Hundred Days 20 Exclusive Rules TABLE OF CONTENTS Waterloo 20 [1.0] Introduction����������������������2 [2.0] Game Equipment ������������2 [3.0] Setting Up The Game������3 [4.0] Sequence Of Play��������������4 [5.0] Random Events����������������4 [9.0] Combat������������������������������5 [11.0] Reinforcements��������������6 [12.0] Army Morale������������������6 [14.0] Night Turns ��������������������6 [16.0] Optional Rules����������������6 [17.0] Additional Scenarios����8 Tolentino 20 [1.0] Introduction������������������� 21 [2.0] Game Equipment ��������� 21 [3.0] Setting Up The Game��� 22 [4.0] Sequence Of Play����������� 23 [5.0] Random Events������������� 23 [9.0] Combat��������������������������� 25 [11.0] Reinforcements����������� 26 [12.0] Army Morale��������������� 26 [13.0] Passing (“Lulls”) ��������� 26 [14.0] Night Turns����������������� 26 [15.0] How To Win ��������������� 26 [16.0] Optional Rules������������� 27 [17.0] Additional Scenarios� 27 [0.0] Exclusive Rules This is the Exclusive Rules book for Hundred Days 20, which includes the following games: Waterloo 20 – Napoleon's Last Campaign Tolentino 20 – King Murat's Throne These games also use the Napoleonic 20 Standard Rules. When combined, these two documents form the entirety of the rules needed to play these games. These Exclusive Rules supersede the Standard Rules when there is a conflict. Hundred Days 20 Exclusive Rules v1.0 Waterloo 20: Napoleon’s Last Campaign [1.0] Introduction Waterloo 20 is a game based on the Waterloo campaign of 15-18 June 1815. One player commands the French army, taking the role of the returning Emperor Napoleon. The other player, known as the Allied Player, commands the Anti-French side. He assumes both the roles of Wellington for the Anglo-Dutch forces, and Blücher for the Prussian forces, respectively. Two months after returning to France, Napoleon had an army of 280,000 men and was mobilizing half as many again for the next two months, but he was set upon by Allied coalition armies of nearly 1,000,000 soldiers who were preparing to move against France. The British (110,000 men) and Prussians (120,000 men) were closest in Belgium, and Napoleon struck first before their numbers were combined against him. With speed and surprise, he invaded Belgium with fully 125,000 men in a bid to defeat each of these armies in turn before they could unite. Waterloo 20 was our debut title at Victory Point Games and we are honored and humbled to bring you this exciting new third edition of this vaunted title that launched the Napoleonic 20 series. Now with the map improved through new research and extended to cover operations of 15 June, and including gorgeous new v4.0 edition system upgrades, Waterloo 20 is once again a showcase game that you’ll enjoy playing with and teaching to your friends. [2.0] Game Equipment The Game Map: The 17” x 22” game board, when assembled, features a map portraying that part of Belgium where the campaign took place. The Playing Pieces: The blue units are French. The red units are Anglo-Dutch and the black units are Prussian. Unit Abbreviations: Adv. Guard = Advance Guard (cavalry) Note that the Anti-French forces (i.e., the Anglo-Dutch and Prussian armies) share a common Morale Value (and marker). They also share a common Player Turn. 2 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 [3.0] Setting Up The Game After sides have been determined, set up as follows: • Place the Game Turn marker on the June 16 Afternoon (Turn 9) space showing its French side. • Place the French Morale marker on the “8” space and the Allied Morale marker on the “7” space of the Morale track. • As per the Standard Rules 3.0 (Preparing the Cards), use the Waterloo 20 cards to form the initial Draw Pile; set up the red-titled Event card (#12: A Change in the Weather) face up in the Discard Pile and use the remainder to form the initial Draw Pile. Optionally, you can set up the Napoleonic 20 Event card (#13, Just Like the Old Days) in the Discard Pile (as if it were a red-titled card). • If using Variable Weather (see Rule [16.10]), place the Weather marker in the Cloudy box of the Weather Track, with its Worsening Weather side showing. French Deployment The French player sets up these units on the map: 0504 1e: D’ERLON (3-2) 0707 3e: VANDAMME (3-2) 0703 III: KELLERMANN (2-3) 0610 II: EXELMANS (1-3) 0507 GARDE (3-2) 0709 4e: GERARD (2-2) 0704 2e: REILLE (4-2) + NEY (0-5) 0611 I: PAJOL (1-3) 0608 IV: MILHAUD (1-3) + NAPOLEON (3-5) 0205 CADRE (1-2) * 0406 RESERVE ARTILLERY (2-2) Remove these variant units unless using Rules 17.4.1 and/or 17.4.2 * This represents LOBAU's 6e Corps French Force Pool Set aside the four French CADRE and two French DUMMY units. The NAPOLEON (2-5) and GROUCHY (1/0-5) Leader units are also set aside, if using the Optional Leader Rule [16.9]. Anglo-Dutch Deployment The Anti-French player sets up these units on the map: 1005 I: ORANGE (4-2) + WELLINGTON (3-5) 1203 COLLAERT (1-3) 1304 RESERVE (3-2) Anglo Dutch Reinforcements The Anti-French player sets up these units on the Game Turn track: Turn 9: Turn 10: UXBRIDGE (2-3); Area X II: HILL (3-2); Area X Anglo-Dutch Force Pool Set aside the three Anglo-Dutch CADRE and two Anglo-Dutch DUMMY units. The III: FREDERICK (2-2) unit is also set aside; it might arrive as a reinforcement via Event cards. ©2015 Joseph Miranda and Victory Point Games 3 Hundred Days 20 Exclusive Rules v1.0 Prussian Deployment The Anti-French player sets up these units on the map: 0808 I: ZIETEN (3-2) + the Good Ground (Artillery Immune) marker 0909 RESERVE: VON HOBE (1-3) 0910 III: THIELMANN (2-2) 0809 II: PIRCH (3-2) + BLÜCHER (2-5) Prussian Reinforcements The Anti-French player sets up these units on the Game Turn track: Turn 10: IV: BÜLOW (3-2); Area Y Prussian Force Pool Set aside the three Prussian CADRE and two Prussian DUMMY units. The Roeder (1-3) unit begins this scenario already Broken from fighting along the Sambre River the day before; it can be Rallied normally (see [10.0]). Set the Mud marker aside; it is only used with the Variable Weather Rule (see Rule [16.10]). [4.0] Sequence Of Play The French player is the First player. [5.0] Random Events Skip the French player’s Random Events Phase on the first Game Turn. [5.1] Damned Good Ground When the Allied player draws this event, he may place the Good Ground marker on any Allied (Anglo-Dutch or Prussian) unit at the end of his Movement Phase that turn. When placed, one side or the other must be selected and is shown face up to be in effect: • Showing its “+1 Terrain Defense” side, this marker adds one (+1) point to the defender’s Combat Strength in battle. Contrary to the limitations of Rule [9.4.1], this bonus is cumulative with any other defensive bonus provided by one other terrain effect. • Showing its “Artillery Immune” side, the French Artillery unit does not receive its usual double Combat Strength bonus (see [9.3]) when it attacks an Allied unit stacked with this marker. It attacks as a 2-strength unit instead. The Good Ground marker remains stacked with that unit until it leaves that hex for any reason, at which time this marker is removed from the map. It can re-enter play, or even be moved (if desired), if the Allied player subsequently draws this event again. Another unit cannot take possession of that hex during play and use this marker. 4 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 [5.2] Weather When not using the Optional Variable Weather (see Rule [16.10], below), the Game Turn track shows different types of weather and ground conditions as shown by this Weather Key: Clear [ ] Cloudy [ ] Showers [ ] Downpour [ Storm [ Mud [ ] ] ] [5.2.1] Weather Effects: • If the weather is Clear [ ] or Cloudy [ • If the weather is Showers [ • If the weather is Downpour [ ], there is no effect. ], decrease all Infantry Combat Strengths by one (-1). ], apply all of these effects: ƌƌ Decrease the Movement Allowance of all units by one (-1). ƌƌ Units receive no increase to their Movement Allowance for moving along Roads [6.6]. However, units can still Force March [12.2.1]. ƌƌ Treat Minor River hexsides as Major River hexsides [7.1]. ƌƌ Decrease all Infantry unit Combat Strengths by one (-1). ƌƌ The French Artillery unit does not double its Combat Strength when attacking [9.3]. • If the ground conditions are Mud [ ], apply all of these effects: ƌƌ Decrease the Movement Allowance of all units by one (-1). ƌƌ The French Artillery unit does not double its Combat Strength when attacking [9.3]. Reminder: Units can always move one hex, even when they do not have enough Movement Points to do so (as per [6.2]). This means that even when a unit’s Movement Allowance is reduced to zero through