Franco-Prussian War 40

Franco-Prussian War 40
August 1870 - March 1871
17
XXXX
4-3

1st
XXXX
2nd
D2
DUMMY
4
*-
Trier
5-3
D1
4-3
With an entire generation
of military officers
rising through the ranks
playing Kriegspiel (war
games) by the outbreak
of the Franco-Prussian
War, wargaming is still
used by both military professionals and hobbyists
to exercise military concepts and put strategies
and tactics to the test.
2-0
XXXX
DUMMY
*-4
4-0
XXX
DUMMY
Imp Gd
3rd
S Ger
1-4
XXXX
Alsace
Sbourg


4-3
2- 0
2- 0
08
XXXX
1-4 XXXX
4-3
3-3
Rhine
114117
XXX
2-4 XXXX
2- 3
6- 3
Fort B
Fort A

Reserve
Metz
2- 0
XXX
Adv Gd1
XXX
D1
4
*-
2- 0
Meuse
von Clausewitz #1
Rhineland
Mobilization: +1  and +1
.
– OR –
Combat: This turn, once
only, you may
+1  to add 2 Strength Poin
ts to
supplied German force attacking a
or defending
in any
one
Battle.
Adv Gd2
Kriegspiel
Mitrailleuse
.
Mobilization: +1  and +1
– OR –
you may +1 
Combat: This turn, once only,
supplied
to add 1 Strength Point to each
or defending at
French infantry unit attacking
any one Battle.
GAME DESIGN
Joseph Miranda
DEVELOPMENT
Bryan Armor,
Alan Emrich
are wounded by the
“One thing is certain. Few
you’re dead.”
mitrailleuse. If it hits you,
r
Majo
try
Infan
– Bavarian
MAP ART
Tim Allen
©2012 Joseph Miranda and Victory Point Games (VPG)
“Franco-Prussian War 40” is VPG’s name for its 19th century wargame depicting the struggle between the French and the Germans.
http://victorypointgames.com; [email protected]; (714) 957-4066
[22.0] DESIGNER’S NOTES by Joseph Miranda
A Clash of Systems: The Prussian Army of 1870 revolutionized modern warfare on the operational level. Its highly
efficient General Staff, using their military technology of wargaming (Kriegspiel), developed detailed plans for military
mobilization and logistics. The Prussian Army fielded new items, including the first modern rifled heavy artillery piece
from the Krupp company (Krupp stahl, meaning Krupp Steel). Herr Krupp would receive the sobriquet “The Cannon
King” after this war. After Prussia’s victory, other modern armies quickly adopted Krupp stahl and Kriegspiel.
The French Army was a typical European quality army at that time. The French lacked the General Staff and
mobilization systems of the Prussians and, during the reign of Emperor Napoleon III, placed politics above military
efficiency. When the Third Republic overthrew the Second Empire, the French military played catch up with these
systems and technologies, but were unable do so in the middle of a major war, especially with Paris under siege!
History as Game: The game models much of this through the use of cards. ‘On paper’ (i.e., by simply comparing
unit Combat Strengths and Movement Allowances), both armies look similar. When you experience the Operations
card system, this great story from history is revealed and these armies’ differences are exposed. For example, the
German Staff Work cards give a uniform increase in movement to all German units, while the comparable French
Système D (their slang for “muddling through”) cards grant similar benefits, but only for a single unit! This represents
the occasionally brilliant move that a single French army might make. Over the course of the game, the Germans
simply get more out of their forces than do the French. From a game design standpoint, the cards manage this
without the need to write a lot of special rules and exceptions to force historical outcomes.
Wargames and Politics by Other Means: This is actually my second game on The Franco-Prussian War. My first
was a larger and more detailed wargame in Strategy & Tactics magazine #149. A major issue in doing a wargame
on the entire Franco-Prussian War is the politics of the situation. For the Germans, this is fairly easy to simulate: If
they get to Paris, they can declare themselves an Empire. For the French, it’s trickier.
The switch from the Second Empire to the Third Republic historically worked in France’s favor, but at the war’s
end support for the government was divided. This ambivalence was also present in the French armies, with many
units in a state of near mutiny. But once French Emperor Napoleon III was captured by the Germans at Sedan, with
German armies marching into the French interior, there was a sudden explosion of French nationalistic fervor. A new
government of National Defense was formed, competent generals were promoted, the French people rose up in
defense of their country, and even radicals from abroad (e.g., Garibaldi) took up arms on the side of France.
In game terms, if the French Imperial Guard unit is eliminated, Napoleon III is assumed to have been captured.
Thus the French player can overturn this dire on-board situation into a new Third Republic government.
The Paris Commune: One other memorable event from The Franco-Prussian War was the uprising of the Paris
Commune. This Anarchist movement seized control of Paris (while under German siege) after the new French Third
Republic government agreed to an armistice (perceived by the radicals as a sell-out by the moderates). If the
Commune card occurs prior to the Third Republic, this just represents dissent in the ranks.
Friction: The concept of Friction Points evolved during development to emphasize what von Clausewitz so rightly
teaches about the “friction of war.” It makes your own turns a bit more introspective and your opponent’s turn more
interactive as you worry, realistically, about how things can sometimes just… go wrong.
Morale: The primary function of National Morale is that a collapse causes capitulation. It is also a resource that is
spent to build up your card hand when the exigencies of war demand maximum field performance. Of course, you
could draw a card that is of little help, but that is just another part of von Clausewitz’s notion of “the friction of war.”
Cavalry: Lacking their ability to disengage, cavalry is treated at this strategic scale the same as other units, owing to
their abysmal performance during this war. Most of the infantry units have some cavalry attached to them, anyway.
Army Detachments: Note that Detachments always have a Movement Allowance of ‘2,’ even if their parent unit had
a higher or lower rate. This represents the command control and logistical factors of operating smaller units in this
theater-level game. Army Detachments are useful as garrisons and for screening flanks, but not for primary efforts.
Combat. The mandatory attacks and the unitary combat strength of all units in a hex – these combine to represent
the generally poor command control of this era. Once enemy forces were in contact, they engaged automatically
with little control from Supreme Headquarters. That is, you (the player) lose the ability to control them. Fans of my
Napoleonic 20 system games will notice that I used that system as the departure point for this von
Clausewitz series, adding some extra columns on the Combat Results Table (since more units can engage in a
single Battle because stacking is allowed, there will be more extreme differentials occurring).
Combat Results: Battles tended to be indecisive, owing to the increasing range of weapons and the inability of
cavalry to pursue the vanquished effectively. Thus, combat results generally inflict single unit losses, if losses occur
at all. You should make a Battle’s outcome more decisive by surrounding the enemy to cut off their Retreat paths.
Continued on the inside back cover…
© 2012 Joseph Miranda and Victory Point Games
http://victorypointgames.com
von Clausewitz series Standard Game Rules v1.0
von Clausewitz Series
Warfare in the Age of Steam
TABLE OF CONTENTS
[0.0] USING THESE RULES ............................... 1
[1.0] INTRODUCTION ........................................ 1
[2.0] GAME EQUIPMENT .................................. 1
[3.0] SETTING UP THE GAME ........................... 1
[4.0] SEQUENCE OF PLAY................................. 1
[5.0] NATIONAL MORALE ................................ 2
[6.0] FRICTION.................................................. 2
[7.0] OPERATIONS CARDS ................................ 3
[8.0] REPLACEMENTS ....................................... 3
[9.0] REINFORCEMENTS ................................... 4
[10.0] REST & REORGANIZATION ................... 4
[11.0] MOVEMENT ............................................ 4
[12.0] ZONES OF CONTROL .............................. 5
[13.0] SUPPLY ................................................... 5
[14.0] THE REACTION PHASE .......................... 6
[15.0] COMBAT ................................................. 6
[16.0] ADMINISTRATIVE PHASE ...................... 9
[17.0] SPECIAL UNIT TYPES............................. 9
[18.0] HOW TO WIN.......................................... 9
[19.0] OPTIONAL RULES .................................. 9
[19.1] ARMY DEMORALIZATION ................. 9
[19.2] STRATEGIC MOVEMENT ................... 9
[19.3] SIEGE .................................................. 9
[19.4] FOG OF WAR ...................................... 9
[19.5] REORGANIZATION ........................... 10
[0.0] USING THESE RULES
These “Standard” Rules are shared by every
game in the von Clausewitz series. Each game
in the series also has its own “Exclusive” Rules
plus the rules printed on that game’s cards.
When there is a conflict, the Exclusive Rules
supersede the Standard Rules and the cards take
precedence over both Rules sets.
New gaming terms, when they are initially
defined, appear in dark red lettering for quick
referencing.
The instructions for this game are organized
into major “Rules” sections as shown in large
green CAPS font, and represented by the
number to the left of the decimal point (e.g.,
rule 4.0 is the fourth rule). These Rules
generally explain the game’s components,
procedures for play, the game’s core systems
and mechanics, how to set it up, and how to
win.
Within each Rule, there can be “Cases” that
further explain a Rule’s general concept or basic
© 2012 Joseph Miranda and
1
procedure. Cases might also restrict the
application of a rule by denoting exceptions to
it. Cases (and Subcases) are an extension of a
Rule shown in the way that they are numbered.
For example, Rule 4.1 is the first Case of the
fourth Rule; and Rule 4.1.2 is the second
Subcase of the first Case of the fourth Rule.
Important information is in red text.
References to examples of a Rule or Case are in
blue text and this font.
Text in shaded boxes, like this, provides the
voice of the game’s designer, who is addressing
you to explain an idea or concept that is not,
itself, a Rule or a Case.
[1.0] INTRODUCTION
“…in the whole range of human activities, war most
closely resembles a game of cards…” – Carl von
Clausewitz
von Clausewitz is a wargame system for
recreating military campaigns during the
early age of modern military technology from
the mid-19th century to World War 1. This
Standard Rules section applies to every
game in the Series, each of which also has its
own Exclusive Rules section which follows.
Game Scale: Each game in the Series has its
own scales for measuring time, distance (per
hex) and unit aggregation (how many troops
each piece represents) as stated in the
Exclusive Rules section.
[2.0] GAME EQUIPMENT
The Game Maps: The playing area features
a map portraying the areas where the
campaign took place. There is a hexagonal
grid superimposed over the map to regulate
the placement and movement of the pieces.
The Playing Pieces: The cardboard game
pieces represent the military units that took
part in that campaign. These playing pieces
are referred to as units. The information on
the units is read as shown below:
Entry
(Turn 2)
Front
Size
(Army)
Back
Hidden
Side
(National
Flag)
Type Combat Movement Unit Designation
(Infantry) Strength Allowance (Châlons Army)
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von Clausewitz series Standard Game Rules v1.0
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Entry helps you set up the units. # = number
of card that may bring unit into play.
Unit Size is the size of the military formation
represented by the piece. XXXX = Army; XXX
= Corps; XX = Division; X = Brigade; III =
Regiment; Fortress units represent their
garrisons plus various local troop units.
Unit Type designates the dominant troop
type in the formation. These include:
Infantry
Cavalry

Fortress
Combat Strength is the relative strength of a
unit when engaging in combat.
