Board & card game for 2 players.
Napoleonic warfare theme.  Abstract skirmish level combat.
Each figure represents a company or unit of men. 

You rout the enemy if you destroy 6+ of his units.

Use two 8x8 chessboards side by side.
The distance between players remains the same, but the flanks 
are extended. 

There are several types:
Clear- No effect.
Deep Water- Units cannot move into it or through it.
Forest- Units can move or attack into it or out of it, but not through it.
Hill- Units cannot attack through it, except for Artillery attacks of 5-6. 
Units on a Hill may get +1 to the range of their attacks.   
Buildings- Attacks into a Building fail 50% of the time (flip a coin).
Units cannot move or attack through a building.
Shallow Water or Marsh- Units cannot move through it. They must stop upon entering. 
Road- Units moving along a road get +1 to their Move. 

Use chits or miniatures to represent units.
There are 3 types of units:
Cavalry, Infantry & Artillery.
Each player starts with:
4 Cavalry
8 Infantry 
4 Artillery

Distribute Terrain onto the board. 
Each player places one unit on each square of his back two rows.
Units may not stack. 

Players share a common deck. 
The deck contains 1 copy of each card in the Card list.

Players take turns. 
Each turn has 3 phases:
1. Orders Phase
2. Move Phase
3. Fire Phase

Draw 3 cards. 
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.

Play (discard) a Move card to move one of your units.
The move card has a number. 
This is the number of spaces the unit moves.
Moves can be diagonal or orthogonal. 
“Knight” type move cards allow a unit to move like a knight in chess.
Instead of moving just one unit in any direction, you have the 
option of moving one or more units forward the indicated number of 
spaces using a single move card.

Play (discard) an Attack card to have a unit attack.
The attack card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
“Knight” type attack cards produce an attack with a range like a knight in chess.
The enemy unit that is the target of the attack is automatically 
Killed and removed from the map. 
Cavalry units can only use Cavalry Cards.
Infantry units can only use Infantry Cards.
Artillery units can only use Artillery Cards.
Your opponent may play certain Defense cards to negate your attack.

M = Movement
A = Attack
R = Artillery
I = Infantry
C = Cavalry
D = Defense
U = Any type of Unit
K = as a Knight would move in Chess
Type = Purpose of card
Use = What type of unit can use the card

Card Name:		Range	Type	Use
Socket Bayonets		1	A	I
Sword Bayonets		1	A	I
Grenadiers		2	A	I
Fusillade		2	A	I
Volley			3	A	I
Three Deep Line		3	A	I
Musketry       		3	A	I
Rifles			4	A	I
Sharpshooters		4	A	I
Echelon			1	M	I
Advancing Line		1	M	I
March			2	M	I
Column			2	M	I
Skirmishers		K	M	I
Double Canister		1	A	R
Canister       		2	A	R
Roundshot		3	A	R
Mortar			K	A	R
Cannonballs		4	A	R
Spherical Case		5	A	R
Shrapnel       		6	A	R
Limber			1	M	R
Artillery Wagon		1	M	R
Lances			1	A	C
Sabers			1	A	C
Overrun			1	A	C
Pistols			2	A	C
Carbines       		3	A	C
Trot			1	M	C
Canter			2	M	C
Gallop			3	M	C
Outflank 		K	M	C
Charge			4	M	C
Spur			5	M	C
Open Order		-	D	I	Negate an Artillery attack
Square Formation       	-	D	I	Negate a Cavalry attack
Rally			-	D	U	Negate any Attack
Wheel About		-	D	C	Negate any Attack
Screen			-	D	I	Negate any Attack

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