a combination of night, weather, and/or card effects, it can always move a single hex under the regular Movement Rules. [9.0] Combat [9.7.7] Retreat Direction Priority: • French units must retreat towards one of the French LOC hexes located on the south map edges (hexes 0105 and 0106). • Anglo-Dutch units must retreat towards the Anglo-Dutch LOC hexes, located on the north map edge (hexes 2502 and 2505). • Prussian units must retreat towards the Prussian LOC hexes, located on the north and east map edges (hexes 0812 and 2512). ©2015 Joseph Miranda and Victory Point Games 5 Hundred Days 20 Exclusive Rules v1.0 [11.0] Reinforcements [11.6] Unit Arrival Locations: • French reinforcements enter play via Entry Area A along the southern map edge. • Prussian reinforcements enter play via Entry Area Y along the northeast map corner. • Anglo-Dutch reinforcements enter play via Entry Area X along the west map edge. Frederick’s III Corps must arrive via the Road hex at 2001 only; if that hex is occupied by an enemy unit at that time, III Corps does not enter play on that turn. Instead, it must keep rolling for another entry turn when, hopefully, 2001 is not enemy occupied. [12.0] Army Morale [12.2.1] Forced Marching The Allied player must pay to Force March each of the two Allied armies separately (i.e., either all of the Anglo-Dutch units or all of the Prussian units). By expending two Morale Points, all Allied units from both armies increase their Movement Allowance by one (+1) that turn. [12.2.2] To Rally Similarly, the Allied player must pay to Rally each of the two Allied armies separately (i.e., either all of the Anglo-Dutch units or all of the Prussian units). By expending two Morale Points, all Allied units from both armies increase their Rally die rolls by one (+1) that turn. [14.0] Night Turns French Objective Hexes: Quatre Bras (hex 1104) and Sombreff (hex 0809). Allied Objective Hexes: Waterloo (hex 2102), and Wavre (hex 2109). Important: Allied Morale Recovery from Rest: The Allied side increases its Morale Value by two (2) points at Night (instead of one). [16.0] Optional Rules [16.9] Grouchy The French leader GROUCHY has a Command Span of 1 when providing command to Cavalry units, but can only provide command to Infantry or Artillery units which are in the same hex he is in. [16.9.8] French Wing Commanders The French side begins the game with different combinations of Leader units in play, one of whom is always NAPOLEON. At the conclusion of his Player Turn, the French player may put the third French Leader unit into play by replacing the NAPOLEON (3-5) unit with its (2-5) version and the third Leader unit in the same hex as NAPOLEON. Conversely, at the conclusion of his Player Turn, if the NAPOLEON Leader unit is stacked with either of the other French Leader units, the French player may remove both of them from the map and replace them with the single NAPOLEON (3-5) Leader unit. The French Player can repeat this process of creating and/or absorbing these French Wing Commanders any number of times during the game. 6 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 [16.10] Variable Weather Instead of using the historical weather conditions printed on the Game Turn track (see [5.2]), players can agree to randomly determine the weather each turn: Procedure During the French Event Phase (only), after performing that turn’s Event card, the French Player rolls a die to check the Weather, comparing the result with the Weather Trend marker and then adjusting its position on the Weather Track accordingly. • The Allied player never rolls for weather. • The weather can never improve to better than Clear, nor get worse than Downpour. [16.10.1] Weather Trends The Weather marker has two sides (“Improving” and “Worsening”). Flip it over whenever Event card #12 A Change in the Weather is drawn. When rolling for weather, apply the following results: • If the Weather marker is showing its Improving side: 1 = move this marker one space left on the track (e.g., worsening from Cloudy to Showers); 2, 3, or 4 = No effect, the weather remains unchanged; 5 = move it one space right on the track (e.g., improving from Showers to Cloudy); 6 = move it two spaces right on the track (e.g., improving from Showers to Clear). • If the Weather marker is showing its Worsening side: 1 = move this marker two spaces left on the track (e.g., worsening from Clear to Showers); 2 = move this marker one space left on the track (e.g., worsening from Clear to Cloudy); 3, 4, or 5 = No effect, the weather remains unchanged; 6 = move it one space right on the track (e.g., improving from Showers to Cloudy). [16.10.2] Storms and Mud If the weather worsens to Storm ( ), the Weather marker does not remain in that box. Instead, place the Mud marker one turn ahead on the Game Turn track and then move the Weather marker one space down on the track back to Downpour ( ). If the Mud marker is already on the Game Turn track when a Downpour or Storm occurs, advance it ahead one turn. Weather Example: On a Morning turn, the French player’s weather roll is Storm: • The Weather marker itself is lowered to the Downpour box. • The Mud marker is placed one turn ahead on the Game Turn track (to the Midday turn). • Mud conditions are now in effect (which, in this case, is the same as the Downpour effects). The next turn (Midday), there is no change in the weather (leaving the Weather marker in the Downpour box): • The Mud marker is advanced one turn ahead on the Game Turn track (to the Afternoon turn). • Mud conditions continue (which are the same as the Downpour effects). The Weather marker never remains in the Storm box and there are no special “Storm” effects. The sole purpose of Storms is to place (or move) the Mud marker on the Game Turn track. On the following (Afternoon) turn, the weather improves to Showers: Mud Duration: Once the Game Turn marker reaches the Mud marker, remove that marker from the Turn Track and immediately end its effects (see below). • The Mud marker remains in place and is removed at the end of the current Game Turn, ending its effects next turn (subject to worsening weather again, of course). Mud Effects: While the Mud marker ( • If the actual weather is Downpour [ • If the actual weather is Showers [ combined. That is: ) is on the Game Turn track: ], then apply Downpour weather effects only [5.2.1]. ], then the effects of Mud and Showers are ƌƌ Infantry Combat Strengths are reduced by one (-1; from the Showers) ƌƌ All units’ Movement Allowances are reduced by one (-1; from the Mud), and ƌƌ The Artillery is not doubled when attacking (from the Mud). ©2015 Joseph Miranda and Victory Point Games • Mud conditions continue (which, in this case, are combined with Shower effects). If the weather then improved to Cloudy from there, no weather effects would be in force at all. 7 Hundred Days 20 Exclusive Rules v1.0 • If the actual weather is Clear [ ] or Cloudy [ ], Infantry unit Combat Strengths are not reduced by one (-1) from the Mud! Their powder is dry; only actual rainfall (Showers or Downpour) reduces Infantry Combat Strengths. Only Downpour or Mud prevents the doubling of the Artillery unit’s Attack Strength. [17.0] Additional Scenarios [17.1] The Extended Campaign Scenario This scenario commences play one day earlier with the French crossing the Sambre River. IMPORTANT: When playing this scenario, Optional rule [16.6] (Unit Breakdown and Buildup) must be used. [3.0] SETTING UP THE GAME After sides have been determined, set up as follows: • Place the Game Turn marker on the June 15 Morning (Turn 1) space showing its French side. • Place the French Morale marker on the “7” space of the Morale track. Place the Allied Morale marker on the “8” space of the Morale track. • As per the Standard Rules 3.0 (Preparing the Cards), use the Waterloo 20 cards to form the initial Draw Pile; set up the red-titled Event card (#12: A Change in the Weather) and the blue-titled Event card (#11: Frederick’s Corps) face up in the Discard Pile, and place the green-titled Event card (#10: "Now's Your Time!") so that it is at the top of the Draw Pile (so that Card #10 will always be the first card drawn in the game). Optionally, you can set up the Napoleonic 20 Event card (#13, Just Like the Old Days) in the Discard Pile (as if it were a red-titled card) • If using Variable Weather (see Rule [16.10]), place the Weather marker in the Cloudy box of the Weather Track, with its Improving Weather side showing. 