Bussaco 20
Bussaco 20 Rulebook
Table of Contents
Table of Contents
- [0.0] Using These Rules
- [1.0] Introduction
- [2.0] Game Equipment
- [3.0] Setting Up the Game
- [4.0] Sequence of Play
- [5.0] Random Events
- [6.0] Movement
- [7.0] Zones of Control
- [8.0] The Reaction Phase
- [9.0] Combat
- [10.0] Rallying
- [11.0] Reinforcements
- [12.0] Army Morale
- [13.0] Passing ("Lulls")
- [14.0] Night Turns
- [15.0] How to Win
- [16.0] Optional Rules
- Standard Rules Omitted Material
- Bussaco 20 Exclusive Rules
[0.0] Using These Rules
The instructions for this game are organized into major "Rules" sections, 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 game's subject matter, its components, the procedures for play, the game's core systems, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a rule's 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. Text in shaded boxes provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
[1.0] Introduction
Napoleonic 20 is a wargame system for recreating operational level campaigns during the Napoleonic Wars using approximately 20 pieces per game. This Standard Rules booklet applies to all games in the series, each of which also has its own Exclusive Rules sheet.
Game Scale: Each unit represents a division to a corps of troops (approximately 8,000 - 20,000 men and their equipment). Each space on the map is approximately one-half to one mile across.
[2.0] Game Equipment
The Game Maps: The 11" x 17" game boards features maps portraying the area where various Napoleonic campaigns took place. A hexagonal grid is superimposed over it in order to regularize the movement and positioning of the pieces.
The Playing Pieces: The cardboard game pieces represent the actual military units that took part in the original campaign. These playing pieces are referred to as "units." The information on the units is read as shown below:
- Front: Designation (e.g., "1st Corps"), Unit Type (e.g., "Infantry"), and Nationality (e.g., "French"), as labeled on the unit's illustration.
- Back (Hidden): Combat Strength and Movement Allowance.
Combat Strength is the relative strength of a unit to engage in combat. Movement Allowance is the maximum number of open terrain hexes through which a unit may be moved in a single Movement Phase.
Game Charts, Tables, and Tracks: These are found both on the game board and on a separate Player Aid sheet.
- The Combat Results Table is used to resolve battles.
- The Morale Track indicates the current number of Morale Points an army has available.
- The Terrain Effect Chart is used to provide information about the effects of terrain on movement and combat.
- The Game Turn Record Track indicates the current Game Turn.
[3.0] Setting Up the Game
Players determine what side they will play. The French player controls all of the French units, the Anti-French player controls the other (i.e., opposing) units.
Shuffle the cards to form a Draw Pile.
Follow the game's Exclusive Rules sheet for the remainder of the setup instructions.
[4.0] Sequence of Play
General Rule: The game is played in successive Game Turns, composed of alternating Player Turns. During each Game Turn, the players maneuver their units and resolve battles in a strict sequence according to the following outline and within the limits provided by these rules. 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. (Who is the First Player is indicated in each game's Exclusive Rules sheet.) Each Player Turn is divided into a series of segments called "Phases." The term "Phasing Player" describes the player who is currently conducting a Phase.
The First Player Turn
- First Player Random Events Phase: The First Player draws the top card and enacts it. The French player uses the top event on the card (shaded in blue), while the Anti-French player uses the event on the bottom half of the card (5.0).
- First Player Movement Phase: The First Player may move all, some or none of his units as he desires within the limits of the rules for Movement (6.0), Zones of Control (7.0), and Terrain Effects. He may also bring reinforcements onto the map, if available (11.0).
- Second Player Reaction Phase: The Second Player may have some, none or all of his cavalry units conduct Reaction Maneuvers (8.0).
- First Player Combat Phase: In any order he desires, the First Player uses his units to attack enemy units (9.0).
If he did not Force March during his Movement Phase, and was not involved in any Battles during the enemy's Reaction or his own Combat Phases, he might receive a Morale Point from rest during a "Lull" (13.0).
First Player Night Operations: If it is a Night Game Turn, the First Player may Rally eliminated units (10.0), adjust his side's Morale based upon captured Line of Communication ("LOC") and Objective hexes; recover one Morale Point (14.0), then reconceal all of his units and add his Dummy units to the map when using the Fog of War Optional Rule (16.1).
The Second Player Turn
- Repeat Phases 1 through 5, reversing the roles of the First and Second Players. If it is a Night Turn, reshuffle the Random Event cards to form a new Draw Pile.
[5.0] Random Events
General Rule: "Random events" simulate imponderables of war that affected these campaigns. At the beginning of each Player Turn, the Phasing Player reveals the top Random Event card and immediately applies the appropriate result. "Two-tone" events affect whichever player drew that card; "monochrome" text affects its specific side.
Procedure: The deck is reshuffled at the end of each Night Game Turn. Unless otherwise specified, an individual event may take place more than once per game (i.e., each time the event is drawn from the deck).
[6.0] Movement
General Rule: During his Movement Phase, the Phasing Player may move as many or as few of his units as he desires. Units may be moved in any direction or combination of directions.
Procedure: Units are moved one at a time, tracing a path of contiguous hexes. As each unit enters a hex, the unit pays one or more Movement Points from its Movement Allowance to do so.
