Caricat!
Caricat! Rulebook
Table of Contents
Table of Contents
- 1. Basic Rules
- 2. Sequence of Play
- 3. Commitment Level
- 4. Activation
- 5. ZOC and Stacking
- 6. Movement
- 7. Combat
- 8. Combat Modifiers
- 9. Cavalry
- 10. Recovery
- 11. Lines of Communication
- 12. Morale Check (Optional Rule)
- 13. Riding into Glory: The Battle of Pastrengo, 30 April 1848
- 14. First Step Towards Freedom: The Battle of Montebello, 20 May 1859
1. Basic Rules
1.1 Components
Caricat! consists of the following components:
- A map (printed on both sides).
- A sheet of 140 counters.
- This rulebook, with scenarios and historical commentary.
- A player aid card.
The game uses two six-sided dice (not included).
Note: in this rulebook, "Italian" means the Piedmontese, Italian and French forces (the opponents of the Austrians).
1.2 Scale
The terrain scale is approximately 600 metres per hex, while most units are regiments or battalions. Each turn represents approximately 30 minutes.
1.3 Combat Units
Combat units represent infantry and cavalry.
Units are marked as follows (the Italian side first):
- Melee value (combat value): based on the unit type and the number of men in the unit.
- Morale: the will to fight, training, efficiency and so on. Morale is the heart of the game system.
- Fire value: the number of dice rolled to inflict damage, based on the number of men in the unit. Cavalry units have no fire value.
[Transcriber's note: the printed counter example shows infantry with Melee, Morale and Fire values, and cavalry with Melee and Morale values.]
1.4 Leader Units
Each leader has a Command Range, which is the number of hexes within which the leader can command his troops without impediment. Some (but not all) leaders have an Assault DRM modifier, applied to the die roll in a melee attack. Each leader has a Commitment Marker showing his Initiative Value (starting value).
1.5 Markers
These markers are used to record morale losses of a unit, cavalry activation, and control of objectives.
2. Sequence of Play
Each turn is divided into the following sequence:
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Commitment Determination Phase. For each leader who wants to change commitment level, the player rolls 2 dice (the Austrian player first). If the result is equal to or less than the leader's initial value, that leader may change his commitment level by one level, up or down the scale.
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Depending on the commitment level, the players alternate activating their leaders to move and fight.
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Recovery phase. Both players may, if possible, attempt to recover their units.
3. Commitment Level
One of the most important things in this game is the commitment level. This is the level of determination that each leader has at a particular moment of the battle. The starting level for each leader is listed in the setup table.
3.1 Commitment Levels
There are 4 different commitment levels:
Attack: All units of a leader with this level are obliged to move at maximum possible speed toward the nearest enemy and, if possible, begin a melee (i.e., the units must try to enter an enemy ZOC, if they are not already in one). If the units enter or are in an enemy ZOC, they are obliged to begin a combat with that unit. Units with this order receive a +1 bonus to the die roll in a melee combat (when attacking, never when defending), but roll the die with -1 during fire combat.
Advance: All units of a leader with this commitment level must move at least 1 hex toward an enemy unit and may take part in a combat. Units with this order receive no modifiers for fire combat or melee combat.
Hold: All units of a leader with this commitment level may not move more than 1 hex in a turn, and if they move they must always move toward an objective that began the game under friendly control (not necessarily the nearest one). Units with this order receive no modifiers for melee combat, but add +1 to the die roll in defensive fire.
Reserve: All units of a leader with this commitment level may not move or fight, except with defensive fire (with 1 die less) if attacked in melee. If they are the target of fire or are attacked in melee, they automatically pass to the Hold level.
4. Activation
The players move and fight with their units during each turn through the activation of leaders or individual activation (cavalry only).
4.1 Activation Procedure
The active player chooses a leader from among those he has with the highest commitment level, beginning with Attack, then proceeding to Advance, Hold, and finally Reserve. After the player in phase has activated his first eligible leader, the other player may activate one of his leaders with the same commitment level. If the second player has no leader with that commitment level, the first player may activate all the other leaders with the same level before passing the phase to the other player. Play proceeds with the players alternating the activation of leaders until all leaders have been activated or both players pass consecutively.