8 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 French Deployment No French units set up on the map. French Reinforcements The French player sets up these units on the Game Turn track; all of them arrive at Area A: Turn 1: Turn 5: e 2 : REILLE (4-2) 4e: GERARD (2-2) 1eC: PAJOL (1-3) 4eC: MILHAUD (1-3) Turn 2: Turn 6: GARDE (3-2) RES. ARTILLERY (2-2) + NEY (0-5) e 2 C: EXELMANS (1-3); Turn 7: GROUCHY (1/0-5) + NAPOLEON (2-5) * CADRE (1-2) ** Turn 3: * French player's discretion to alternately have these Leaders enter play combined as the 3-5 version of NAPOLEON [16.9.8]. 3eC: KELLERMANN (2-3) Turn 4: e e 1 : D’ERLON (3-2); 3 : VANDAMME (3-2) ** This represents LOBAU's 6e Corps French Force Pool Set aside the four French CADRE and two French DUMMY units. Anglo-Dutch Deployment The Anti-French player sets up these units on the map: Remove these variant units unless using Rules 17.4.1 and/or 17.4.2 1201 CADRE (1-2)* Anglo-Dutch Reinforcements The Anti-French player sets up these units on the Game Turn track: Turn 3: Turn 9: CADRE (1-2)*; Area X UXBRIDGE (2-3); Area X Turn 5: Turn 8: RESERVE (3-2) + WELLINGTON (3-5); Area X COLLAERT (1-3); Area X Turn 10: II: HILL (3-2); Area X Anglo-Dutch Force Pool *These two Cadre units represent detached elements of the I: PRINCE OF ORANGE (4-2) unit; they can be combined into that unit normally in accordance with rule [16.6.2] including gaining one Morale Point. Set aside the one Anglo-Dutch CADRE and two Anglo-Dutch DUMMY units. The III: FREDERICK (2-2) unit is also set aside; it might arrive as a reinforcement via Event cards. ©2015 Joseph Miranda and Victory Point Games 9 Hundred Days 20 Exclusive Rules v1.0 Prussian Deployment The Anti-French player sets up these units on the map: 0203 CADRE (1-2)** 0205 CADRE (1-2)** 0206 ROEDER (1-3) **These two Cadre units represent detached elements of the I: ZIETEN (3-2) corps; they can be combined into that unit normally in accordance with rule [16.6.2] including gaining one Morale Point. Prussian Reinforcements The Anti-French player sets up these units on the Game Turn track: Turn 4: Turn 7: II: PIRCH (3-2) + BLÜCHER (2-5); Area Z III: THIELMANN (2-2); Area Z Turn 6: Turn 10: RESERVE: VON HOBE (1-3); Area Z IV: BÜLOW (3-2); Area Y Prussian Force Pool Set aside one Prussian CADRE and two Prussian DUMMY units. Set the Mud marker aside; it is only used with the Variable Weather Rule (see Rule [16.10]). SPECIAL RULE (for Extended Campaign scenarios only): At the start of the game, two Allied units (the Prussian ZIETEN corps and the Anglo-Dutch ORANGE corps) begin play already broken down into Cadres. The two Prussian Cadres comprising Zieten's corps are already deployed on the map at game start; one of the Anglo-Dutch Cadres comprising Orange's corps also begins already on the map, while the other Anglo-Dutch enters play as a reinforcement on Turn 4. Under normal circumstances, the loss of one of these Cadres would prevent the Allied player from rebuilding the associated parent unit. However, in this scenario the Allied player still has the possibility of rebuilding the parent unit by employing the following: PROCEDURE • If one of his Cadres is Broken during the course of play, on any future Turn the Allied player may choose to voluntarily eliminate a Cadre of the same national group (Prussian or AngloDutch) in order to place the associated Infantry unit which began the game in a “broken down” condition into his Broken Units pile so that it can then be Rallied normally [10.0]. • The Cadre being eliminated cannot be adjacent to or within two hexes of an enemy unit when it is removed from the map. • The Cadre must be removed from play at the start of the Allied Player Turn (before the Allied Player's Random Events Phase) of a Daylight (non-Night) Turn. • The Infantry unit which is placed in the Broken Units pile must be of the same nationality (Prussian or Anglo-Dutch) as the Cadre which is removed. 10 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 Scenario Variants [17.1.1] Crossing the Sambre River: The French movements on the 15th were adversely impacted by poor staff work and the defection of some key officers. The resulting confusion allowed the Prussians to fall back in good order. This variant allows the French player more flexibility in arranging the arrival of his forces, but at the risk of having things unravel even worse than they did historically. Set Up Procedure: After sides have been determined, and the Allied units have been set up as indicated above, the French player secretly arranges all his units face down on the Game Turn track, thus “scheduling their arrival,” subject to the following constraints: A. No more than three units can be scheduled to arrive on a single Game Turn, and no more than two of those units can be Infantry units. B. The four Cavalry units must be scheduled to arrive before the Artillery unit; note that the Artillery can arrive on the same turn that the last Cavalry unit is scheduled to arrive. C. The Imperial Guard unit cannot be scheduled to arrive on Game Turn 1. D. If using the Optional Leader Rule [16.9], the following special restrictions apply: • No Leaders may enter play on Turn 1. • Leader units do not count towards the maximum limit of three units per turn and do not affect the arrival die roll (they arrive automatically). • The NAPOLEON Leader must be scheduled to arrive on the same turn as the Imperial Guard unit. • The NEY Leader cannot arrive before Turn 6 (i.e., the first Night Game Turn). ©2015 Joseph Miranda and Victory Point Games 11 Hundred Days 20 Exclusive Rules v1.0 Note that in order to enjoy the benefits of his favorable die roll modifier to the French Arrival Table (see below), the French player can always voluntarily delay the entry of the Napoleon Leader unit. Arrival Procedure: If there are any French units scheduled to arrive that turn as reinforcements, the French player should decide whether a Forced March will be conducted that turn and then rolls a die, consulting the French Arrival Table. Move Delayed units ahead to the next turn on the Game Turn track where they try again to enter on that turn. Player’s Note: As individual units are Delayed, they generate adverse modifiers to the arrival rolls for next turn’s units, and this can produce a cascading effect of further Delays on future turns. The French player may want to draw out his reinforcement plans so as to lessen the chances of a poor arrival die roll causing a catastrophic traffic jam. Die Roll Modifiers: -1 For each non-Leader unit scheduled to arrive that turn as a reinforcement. +1 If the French player Forced March this turn. A fortnight before the Waterloo campaign began, Marshal Berthier, Napoleon’s long-time Chief-of-Staff, died after falling from an upstairs window under mysterious circumstances. His replacement, Marshal Soult, did not perform well in the position. This variant allows you to experiment with an intriguing what-if: what if “Napoleon’s wife” had not met his untimely end and was there alongside the Emperor during these fateful days? 12 +1 If the NAPOLEON Leader unit has not yet arrived on the map; only when using the Optional Leader Rule, [16.9]. +1 If the Berthier is Back! variant [17.1.2] is being used. [17.1.2] Berthier is Back! NAPOLEON’s vaunted Chief-of-Staff returns for this final campaign! This variant can work with any scenario. • Apply a +1 die roll modifier to the French Arrival Table when rolling for reinforcements. • When using the Optional Leader Rule, ignore the provisions of [16.9.8], French Wing Commanders. The 3-rated version of the NAPOLEON Leader unit is always used. The NEY and GROUCHY subordinate commanders do not need to be “merged” with the NAPOLEON Leader unit to do this. Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 [17.1.3] Look Out Bülow! Instead of placing IV: BÜLOW (3-2) on Turn 10 of the Game Turn track as a scheduled reinforcement, set it up on Turn 6 (i.e., the Morning Turn of 16 June). Beginning on that turn, roll for its arrival: 6 = it arrives via Entry Area Y; on any other result, move it one turn ahead on the Game Turn track and roll for it again on that turn. This unit’s arrival die roll is modified by +1 on any turn that the Prussian army conducts a Forced March. [17.2] The Opening Battles Scenario Set up the Extended Campaign Game and feel free to use any of its variants. Blücher issued two sets of similar but conflicting orders to Bülow on 14 June. The uncertainty this caused delayed the arrival of IV Corps to the extent that it was unable to join the rest of the army for the battle at Ligny on the 16th. This variant allows you to experiment with what could have happened had Blücher's orders been clearer or Bülow acted more decisively. HOW TO WIN THE OPENING BATTLES SCENARIO The game ends on Turn 12 (i.e., at the end of the second Night Turn). If neither side wins a Decisive Victory based upon Morale Values in the usual manner, then the following Victory Conditions apply at the end of the game: • The only way for the French player to win a Decisive Victory is to reduce the Anti-French side's Morale level to zero. • The French player wins a Marginal Victory if both French Objective hexes (Quatre Bras; hex 1104, and Sombreffe; hex 0809) are not occupied by Anti-French units and French morale exceeds Anti-French morale. • The Anti-French player wins a Marginal Victory if one French Objective hex (Quatre Bras or Sombreffe) is occupied by an Anti-French unit and Anti-French morale exceeds French morale. • The Anti-French player wins a Decisive Victory either by reducing the French side's Morale level to zero -or- if both French Objective hexes (Quatre Bras; hex 1104, and Sombreffe; hex 0809) are occupied by Anti-French units (regardless of which side has higher morale). • A Draw Occurs with any other result (either both French Objective hexes not being occupied by Anti-French units but Anti-French morale exceeding French morale -or- one French Objective hex (Quatre Bras or Sombreffe) is occupied by an Anti-French unit and French morale exceeds Anti-French morale). This was the historical outcome. ©2015 Joseph Miranda and Victory Point Games 13 Hundred Days 20 Exclusive Rules v1.0 [17.3] The Closing Battles Scenario For players desiring a shorter game focusing on the climactic double battles on the final day of this campaign (Waterloo and Wavre), after determining sides, use the following set up instructions: • Place the Game Turn marker on the June 18 Morning (Turn 16) space showing its French side. • Place the French Morale marker on the “7” space and the Allied Morale marker on the “6” space of the Morale track. • As per the Standard Rules 3.0 (Preparing the Cards), use the Waterloo 20 cards to form the initial Draw Pile; set up the red-titled Event card (#12: A Change in the Weather) face up in the Discard Pile and use the remainder to form the initial Draw Pile. Optionally, you can set up the Napoleonic 20 Event card (#13: Just Like the Old Days) in the Discard Pile (as if it were a red-titled card). And see the Historical Events Variant that follows. • The first turn of this scenario is automatically a Mud turn (see Rule [5.2.1]). • If using Variable Weather (see Rule [16.10]), place the Weather marker in the Cloudy box of the Weather Track, with its Improving Weather side showing. French Deployment The French player sets up these units on the map: 1603 III: KELLERMANN (2-3) 1703 CADRE (1-2) * 1604 GARDE (3-2) + NAPOLEON (3-5) 1805 1e: D’ERLON (3-2) 1611 4 : GERARD (2-2) 1810 3e: VANDAMME (3-2) + GROUCHY (1/0-5) 1704 RESERVE ART. (2-2) 1909 II: EXELMANS (1-3) 1702 2e: REILLE (3-2) 1911 I: PAJOL (1-3) 1705 IV: MILHAUD (1-3) * This represents LOBAU's 6e Corps e French Force Pool Set aside the four French CADRE and two French DUMMY units. The NAPOLEON (2-5) and NEY (0-5) Leader units are also set aside, if using the Optional Leader Rule [16.9]. Remove these variant units unless using Rules 17.4.1 and/or 17.4.2 Anglo-Dutch Deployment The Anti-French player sets up these units on the map: 1902 I: ORANGE (4-2) + the Good Ground marker (showing either side) 1903 RESERVE (3-2) 2001 COLLAERT (1-3) 2002 II: HILL (3-2) 2003 UXBRIDGE (2-3) + WELLINGTON (3-5) Anglo-Dutch Force Pool Set aside the three Anglo-Dutch CADRE and two Anglo-Dutch DUMMY units. The III: FREDERICK (2-2) unit is also set aside; it might arrive as a reinforcement via Event cards. 14 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 Prussian Deployment The Anti-French player sets up these units on the map: 2009 IV: BÜLOW (3-2) 2209 CADRE (1-2)1 2108 RESERVE: VON HOBE (1-3) 2210 CADRE (1-2)2 2109 III: THIELMANN (2-2) + BLÜCHER (2-5) Prussian Force Pool Set aside the one Prussian CADRE and two Prussian DUMMY units. Also set aside the Roeder unit; it is Broken and can be Rallied normally. 1 = This is the remnant [16.5.1] of the II: PIRCH (3-2) unit 2 = This is the remnant [16.5.1] of the I: ZIETEN (3-2) unit [17.3.1] Historical Events Variant For a more scripted version of the Closing Battles scenario, sort the Event cards and arrange the deck so that they are drawn in the following order: Time Player Turn Event Morning French #01 Imperial Indecision Morning Allied #02 Rally on Old Forwards! Mid-day French #03 Intelligence Gathering Mid-day Allied #04 “Steady, Lads!” Afternoon French #05 Napoleon’s Illness Afternoon Allied #06 Rally on Old Nosey! Dusk French #07 Michel Ney Dusk Allied #08 March to the Guns Evening French #09 “Sacrebleu!” Evening Allied #10 “Now’s Your Time!” Night French #11 “Never Interrupt Your Enemy…” Reshuffle the cards. Night Allied #?? Draw the next Event card ©2015 Joseph Miranda and Victory Point Games 15 Hundred Days 20 Exclusive Rules v1.0 [17.4] Additional Forces (Game Balance Options) For players wishing to either explore certain "what if " historical possibilities, or to help inexperienced players when playing the French side, we offer the following options: [17.4.1] Lobau Reinforced: In addition to all the battalions in Lobau's 6e Corps being severely under-strength, it was also completely missing two entire regiments (40e Ligne, which was still in the process of forming, and 47e Ligne, which had been sent to put down rebels in the Vendée). To get a sense of how having this unit at its assigned strength might have influenced the campaign, substitute the 2-2 rated 6e LOBAU unit for the historical 1-2 rated CADRE (representing that unit) listed in the scenario set-up instructions. Using this optional variant will tend to slightly unbalance the game in the French player's favor. [17.4.2] Rapp's 5e Corps: General Rapp's 5e Corps was assigned to cover the frontier in Alsace. This option presumes that Rapp's corps was instead assigned to the Armée du Nord to participate in the campaign in Belgium. To use this optional variant, set up the chosen scenario normally, but reduce the French player's starting Morale level by one point (to reflect the impact of leaving the border in Alsace undefended) and include the 5e RAPP (2-2) unit in the scenario set up as follows: • For the Standard scenario: 0305: 5e: RAPP (2-2) • For the Extended Campaign scenario [17.1]: Turn 6: 5e: RAPP (2-2) • For the Closing Battles scenario [17.3]: 1503: 5e: RAPP (2-2) Using this optional variant will unbalance the game in the French player's favor. Waterloo 20 third edition Game Credits Game Design: Joseph Miranda Original Game Development: Alan Emrich Series Developer and Third Edition Development: Lance McMillan Producer: Alan Emrich Graphic Design: Grant Taylor, Nathan Hansen, Michelle Ball Counter Images: Clark Miller and Richard Starke Map Art: Tim Allen Playtesting (les grognards): Rick Barber, Mark Beninger, Victor Bukharov, Charles Cabell, Nicholas Chartier, Michael D’Alessandro, Andreas E. Gebhardt, Jack Gill, Artem Kharinin, Patrick Luque, Hermann Luttmann, Kevin McHale, Jack McHugh, Kim Meints, David Moody, Scott Muldoon, Joe Oppenheimer, Randall Shaw, Hugh Tracy Proofreading: Simon King, Hans Korting, Rick Partin, Leigh Toms, Karen Wolterman 16 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 Designer’s Notes For Waterloo 20 By Joseph Miranda A long time ago, in this very galaxy, Alan Emrich called and asked if I had any small wargames I might want to submit to this new company he was planning to put into motion, Victory Point Games. “Let me see,” I replied. I had a 20-counter game on the Waterloo campaign that had appeared in The Strategist back in 1999. I sent in a copy to Alan and, as they say, the rest was history. My concept of a modern, miniaturized version of the old Avalon Hill game Waterloo from the 1960s, one that might become a new gaming “classic,” has come a long way to achieving just that, thanks to the Napoleonic 20 series that Alan put together and is today led by Lance McMillan. The star of this series is Morale. Morale has been around in wargames in one form or another since just about forever. What I did in Waterloo 20 was use it not only as an index of the overall status of each side’s armies, but by also adding Morale Points, created a “currency” that the players can collect (during Lulls, Night turns, by breaking enemy units, and through the occasional random event), lose inadvertently (through battlefield reversal and, again, through random events), and wisely spend at critical moments. What this did was add a level of decision-making on top of the operational level of gameplay, putting the player in the boots of Napoleon, Wellington, or Blücher. Game strategy evolved from the usual wargaming fare of scrounging up enough units to get optimal attack differentials to also agonizing over whether you wanted to gamble