NAPOLEONIC SOLITAIRE







INTRODUCTION
Solitaire card game. Unique Deck.
Something to pass the time for the casual Grognard.

THE DECK
The Deck has 42 cards
There are 4 Suites:
1. Light Infantry
2. Line Infantry
3. Cavalry
4. Artillery
Each suite has cards with Strength values from 1 to 10.
There are 2 General cards.

DISCARD & CAPTURE PILE
As the game progresses, cards will go from the Decks into either the 
Discard or the Capture Pile. 
Cards in the Capture Pile count for victory conditions. 

DICE
A six sider is needed. 

UNIT TYPE BONUSES
These bonuses apply to Melee Phase: 
Light Infantry is +2 vs Artillery & Line Infantry
Line Infantry is +4 vs Cavalry
Cavalry is +2 vs Light Infantry & Artillery
Artillery is +4 vs Line Infantry

SETUP
Divide the deck into 2 halves.
Each half has 1 General & 20 random cards.
One half-deck is the Enemy, the other is the Allies.

TURN SEQUENCE
1. Luck Phase
2. Deploy Phase
3. Piquet Phase
4. Bombard Phase
5. Enemy Phase
6. Cavalry Phase
7. Volley Phase
8. Melee Phase

LUCK PHASE
Roll 1D6. This is X. 

DEPLOY PHASE
Draw X+1 cards from the Ally Deck. 
You may place 1 of these cards on the bottom of your deck and draw another. 

PIQUET PHASE
You may shuffle a Light Infantry Card from your hand back into the Ally deck to 
look at the next 1D6 cards in the Enemy Deck. You may then place them back 
as you found them, or shuffle the enemy deck. 

BOMBARD PHASE
You may discard an Artillery card from your hand to give all enemy cards this 
turn -2, down to a Minimum of 1.  

ENEMY PHASE
Turn over the top X+1 cards of the Enemy deck.

CAVALRY PHASE
You may discard 1 Cavalry Unit to capture 2 or more target Enemy cards if their 
combined values are less than that of the Cavalry card.  

VOLLEY PHASE
If you have more Line Infantry cards in play than the enemy you may capture the 
lowest value opposing enemy Line Infantry Card. 

MELEE PHASE
Discard an ally card to capture an Enemy card of equal or less strength.
You may combine 2 or more cards to capture a single enemy card.
The Allied General can capture any card.
The Enemy General cannot be captured & gives all enemy cards played with it +4.  
After all possible captures are made, discard all remaining cards in play.

END GAME
The game ends on the end of the turn when either of the decks run out. Play out the hand.  
Count up the number of Enemy cards you captured; this is your Score.

VICTORY
Minor Victory: Capture 10 cards
Major Victory: Capture 15 cards
Total Victory: Capture 20 cards

CARD LIST NOTATION
I = Line Infantry
L = Light Infantry
C = Cavalry
A = Artillery
G = General

CARD LIST
Card Name: Type: Strength
Grenadiers I7
Musketeers I5
Old Guard I10
Young Guard I6
Sappers I1
Gendarmes I2
Grognards I9
Fusiliers I3
Highlanders I8
Troopers	 I4
Riflemen L10
Partisans L3
Legere L7
Voltigeurs L6
Skirmishers L4
Landwehr L2
Cacadores L8
Militia L1
Scouts L5
Jagers L9
Cuirassiers C10
Chasseurs C9
Mamelukes C4
Cossacks C7
Carabiners C1
Uhlans C6
Dragoons C3
Lancers C5
Reiters C2
Hussars C8
Howitzers A9
Mortars A2
Horse Artillery A4
Gun Battery A10
Field Pieces A7
Congreve Rockets A1
Ordnance	 A3
6-Pounders A5
Carronades A6	
12-Pounders A8
General GG



ALTERNATE GAME END
When a deck is used up, shuffle the discard into the remaining deck and 
cut it in half to make 2 new decks. 
The game ends at the end of 7 turns. 

BIG DECK VARIANT
Use 2 full size decks, one for each side.

UNIQUE ARMY VARIANT
Create unique decks for different nationalities... French, British, Russian, etc. 
Alter quality and quantity of units (cards) to model each nation. 
When playing use one nation as the ally deck and another nation as the enemy deck. 
 







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