4.2 Cavalry Activation
Cavalry units do not depend on leaders, or their commitment level, to activate. Each cavalry unit may try to activate individually with a die roll. The Italians activate cavalry with a die roll of 8 or less. An Austrian cavalry unit activates with a die roll of 6 or less. This activation may be attempted whenever the player wishes, instead of activating one of his infantry leaders. In doing so, the player must alternate with the other player, if that player has one or more leaders with the same commitment level.
4.2.1
If an attempt to activate a cavalry unit fails, the player marks the unit with a "Hold" marker; otherwise an "Activated" marker is placed on the unit at the end of its activation.
4.2.2
A cavalry unit adjacent to an enemy unit is activated automatically, without a die roll.
Example of activation. Pastrengo, turn 6: The Italians have Vittorio Emanuele at Attack commitment level, Broglia has Advance, and Federici has Hold. The Austrian commitment levels are: Erz. Sigmund with Advance and Wolgemuth with Hold.
The Italians activate Vittorio Emanuele. No other leader is at Attack, and the Italian player may activate a leader at Advance (Broglia), but instead chooses to activate a cavalry unit. The Austrians may then activate a second leader at the same commitment level, and activate Erz. Sigmund. The Italian player then decides to activate a second cavalry unit instead of Broglia. Since the Austrians have no leader at Advance, the Italians finally activate Broglia. The next commitment level is Hold. The Italian player should activate Federici, but prefers to activate a cavalry unit. The Austrian player also tries to activate a cavalry unit; then Federici is activated, the Austrian player activates all his remaining cavalry, and finally Wolgemuth.
4.3 Command Range
The activated leader may freely use, for movement and combat, all units under his command that are within command range.
Units outside the range printed on a leader's counter, but within twice that distance, suffer the loss of one Movement Point and may not begin a melee combat. Units may, however, fire offensively if in an enemy ZOC.
Units that are outside twice that distance are out of command: they may move only half their movement capacity and may fire only in the defensive fire phase.
5. ZOC and Stacking
A combat unit (infantry and cavalry) exerts a Zone of Control (ZOC) on the six hexes surrounding the unit. A unit that enters an enemy ZOC does not have to stop. A single hex may contain only one combat unit. Leaders do not count.
A unit may never move into or through a hex containing an enemy combat unit, or through hexes containing a friendly unit that is in an enemy ZOC.
6. Movement
Units do not have their movement capacity printed on their counters. The movement capacity is 4 for infantry, 9 for cavalry and leaders.
Each activated unit may move on the map, paying the movement point cost for the hexes with various terrain types shown on the map (see the Terrain Effects Chart, "TEC"). A unit in an enemy ZOC may move, paying +1 movement point for this. If there is more than one terrain type in a hex during movement, always use the most favourable one. In combat, the defender chooses the terrain.
6.1 Road Movement
Units that begin their movement on a road hex and move only through road hexes without entering an enemy ZOC add 1 to their movement factor for that turn.
Each road hex costs 1 movement point, regardless of terrain, if entered from an adjacent road hex.
6.2 Reaction to Movement
If a unit moves from a hex in an enemy ZOC directly to another hex in the ZOC of the same enemy infantry unit, that enemy unit may react by firing (7.1) at the moving unit.
7. Combat
Adjacent units may take part in both offensive fire combat and melee combat when activated, if the commitment level allows it ("Attack" obliges a melee combat). The owner normally chooses which type of combat to prefer.
Note: artillery pieces present in the battle are considered part of the fire value of the infantry units in the game.
7.1 Fire Combat
Fire combat occurs when an adjacent unit declares an offensive fire attack or a melee combat. Defensive fire is simultaneous in the case of fire combat, but it is resolved before the melee combat. A defending unit may fire more than once in a turn if it is attacked in separate activations, but it will choose only one target if it is attacked by several enemy units in the same phase.
7.1.1 Fire Resolution
Each unit rolls a number of dice equal to its fire value, modified for terrain (see TEC) and by commitment level.
Note: a unit may become unable to roll any dice in the fire phase because of modifiers.
Each modified die roll equal to or greater than the defender's current morale value (before the fire combat is resolved) results in one damage inflicted on the defender. An unmodified die roll of 6 always inflicts damage.
The morale level of each unit decreases by one level for each damage inflicted on the unit.