Movement Allowance is the maximum
number of open terrain hexes through which
a unit may move in a single Movement
Phase.
Mobile and Immobile units: A Mobile unit
is any unit with a Movement Allowance of 1
or more. An Immobile unit has a Movement
Allowance of 0.
Game Charts, Tables, and Tracks: Some
of these may be found on the map, while
most are found on the Player Aid sheets.
Player Aid Mat
● The Game Turn Record Track indicates
the current Game Turn.
● The Morale Track indicates the current
number of Morale Points per side.
● The Morale Adjustments Chart
describes adjustments made to the Morale
Track during play as the result of combat
and other actions.
● The Friction Points and Reorganization
box holds that side’s Friction Points, and
available Dummy, Detachment and
broken down infantry units.
Player Aid Sheet
● The Sequence of Play outlines the Phases
conducted during each Player’s turn.
● The Terrain Effects Chart provides
information about the effects of terrain on
movement and combat.
● The Battle Sequence outlines the steps
conducted during each individual Battle.
● The Combat Results Table is used to
resolve Battles.
● The Siege Table is used with that Optional
Rule.
Cards: Each side has their own set of cards
that generate certain game activities.
[3.0] SETTING UP THE GAME
First, the players determine which side they
will play. Each game’s Exclusive Rules
section provide the rest of its set up
instructions, including how each player sets
up their initial card hands and Draw Piles.
[4.0] SEQUENCE OF PLAY
“The frequent application of routine in war will also
appear essential and inevitable when we consider
how often action is based on pure conjecture or takes
place in complete ignorance…” – Clausewitz
General Rule
These games are played in Game Turns,
each of which is composed of two Player
Turns. The number of Game Turns is
specified in the Exclusive Rules section for
this game. During each Game Turn, the
players alternate maneuvering their units and
resolving Battles in the sequence outlined
below. At the conclusion of the last Game
Turn, the Victory Conditions are consulted
and the winner is determined.
The Game Turn
A Game Turn is divided into two Player
Turns, a First Player Turn and a Second
Player Turn. This game’s Exclusive Rules
section indicates which side is the First
Player (with the other side the Second
Player). Each Player Turn is divided into a
series of distinct activities called Phases.
Some Phases are further subdivided into
Steps that are conducted in sequence to
organize the activities of that Phase.
The First Player Turn
1. First Player Operations Phase: The First
Player must decide if he is committing to a
Rest and Reorganization Turn (10.0). If
not, he draws 1 free card from his deck.
He may then draw a second card by
gaining one Friction Point (+1 ), and
additional cards at a cost of one Morale
Point (-1 ) each (7.0).
Systems Development by Bryan Armor and Alan Emrich
von Clausewitz series Standard Game Rules v1.0
2. First Player Mobilization Phase. The
First Player places Reinforcements (9.0)
due that turn and may play cards to also
gain Replacements that turn (, 8.0).
3. First Player Movement Phase: The First
Player may move all, some or none of his
units as he desires per the rules for
Movement (11.0), Zones of Control (12.0),
and Terrain Effects (see TEC).
4. Second Player Reaction Phase: The
Second Player may have all, some, or none
of his eligible units conduct Reaction
Movement (14.0), if he can afford it.
5. First Player Combat Phase: The First
Player uses his units to attack enemy units
(15.0), in any order he desires.
6. First Player Administrative Phase:
A. The First Player must declare, and then
perform, either: 1) Draw 1 card for
free; or 2) Remove half of his Friction
Points (rounded up; /2); or 3) Do
nothing (i.e., “Pass”).
B. He then adjusts his side’s Morale based
upon captured hexes.
C. He must discard down to his hand’s
maximum size, if necessary (7.2.2).
D. Finally, when using the Fog of War
Optional Rule (19.4), he may reconceal all of his eligible units and
spawn one available Dummy unit.
The Second Player Turn
Repeat Phases 1 through 6, reversing the
roles of the First and Second Players.
7.
Second Player Operations Phase
8.
Second Player Mobilization
Phase
9.
Second Player Movement Phase
10. First Player Reaction Phase
11. Second Player Combat Phase
12. Second Player Administrative Phase
© 2012 Joseph Miranda and
3
[5.0] NATIONAL MORALE
“Military activity is never directed against material
forces alone; it is always aimed simultaneously at the
moral forces which give it life, and the two cannot be
separated.” – Clausewitz
Each side begins with a number of Morale
Points as indicated in this game’s Exclusive
Rules. Morale Points represent a side’s level
of motivation and command skill during that
campaign. Players may spend Morale Points
to draw additional cards, and will gain or lose
them as a result of combat and other events.
Keeping Track of Morale Points
Morale Points are symbolized with
a square symbol () and are
recorded on the Morale Track using the
square Morale markers. Adjust a nation’s
Morale marker up or down the track as it
gains or loses morale.
[5.1] Gaining / Losing Morale Points: The
Morale Adjustment Chart on the Player
Aid Mat lists actions that adjust Morale
Points, and this list might be supplemented in
the Exclusive Rules section. If two or more
morale-affecting events occur simultaneously, first add and then subtract all Morale
Point changes that must be applied.
[5.1.1] Maximum Morale: A side’s
Morale Value may never exceed the
maximum shown on that game’s Morale
Track, with any excess being lost.
[5.1.2] Morale Collapse: If a side’s
Morale Value ever reaches zero (0), that
side immediately loses the game (18.0).
[5.2] Spending Morale Points: The Phasing
Player may spend Morale Points to draw a
third, fourth, etc. card during his Operations
Phase. The first (mandatory) card draw is
free and the second (optional) draw forces
that player to gain one Friction Point (+1
). Additional (optional) card draws cost one
Morale Point (-1) each!
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von Clausewitz series Standard Game Rules v1.0
[6.0] FRICTION
“Everything in war is very simple, but the simplest
thing is difficult. The difficulties accumulate and end
by producing a kind of friction… This tremendous
friction… is everywhere in contact with chance, and
brings about effects that cannot be measured, just
because they are largely due to chance….Moreover,
every war is rich in unique episodes.” – Clausewitz
When conducting certain card activities or
other actions, and as a result of combat, a
player may generate Friction Points (FPs)
for his side (which is bad). Friction Points
are symbolized by a circle symbol () and
are represented by round markers with that
side's national symbol.
Each side has its own Friction
Point Pool on the Player Aid mat
which is used to hold that side’s
accumulated FPs. The Opposing Player
spends them to hinder the player who
accumulated those FPs.
This game mechanic illustrates the key
Clausewitzian concept of friction. The more
ambitious and complex the activity
undertaken (and in some cases, simply the
more an Army acts at all), the greater the
chance that something can go wrong. At a
certain point, even simple activities become
difficult from the stress of friction.
Due to the potential ill effects of friction,
players might be more cautious in conducting
activities which generate friction, as each
increase offers the opponent more chances to
sabotage those activities.
Conversely, at key points in the game a
player may risk high friction in order to
conduct a major attack or stave off defeat.
[6.1] Friction Point Limit: Friction Points
are capped as indicated inside each side’s
Friction Point box on the Player Aid mat
(generally, this is around five FPs per side).
Note any exceptions concerning FPs in this
game’s Exclusive Rules section.
No additional FPs are generated by a side
while at its FP maximum. That player can
still freely take actions that generate FPs
(such as paying a second card draw cost or
Advancing After Combat) while at the limit.
Thus, it is advantageous to spend your
opponent’s FPs promptly and not let them
stockpile up to the FP limit; otherwise, your
opponent will be able to perform frictiongenerating activities without penalty!
[6.2] Generating Friction Points: Friction
Points are added to your pool when you:
• Draw a second card during your
Operations Phase.
• Play certain cards (as listed on each card).
• Advance After Combat (see 15.8.1).
• Receive a Rout Combat Result.
• Receive an Indecisive Combat Result
(when you are the Attacker).
[6.3] Spending Your Opponent’s Friction
Points: Your opponent’s Friction Points are
spent by you in several different ways:
1. At any time during the opponent’s turn, to
force him to play with his hand revealed
until the beginning of his Administrative
Phase (at which time he holds in secret
again).
2. During the opponent’s Movement Phase
to inflict a -1 Movement Point penalty on
each unit in a stack as your opponent
attempts to move it. This can only occur a
maximum of once per stack.
3. During the opponent’s Combat Phase to
inflict a -1 Combat Strength Point for a
single attacking unit. This can only occur a
maximum of once per attacking unit.
4. During any Combat Phase to have the
Attacker re-roll the Battle die.
E.g., whether you are attacking or defending,
you can use your opponent’s FPs to re-roll a
poor Battle result.
5. During the opponent’s Administrative
Phase to stop an opponent’s free card
draw, if that is what he has declared he
will do. He can’t change his mind and
reduce his current FPs if you choose to do
this.
6. During the opponent’s Administrative
Phase to stop the re-concealment of all of
his units and the spawning of a Dummy
unit (when using that Optional Rule).
7. During your own Movement Phase to
spawn one available Dummy unit (when
using that Optional Rule).
Systems Development by Bryan Armor and Alan Emrich
von Clausewitz series Standard Game Rules v1.0
[6.4] Success and Failure: Spending
Friction Points to hinder your opponent’s
plans does not guarantee success. Every time
an FP is spent, the spending player rolls one
die to check that attempt’s success:
• If the result is ODD, odd things happen
and your opponent suffers the ill-effect
you’ve chosen for him (this time).
• If the result is EVEN, your opponent
maintains an even keel and sorts through
the friction; there is no effect and that FP is
spent for nothing (i.e., it is wasted).
Note that if an attempt is unsuccessful
(EVEN), the Spending Player can
immediately spend another FP, if available,
to try again (hoping for success this time).
Extreme Friction
The 1 & 6 Rule: If the Friction Point roll is
a 1, the effect occurs and the FP is not
spent; it remains in the opponent’s Friction
Point box and can be spent again (even
immediately, if desired).
If the roll is a 6, not only does its attempted
use fail, but that FP marker is flipped over
and added to the Spending Player’s Friction
Point box (a complete reversal of fortune).
[7.0] OPERATIONS CARDS
“That the conduct itself of War is very difficult is a
matter of no doubt; but the difficulty is not that special
learning, or great genius, is required to comprehend
the true principles of conducting War; that can be
done by any well-organized head, with a mind free
from prejudice, and not altogether ignorant of the
subject.
Even the application of these principles on a map,
and on paper, presents no difficulty; and even a good
plan of operations is still no great masterpiece. The
great difficulty is to adhere steadfastly in execution to
the principles which we have adopted.” – Clausewitz
Operations Cards (or simply, “cards”)
represent high-level planning, logistics
considerations, historical events and leaders,
and the imponderables of war that affected
these campaigns. Cards also provide the
opportunity to take advantage of fleeting
political, military, and economic opportunities over the course of play. The information
on the cards is read as shown here.
© 2012 Joseph Miranda and
5
Card #
Card Title
Phases this card
can be played:
gameplay effect
Graphic (no
gameplay effect)
Historical “flavor
text” for context
(no gameplay
effect)
General Rule
You draw, examine, and purchase cards
one at a time. In this way, the drawing
player will know the information from a
card just drawn before deciding whether or
not to pay for a subsequent card draw
during that same Operations Phase.