those crucial Morale Points to perform potentially decisive actions. Anyway, to make a long story short, Waterloo 20, under Alan Emrich’s genius for development, took off and then spawned an entire series of follow-up games. We are now looking at this game’s official third edition. The VPG team has put many things in as a result of player feedback, additional development, and historical research. This is what you are currently looking at when you march on those fateful – if simulated – battlefields of June 1815. DEVELOPER’S NOTES By Alan Emrich Long before Victory Point Games was a glint in my eye, Joe Miranda sent me a computer scan of a dim photocopy of a mimeographed newsletter that looked like a refugee from the wastebasket moments before a trip to the incinerator. If you tried to give a game a worse presentation, you would have been hard pressed to top my first encounter with Waterloo 20. I glanced at it, wished it were nicer looking and fully developed, and filed it away on my computer where it faded from memory for years... Then, along with my students, we started up Victory Point Games to make small-format games, and suddenly I needed some “example” games to publish and thus demonstrate to future classes what we could do together. Finding favors with Jim Dunnigan and Christopher R. “Doc Decision” Cummins was a start, but my old amigo Joe Miranda wanted to help. Among the games he graciously submitted for consideration, none was this game! Instead, I blew the cobwebs off my dusty memory banks and remembered that I had this old chestnut on my computer somewhere; the search was on! Finding it, then rolling my eyes at all the development work there was do, I dove in and started putting together our first Victory Point Games edition of Waterloo 20. ©2015 Joseph Miranda and Victory Point Games 17 Hundred Days 20 Exclusive Rules v1.0 TURN AND TURN AGAIN The game system (to say nothing of the first two games, Waterloo 20 and Jena 20) went on to success and built the Napoleonic 20 series that is still growing strong. We are grateful that GMT published a great quadrigame of these games (including the second edition of Waterloo 20) in its Fading Glory game and hoped to publish a second quadrigame (Rising Glory), but finding time on its crowded release schedule for a reprint of the former and publication of the latter was difficult. The publishers then agreed that these Napoleonic 20 games should return to VPG where they could more quickly return to publication and into players’ hands. The rules have since evolved to a v4.0 edition, the VPG series graphics have been greatly enhanced, and Napoleon & Co. will continue to march across our maps thanks to these paper time machines we call “wargames.” – Alan Emrich NAPOLEONIC 20 SYSTEM DEVELOPER’S NOTES By Lance McMillan UNIT VALUES At the very broad-brush scale of the Napoleonic 20 games, the quality of a corps worth of troopers really doesn’t make a whole heck of a lot of difference: with perhaps only one or two exceptions (and those based chiefly on raw numbers and not training / experience), they’re all going to end up rated at “1” strength. However, there are other issues involved because of the game system itself. Take for example the notion of Elite troops. Thus far, we have rated only a few select formations as “Elite.” During our playtesting of Austerlitz 20, the question came up about giving the Austrian heavy cavalry an Elite rating. Now, arguably, they might warrant Elite status based on their training, motivation, historical performance, and so forth – but in game terms, giving them (or any cavalry unit) Elite status can create problems. A HORSE IS A HORSE? One of the chief in-game effects of Elite status is that you subtract two (-2) from your Rout rolls. Couple that with the fact that Cavalry does not generate a Morale Point loss unless it Retreats more hexes than its Movement Allowance (typically, a 3), then you end up with the bizarre situation of Heavy Cavalry that is almost immune to Routing; it becomes the supreme defensive unit in the game! Thus, the entire process of deciding how to rate individual units in the Napoleonic 20 series is a very subjective process, dependent not only on historical research, but also heavily influenced by discussions among the Napoleonic 20 team and the results of fairly extensive playtesting. MATTERS OF SCALE VS. UNIT TYPES We have received comments about the “feel” of having Cavalry units attacking into or defending in Town hexes, or Artillery units that can attack into cities but not support an adjacent City hex in defense [Rule 9.3] because its ZOC does not extend to an adjacent City hex. At first blush, these game mechanics raise eyebrows, but really it’s all a matter of scale and perspective. Remember, games in the Napoleonic 20 series tend to be corps level, with hexes that are one-half to a full mile across, and turns that are roughly 4+ hours long. There’s plenty of room in there for a squadron or two of Cavalry, quite likely with Horse Artillery support, to maneuver and threaten, or even drive off, a foe – also keeping in mind that many Cavalry formations had troopers equipped with carbines and trained in skirmishing tactics. There’s a great anecdote I came across in my research for the Smolensk 20 game, where a single Russian cavalryman in a small wood held up a French regiment for several hours by taking 18 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 pot shots at them! They eventually had to bring up a battery of guns to blow the copse of trees down and take him out before the regiment could resume its advance. Those kinds of stories get lost in the background with an operational level system like this, but they’re still happening “just below the radar” of these games. So, yes, Cavalry can (and did) attack into/out of Towns with considerable determination at this scale. The Artillery units in this series are of the “grand battery” or “Artillery park” varieties – upwards of 100 guns, plus the large trains of ammunition wagons that supported them. These formations were notoriously slow, unwieldy, and occupied large sections of the line when deployed. Our feeling was that while it was certainly feasible to line up the guns in a convenient field and blast away at some building or other enemy defensive strongpoint, it was much more difficult to maneuver several batteries through an unmarked series of narrow streets and effectively deploy them to counter an emergent enemy assault. Remember, this “they can’t support certain adjacent friendly units” issue only applies in situations where the Artillery and adjacent friendly unit are in adjacent Town hexes, across a River, or there is some other such obstruction between them. If you want defensive artillery support, keep the field artillery outside the Town (i.e., in the field). "Between the Event cards, and the rather mercurial combat resolution system, players never really know whether they’re doing as well as they think they are; yet they still maintain the feeling that they’re in control! It’s almost as if (system designer) Joe Miranda has somehow given the players the “illusion” that they’re in control and know what’s going on, when in fact they do not. It’s very similar to what I suspect their historical counterparts would have felt." DESIGN FOR EFFECT We don’t just count muskets and arbitrarily say, “Okay, this one’s a Strength 3” and leave it at that. We playtest it as a 3… and as a 2 and a 4 as well; sometimes we even try it out as a 1 or a 5! And we keep on trying until we get the in-game effect we are after. It is all an evolutionary, iterative process in our quest to get the right game effect and balance. Could some tweed-wearing scholar take exception to the fact that we failed to address the fact that the 32nd Ligne had pewter rather than brass buttons on their facings? Sure. Is the way we do things perfect? No, our methodology is admittedly imperfect by that yardstick – but it works perfectly well for game purposes. We realize that the games we’re making are fairly simple (by wargame standards), quick playing, and, above all, fun games. If you’re looking for a rich, deep historical simulation that covers esoteric details like unit frontages, formations, and facing to give you a greater insight into the deeper operational mysteries of the period, this is probably the wrong series for you. “GETTING” THE SERIES We make Napoleonic 20 series games to be played, not studied. Most take only about an hour to complete (even for utter “n00bs” who’ve never seen a hex-and-counter wargame before in their lives, if taught by a wargamer). With that in mind, you’re just not going to get rules addressing the equestrian skills of