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Movement Points
Combat factor
Nationality
Type: Archers
Range of Fire
Recruitment points
Cannons
Halberdiers
Crossbowmen Chevaliers
Pikemen
Culveriners
Gendarmes
Back Side
Special case of Ca: These counters only have one SS. The front side is Burgundian and the
back side is Swiss1. These units can be captured and change sides during a battle or a siege. Only
the Burgundian Ca can fire on a garrison located in a fortress.2
1 -The CF of the Burgundian artillery is higher because it is operated by men of great experience. The Swiss do not
have this kind of expertise, hence a weaker CF on the back side.
2 -The use of the artillery in siege is mastered by the Burgundians but not by the Confederacy.
Name
Back side
4 - OBJECTIVES
Victory is won by accumulating VP obtained by controlling objective SZ with VP, winning
battles and sieges, and neutralising the enemy's allies.
5 - GAME SEQUENCE
A - Phase 1: Burgundian camp
1. Reinforcements & replacements
2. Strategic movement
3. Fatigue & desertion
4. Resolution of battles
5. Resolution of sieges
B - Phase 2: Swiss camp
1. Reinforcements & replacements
2. Strategic movement
3. Fatigue & desertion
4. Resolution of battles
5. Resolution of sieges
C - Phase 3: Communal
1. Diplomacy
2. Recording of VPs
3. End of turn
4. Determination of victory (on last game turn)
6 - MAPS
There are two types of maps with different scales.
6.1 - The strategic map
For strategic movements, composed of SZ characterised by a maximum of five parameters:
Identification number.
Movement cost: by default, each movement by an army in an SZ costs 1 MP. The SZ that cost
2MP are indicated on the strategic map by a mountain symbol.
Number of VP for an objective SZ.
Number of RP to buy replacements.
FV of 1 or 2 points.
Note: Given the scale of the game and the surface of an SZ, there is always a town surrounded by
ramparts or a fortified castle to house a garrison.
The status of an SZ is either controlled, neutral or disputed:
Controlled SZ: When a control marker is placed on an objective SZ, when only one camp (army
or garrison) occupies an SZ, or when an SZ is part of the original territory of one of the camps at the
beginning of the game Duchy and County of Burgundy and Swiss Confederacy. The simple
presence of a commander is not enough to control the SZ.
Disputed SZ: When two camps army or garrison occupy the same SZ during a siege or a
battle. This state only lasts until the resolution of combats.
Neutral SZ: When the power that has this SZ is neutral; Kingdom of France and Duchy of
Lorraine at the beginning of the game or a previously allied power that is neutralised. No army of
either camp can enter into France if it is neutral or into Lorraine before turn 5.
Control of an objective SZ: the SZ control marker shows the flag of the camp that alone occupies
this SZ, either at the end of the victorious combat or because an army moved through this SZ and
may have left a garrison. To control this objective SZ, the presence of an army or garrison is not
necessary; the presence of a control marker is sufficient. The army of a camp that enters crosses
or stops in an objective SZ controlled only by the presence of the enemy camp's control marker
immediately obtains control of this SZ. When a camp controls an SZ, it benefits from its FV and its
VP. The RP of enemy SZ from the original territory that are controlled by the opponent are not
useable. Only the RP of a camp's initial territory can be used by the latter.
6.2 - Tactical map
Dedicated to combats and tactical movements, this map is composed of several TZ that
represent a typical positioning of combatants on a 15th century battlefield.
A tactical map is divided into two equal parts one for each camp of 10 TZ (5 TZ per
camp); left wing, right wing, 1st, 2nd and 3rd line, as well as an RZ for units to retreat from the
battlefield after a tactical movement.
7 - MOVEMENT
Units can only move on the strategic map from SZ to SZ accompanied by a commander,
using his movement capacity.
Units can move on the tactical map from TZ to TZ with or without their commander by
using their own movement capacity.
7.1 - Strategic movement
An army moves from SZ to SZ by spending 1 MP by default for each SZ entered or 2 MP in
a mountain SZ. Movement from an SZ may occur toward any adjacent SZ with a common border or
junction point.
