SHOT, SHELL & GRAPE
Two player Card game depicting Napoleonic era warfare.
The first player to be routed from 3 of his 5 forward positions loses.
There are two common decks:
The Battalion deck and
The Tactics deck.
The Battalion deck has 2 of each card in the list.
Battalion cards are also refered to as units.
The Tactics deck has 1 of each card in the list.
Six and eight sided dice are needed.
Each player is dealt half the Battalion deck.
Each player forms a line of five stacks of cards.
The opposing lines face each other.
These stacks are called:
Additionally each player has a Reserve stack.
The Reserve stack is placed behind the line.
Place Battalion cards face up in each stack.
Line Infantry and Artillery may be placed in Center stacks.
Cavalry and Light Infantry may be placed in any stacks.
Horse Artillery are considered as cavalry for the setup purpose.
Any troop type may be in the reserve stack.
Center stacks must contain at least 3 cards.
Flank stacks must contain at least 2 cards.
Players can look at their cards and then create the stacks.
Players take turns.
Each turn has 5 phases:
1. Draw Phase
2. Reinforce Phase
3. Attack Phase
4. Morale Phase
5. Terrain Phase
Draw 2 Tactics cards.
Maximum hand size = 7 tactics cards.
Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
You may move up to 2 battalions from one of your stacks to an adjacent stack.
Reinforcements are placed on the bottom of the stack.
This type of movement is called a reinforcement.
Alternatively, battallions can be moved within the same stack.
Your Reserve is adjacent to all of your other stacks.
You may move any card in a stack. (You are not limited to the top one)
Each of your stacks gets one basic attack per turn.
You get one free addititional attack per turn that can be made by any one of your stacks.
Your battalions are the attackers.
Your opponent's battalions are the defenders.
To attack, pick the top card of one of your stacks.
The reserve stack never attacks.
The defender is the card in the opponent's line opposite to the attacking card.
Both players roll one eight sided die. These are called the Combat rolls.
The attackers combat roll is called the Attack roll.
The defenders combat roll is called the Defense roll.
The opponent's card is destroyed on a combat roll of 7 or higher.
Line Infantry vs cavalry and light infantry get -1 to their attack roll. (They ride/run away)
Line Infantry vs non-flanking cavalry get +2 to their defense roll.
Cavalry vs Artillery or Light Infantry get +1 to their attack roll.
Line Infantry vs Light Infantry get -1 to their defense roll.
Artillery vs Line Infantry get +1 to their defense roll.
Heavy battalions get +1 to their combat rolls.
Elite battalions get +2 to their combat rolls.
Shock cavalry get +1 to their combat rolls vs other cavalry.
Militia get -1 to their combat rolls.
Destroyed battalions are discarded.
Surviving battalions are placed face down on the bottom of their stack.
Tactics cards that modify the Attack roll are played before the roll is made.
Tactics cards that allow Defenders an extra attack are only used if their first attack misses.
Tactics cards are discarded immediately when played.
A Battalion can be used as an attacker only once on its owners turn.
If you destroy all the cards in one of your opponents stacks, the battalions in
your stack facing the empty stack get to flank attack the enemy stacks adjacent
to the empty stack.
Battalions making Flank attacks are +2 to their Attack roll and may attack
the enemy reserve stack.
Cavalry battalions making Flank attacks are +3 to their Attack roll and may
attack any enemy stack.
Defense rolls against flankers are at -1.
If you flank stacks on two sides, this is called a double envelopment, and you get
an additional +1 to Flanking Attack rolls.
Every time you destroy an opposing battalion roll 2D6.
This is called the Morale check.
On a roll of 10+ all of the battalions in the destroyed battalion's stack rout and
are placed in the reserve stack.
If the reserve stack routs, all of those battalions are discarded.
A stack rolls at +1 if it contains any Militia.
A stack rolls at -1 if it contains any Elite units.
A stack rolls at +1 if an Elite unit was destroyed.
You may play a Terrain card onto an appropriate stack.
Terrain cards remain in effect until a Maneuver card is played to remove them.