individual cavalry squadrons with that kind of a package – at least not in any recognizable detail. Do we try to address those and similar issues? Yes, albeit in very indirect manner: in how we rate various units in comparison to one another. Thus the system is highly abstracted in order to produce a more "upper level" operational narrative. – Lance McMillan ©2015 Joseph Miranda and Victory Point Games 19 Hundred Days 20 Exclusive Rules v1.0 THE EVOLUTION OF THIRD EDITION WATERLOO 20 By Lance McMillan When VPG made the decision to release a third “Bicentennial Edition” edition of Waterloo 20, I wanted it to be something more than just an upgrade of the previous releases; I wanted it to address something which most other games on this campaign have largely ignored: the activities of 15 June and the French crossing of the Sambre River. This because I believe that it was then, and not during the climactic battle on the 18th, that Napoleon actually lost his bid to retain the throne of France. With the shift to the new v4.0 components, I hoped there might be enough room to expand the map to include the important additional terrain necessary to include in that extra day, but it took the sublime artistry of Tim Allen to realize that goal. He was able to find a way to squeeze four new hex rows onto the southern end of the map. With that done, I felt confident we could create a game that would really please our fans. My focus with the Opening Battles scenario was to find a way of showing how a combination of poor French staff work (coupled with the defection of a few key officers the night before the Armée du Nord began its march north) and the tenacious rear-guard action of Zieten’s dispersed corps managed to hold up Napoleon’s advance just long enough for the Allies to concentrate their forces at Quatre Bras and Ligny on the 16th. Had that not happened, joining the AngloDutch and Prussian armies to achieve a decisive victory over the French would have been a much more difficult proposition. Early test games of this re-design’s prototype revealed problems: The geography occasionally caused the flow of battle to diverge from the historical path, and the previous edition’s order of battle made it tough to duplicate the first couple days’ action of this campaign. Changes were needed, and for that I turned to the experts. Master cartographer Rick Barber created a version of what he believed the map should look like which I borrowed heavily from (I didn't adopt it wholesale as I was reluctant to deviate too far from Joe Miranda’s original); and noted Napoleonic historian Jack Gill helped me restructure the order of battle to better reflect the reality of the forces which were involved in the campaign. With those changes in place, the game came together very quickly. It’s my hope that fans of the two earlier editions of Waterloo 20 will find that this updated version is still as exciting, challenging, and balanced as Joseph Miranda’s original, but will now also be able to better appreciate how the Emperor’s clumsy opening moves during his final campaign were the root cause of his eventual defeat. 20 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 Tolentino 20: King Murat’s Throne [1.0] Introduction After the Congress of Vienna, the victorious Coalition powers moved to dismantle many of the minor states created by Napoleon. Tolentino 20 focuses on battle of 2-3 May 1815 which occurred in central Italy during the period of the “Hundred Days” of Napoleon’s brief restoration to the French throne. It parallels the Waterloo campaign in many respects. Murat’s early gains were soon forfeit against the two advancing Austrian corps, but these two corps became separated by the Apennine Mountains. Like Napoleon’s Waterloo campaign, Murat hoped to defeat each corps in turn before they could reunite. One player commands the Neapolitan army of King Joachim Murat fighting to keep his throne after the Congress of Vienna, while the other leads the Anti-French (well, “Anti-Neapolitan” in this case) forces of Austria under Feldmarschall-Leutnant Freidrich Baron Bianchi. [2.0] Game Equipment The Game Map: The 17” x 22” game board, when assembled, features a map portraying that part of Northern Italy where the campaign took place. Special Terrain Features: There are some unique terrain types in Tolentino 20 used with these special effects: Steep Slope Hexsides: These are different than regular Slope hexsides in that they provide the defender a +2 Combat Strength benefit when attacked exclusively from hexes that are down slope. They have no special effect on movement (just the usual +1 Movement Point cost to trudge uphill). Tolentino (hex 0210): Treat this Town as if it were a Redoubt. Macerata (hex 2205): This Town is a Fortified hex. The Playing Pieces: The burgundy units are Neapolitan. The gray units are Austrian. Important Definition: In Tolentino 20, the Neapolitans are considered the “French” side (represented by the blue face of the Routed markers), and the Austrians remain intractably on the “Anti-French” side (represented by the gold face of the Routed markers). Special Unit Nomenclature: Despite its name, the Neapolitan GARDE unit is a normal unit; it is neither an Elite nor Guard unit. ©2015 Jack Gill and Victory Point Games 21 Hundred Days 20 Exclusive Rules v1.0 [3.0] Setting Up The Game After sides have been determined, set up as follows: • Place the Game Turn marker on the Morning turn of 2 May (Turn 7) space showing its Neapolitan (i.e., the French) side. • Place the Neapolitan Morale marker on the “5” space and the Austrian Morale marker on the “7” space of the Morale Track. • As an exception to the Standard Rules 3.0 (Preparing the Cards), do not set up the red-titled Event cards (#14, News from Scapezzano) face up in the Discard Pile (this scenario begins on the second day). Instead, use all the Tolentino 20 cards to form the initial Draw Pile. Optionally, you can set up the Napoleonic 20 Event card (#13, Just Like the Old Days) in the Discard Pile. After sides have been determined, the game is set up as follows: Neapolitan Deployment The Neapolitan player sets up these units on the map: 2205 GARDE (2-2) + MURAT (2/1-5) 2305 LIVRON (1-3) 1905 D’AMBROSIO (3-2) 2107 CAMPANA (1-3) 2002 CADRE (1-2) Neapolitan Reinforcements The Neapolitan player sets up these units on the Game Turn track: Turn 10: CADRE (1-2); Area A Neapolitan Force Pool Set aside the two Neapolitan CADRE and two Neapolitan DUMMY units. The CARASCOSA (+) (4-2), CARASCOSA (2-2), D’AQUINO (3-2), MAHNES (2-2), and MINUTOLO (2-2) units are also set aside; they might enter play via Event cards. Also set aside the LECHI (3-2) unit; it begins play as an eliminated unit. It can only enter play by combining a pair of CADRE units to form it (per Optional Rule [16.6.2]), which also gains the Neapolitans one (+1) Morale Point. 22 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 Austrian Deployment The Anti-French player sets up these units on the map: 1110 TAXIS (1-3) 0509 ECKHARDT (2-2) 1107 STARHEMBERG (1-2) 0210 BIANCHI (2-5) 0508 SENITZER (2-2) Austrian Force Pool Set aside the four Austrian CADRE and three Austrian DUMMY units. The divisions of Neipperg’s corps (GEPPERT (1-2); HAUGWITZ (3-2); REBROVICH (3-2); LAUER (2-2); HUSSARS (1-3); and NEIPPERG (0-5) with the orange stripes, plus the NUGENT (2-2); and MOHR (0-5) units with the yellow stripes, are also set aside; they might arrive as reinforcements via Event cards. Also set aside the reinforced ECKHARDT (3-2) unit. It can only be formed by combining the weaker ECKHARDT (2-2) unit with a CADRE unit (a la Optional Rule [16.6.2]), which also gains the Austrians one (+1) Morale Point. [4.0] Sequence Of Play The Neapolitan player is the First player. [5.0] Random Events Skip the Neapolitan player’s Random Events Phase on Game Turn 1. [5.1] News from Scapezzano This Event card sets up in the Discard Pile (it has a red title). When this Event occurs on Game Turn 6 or later, each player rolls a die. Cross-reference the results on the News from Scapezzano table (pg. 24), and place each side's reinforcements on the indicated turns on the Game Turn track. Neapolitan reinforcements arrive via Entry Area A and Austrian reinforcements arrive via Entry Area Z. When playing with the Optional Leader Rule [16.9], NEIPPERG (0-5) arrives at the same turn as whichever Austrian units are entering play. Important: The Austrian LOC in hex 0801 becomes Active only after the first unit of NEIPPERG’S corps has entered play. ©2015 Jack Gill and Victory Point Games 23 Hundred Days 20 Exclusive Rules v1.0 Neapolitan: Car = CARASCOSA. Austrian: Ca = CADRE (1-2); Ge = GEPPERT (1-2); Hg = HAUGWITZ (3-2); Hu = HUSSARS (1-3); La = LAUER (2-2); Re = REBROVICH (3-2) requires an additional die roll to arrive: 6 = arrives 3 turns later on a second die roll of 6. 