Exception: Movement across and in Lake Lman and Lake Neuchtel is prohibited.
checks the result on Table 2: Random Events. The events rain and snow apply to both camps.
Events arms at the ready and betrayal only apply to the active player. The event depleted wing only
applies to the inactive player.
The consequence of each random event applicable for all combat rounds of this battle is
indicated below:
Rain: no use of firearms (Ca and Cu) is possible. These units can only combat in melee.
The RoF of the Ar is reduced from 3 to 2. The RoF of the Cr does not change.
Snow: the maximum RoF for the Ca and Ar is limited to 1 TZ. The RoF of the Cr and
Cu remains at 1.
Arms at the ready3: All the units of an ally of the active camp, whose pointer is in the
zone of doubt on Table 4: Alliances and whose units are present in the battle, do not combat. They
are immediately placed in the RZ. No redeployment can be carried out.
Treason3: All the units of an ally of the active camp, whose pointer is in the zone of doubt
on Table 4: Alliances4 and whose units are present in the battle, goes over to the enemy and
combats with him until the end of the combat rounds. These units are placed immediately in a TZ
free of the enemy camp of his choice. No redeployment can be carried out. If no TZ is free, ignore
this event and replace it with arms at the ready.
Depleted wing: The defender is surprised by the attack; one of his wings has no units. On
an even number die roll result, move his units present in the right wing toward the line farthest
away (2nd or 3rd line). On an odd die roll result, move his units present in the left wing toward the
line farthest away (2nd or 3rd line). If no unit is present in the wing designated by the die roll, ignore
this event. This event is not transferable from one wing to the other. This movement of units may be
executed without respecting the deployment rule.
Nothing: no random event.
3 If the allied units are the only ones present for this battle, no combat is resolved. The battle is won by the opponent
and eligible for the attribution of VP if and only if all the units of the Italian ally 10 SS are involved. The treasonous
units of this allied power suffer the fate of their new camp for the time of the battle. Once the battle is over, the power
for which the random event arms at the ready or betrayal was drawn remains allied with the power with whom it began
the game. Its units are placed with those of its original camp if there are any left or retreat to an SZ controlled by its
camp. The random event is considered a short-lived episode that is quickly solved through diplomacy or money
4 - Choice of the allied power: If several allies are eligible for this event, the one with the least number of SS is
chosen. In the case of a tie, the higher result of 1D6 determines which ally is chosen.
not exceed his TC. The surplus of tactical markers is eliminated, by owner's choice, before the
following combat round.
List of markers and explanation of their function:
Charge: useable for a melee involving at least one Ga or Ch unit from its camp. The CF of
each of these units is doubled for this round only.
Ditch: cancels out the effect of the tactical marker charge except for an attack from the
rear (see the modifiers of the tactical advantage)
Rain of arrows: useable for each shot involving Ar of his camp. The losses inflicted on
the opposing camp for each Ar shot are doubled5, even if the random event rain is drawn.
Harassment: useable for each shot by Cu or Cr of the camp. The losses inflicted on the
opposing camp for each shot are doubled5.
Hedge: cancels6 the effect of a rain of arrows or harassment tactical marker for each shot.
Clashes among pikemen: useable for a melee involving at least one Pi unit from each
camp. The losses inflicted for each camp are doubled, distributed first to the Pi then as the players
wish. If two identical Clash among Pi markers are revealed and used by both camps, the losses are
not quadrupled; they are doubled at most.
Cut and thrust: useable for a combat involving Hb. This marker cancels out the effect of
the tactical marker Clash among Pi.
Battery: useable for each Ca counter of the camp. The losses inflicted on the enemy camp
for each shot are doubled5.
5 This result only applies to the targeted unit. If it suffers a loss of 1 SS x 2 and it has 2 SS, it is eliminated. If it
suffers a loss of 1 SS x 2 and only has one SS, the extra loss is ignored rather than being attributed to another unit.
6 -The loss of 1 SS is applied without being doubled.