Restrictions and Prohibitions
- [6.1] Strict Sequence: Movement never takes place out of sequence. A player's units may be voluntarily moved only during his own Movement Phase (exception: see The Reaction Phase, 8.0).
- [6.2] 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 or across a prohibited hexside), even if it does not have sufficient Movement Points to pay the entire cost. A unit may expend all, some or none of its Movement Points at that time, but unused Movement Points may not be accumulated from turn to turn, nor transferred to another unit.
- [6.3] Enemies: A friendly unit may never enter a hex containing an enemy unit.
- [6.4] No 'Take Backs:' All movement is final once a player's hand is withdrawn from the unit he is moving. Players may not 'change their minds' and retrace their unit's movement. This rule should be strictly enforced. During these campaigns, it was common for units to be sent in the wrong direction at key points with nearly disastrous results.
Terrain Effects
Normally, units pay one (1) Movement Point to enter each hex, regardless of its terrain type. However, the following special Cases apply:
- [6.5] Rugged Terrain: Units that enter a Forest, Rough or Swamp hex must immediately stop. They may voluntarily move from there at their next opportunity, but if they enter another such hex, they must again stop, forfeiting the rest of their move. Units may not move further, even if their Movement Allowance has been increased by Forced March (see Rule 12.3).
- [6.6] Roads: A unit using road movement (moving directly from road hex to another, connected road hex) does not have to stop in Rugged Terrain (as per 6.5, above). A unit which conducts its entire move along connected road hexes increases its Movement Allowance by one (+1). For example, a cavalry unit moving entirely along connected road hexes that turn would have its Movement Allowance increased to 4.
Zone of Control Effects
- [6.7] Stop: Units that enter an enemy Zone of Control (see 7.0, below) must immediately cease their movement. Friendly units' Zones of Control do not affect the movement of friendly units.
- [6.8] Stuck: Units may only voluntarily leave an enemy Zone of Control through Disengagement (see 8.3). The only other way to leave an enemy Zone of Control is by Advancing or Retreating after Combat (see 9.8 and 9.9).
Effects of Other Friendly Units
- [6.9] No Stacking: A friendly unit may move through hexes occupied by other friendly units (at no extra Movement Point cost). They may not end the Movement Phase stacked in the same hex with another friendly unit.
[7.0] Zones of Control
A unit's "Zone of Control" (abbreviated "ZOC") is constituted by the six hexes immediately surrounding it as shown in this illustration.
General Rule: Hexes upon which a unit exerts a Zone of Control are called "Controlled Hexes." Units that begin their Movement Phase in an Enemy ZOC cannot move. Units must cease their movement upon entering enemy Zones of Control.
- All units exert a ZOC at all times, regardless of the current Phase or Player Turn (except during Night Turns, 14.0).
- The presence of ZOCs is never affected by other units, enemy or friendly.
- ZOCs extend into all types of terrain except Fortified, Redoubt, and between adjacent Town / Fortified / Redoubt hexes (i.e., in a "built-up" area). They also extend across all types of hexsides except Major Rivers (even at bridges and fords). Important: units separated by Major River hexes (except at bridges and fords) are not considered 'adjacent.'
Example (from the printed rulebook): The ZOC of the French unit in La Haye Saint does not extend into Mont St. Jean (where the British unit is), nor into Hougomont. It does extend out from its town into other adjacent hexes, such as where the Prussian unit is.
- [7.1] Multiple Zones of Control: Both friendly and enemy units may exert their ZOCs upon the same hex. There is no additional effect if multiple units cast their ZOCs over the same hex. Thus, if a given unit is in an enemy controlled hex, the enemy unit is also in its controlled hex. The two units are equally and mutually affected and 'locked' into each other's ZOCs.
- [7.2] Movement Cost: Units do not pay any additional Movement Points to enter an enemy Zone of Control.
Effects on Combat
- [7.3] Combat Obligation: The phasing player must attack all enemy units which exert ZOCs on friendly units during his Combat Phases. All friendly units which are in enemy Zones of Control must attack some enemy unit (see 9.1).
- [7.4] Retreat Effect: Units may retreat into a hex containing an enemy ZOC, but they run the risk of Breaking for each such hex entered (see 9.83). [Editor's note: the source prints "9.83"; the cross-referenced rule is 9.8.3, Hazardous Retreat Path #1.]
- [7.5] Advance After Combat Effect: Units that Advance after Combat may freely enter enemy Zones of Control; enemy Zones of Control never affect advance after combat (see 9.9).
Night Game Turns
- [7.6] No ZOCs: Zones of Control do not exist during Night Game Turns (14.0).
[8.0] The Reaction Phase
General Rule: The friendly Reaction Phase takes place during the enemy Player's Turn. During his Reaction Phase, a player may have his cavalry units Countercharge, Disengage – OR – Penetrate (see Optional Rule 16.2).
Countercharge
- [8.1] Seizing the Attack Initiative: Cavalry units may make a special 'Countercharge Attack' during the Reaction Phase (only; not during a player's normal Combat Phase). The reacting player is the "Attacker" in such battles.
