that Optional Rule).
[6.4] Success and Failure: SpendingFriction Points to hinder your opponentsplans does not guarantee success. Every time
an FP is spent, the spending player rolls one
die to check that attempts success:
If the result is ODD, odd things happenand your opponent suffers the ill-effect
youve chosen for him (this time).
If the result is EVEN, your opponentmaintains an even keel and sorts through
the friction; there is no effect and that FPis spent for nothing (i.e., it is wasted).
Note that if an attempt is unsuccessful(EVEN), the Spending Player can
immediately spend anotherFP, if available,to try again (hoping for success this time).
Extreme Friction
The 1 & 6 Rule: If the Friction Point roll isa1, the effect occurs and the FP is notspent; it remains in the opponents FrictionPoint box and can be spent again (evenimmediately, if desired).
If the roll is a6, not only does its attempteduse fail, but that FP marker is flipped overand added to the Spending Players Friction
Point box (a complete reversal of fortune).
[7.0]OPERATIONS CARDSThat the conduct itself of War is very difficult is amatter of no doubt; but the difficulty is not thatspecial learning, or great genius, is required to
comprehend the true principles of conducting War;that can be done by any well-organized head, with amind free from prejudice, and not altogether ignorantof the subject.
Even the application of these principles on a map,and on paper, presents no difficulty; and even agood plan of operations is still no great masterpiece.The great difficulty is to adhere steadfastly inexecution 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 theopportunity to take advantage of fleetingpolitical, military, and economic opportun-ities over the course of play. The information
on the cards is read as shown above.
General RuleYou 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 cardsper turn: during your Operations Phase and
again during your Administrative Phase.
During your Operations Phase, you mustdraw the top card from your deck, and you
do so without cost. You may draw asecondcard at this time at the cost of gaining oneFriction Point (; 6.0). You may draw a
thirdand additional cards at this time at thecost of losing one (-1) Morale Point (; 5.0)
for each.
During your Administrative Phase, youmay draw one card in lieu of reducing yourFriction Points by half (see 16.0).
[7.1] Event Cards: If a cards headlineincludes the word , that cards eventmust be immediately be revealed andperformed before that Phase continues.
[7.2] Hand Cards: All other (non- ,
see 7.1) cards drawn are retained in thedrawing players card hand (or hand), theinformation on their faces kept hidden fromthe opposing player (unless and until those
cards are played, discarded or must berevealed due to some game action). You mayexamine your own cards freely at any time.
[7.2.1] Initial Card Hand: The ExclusiveRules state how many, and which specificcards (if any), each player begins the game
holding in their hand.[7.2.2] Hand Size Limit: The ExclusiveRules also state the maximum number ofcards each player can have in hand duringtheir Administrative Phase (16.0). If you
have more cards than your maximum handsize, you must discard cards of yourchoice until your maximum hand size is
reached.
[7.3] How to Play the Cards: Each card isonly playable during the Phase(s) listed and
underlined on that card, and then only to
receive that specific effect. You may play asmany cards per turn as you have, provided
you meet each cards conditions (i.e., timingand cost) for playing it.
Most cards are playable in multiple ways(e.g., to receive replacements during yourMobilization Phase, improve your unitsstrength in a Battle, make a special move,
etc.) as indicted by the word OR on the
card between each such different way that itcan be played. When played, you mustdesignate which one way you are using that
card for at that time.If redrawn later, thatcard is usable again for any of its options.
Example: The German Player can play theKriegspielcard (pictured in this section) to eithergain one Friction Point andone ReplacementPoint (+1 and +1 ) OR to add 2 StrengthPoints to a German force during a Battle, but hecannot 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 todiscard other cards. These costs arelisted on each card for each activity.
Cards might also specify prerequisiteconditions that must be met to perform an
activity. If these prerequisite conditionsare not met or that cost cannot be paid,then you cannot perform that activity.
[7.3.2] Card Effects: Each cards activity
effects are explained on the card itself. Ifthere is a conflict, the cards take
precedence over the Rules. Their effectsare cumulative unless otherwise stated onthe card.
Example: If you play two cards that each gainall your units +1 Movement Point that turn, theywould all have +2 Movement Points that turn!
[7.4] Discarding: When played for one of itsactivities or to generate a Reserve move (see14.0), 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 becomesunavailable 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, reshuffleyour Discard Pile to form a new Draw Pile.
[8.0]REPLACEMENTSGreat wear and tear on ones own forces, therefore,must be expected if one intends to wage a mobilewar. All other plans must be adjusted to that fact;and above all, replacements must be provided for.Clausewitz
Your eliminated units can return to playduring your Mobilization Phase asReplacements.
Card Title
Phases this cardcan be played:
gameplay effect
Graphic (nogameplay effect)
Historical flavortext for context
(no gameplayeffect)
Card #
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Procedure
To Replace a unit, you must spend a numberofReplacement Points (RPs or ) at least
equal to that units Combat Strength.
Replacement Points ( ) are generallyreceived through card play during yourMobilization Phase to generate RPs ( ).
[8.1] Replacement Point Pool: During asingle Mobilization Phase when you playmore than one card to generate RPs, their
values are combined to form a pool of RPs.In this manner, you can replace strongerunits by playing multiple cards for RPs andcombining their values.