Procedure
There are two opportunities to draw cards per
turn: during your Operations Phase and
again during your Administrative Phase.
During your Operations Phase, you must
draw the top card from your deck, and you do
so without cost. You may draw a second card
at this time at the cost of gaining one
Friction Point (; 6.0). You may draw a
third and additional cards at this time at the
cost of losing one (-1) Morale Point (; 5.0)
for each.
During your Administrative Phase, you may
draw one card in lieu of reducing your
Friction Points by half (see 16.0).
[7.1] Event Cards: If a card’s headline
includes the word E V E N T ! , that card’s event
must be immediately be revealed and
performed before that Phase continues.
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von Clausewitz series Standard Game Rules v1.0
[7.2] ‘Hand’ Cards: All other (non-E V E N T ! ,
see 7.1) cards drawn are retained in the
drawing player’s card hand (or “hand”), the
information on their faces kept hidden from
the opposing player (unless and until those
cards are played, discarded or must be
revealed due to some game action). You may
examine your own cards freely at any time.
[7.2.1] Initial Card Hand: The Exclusive
Rules section states how many, and which
specific cards (if any), each player begins
the game holding in their hand.
[7.2.2] Hand Size Limit: The Exclusive
Rules section also states the maximum
number of cards each player can have in
hand during their Administrative Phase
(16.0). If you have more cards than your
maximum hand size, you must discard
cards of your choice until your maximum
hand size is reached.
[7.3] How to Play the Cards: Each card is
only playable during the Phase(s) listed and
underlined on that card, and then only to
receive that specific effect. You may play as
many cards per turn as you have, provided
you meet each card’s conditions (i.e., timing
and cost) for playing it.
Most cards are playable in multiple ways
(e.g., to receive replacements during your
Mobilization Phase, improve your units’
strength in a Battle, make a special move,
etc.) as indicted by the word “OR” on the
card between each such different way that it
can be played. When played, you must
designate which one way you are using that
card for at that time. If redrawn later, that
card is usable again for any of its options.
Example: The German Player can play the
Kriegspiel card (pictured in this section) to either
gain one Friction Point and one Replacement
Point (+1  and +1) OR to add 2 Strength
Points to a German force during a Battle, but he
cannot do both.
[7.3.1] Card Costs and Prerequisites:
Playing a card might gain you Friction
Points (which is bad), cost you Morale
Points (which is worse) or force you to
discard other cards. These “costs” are
listed on each card for each activity.
Cards might also specify prerequisite
conditions that must be met to perform an
activity. If these prerequisite conditions are
not met or that cost cannot be paid, then
you cannot perform that activity.
[7.3.2] Card Effects: Each card’s activity
effects are explained on the card itself. If
there is a conflict, the cards take
precedence over the Rules. Their effects
are cumulative unless otherwise stated on
the card.
Example: If you play two cards that each gain
all your units +1 Movement Point that turn, they
would all have +2 Movement Points that turn!
[7.4] Discarding: When played for one of its
activities or to generate a Reserve move (see
14.0), a card is generally discarded, face-up,
into a Discard Pile next to its Draw Pile.
Some cards’ activities, when performed,
instruct you to “remove this card from play;”
in that case, do not discard that card, but
instead set it aside where it becomes
unavailable for the rest of the game.
[7.5] Reshuffling: When your Draw Pile is
empty and you must draw a card, or as
instructed by some card activities, reshuffle
your Discard Pile to form a new Draw Pile.
[8.0] REPLACEMENTS
“Great wear and tear on one’s own forces, therefore,
must be expected if one intends to wage a mobile
war. All other plans must be adjusted to that fact; and
above all, replacements must be provided for.” –
Clausewitz
Your eliminated units can return to play
during your Mobilization Phase as
Replacements.
Procedure
To Replace a unit, you must spend a number
of Replacement Points (RPs or ) at least
equal to that unit’s Combat Strength.
Replacement Points () are generally
received through card play during your
Mobilization Phase to generate RPs ().
[8.1] Replacement Point Pool: During a
single Mobilization Phase when you play
more than one card to generate RPs, their 
values are combined to form a pool of RPs.
In this manner, you can replace stronger units
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by playing multiple cards for RPs and
combining their  values.
Unspent RPs cannot be saved between turns!
Example: You have a pair of 2-strength units and
one 3-strength unit among your eliminated forces.
During your Mobilization Phase, you play two
cards for RPs that combine for a total of two
Friction Points and four Replacement Points
(i.e., +2  and +4 ). With your Replacement
Pool of 4 RPs, you get either BOTH 2-strength
units or your awesome 3-strength unit back. In the
latter case, the unspent RP is lost.
[8.2] Irreplaceable Units: Fortress units
(and others listed in a game’s
Exclusive Rules such as Elite units)
are irreplaceable, as are units
eliminated while unsupplied (13.3).
Permanently remove these units from play
when eliminated.
[8.3] Placement: Replaced units return to the
map as Reinforcements do (see 9.1).
[9.0] REINFORCEMENTS
“Therefore we do not hesitate to state that in most
cases reinforcements are much more effective when
approaching the enemy from flank and rear, just as a
longer handle gives greater leverage.” – Clausewitz
General Rule
New units entering play for the first time are
called Reinforcements and appear in the
owning player’s Mobilization Phase on the
Game Turn indicated in this game’s
Exclusive Rules section, or through card
play.
Important: Until they enter the map,
reinforcements have no effect on play.
[9.1] Placement: When received, Reinforcement and Replacement (8.3) units are placed
on friendly Depot hexes () that are
unoccupied by enemy units (enemy Zones of
Control do not affect placement, see 12.1)
during your Mobilization Phase. If no such
placement hex is available, those
Reinforcement units are delayed (see 9.2) and
Replacement units are lost (i.e., remain
eliminated and still require Replacing).
• When placed, these units may freely stack
together and do not have to obey Stacking
Limits at this time (see 11.4).
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• Once placed on the map, Reinforcement
and Replacement units function as normal
units for all purposes.
[9.2] Delayed Reinforcements: A player’s
Reinforcement (only, not Replacement) units
can be delayed voluntarily (or involuntarily,
see 9.1) until a later Game Turn (or even
never to arrive at all). When a delayed
Reinforcement unit is eventually brought into
play, it must appear at its original designated
entry location.
[10.0] REST & REORGANIZATION
During your Organization Phase, you may
declare a Rest & Reorganization (R&R)
Turn. You may do this on any turn and any
number of times per game.
R&R Turn Effects
You must perform the following activity
changes during your R&R Turns:
1. During your Organization Phase:
• Do not draw cards in the normal manner
(i.e., one free and paying for others).
Instead, you may discard any cards in
your hand that you desire (including
none) and then draw cards sufficient to
bring your hand up to its limit (for free).
After doing so, resolve any Event cards
you just drew (and do not redraw for
those just-played Events).
• Receive one Morale Point (+1 ).
• Remove half of your Friction Points
(rounded up; /2).
2. During your Movement Phase:
• Your units cannot enter enemy Zones of
Control (see 12.0).
• Furthermore, if you move any units,
they can only be moved under the same
restrictions as if they were Retreating
(see 15.7); that is, toward your Depot
hexes.
3. During your Combat Phase:
• Your mobile units in enemy Zones of
Control must conduct Disengagement
Battles, which means skipping all of the
usual Battle Steps and instead applying
an automatic Attacker Withdraws ()
result (15.5) for that Battle.
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[11.0] MOVEMENT
“We are convinced that there are no rules of any kind
for strategic maneuvering; that no method, no
general principle can determine the mode of action;
but that superior energy, precision, order, obedience,
intrepidity in the most special and trifling circumstances may find means to obtain for themselves signal
advantages, and that, therefore, victory will depend
chiefly on those qualities.” – Clausewitz
During your Movement Phase, you may
move all, some or none of your units as
desired. Units may move in any direction or
combination of directions unless restricted
from doing so by terrain, enemy units or
when conducting an R&R Turn (10.0 #2).
Procedure
Units must move one at a time, tracing a path
of contiguous hexes. As each unit enters a
hex, it spends 1 or more Movement Points
from its Movement Allowance to do so.
Restrictions and Prohibitions
[11.1] Strict Sequence: Movement never
takes place out of sequence. Your units can
only be voluntarily moved by you during
your own Movement or Reaction Phases.
[11.2] Speed Limit: A unit cannot exceed its
Movement Allowance during a friendly
Movement Phase, with the exception that a
unit may always move 1 hex per friendly
Movement Phase (as long as it is not into
prohibited terrain, across a prohibited
hexside, or through enemy Zones of Control;
see 12.0), even if it does not have sufficient
Movement Points to pay the entire cost.
Example: A unit with a Movement Allowance of
1 could cross a River hexside into a Clear hex
even though this costs 2 Movement Points. This
would end its movement.
Each unit can expend all, some or none of its
Movement Points every friendly Movement
Phase. Unused Movement Points may not be
accumulated from turn to turn, nor
transferred from unit to unit.
[11.3] No ‘Take Backs’: All movement is
final once a player’s hand is withdrawn from
the unit he is moving. Players cannot change
their minds and retrace a unit’s movement.
This Case should be strictly enforced.
During the campaigns of this era, it was
common for units to be sent in the wrong
direction at key points with nearly disastrous
results.
[11.4] Stacking: At the end of both players’
Movement, Reaction and Combat Phases,
each player may have up to two friendly
units (of any type, and of any Combat
Strength) in a hex or up to three units if their
combined Combat Strength does not exceed
eight.
This means that Fortress units do count for
stacking purposes. Thus, you can only stack
two non-Fortress units, at most, in the same
hex with a Fortress unit.
Friendly units cannot enter a hex containing
an enemy unit, nor can friendly and enemy
units stack together.
Overstacking Penalty: At the end of every
Movement, Reaction or Combat Phase, if
you have more than three friendly units
stacked in a hex, or three units stacked
together with a combined Combat Strength of
9 or more, then you must immediately
eliminate enough of those units of your
choice to meet the Stacking Limit (see 11.4).
[11.5] Terrain Effects: Normally, units pay
1 or 2 Movement Points to enter each hex,
depending on the terrain type in the hex (see
the Terrain Effects Chart on the Player Aid
sheet). These special Cases also apply:
[11.5.1] Rough Terrain: It costs only 1
Movement Point to enter a Rough Terrain
hex, but the unit must then immediately
stop and move no farther during that
friendly Movement Phase, regardless of
how many Movement Points it might
haveremaining. Exception: Road
movement (see 11.5.2).
[11.5.2] Road Movement: All railroads
are considered to have normal roads
running alongside them (and thus those
hexes are also Road hexes). A unit uses
Road Movement by spending Movement
Points to move directly from one Road
hex directly to another connected Road
hex. The advantages of Road Movement
are:
Systems Development by Bryan Armor and Alan Emrich
von Clausewitz series Standard Game Rules v1.0
• Each hex entered always costs only 1
Movement Point regardless of the
terrain type entered or hexside crossed.
