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Risorgimento: Italy's Wars of Liberation 1848-1866 thumbnail

Risorgimento: Italy's Wars of Liberation 1848-1866

Risorgimento: Italy's Wars of Liberation 1848-1866 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
    • 2.1 Rules
    • 2.2 Map
    • 2.3 Counters
    • 2.4 Markers
    • 2.5 Player Aid Sheet
    • 2.6 The Die
  • 3.0 Setup
  • 4.0 Sequence of Play
    • 4.1 Player Turn
  • 5.0 Mobilization
    • 5.1 Procedure
    • 5.2 Mobilization Tables
    • 5.3 Limits
    • 5.4 Replacements
    • 5.5 Reinforcements
  • 6.0 Stacking
  • 7.0 Army Organization
    • 7.4 Army Groups
    • 7.5 Army Movement
    • 7.6 Combat
  • 8.0 Unit Substitution
  • 9.0 Movement
    • 9.2 Normal March
    • 9.3 Forced March
    • 9.4 Rail March
    • 9.5 March Table Modifiers
    • 9.6 Compulsory Marches
    • 9.8 Terrain Effects
  • 10.0 Combat
    • 10.1 Units That Fight
    • 10.2 Tactical Superiority
    • 10.3 Battle Procedure
    • 10.4 Combat Results
    • 10.41 Casualties
    • 10.5 Terrain Effects
    • 10.6 Bombardment
    • 10.7 Winning a Combat
    • 10.8 Retreat
    • 10.9 Advance
  • 11.0 Morale
    • 11.1 Training Categories
    • 11.2 Demoralization
    • 11.3 Effects
    • 11.4 Regrouping
    • 11.5 Surrender
  • 12.0 Staff Operations
  • 13.0 Fog of War
    • 13.2 Revealing Units
  • 14.0 Political Phase
  • 15.0 National Will
    • 15.5 Collapse
  • 16.0 Special Units
    • 16.1 Fortification Units
    • 16.2 Headquarters
    • 16.3 Supreme Headquarters
    • 16.4 Giuseppe Garibaldi
  • 17.0 Reserve Areas
    • 17.1 Areas
    • 17.2 Entry or Exit
    • 17.3 Enemy Units
    • 17.4 Mobilization
    • 17.5 Off-Map Operations
  • 18.0 Victory
  • Advanced Rules
  • 19.0 Screens
  • 20.0 Lines of Communication
  • 21.0 Logistics
  • 22.0 Strategic Intelligence
  • 23.0 Reconnaissance
  • 24.0 Trenches
  • 25.0 Overrun
    • 25.2 Procedure
  • 26.0 Chance Encounters
  • 27.0 Sieges
  • Scenarios
  • Scenarios of 1866: Special Rules
  • 28.0 Special Rules of 1866
    • 28.1 Mobilization
    • 28.2 Italian Organization
    • 28.3 National Borders
    • 28.4 Key Cities
    • 28.5 Victory Conditions
    • Scenario 1: The Custoza Campaign
    • Scenario 2: The Liberation of Venice
    • Scenario 3: The Italian Campaign
    • Scenario 4: August Storm
  • Scenarios of 1848
  • 29.0 Special Rules of 1848
    • 29.1 Urban Guerrillas
    • 29.2 Swiss Fanaticism
    • 29.3 Italian Mobilization
    • 29.4 Austrian Mobilization
    • 29.5 Key Cities
    • 29.6 Victory Conditions
    • Scenario 1: The Five Days of Milan
    • Scenario 2: The Pope's Divisions
    • Scenario 3: Radetzky's March
    • Scenario 4: Il Risorgimento
  • Scenarios of 1859
  • 30.0 Special Rules of 1859
    • 30.1 Alliances
    • 30.2 National Will
    • 30.3 National Borders
    • 30.4 Italian States
    • 30.5 Railways
    • 30.6 German Confederation
    • 30.7 National Forces
    • Scenario 1: The Gyulai Attack
    • Scenario 2: The Kaiser's Battle
    • Scenario 3: The Franco-Austrian War
    • Unit Composition Table
  • Political Events
    • 1866
    • 1859
    • 1848
  • Player Aid Sheet: Additional Cards
    • Rally Card (Carta Rally)
    • Supply Table
    • Explanation of the March Table
    • Off-Map Actions

1.0 Introduction

Risorgimento is the fourth game in the Wars of the Imperial Age series, which began with Franco-Prussian War (in issue 149 of S&T) and continued with Russo-Turkish War (issue 154) and Austro-Prussian War (issue 167). Unlike the earlier games in the series, there is no general "rules system" manual. Use these rules for this game only.

A "National Will" track for each side shows its current National Will level (15.0), and a turn track marks the current turn.