Unspent RPs cannot be saved between turns!
Example: You have a pair of2-strength units andone 3-strength unit among your eliminated forces.
During yourMobilization Phase, you play twocards for RPs that combine for a total of twoFriction Points and fourReplacement Points(i.e., +2 and +4 ). With your ReplacementPool of4 RPs, you get either BOTH 2-strength
units or your awesome 3-strength unit back. In thelatter case, the unspent RP is lost.
[8.2] Irreplaceable Units: Fortress units
(and others listed in a gamesExclusive Rules such as Elite units)are irreplaceable, as are units
eliminated while unsupplied (13.3).
Permanently remove these units from playwhen eliminated.
[8.3] Placement: Replaced units return tothe map as Reinforcements do (see 9.1).
[9.0]REINFORCEMENTSTherefore we do not hesitate to state that in mostcases reinforcements are much more effective whenapproaching the enemy from flank and rear, just as alonger handle gives greater leverage. Clausewitz
General Rule
New units entering play for the first time arecalled Reinforcements and appear in the
owning players Mobilization Phase on theGame Turn indicated in that gamesExclusive Rules, 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 placedon friendly Depot hexes () that are
unoccupied by enemy units (enemy Zones ofControl do not affect placement, see 12.1)
during your Mobilization Phase. If no suchplacement hex is available, those
Reinforcement units are delayed (see 9.2)and Replacement units are lost (i.e., remaineliminated and still require Replacing).
When placed, these units may freely stacktogether and do not have to obey StackingLimits at this time (see 11.4).
Once placed on the map, Reinforcementand Replacement units function as normal
units for all purposes.
[9.2] Delayed Reinforcements: A playersReinforcement (only, not Replacement) units
can be delayed voluntarily (or involuntarily,see 9.1) until a later Game Turn (or evennever to arrive at all).When a delayed
Reinforcement unit is eventually brought
into play, it must appear at its originaldesignated entry location.
[10.0]REST&REORGANIZATIONDuring your Organization Phase, you may
declare a Rest & Reorganization (R&R)Turn. You may do this on any turn and anynumber of times per game.
R&R Turn Effects
You must perform the following activitychanges during your R&R Turns:
1. During your Organization Phase:
Do not draw cards in the normal
manner (i.e., one free and paying forothers). Instead, you may discard any
cards in your hand that you desire(including none) and then draw cardssufficient to bring your hand up to itslimit (for free). After doing so, resolveany Event cards you just drew (and donot redraw for those just-played
Events).
Receive oneMorale 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 canonly be moved under the samerestrictions 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 ofControl must conduct DisengagementBattles, which means skipping all of theusual Battle Steps and instead applyingan automatic Attacker Withdraws ()result (15.5) for that Battle.
[11.0]MOVEMENTWe are convinced that there are no rules of any kindfor strategic maneuvering; that no method, nogeneral 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 signaladvantages, and that, therefore, victory will dependchiefly on those qualities. Clausewitz
During your Movement Phase, you maymove all, some or none of your units asdesired. Units may move in any direction or
combination of directions unless restrictedfrom 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 pathof contiguous hexes. As each unit enters ahex, it spends 1 or moreMovement Pointsfrom its Movement Allowance to do so.
Restrictions and Prohibitions
[11.1] Strict Sequence: Movement never
takes place out of sequence. Your units canonly be voluntarily moved by you duringyour own Movement or Reaction Phases.
[11.2] Speed Limit: A unit cannot exceed its
Movement Allowance during a friendlyMovement Phase, with the exception that aunit mayalways move 1 hex per friendlyMovement Phase (as long as it is not intoprohibited terrain, across a prohibitedhexside, or through enemy Zones of Control;
see 12.0), even if it does not have sufficientMovement Points to pay the entire cost.
Example: A unit with a Movement Allowance of1 could cross a River hexside into a Clearhexeven though this costs 2 Movement Points. Thiswould end its movement.
Each unit can expend all, some or none of itsMovement Points every friendly MovementPhase. Unused Movement Points may not
be accumulated from turn to turn, nortransferred from unit to unit.
[11.3] No Take Backs: All movement is
final once a players hand is withdrawn fromthe unit he is moving. Players cannot changetheir minds and retrace a units movement.
This Case should bestrictly enforced.
During the campaigns of this era, it wascommon for units to be sent in the wrongdirection at key points with nearly disastrous
results.
[11.4] Stacking:At the end ofboth playersMovement, Reaction and Combat Phases,each player may have up to two friendlyunits (of any type, and of any Combat
Strength) in a hex or up to three units if theircombined Combat Strength does not exceedeight.
This means that Fortress units do count forstacking purposes. Thus, you can only stacktwo non-Fortress units, at most, in the same
hex with a Fortress unit.Friendly units cannot enter a hex containingan enemy unit, nor can friendly and enemyunits stack together.
Overstacking Penalty:At the end of everyMovement, Reaction or Combat Phase, if
you have more than three friendly unitsstacked in a hex, or three units stackedtogether with a combined Combat Strengthof 9 or more, then you must immediatelyeliminate enough of those units of yourchoice to meet the Stacking Limit (see 11.4).