• That unit does not have to stop when
entering Rough terrain (an exception to
11.5.1).
• If a unit conducts its entire move during
its Movement Phase along Roads, it
receives one additional (+1) Movement Point to spend during that
Movement Phase (also along the Road).
Example: A cavalry unit with a Movement
Allowance of 4 moves entirely along
connected Road hexes during its Movement
Phase. It could then move one additional Road
hex as a ‘Road Movement Bonus’ that turn.
Also, see Optional Rule 19.2 for Strategic
Movement by Railroad.
[11.5.3] Other Terrain: Other terrain
types may apply in specific games. See
this game’s Exclusive Rules section and
Terrain Effects Chart for details.
[11.6] Movement Friction: During your
opponent’s Movement Phase, you may
spend 1 Friction Point () to inflict a -1
Movement Point penalty on each unit in a
stack as your opponent attempts to move it. If
successful (see 6.4), this can only occur a
maximum of once per stack.
[12.0] ZONES OF CONTROL
“No battle plan survives contact with the enemy” –
Helmuth von Moltke (the Elder)
Every unit with a
Combat Strength and
all Hidden units (see
19.4) exert a Zone of
Control (abbreviated
ZOC) into the six
hexes adjacent to the
hex it occupies, as
shown in this diagram.
© 2012 Joseph Miranda and
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The Fortress Exception
Important: Zones of Control extend
neither into nor out of hexes
containing a Fortress unit. Thus,
Fortress units, and all units stacked with
them, lose their ZOCs. Likewise, they are
equally unaffected by the ZOCs of
neighboring enemy units.
Note that the instant a Fortress unit is
eliminated, the normal ZOC rules
immediately apply to and from that hex.
General Rules
With the above exception, all units exert a
ZOC at all times, regardless of the current
Phase or Player Turn, and into all types of
non-Prohibited terrain and across all types of
non-Prohibited hexsides. Except for Fortress
units, other units in a hex, friendly or enemy,
do not affect the presence of a Zone of
Control there (e.g., a friendly unit in a hex
does not negate an enemy’s Zone of Control
in that hex).
Both friendly and enemy units can exert their
ZOCs upon the same hex. There is no
additional effect if multiple units exert their
ZOCs on the same hex. Thus, if a given unit
is in an enemy controlled hex, the enemy unit
is also in its controlled hex and the two
opposing units are equally and mutually
affected.
Cases
[12.1] Effect on Placement = None: The
placement of Reinforcement and Replacement units is unaffected by EZOCs (9.1).
[12.2] Effect on Movement = Stop: Units
that enter an enemy Zone of Control
(abbreviated as EZOC) must immediately
cease their movement for that Phase,
regardless of how many Movement Points
they have remaining.
Friendly units’ Zones of Control do not affect
the movement of other friendly units.
Units that begin their Movement Phase in an
EZOC cannot move during that Movement
Phase. That is, once a unit enters an EZOC, it
is stuck and must remain in place. Exiting an
EZOC only occurs via Disengagement (14.0)
or as a result of Combat (15.0).
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[12.3] Effect on Supply = Blocks: EZOCs
block the tracing of supply paths (13.2). The
presence of a friendly unit in a hex does not
negate an EZOC when tracing a supply path.
[12.4] Effect on Combat = Must Attack:
During your Combat Phase, all of your units
in an EZOC must attack, and all of the enemy
units exerting those EZOCs must be attacked
(see 15.0).
Units Disengaging (14.0) or Retreating (15.7)
cannot do so through EZOCs. EZOCs do not
affect Advance After Combat (15.8).
Figure 1
Example: German ZOCs
surround Paris at the
beginning of the French
Player Turn where the Paris
Fortress unit remains
defiant (Figure 1).
During his Mobilization
Phase, the French Player
adds a Replacement unit to Paris. Enemy ZOCs
do not extend into a hex with a Fortress unit, but
even if they did, they do not block placement
(Figure 2).
Figure 2
During his Movement
Phase, the French Player
wants to set up a Battle to
relieve the ‘siege’ but also
wants his Mobile unit out
of Paris where it will regain
its ZOC and help keep it
from being surrounded next turn. He considers
moving his newly Replaced unit out of Paris
(Figure 3). Since it is not in an EZOC it is free to
move.
Figure 3
If he does so, it will have
to stop in the first hex it
1
enters as that will be an
2
EZOC hex. Seeing that
3
movement options #1
and #2 do not set up very
good Battles for the
upcoming French Combat Phase, he decided to
move along path #3 (the white arrow) and attack
the German cavalry unit that turn…
[13.0] SUPPLY
“An army is like a tree that draws its sustenance from
the ground in which it grows. A mere sapling is easy
to transplant, but the taller it grows, the harder this
will become.” – Clausewitz
Certain feats on some Operations Cards can
only be performed by supplied units.
[13.1] Line of Supply: A unit is in supply
when it can trace a supply path from itself to
a Railroad hex, and then along a rail line
back to a Depot hex in its home territory.
Depot hexes () are shown on the map.
[13.1.1] Tracing the Initial Supply Path:
A unit’s initial supply path is traced from
the hex it occupies to a Railroad hex. It
can trace a path up to a number of hexes
in length given in the Exclusive Rules
section (excluding the unit’s hex and
including the Railroad hex being traced
to). It can be traced over any nonprohibited type of terrain.
[13.1.2] The Railroad Supply Path: Once
a unit’s initial supply path reaches a
Railroad hex, supply is then traced along
a contiguous path of Railroad hexes
(through friendly and/or enemy territory)
back to a Depot hex () that is
functioning (see 13.2.2).
[13.1.3] Supply Capacity: There is no
limit to the number of hexes through which
this railroad supply path may be traced, or
to how many units may be supplied by
tracing their paths through the same hexes.
[13.2] Blocking Supply Paths: No part of a
supply path can be traced into or through a
hex containing an enemy unit or EZOC.
[13.2.1] City Hexes: For a supply path to
enter a City hex, it must be occupied by a
friendly unit or be friendly controlled (i.e., a
friendly unit was the last to occupy or pass
through that hex; Control markers can be
placed on City hexes to remind players of
their current ownership).
[13.2.2] Functioning Depot Hexes: The
friendly Depot hex () being traced to
must be functioning (i.e., it is not, nor has
ever been, occupied by an enemy unit, nor
it is in an EZOC; if it is, then that friendly
Depot hex is non-functioning). Function
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von Clausewitz series Standard Game Rules v1.0
is immediately restored the instant enemy
units and EZOCs are removed from a
friendly Depot hex.
[13.2.3] Here I Stand: A unit in a friendly
Depot hex is always in supply regardless
of EZOCs extending into that hex
(exception: Siege, see 19.3).
[13.2.4] Denial, Not Capture: Enemy
Depot hexes () cannot be used to supply
friendly forces. The best you can do is to
deny them to the enemy by making them
non-functioning.
[13.2.5] Unsupplied Units: Any unit that
cannot trace a valid supply path is
unsupplied.
[13.3] Effect of Being Unsupplied: Unsupplied units do not have their capabilities
reduced in any way; nor are they removed
from the map solely through lack of supply.
However, when a unit is removed from the
map for any reason, if it cannot trace a valid
supply path from the hex it was removed
from (i.e., it was unsupplied) at that moment,
it is permanently removed from play and
cannot be Replaced! Set such units aside to
indicate that they cannot return to play.
[14.0] THE REACTION PHASE
“The attack is the positive intention, the defense the
negative. The former aims at putting the enemy to
flight; the latter merely at keeping possession.
But this keeping possession is no mere holding out,
not passive endurance; its success depends on a
vigorous reaction. This reaction is the destruction of
the attacking forces.” – Clausewitz
Your Reaction Phase takes place during the
opponent’s Player Turn and vice-versa. This
interruption in the enemy’s activities affords
you certain limited movement opportunities
(Reserve and Disengagement) in response to
the enemy’s just-completed Movement
Phase. Note that the Stacking Limit (11.4) is
enforced at the end of your Reaction Phase
movement, so be mindful of that!
Reserve Movement
During your Reaction Phase, you may make
a Reserve move with your Reserve units.
• A Reserve unit is any supplied (13.0) unit
that is not in a hex adjacent to an enemy
unit.
© 2012 Joseph Miranda and
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• A Reserve move is to an adjacent hex.
This 1-hex Reserve move is not like
regular Movement: It does not consume
Movement Points and can be into or
through any non-prohibited terrain. There
is no Road Movement Bonus (11.5.2).
Units performing Reserve Movement can
move into EZOCs (and thus create or alter
combat situations for the opponent’s
ensuing Combat Phase).
• There is a cost. For each unit making a
Reserve move, you must discard one card
from your hand (e.g., conducting two
Reserve moves during your Reaction
Phase would require you to discard two
cards). When you have no cards in your
hand, you cannot make a Reserve move.
There are many potentially clever uses for
Reserve moves, including to reinforce
defending hexes about to be attacked, to
cause the opponent to attack undesired hexes,
to spread out your forces in the rear in case
your front line units Rout, or to “force
march” rear area units another hex forward.
Disengagement
During your Reaction Phase, you
may make a Disengagement move
with your cavalry units that are in
hexes adjacent to enemy units (i.e.,
they must be “in contact” with the enemy in
order to disengage from them).
• To make a Disengagement move, that
cavalry unit must be supplied (13.0) and
in a hex adjacent to an enemy unit.
• That cavalry unit cannot be in a hex in an
enemy cavalry unit’s EZOC.
A Disengagement move is to an adjacent
hex that is not in an EZOC. This 1-hex
Disengagement move is not like regular
Movement: It does not consume Movement
Points and can be into or through any nonprohibited terrain. There is no Road
Movement Bonus (11.5.2). It is not
considered ‘Retreat After Combat’ (15.7) and
so does not allow your opponent to Advance
After Combat (15.8) after your
Disengagement move.
• There is no cost to Disengage. No discard
is required (as it is with a Reserve move).
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All of your qualifying cavalry units may
freely make a Disengagement move.
Cavalry did not enjoy much strength on the
battlefield in this age of rifles, but its screening and harassing functions were still very
important during this era.
[15.0] COMBAT
“…In combat, all the action is directed to the
destruction of the enemy, or rather his fighting
powers… The destruction of the enemy’s fighting
power is therefore always the means to obtain the
object of the combat.” – Clausewitz
Combat is mandatory for your Mobile units
that are in EZOCs during your Combat
Phase.
The Fortress Exceptions
1. Because ZOCs extend neither into
nor out of hexes containing a
Fortress unit, units are never obliged
to attack into or from such hexes.
2. Fortress units are Immobile and thus
cannot attack (in combat, they can only
defend against enemy attacks).
General Rule
During your Combat Phase, you are the
Attacker and your opponent is the
Defender (regardless of the overall strategic
situation) in each Battle (i.e., the resolution
of a single attack).
Procedure
You begin your Combat Phase by declaring
all of the Battles you will conduct (i.e., which
of your units will attack which enemy units
in which hexes) before resolving any of
them. Then, each individual Battle is
resolved, one at a time, in any order you
desire, by following the steps in the Battle
Sequence to resolve it:
The Battle Sequence
A. The Attacker indicates which units are
attacking which adjacent defending unit(s)
as previously declared at the start of the
Combat Phase.