5 or 6 = arrives 2 turns later on a second die roll of 5 or 6. 4 to 6 = arrives 1 turn later on a second die roll of 4, 5 or 6. [5.2] Bianchi Captured This Event card can only be rolled for once per game. When it is, flip the Austrian Morale marker over to show its “Bianchi’s Fate” side (regardless of the die roll’s outcome) as a reminder to ignore this event in the future. The Austrian commander was almost captured by Neapolitan cavalry while conducting a personal reconnaissance of the battlefield on 2 May. 24 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 [5.3] d’Ambrosio Falls This event can occur multiple times per game until it is triggered. As long as the D’AMBROSIO unit is still in play and is within two hexes of an Austrian unit, make a die roll to see if D’AQUINO replaces D’AMBROSIO. Once this occurs, ignore this event. The best of Murat’s division commanders, the aggressive General d’Ambrosio, was wounded during the battle at a particularly unfortunate moment. His replacement was the remarkably inept d’Aquino. In game terms, there is no change in Combat Strength, but this unit commander is Reluctant [16.7.5] and must roll to Advance after Combat. [6.0] Movement [6.10] Neapolitan Command Confusion: The Neapolitan player must, at the beginning of each Neapolitan Movement Phase, roll a die and apply the following result: 1 = The Austrian player chooses any one Neapolitan unit*; that unit may not move this turn. 2, 3, or 4 = The Neapolitan player chooses one Neapolitan unit*; that unit may not move this turn. 5 or 6 = No effect. Murat never concentrated his full strength against Bianchi, leaving a significant portion of his army disengaged far to the rear, in the vicinity of Macerata. *The affected unit cannot be Routed or in an EZOC. [9.0] Combat [9.4.4.1] Tolentino Garrison The town of Tolentino (hex 0210) contains a Zero-Strength (0) Austrian Garrison (per Rule [9.4.4]). [9.7] Neapolitan Retreating After Combat Add one (+1) to the Retreat distance [9.7] that all Neapolitan units with a colored (i.e., yellow or blue) Combat Strength are required to make; this applies to all AW/DW and AR/DR results these units suffer. Important: This Rule does not apply to the two Neapolitan units with normal (non-colored) Combat Strengths. [9.7.7] Retreat Direction Priority: • Austrian units must retreat towards one of the two Austrian LOC hexes on the west map edge (hexes 0104 and 0109). • The Austrian LOC on the north map edge (hex 0801) does not become active until after at least one unit of Neipperg’s corps has entered play (see Exclusive Rule [5.1], above). • Neapolitan units must retreat towards one of their two Neapolitan LOC hexes along the north or south map edges (hexes 1914 and 2309). [9.9] Neapolitan Unreliability Players are strongly encouraged to use the Optional Unreliable Troops Rule [16.7.4] to reflect the unpredictable performance of the Neapolitan forces. ©2015 Jack Gill and Victory Point Games [16.7.4] Unreliable Troops: Units with their Combat Strength in yellow ( - ) are Unreliable. When your Unreliable unit participates in a Battle, you must roll a die to see if it Wavers. Make this roll during Step D of the Battle Sequence. Subtract one (-1) from this die roll if your side’s Morale level is currently less than your opponent’s Morale level. 25 Hundred Days 20 Exclusive Rules v1.0 [11.0] Reinforcements Player’s Note: There is only one scheduled reinforcement unit in the Standard Scenario of Tolentino 20 (a Neapolitan CADRE arriving on Turn 10). All other reinforcements enter play as the result of Event card draws. In all cases where event-driven reinforcements require a die roll for delayed arrival, a result of 6 is required for their entry. [12.0] Army Morale [12.4] Neapolitan Discipline Although the Neapolitans fought bravely, they were unmotivated and poorly led. They deserted in droves when battlefield fortunes turned against them. If the Neapolitan player attempts to Rally a unit with a colored (yellow or blue) Combat Strength circle, he must apply a minus one (-1) modifier to its Rally die roll IF the Austrian Morale level is currently higher than the Neapolitan Morale level. Should the Neapolitan player spend a Morale Point to improve his Rally attempts, the net result would be to cancel out this penalty if it is in effect. Important: This Rule does not apply to the two Neapolitan units with normal (non-colored) Combat Strengths. [13.0] Passing (“Lulls”) [13.1] Administrative Breakdown The Neapolitan support services were extremely inefficient and their troops were chronically short of food and ammunition. At the end of any turn when the Neapolitan side might otherwise be eligible to gain a Morale Point for a Lull, first roll a die: 1 or 2 = Do not gain a Morale Point; 3 through 6 = Gain a Morale Point normally. [14.0] Night Turns Neapolitan Objective Hex: Tolentino (hex 0210). Austrian Objective hex: Macerata (hex 2205). [14.1] Logistical Breakdown Before gaining a Morale Point for Recovery from Rest during a Night Turn, first roll a die: 1 or 2 = Do not gain a Morale Point; 3 through 6 = Gain a Morale Point normally. [15.0] How To Win [15.1] Political Balance of Power The victory conditions in Tolentino 20 are different than those in the Standard Rules, as NAPOLEON is not present and needed to win: • Either side wins a Decisive Victory if, at any time in the game, the other side’s Morale level is reduced to zero (0) and its own Morale level is one (1) or more. • Either side wins a Marginal Victory if, at the end of the game, its Morale level is at least one (1) higher than the other side’s Morale level. • Any other result is a Draw. 26 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 [16.0] Optional Rules [16.6.2] Eckhardt and Lechi Both Bianchi and Murat had detached formations which were late in arriving to the battlefield. • For the Neapolitan player, the LECHI (3-2) unit begins play as an eliminated unit. It can only enter play by combining a pair of CADRE units together to form it (per Optional Rule [16.6.2]), which also gains the Neapolitans one (+1) Morale Point. • For the Austrian player, the reinforced ECKHARDT (3-2) unit begins set aside. It can only be formed by combining the weaker ECKHARDT (2-2) unit with a CADRE unit (a la Optional Rule [16.6.2]), which also gains the Austrians one (+1) Morale Point. [16.7.8] d’Aquino’s Tactically Inept Leadership After the talented General d’Ambrosio was wounded (as depicted by the d’Ambrosio Falls! event, see [5.3]) he was replaced by General d’Aquino, whose incompetence is reflected by that unit’s yellow Movement Allowance (indicating that it is Reluctant and must roll to see if it can Advance after Combat [16.7.5]) and blue Combat Strength with the following effects: • The D’AQUINO unit remains Unreliable [16.7.4], but now matters are worse: it also suffers a permanent minus one (-1) penalty to all its Reliability rolls (cumulative with other modifiers). • Whenever the D’AQUINO unit suffers a Withdraw (W) result in battle, it also receives a Routed marker (this does not result in an adjustment to the Neapolitan Morale Level). [17.0] Additional Scenarios These Rules allow you to play either a longer or shorter version of Tolentino 20. [17.1] Approach to Battle Scenario This scenario starts Tolentino 20 on the morning of 1 May, allowing both sides the opportunity to maneuver to battle. After sides have been determined, set up as follows: • Place the Game Turn marker on the Morning turn of 1 May (Turn 1) space showing its Neapolitan (i.e., the French) side. • Place the Neapolitan Morale marker on the “5” space and the Austrian Morale marker on the “7” space of the Morale Track. • As per the Standard Rules 3.0 (Preparing the Cards), set up the red-titled Event card (#14, News from Scapezzano) face up in the Discard Pile and use the remainder to form the initial Draw Pile. Optionally, you can set up the Napoleonic 20 Event card (#13, Just Like the Old Days) in the Discard Pile (as if it were a red-titled card). After sides have been determined, the game is set up as follows, making sure to set up the Austrians first: ©2015 Jack Gill and Victory Point Games 27 Hundred Days 20 Exclusive Rules v1.0 Austrian Deployment The Anti-French player sets up these units on the map: In or adjacent to Tolentino (hex 0210): SENITZER (2-2) TAXIS (1-3). STARHEMBERG (1-2) Austrian Reinforcements The Austrian player sets up these units on the Game Turn track: Turn 2: ECKHARDT (2-2) BIANCHI (2-5); Area X Austrian Force Pool Set aside the four Austrian CADRE and three Austrian DUMMY