Combination of the two tactical markers Ditch and Hedge: allows the player to eliminate an R
result retreat and to diminish the losses by one SS in melee only.
9.3.4 - Modifiers of the tactical advantage
Each modifier is linked not only to the attacker's TZ from which the attack is conducted but
also to the defender's TZ toward which this attack is directed. A modifier only benefits the attacker
for the melee. This modifier is added to the result of 1D6 roll.
Rear attack from the 3rd and 2nd line of the enemy camp: +3
Flank attack from a wing to any line of the enemy camp: +2
Frontal attack from a 1st line of the enemy camp to a 2nd line of the enemy camp or from a
2nd line of the enemy camp to a 3rd line of the enemy camp: +1
9.4 - Siege
Specifics of a siege: Only the Ca of the besieger can fire on a fortress. No other fire from the
besieger or the besieged is possible. A garrison never retreats; the only way for the besieger to win a
siege is to eliminate the whole garrison by an assault. Each SZ has a fortress value (FV) of 1 or 2
points. This corresponds to the number of columns on the Combat Table that are shifted to the left,
in favour of the besieged. All other differences are explained in 9.5.
Each successful Ca fire by the besieger awards the elimination of 1 point from the FV, thus
diminishing the benefit of the column shift to the left for the besieged. The FV can never be less
than 0 and the shift to the left cannot exceed column 1/2. The presence of Ca counters in the
besieged garrison gives no column shift7, only their CF is taken into account for the calculation of
the A/D ratio during an assault. At the end of a siege, the FV is again the number indicated on the
map, hence, its maximum value; we consider that the fortress is rebuilt by the victor, besieger or
besieged and can be used later by the camp that controls the SZ.
7 -During this period of early artillery use, few castles had platforms able to support the artillery. Moreover, the walls
had difficulty withstanding the vibrations from the fire.
The Swiss states he'll use 1 marker for this round, the Burgundian uses 2. The Swiss reveals
Ditch and the Burgundian Charge and Rain of arrows. For the Burgundian camp the Cr and the Ar
(with a reduced RoF of 2) can fire. For the Swiss, only a Cr can fire.
The Burgundian Cr targets his Swiss homologue located at RoF = 1 in the left wing. The
1D6 roll result is less than or equal to his CF of 2; 1 SS of the Swiss Cr is lost and the counter is
turned over. It is the Swiss Cr's turn to fire; he targets a Burgundian Ga. The die roll result is 3
greater than his CF which is now reduced to 1. No effect. The Ar can fire with an RoF = 3 but it is
reduced to 2 because of rain; it can still target the Swiss Cu whose RoF = 2. The die roll result is 2,
equal to the CF of 2 of the Ar. The Cu has a loss of 1 SS x 2 from the Rain of arrows marker; it is
eliminated and placed in the pool of eliminated units. Since there are no more units that can fire,
move on to the resolution of the melee. The Swiss remains in place.
The Burgundian attacks from his right wing toward the Swiss left wing. His total CF is 10 (2
x CF5 for each Ga). The Swiss has a total CF of 1 (diminished CF of the Cr). The ratio is 10/1, so
column 2/1 and +. The die roll result is 4. The attack is frontal, there is no modifier for tactical
advantage. No loss for the attacker and 4* for the defender. The Swiss tactical marker Ditch cancels
out the effect of the tactical marker Charge. The Swiss Cr is eliminated. Determine if the
commander R. de Lorraine is eliminated; the die roll result = 1. He is eliminated and immediately
turned over to the anonymous commander side. The new Swiss army commander has a TC of 1,
allowing him to conserve the only remaining tactical marker.
Advance after combat of the two Ga in the Swiss left wing. Then the Burgundian carries out
a tactical movement with a maximum of 4 units (the TC of his army commander, The Bold). He
only moves the Ar unit (movement capacity of 2 MP) that advances for 2 MP in the Burgundian
right wing. The Swiss does not engage in movement. End of the first round. The Burgundian
chooses to carry out a 2nd combat round...