B. Total the Strength Points of all those
attacking units. The Defender may spend
the Attacker’s Friction Points () to
attempt to reduce this total.
C. Total the Strength Points of all the
defending units in the target hex, adding
the single best terrain effect.
. The Attacker may consult the Siege
Table, if eligible (19.3).
D. The Attacker may play 1 card affecting
Battle.
E. The Defender may play 1 card affecting
Battle (with full knowledge of the
Attacker’s card play choice).
F. Compute the Combat Differential
(Attacker’s Strength minus Defender’s
Strength) and find that column on the
Combat Results Table (CRT).
G. Roll the die, cross indexing the resulting
Row with the CRT Column to obtain the
combat result. Both players may spend
their opponent’s Friction Points () to reroll the die.
H. Apply the combat result, including
Retreats and Advances After Combat.
[15.1] Declaring Battles: You must declare
all of the Battles at the beginning of your
Combat Phase. Combat is mandatory in that
all of your Mobile units in an EZOC must
participate in an attack, and all enemy units
in your units’ ZOCs must be attacked.
You choose which hexes containing your
units will attack which adjacent hexes
containing enemy units, in any combination
you desire, provided no friendly unit
participates in more than one attack, and no
enemy hex is attacked more than once,
during that Combat Phase.
[15.1.1] Adjacency: Attacking units in
two or more hexes can combine their
Combat Strengths in a single Battle against
an enemy-occupied hex (or hexes),
providing that all of the attacking units are
adjacent to all of the defending units.
[15.1.2] Combat Strength Unity: A unit’s
Combat Strength is always unitary; it
cannot be divided among different Battles
during a Combat Phase, either in attack or
defense.
[15.1.3] Combat Strength Friction:
During your opponent’s Combat Phase,
you may spend 1 Friction Point () to
inflict a -1 Combat Strength Point
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penalty on a single attacking unit. If
successful (see 6.4), this can only occur a
maximum of once per attacking unit.
[15.1.4] United Stacks: All Mobile units
in a single hex must attack together in a
Battle. All units in a single hex must
defend together in Battle. Thus, each unit’s
(15.1.2) and each stack’s strength are
indivisible when conducting Battles.
Desperate Attacks: Because all adjacent
enemy units in your units’ ZOCs must be
attacked, if, during your Combat Phase, one
hex with your Mobile units is in the EZOCs
of multiple enemy-occupied hexes, and if
none of those enemy units are being attacked
by any other friendly units during that
Combat Phase, then that hex with your
friendly units must attack all of those
adjacent enemy occupied hexes, even if it is
adjacent to two, three or more such hexes!
Example: If you have a lone unit that is adjacent
to, and in the EZOCs of, two or more enemy-occupied hexes, it must fight all of them in a single
(presumably highly disadvantageous) Battle!
Diversionary Attacks: When declaring your
Battles, you may allocate your attacking
hexes/units in such a way that some attacks
are made at sacrificially poor differentials (a
wargaming technique called soaking off) so
that other, adjacent attacking hexes are free
to “gang up” on an enemy occupied hex at a
more advantageous differential.
[15.1.5] Fortress Battles: Since EZOCs
do not extend into or out of hexes
with Fortress units, combat is not
required into or out of those
hexes. If a hex with a Fortress
unit is attacked, then all of the units in that
hex defend together normally. If the
Mobile units in a hex with a Fortress unit
attack from that hex, then any or all of
those Mobile units can participate, and
only those participating in an attack are
subject to any combat results.
[15.2] Terrain Effects: Each game’s Terrain Effects Chart (TEC) has a column for
the Defense Effects of terrain in combat.
Defending units benefit from the terrain in
the hex they occupy and / or that hex’s
hexside(s) it is attacked through (i.e., a River
hexside only benefits the defender if all of
© 2012 Joseph Miranda and
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the attacking hexes are across River hexsides
to the defender’s hex). Terrain in the
attacker’s hexes has no effect on combat.
The defender’s terrain benefits are not
cumulative. A defending force receives only
the single most advantageous terrain benefit
(for the defender) in a Battle. This is true
even when there are multiple defending
hexes in a single Battle – only the single best
terrain effect (for the defender) is applied.
Example: In the French Combat Phase, the
single hex with French (blue) units is in the
EZOCs of two enemy hexes (as shown) and must
attack them both (15.1).
The Attacker (i.e., the
French) has a total of 8
Strength Points in this
Battle (6+2).
The defender has 9
Strength Points (5+4), plus
any terrain Defense Effect.
The German 1st Army is in a City hex, the
German 2nd Army is in a Forest hex, and both
units are across River hexsides from the attacking
hex. The Forest hex provides no Defense Effect,
but the City hex and the River hexside each
provide a +1 to the 1st Army; and the River
hexside gives a +1 to the 2nd Army. Since these
benefits are non-cumulative (15.2), only the
single best (i.e., +1) is added to the combined
Combat Strengths of the entire defending force for
a total of 10 (9+1).
Prior to playing card enhancements, this Battle
stands at 8 attacking 10 and will be resolved on
the -2 Differential Column of the Combat Results
Table – a tough situation for the French Player!
[15.3] Sieges: Between Battle Steps C and
D, the attacker has the option to roll on the
Siege Table if that Optional Rule is being
used and its conditions are met (see 19.3).
[15.4] Cards and Dice: During Battle Steps
D and E, each side, beginning with the
Attacker, can play 1 card affecting a Battle
(the Defender with full knowledge of the
Attacker’s card choice, if any), and then a die
is rolled on the Combat Results Table and the
result obtained.
Battle Friction: During any Combat Phase,
either player may spend 1 Friction Point ()
to re-roll the Battle die after it has been cast.
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If successful (see 6.4), the Battle’s outcome
is changed to that provided by the subsequent
die roll. Re-rolls can occur any number of
times in a single Battle; only the final roll
yields the Battle’s actual outcome.
[15.5] Combat Results: During Battle Step
H, the Battle’s combat result is immediately
applied, including any Retreat and Advance
After Combat, before resolving the next
Battle.
Explanation of Combat Results
These outcomes are summarized on the
Combat Results Table, with results in the
green boxes applying to the Attacker, the
red boxes applying to the Defender, and the
white boxes applying to both. These are
explained more completely below:
Major Defeat (cc): Eliminate (see 15.6)
all of the units on the Defeated side and
adjust that side’s National Morale ()
accordingly (see 5.0). Afterward, the victor
may conduct an immediate free Advance
After Combat (see 15.8).
Minor Defeat (c): Eliminate (see 15.6) 1
unit on the Defeated side and adjust that
side’s National Morale () accordingly
(see 5.0). All surviving Defeated units
must Retreat 1 hex (see 15.7). Afterward,
the victor may conduct an immediate
Advance After Combat (see 15.8) at a gain
of 1 Friction Point ().
Routed ( or  + 1 ): The Victorious
Player rolls one die for each Defeated unit
in that Battle and the Defeated Player
Retreats each unit (see 15.7) the resulting
number of hexes. For each unit Retreating
a number of hexes greater than its
Movement Allowance, adjust that side’s
National Morale () accordingly (see 5.0).
Afterward, the victor may conduct an
immediate Advance After Combat (see
15.8) at a gain of 1 Friction Point ().
Withdraws ( or ): All Defeated units in
this battle are Retreated 1 hex (see 15.7)
by the Defeated Player. Afterward, the
victor may conduct immediate Advance
After Combat (see 15.8) at a gain of 1
Friction Point ().
Indecisive (Attacker + 1  and both sides
r): Eliminate (see 15.6) 1 Defending
unit. The Attacker must then eliminate 1
unit. When eliminating 1 unit, it must be
your single strongest Mobile unit at that
battle. Fortress units are always
eliminated last. Adjust National Morale
() accordingly. There is no Retreat or
Advance After Combat.
[15.6] Eliminated Units: A unit eliminated
through combat is removed from the map. If
that unit was supplied (see 13.0) at the hex it
was removed from, it is set aside and can be
Replaced (see 8.0). If it was unsupplied at the
hex it was removed from, it is removed from
play for the rest of the game (see 13.3).
When a single unit from a stack is
eliminated, it must be the strongest Mobile
unit for that side at that Battle. Immobile
units are always eliminated last. Note that for
Fortress units at a Battle, “eliminated”
means eliminated, not reduced if it has a
Reduction unit.
Retreat After Combat
[15.7] Retreat After Combat: Certain
Combat Results (i.e., Withdraws and
Routed) require the Defeated Player to
“Retreat” his units. A Retreat result is
applied immediately, with all of the surviving
Defeated units moving away from the
Defender’s hex (i.e., the “target” or “Battle”
hex).
The Fortress Exception
Fortress units and units stacked with
them ignore all Retreat requirements
from the Combat Results Table. That
is, the Routed or Withdraws outcomes
have “no effect” on a Fortress unit’s hex.
Thus, the only way to affect a Fortress unit
and the forces stacked with it is to eliminate
them via the CRT by obtaining
Major/Minor Defeats or Indecisive results,
via the Siege Table, or perhaps by a specific
card effect.
[15.7.1] Retreat is Not “Movement:”
Retreat is not like regular Movement. It
does not consume Movement Points and
can be into or through any non-prohibited
terrain. There is no Road Movement Bonus
(11.5.2) when Retreating.
Systems Development by Bryan Armor and Alan Emrich
von Clausewitz series Standard Game Rules v1.0
[15.7.2] Retreat Direction Priority:
Whenever and wherever possible, a
Retreating unit must Retreat in such a way
that it moves closer to a friendly Depot
hex () than when it began its Retreat.
The owning player has his choice of which
Depot hex his units Retreat towards if
more than one is available (regardless of
its proximity to the actual Retreating unit).
[15.7.3] Multi-Hex Routing: When a unit
is Routed and retreats more than one hex
as a result, it must always end a multi-hex
Retreat (a.k.a., a “Rout”) the full number
of hexes away from the Defender’s hex.
Remember, you’re counting hexes in a
Retreat, not Movement Points (15.7.1). If a
unit can Retreat only a portion of the
distance (see 15.7.4) that it is obligated to
Rout, it is eliminated in the last hex into
which it was able to Retreat.
[15.7.4] Retreat Restrictions: If a unit is
unable to Retreat due to any of the
following Retreat restrictions, that unit is
eliminated instead and Morale () is
adjusted accordingly:
• Enemy Units: Retreating units cannot
enter hexes in an EZOC or those
containing any enemy units.
• No Way Out: Units may not retreat into
or across any prohibited hex or hexside
(including neutral countries).
• Friendly Units: Units can Retreat into
and through hexes containing friendly
units (unless those units are, themselves, in an EZOC). If this results in an
over-stacking situation, it is resolved at
the end of the Combat Phase (see 11.4).