Modifications
- [8.2] Unhinging the Enemy: A Countercharge Attack follows the normal rules of combat in most ways (see 9.0), but because they are used to throw off the enemy's timing and coordination before battle, they receive the following benefits:
- [8.2.1] Selective Attacks: Unlike during regular combat (9.1 and 9.2), units conducting a Countercharge do not have to attack every unit whose Zone of Control they are in. Instead, they may attack some, none or all such adjacent enemy units, and thus make 'Selective Attacks.' Multiple cavalry units can combine to conduct a Selective Attack against a single enemy unit if they are all adjacent to it.
- [8.2.2] Strength Bonus: The Combat Strength of units conducting a Countercharge is doubled. Exception: Countercharging cavalry units are not doubled in strength in a battle against enemy cavalry units.
- [8.2.3] Holding Fast: If victorious, defending units cannot Advance after Combat (9.9) following a Reaction Attack. They are too busy protecting their lives by taking cover or forming squares.
Disengagement
- [8.3] Cavalry 'Retreat Before Combat:' A cavalry unit that starts its Reaction Phase adjacent to an enemy unit may move away via 'Disengagement.'
- [8.3.1] Timing: Disengagement occurs only in the friendly Reaction Phase.
- [8.3.2] Enemy Cavalry Prohibition: The disengaging cavalry unit cannot begin its Disengagement Movement in the ZOC of an enemy cavalry unit.
- [8.3.3] Distance: A cavalry unit disengages by moving one hex to an adjacent, vacant non-enemy controlled hex (but see optional exception: 16.2) and then ceasing its movement. If no other route is available, it may move through friendly occupied hexes not in any Enemy Zones of Control to reach a vacant hex. If it does so, it goes one additional hex at a time until it is no longer stacked with a friendly unit.
- [8.3.4] Non-Retreat: Disengagement is not considered 'Retreat after Combat' (9.8). Thus, the enemy may not Advance after Combat (9.9) when a cavalry unit uses Disengagement.
Cavalry Penetration
- [8.3] Cavalry Penetration: See Optional Rule 16.2 for this additional Cavalry Reaction Phase option. [Editor's note: the source prints this heading as 8.3, a duplicate of the Disengagement rule number; it is transcribed as printed.]
[9.0] Combat
General Rule: The Phasing Player is termed the 'attacker' and the Non-Phasing Player is the called the 'defender' in a 'battle' (i.e., the resolution of a single attack) regardless of the overall strategic situation. The Phasing Player declares all his battles before conducting any of them. Then, each individual battle is resolved, one at a time, in any order the Phasing Player's chooses, by rolling a die and consulting the Combat Results Table to determine its outcome.
Procedure: Each Battle, follow these Steps in order:
A. The Phasing Player designates which of his units will be attacking which adjacent enemy unit(s). B. Total the combat strength of all the attacking units in that battle. The attacker may spend a Morale Point to 'commit his reserve' troops to battle and increase his total by one (+1). C. Total the defense strength of all the defending units that are the target of the attack. Add in the single best terrain effect for defender's location. The defender may spend a Morale Point to commit his reserve troops to the battle and increase his total by one (+1). D. Subtract the total defending strength from the total attacking strength. The result is the 'Combat Differential,' expressed as either a positive or negative number (or 0). E. Consult the CRT and use the appropriate 'Differential Column.' F. Roll one die. Cross index the die roll with the Differential Column to determine the result of that battle. G. Apply this Combat Result immediately, including Retreats / Advances after Combat.
- [9.1] Mandatory Combat: All phasing units in an enemy Zone of Control (ZOC) must attack. All non-phasing units in an attacking unit's Zone of Control must be attacked.
- [9.1.1] Attacker's Prerogative: The Phasing Player determines which attacking units will attack which defending units, in any combination he desires, as long as all friendly units in an enemy ZOC participate in an attack, and all enemy units in friendly ZOCs are, themselves, attacked.
- [9.1.2] One Battle per Unit per Combat Phase: No unit may attack more than once per Friendly Combat Phase, and no enemy unit may be attacked more than once per Friendly Combat Phase.
- [9.2] Declaring All Battles First: The Phasing Player must declare which friendly units will be attacking which adjacent defending units at the beginning of each Combat Phase (to ensure that all adjacent units are attacked according to the Subcases below) before conducting any individual battles.
- [9.2.1] Multiple Unit and Multi-Hex Battles: If a phasing unit is in the ZOC of more than one enemy unit, it must attack all of those enemy units that are not assigned to battle with some other attacking unit. (Designer's note: if you have a lone unit that is adjacent to two enemy units, it must fight them both!)
- [9.2.2] Combining Units in a Battle: Attacking units in two or more hexes may combine their Combat Strengths and conduct a single battle together provided all of the attacking units are adjacent to all of the defending units. Battles may involve any number of attacking or defending units.
- [9.2.3] Adjacency: For an attack to be resolved as a single battle, all of the attacking units must be adjacent to all of the defending units.
Designer's note (Diversionary Attacks): When organizing a series of battles, a player may allocate his attacking units in such a way that some attacks are sacrificially made at poor differentials (a wargaming technique called 'soaking off') so that other adjacent attacks may be made at more advantageous differentials.
Artillery Bonus
Artillery units represent large, unwieldy parks of cannons that were concentrated into Grand Batteries to blast a hole in the enemy's line. The Combat Strength of an Artillery unit is always doubled when attacking, but it uses its normal (printed) strength when being attacked. Artillery units never Advance after Combat.
- [9.3] Combat Strength Unity: A given unit's Combat Strength is always unitary; it may not be divided among different battles during a single Phase, either for attack or defense.