7.1.2
Morale level changes take place after each fire combat, not during the same combat.
Each round of defensive or offensive fire is considered simultaneous: all dice of fire are summed and rolled at the same moment, and the initial morale modifiers are valid throughout the round.
Example: if a unit receives two damage from fire, passing from Ready to Shaken, during other fire attacks in the same activation it is still considered Ready for the purposes of fire combat morale.
7.2 Melee Combat
Melee combat occurs when an active unit declares an offensive melee attack. Defensive fire combat (7.1) is resolved before each melee combat. A defending unit may choose only one target if it is attacked by more than one unit in the same combat.
7.2.1 Melee Resolution
The combat value of all units involved, for both players, is counted. Each player rolls two dice, adding their melee values. The modified dice results are compared and the lower value is subtracted from the higher. The result of the melee combat is determined by the difference:
- Equal numbers: both players lose 1 morale level.
- Difference 1-3: the loser suffers 1 morale loss and retreats 1 hex.
- Difference 4-6: the loser suffers 2 morale losses and retreats 1 hex; the winner may advance.
- Difference 7-8: the loser suffers 3 morale losses and retreats 2 hexes; the winner may advance.
- Difference 9 or more: the loser suffers 4 morale losses and retreats with its full movement allowance toward its lines of communication. The winner may advance up to 2 hexes and recover 1 morale level, if applicable.
7.3 Leader Loss
At the end of a fire combat or melee combat, each player rolls two dice for each leader present in a hex in which one or more units have sustained damage. A "double" roll result means that the leader is eliminated.
If the unit with which a leader is stacked is eliminated, and the leader survives, transfer the leader to any other unit he commands. If all the units of a leader have been eliminated, the leader is removed from the game (though not for victory points).
7.3.1 Replacements (Staff)
A replacement is brought into play after one turn. This means that in the following activation, all the units of the eliminated leader are considered out of command (as if they were beyond twice the command range of the leader). Replacements have a DRM of +2 when rolling to change their commitment level.
7.4 Retreat
A unit forced to retreat must move as far as possible toward its lines of communication. It may not retreat through an enemy ZOC if this can be avoided; if it does so, it suffers an additional morale loss for each enemy ZOC hex it enters.
A unit may retreat through a friendly unit, but this costs one morale level. If a unit finishes its retreat stacked with a friendly unit, it retreats one more hex (or more) until it enters an empty hex.
7.5 Morale
Each unit has 4+1 morale levels (the fifth level means elimination when it is reached), and it may lose these levels because of fire combat and melee combat.
7.5.1 Morale Effects
The morale level of each unit decreases by one for each damage it suffers. Use the counters placed next to the unit to indicate hits inflicted on a combat unit (the modifiers of the unit are shown on the counter). The effects of each damage are as follows:
- 1 damage: the unit is flipped to its reduced-value side.
- 2 damage: the unit is Shaken. Place a "Shaken" marker on the unit. Shaken units may, during their activations, move out of an enemy ZOC regardless of the commitment level of their leader.
- 3 damage: the unit is Broken. Place a "Broken" marker on the unit. Broken units may not fire offensively and may not enter melee. During their activations they are obliged to move at least 1 hex toward their lines of communication, regardless of the commitment level of their leader.
- 4 damage: the unit is Routed. Place a "Routed" marker on the unit. Routed units may not fire offensively and may not enter melee; they have no ZOC, and when attacked they have a melee value of 1. During their activations they are obliged to move their full movement capacity toward their lines of communication, regardless of the commitment level of their leader.
- 5 damage: the unit is Eliminated.
8. Combat Modifiers
The die roll for fire or melee combat may be changed by:
- Morale. The unit with the highest morale has a DRM of +1 in melee combat. The first morale level lost as a result of combat must be taken immediately by the unit used for the morale modifier.
- Commitment level. See 3.1.
- Positional advantage. If two or more units attack an enemy unit in a fire or melee combat, and at least five of the six hexes adjacent to the defender are occupied by an enemy unit that attacks it or by an enemy ZOC, these units have a positional advantage. Units with positional advantage roll 2 dice in fire combat and have a +2 DRM in melee combat.
- Leader. A leader stacked with a unit that takes part in melee adds his Assault modifier to the die roll for the combat (1.4).