2.0 Components

Risorgimento includes a map, these rules, and 280 die-cut cardboard counters. Players must supply a small, opaque container (a coffee cup will do perfectly) and a six-sided die.

2.1 Rules

Players who are learning the game may prefer to use only the basic rules. Each section of the rules is numbered, and the paragraphs within a section are identified by a second number (for example: 3.3). Subsections within a paragraph are indicated by a third number (for example: 3.34). When the rules refer to another related concept, the number of the corresponding paragraph is given in parentheses (for example: 3.34). This makes it easier to locate the rule for comparison or reference.

2.2 Map

The map represents the area where the campaign took place. It is divided into hexagons, called "hexes", which regulate movement in much the same way as the squares of a chessboard. The map also includes several game tables (described later) and various holding boxes where units are sometimes placed.

2.3 Counters

The counter set includes both units and markers. Units represent the forces and leaders that took part in — or could have taken part in — the wars. The Italian player controls all Italian, French, Garibaldian and Sardinian units; the Austrian player controls all Austrian units. Papal, Tuscan, Neapolitan, Modenese and Parmesan units may be controlled by either player.

Counter colour schemes:

NationColour
Italiansgreen (artillery, screens and wagons are also used as Sardinian units)
Frenchlight blue
Sardinialight green
1848 Austriansyellow with grey stripe
1859 Austriansyellow with yellow stripe
1866 Austriansyellow (artillery, wagons, screens and fortifications are used in all scenarios)
Papalwhite
Tuscanslight green with red "unit box"
Modeneselight green with light blue "unit box"
Parmesanslight green with dark green "unit box"
Neapolitanslight green with yellow "unit box"

Unit counter anatomy:

  • Name/Identification: This may be the name of a leader, the historical designation of the unit, or the general class of the unit.
  • Operations Index (Headquarters): The ability of the leader or staff to plan operations.
  • Unit type: The type of troops the unit represents.
  • Combat strength: The firepower of the unit is measured in Combat Factors (abbreviated CF). Higher figures indicate greater strength.
  • Training class: Reflects the training, leadership and morale of the unit. There are four training levels: E = Elite (the highest), P = Professional, R = Reserve, I = Irregular (the lowest).
  • Movement allowance: The number of hexes the unit can traverse in one turn.

The front of a unit counter shows it in its "open" state; the back shows its "hidden" state (13.0).

2.4 Markers

  • Combat markers: Used to determine the result of combat (10.0).
  • Demoralization markers: Indicate which units have been demoralized (11.2).
  • Reduced strength markers: Placed beneath a unit that has suffered casualties. The number corresponding to the unit's current strength must be oriented toward the top of the counter.
  • National Will markers: Record the current National Will of each side.
  • Operations markers: Determine a headquarters' capacity to carry out certain actions in the game.
  • Political markers: Represent various events that influence the game.
  • Trenches: Indicate which units have built trenches and other field works.

2.5 Player Aid Sheet

Provides essential information for play, including the mobilization tables, the march tables, the regrouping table and the logistics table.

2.6 The Die

The die is used to resolve movement; it does not take part in combat. Certain game functions require the player to add or subtract values to or from the die roll. This is called a "die roll modifier" (abbreviated DRM). For example, adding one to the roll would be shown as (+1) DRM; thus a result of 4 would be treated as a 5. The Spanish text also uses "ORM" (result modifier, defined in 23.2) for certain modifiers applied to die rolls; these are kept as printed.

3.0 Setup

Players choose a scenario and select their sides. Initial forces are placed on the map and in the holding boxes according to the scenario instructions. All units begin the game in "good order" (not demoralized) and face down, showing their "hidden" side, unless the scenario... ...the instructions state otherwise. (The Spanish text contains a garbled fragment here, "a menos que el escenario... ...las instrucciones indiquen lo contrario"; the sense is read as "unless the scenario instructions state otherwise".)

4.0 Sequence of Play

The game is played in consecutive game turns, each made up of two "player turns". The scenario instructions state which player acts first; this does not change during the game. The player carrying out the turn is called the "phasing player" (or active player), while the opponent is the "non-phasing player".

4.1 Player Turn

  • Mobilization segment. The phasing player obtains new and replacement units (5.0).
  • Reorganization segment. The phasing player may perform any or all of the following actions with his units, in the order given:
    1. Flip any face-up unit to show its hidden side (13.0).
    2. Place units under the "command" of headquarters units (7.1).
    3. "Break down" large units into their smaller component units (8.2).
    4. Combine small units into a single larger unit (8.3).
  • Movement segment. The phasing player attempts to move his units (9.0).
  • Combat segment. The phasing player's units may attack adjacent enemy units (10.0).
  • Regrouping segment. The phasing player attempts to regroup (11.4) his demoralized units.
  • Logistics segment. The phasing player checks the supply status (21.0) of all his units.
  • Political segment. The phasing player makes the necessary adjustments to his National Will, checks whether he must draw a political counter (14.0), and may play all, some or none of his political counters. The non-phasing player may also play all, some or none of his political counters.