Terrain Effects on Combat
Defending units benefit from the terrain in the hex they occupy and / or that hex's perimeter hexsides it is attacked through.
- [9.4] The Terrain Effects Chart: The effect of terrain on combat is reflected by adding the Combat Strength of the hex or hexside, as indicated on the Terrain Effects Chart, to the defender's strength total.
- [9.4.1] Non-Cumulative Benefits: The terrain benefits for combat are not cumulative. A defending unit receives only the single most advantageous terrain benefit (for the defender) in a hex or through a hexside.
- [9.4.2] Multiple Benefits: When two or more defending units are involved in a single battle, and they receive different terrain benefits (i.e., different effects on the Combat Differential), then the entire attack is modified by the single most favorable benefit to the defender.
Example (from the printed rulebook, 9.4.2): The single French infantry unit must attack the Prussian cavalry unit, and may attack the Prussian infantry unit (9.1; the Prussian infantry unit's ZOC does not extend across the bridged river hexside, so the Phasing French unit is not obligated to attack it). The French situation is desperate, so the French Player declares that he will attack both units, initiating a single Battle against them. The Prussian cavalry unit is in Open terrain, so the Prussian infantry unit's benefits will apply for the defender (9.4.2). The Prussian infantry is in Jena, a Town hex located across the Saale River at a Bridge hexside. Each of these terrain advantages for the defender (Town and Bridge) is worth 1 additional Combat Value, but their benefits are non-cumulative (9.4.1), so only the single best (i.e., 1) is added. Prior to commitment of Reserves by either side, this Battle stands at 4 vs. 4 (2 + 1 + 1) and will be resolved on the '0' Differential column of the Combat Results Table (CRT).
- [9.4.3] Attacker Consideration: Terrain in hexes occupied by the attacker has no effect on combat. Note that Fortified, Redoubt, and adjacent Town/Fortified/Redoubt hexes do not have Enemy ZOCs extending into them, nor do ZOCs extend across Major River hexsides (even at Bridges or Fords). Thus, units in these hexes or across these hexsides need not attack out of or across them. However, if they do, Rule 9.1 fully applies.
- [9.5] Voluntary Differential Reduction: The Phasing Player may reduce the Combat Differential of any given battle during Step 'E' in the Battle Procedure, resolving it at a lower differential.
Explanation of Combat Results
Once determined, combat results are applied immediately, including any Retreat and /or Advance after Combat, before resolving the next battle that Phase.
- [9.6] Combat Results: The different battle outcomes and listed are explained below:
- [9.6.1] AB: Attacker Breaks. Break all attacking units in this battle. The defender conducts any Advance after Combat (9.9).
- [9.6.2] AR: Attacker Routed. The defender rolls one die for each Routed unit. The attacker retreats each attacking unit in this battle the indicated number of hexes. The defender conducts any Advance after Combat (9.9). See Optional Rule 16.5.
- [9.6.3] AW: Attacker Withdraws. All attacking units in this battle are retreated one hex (9.8) by the attacker. The defender conducts any Advance after Combat (9.9).
- [9.6.4] DB: Defender Breaks. Break all defending units in this battle. The attacker conducts any Advance after Combat (9.9).
- [9.6.5] DR: Defender Routed. The attacker rolls one die for each Routed unit. The defender retreats each defending unit in this battle the indicated number of hexes. The attacker conducts any Advance after Combat (9.9). See Optional Rule 16.5.
- [9.6.6] DW: Defender Withdraws. All defending units in this battle are retreated one hex (9.8) by the defender. The attacker conducts any Advance after Combat (9.9).
- [9.6.7] EX: Exchange. First, break all defending units, and then the attacker must break from among his units in that battle an amount of Combat Strength Points at least equal to the defender's Combat Strength total. Use only the printed Combat Strength values on the units, unmodified by terrain, Events, etc. Note that if the defending side's morale was not reduced to '0' (i.e., the attacker won the game, as per 15.0), the attacker may be forced to break units whose strength is greater than the defender's if there is no other alternative – i.e., you can't 'make change.' The attacker may also choose to break a stronger unit than necessary if he so desires – this might occur if a weaker unit is deemed more valuable to the attacker for some reason. If there are any surviving attacking units, the attacker conducts any Advance after Combat (9.9).
Broken Units
A unit that is 'Broken' through combat is removed from the map, but set aside because it can be 'Rallied' (see 10.0).
Routed Units
Important: When an Elite Force (i.e., one with a red Combat Strength, as shown here) 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).
Retreating After Combat
When a combat result requires a player's unit(s) to retreat (either by Withdrawal or Rout), the owning player must immediately move each such unit the indicated number of hexes away from the hex it occupied during the battle (i.e., its 'battle hex'). This is called 'Retreat after Combat.'
- [9.7] No Movement Point Cost: Retreat is not considered normal movement; retreating units pay one Movement Point per hex entered regardless of terrain (including rough, forest, etc. where they need not stop during a retreat).