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[11.5] Terrain Effects: Normally, units pay1 or 2Movement Points to enter each hex,
depending on the terrain type in the hex (seethe 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 Terrainhex, but the unit must then immediately
stop and move no farther during that
friendly Movement Phase, regardless ofhow many Movement Points it mighthave remaining. Exception: Road
movement (see 11.5.2).
[11.5.2]Road Movement: All railroads
are considered to have normal roadsrunning alongside them (and thus thosehexes are also Roadhexes). A unit usesRoad Movement by spending MovementPoints to move directly from one Roadhex directly to another connected Roadhex. The advantages of Road Movementare:
Each hex entered always costs only 1
Movement Point regardless of theterrain type entered or hexside crossed.
That unit does not have to stop whenentering Rough terrain (an exception to
11.5.1).
If a unit conducts its entire move duringits Movement Phase along Roads, itreceives one additional (+1) Move-mentPoint to spend during that
Movement Phase (also along the Road).
Example: A cavalry unit with a MovementAllowance of4 moves entirely alongconnected Road hexes during its MovementPhase. It could then move one additional Road
hex as a Road Movement Bonus that turn.Also, see Optional Rule 19.2 for StrategicMovement by Railroad.
[11.5.3] Other Terrain: Other terraintypes may apply in specific games. See
that games Exclusive Rules and TerrainEffects Chart for details.
[11.6] Movement Friction: During your
opponents Movement Phase, you mayspend 1 Friction Point () to inflict a -1MovementPoint penalty on each unit in astack as your opponent attempts to move it.If successful (see 6.4), this can only occura
maximum of once per stack.
[12.0]ZONES OF CONTROLNo battle plan survives contact with the enemyHelmuth von Moltke (the Elder)
Every unit with aCombat Strength andall Hidden units (see19.4) exert a Zone ofControl (abbreviatedZOC) into the sixhexes adjacent to thehex it occupies, as
shown in this diagram.
The Fortress Exception
Important:Zones of Control extendneither into norout ofhexes
containing a Fortress unit. Thus,Fortress units, and all units stacked withthem, lose their ZOCs. Likewise, they areequally unaffected by the ZOCs of
neighboring enemy units.
Note that the instanta Fortress unit is
eliminated, the normal ZOC rulesimmediately apply to and from that hex.
General Rules
With the above exception, all units exert aZOC at all times, regardless of the currentPhase or Player Turn, and into all types of
non-Prohibited terrain and across all types ofnon-Prohibited hexsides. Except for Fortressunits, 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 hexdoes not negate an enemys Zone of Control
in that hex).Both friendly and enemy units can exert their
ZOCs upon the same hex. There is noadditional effect if multiple units exert theirZOCs on the same hex. Thus, if a given unitis in an enemy controlled hex, the enemy
unit is also in its controlled hex and the twoopposing units are equally and mutuallyaffected.
Cases
[12.1] Effect on Placement = None: Theplacement 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 immediatelycease their movement for that Phase,regardless of how many Movement Pointsthey have remaining.
Friendly units Zones of Control do notaffect 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, itis stuck and must remain in place. Exiting an
EZOC only occurs via Disengagement (14.0)or as a result of Combat (15.0).
[12.3] Effect on Supply = Blocks: EZOCs
block the tracing of supply paths (13.2). Thepresence 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 theenemy units exerting those EZOCs must be
attacked (see 15.0).
Units Disengaging (14.0) or Retreating(15.7) cannot do so through EZOCs. EZOCsdo not affect Advance After Combat (15.8).
Example:German ZOCs surround Paris at thebeginning of the French Player Turn where theParis Fortress unit remains defiant (Figure 1).
During his MobilizationPhase, the French Playeradds a Replacement unitto Paris. Enemy ZOCs donot extend into a hex witha Fortress unit, but even
if they did, they do not
block placement (Figure2).
During his MovementPhase, the French Playerwants to set up a Battle torelieve the siege but alsowants his Mobile unit outofParis where it willregain its ZOC and help keep it from beingsurrounded next turn. He considers moving hisnewly Replaced unit out ofParis (Figure 3). Since
it is not in an EZOC it isfree to move.
If he does so, it will haveto stop in the first hex itenters as that will be anEZOC hex. Seeing thatmovement options #1 and#2 do not set up very
good Battles for the upcoming French CombatPhase, he decided to move along path #3 (thewhite arrow) and attack the German cavalry unitthat turn
[13.0]SUPPLYAn army is like a tree that draws its sustenance fromthe ground in which it grows. A mere sapling is easyto transplant, but the taller i t grows, the harder thiswill become. Clausewitz
Certain feats on some Operations Cards can
only be performed by supplied units.
[13.1] Line of Supply: A unit is in supplywhen it can trace a supply path from itselfto 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 units initial supply path is tracedfromthe hex it occupiesto a Railroad hex. Itcan trace a path up to a number of hexes
in length given in the games Exclusive
Rules(excluding the units hex andincluding the Railroad hex being tracedto). It can be traced over any non-prohibited type of terrain.