9.5.10 Following combat round
The attacker/besieger chooses to engage in an additional round of combat. This proceeds as
the first round until all the units of one camp are either eliminated or placed in an RZ, or until the
attacker/besieger decides to stop the combat or retreat following a combat result. The FV of the
fortress is reset to its initial value - maximum FV - during each new round10.
10 A combat round corresponds to an assault of the besieged after an artillery preparation. If the assault fails, the
preparation time for another assault leaves the besieged enough time to fill in the breaches with materials from the
collapsed walls.
VP are only attributed to the victor's camp for a siege of an SZ with a FV = 211.
The VP pointer is adjusted on the VP tally scale.
11 -These are SZ #13 (Strasbourg), 18 (Fribourg), 19 (Bern), 35 (Belfort), 37 (Besanon), 43 (Langres), 45 (Auxonne),
54 (Beaune), and 55 (Chalon).
9.5.14 - Diplomacy
Each battle/siege that is won by a camp - eligible for the attribution of VP - moves the
pointer of each power allied to the other camp one square toward the zone of neutrality, toward the
middle of the table.
The besieger who stops the siege voluntarily or after a retreat has no consequence on
diplomacy.
9.5.15 - Next battle/siege
Remove the battle or siege marker from this combat. Then, move on to another battle or
siege if there is one in another contested SZ.
9.6 - Result of combats
X SS eliminated: The SS should also be distributed among the units present in la TZ, in
order of weakest CF to highest, player's choice in the case of a tie.
Exception: If the tactical marker Clash among Pi is played, the losses are first applied to the
Pi, from the weakest to the highest CF, then to the other units.
The surplus of losses, if there are any, is ignored. The eliminated units are placed in the
camp's pool of eliminated units. An eliminated Ca unit goes into its camp's pool of eliminated units
and can return as a replacement.
R retreat one TZ: The units and their commander(s) must retreat one TZ, moving away
from the TZ of the enemy that was just beaten; either toward the rear of their camp or toward the
rear of the enemy camp if they are in it as a result of tactical movements or a flank attack. This
result is ignored by the units of the Swiss Confederacy and their commanders, the Ca, the besiegers
and the besieged.
If units have to retreat toward a TZ occupied by friendly units, it is stacked with the units
already present in the TZ. The retreat occurs toward the rear: from the 1st line toward the 2nd line,
then the 3rd line toward the RZ. The retreat of a wing or from the 3rd line occurs toward the RZ.
Retreat to a TZ occupied by the enemy camp is prohibited. If units cannot retreat following a
combat, they remain in the TZ but lose an additional SS.
Units that retreated into a TZ may combat normally in later rounds.
Special case for retreat in the RZ: These units can no longer participate in combats, attack,
or be attacked. At the end of the combat, they leave the SZ if their camp lost the battle and they
remain in the SZ if their camp won the battle. Units that retreat to the RZ of the enemy camp are
eliminated.
Elimination12 of a historical commander: When an asterisk (*) is indicated in the combats
table, a historical commander is definitively eliminated on 1D6 roll result of 1. If several historical
commanders are present in the TZ, the one with the lowest rank is eliminated. In the case of
equivalent rank, the owner chooses. The counter of the eliminated historical commander is
immediately turned over to show the anonymous commander on the back side.
If a historical or anonymous commander is alone in a TZ after the elimination of his units,
he is placed in a TZ with the units of his camp, otherwise he is eliminated, without rolling 1D6, and
is placed in the pool of eliminated units.
If the army commander whose TC determined the attribution of the tactical markers is
eliminated, the number of tactical markers remaining must not exceed the TC of the new army
commander. The excess tactical markers are eliminated, as their owner chooses. A new army
commander does not choose new markers, he keeps those that were chosen minus those that were
already used, within the limits of his TC.
12 -The elimination of a commander is either due to his death in combat or his capture for ransom. The death of Charles
the Bold brings about an immediate victory for the Swiss camp. An anonymous commander can never be eliminated
definitively because he returns in R&R.
reduced unit present on the map to full strength. The Ca taken from the enemy are considered as
units in their own right of the new owner and can be replaced during the R&R sequence.
