Using the die & lucky cards

The game uses two dice—a infantry die for exchanging musket and rifle volleys between infantry units and an artillery die for firing cannons and howitzers.


Damage icons

Each commander has four action points per turn. Strategic troop placement is crucial. After each dice roll that results in damage, update the unit with skull/damage icons before using the next unit. The game has single black icons for regular hits, single red icons for targeting howitzers, and triple red icons for three damage hits by canister or cannonade.


Infantry die

The infantry die has three outcomes—1 skull (damage 1 life), miss target (no damage), and regimental volley. The regimental volley allows all units within one square left or right in the same line to fire with a guaranteed hit. Higher-class units can choose a target within range and deal additional damage.

 

  • 1 skull - damage 1 life
    The engagement resulted in life damage according to the unit's class.
  • Miss target no damage
  • Regimental volley

The regimental volley is an exceptionally potent tactic that can yield devastating results when executed effectively. When a unit fires and the dice land on the volley icon (three infantry shooting icons lined up), all units aligned in the same square, as well as those in adjacent squares to the left and right, have the opportunity to unleash a volley of gunfire with guaranteed hits based on their range and damage points. If six units are aligned across three squares, they all have the chance to fire at a target of their choice.  Certain infantry units, such as elite infantry and guard infantry, possess higher damage points and an extended firing range, which adds extra damage to the volley. When triggered by the dice, the regimental volley has the potential to inflict significant damage on enemy lines or positions. Thus, it is strategically advantageous to keep infantry units aligned with each other to maximize the effectiveness of this tactic. However, at the Field Marshal level of gameplay, the execution of regimental volleys is contingent upon the presence of a general with the ability to command infantry within the range of influence. Without the presence of such a general, the regimental volley is limited to the units within the square of initiation. Alternatively, playing at the level of Field Marshal, the infantry lucky card can also be used to initiate a regimental volley, offering an additional means of unleashing this powerful tactic.


Artillery die

Utilize the artillery die to determine engagement outcomes. Each artillery display features three guns: one howitzer and two regular long-range guns. The die can be used three times for long-range targeting, twice for targeting units in buildings with howitzers, and once for firing a canister with guaranteed hits (3 damage). Commanders can choose whether to target howitzers or regular guns when the artillery is targeted by other artillery. At canister range (1 square), the artillery deals 3 damage points, and cannons can fire canister shots into woods with a range of 1 square.

 

  • Successful hit: 1 damage

  • Miss target: no damage

  • Bonus: When the die shows the bonus icon, the artillery unit gets 3 guaranteed hits on the same targeted unit. This bonus is usable only once per artillery unit. If the die lands on the bonus icon again, it counts as a single hit. If the targeted unit is destroyed and the artillery has remaining shots, a different unit may be targeted.


Engagement situations & how to play them

  • Infantry fires on any target:
    Throw the infantry die for engagement outcomes.
  • Artillery fires on any target:
    Throw the artillery die for engagement outcomes.
  • Infantry charges:
    Higher-class units win against lower-class units, inflicting class-based damage. In charges or melee between units of the same class, the unit taking initiative wins. Victorious units can occupy the overtaken position, while defeated units must retreat. Lower-class units can only charge higher-class units under the influence of a nearby General.
  • Cavalry charge on any target:
    Follow the same engagement rules as infantry. Lancer cavalry units can break square formations, causing damage to the targeted side of the square. Surviving units from the square formation must retreat.

The use of Lucky cards

Lucky cards provide commanders with valuable opportunities to initiate special bonus attacks and maximize the damage inflicted upon enemy lines. They are only to be used in playing the game at the level of Field Marshal. The advantage of lucky cards is that they can be utilized without any specific general requirement or the presence of a general on the battlefield. They can be used at any time and in any location across the battlefield, granting commanders flexibility in their strategic choices.


Infantry lucky card

The infantry lucky card allows commanders to utilize a powerful attack by committing six aligned infantry units across three squares. These units can either fire or charge with guaranteed hits, depending on their individual statistics. This card enables commanders to unleash a coordinated and devastating assault from their infantry forces.


Artillery lucky card

By using the artillery Lucky card, commanders can initiate a mass cannonade or bombardment that guarantees hits from all artillery units within range. This powerful attack can unleash a devastating barrage of fire upon the enemy, causing significant damage. It eliminates the need to roll the artillery die for the outcome. However, when targeting units within buildings, the number of hits is reduced to two per artillery unit instead of the regular three.


Cavalry Lucky card

The "Cavalry" Lucky card grants commanders the ability to initiate a mass cavalry charge anywhere on the battlefield, without the need for the influence of any general. This card proves especially valuable in both gaming modes and situations where there is a lack of available generals on the battlefield. Keeping the cavalry lucky card in reserve provides commanders with an additional powerful tool to unleash a formidable cavalry assault and deliver a decisive blow to the enemy