[13.1.2] The Railroad Supply Path:Once a units initial supply path reaches aRailroad hex, supply is then traced along
a contiguous path ofRailroad hexes(through friendly and/or enemy territory)back to a Depot hex () that isfunctioning (see 13.2.2).
Figure 2
Figure 3
1
23
Figure 1
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[13.1.3] Supply Capacity: There is nolimit to the number of hexes through
which this railroad supply path may betraced, or to how many units may be
supplied by tracing their paths through thesame hexes.
[13.2] Blocking Supply Paths: No part of asupply path can be traced into or through a
hex containing an enemy unit or EZOC.
[13.2.1] City Hexes: For a supply path toenter a City hex, it must be occupied by a
friendly unit or befriendly controlled(i.e., a friendly unit was the last to occupyor pass through that hex; Control markers
can be placed on City hexes to remindplayers of their current ownership).
[13.2.2] Functioning Depot Hexes: Thefriendly Depot hex () being traced tomust be functioning (i.e., it must not beoccupied by an enemy unit nor in anEZOC; if it is, then that friendly Depothex is non-functioning). Function is
immediately restored the instant enemy
units and EZOCs are removed from afriendly Depot hex.
[13.2.3] Here I Stand: A unit in a friendlyDepot hex is always in supply regardlessof EZOCs extending into that hex
(exception: Siege, see 19.3).
[13.2.4] Denial, Not Capture: EnemyDepot hexes () cannot be used to supplyfriendly forces. The best you can do is to
deny them to the enemy by making themnon-functioning.
[13.2.5] Unsupplied Units: Any unit thatcannot trace a valid supply path isunsupplied.
[13.3] Effect of Being Unsupplied: Un-supplied units do not have their capabilities
reduced in any way; nor are they removedfrom the map solely through lack of supply.
However, when a unit is removed from themap for any reason, if it cannot trace a validsupply path from the hex it was removedfrom (i.e., it was unsupplied) at that moment,
it is permanently removed from play andcannot be Replaced! Set such units aside toindicate that they cannot return to play.
[14.0]THEREACTION PHASEThe attack is the positive intention, the defense the
negative. The former aims at putting the enemy toflight; the latter merely at keeping possession.
But this keeping possession is no mere holding out,not passive endurance; its success depends on avigorous reaction. This reaction is the destruction ofthe attacking forces. Clausewitz
Your Reaction Phase takes place during theopponents Player Turn and vice-versa. Thisinterruption in the enemys activities affordsyou certain limited movement opportunities
(Reserve and Disengagement) in responseto the enemys just-completed MovementPhase. Note that the Stacking Limit (11.4) is
enforced at the end of your Reaction Phasemovement, 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 anenemy unit.
A Reserve moveis to an adjacent hex.This 1-hex Reserve move is not likeregular Movement: It does not consumeMovement Points and can be into or
through any non-prohibited terrain. Thereis no Road Movement Bonus (11.5.2).Units performing Reserve Movement can
move into EZOCs (and thus create oralter combat situations for the opponentsensuing Combat Phase).
There is a cost. For eachunit making aReserve move, you must discard one cardfrom your hand (e.g., conductingtwo
Reserve moves during yourReaction
Phase would require you to discardtwo
cards). When you have no cards in your
hand, you cannot make a Reserve move.
There are many potentially clever uses forReserve moves, including to reinforcedefending hexes about to be attacked, to
cause the opponent to attack undesiredhexes, to spread out your forces in the rear in
case your front line units Rout, or to forcemarch rear area units another hex forward.
Disengagement
During your Reaction Phase, you may make
a Disengagement move with yourcavalry units that are in hexes
adjacent to enemy units (i.e., theymust be in contact with theenemy in order to disengage from them).
To make a Disengagement move, thatcavalry unit must be supplied (13.0) and
in a hex adjacent to an enemy unit.
That cavalry unit cannot be in a hex in anenemy cavalryunits EZOC.
A Disengagement moveis to an adjacenthex that is not in an EZOC. This 1-hex
Disengagement move is not like regularMove-ment: It does not consumeMovement Points and can be into orthrough any non-prohibited terrain. There
is no Road Movement Bonus (11.5.2). It isnotconsidered Retreat After Combat(15.7) and so does not allow youropponent to Advance After Combat (15.8)
after your Disengagement move.
There is no cost to Disengage. No discardis required (as it is with a Reserve move).All of your qualifying cavalry units may
freely make a Disengagement move.
Cavalry did not enjoy much strength on thebattlefield in this age of rifles, but its screen-
ing and harassing functions were still veryimportant during this era.
[15.0]COMBATIn combat, all the action is directed to thedestruction of the enemy, or rather his fightingpowersThe destruction of the enemys fightingpower is therefore always the means to obtain theobject of the combat. Clausewitz
Combat is mandatory for your Mobileunits that are in EZOCs during your Combat
Phase.
The Fortress Exceptions
1. Because ZOCs extend neither intonorout ofhexes containing aFortress unit, units are never obliged
to attack into or from such hexes.
2.Fortress units are Immobile and thuscannot attack (in combat, they can only
defendagainst enemy attacks).