Once the phasing player has completed his turn, his opponent becomes the phasing player and repeats the procedure above. When both players have completed their turns, the turn marker is advanced one space and a new game turn begins. The game continues until the end of the scenario, until one player capitulates, or until both players agree to end the game.

5.0 Mobilization

The phasing player may bring reinforcements into play during his mobilization segment and restore the strength of units that have suffered losses. All units in the player's mobilization pool may enter play as new units.

5.1 Procedure

The phasing player rolls the die, modifying the result according to his current National Will level:

  • High (15-20 points): (+2) ORM to the mobilization roll.
  • Medium (7-14 points): no modification.
  • Low (1-6 points): (-2) ORM to the mobilization roll.

The Spanish text writes "ORM" (result modifier, as defined in 23.2) for the modifier applied to the die roll here; it is kept as printed.

5.2 Mobilization Tables

Results on the mobilization tables are expressed as an amount of mobilization points. Each mobilization point may be used to mobilize two CF of class "R" or "I" units, or one CF of class "P" or "E" units.

5.3 Limits

A unit that is currently in play may receive only one mobilization point per mobilization segment. Note that a unit may receive one point to return to play and subsequently receive another once it is already on the map.

5.4 Replacements

Units (including fortification units) at reduced strength may receive additional CF through mobilization. To receive replacements, a reduced-strength unit must be within no more than three hexes of a friendly fortification unit, or of a map edge leading to a friendly reserve area (France in the 1859 scenarios and the Mezzogiorno in the 1866 scenarios for the Italian player; Austria for the Austrian player in all scenarios); or within no more than three hexes of a connected railway line — through any number of railway hexes (none of which may be occupied by, or adjacent to, enemy units) — with a friendly fortification unit or with a map edge leading to a friendly reserve area.

5.5 Reinforcements

Units completely eliminated in combat may return to play as reinforcements at a cost of one mobilization point, in addition to the cost of restoring CF. For example, the 1866 Austrian V Corps (6 P 6), if completely eliminated, could return to play with a strength of one CF at a cost of two mobilization points. Units that begin the scenario in the mobilization pool may enter play as reinforcements at no additional mobilization point cost.

  • 5.51 Reinforcements are placed in a hex containing a friendly fortification unit. Austrian reinforcements may be placed in the Austrian reserve area in all scenarios, and French reinforcements (exclusively) may be placed in the French reserve area in the 1859 scenarios. Italian reinforcements may be placed in the Mezzogiorno reserve area in the 1866 scenarios.
  • 5.52 An eliminated headquarters unit may be replaced by spending a number of mobilization points equal to twice its operations factor. Note that some headquarters units will be impossible to replace.
  • 5.53 Screen units may only be mobilized through operations (12.0).
  • 5.54 Wagons (21.41) may be mobilized either during the mobilization segment using mobilization points or through operations (12.0).
  • 5.55 An eliminated fortification unit cannot be replaced; however, a unit at reduced strength may receive combat factors (CF).
  • 5.56 No unit may ever have more combat factors (CF) than its printed strength.

5.6 A player must use mobilization points immediately after receiving them. Unused mobilization points are lost and cannot be accumulated from one turn to the next.

6.0 Stacking

More than one unit of the same side may occupy a hex. This is called "stacking".

There is no limit to the number of units or armies that may occupy a hex, a holding box, or a region off the map. Units may not enter an enemy off-map region (17.0).

Only the "army group" holding box of the Supreme Headquarters may contain other headquarters (HQ). There is no limit to the number of headquarters that may occupy the army group box.

Units may never voluntarily move into a hex occupied by the enemy, but they may retreat through it (10.8).

7.0 Army Organization

During his reorganization segment, the phasing player may organize any of his units stacked with an allied headquarters (HQ) into armies, which grant certain advantages in movement and combat.

7.1 Units belonging to an army are placed directly beneath the headquarters unit on the map, or in the army box of the headquarters located at the edge of the board. Each headquarters has its own box.

  • 7.11 Players may move units between the map and a headquarters box at any time, provided they belong to that headquarters' army. There is no movement cost (9.0) for transferring units to or from a headquarters box.
  • 7.12 While in the headquarters box, units are considered to be in the same hex as the army's headquarters for all game purposes.
  • 7.13 Players may not examine the contents of an enemy army's holding box, except through an intelligence operation (12.0).

7.2 Armies may only be organized during the player's reorganization segment. At no other time in the game may a player change the composition of his armies (exceptions: when units are separated during movement [7.52], are lost in combat [10.0], or are advanced after combat [10.3]).

