2 Bonaparte at Marengo 1. Quick Start One way to learn the game is by reading the rules straight through from cover to cover and then playing it. This is not, however, the only way. A different approach is to mix reading and playing. The following is a suggested way to mix them: (1) Read sections 2 through 3. These introduce the game. (2) Read sections 4 and 5. These explain the playing pieces and game board. The pieces are simple, but the game board is not and it is helpful to look at it while reading about it. (3) Set up the game by following the steps in section 6. (4) Play the first two turns for each side, reading sections 7 and 8 – on the sequence of play and movement – while doing so. Neither side should attempt to attack on these two turns (this is just for ease of learning: it is not a rule). (5) Play the third and subsequent turns for each side. From this point on, either side may attack. On making a maneuver attack, read section 9. On making a bombardment attack, read section 10. On making an assault, read section 11. On making a retreat, read section 12. sections 1-5 • quick start, game equipment, introduction to play, playing pieces, game board At the start, the map is controlled by the French player, but his forces are scattered; some are on the map at start but others enter later. The Austrian army is concentrated, but must enter the map from an entry point on the west edge, and attempt to destroy the French pieces and drive east to take control of the map. Because many of their pieces are in play at the start, the French are stronger at the beginning. However, the Austrian pieces will enter rapidly, and by the middle of the game the strength advantage will have shifted to them. Towards the end of the game, the last French reinforcements will arrive and may, depending on relative losses, give them back the advantage over the Austrians. 4. Playing Pieces The playing pieces represent the French and Austrian armies at the battle. They are wooden blocks, 1½" x ¼" x ¼" in size. The pieces that represent the French army are blue. The pieces that represent the Austrian army are red. Some example pieces are shown below: (6) When the first losses are inflicted, read sections 13 and 14 on morale and victory conditions. (7) Try to keep the game going until all the rules have been read. After that players should feel free to start over or continue the game, whichever they prefer. One side of each piece has symbols to indicate its type and strength. That side is called the piece’s face. 2. Game Equipment for infantry pieces for cavalry pieces for artillery pieces The game equipment consists of: • 80 wooden playing pieces. These represent the armies that fought at the battle of Marengo. Color identifies them as French or Austrian, and symbols on them identify their type and strength. • One 22" x 30" game board. The game board is a map of the Marengo battlefield, with various play aids along the edges. Symbols on the map determine how pieces may move and fight. • Three markers for record-keeping. • Two copies of the twelve-page rules booklet. 3. Introduction to Play Bonaparte at Marengo is a two player game. One player controls the French pieces and the other controls the Austrian pieces. In the game, each player attempts to defeat the other by eliminating his pieces and controlling territory. The game is played as a series of 16 rounds, each representing an hour of the day of the battle: June 14, 1800. In each round, the two players take turns moving their pieces and attacking those of their opponent. There are three types of symbols: The number of symbols on a piece indicates its strength: one symbol for each strength point. Of the three example pieces above, the top piece is a three-strength infantry piece, the middle piece is a two-strength cavalry piece, and the bottom piece is a one-strength artillery piece. Usually, only the player who owns a piece is entitled to see its face. This normal state is called face-down. (Note: this is not necessarily literally face down – players who sit on opposite sides of the board will usually prefer to keep their pieces’ faces towards themselves, which is convenient and suffices to hide them from their opponent.) In some situations, the opposing player has a right to see the face side, and in those situations the face side is turned towards the ceiling. This is called face-up. At the start of his turn, a player is permitted to do an out of sight “shuffle” of his pieces which are together in the same place on the map; this allows each player a way to restore secrecy for any pieces that earlier had been face-up. For the mutual convenience of both players in keeping the faces of their pieces hidden, here are some courtesy suggestions: • If a player needs to leave his seat or change his position so that he would be able to see the faces of his opponent’s pieces, he should give his opponent notice beforehand so that his opponent can hide the faces of his pieces by turning them literally “face-down”. • A player should refrain from handling the pieces of his opponent. • A player should not handle pieces from different places at the same time. This is to avoid the suspicion that pieces might have been secretly swapped in the process. When a piece has to be reduced in strength as a result of an attack, it is removed and another piece of the same type – but a lower strength – is put in its place. For this reason, in addition to full-strength pieces, the game also includes lowstrength replacement pieces. As a convenience, a few spare full-strength pieces are provided as well. Because of this, don’t be alarmed if after setting up the game, pieces are left over; there are supposed to be pieces left over. A full-strength infantry piece represents about 1600 men and any battalion guns attached to them. A full-strength cavalry piece represents about 1000 troopers. A full-strength artillery piece represents about 40 guns and their crews. 