General Rule
During your Combat Phase, you are the
Attacker and your opponent is theDefender(regardless of the overall strategicsituation) in each Battle (i.e., the resolutionof a single attack).
Procedure
You begin your Combat Phase by declaringall of the Battles you will conduct (i.e.,
which of your units will attack which enemyunits in which hexes) before resolving anyof them. Then, each individual Battle isresolved, one at a time, in any order you
desire, by following the steps in the BattleSequence to resolve it:
The Battle Sequence
A. The Attacker indicates which units areattacking which adjacent defending unit(s)as previously declared at the start of theCombat Phase.
B. Total the Strength Points of all thoseattacking units. The Defender may spendthe Attackers Friction Points () to
attempt to reduce this total.
C. Total the Strength Points of all thedefending units in the target hex, addingthe single best terrain effect.
. The Attacker may consult the SiegeTable, if eligible (19.3).
D. The Attacker may play 1 card affectingBattle.
E. The Defender may play 1 card affectingBattle (with full knowledge of the
Attackers card play choice).
F. Compute the Combat Differential (At-
tackers Strength minus DefendersStrength) and find that column on theCombat Results Table (CRT).
G. Roll the die, cross indexing the resultingRow with the CRT Column to obtain thecombat result. Both players may spend
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their opponents Friction Points () to re-roll the die.
H. Apply the combat result, includingRetreats and Advances After Combat.
[15.1] Declaring Battles: You must declareall of the Battles at the beginning of yourCombat Phase. Combat is mandatory inthat all of your Mobile units in an EZOC
must participate in an attack, and all enemy
units in your units ZOCs mustbe attacked.
You choose which hexes containing yourunits will attack which adjacent hexescontaining enemy units, in any combinationyou desire, provided no friendly unit
participates in more than one attack, and noenemy hex is attacked more than once,during that Combat Phase.
[15.1.1] Adjacency: Attacking units in
two or more hexes can combine theirCombat Strengths in a single Battleagainst 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: Aunits Combat Strength is always unitary;it cannot be divided among differentBattles during a Combat Phase, either inattack or defense.
[15.1.3] Combat Strength Friction:During your opponents Combat Phase,you may spend 1 Friction Point () toinflict a -1 Combat StrengthPoint
penalty on a single attacking unit. Ifsuccessful (see 6.4), this can only occura
maximum of once per attacking unit.
[15.1.4] United Stacks: All Mobile unitsin a single hex must attacktogether in a
Battle. All units in a single hex mustdefendtogether in Battle. Thus, each units(15.1.2) and each stacks strength areindivisible when conducting Battles.
Desperate Attacks: Because all adjacentenemy units in your units ZOCs must beattacked, if, during your Combat Phase, onehex with your Mobile units is in the EZOCs
of multiple enemy-occupied hexes, and ifnone of those enemy units are being attackedby any other friendly units during thatCombat Phase, then that hex with your
friendly units must attackall of thoseadjacent enemy occupied hexes, even if it is
adjacent to two, three or more such hexes!Example: If you have a lone unit that is adjacentto, 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 yourBattles, you may allocate your attacking
hexes/units in such a way that some attacksare made at sacrificially poor differentials (awargaming technique called soaking off) sothat other, adjacent attacking hexes are free
to gang up on an enemy occupied hex at amore advantageous differential.
[15.1.5]Fortress Battles: Since EZOCsdo not extend into or out of hexes
with Fortress units, combat is notrequired 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 attackfrom thathex, then any or all of those Mobile unitscan participate, and only those participa-
ting in an attack are subject to any combatresults.
[15.2] Terrain Effects: Each games Ter-rain Effects Chart (TEC) has a column forthe Defense Effects of terrain in combat.Defending units benefit from the terrain in
the hex they occupy and / or that hexshexside(s) it is attacked through (i.e., a Riverhexside only benefits the defender if all ofthe attacking hexes are across River hexsides
to the defenders hex). Terrain in theattackers hexes has no effect on combat.
The defenders terrain benefits are notcumulative. 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 defendinghexes in a single Battleonly the single bestterrain effect (for the defender) is applied.
Example: In the French Combat Phase, thesingle hex with French (blue) units is in theEZOCs of two enemy hexes (as shown) and mustattack them both (15.1).The Attacker (i.e., theFrench) has a total of8Strength Points in this
Battle (6+2).
The defender has 9Strength Points (5+4),plusany terrain Defense Effect.
The German 1st Army is in a City hex, theGerman 2nd Army is in a Forest hex, and bothunits are across Riverhexsides from theattacking hex. The Forest hex provides noDefense Effect, but the City hex and the Riverhexside each provide a +1 to the 1st Army; andthe Riverhexside 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 thecombinedCombat Strengths of the entire
defending force for a total of10 (9+1).Prior to playing card enhancements, this Battlestands at 8 attacking 10 and will be resolved onthe -2 Differential Column of the Combat ResultsTablea tough situation for the French Player!
[15.3] Sieges: Between Battle Steps C and
D, the attacker has the option to roll on theSiege 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
(theDefenderwith full knowledge of the
Attackers card choice, if any), and then a die
is rolled on the Combat Results Table andthe result obtained.