Advance After Combat
[15.8] Advance After Combat: Certain
Combat Results (i.e., Defeats, Withdraws
and Routed) that vacate the hex(es) the
Defeated unit(s) occupied during that Battle
offer the victorious units an opportunity to
Advance After Combat. Victorious units
cannot Advance After Combat following an
Indecisive result, nor into hexes occupied by
enemy Fortress units that cannot Retreat.
Advance After Combat is an option that must
be exercised immediately, before the next
Battle is initiated. Any or all of that Battle’s
© 2012 Joseph Miranda and
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surviving victorious units may Advance After
Combat.
[15.8.1] The Price of Advancing: Often,
there is a “price” of one gained Friction
Point (+ 1 ) to exercise this Advance
After Combat option. Victorious units are
not obligated to Advance After Combat.
[15.8.2] Advancing is Not “Movement:”
Advancing After Combat is not like
regular Movement: It does not consume
Movement Points and can be into or
through any non-prohibited terrain and
even EZOCs. There is no Road Movement
Bonus (11.5.2) when Advancing.
[15.8.3] The Advance Path: Victorious
infantry units can advance one hex after
combat, and that must be into a hex
occupied by the Defeated unit(s).
Victorious cavalry units advance as infantry units do (see above), but can then
advance one additional hex, in any
direction, to a hex that is not prohibited to
enter due to terrain or the presence of an
enemy unit.
If any Advance After Combat results in an
over-stacking situation, it is resolved at the
end of the Combat Phase (see 11.4).
[15.9] Exhaustion: Retreating and Advancing units can neither attack nor be attacked
again during that Combat Phase, even if
their after-Battle movement places them next
to enemy units whose Battles are yet to be
resolved. You may wish to rotate 45-degrees
such units to indicate that they cannot
contribute their Combat Strength to
subsequent Battles that Combat Phase (but
they are still subject to any adverse results if
stacked with units that suffer them). Reorient
these units back 45-degrees at the end of that
Combat Phase.
Example: At the end of
the German Movement
Phase, the fortified French
force (5 total strength) in
the City hex of Toul is
facing a heavy German
attack (of 9 total strength).
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von Clausewitz series Standard Game Rules v1.0
During his Reaction Phase, the French Player
has a cunning plan. He wants to divide the
attacker’s force with a bold reaction move. The
French Player discards one card and performs a
Reserve Move (14.0) with his cavalry (2-4) unit.
By moving it to an adjacent hex, either above or
below its current hex, it forces the German army
next to it to attack it
(by engaging it with
its ZOC). After some
consideration, the
French Player opts
to best protect his
City hex and
Reserve Moves his
cavalry unit to the
north (white arrow),
thus forcing the
German 2nd Army (5-3) to attack it (red arrow).
But will the German Meuse Army attack the
Fortress at Toul (yellow arrow)? It’s risky…
After consulting his card hand, the German Player
designates both
attacks, conducting
the Fortress hex
Battle first (orange
arrow) and
indicates his
Meuse Army as the
attacking unit. The
French Player
spends one of the
two available
German Friction
Points () to reduce the attacker’s strength (6.3),
but rolls a 2 (EVEN) so it has no effect (6.4). The
Attacker’s Strength is 4 and the Defender’s
Strength is also 4 (2 for the Fortress unit, 1 for
the infantry unit, and +1 for the defender’s
friendly City hex).
First the Attacker has the option to play one card;
Werder’s Detachment is
revealed by the German
Player, adding two (+2)
Strength. The Defender
declines to commit a card
to the Battle, and it is
resolved on the 2 Column.
The Attacker rolls a 5,
eliminate-ing one
defending unit. Not happy
with that result, the
French Player takes the German Player’s last
remaining Friction Point and commits it to a reroll attempt. This attempt not only succeeds with a
die roll of 1 (ODD; forcing a Battle outcome reroll), but that Friction Point remains “unspent” in
the process and stays in the German Friction
Point box (6.4). The Attacker’s re-roll is a 4,
causing the Defending (French) side to gain one
Friction Point and Rout its force at that Battle
(). “Sacrebleu!”
The French Player gains the Friction Point (),
but the Rout () is ignored thanks to the
presence of the French Fortress unit.
Now the German 2nd Army must attack the
French Cavalry Reserve. What will happen in
this Battle?
[16.0] ADMINISTRATIVE PHASE
“One would not want to consider the whole business
of maintenance and administration as part of the
actual conduct of war. While it may be in constant
interaction with the utilization of the troops, the two
are essentially very different.” – Clausewitz
During your Administration Phase, you
perform the following ‘housekeeping’ tasks
in order:
A. Administrative Assistance Step: You
must declare, and then perform, one of the
following options:
1) Planning: Draw 1 free card; OR
2) Coping: Remove half of your Friction
Points (rounded up; /2); OR
3) Passing: Do nothing (i.e., “Pass”).
B. Morale Objectives Step: You then adjust
your side’s Morale based upon captured
Objective and/or Depot hexes on the map.
See that game’s Morale Adjustment Chart
for details.
C. Mandatory Discards Step: You must
discard down to your side’s maximum
hand size, if necessary (7.2.2).
D. Fog of War Step: Finally, when using the
Fog of War Optional Rule (19.4), you
may re-conceal all of your eligible units
and spawn one available Dummy unit.
Systems Development by Bryan Armor and Alan Emrich
von Clausewitz series Standard Game Rules v1.0
[17.0] SPECIAL UNIT TYPES
[18.0] HOW TO WIN
“With this generous and noble spirit of union in a line
of veteran troops, covered with scars and thoroughly
inured to War, we must not compare the self-esteem
and vanity of a standing Army, held together merely
by the glue of service-regulations and a drill book…”
– Clausewitz
“…victory, which, as we have seen, is something
beyond mere slaughter.” – Clausewitz
Fortress Units and Elite Units are special unit
types.
[17.1] Fortress Units: Here is a
summary of the different Fortress
unit exceptions:
• No Repair: Fortress units cannot be
repaired or replaced once damaged or
destroyed (see 8.2).
• Stacking: Fortress units do count for
stacking (see 11.4).
• No ZOCs: Fortress units and units in the
same hex have no ZOCs. Similarly, enemy
ZOCs do not extend into hexes occupied
by Fortress units (see 12.0).
• Combat: Fortress units can only defend,
never attack. Units stacked in the same hex
as a Fortress unit can attack normally and
are fully affected by Battle results when
doing so (see 15.0).
• No Retreat: Units in the same hex as a
Fortress unit (including the Fortress unit
itself) ignore the Retreat portion of
combat results affecting their hex (see
15.7).
[17.2] Elite Units: When an Elite unit (as
designated in the game’s Exclusive
Rules, 2.0) Routs, subtract two (-2)
from the Rout die roll. If the
modified result is less than one (<1),
the outcome is changed to Withdraws (i.e., a
1-hex retreat and no Rout effects).
[17.2.1] Destroyed Elite Units: This
game’s Exclusive Rules section defines
whether its Elite units are replaceable.
© 2012 Joseph Miranda and
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You win an immediate, game-ending
Decisive Victory if, at any time, the enemy
side’s Morale is reduced to zero or less (≤ 0)
for whatever reason, and your side’s Morale
is one or more (≥ 1).
The game’s Exclusive Rules might provide
additional Victory Conditions.
A Draw occurs with any other result, such as
both sides dropping to 0 or less Morale
simultaneously or neither side achieving a
Victory by the end of the final Game Turn.
[19.0] OPTIONAL RULES
Players can use these Optional Rules by
mutual agreement before commencing play,
and in any combination desired.
[19.1] Army Demoralization: When a side’s
National Morale is at 1 or 2 Points, all of its
units lose their ZOCs. Their ZOCs are
immediately restored if and when their
National Morale again rises to 3 or higher.
[19.2] Strategic Movement: Each friendly
Movement Phase, you can move one friendly
supplied unit via Strategic Movement in
lieu of any other type of movement (11.0).
Naval Movement
Naval Movement (granted to a side by the
game’s Exclusive Rules or through card play)
is performed by taking a Mobile unit in a
Port hex and placing it in another, friendly
Port hex regardless of EZOCs at either Port
hex.
Rail Movement
Rail Movement is performed by taking a
Mobile unit in a Rail hex and moving it up to
ten (10) connected, “friendly” (see below)
Rail hexes (ignoring terrain costs). It must
remain on connected Rail hexes while
moving and must stop if it enters an EZOC.
Friendly Rails: Rail Movement is permitted
only along “friendly” Rail hexes. A Rail hex
is friendly if it connects two friendlycontrolled Depot, Town or City hexes. You
cannot ride the rails into “unconquered”
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von Clausewitz series Standard Game Rules v1.0
enemy territory, even if there are no enemy
units there!
[19.3] Siege: A supplied friendly infantry
unit beginning its Movement Phase adjacent
to an enemy Fortress unit can, in lieu of
moving that turn, besiege that Fortress unit,
symbolized by flipping that Fortress unit over
to its “SIEGE” side. That besieged
Fortress unit’s hex then becomes a
Besieged hex.
Lifting a Siege: A siege ends the instant no
enemy Mobile unit is adjacent to that
Besieged hex. When that occurs, flip that
Fortress unit back to its normal side and
immediately end all siege effects.
This means that the unit initiating the siege
can move away on a future turn, as any other
friendly Mobile unit can move adjacent to a
besieged Fortress unit to maintain the siege.
Effects of Siege
Units in a Besieged hex are immobile and
automatically unsupplied (13.3). Placement
(9.1) and Movement into a Besieged hex is
prohibited. They’re on their own in there!
Siege Combat: Between Battle Steps C and
D, the Attacker has the option to roll on the
Siege Table if (one of) the target hex(es) is a
Besieged hex AND his Attacking force (i.e.,
all the units for that side involved jointly in
an activity; in this case, a Battle) is A) in
supply (13.0) and B) its printed Combat
Strength total is at least equal to that of the
defending force’s total Combat Strength
(including any modifiers for terrain). Follow
the Steps on the Siege Table on the Player
Aid sheet (i.e., each side, beginning with the
Defender, can play 1 card affecting a Siege
Battle, followed by a die roll on the table
itself) and apply the result.
Fortress and Reduction units (the underlined unit
name means it has a Reduction unit).
[19.4] Fog of War: Players set up (3.0) and
place (9.1) their Mobile units so that they are
hidden (i.e., face-down, with their
national symbol side showing) on
the map. You may inspect the faces
of your units freely, but in general they
operate hidden from your opponent (i.e.,
face-down) during play until revealed. Note:
Fortress units do not have a hidden side, but
units stacked with them can be hidden.
Effects of Being Hidden
All hidden units (including Dummy units,
see below) are units. They control the hexes
they occupy, move normally (11.0; no
cheating!), count toward the stacking limit
(11.4) and exert a Zone of Control (12.0).
Dummy Units
As per this game’s Exclusive Rules section,
either or both sides may have Dummy units
included that might set up with other friendly
units or be added to play later.
An available (i.e., in your
Reorganization box) Dummy unit
is spawned during your Movement
Phase by spending your opponent’s
Friction Points to do so. You may also
spawn one for free during your
Administrative Phase.
When spawned, that Dummy unit is removed
from your Reorganization box and added to
any hex containing a friendly Hidden unit;
and you may secretly “shuffle it into” that
stack to confuse your opponent as to which
unit in that hex is which.