- [9.8] Retreat Restrictions: If a unit is unable to retreat within the following restrictions, it is broken instead:
- [9.8.1] Terrain Effects: Units may not retreat off the map or into prohibited hexes or across Major Rivers (except across bridge or ford hexsides). Units in a Fortified or Redoubt hex may always retreat one fewer hex, at the owning player's option. Thus, units can ignore any Withdraw results that they suffer and Rout one hex fewer; on a Rout die roll of '1,' such a unit is still technically Routed and suffers Rout effects, but it may opt to 'hold its ground.' For Elite Forces, subtract three (-3) from their Rout die rolls when they defend in a Fortified or Redoubt hex.
- [9.8.2] Retreat Hex Priority: Whenever and wherever possible, a retreating unit must retreat into and through vacant hexes not containing an enemy ZOC.
- [9.8.3] Hazardous Retreat Path #1 – Enemy ZOCs: If that is not possible, a unit may retreat into an enemy ZOC. If it does so, however, it must roll one die for each enemy ZOC hex entered. On a roll of !, @, or #, the unit breaks; on a roll of $, %, or ^, it retreats normally. Friendly units do not negate enemy Zones of Control for purposes of retreat.
- [9.8.4] Hazardous Retreat Path #2 – Crossing Rivers: When retreating across a Minor River, or a Major River via a bridge or ford, that unit must roll one die. On a roll of !, @, or #, the unit breaks; on a roll of $, %, or ^, it retreats normally. If retreating through multiple hazards at a single hex, the player must make a separate die roll for each of them!
- [9.8.5] Friendly Units: If no other route is available, a retreating unit may move through friendly occupied hexes. If its retreat would end in a friendly occupied hex, it retreats one additional hex at a time until it is no longer stacked with a friendly unit. This means additional die rolls if these hexes are in Enemy ZOCs or across bridges!
Advancing After Combat
Victorious attacking or defending units can usually Advance after Combat.
- [9.9] Advance after Combat Cases: Units must adhere to the following cases when conducting Advance after Combat:
- [9.9.1] The 'Retreat Path:' When an enemy unit retreats as a result of combat, it will leave a specific path of vacant hexes behind it called the 'Retreat Path.' If this path went through a hex containing another unit friendly to the retreating unit (9.84 [editor's note: as printed; the cross-referenced friendly-unit retreat rule is 9.8.5]), the Retreat Path ends at the unit retreated through. If a unit breaks, then the hex it occupied at the instant of breaking is the termination point for its Retreat Path.
- [9.9.2] Who is Eligible to Advance? Any or all surviving friendly victorious non-Artillery units that participated in the battle can Advance after Combat along the enemy Retreat Path (only). Units cannot stray from the Retreat Path while advancing.
- [9.9.3] Which Units May and Must Advance: If any victorious Cavalry units were involved in that battle, at least one of them must Advance after Combat into the defeated unit's vacated hex. That Cavalry unit may then advance further, up to the full number of hexes allowed along the Retreat Path (9.9.5). After any mandatory Cavalry unit Advance after Combat has been conducted, if the defeated unit's hex is still vacant, one attacking non-Artillery unit involved in that battle may (at the owning player's discretion) Advance after Combat into that hex (only). Artillery units can never Advance after Combat and Infantry units can never advance beyond the hex occupied by the defender at the start of that Battle.
- [9.9.4] Enemy ZOCs: Advancing units always ignore enemy Zones of Control.
- [9.9.5] Advance Limit: As when Retreating, units do not expend Movement Points nor stop for terrain considerations when Advancing after Combat (9.7). However, under no circumstances, may a Cavalry unit advance a number of hexes greater than its Movement Allowance.
- [9.9.6] Terrain Effects: Units may not Advance after Combat into prohibited hexes (i.e., hexes that they could not enter through normal movement) or across Major Rivers (except across Bridge or Ford hexsides).
*Example (from the printed rulebook, 9.9.8): Three French units (the 4-strength Imperial Guard, 2-strength III Corps, and 1-strength IV Cavalry Corps) attack one Prussian unit (the 3-strength I Corps) which is defending in a Forest hex. The attacker (French) has a total of 7 Strength Points, and the French player declines to spend a Morale Point to increase his strength. The defender (Prussian) has a total of 4 Strength Points (3 for the unit plus 1 for the Forest hex it is defending in), and opts to spend 1 Morale Point to increase his total to 5. Therefore, the Combat Differential is 7 – 5 = +2. The French player rolls a die. Looking at the Combat Results Table, the French player's die roll of ^ is cross-indexed with the +2 Column to yield a result of DR (Defender Routs). This requires roll to determine the Rout distance. A result of @ isn't bad, requiring the unit to retreat only two hexes back toward its Line of Communication (LOC) off to the right – and no loss of Morale for Routing more hexes than its Movement Allowance. Unfortunately, the first hex it must retreat through is in an Enemy ZOC (i.e., "hazardous"), so another die roll must be made to see if the Retreating Prussian unit Breaks (as per 9.83 [editor's note: printed as 9.83; by context, 9.8.3]). This time, the die roll is a %, so the Prussian unit survives and continues its Retreat along its Retreat Path as shown above. Now the French have to deal with Advance After Combat. First, the French Cavalry unit must advance into the Forest hex. The French player then exercises his option to continue to advance his Cavalry unit along the Retreat Path and takes a second hex (which is where the Retreat Path ends). Next, the French player also exercises his option to advance an Infantry unit into the defender's vacated hex, moving the 2-strength III Corps into the Forest.
[10.0] Rallying
General Rule: At certain times (e.g., Night), a player may attempt to 'Rally' his broken units.
