2 Bonaparte at Marengo sections 1-6 • introduction, game components, playing pieces, game map, set-up, sequence of play 1. Introduction Bonaparte at Marengo is a two-player game based on the eponymous battle between the Austrian and French armies on 14 June 1800. In the historical battle, the Austrian army in Italy attacked and surprised the French army under Napoleon Bonaparte. After being initially badly defeated, the French received reinforcements, counter-attacked and won the battle. In the game, the French army controls the mapboard at the start, but the Austrian army enters play quickly while the French army is handicapped by the surprise Austrian move. The Austrians must drive hard and fast to the west to defeat the French before they can concentrate, while the French must trade space for time. The game’s visual style and color scheme is taken from the tradition of 19th-century battlefield maps, in which blue and red lines were drawn to represent the opposing armies. Following this style, the French army is represented by blue blocks and the Austrian army by red. 2. Game components The game includes the following components: • 80 rectangular (¼" x ¼" x 1½") blocks. These are the playing pieces for the game. • One 22" x 34" game board. The map shows the Marengo battlefield. Game play aids are along the edges. • Three ½" marker discs for tracking time and morale. • Twelve ¼" marker cubes to aid in tracking road movement. • Two copies of this twelve-page rules booklet. 3. Playing Pieces convenience. Care in arranging pieces must always be taken, however, so that it is clear which pieces are blocking which approach and which are in reserve. 9 In Reserve Two locales are considered adjacent if they meet at their approaches (the polygon sides). They are not considered adjacent if they meet only at a corner. Adjacent locales 4 Approaches can be narrow or wide. By default the rules assume narrow approaches. See section 15 for special rules for wide approaches. Narrow Approach A full-strength infantry piece represents about 1600 soldiers. A fullstrength cavalry piece represents about 1000 troopers. A full-strength artillery piece represents about 40 guns and their crews. 4. The Game Map The game board shows a map of the battlefield. The map is divided into polygons marked with various symbols. The polygons are called locales and their sides are called approaches. Pieces in play occupy locales. A piece can be in the middle of the locale (called being in reserve) or along one of the approaches (called blocking the approach). Pieces in reserve together in a locale can be physically arranged any way that is convenient: it has no significance in the game. Similarly, the frontto-back order of pieces blocking the same approach is also just a matter of Wide Approach Symbols along the approaches for the different types of pieces (infantry, cavalry, and artillery) are terrain-based attack penalties against attacks into that locale by the corresponding types of pieces. See sections 9 and 10 for details. Other terrain-based symbols along the approaches are for impassable (bad for all pieces), cavalry-obstructing (bad for cavalry), or artillery-extending (good for artillery) terrain. See section 13 for details. French 2-strength cavalry During play, pieces may be required to be reduced in strength by one or more steps. To reduce a piece’s strength, remove it from play and replace it with another piece of the same type but lower strength. The number of steps lost is the strength difference between the pieces. (A three-strength infantry piece reduced by two steps would be replaced with a one-strength infantry piece.) A piece reduced to zero strength is eliminated without replacement. A reduced piece and its replacement are always revealed during the substitution. 4 4 Austrian 1-strength artillery During play, you can look at the faces of your own pieces whenever you wish, but you reveal your pieces’ faces to your opponent only when the rules specifically require it. Usually, it is easy to keep your pieces’ face visible to you but hidden from your opponent just by orientation, but if a particular piece’s location makes that difficult, you can just turn it facedown and peek at it as needed to refresh your memory. Non-adjacent locales 4 The color of the playing pieces indicate whether they are French (blue) or Austrian (red). One side of each block, called the face, has white symbols to indicate strength (the number of symbols) and type (infantry, cavalry, or artillery). See the examples below: French 3-strength infantry Blocking Blocking 9 In the middle of each locale is a number: its capacity in pieces. See section 14 for details. Two other types of symbols found in some locales designate French set-up (see section 5) and objective (see section 16) locales. Connecting the locales is a network of roads: main roads and local roads. Pieces can move by road faster than off-road, and faster when moving by main road than when moving by local road. See sections 7 and 8 for details. All the remaining map artwork (towns, swamps, elevation contours, etc.) is purely decorative and has no effect on play. 5. Set-up (1) Time Track. Put a marker on 6:00AM. (2) Morale Track. Put markers on indicated starting morale levels of the two opposing armies. (3) Piece holding areas. Put pieces face-up in the holding areas along the edges of the board, matching the strengths and types shown. Many pieces will be left over. The left-over pieces are used as replacements. (4) French on-map set-up. Randomly shuffle the pieces from the French At Start holding area face-down. (You can use the top of the game box for this.) The French player draws them (without looking at the faces) and assigns them randomly to the reserve areas of the locales marked with French set-up symbols. The French player may look at the face of a piece after it has been assigned its locale. The number of symbols in a locale indicates the number of pieces that start there.
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