Once revealed (see below), a Dummy unit is
immediately removed from the map, placed
in your Reorganization box, and becomes
available for immediate reuse. The removal
of a Dummy unit has no impact on Morale.
Hint: Dummy units have a high Movement
Allowance, but by being careful not to move
them faster than an average- or slow-speed
unit, the enemy might think they are more
powerful units.
Systems Development by Bryan Armor and Alan Emrich
von Clausewitz series Standard Game Rules v1.0
Revealing Hidden Units
Hidden units are revealed (i.e., turned faceup) under the following circumstances:
● At any time the owning player desires.
● When called for by a card, as specified.
● When a type-specific unit is required for a
task, such as an infantry unit to conduct a
siege (19.3) or a cavalry unit to conduct a
Disengagement Move (14.0), that unit
must be revealed to prove its type.
● After designating all Battles at the
beginning of a Combat Phase, first reveal
all indicated Battle forces that consist
entirely of Dummy units. That Battle
never takes place and there is no Advance
After Combat (15.8). Next, where Battles
are still taking place, reveal all forces that
are about to engage in combat.
Dummy units are good for confusing the
enemy as to your strength. On their own
they can delay the enemy with their ZOCs
but if alone in combat they don’t “gather
intelligence” on the enemy’s forces.
Re-concealing Revealed Units
Your revealed (i.e., face-up Mobile units)
remain revealed until Step D of your
Administrative Phase. At that time, you may
re-conceal any or all of your eligible units
(i.e., those not in an EZOC). After-ward, you
may also spawn one available Dummy unit
(see above).
“Strategy is a system of expedients.” – von Moltke
[19.5] Reorganization: Large formation
infantry units can break down into
multiple smaller ones and these
smaller formation units can
combine back into larger ones.
Detachment Units
As per this game’s Exclusive Rules section,
either or both sides may have Detachment
units (with their distinctive unit “Detach” ID
and values stripe along the bottom) included
that might set up with other friendly units or
be added to play later.
A Detachment unit functions as a normal 1
Strength infantry unit for Replacement,
Movement and combat purposes. It counts as
only 1/2 a unit for stacking (11.4) and
© 2012 Joseph Miranda and
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morale (5.0) purposes when eliminated in
combat.
Each odd time (first, third, etc.) a
Detachment unit is eliminated in
combat, lower that side’s morale by
one point and then flip its Morale
marker over to indicate that it has as many
Morale Points as its box number indicates
plus one-half a Morale point more. Each
even time (second, fourth, etc.) a
Detachment unit is eliminated, flip its
Morale marker in the box where it currently
resides.
Unit Breaking Down
Available (i.e., in your Reorganization box)
Detachment units are substituted onto the
map at the beginning of your Movement
Phase (before moving any of your units) by
breaking down supplied infantry units with
a Combat Strength of 3 or more (only; other
types of units are not eligible to break down).
To do this, remove from your Reorganization
box a number of Detachment units equal to
one fewer than the 3+ Strength of the infantry unit being broken down and place them
in that unit’s hex; afterward, place the broken
down 3+ Strength infantry unit in your
Reorganization box (i.e., they switch places).
• If not enough Detachment units are
available, you may not break down that 3+
Strength infantry unit.
• Newly placed Detachment units can move
and fight normally on the same turn that
you substitute them onto the map.
• If a hidden (19.4) 3+ Strength infantry
unit breaks down, the Detachments
substituted are also hidden and you may
spawn one Dummy unit, if available, in
the breakdown hex.
Example: At the very beginning of your Movement Phase, you have four Detachment units
available and wish to break down a 4 Strength
infantry unit on the map. You may bring three
Detachment units into play to replace the 4
Strength infantry unit, as well as one Dummy unit
(if available).
Unit Build Up
Available (i.e., in your Reorganization box)
3+ Strength infantry units are substituted
onto the map at the end of your Movement
Victory Point Games
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von Clausewitz series Standard Game Rules v1.0
Phase (after all of your movement for that
Phase is completed, but before the stacking
limit is applied to all hexes; see 11.4), by
building up Detachment units that are
either: A) supplied and stacked together on
the map, or B) together off-map among that
side’s eliminated units.
To do this, remove from your Reorganization
box the 3+ Strength infantry unit being
substituted and exchange it in place (i.e., that
map hex or among the eliminated units) with
a number of Detachment units equal to one
fewer than that 3+ Strength infantry unit’s
Strength (they need not be the same ones
substituted when that unit was broken down);
afterward, return those Detachment units to
your Reorganization box where they are
available for reuse.
Restrictions
Detachment units can only be replaced after
being substituted onto the map via a unit
breakdown and subsequently eliminated.
Units in the Reorganization box are not
available for replacement!
Units must be in supply and not in an
EZOC to break down or build up.
No morale adjustments are made when
breaking down or building up units.
GAME CREDITS
Game System Design: Joseph Miranda
Documentation and Development:
Alan Emrich and Bryan Armor
Art & Graphic Design: Alan Emrich and
Tim Allen
Playtesting: Gregory Cochet, Mark Goss,
Vincent Hoffman, Hans Korting, Hermann
Luttmann, Lance McMillan, James Noone,
Norm Stewart, Barry Swodeck, Hans von
Stockhausen, Scott Peth, Roger Mason, Evan
Gottesman
Proofreading: Bill Barrett, Hans Korting,
Duncan Rice, Leigh Toms, Ian Wakeham
Systems Development by Bryan Armor and Alan Emrich
Franco-Prussian War 40 Exclusive Game Rules v1.0
Franco-Prussian War 40
August 1870 – March 1871
[0.0] EXCLUSIVE RULES
21
The Game Map: The 11” x 17” game map
portrays that part of France and its eastern
neighbors where this campaign took place.
This Exclusive Rules section for FrancoPrussian War 40 and, when combined with
the von Clausewitz Series Standard Rules
that precede it, these two documents form the
entirety of the rules booklet needed to play
Franco-Prussian War 40.
These Exclusive Rules share the same
numbering sequence as (and are meant to
neatly “overlap”) the preceding Standard
Rules. When there is a conflict, these
Exclusive Rules supersede the Standard
Rules and the cards take precedence over
both Rules sets.
[1.0] INTRODUCTION
Franco-Prussian War 40 depicts the titanic
struggle between the French Second Empire
of Napoleon III and the German
Confederation led by Kaiser Wilhelm I, with
his able supporters, Helmuth von Moltke (the
elder) and Otto von Bismarck.
During this war, France collapsed and rose
again as the Third Republic, and Germany
forged an Empire.
[2.0] GAME EQUIPMENT
Parts Inventory
●
●
●
●
●
●
●
●
1 11” x 17” map
1 Player Aid mat and 2 Player Aid sheets
1 set of 60 1/2” square game pieces
1 set of 15 1/2” round game pieces
24 French and 24 German Ops cards
1 French and 1 German Government card
1 10-page Standard Rules booklet
1 Exclusive Rules sheet
Not included is at least one 6-sided die
needed for resolving battles.
Game Scale: Each unit represents an army,
or corps (approximately 20,000-60,000 men
and their equipment). Each space on the map
is approximately 30 kilometers across. Each
turn represents a half month of operations.
Opponents: The blue units are French. The
gray units are German.
Unit abbreviations include:
Adv Gd: Advanced Guard
Africa: Army of Africa
Detach: Detachment
Imp Gd: Imperial Guard
Gd Mob: Garde Mobile
LW: Landwehr
Nat Gd: National Guard
Sbourg: Strasbourg
S Ger: South German
Special Units
The French Imperial Guard Corps has no
intrinsic special abilities, but its
loss is a “game changer” as
Emperor Napoleon III is commanding this unit personally, and
when it goes, he goes, along with the French
Second Empire government! This unit:
• Causes –2  and +1  when eliminated
(a huge morale swing), and…
• Is irreplaceable. Once eliminated, remove
the Imperial Guard unit from the game.
The South German Army has no
intrinsic special abilities, but it can
affect the South German States
Grumble card event (#1).
[3.0] SETTING UP THE GAME
After determining who will play the French
and German sides, proceed as follows:
1. Place the Turn marker in the 1 space of
the Game Turn Track
(August 1, 1870) with the
German Player Turn side
©2012 Joseph Miranda and Victory Point Games
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Franco-Prussian War 40 Exclusive Game Rules v1.0
up. Flip this marker between Player Turns
and advance it one space at the end of
each Game Turn.
2. Place the French and German Morale
markers on the 7 space of the Morale
Track.
3. Set up the cards as follows:
French: Remove card #1 (The Commune) and place it, face-up, to start the
French Discard Pile. Shuffle the remaining
French cards, face-down, then draw 3
cards for the initial French card hand. If
Event cards #2 or 3 (Balance of Power or
Palikao Intervenes) are drawn, replace
them with another card draw and shuffle
them back into the French Deck afterward.
German: Remove cards #1, 2 and 3
(South German States Grumble, Balance of Power and Steinmetz’s Insubordination) and place them together, faceup, to start the German Discard Pile.
Shuffle the remaining German cards, facedown, and then draw 4 cards for the initial
German card hand.
French Setup
The French Player sets up his pieces first:
1. The French Government begins as
Second Empire. The French Player
places that card in front of him and notes
his maximum card hand size of three (3)
and the conditions for changing his
government to Third Republic.
2. Place these units on the Game Turn Track:
Turn 2: Châlons
Turn 3: Nord
3. Place one round Friction Point marker
plus, if those Optional Rules are being
used, four Dummy units and four
Detachment units in the French
Friction Points and Reorganization
Units box.
4. Place the six named French Fortress units
in their respective City hexes
(Tours, Paris, Lille, Metz, Belfort
and Strasbourg).
5. Place the two unnamed French Fortress
units (A and B), one each, in any City
hexes in France that do not already have a
named Fortress unit in them.
These ad hoc Fortress units represent the
pre-war assignments of garrison troops.
6. Place these Mobile units, within the
stacking limit (11.4), in any hexes in
France that are within four hexes of the
German border: Reserve (cavalry); Rhine,
Alsace and Imperial Guard (infantry);
and one Dummy unit (if that Optional
Rule is being used).
7. Set aside the remaining French pieces, as
these enter play via cards or other game
events with these special entry notes (as
abbreviated in each unit’s top-left corner):
• The French Player may take
the Army of Africa unit as a
Reinforcement (9.0) during
any French Mobilization Phase (even
on Turn 1).
The downside to this unit’s entry into
the game is that when the Balance of
Power cards occur, a revolt breaks out
in the French colonies and French
morale () is lowered.
• The Third Republic units enter play
when the French Government changes
as follows:
The National Guard unit is
placed in Paris if A) it is a
French-controlled hex; B) it can
trace a supply path (13.0) to any
other French supply source; and C) this
would not cause an overstacking
situation (11.4). If that is not possible,
the French Player places the National
Guard unit in the French-controlled,
supplied hex that is closest to Paris that
would not be overstacked (11.4); his
choice if more than one such hex is
available.