Number of RP13 available: Each camp adds up the RP from each SZ of his national
territory and that of his allies identified by a flag and a shield, as well as the RP of the SZ of the
enemy camp that he controls, except those in the national territory. The SZ with RP controlled by
the enemy camp in the presence of a control marker, a garrison or an enemy army are not counted.
The total obtained for each camp corresponds to the RP that can be spent to buy units. The RP are
used to buy any unit of a camp and its allies. RP are not cumulative; they must be spent each game
turn, the surplus is lost.
13 The RP represent both soldiers and the money to recruit and equip them.
conditions are no longer met when the opponent finishes his: victory is determined at the end of
the last game turn during the final phase.
12.2 Victory levels
-VP greater than or equal to 30. It's a crushing victory; a major power is eliminated from
the European stage.
-VP between 25 and 29. Decisive victory; perpetual peace is declared.
-VP between 20 and 24. Marginal victory; a short truce is declared.
- Any other result is a tied game; the next war is close...
Immediate victory: the death of the Burgundian commander Charles the Bold after a
combat means immediate victory for the Swiss camp.
Note: The historical score realised by the Swiss camp with three won battles (Grandson,
Morat, Nancy), Lorraine liberated, part of the Savoy invaded, and all the Burgundian alliances
neutralised is 30 VP, not counting the death, weapons in hand, of Charles the Bold.
13 OPTIONAL RULE
From turn 7 on, if one of the camps controls Lorraine or Savoy, for even a single turn, there
is the possibility that France could intervene in favour of one of them. The controlled SZ and the
potential intervention are verified during the diplomacy sequence.
- When the Burgundian camp controls Lorraine (SZ #21, 22, 26, 34 & 41), France intervenes
for the Swiss camp on the result of 1D6 roll greater than or equal to 5.
- When the Swiss camp controls Savoy (SZ N# 32, 33, 38, 49 & 57), France intervenes for
the Burgundian camp for 1D6 = 6.
The French units are placed on the following turn during the R&R sequence of the camp for
which they intervene. France remains in the camp for which it intervenes until the end of the game,
regardless of the evolution of the control of the SZ representing the duchies of Savoy and Lorraine.
Its RP and units are used by the camp to which it is allied. The French units are not affected by the
random events arms at the ready or betrayal.
14 - SCENARIO
Campaign scenario: Charles the Bold lost the goods at Grandson, courage at Morat, and
life at Nancy... An old Swiss poem taught to children.
The player chooses to place the units as a garrison or an army.
- Placement of the Swiss Confederacy and its allies:
SZ #19: Scharnachthal: 2 x Pi, 2 x Hb, 1 x Cr, 1 x Cu,
SZ #20: Diesbach, 1 x Pi, x 1 Hb.
SZ #28: 1 x Ch Austrian, 3 x Alsatian Pi.
- Placement of the Duchy of Burgundy and its allies:
SZ #54: de Blamont, 1 x Ga, 1 x Ar, 1 x Cu, 1 x Pi, 1 x Ca (all Burgundian)
SZ #37: J. de Savoy 1 x Italian Pi, 1 x Italian Cr
SZ #33: P. de Gingins, 2 x Savoyard Pi, 2 x Savoyard Cr, 1 x Italian Cr
- Time marker: on the turn 1 square of the time scale
- Duration: 12 turns. Beginning: Sept.-Oct.1474, End: Nov. 1476-Feb. 1477
- Table of Alliances: The allies' pointers are placed on their positions indicated on the table
of alliances except for the Lorraine pointer placed on Turn 4.
- SZ control markers: Swiss in SZ #19, Burgundian in SZ #32, 33, 37, 38, 49 & 57.
- VP pointer: place all the VP markers on square 0.
- Reinforcements & replacements: The sequence R&R is ignored during the first game
turn.
Turn 4: R. de Lorraine, 2 x Pi, 1 x Ch placed together in Lorraine SZ chosen from SZ #21,
22,26, 34 or 41. Put the Lorraine pointer on the table of alliances.