Procedure: For each Broken unit attempting to Rally, roll one die (applying any appropriate die roll modifiers; note that the decision to spend a Morale Point, 12.0, must be made before rolling the die), consult the Rally Table, and apply the result. Also see the Unit Reduction Optional Rule, 16.6.
Placement of Rallied Units: Newly Rallied units are placed on empty friendly Line of Communications hexes. If none are available, or you do not desire to place on there at this time, then the unit simply remains Broken; it is possible to try to Rally it again at a later time. (Also see Rule 16.4 for additional Rally locations.)
[11.0] Reinforcements
General Rule: Players may receive additional units over the course of play. These units are called 'reinforcements.' Reinforcements appear in the owning player's Movement Phase on the Game Turn indicated by the setup instruction in that game's Exclusive Rules.
Procedure: A player places his reinforcement units during his friendly Movement Phase next to the colored map edge hexsides indicated in that game's Exclusive Rules.
Important: The notion of reinforcements being poised directly at the map edge is strictly a concept. Until they enter the map, reinforcements have no effect on play. Off map units have no Zones of Control, may not attack enemy units, etc.
- [11.1] Initial Movement: Reinforcements are presumed to be poised next to the map. When entering its first hex on the map, a reinforcing unit expends its Movement Points normally according to the Terrain Effects Chart. Units entering along a road pay the road movement cost.
- [11.2] March Order: When there is more than one reinforcement unit scheduled to appear at the exact same hex during the same Game Turn, they are lined up off map, one behind the other, with the 'lead' unit poised next to the map entry hex itself. To simulate this 'march order' column of troops, each such unit spends one more Movement Point than its predecessor did to enter the map.
- [11.3] Timing: Reinforcements may arrive at any time during the friendly Movement Phase of the scheduled Game Turn. Once on the map, reinforcements are treated as normal units for all purposes.
- [11.4] Blocked Entry: Reinforcements may not enter a hex that is, at that moment, occupied by an enemy unit. A reinforcing unit may enter a hex in an enemy ZOC, but must cease movement normally.
- [11.5] Delaying Arrival: A player may voluntarily delay reinforcements from Game Turn to Game Turn, bringing them into play on some later turn (if at all). This is what a player must do when a reinforcement's entry location is blocked by another unit. Whether a reinforcement is brought into play on its scheduled turn or later, it must appear at its scheduled entry location.
[12.0] Army Morale
General Rule: Each side starts the game with a number of Morale Points as indicated in its game's Exclusive Rules. Morale Points represent a side's level of motivation and command skill during that campaign. Players may expend Morale Points to enhance their movement, combat and rally operations.
Keeping Track of Morale Points: Morale Points are recorded on the Morale Track using the Morale markers.
- [12.1] Gaining / Losing Morale Points: See the Morale Chart for specific in-game actions that raise and lower Morale Points. If two or more events occur simultaneously that would change a player's Morale Value, first add and then subtract all Morale Point changes that must be applied.
- [12.1.1] Maximum Morale: A side's Morale Value may never exceed ten (10), with any excess being lost.
- [12.1.2] Morale Destroyed: If a side's Morale Value ever reaches zero (0), then that side immediately loses the game. If this occurs to both side simultaneously, the game is a draw.
- [12.2] Committing the Guard: Certain units, often referred to as 'Guards' (i.e., ones with a red Movement Allowance as shown here) were typically held back and committed only at critical times.
- [12.2.1] Forward: A player must spend a Morale Point to 'commit a Guard unit' (i.e., to move it from a hex that is not previously able to attack an enemy unit into one where it may now do so – even when it does not, such as at Night). Exceptions:
- There is no cost to commit a Guard unit if either side has only 1 Morale Point remaining. This would be the critical moment in a battle when the Guard was expected to join the fray.
- There is no Morale cost for a Guard unit to Advance After Combat (9.9). At that point, that Guard unit is already assumed to be committed.
- [12.2.2] Le Garde Recule: If an attacking Guard unit in a battle could not conceivably Advance After Combat (9.9.2), either because it was not victorious or did not survive an EX outcome, that side loses one (-1) Morale Point. That Guard unit does not have to actually advance, it simply must be capable of doing so. This Guard unit morale adjustment is in addition to other morale-adjusting factors.
- [12.2.1] Forward: A player must spend a Morale Point to 'commit a Guard unit' (i.e., to move it from a hex that is not previously able to attack an enemy unit into one where it may now do so – even when it does not, such as at Night). Exceptions:
Example (from the printed rulebook, 12.2): The French Guard unit pays 1 Morale Point (MP) to move adjacent to an enemy unit that is across a bridge hexside, setting up a very important attack. It Routs (DR) that enemy unit: The enemy = -1 MP for Routing. That unit then Breaks in a prohibited retreat: France = +1 Morale (for breaking the enemy unit). When Routed units Break, there is no additional MP loss.
Spending Morale Points: A player may only ever spend a single Morale Point at a time for these purposes:
- [12.3] Forced Marching: During your Movement Phase, you may spend a Morale Point to increase the Movement Allowance of all your units by one (+1).
- [12.4] To Rally: When you attempt to rally units, you may spend a Morale Point for a plus one (+1) die roll modifier to all your rally die rolls conducted at that time.