Roll a die for each of the Loire and
Orient units and place them on the
Game Turn Track that many turns
ahead. These units arrive as normal
Reinforcements (9.0) on those turns.
German Setup
The German Player sets up his pieces next:
1. The German Government begins as
German Confederation. The German
Player places that card in front of him and
Systems Development by Bryan Armor and Alan Emrich
Franco-Prussian War 40 Exclusive Game Rules v1.0
notes his maximum card hand size of four
(4) and the conditions for changing his
government to German Empire.
2. Place these units on the Game Turn Track:
Turn 2: LW I
Turn 5: LW II
3. If those Optional Rules are being used,
place three Dummy units and five
Detachment units in the German Friction
Points and Reorganization Units box.
4. Place the named German Fortress unit in
its City hex (Trier) and the
Rhineland Fortress unit in any
other City hex in Germany.
5. Place these Mobile units, within the
stacking limit (11.4), in any hexes in
Germany: 2nd and Meuse Armies (these
two units must set up stacked together);
3rd and South German Armies (these
two units must set up stacked together); 1st
Army (infantry ); 1st and 2nd Advanced
Guard (cavalry); and two Dummy units
(if that Optional Rule is being used).
6. Set aside the remaining German
piece, Intendantur, as it enters
play via German card #19 (as
abbreviated in its top-left corner).
23
[5.1.3] Weak Unit Losses: All units with a
Combat Strength of one (1)
cause no Morale Point loss
when eliminated.
[7.0] OPERATIONS CARDS
Card symbols key:
, , ,  = French (blue) Friction,
Morale and Replacement Points, cards.
, , ,  = German (black) Friction,
Morale and Replacement Points, cards
, , ,  = Either (blank) Friction,
Morale and Replacement Points, cards
[7.2.2] Hand Size Limit:
French Second Empire = 3
French Third Republic = 4
German Confederation = 4
German Empire = 5
[13.0] SUPPLY
[13.1.1] Tracing the Initial Supply Path:
German units can trace up to three (3)
hexes to a railroad hex (i.e., there can be
up to two intervening hexes between the
unit and the railroad).
French units can only trace up to two (2)
hexes to a railroad hex.
Etcetera
Place the remaining round Friction Point /
Control markers in a handy location.
The inside-back cover shows the historical
set up of forces, for those who are interested.
[14.0] THE REACTION PHASE
[4.0] SEQUENCE OF PLAY
[18.0] HOW TO WIN
You can only change your government
during your Mobilization Phase (see 21.1).
The German player is the First Player. Skip
the German Operations and Mobilization
Phases on the first Game Turn; the game
begins with the German Movement Phase.
There are 12 game turns in the Standard
Scenario (but see 20.0 for an Alternate
Scenario).
If the game does not end in a Decisive Victory then, at the game’s end, total up the
number of Victory Points (VPs) for the
control (as defined in 13.2.1) of enemy cities
only (i.e., the French score VPs only for the
cities they control in Germany and viceversa). The VP values for each city are
shown on the map, just below their names
(e.g., Paris is worth 10 VPs to the Germans
if they control it at the end of the game).
Luxembourg City counts for the French
only if the Luxembourg card was played.
After scoring both side’s VPs, subtract the
French score from the German score to
determine the winner as follows:
[5.0] NATIONAL MORALE
[5.1] Gaining / Losing Morale Points:
Important: There are several game-specific
Morale Point adjustments on the Player Aid
mat; be sure to examine them closely.
Important: Neither side’s cavalry units can
make Disengage moves in this game!
©2012 Joseph Miranda and Victory Point Games
24
Franco-Prussian War 40 Exclusive Game Rules v1.0
0 or less: French Decisive Victory
1-5: French Marginal Victory
6-10: Draw
11-15: German Marginal Victory
16-20: German Decisive Victory
(historical result)
[19.0] OPTIONAL RULES
[19.6] Tenacious Withdrawals ( or ): For
Withdraws results (only), Advance After
Combat is not automatic. Instead, the victor
can attempt to Advance After Combat. After
gaining the usual one Friction Point (+1 ),
he rolls a die and only victorious units at that
Battle whose Movement Allowance is less
than or equal to (≤) the result can actually
Advance After Combat.
During the Franco-Prussian War, victorious
armies had routine difficulties remaining in
contact with enemy forces withdrawing in
good order.
[20.0] ALTERNATIVE SCENARIO
Instead of ending the game after 12 turns in
the Standard Scenario (August I 1870 to
January II 1871, covering the
active period of operations), by
mutual agreement players may
continue through 16 turns and
play the Extended Scenario (ending March
II 1871, covering the post-armistice period
with the epic siege of Belfort and the
dramatic Paris Commune).
[21.0] POLITICAL RULES
The strategic scale of this
game brings the inclusion
of Government and
Political rules.
[21.1] Government
Cards: Each side has a Government card
with its own special rules and effects. Note
that some Operations cards have differing
effects based on the Player’s current
government.
For example, regardless of the outcome, while
the French Government is Second Empire, each
time they attack with the Imperial Guard unit,
they immediately gain one Morale Point (+1 ).
During your Mobilization Phase, check to
see if the requirements to change your
starting government to its alternate side are
met. If so: 1) flip your Government card
over to its alternate side; 2) perform all
immediate effects listed, and 3) note any
duration effects that apply for the rest of the
game (for example, an increased maximum
card hand size).
[21.2] Neutral Countries: Hexes in neutral
countries are prohibited. Units may not
enter, nor do ZOCs extend into, neutral
hexes.
Belgium and Switzerland always remain
neutral. They never become belligerents.
Luxembourg begins the
game as neutral, but if the
German Player plays the
Luxembourg card and
meets its requirements, then
Luxembourg enters play.
All of its hexes become part
of Germany for all game
purposes.
GAME CREDITS
Game System Design: Joseph Miranda
Documentation and Development:
Bryan Armor and Alan Emrich
Graphic Design: Alan Emrich
Game Map: Tim Allen
Playtesting: Gregory Cochet, Mark Goss,
Vincent Hoffman, Hans Korting, Hermann
Luttmann, Lance McMillan, James Noone,
Norm Stewart, Barry Swodeck, Hans von
Stockhausen, Scott Peth, Roger Mason, Evan
Gottesman
Proofreading: Bill Barrett, Ian Wakeham
Proudly developed, manufactured
and assembled in the USA
Systems Development by Bryan Armor and Alan Emrich
Replacements: The Germans receive more Replacements than the French, owing to their superior mobilization and
logistics system. On most cards, you can choose to replace eliminated units in lieu of the card’s other effect(s). This
either/or decision represents the focus of staff time, logistics and training; you can either take the Replacements or
enjoy the benefits of one of the card’s other effects – pick 1. This is a game design concept that I’ve always liked.
Logistics: I did not want to write complex supply rules since this is supposed to be a simple system. Instead, I built
logistics into the cards. Since a unit needs to be in supply in order to use certain cards, this took care of several
things at once. Effectively, units gain bonuses for combat and movement, as well as being replaceable after their
loss in combat, if they’re in supply. Incidentally, the rail/road lines on the map also represent the main telegraph and
other lines of communications, so this rule also includes some aspects of command control.
Fortifications: Fortress units are not particularly powerful in the game. Historically, most French fortifications were
poorly supported, often manned by indifferent reservists (although there were some exceptions, such as at Belfort).
In some cases, an individual Fortress unit represents an entire fortified region centered on the named city. The
enhanced defensive strength for units defending their own nation’s cities represents many of the minor forts that
dotted the landscape. It also represents local militias that kicked in when the regulars defended their area of
operation, though otherwise these local militias tended to capitulate in the face of organized enemy strength.
Why do Fortress units have no Zones of Control? This was mainly for simplicity so the game would not require
complex siege rules. As a justification, units in fortresses did tend to dig in and avoid external operations. The real
advantage to holding forts is that they are often on critical rail lines that you need for maneuver and supply (and that
your opponent needs to advance his own supply lines).
Francs-Tireurs: Again, it was easier to handle French partisans via a card than by writing all sorts of rules and
exceptions for their use. Effectively, they place German units out of supply by denying them the use of their Staff
Work cards. These cards also represent the effects of smaller French fortresses not shown directly on the map.
Fog of War: The Dummy units represent not only limited intelligence, but also cavalry patrols and other small
formations. So they can actually seize objectives, though once revealed, cannot hold them. These units are subtle,
but the player is a smarty who makes good use of a Dummy when employing this recommended Optional Rule.
Onwards! And that’s Franco-Prussian War 40. Our next stop might be The Boer War and, if there is sufficient
interest and a new designer among you, we can take this game system on some other campaigns of the era, such
as the American Civil War, the French in Mexico, some Russo-Turkish Wars, and so many others!
Historical
Set Up
© 2012 Joseph Miranda and
Victory Point Games
Franco-Prussian
War 40
August 1870 - March 1871
von Clausewitz #1
04
Faidh erbe
"Everything in war is very simple, but the simplest thing is difficult." Mobilization: +1
 and +2 .
Carl von Clausewitz
– OR –
Combat: This turn,
New from renowned game designer Joseph Miranda, the von
once only, you may
Clausewitz series brings you the great campaigns of what historians call 2+1Strengtothadd
nts
"The Long 19th Century" -- the period between the French Revolution to a suppliedPoi
French
force attacking or
and World War 1. The series features quick, streamlined gameplay,
defending in any
one Battle.
simple mechanics, card play, and the fog of war.
Unique to the series, and following the theories of Clausewitz
General Faidhe
rbe was perhaps
the ablest French
Army commander
of
himself, players must be aware that many of their actions will
the North in a num the war. He led the Army of
ber of small vict
ories, but his
green, poorly sup
plied troops wer
build Friction Points -- which a wily opponent can then use
e unable to
defeat Prussian
forces in open bat
tle and relieve
Paris.
against them to sabotage their best laid plans. Careful
Morale
management of reserves and reinforcements, clever card play
and knowing when to throw caution to the wind to strike at an opponent will win the day.
The first game in this series is Franco-Prussian War 40. Two continental heavyweights duel for
supremacy in the conflict that smashed the French Second Empire, triggered the Paris Commune, and
gave birth to the German Reich, with fateful consequences for Europe and the world. The German player
must strike fast while holding the advantage in numbers, careful not to overextend his forces and put
his tenuous supply lines at risk. The French player must seek to hold off the initial German invasion and
defend Paris until he can unleash the Republican forces of the Third Republic. Will the war end in the
streets of Paris, or Berlin? The fate of Europe hangs in the balance with Franco-Prussian War 40!
Number of Players: 2
Ages: 12 and up
Playing Time:
90 minutes
Complexity: 5.5

Solitaire Suitability: 4

Scale: Each unit represents an army or corps,
and each turn represents two weeks of
operations.
$33.95
#01
Paris
Commune
Game Components:
 One 10-page Standard
Rules booklet with
Optional Rules included
 One sheet of Exclusive Rules
 One 11” x 17” map
 One Player Aid mat
 2 two-sided Player Aid sheets
 48 Operations cards
 60 1/2” square, two-sided
game pieces
 15 1/2” round, two-sided
game pieces
 One French and one
German Government card