Battle Friction: During any Combat Phase,either player may spend 1 Friction Point ()to re-roll the Battle die after it has beencast. If successful (see 6.4), the Battlesoutcome is changed to that provided by the
subsequent die roll. Re-rolls can occur anynumber of times in a single Battle; only thefinalroll yields the Battles actual outcome.
[15.5] Combat Results: During Battle StepH, the Battles combat result is immediatelyapplied, including any Retreat and AdvanceAfter Combat, before resolving the nextBattle.
Explanation of Combat Results
These outcomes are summarized on theCombat Results Table, with results in thegreen boxes applying to the Attacker, thered 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 andadjust that sides National Morale ()accordingly (see 5.0). Afterward, the
victor may conduct an immediate freeAdvance After Combat (see 15.8).
Minor Defeat (c): Eliminate (see 15.6) 1unit on the Defeated side and adjust that
sides National Morale () accordingly(see 5.0). All surviving Defeated units
must Retreat 1 hex (see 15.7). Afterward,the victor may conduct an immediateAdvance After Combat (see 15.8) at a gain
of1 Friction Point ().Routed ( or + 1): The Victorious
Player rolls one die for each Defeated unitin that Battle and the Defeated PlayerRetreats each unit (see 15.7) the resultingnumber of hexes. For each unit Retreating
a number of hexes greater than itsMovement Allowance, adjust that sidesNational Morale () accordingly (see
5.0). Afterward, the victor may conduct animmediate Advance After Combat (see15.8) at a gain of1 Friction Point ().
Withdraws ( or ): All Defeated units inthis battle are Retreated 1 hex (see 15.7)
by the Defeated Player. Afterward, thevictor may conduct immediate Advance
After Combat (see 15.8) at a gain of1Friction Point ().
Indecisive (Attacker + 1 and both sides
r): Eliminate (see 15.6) 1 Defendingunit. The Attacker must then eliminate 1
unit. When eliminating 1 unit, it must beyour singlestrongestMobile unit at that
battle. Fortress units are alwayseliminated last. Adjust National Morale() accordingly. There is no Retreat orAdvance After Combat.
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[15.6]Eliminated Units: A unit eliminatedthrough combat is removed from the map. If
that unit was supplied (see 13.0) at the hex itwas removed from, it is set aside and can be
Replaced (see 8.0). If it was unsupplied atthe hex it was removed from, it is removedfrom 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. Immobileunits are always eliminated last. Note thatfor Fortress units at a Battle, eliminatedmeans eliminated, notreduced if it has aReduction unit.
Retreat After Combat
[15.7]Retreat After Combat: CertainCombat Results (i.e., Withdraws andRouted) require the Defeated Player to
Retreat his units. A Retreat result isapplied immediately, with all of thesurviving Defeated units moving away fromthe Defendershex (i.e., the target or
Battle hex).
The Fortress Exception
Fortress units and units stacked withthem ignore all Retreat requirementsfrom the Combat Results Table. That
is, the Routed or Withdraws outcomes
have no effect on a Fortress units hex.
Thus, the only way to affect a Fortress unit
and the forces stacked with it is to eliminatethem via the CRT by obtainingMajor/MinorDefeats 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. Itdoes not consume Movement Points andcan be into or through any non-prohibitedterrain. There is no Road MovementBonus (11.5.2) when Retreating.
[15.7.2] Retreat Direction Priority:
Whenever and wherever possible, aRetreating unit must Retreat in such a waythat it moves closer to a friendly Depothex () than when it began its Retreat.The owning player has his choice ofwhichDepothex his units Retreat towards ifmore than one is available (regardless ofits proximity to the actual Retreating unit).
[15.7.3] Multi-Hex Routing: When a unit
is Routed and retreats more than one hexas a result, it must always end a multi-hexRetreat (a.k.a., a Rout) the full numberof hexes away from the Defenders hex.
Remember, youre counting hexes in aRetreat, notMovement Points (15.7.1). If aunit can Retreat only a portion of thedistance (see 15.7.4) that it is obligated to
Rout, it is eliminated in the last hex intowhich it was able to Retreat.
[15.7.4] Retreat Restrictions: If a unit isunable to Retreat due to any of the
following Retreat restrictions, that unit iseliminated instead and Morale () is
adjusted accordingly:
Enemy Units: Retreating units cannotenter hexes in an EZOC or those
containing any enemy units.
No Way Out: Units may not retreatinto or across any prohibited hex orhexside (including neutral countries).
Friendly Units: Units can Retreat intoand through hexes containing friendlyunits (unless those units are, them-selves, in an EZOC). If this results in an
over-stacking situation, it is resolved atthe end of the Combat Phase (see 11.4).
Advance After Combat
[15.8]Advance After Combat: CertainCombat Results (i.e., Defeats, Withdrawsand Routed) that vacate the hex(es) the
Defeated unit(s) occupied during that Battleoffer the victorious units an opportunity toAdvance After Combat. Victorious unitscannot Advance After Combat following anIndecisive result, nor into hexes occupied by
enemy Fortress units that cannot Retreat.