units. The divisions of Neipperg’s corps (GEPPERT (1-2); HAUGWITZ (3-2); REBROVICH (3-2); LAUER (2-2); HUSSARS (1-3); and NEIPPERG (0-5) with the orange stripes, plus the NUGENT (2-2); and MOHR (0-5) units with the yellow stripes) are also set aside; they might arrive as reinforcements via Event cards. Also set aside the reinforced ECKHARDT (3-2) unit. It can only be formed by combining the weaker ECKHARDT (2-2) unit with a CADRE unit (a la Optional Rule [16.6.2]), which also gains the Austrians one (+1) Morale Point. Neapolitan Deployment The Neapolitan player sets up these units on the map: In or adjacent to Macerata (hex 2205): GARDE (2-2) MURAT (2/1-5). LIVRON (1-3) Neapolitan Reinforcements The Neapolitan player sets up these units on the Game Turn track: Turn 2: Turn 4: D’AMBROSIO (3-2) CADRE (1-2); Area A CAMPANA (1-3); Area A Turn 10: CADRE (1-2); Area A Neapolitan Force Pool Set aside the two Neapolitan CADRE and two Neapolitan DUMMY units. The CARASCOSA (+) (4-2), CARASCOSA (2-2), D’AQUINO (3-2), MAHNES (2-2), and MINUTOLO (2-2) units are also set aside; they might enter play via Event cards. Also set aside the LECHI (3-2) unit; it begins play as an eliminated unit. It can only enter play by combining a pair of CADRE units to form it (per Optional Rule [16.6.2]), which also gains the Neapolitans one (+1) Morale Point. 28 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 [17.2] The Historical Deployment Scenario This is a shorter game focusing on the heavy fighting that occurred on 3 May. After sides have been determined, set up as follows: • Place the Game Turn marker on the Morning turn of 3 May (Turn 13) space showing its Neapolitan (i.e., the French) side. • Place the Neapolitan Morale marker on the “4” space and the Austrian Morale marker on the “6” space of the Morale Track showing its “Bianchi’s Fate” side (as that event has already occurred; see [5.2]). • As an exception to the Standard Rules 3.0 (Preparing the Cards), do not set up the red-titled Event cards (#14, News from Scapezzano) face up in the Discard Pile (this scenario begins on the second day). Instead, use all the Tolentino 20 cards to form the initial Draw Pile. Optionally, you can set up the Napoleonic 20 Event card (#13, Just Like the Old Days) in the Discard Pile. After sides have been determined, the game is set up as follows: Neapolitan Deployment The Neapolitan player sets up these units on the map: 1106 D’AQUINO (3-2) 1609 CADRE (1-2) 1209 LIVRON (1-3) 1509 GARDE (2-2) + MURAT (2/1-5) 1507 CAMPANA (1-3) 1905 CADRE (1-2) Neapolitan Reinforcements The Neapolitan player sets up these units on the Game Turn track: Turn 10: CADRE (1-2); Area A Neapolitan Force Pool Set aside the two Neapolitan CADRE and two Neapolitan DUMMY units. The CARASCOSA (+) (4-2), CARASCOSA (2-2), MAHNES (2-2), and MINUTOLO (2-2) units are also set aside; they might enter play via Event cards. The D’AMBROSIO (3-2) unit is not available in this scenario. Also set aside the LECHI (3-2) unit; it begins play as an eliminated unit. It can only enter play by combining a pair of CADRE units together to form it (per Optional Rule [16.6.2]), which also gains the Neapolitans one (+1) Morale Point. ©2015 Jack Gill and Victory Point Games 29 Hundred Days 20 Exclusive Rules v1.0 Austrian Deployment The Anti-French player sets up these units on the map: 1607 SENITZER (2-2) 0710 BIANCHI (2-5) 0609 TAXIS (1-3) 0910 STARHEMBERG (1-2) 0709 ECKHARDT (2-2) Austrian Force Pool Set aside the four Austrian CADRE and three Austrian DUMMY units. The divisions of Neipperg’s corps (GEPPERT (1-2); HAUGWITZ (3-2); REBROVICH (3-2); LAUER (2-2); HUSSARS (1-3); and NEIPPERG (0-5) with the orange stripes, plus NUGENT (2-2) unit with the yellow stripe) are also set aside; they might arrive as reinforcements via Event cards. The MOHR (0-5) Leader unit is not available in this scenario. Also set aside the reinforced ECKHARDT (3-2) unit. It can only be formed by combining the weaker ECKHARDT (2-2) unit with a CADRE unit (a la Optional Rule [16.6.2]), which also gains the Austrians one (+1) Morale Point. Designer’s Notes For Tolentino 20 By Jack Gill Appointed by Napoleon as King of Naples in 1808, Joachim Murat, the former “Beau Sabreur” of the French Army, had deserted his old master after concluding a secret deal with the victorious Allies in 1814. When Napoleon returned from his brief exile on Elba, Murat saw an opportunity to unite all of Italy under his rule. Issuing a proclamation calling on Italians to rebel against the occupying Austrians, the Neapolitan army marched forth from Rimini on 30 March 1815. For their part, the Austrians hoped to remove Murat and restore the former Bourbon King of Naples. The two armies at Tolentino were very different. The Neapolitan troops, though courageous, suffered from inexperience, mediocre training, and, with a few sterling exceptions, a collection of generally inept leaders. Many of the Austrians troops were veterans, better equipped, and led by Bianchi – a skilled commander who was willing to take risks and exploit every advantage. Murat’s army reached the banks of the Po River on 7 April, but he quickly lost his nerve after a series of inconclusive minor engagements. Skillfully slipping away, he began a long retreat back towards Naples. Hoping for a quick end to the war, the Austrians adopted a risky strategy, pursuing Murat in two columns – Neipperg moving along the east coast with about 15,500 men, and Bianchi on the western side of the mountains with some 12,000 men. Bianchi reached Tolentino on 1 May, placing himself astride Murat’s line of retreat. Neipperg, however, was still far up the coast. This put Murat, with his army of 30,000, between the two Austrian forces, a position from which he could defeat each opponent in turn. Concentrating around Macerata, Murat advanced against Bianchi on the morning of 2 May. The Neapolitans earned praise for their courage, but overall Murat’s attack was hesitant and he failed to bring up all his troops (notably Lechi’s Division). When General d’Ambrosio was wounded late in the day, Murat lost possibly his best division commander; he was replaced by the thoroughly incompetent d’Aquino, who proceeded to commit a number of critical tactical mistakes. On the other hand, Murat’s Neapolitan cavalry nearly captured Bianchi. 30 Series Developer: Lance McMillan Hundred Days 20 Exclusive Rules v1.0 Also Available From Victory Point Games The second day (3 May) saw Murat renew his attacks north of the Chienti River and along the ridge that links Macerata to Tolentino, as well as a small force engaged in a fruitless push south of the Chienti. However, Murat curiously neglected to advance north of the Potenza to outflank the Austrian position. The Neapolitans again fought bravely, but were unable to translate that valor into success on the field due to poor leadership. By that afternoon, discouraged by his lack of success, and now worried about Neipperg’s approach after learning of the defeat of Carascosa’s Neapolitan division at Scapezzano, Murat broke off the attack and ordered a withdrawal. During the night, Neapolitan morale collapsed and the retreat turned into a rout. España 20: Bailen 20 & Arapiles 20 The battle of Tolentino cost the Austrians 820 men and the Neapolitans more than 1,720 (as well as 2,260 prisoners). Murat’s reign had ended: He fled to Corsica on a fishing boat, and was later captured and executed by firing squad. Tolentino 20 tries to highlight the fragility of the Neapolitan forces, the consequences of d’Ambroio’s wounding at a critical juncture of the battle (as well as the near-capture of Bianchi). Events also provide for the possibility of substantial reinforcements to both sides. Tolentino 20 Game Credits Game Design: Jack Gill Series Design: Joe Miranda Series Developer: Lance McMillan Wallachia 20: Rousse 20 & Slobozia 20 Producer: Alan Emrich Graphic Design: Grant Taylor, Nathan Hansen, Michelle Ball Counter Images: Clark Miller and Richard Starke Map Art: Tim Allen Playtesting (les grognards): Victor Bukharov, Andreas E. Gebhardt, John Gill, Grant Gill, Artem Kharinin, Leslie MacDonald, Cameron McMillan, Lance McMillan, Kim Meints, David Moody, Scott Muldoon, Joe Oppenheimer Proofreading: Simon King, Hans Korting, Leigh Toms, Rick Partin, Karen Wolterman Prussia 20: Jena 20 & Elyau 20 ©2015 Jack Gill and Victory Point Games 31 “ …a beautiful and polished game that should be on the short list of any solitaire gamer, and on the shorter list of any States of Siege™ fan.” -Tracy Baker (The Lonely Meeple) Immersive military battles Three scenarios, one for each English Civil War Covers Military, Political, and Religious Conflicts
© Copyright 2026 Paperzz