5. The Game Board Most of the game board consists of a map of the battlefield. Some space on the edges is devoted to play aids. The map portion of the game board is divided into polygons to regulate movement and combat. These polygons are called locales. The faces of the polygons are called approaches. An example of a locale with three approaches is shown below: 4 The symbols used that define locales are as follows: Bonaparte at Marengo sections 5,6 • game board, setting up the game is an approach. Approaches can be either narrow (as wide as one piece) or wide (as wide as two pieces). Printed on each approach are various symbols showing the effects of terrain on movement and attacks into that approach. is an infantry attack penalty. For each of these in an approach, infantry attacks against pieces defending the approach are reduced in strength by one. is an cavalry attack penalty. For each of these in an approach, cavalry attacks against pieces defending the approach are reduced in strength by one. is an artillery attack penalty. For each of these in an approach, artillery attacks against pieces defending the approach are reduced in strength by one. is an impassable approach. Pieces cannot move in either direction across an approach with this symbol. is a cavalry-obstructing approach. Cavalry is restricted in attack or defense of an approach with this symbol. An example of how pieces can be positioned in a locale is shown below: 4 6 (Pieces are face-up for illustration only. In the example above, the infantry and the cavalry pieces are blocking the top approach into the locale, while the artillery piece is in reserve in the center. For clarity, pieces blocking approaches should be oriented the same way as the approach. Pieces in reserve may be oriented any way the player owning the piece desires (the orientation of reserve pieces is strictly a matter of convenience – it has no effect on play). Except on the edges of the map and around areas of impassable terrain, approaches are always found in opposing pairs, as shown in the example below: 4 is the capacity of the locale. This the maximum number of pieces the locale can hold (in this case, four). The example locale above has three approaches and a capacity limit of four pieces. The top approach has an infantry attack penalty of one, is cavalry-obstructing, and has an artillery attack penalty of one. The left approach is impassable. The right approach has an infantry attack penalty of one and a cavalry attack penalty of one. In addition to the symbols representing terrain effects, a few special symbols are present in some locales. These are as follows: indicates that French pieces are in this locale at the start of the game. The number of symbols indicates the number of French pieces that start in that locale (see section 6 for details). indicates that the locale is a game objective. There are three colors of stars: red, green, and blue (see section 14 for details). Locales define the positions of pieces. A piece that is in play can be in one and only one locale at any one time – a piece may not straddle locales. Within a locale, pieces can be either in the middle of the locale, which is referred to as being in reserve, or they can be across one of the approaches, which is referred to as blocking that approach. 3 Opposing pairs of approaches are the boundaries between adjacent locales. It is only through pairs of opposing approaches that pieces can move or attack between locales. Locales on either side of an approach pair are referred to adjacent locales, and for each approach in the pair the other approach is referred to as the opposite approach. Similarly, the locale containing the opposite approach is referred to as the opposite locale. It is well worth noting in this context that the combat penalties for approaches in opposing pairs can be different from each other: in the example above, cavalry attacking from the upper approach to the lower would do so at a strength penalty of one, but cavalry attacking from the lower approach to the upper would not be under any strength penalty. Some locales are connected by roads. Roads are depicted on the map as thin red or brown lines. Red lines denote primary roads. Brown lines denote secondary roads. Roads affect the movement of pieces: pieces can be moved farther in a turn if they are moving along a road. Additionally, pieces moving along primary roads are exempted from the command limit (see section 8 for details). An example of a locale with a road passing through it is shown below: In the above example, pieces could enter or leave the locale by road through either the left or bottom approaches, but not by the right approach because the road does not cross that approach. There are other markings on the map showing hills, woods, marshes, rivers, streams, sunken roads and towns. These are cosmetic and do not affect play. (The effects of the depicted terrain are incorporated into the sizes and shapes of the locales and the terrain penalties on the locale approaches). On the edges of the game board are the following play aids: • Time Track. This is for keeping track of the current round. • Morale Track. This aid is for keeping track of morale – see the demoralization rules (section 13) for details. • French “At Start” Display. This shows the French pieces that are deployed on the map at the start of the game. • Reinforcement Displays. These show Austrian and French pieces that enter the game as reinforcements, and show where and when they enter. There are four such displays: one Austrian and three French. Note: Players accustomed to traditional war games may be surprised by the absence of dice, combat results tables or terrain effects tables. Combat is resolved by a comparison of strength, and terrain effects are designed into the map itself. 6. Setting up the Game To set up the game, players should do the following: (1) Put a marker on the 6:00 AM space on the Time Track. (2) On the Morale Track, put down two markers for tracking the morale levels of the two armies. The starting locations for those markers are printed on the track itself. (3) The players should get out the game pieces and sort them into the following groups (pieces should be face-up while this is done): • A group for the pieces in the French “At Start” Display.
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