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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 sides Friction Points, and available Dummy, Detachment and broken down infantry units. Player Aid Sheet The Sequence of Play outlines the Phases conducted during each Players 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.
[1.0] INTRODUCTION
in the whole range of human activities, war most closely resembles a game of cards Carl von Clausewitz
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
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 booklet applies to every game in the Series, each of which also has its own Exclusive Rules. 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 its Exclusive Rules.
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Type Combat Movement Unit Designation (Infantry) Strength Allowance (Chlons Army)
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.
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 games Exclusive Rules. 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. Each games Exclusive Rules indicate 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.
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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 sides Friction Point box on the Player Aid mat (generally, this is around five FPs per side). Note any exceptions concerning FPs in the games Exclusive Rules. 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 opponents 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 Opponents Friction Points: Your opponents Friction Points are spent by you in several different ways: 1. At any time during the opponents 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 opponents 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 opponents 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 opponents FPs to re-roll a poor Battle result. 5. During the opponents Administrative Phase to stop an opponents free card draw, if that is what he has declared he will do. He cant change his mind and reduce his current FPs if you choose to do this. 6. During the opponents Administrative Phase to stop the re-concealment of all of
[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
Each side begins with a number of Morale Points as indicated in that games Exclusive Rules. Morale Points represent a sides level of motivation and command skill during that campaign. Players may spend Morale Points to draw additional cards, and will gain or
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 sides 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, 2012 Joe Miranda and Victory Point Games
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receive that specific effect. You may play as many cards per turn as you have, provided you meet each cards 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 cards 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.
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 cards headline includes the word E V E N T ! , that cards event must be immediately be revealed and performed before that Phase continues.
Graphic (no gameplay effect) Historical flavor text for context (no gameplay effect)
[7.2] Hand Cards: All other (non-E V E N T ! , see 7.1) cards drawn are retained in the drawing players 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 state 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 also state 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
[8.0] REPLACEMENTS
Great wear and tear on ones 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.
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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 players hand is withdrawn from the unit he is moving. Players cannot change their minds and retrace a units 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).
[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 players Mobilization Phase on the Game Turn indicated in that games Exclusive Rules, 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).
[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
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Example: German ZOCs surround Paris at the beginning of the French Player Turn where the Paris Fortress unit remains defiant (Figure 1). 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 Figure 2 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 Figure 3 free to move. If he does so, it will have 1 to stop in the first hex it 2 enters as that will be an 3 EZOC hex. Seeing that 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 units 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 games Exclusive Rules (excluding the units 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 units 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).
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
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ing 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 enemys 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 Attackers 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 Attackers card play choice). F. Compute the Combat Differential (Attackers Strength minus Defenders 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
Your Reaction Phase takes place during the opponents Player Turn and vice-versa. This interruption in the enemys activities affords you certain limited movement opportunities (Reserve and Disengagement) in response to the enemys just-completed Movement Phase. Note that the Stacking Limit (11.4) is
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(the Defender with full knowledge of the Attackers 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. If successful (see 6.4), the Battles 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 Battles actual outcome. [15.5] Combat Results: During Battle Step H, the Battles 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 sides 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 sides 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 sides 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.
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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). During his Reaction Phase, the French Player has a cunning plan. He wants to divide the attackers 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)? Its 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 attackers strength (6.3), but rolls a 2 (EVEN) so it has no effect (6.4). The Attackers Strength is 4 and the Defenders Strength is also 4 (2 for the Fortress unit, 1 for the infantry unit, and +1 for the defenders friendly City hex). First the Attacker has the option to play one card; Werders 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, eliminating one defending unit. Not happy with that result, the French Player takes the German Players last remaining Friction Point and commits it to a re-roll attempt. This attempt not only succeeds with a die roll of 1 (ODD; forcing a Battle outcome re-roll), but that Friction Point remains unspent in the process and stays in the
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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 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 units 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. Theyre 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 forces 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.
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 sides Morale based upon captured Objective and/or Depot hexes on the map. See that games Morale Adjustment Chart for details. C. Mandatory Discards Step: You must discard down to your sides 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.
You win an immediate, game-ending Decisive Victory if, at any time, the enemy sides Morale is reduced to zero or less ( 0) for whatever reason, and your sides Morale is one or more ( 1). The games 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.
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).
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
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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 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 sides 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 units 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
[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 a games Exclusive Rules, 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 morale (5.0) purposes when eliminated in combat. Each odd time (first, third, etc.) a Detachment unit is eliminated in combat, lower that sides 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 units 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 2012 Joe Miranda and Victory Point Games