Hundred Days 20 Exclusive Rules

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.
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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
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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.
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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
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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.
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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.
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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.
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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
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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.
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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
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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
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[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.
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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
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[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
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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
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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
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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
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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.
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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
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[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.
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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
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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.
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[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.
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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.
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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
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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.
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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
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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
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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
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