BATTALION CARD LIST
Card Name Type
Grenadiers Line (Elite)
Lancers Cavalry (Shock)
Cuirassier Cavalry (Heavy)
Old Guard Line (Elite)
Young Guard Line
Landwehr Light (Militia)
Highlanders Line (Elite)
Carabiners Cavalry (Heavy)
Uhlans Cavalry (Shock)
Horse Art Artillery
Gun Battery Artillery
Field Pieces Artillery
Blunderbussars Light (Militia)
Partisans Light (Militia)
Congreve Rkts Artillery
TACTICS CARD LIST
Card Name Effect
Square Formation Cavalry vs Line Infantry are -3 to their attack roll.
Second Volley Defending Infantry battalion gets 1 extra attack
Fire at Will Get 1 extra attack with any unit on your turn.
Sabers & Pistols Attacking Cavalry battalion gets 1 extra attack
Rapid Deployment Get +1 Reinforcement move.
Forced March Get +1 Reinforcement move (Move infantry only).
Frontal Assault Line Infantry get +2 to their attack roll and are +1 to be hit.
Bayonet Charge Line Infantry get +2 to their attack roll and are +1 to be hit.
Rifles Light Infantry get +1 to their combat roll.
Probe Get 1 extra attack with any Light Infantry in any of your stacks.
Screen Defense roll +1 vs attacking Light Infantry
Counter Attack Defending Cavalry get +2 to their defense roll.
Dismounted Your Cavalry battalion is considered to be Infantry this turn.
Limber Get +1 Reinforcement move (Move Artillery only).
Double Canister Artillery get +2 to their defense roll.
Cansiter Artillery get +1 to their defense roll.
Round Shot Artillery get +1 to their attack roll.
Cannon Ball Artillery get +1 to their attack roll.
Shrapnel Attacking Artillery brigade gets 1 extra attack
Spherical Case Attacking Artillery brigade gets 1 extra attack
Fusillade Any Line Infantry gets 1 extra attack.
Sniper Cause a stack to make a morale check in its Morale phase.
Commander Morale check at -1.
Esprit de Corps Morale check at -1.
Disordered Line Infantry get -1 to their attack roll.
Wheel about Morale check at -1.
Rearguard Action Get +2 Reinforcement moves from reserve.
Attack Column Get +2 to attack roll.
Lost Orders Opponent gets one less Attack this turn.
Column Get +1 Reinforcement move.
Overrun Unit making Flank attack gets a second attack.
Take Prisoners Routing battalion is discarded.
Fighting Withdrawal Defender gets +1 to defense roll.
Difficult Terrain Opponent gets one less attack this turn.
Field Officer Morale check at -1.
Lost Cohesion Morale check at +1.
Refuse Flank Negate attacking units Flank attack bonus.
Conscripts Morale check at +1.
Enfilade fire Get +1 to combat roll.
Crossfire Battalion may attack top unit in stack diagonal to it.
Bombardment Get 1 extra attack with any artillery in any of your stacks.
Confusion Opponent gets -1 Reinforcement move this turn.
Advancing Line Get 1 extra attack with any Line Infantry in any of your stacks.
Scouts Look at opponent's hand
Blocking Terrain Left Terrain: Attacks vs left Flank at -1 on attack roll.
Blocking Terrain Right Terrain: Attacks vs right Flank at -1 on attack roll.
Redoubt Terrain: Attack vs. center stack is at -1 on attack roll.
High Ground Terrain: Get +1 to combat roll. Artillery gets +2.
Maneuver Discard Terrain card (3 in deck)
ARMY SPECIALTIES: OPTIONAL RULES
Before play starts each player rolls once on the table below.
The indicated benefit lasts the entire game.
1D6 Ability Notes
1 Superior Discipline Morale checks at -1
2 Genius Commander Maximum hand size +2
3 Fire Drill Line Infantry combat rolls at +1
4 Advanced Artillery Artillery combat rolls at +1
5 Elite Cavalry Cavalry combat rolls at +1
6 March Drill Get +1 Reinforcement move per turn