Leuthen Combined Rules (Booklet) v1-0

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Drums & Muskets Series Rules v1.0 1 Drums & Muskets Battles in the Age of Reason Table of Contents [1.0] INTRODUCTION ..................... 1 [2.0] GAME EQUIPMENT ............... 1 [3.0] SETTING UP THE GAME ....... 2 [4.0] SEQUENCE OF PLAY ............. 2 [5.0] TACTICAL CARDS ................. 3 [6.0] FACING & ZONES OF CONTROL. 3 [7.0] MOVEMENT .......................... 4 [8.0] HIDDEN UNITS & DISCOVERY ... 5 [9.0] COMBAT ................................ 5 [10.0] ROUT AND RALLY...............
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  Drums & Muskets  Series Rules v1.0 1 © 2012 Frank Chadwick and Victory Point Games Drums & Muskets Battles in the Age of Reason Table of Contents  [1.0]   I NTRODUCTION ..................... 1[2.0]   G AME E QUIPMENT ............... 1[3.0]   S ETTING U P THE G AME ....... 2[4.0]   S EQUENCE OF P LAY ............. 2[5.0]   T ACTICAL C ARDS ................. 3[6.0]   F ACING &   Z ONES OF C ONTROL . 3[7.0]   M OVEMENT .......................... 4[8.0]   H IDDEN U NITS &   D ISCOVERY ... 5[9.0]   C OMBAT ................................ 5[10.0]   R OUT AND R ALLY ............... 8[11.0]   C ORPS M ORALE ............... 10[12.0]   A DMINISTRATION ............. 11[13.0]   H OW TO W IN .................... 11[14.0]   D ESIGNER ’ S N OTES .......... 11L EUTHEN E XCLUSIVE R ULES ..... 12[15.0]   H ISTORICAL N OTES ......... 14 [0.0]   U SING T HESE R ULES   New gaming terms , when they are initiallydefined , appear in dark red lettering for quick referencing.The instructions for this game are organized into major “ Rules ” sections , as shown in large green C APS font , and represented by thenumber 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. With each Rule, there can be “ Cases ” thatfurther explain a rule’s general concept o r basicprocedure. Cases might also restrict theapplication of a rule by denoting exceptions toit. Cases (and Subcases ) are an extension of aRule, shown in the way that they are numbered.For example, Rule 4.1 is the first Case of thefourth Rule; and Rule 4.1.2 is the secondSubcase of the first Case of the fourth Rule. Important information is in red text. References to brief  examples of a Rule or Case arein blue text and this font. Text in shaded boxes , like this, provides the voice of the game’s des igner, who is addressingyou to explain an idea or concept that is not,itself, a Rule or a Case. [1.0]   I NTRODUCTION   Drums & Muskets is a game system thatrecreates battles of the 18th Century, fromroughly the adoption of the socket bayonetthrough the French Revolution. This Standard Rules booklet applies to everygame in the Series, each of which also has itsown Exclusive Rules . GameScale: Each game in the Series has itsown scale for measuring time, distance (perhex) and unit aggregation (how many troopseach piece represents) as stated in itsExclusive Rules. [2.0]   G AME E QUIPMENT   The Game Map: The playing area features amap portraying the areas where the battletook place. There is a hexagonal gridsuperimposed over the map to regulate theplacement and movement of the pieces. The Playing Pieces: The cardboard gamepieces represent participating military units  and Dummy units (used to confuse theenemy), as well as several markers used totrack certain game information.The military units are rectangular to show thelinear formations used throughout this era.Read the information on them as shown: Unit Type designates the dominant trooptype in the formation. In addition to Dummy  units, unit types include: Infantry Light Infantry Cavalry BACK Facing Edge FRONT Facing EdgeUnitdesignationCorps / WingidentificationHeavy Artil-lery presentUnit TypesymbolCombatStrengthMoraleRatingMovement Allowance  2 Drums & Muskets  Series Rules v1.0 System Development by Bryan Armor and Alan Emrich Corps/Wing Identification: The wing orcorps of the army to which the unit belongs.In some games, this is omitted and all thetroops of that side are treated as a singlecorps. Unit Designation is usually the name of thecommander of the unit and is included purelyfor historical interest. Combat Strength is the relative strength of aunit when engaging in combat. Heavy Artillery Present Designator is anindicator of whether the unit includes one ormore batteries of heavy guns. Morale Rating is a measure of the spirit andcohesion of the unit, used when the unit mustmake a Morale Test . Movement Allowance is the maximum num-ber of clear terrain hexes through which aunit may move in a single Movement Phase.Each unit has its values on the front and itsnational symbol on the back, called the Hidden Side . Note that one or both armiesmay include Dummy units that have only aMovement Allowance on the fronts and theHidden side symbol on their backs. Cards: Each side has their own set of cardsthat generate certain game activities. Game Charts, Tables, and Tracks: Someof these are found on the map, while most arefound on the Player Aid mat. ●   The Game Turn Track indicates thecurrent Game Turn. ●   The Morale Track on the Game Mapindicates the Morale State of each corps. ●   The Sequence of Play outlines the Phases conducted during each Player’s turn.   ●   The Terrain Effects Chart providesinformation about the effects of terrain onmovement and combat. ●   The Combat Results Table is used toresolve attacks between units.The six-sided die ( H ), which you must pro-vide, is used only with the Combat ResultsTable to determine attack outcomes. The diehas nothing to do with unit movement. [3.0]   S ETTING UP THE G AME   First, the players must determine which sidethey will play. Each game’s Exclusive Rules provide the rest of its set up instructions,including how each player establishes theirinitial card hands and Draw Piles. In general,however, both players separate any unitswhich are scheduled as Reinforcements andthen place all remaining units, and anyDummies, on the set up hexes indicated inthe Exclusive Rules. All units are placed withthe Hidden Side up, facing as indicated.Additional details and instructions unique tothe specific battle will be provided in the game’s Exclusive Rules.   [4.0]   S EQUENCE OF P LAY   These games are played in Game Turns ,each of which is composed of two PlayerTurns . The number of Game Turns isspecified in the game’s Exclusive Rules andshown on its Game Turn Track.During each Game Turn, the players alternatemaneuvering their units and resolvingAttacks in the sequence outlined below. Atthe conclusion of the last Game Turn, theVictory Conditions are consulted and thewinner is determined. The Game Turn Each Game Turn is divided intotwo Player Turns, a First PlayerTurn and a Second Player Turn . Each game’s Exclusive Rules indicate which side is the First Player (withthe other side the Second Player). EachPlayer Turn is divided into distinct activitiescalled Phases . Some Phases are furthersubdivided into Steps that are conducted insequence to organize the activities of thatPhase.   Card I.D. number Event TitleDeck NationalityGraphic (nogameplay effect) When card is played Card’s actual gameplay effect Historical ‘flavor’ text (no gameplayeffect)  Drums & Muskets  Series Rules v1.0 3 © 2012 Frank Chadwick and Victory Point Games The First Player Turn1.   First PlayerMovementPhase: The FirstPlayer places Reinforcements due toarrive that turn, if any. The First Playermay play one Tactical card appropriate tothis Phase, if desired, and afterwards theSecond Player may likewise play one  appropriate Tactical card. The FirstPlayer may then move all, some or noneof his units, as desired, per the rules forMovement (7.0), Zones of Control (6.0),and Terrain Effects (see Player Aid). 2.   First PlayerDiscoveryPhase : AllHidden units of both players that areadjacent to an enemy unit (eitherDiscovered or Hidden) are flipped to theirDiscovered side. 3.   First PlayerCombatPhase: All Attacksand Supporting Fire (9.2) are declared.Then the First Player uses his units toattack enemy units (9.0) in any order hedesires. 4.   First PlayerAdministrativePhase:   A.   Remove all revealed Dummy units from themap. B.   Both players check their Corps Morale  markers and implementeffects based upon newlyDemoralized corps. C.   The First Player discards any cards inhis hand that he desires and then drawsas many additional cards as necessary tobring his hand back up to its MaximumHand Size (5.2). D.   The First Player Rallies one Routed  unit automatically, and attempts to Rallyhis remaining Routed units (10.2). E.   Determine if either side has won anImmediate Victory (13.0).  The Second Player Turn Repeat Phases 1 through 4, above, reversingthe roles of the First and Second Players. 5.   Second PlayerMovementPhase   6.   Second PlayerDiscoveryPhase   7.   Second PlayerCombatPhase   8.   Second PlayerAdministrativePhase :In addition to the other actions, advancethe Game Turn marker one space on theGame Turn Track or, if the last turn was just completed, stop play and determinevictory. [5.0]   T ACTICAL C ARDS   General Rule Each side has its own deck of  Tactical cards  ( “ cards ”). These are played as desired whenspecified on each card and replenished during that player’s own Administrative Phase.They can affect movement, combat, morale,etc., with effects that vary from game togame and, if needed, elaborations regardingthose effects are in a game’s Exclusive Rules.   [5.1] Card Types: Most cards, after beingplayed, are placed face-up in a Discard Pile next to that side’s Draw Pile. The exceptionare cards that state, “ remove this card fromplay ”; these cards represent unique events and, after being played  (not just discarded),they are set aside and not placed in theDiscard Pile for reuse.When the last card in a deck is drawn,immediately reshuffle the discards and forma new, refreshed Draw Pile with them. [5.2] Card Hand Size / Draw To Limit: TheExclusive Rules for each game indicate howmany cards each player receives during setup. That number is also that player’s Maximum Hand Size .   [6.0]   F ACING AND Z ONES OF C ONTROL   Each unit must face either a hex side or a hex vertex at all times (see diagrams below).Each Hidden unit has a Zone of Control   (“ ZOC ”) that consists only of its  two   Front  hexes, if facing a hex vertex , or  three  Front  hexes if facing a hex side . The other, non-Front hexes surrounding it are its Flank  hexes. Each Discovered non-Dummy unitalso has that same ZOC, but Dummy units, ZOC   ZOC   Flank   Flank   Flank   Flank   ZOC   ZOC   ZOC   Flank   Flank   Flank    4 Drums & Muskets  Series Rules v1.0 System Development by Bryan Armor and Alan Emrich once revealed (8.0) have no Zones of Control. Effects of ZOCs and Flanks Enemy units’ Zones of Control and Flankshave the following important effects: [6.1] Movement Effect: A unit entering anEnemy Zone of Control (“ EZOC ”) mustimmediately end its hex-by-hex movementfor that Movement Phase, even if it has notspent its entire Movement Allowance for thatturn. It can still pay one Movement Point tochange its facing (7.2) after entering anEZOC, if it has one Movement Pointremaining.Units can freely leave   EZOCs withoutpenalty, but they  cannot  move directly fromone EZOC to an adjacent EZOC. [6.2] Combat Effect: Units attacking from the target unit’s Flank hex receive a strengthbonus (see 9.4). Steady (10.0) units that mustRetreat into an EZOC automatically Rout  (10.1), while Routed and Shaken units thatmust do so are eliminated (10.2 and 10.3). [7.0]   M OVEMENT   During your Movement Phase, you maymove all, some or none of your units as youdesire. Units can move in any direction orcombination of directions unless restrictedfrom doing so by terrain, facing, or thepresence of the enemy. Procedure Units must move one at a time, tracing a pathof contiguous hexes. As each unit enters ahex, it spends 1 or more   Movement Points  from its Movement Allowance  to do so. Restrictions and Prohibitions[7.1] Which Units Can Move:   Only unitsfacing a hex vertex can move. A unit canonly move into one of its two Front Hexes(6.0), with this exception: A unit facing a hexvertex can always move a single hex in anydirection by expending its entire MovementAllowance for the Phase and ending facingthe same direction as when it started,provided it does not move directly from oneEZOC to another (see 6.0). [7.2] Changi ng A Unit’s Facing: A unit canchange its facing by 60 degrees up to onehexside OR onehex vertex , OR can change itsfacing by 30 degrees from a hex side to its  adjacent   vertex or vice versa. A unit canmake one such facing change for free at the start  of its movement. Additional facingchanges made that turn, either before movinginto a vertex Front hex, or after doing so, cost one Movement Pointeach .Alternatively, a unit can change its facing toany hex side or vertex in the hex it occupies,by paying its entire Movement Allowancefor that turn to do so. [7.3] Strict Sequence: Movement nevertakes place out of sequence. You can only voluntarily move your units during your own   Movement Phase. Each unit must completeits entire move for that turn before you moveanother unit. [7.4] Speed Limit: A unit cannot exceed its Movement Allowance during a friendly Movement Phase, with this exception: aunit can  always move 1 hex per friendly Movement Phase (as long as it is not into aprohibited terrain hex or across a prohibitedhexside, or throughenemy Zones of Control, see 6.1),even if it does nothave sufficient Movement Points to pay the entire cost. Example: An infantry unit with a MovementAllowance of  2 could cross a Stream hexside intoa Woods hex, even though this costs 3Movement Points . This w ould end that unit’s movement for the turn. Each unit can expend all, some or none of its Movement Allowance every friendly Movement Phase. Unused MovementPoints cannot be saved from turn to turn, nortransferred from unit to unit. [7.5 ] 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 must be  strictly enforced . Duringthe campaigns of this era, it was common forunits to be sent in the wrong direction at keypoints, with nearly disastrous results. [7.6] Terrain Effects: Normally, units pay 1  or 2   Movement Points to enter each hex,depending on the terrain type in the hex (see
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