- Terrain. See TEC.
- Cavalry charge. In melee combat against infantry, a charging cavalry unit has a +3 (see 9.1).
9. Cavalry
Cavalry units are not subject to a leader's commitment level in order to activate. Each cavalry unit may try to activate individually with a die roll (see 4.2).
An activated cavalry unit may move, conduct melee attacks, and charge if the conditions allow.
9.1 Cavalry Charge
To charge, a cavalry unit must begin its movement in a clear terrain hex 2 or 3 hexes from its objective, and must move through and end the charge only in clear terrain hexes. A charging cavalry unit receives a +3 DRM in melee combat against infantry, and suffers the additional loss of 1 morale level at the end of the charge. If the enemy unit retreats, the attacking cavalry must always advance into the hex left free.
9.2 Cavalry Retreat Before Combat
If only infantry is adjacent and has announced an attack (fire or melee), a defending cavalry unit may attempt to retreat before combat. The player rolls one die: if the die roll result is equal to or less than the morale of the cavalry unit attempting to retreat, the cavalry unit may retreat 1 hex. The attackers may not Advance into the hex.
Note: cavalry with morale 6 or more succeed automatically.
A cavalry unit that retreats may move from a hex in enemy ZOC directly to another enemy ZOC hex, but it is subject to the reaction to movement (6.2).
10. Recovery
At the end of each turn (i.e., after all leaders and cavalry units have finished their activations), the units of both players may attempt recovery.
Units not adjacent to enemy units recover one morale level automatically.
Each unit in an enemy ZOC rolls 2d6. If the result is equal to or less than the unit's current morale level (the morale level after the damage it has suffered), the unit recovers one morale level. If a leader is in the same hex as, or adjacent to, a unit, that unit receives a DRM of -2 on the die roll.
11. Lines of Communication
There is no supply rule in this game, but both players need a clear line of communication when they attempt recovery.
To have a clear line of communication, a unit must be no more than 3 hexes away from a road leading to a friendly map edge, and must not enter any hex with enemy units or with enemy ZOC that is not contested. ("Not contested" means that only one enemy unit is exerting a ZOC in that hex.)
If a unit is unable to trace a clear line of communication, it may still attempt recovery, but it must roll the dice even if it is not in an enemy ZOC.
12. Morale Check (Optional Rule)
Note: the following rule adds more detail, but increases the playing time.
After defensive fire, a unit that intends to enter melee against an enemy must check its morale: roll one die, and if the result is equal to or less than the unit's morale, the attack may proceed normally. Otherwise, the unit may not enter melee (and may not fire offensively).
13. Riding into Glory: The Battle of Pastrengo, 30 April 1848
Pastrengo is a simulation of the battle fought between the Piedmontese and the Austrians on 30 April 1848, during the early phases of the First War of Independence.
13.1 Setup
The game lasts 10 turns (from 10:30 to 15:00). The Italian player sets up first. The setup and the commitment levels of the leaders are indicated on.
[Transcriber's note: the source sentence ends here ("sul."), with the name of the document it refers to missing.]
13.1.1 Lines of Communication
The Italian lines of communication must reach the road to Sandrà, Lazise or S. Giustina.
The Austrian lines of communication must reach Ponton (3700) or the road to Bussolengo.
13.1.2
Trotti, commanding the Regina brigade, begins off the map with a commitment level of Reserve. Trotti begins to roll to change his commitment level from turn 8, or if Austrian units enter any hex within a range of 3 from hex 1317.
Historical note: this unit was not engaged in any combat during the battle, nor did it leave its position.
13.1.3
Sigismund begins with a commitment level of Reserve. He may not attempt to change level until turn 5, or until some of his units are attacked.
13.1.4
The Italians consider Pastrengo an objective that begins the game under friendly control, with respect to the commitment level rule "Hold".
13.2 Pastrengo Special Rules
13.2.1
Federici was particularly cautious during his advance and followed strictly the orders received from Carlo Alberto. Therefore, both units under his command must advance directly toward Pastrengo; once it is reached, Federici passes to the commitment level "Hold" and remains at that level until turn 8.
