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von Clausewitz Series Standard Rules v1.

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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.

von Clausewitz Series


Warfare in the Age of Steam

[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.

[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:

[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 games 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 games components, procedures for play, the games core systems and mechanics, how to set it up, and how to win. Within each Rule, there can be Cases that further explain a Rules general concept or basic 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 games designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.

Entry (Turn 2) Size (Army)

Front

Back

Hidden Side (National Flag)

[3.0] SETTING UP THE GAME


First, the players determine which side they will play. Each games Exclusive Rules provide the rest of its Setup instructions, including how each player sets up their initial Card hands and Draw Piles.

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:

[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

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.

2012 Joe Miranda and

Victory Point Games

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.

von Clausewitz Series Standard Rules v1.0


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). 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 sides Morale based upon captured hexes. C. He must discard down to his hands 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 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 nations 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 that games Exclusive Rules. 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 sides Morale Value may never exceed the maximum shown on that games Morale Track, with any excess being lost. [5.1.2] Morale Collapse: If a sides 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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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

[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 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

von Clausewitz Series Standard Rules v1.0


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). [6.4] Success and Failure: Spending Friction Points to hinder your opponents plans does not guarantee success. Every time an FP is spent, the spending player rolls one die to check that attempts success: If the result is ODD, odd things happen and your opponent suffers the ill-effect youve 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 opponents 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 Players Friction Point box (a complete reversal of fortune). 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 above. General Rule

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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.

[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
Card # Card Title Phases this card can be played: gameplay effect

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.

2012 Joe Miranda and

Victory Point Games

von Clausewitz Series Standard Rules v1.0


Procedure To Replace a unit, you must spend a number of Replacement Points (RPs or ) at least equal to that units 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 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 games 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). Once placed on the map, Reinforcement and Replacement units function as normal units for all purposes. [9.2] Delayed Reinforcements: A players 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.

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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).

[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.

[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

2012 Joe Miranda and

Victory Point Games

von Clausewitz Series Standard Rules v1.0


[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 have remaining. 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: 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 that games Exclusive Rules and Terrain Effects Chart for details. [11.6] Movement Friction: During your opponents 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. shown in this diagram. 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 enemys 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). [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).

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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).

[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

2012 Joe Miranda and

Victory Point Games

von Clausewitz Series Standard Rules v1.0


[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 must not be occupied by an enemy unit nor in an EZOC; if it is, then that friendly Depot hex is non-functioning). Function 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. 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. 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 opponents 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 units EZOC. A Disengagement move is to an adjacent hex that is not in an EZOC. This 1-hex Disengagement move is not like regular Move-ment: 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). 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). 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 screen-

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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

[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 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

2012 Joe Miranda and

Victory Point Games

von Clausewitz Series Standard Rules v1.0


their opponents 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 units 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 opponents Combat Phase, you may spend 1 Friction Point () to inflict a -1 Combat Strength Point 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 units (15.1.2) and each stacks 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 games 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 hexs hexside(s) it is attacked through (i.e., a River hexside only benefits the defender if all of the attacking hexes are across River hexsides to the defenders hex). Terrain in the attackers hexes has no effect on combat. The defenders 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 2012 Joe Miranda and Victory Point Games

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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.

von Clausewitz Series Standard Rules v1.0


[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 Defenders 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 units 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. [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 Defenders hex. Remember, youre 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 Battles 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 2012 Joe Miranda and Victory Point Games

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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

von Clausewitz Series Standard Rules v1.0


German Friction Point box (6.4). The Attackers 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? 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 games 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: The games Exclusive Rules will define whether its Elite units are replaceable.

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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.

[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 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.

[18.0] HOW TO WIN


victory, which, as we have seen, is something beyond mere slaughter. Clausewitz

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.

[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 sides 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 a games 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

[17.0] SPECIAL UNIT TYPES


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

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

2012 Joe Miranda and

Victory Point Games

von Clausewitz Series Standard Rules v1.0


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 a games Exclusive Rules, 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 opponents 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. 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 dont gather intelligence on the enemys 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). Afterward, you may also spawn one available Dummy unit (see above).
Strategy is a system of expedients. von Moltke

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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

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