Turn 5: in one of SZ #1, 12 or 21. The units are grouped into one army. They are all
Burgundian except when specified: The Bold, Galeotto (Italy) and Campobasso (Italy), 2 x Ca, 2 x
Ga, 2 x British Ar, 1 x Italian Ch, 1 x Italian Pi, 1 x Cu, 1 x Cr, 2 x Pi.
Turn 6: by SZ #54: 1 x British Ar,
Turn 7: Swiss: SZ #19: Hallwyl & Bubenberg, 1 x Pi, 1 x Hb; SZ #7: Waldamnn, 1 x Pi, 1 x
Hb,: SZ #18: 1 x Cu, 1 x Cr.
Conditional Swiss Reinforcements (see 10): 1 x Pi, 1 x Hb, 1 x Cr and 1 x Cu in any SZ
R&R of the confederate camp.
Conditional Burgundian Reinforcements (see 10): 2 x Pi, 1 x Cr in any SZ of the
Burgundian camp identified R&R.
French reinforcements (see 13): 1 x Ga, 1 x Ar (real name: the franc-archers) and de
Craon are placed in SZ #52. o
Credits:
A game by Philippe Hardy
Counters: Christophe Camilotte and Pascal Da Silva
Map: Pascal Da Silva
Layout: Nicolas Stratigos
Tests: Jesse Escobedo, Bruno Ldy, Olivier Ramalho, Stphane Goria, Amable Sablon du Corail.
Modifiers:
Game turn during the harsh period from December to January (turns 2, 7 and 12): +1
Garrison: -1
If a movement, of all or part of the units composing the army or garrison (units that integrate a
garrison or an army during or after a movement), was just carried out during this game phase: +1
Results: 1,2, etc.: number of SS to be eliminated, player's choice.
Table 2 Random Events
1D6
1
2-4
5
6
Random Event
Arms at the ready or betrayal*
Nothing
Depleted wing
Rain or snow**
Legend
* If the Italian commander Campobasso is present at the battle, the event arms at the ready is
replaced by betrayal. Only a Burgundian ally can be concerned by this betrayal event. This betrayal
result is ignored and replaced by arms at the ready for a power allied to the Swiss camp.
**If the game turn is during harsh weather - November-February, turns 2, 7 and 12 - the rain event
is replaced by snow.
TABLE 3: COMBAT
1D6
1
2
3
4
5
6
Ratio A/D
(rounded in favour of the defender)
1/2 and 4*R/0
4*R/0
4*R/0
3R/1
3R/1
3R/1
2/3
2*R/0
2*R/0
2R/0
1/1
1/1
1/1
1/1
1*/0
1/0
R/0
0/R
0/1
0/1*
3/2
1/1
1/1
1/1
0/2R
0/2*R
0/2*R
2/1 and +
1/3R
1/3R
1/3R
0/4*R
0/4*R
0/4*R
Modifiers:
Fortress value: for the besieged, shift one column to the left per FV point not eliminated by Ca fire
Modifiers to add to the result of 1D6 roll for a battle
Tactical movement:
-Attack from a wing or a 3rd or 2nd line: +3
-Flank attack on any line: +2
-Frontal attack (all these situations in the opposing camp) from a 1st line on a 2nd line or from a 2nd
line on a 3rd line: +1
Results:
The losses are expressed in the form A/D
1,2, etc.: number of SS to eliminate. Reduce this result by 1 SS if the combined tactical modifiers
Ditch and Hedge are played.
R: retreat one TZ. This result is ignored by the units of the Swiss Confederacy and their
commanders, the Ca, the besieged and the besiegers. Reduce this result by 1 SS if the combined
tactical modifiers Ditch and Hedge are played.
*: Elimination of a historical commander, during a battle or a siege, on the die roll result = 1. An
anonymous commander ignores this result.
Tactical marker (see the application conditions):
- Clashes among Pi : Losses for the attacker and the defender are doubled.
Table 4 Alliances
Burgundian allies
Constant
Neutral
Doubt
Italy
Doubt
3 VP
Constant
Savoy
Swiss allies
Doubt
Doubt
4 VP
Constant
Lorraine
Constant
Germany