Advance After Combat is an option that mustbe exercised immediately, before the nextBattle is initiated. Any or all of that Battlessurviving victorious units may AdvanceAfter Combat.
[15.8.1] The Price of Advancing: Often,there is a price of one gained FrictionPoint (+ 1) to exercise this AdvanceAfter Combat option. Victorious units are
not obligated to Advance After Combat.
[15.8.2] Advancing is Not Movement:
Advancing After Combat is not likeregular Movement: It does not consumeMovement Points and can be into orthrough any non-prohibited terrain and
even EZOCs. There is no Road MovementBonus (11.5.2) when Advancing.
[15.8.3] The Advance Path: Victoriousinfantry units can advance one hex after
combat, and that must be into a hexoccupied by the Defeated unit(s).
Victorious cavalryunits advance as infan-
try units do (see above), but can thenadvance one additional hex, in anydirection, to a hex that is not prohibited to
enter due to terrain or the presence of anenemy unit.
If any Advance After Combat results in anover-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 attackedagain during that Combat Phase, even iftheir after-Battle movement places them next
to enemy units whose Battles are yet to beresolved. You may wish to rotate 45-degrees
such units to indicate that they cannotcontribute their Combat Strength to
subsequent Battles that Combat Phase (butthey are still subject to any adverse results if
stacked with units that suffer them). Reorientthese units back 45-degrees at the end of thatCombat Phase.
Example:At the end of the German MovementPhase, the fortified French force (5 total strength)
in the City hex ofToul isfacing a heavy German
attack (of 9 total strength)During his ReactionPhase, the French Playerhas a cunning plan. Hewants to divide theattackers force with a boldreaction move. TheFrench Player discards
one card and performs aReserve Move (14.0)with his cavalry (2-4)unit. By moving it to anadjacent hex, eitherabove or below its
current hex, it forces theGerman army next to itto attack it (by engagingit with its ZOC). After some consideration, theFrench Player opts to best protect his City hexand 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 GermanMeuseArmy attack the Fortress at Toul (yellowarrow)? Itsrisky
After consulting his card hand, the GermanPlayerdesignates both attacks, conducting the
Fortress hex Battle first(orange arrow) andindicates his MeuseArmy
as the attacking unit. TheFrench Player spends oneof the two availableGerman Friction Points() to reduce theattackers strength (6.3),
but rolls a2 (EVEN) so it has no effect (6.4). TheAttackers Strength is 4 and the DefendersStrength is also 4 (2 for the Fortress unit, 1 forthe infantry unit, and +1 for the defendersfriendly City hex).
First the Attackerhas the option to play one cardWerders Detachment isrevealed by the German
Player, adding two (+2)Strength. The Defenderdeclines to commit a card tothe Battle, and it is resolved onthe 2 Column. The Attackerrolls a5, eliminating onedefending unit. Not happy withthat result, the French Player takes the GermanPlayers last remaining Friction Point andcommits it to a re-roll attempt. This attempt notonly succeeds with a die roll of1 (ODD; forcinga Battle outcome re-roll), but that Friction Pointremains unspent in the process and stays in the
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German Friction Point box (6.4). The Attackersre-roll is a4, causing the Defending (French)side to gain one Friction Point and Rout its forceat that Battle (). Sacrebleu!
The French Player gains the Friction Point (),but the Rout () is ignored thanks to thepresence of the French Fortress unit.
Now the German 2ndArmy must attack theFrench Cavalry Reserve. What will happen in
this Battle?
[16.0]ADMINISTRATIVEPHASEOne would not want to consider the whole businessof maintenance and administration as part of theactual conduct of war. While it may be in constantinteraction with the utilization of the troops, the twoare essentially very different. Clausewitz
During your Administration Phase, you
perform the following housekeeping tasksin order:
A. Administrative Assistance Step: Youmust declare, and then perform, one of thefollowing options:
1) Planning: Draw 1 free card; OR
2) Coping: Remove half of your FrictionPoints (rounded up;/2); OR
3)Passing: Do nothing (i.e., Pass).
B. Morale Objectives Step: You then adjustyour sides Moralebased upon capturedObjective and/or Depot hexes on the map.
See that games Morale Adjustment Chartfor details.
C. Mandatory Discards Step: You must
discard down to your sides maximumhand size, if necessary (7.2.2).
D. Fog of War Step: Finally, when using the
Fog of War Optional Rule (19.4), youmay re-conceal all of your eligible unitsand spawn one available Dummy unit.
[17.0]SPECIAL UNIT TYPESWith this generous and noble spirit of union in a lineof veteran troops, covered with scars and thoroughlyinured to War, we must not compare the self-esteemand vanity of a standing Army, held together merelyby 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 Fortressunit exceptions:
No Repair: Fortress units cannot berepaired or replaced once damaged or
destroyed (see 8.2).
Stacking: Fortress units do count forstacking (see 11.4).
No ZOCs:Fortress units and units in thesame hex have no ZOCs. Similarly, enemy
ZOCs do not extend into hexes occupiedby Fortress units (see 12.0).
Combat:Fortress units can onlydefend,never attack. Units stacked in the same
hex as a Fortress unit can attack normallyand are fully affected by Battle resultswhen doing so (see 15.0).