13.2.2 Ponton Bridge
At the end of each turn (during the Recovery phase), the Austrian player may destroy the bridge in hex 3601. The Italians may no longer cross the Adige, but all Austrian troops west of the river at the end of the game are considered eliminated.
13.2.3 Escarpment
The escarpment may be crossed only by infantry. Cavalry may cross it only by road. If there is escarpment terrain in a hex, that terrain must be considered for movement costs (this is an exception to rule 6). Combat is prohibited across escarpment hexsides.
Historical note: from Torcolo to Sega runs an escarpment that dominated the Adige river. This large side of the plateau over the Adige prevented cavalry and artillery from operating between the river (and the parallel stream) and the Pastrengo - Piovezzano road.
13.3 Pastrengo Optional Rules
These may be used during the game. The players must announce at the start of the game whether they intend to use rules 13.3.1 and 13.3.4. The others may be announced in the same turn in which they come into effect.
13.3.1 Bes
Using this rule, the Italian player may use the general Bes to command the Piedmont brigade, instead of Federici, avoiding the consequences of the rule indicated above. With Bes, the brigade is free to move without any restriction. It costs the Italian player 2 VP to use Bes.
13.3.2 Regina Brigade Involved
At a cost of 5 VP, the Italian player may decide to activate the Regina brigade. That brigade arrives on turn 3 from the road to Sandrà, with a commitment level of Advance.
13.3.3 Optional Taxis and Schafgottsche Brigades
Beginning with turn 6, the Austrian player may begin rolling 2 dice to see whether the Taxis brigade enters from the road to Bussolengo (2417). Beginning with turn 7, the Austrian player may begin rolling 2 dice to see whether the Schafgottsche brigade enters from the road to Bussolengo (2417). A brigade enters with a dice result less than the current turn number. They enter play with a commitment level of Advance. Each optional brigade that enters play before the end of the game costs the Austrian player 5 VP.
13.3.4 Carlo Alberto's Indecision
Using this rule, the Italian player may not cross the Adige river with any unit. It costs the Austrian player 1 VP.
13.4 Victory Conditions
Victory in the game is based on territorial objectives (for the Italian player only) and on the elimination of enemy units. The victory point (VP) value of the territorial objectives is indicated on the map. Each eliminated infantry unit counts as 2 VP; each eliminated leader or cavalry unit counts as 1 VP.
13.4.1 Victory Level
Both players add up their VP. The Austrian player's total is then subtracted from the Italian total, and the result is compared with this table:
- 0 or less: Austrian Substantial Victory.
- VP difference 0-7: Austrian Marginal Victory.
- VP difference 8-14: Italian Marginal Victory (historical result).
- VP difference 15-22: Italian Substantial Victory.
- VP difference 23 or more: Italian Decisive Victory.
14. First Step Towards Freedom: The Battle of Montebello, 20 May 1859
Montebello is a simulation of the battle fought between the Franco-Piedmontese Army and the Austrian Army on 20 May 1859, in the first phase of the Second War of Independence.
14.1 Setup
The game lasts 10 turns. The Italian player sets up first. The setup and the commitment levels of the leaders are indicated on the player aid card.
14.1.1 Lines of Communication
The Italian line of communication must reach Voghera (1216). The Austrian lines of communication must reach Santa Giulietta (3808) or the road hex at 3800.
14.1.2
Blanchard begins with a commitment level of Hold. He may not roll to change his commitment level during turns 1-2, and he automatically increases to the Advance level on turn 3 without a die roll.
14.1.3
Schattgottsche begins with a commitment level of Hold. He may not change his order until turn 4, unless he is attacked (fire or melee).
14.1.4
Von Gaal begins with a commitment level of Reserve. He may not change his order until turn 5, unless he is attacked (fire or melee).
14.1.5
Von Bils begins with a commitment level of Reserve. He may not change his order until turn 6, unless he is attacked (fire or melee).
14.1.6
Prinz Hessen begins with a commitment level of Reserve. He may not change his level for the whole game, unless he is attacked (fire or melee).
14.2 Victory Conditions
Victory in the game is based both on territorial objectives and on the elimination of enemy units. The victory point value of the territorial objectives is indicated on the map, and differs for the Italian and Austrian players. Each eliminated unit counts as 2 VP; each eliminated leader counts as 1 VP. Both players add up their VP; the player with more VP wins the game.