- [12.5] Committing Reserve Troops to Battle: During a Battle's Steps B and C, the attacker and defender respectively may each spend a Morale Point to add one (+1) to their side's total battle strength in that particular Battle.
- [12.6] Committing the Guard: During your Movement Phase, you must spend a Morale Point to move your Guard unit into a hex from where it was not previously able to attack an enemy unit into one where it may now do so (12.2.1), unless either side has only 1 Morale Point.
[13.0] Passing ("Lulls")
- [13.0] General Rule: After the first Night Game Turn occurs, during any subsequent Day Turn where both players have units on the map, if a player does NOT Force March his army, nor do any Battle die rolls (9.0) occur during his opponent's Reaction Phase or his own Combat Phase, that player gains one (+1) Morale Point at the end of his Player Turn if either one of these applies:
- A) He has fewer than 6 Morale Points, – OR –
- B) His side does not have more Morale Points than his opponent's.
[14.0] Night Turns
General Rule: During Night Game Turns, the following rules apply:
- No ZOCs: All units lose their ZOCs. This is a way to exit enemy ZOCs. In effect, all units can disengage at night.
- Speed Limit: All Movement Allowances are reduced to one (1) MP. This may be increased as usual by Roads and/or Forced Marching.
- No Battles: No combat occurs at night.
Additional Activities: The following 'Night Operations' are skipped during non-Night Turns. They are only performed during the Night Operations Phase of a player's Night Turn and must be conducted in order.
- Rally: You may Rally friendly units.
- Morale Loss due to Captured Terrain: If you have units physically occupying enemy LOC and / or Objective hexes (i.e., one in the opposing side's color), their morale loss effects are now applied according to the Morale Chart.
- Morale Recovery from Rest: Your side increases its Morale Value by one (+1) point from a night's recuperation.
- Reconcealment: If the Fog of War Optional Rule (16.1) is being used, reconceal (i.e., flip face-down) and place your side's Dummy units on the map.
- Reshuffle: At the end of the Second Player's Night Turn, reshuffle the cards to create a fresh Draw Pile.
[15.0] How to Win
General Rule: Each side has its own victory conditions based upon Morale Values:
- A French Decisive Victory is achieved if, at any time, the Anti-French side's Morale is reduced to zero (0) and French Morale is one (1) or more.
- An Anti-French Decisive Victory is achieved if, at any time, the French side's Morale is reduced to zero (0) and Anti-French Morale is one (1) or more.
- An Anti-French Marginal Victory is obtained if, at the end of the game (i.e., at the conclusion of the last Game Turn) the Anti-French side's Morale Value is at least 1 higher than the French side's Morale Value.
- A Draw Occurs with any other result.
[16.0] Optional Rules
Players can use these Optional Rules in any combination desired.
- [16.1] The Fog of War: Hidden Units: Players place their units face-down at all times (including during setup). Units may be inspected freely by their owner but remain hidden (i.e., face-down) to the enemy until revealed. Face-down units function normally in all other respects.
- [16.1.1] Revealing Hidden Units: Face-down (i.e., hidden) units are revealed (flipped face-up) thus:
- At any time the owning player desires.
- When paying a Morale Point to 'Commit the Guard' (12.2), that Guard unit, if hidden, must be revealed.
- At the end of each non-Night Turn's Movement Phase, if there is a friendly, face-up, cavalry unit adjacent to a hex containing face-down enemy units, reveal all those enemy units.
- When an enemy cavalry unit attempts to move during its Reaction Phase via Disengagement (8.3) or Penetration (16.2), and you wish to prevent that maneuver with a hidden friendly cavalry unit, that hidden friendly cavalry unit is revealed.
- After all battles are declared during a Combat Phase (i.e., which friendly units are attacking which other, possibly hidden, enemy units), all units involved in combat are revealed. No Advance After Combat occurs when only a hidden Dummy unit is revealed in Battle. (No combat; no advance.)
- [16.1.2] Reconcealing Units: Face-up units remain revealed until the end of each player's Night Turn, at which point all of that player's face up-units are turned facedown to begin the new day.
- [16.1.3] Dummy Units: Each side receives one or more 'Dummy' units in their counter mix.
- Unless specified, no Dummy units are deployed on the map during setup.
- One Dummy unit per turn may be placed on the map, if available, with the arrival of any newly Rallied or Reinforcement unit. It is stacked with that unit and one of them must be moved from that hex so that they are not stacked together by the end of their owner's Movement Phase (6.9).
- [16.1.1] Revealing Hidden Units: Face-down (i.e., hidden) units are revealed (flipped face-up) thus:
Standard Rules Omitted Material
The Napoleonic 20 Standard Rules file also contains the publisher's Game Credits, the designer's and developer's essays on design rationale (not rules), and copyright footers, which are not transcribed here.
Bussaco 20 Exclusive Rules
The following Exclusive Rules are from the Bussaco 20 Exclusive Game Rules v1.1. They supersede the Standard Rules above where there is a conflict. The source prints the game's name as "Bussoca 20" in one place; this is a typo, and it is transcribed here as Bussaco 20.
[0.0] Exclusive Rules
This is the Exclusive Rules sheet for Bussaco 20, a game that also uses the Napoleonic 20 Standard Rules. When combined, these two rules documents form the entirety of the rules needed to play Bussaco 20.