No Retreat: Units in the same hex as aFortress unit (including the Fortress unit
itself) ignore the Retreat portion ofcombat results affecting their hex (see
15.7).[17.2]Elite Units: When an Elite unit (as
designated in the games ExclusiveRules, 2.0) Routs, subtract two (-2)
from the Rout die roll. If themodified result is less than one (
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All hidden units (including Dummy units,
see below) areunits. They control the hexes
they occupy, move normally (11.0; nocheating!), count toward the stacking limit
(11.4) and exert a Zone of Control (12.0).
Dummy Units
As per a games Exclusive Rules, either orboth 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 yourReorganization box) Dummy unit isspawnedduring your Movement
Phase by spending your opponents Friction
Points to do so. You may also spawn one forfree during your Administrative Phase.
When spawned, that Dummy unit isremoved from your Reorganization box and
added to any hex containing a friendlyHidden unit; and you may secretly shuffle
it into that stack to confuse your opponentas to which unit in that hex is which.
Once revealed (see below), a Dummy unit is
immediately removed from the map, placedin your Reorganization box, and becomesavailable for immediate reuse. The removalof a Dummy unit has no impact on Morale.
Hint: Dummy units have a high Movement
Allowance, but by being careful not to movethem faster than an average- or slow-speedunit, the enemy might think they are morepowerful units.
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 asiege (19.3) or a cavalry unit to conduct aDisengagement Move (14.0), that unit
must be revealed to prove its type.
After designating all Battles at the begin-ning of a Combat Phase, first reveal all
indicated Battle forces that consistentirelyofDummy units. That Battlenever takes place and there is no Advance
After Combat (15.8). Next, where Battlesare still taking place, reveal all forces thatare about to engage in combat.
Dummy units are good for confusing theenemy as to your strength. On their ownthey can delay the enemy with their ZOCs
but if alone in combat they dont gatherintelligence on the enemys forces.
Re-concealing Revealed Units
Your revealed (i.e., face-up Mobile units)
remain revealed until Step D of yourAdministrative Phase. At that time, youmay re-conceal any or all of your eligibleunits (i.e., those not in an EZOC). After-
ward, you may also spawn one availableDummy unit (see above).
Strategy is a system of expedients. von Moltke
[19.5] Reorganization: Large formationinfantry units can break down intomultiple smaller ones and these
smaller formation units cancombine back into larger ones.
Detachment UnitsAs per a games Exclusive Rules, either orboth sides may have Detachment units (withtheir distinctive unit Detach ID and values
stripe along the bottom) included that mightset up with other friendly units or be addedto play later.
A Detachment unit functions as a normal 1Strength infantry unit for Replacement,Movement and combat purposes. It counts as
only 1/2 a unit for stacking (11.4) andmorale (5.0) purposes when eliminated incombat.
Each odd time (first, third, etc.) a
Detachment unit is eliminated incombat, lower that sides morale byone point and then flip its Moralemarker over to indicate that it has as many
Morale Points as its box number indicatesplus one-half a Morale point more. Eacheven time (second, fourth, etc.) aDetachment unit is eliminated, flip itsMorale marker in the box where it currentlyresides.
Unit Breaking Down
Available (i.e., in your Reorganization box)Detachment units are substitutedonto the
map at the beginningof your Movement
Phase (before moving any of your units) bybreaking downsuppliedinfantry units with
a Combat Strength of3 or more (only; othertypes of units are not eligible to break down).To do this, remove from your Reorganizationbox a number ofDetachment units equal toone fewerthan the 3+ Strength of the infan-try unit being broken down and place themin that units hex; afterward, place the brokendown 3+ Strength infantry unit in yourReorganization box (i.e., they switch places).
If not enough Detachment units areavailable, you may not break down that 3+
Strength infantry unit.
Newly placed Detachment units canmove and fight normally on the same turn
that you substitute them onto the map.
If a hidden (19.4) 3+ Strength infantryunit breaks down, the Detachmentssubstituted are also hidden and you may
spawn one Dummy unit, if available, inthe breakdown hex.
Example:At the very beginning of yourMove-ment Phase, you have fourDetachment unitsavailable and wish to break down a 4 Strengthinfantry unit on the map. You may bring threeDetachment 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 endof your Movement
Phase (after all of your movement for thatPhase is completed, but before the stacking
limit is applied to all hexes; see 11.4), by
building upDetachment units that areeither: A)supplied and stacked together on
the map, or B) together off-map among thatsides eliminated units.
To do this, remove from your Reorganizationbox the 3+ Strength infantry unit being
substituted and exchange it in place (i.e., thatmap hex or among the eliminated units) witha number ofDetachment units equal to onefewerthan that 3+ Strength infantry unitsStrength (they need not be the same ones
substituted when that unit was broken down)afterward, return those Detachment units toyour Reorganization box where they are
available for reuse.Restrictions
Detachment units can only be replaced after
being substituted onto the map via a unitbreakdown and subsequently eliminated.
Units in the Reorganization box are notavailable for replacement!
Units must be in supplyand not in anEZOCto break down or build up.
No morale adjustments are made whenbreaking 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