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    von Clausewitz Series Standard Rules v1.0 1

    2012 Joe Miranda and Victory Point Games

    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 (

  • 7/29/2019 vClausewitz Series Rules v1-0 (PAGES)

    10/10

    von Clausewitz Series Standard Rules v1.0 10

    2012 Joe Miranda and Victory Point Games

    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