These Exclusive Rules supersede the Standard Rules when there is a conflict.
[1.0] Introduction
Bussaco 20 is based on the battle that occurred on 26 September 1810 during the Peninsular campaign. One player commands the French army invading Portugal under the command of Marshal Massena, while the other leads the Anti-French forces consisting of the combined British and reconstituted Portuguese army under General Sir Arthur Wellesley, Viscount of Wellington.
[2.0] Game Equipment
The Game Map: The 11" x 17" map features that part of Portugal where the campaign took place.
New Terrain Type: Steep Slope Hexsides are introduced in this game. They are different than regular Slope Hexsides only in that they provide the defender a +2 Combat Strength benefit when attacked exclusively from hexes that are down slope. They have no effect on movement.
The blue units are French and Red units are British and Portuguese.
Unit abbreviations include:
- Lt = Light
- Res = Reserve
- P, Port = Portuguese
- Art = Artillery
- Ma = Marchand
- Cl = Clauset
- Me = Merle
- Lo = Loison
- He = Heudelet
- Mr = Mermet
- IB = Indep. Brigades
- So = Solignac
Elite Forces: For the purposes of Routing (a -2 die roll modifier; see 9.6) and Rallying (a +1 die roll modifier; see 10.0), only the British 1st and Light Divisions are considered Elite Forces.
[3.0] Setting Up the Game
After sides have been determined (i.e., who will play the French and Anti-French side), setup proceeds as follows:
- The Game Turn marker is placed on the 'September 26 Morning' space.
- Place the French Morale marker on the '6' space and the British Morale marker on the '7' space of the Morale Track.
- Place the units on the map or the Game Turn Track (when they enter play as reinforcements, 11.0) as listed below:
French
- Hex 1011: Res Cav.
- Hex 1210: Ma(rchand)
- Hex 1211: Lt Cav.
- Hex 1212: He(udelet)
- Hex 1310: Lo(ison)
- Hex 1312: Me(rle)
- Hex 1410: Mr(Mermet)
- Turn 1: Cl(auset)
- Turn 2: So(lignac)
Set aside the Reserve Artillery unit. It arrives as a possible Random Event.
British & Portuguese ("Allied")
- Hex 0410: 2
- Hex 0708: 5
- Hex 0809: P (Port.)
- Hex 0907: 3
- Hex 1007: 1
- Hex 1106: Lt
- Hex 1206: IB (Port.)
- Hex 1306: 4
- Hex 1602: Res Cav.
[4.0] Sequence of Play
The French player is the First Player.
- [4.1] Sudden Death: At the end of Game Turns 12-16, the Allied Player rolls a die. If the result is less than or equal to (≤) the number shown on that box of the Turn Track, the game ends and the winner is determined. If the die roll is greater than the number shown, play proceeds to the next Game Turn.
[5.0] Random Events
Skip the French Player's Random Events Phase on the first Game Turn.
[6.0] Movement
- [6.10] Turn 1 Movement Restrictions: At the opening of the battle, General Wellesley was uncertain of French intentions and reluctant to commit his forces until the enemy's disposition was more evident. Accordingly, on Turn 1 (only) the British player blindly picks one of the four "Units Released" counters; the number on the counter is the number of Allied units that may be moved on Turn 1. These restrictions are lifted at the start of Turn 2 and all Allied units may move normally thereafter.
[9.0] Combat
- [9.8.6] Retreat Direction Priority:
- French units must retreat towards one of the two French LOC hexes on the east edge of the map.
- British units must retreat towards one of the two British LOC hexes on the west edge of the map.
[11.0] Reinforcements
- [11.5] Unit Arrival Locations: French reinforcement units arrive along the eastern map edge in the indicated (color coded) area.
[13.0] Passing ("Lulls")
"Lulls" can be declared by either player starting with Turn 1.
[14.0] Night Turns
- French Objective Hex: Cordiera (hex 1211).
- British Objective Hex: Convent of Bussaco (hex 1105).
[16.0] Optional Rules
New Unit Types
- [16.8] Light Infantry: The British Light Division functions as a normal infantry unit in all respects except that it may disengage (exactly as per Rule 8.3).
- [16.9] Portuguese Reliability: Roughly half of Wellesley's army was Portuguese, including many Portuguese formations that were attached to his nominally British divisions. Although they fought well, Bussaco was the first major action for the reconstituted Portuguese army, and British commanders had serious reservations about their reliability before the battle, as this Optional Rule reflects.
- [16.9.1] Procedure: Whenever an Allied unit is in Battle, roll a die to check for the reliability of its Portuguese elements; one die roll is made for each Allied unit involved. On a roll of ! or @, the unit 'wavers' and its Combat Strength is reduced by one (-1) for that Battle only. On a roll of #, $, %, or ^, there is no effect.
- [16.9.2] Exempted Units: Certain units are or become exempted from these 'Reliability Checks:'
- British Elite Forces never have to check their reliability.
- Portuguese units always have to check their reliability.
- All other British unit types cease having to check their reliability for the remainder of the game once a ^ is rolled for any Reliability Check.
Source note on the die-face symbols: the source prints die results as the symbols ! @ # $ % ^ (the six die faces of its font). They are kept as printed throughout this file; ! @ # correspond to the low results and $ % ^ to the high results as the rules group them. *