7.3 More than one army may occupy the same hex. Units located in the same hex as an allied headquarters (HQ) do not have to belong to that army.

7.4 Army Groups

Only a Supreme Headquarters may include one or more headquarters (HQ) units as part of its army, forming what is called an army group. The Supreme Headquarters functions exactly like any other headquarters, and an army group is treated as an army for all purposes. All units belonging to the headquarters that make up the army group also form part of that group.

7.5 Army Movement

All units of the same army or army group must move together, using the movement allowance of the slowest unit that began the movement segment within the army.

  • 7.51 Other units may not join the army during the movement segment, although they may of course move to the same hex.
  • 7.52 Units may leave the army during the movement segment. They must stop in the hex where they separate from the army and may not move on their own until their next movement segment, at which point they are no longer part of the army.
  • 7.53 An army's current movement allowance never changes, regardless of which unit or units separate. If a unit separates before the army leaves its original hex, it is not counted when determining the army's movement allowance.

An army that obtains the Retreat (B) or Impetuous March (I) result on the March Table may not separate any unit.

7.6 Combat

Only units belonging to an army may combine their strength when attacking. Units that are not part of an army must attack individually (10.1). Attacking units from different armies may only combine their forces when their respective headquarters are part of the Supreme Headquarters' army group. Units assigned directly to the Supreme Headquarters may also be combined with units of one or more headquarters that are currently part of the army group.

Example: The Austrian Supreme Headquarters (K.K.) attacks an adjacent hex occupied by the enemy. The K.K. holding box contains the headquarters of the 1st Army (1 Armee) and the 2nd Army (2 Armee), plus IX Corps. Corps I and II are in the 1st Army box, and the 2nd Army box contains corps III and IV. The Austrian player may use all the army corps to attack as a single group, or divide them into several attack groups. Corps I and III could form one group; corps II and IV, another; and corps IX a group on its own.

All defending units in a hex must take part in combat and combine their strength into a single value.

7.7 Fortifications may never be part of an army.

8.0 Unit Substitution

During his reorganization segment, the phasing player may remove army corps and replace them with their component units in order to have more units in play, even though they are weaker. Corps must be in good order (not demoralized) and may not be adjacent to any enemy unit. Note that the total strength of the component units is usually less than that of the original unit.

8.1 There are no specific divisions or brigades into which army corps are divided. Use any set of the appropriate type (see the Unit Composition Table for each year) with the same designation. Place the army corps counter in the corresponding box on the map. Place the component units in the hex from which the main unit was removed.

Example: In the 1866 scenario "August Storm", the Austrian player wishes to divide his II Infantry Corps (6P6). On consulting the Unit Composition Table, he sees that a 6P6 corps is divided into four 1P6 brigades. He places the army corps counter in the box marked with the letter "B" on the map and places the four 1P6 infantry brigades marked with the letter "B" on the map, in place of III Corps.

8.2 Units that have suffered casualties may be broken down, but the casualties must be distributed among the component units. Component units may be removed from play to distribute the losses. Any loss is subtracted from the total strength of the component units, even if their total strength is less than that of the main corps.

Example: The Austrian player wishes to break down III Corps, but it only has four CF. Since it has suffered the loss of two CF, these must be distributed among its brigades, eliminating two of them. The Austrian player places the III Corps counter, with its reduced strength marker, in the box marked with the letter "B" and places two of the "B" brigades on the map. (The Spanish text reads "II/Corp" here; the example concerns III Corps, so that reading is used.) The other two "B" brigades may not enter play. If the Austrian player later reforms III Corps, it would again have four CF.

8.3 During his reorganization phase, the player may reform any corps available for reconstruction. All original components must be present, supplied (21.0) and in good order, in a hex that is not adjacent to any enemy unit. The main unit counter is returned to the map and the component units are removed.

8.4 A player may also break down units during the combat segment in order to distribute demoralization results. Any reduction in total strength resulting from breaking down units does not count when determining the size or winner of the battle (10.2). Units may not be reformed during the combat segment.

8.5 Units may move and take part in combat normally in the same turn in which they are broken down or reformed.

8.6 Component units must have the same training class as their main unit. For example, an August 1866 Austrian class P infantry corps that is broken down into four class P infantry brigades; they cannot be replaced by class E or R units.

8.7 A corps may only be reformed from the components into which it was broken down. If any of them has been eliminated, the corps may be reformed at reduced strength. If all the units composing an army corps have been eliminated, the corps is also eliminated (although any further loss of CF does not count when determining the size or winner of a battle).

9.0 Movement

To move a unit or army, the phasing player selects a type of "march" (Normal, Forced or Rail), rolls the die and consults the corresponding March Table. A player is never obliged to attempt to move a unit or army during the movement segment.

  • 9.1 Each unit or army moves individually. If a player has more than one unit or army in a hex, he must move them individually. He may not combine two or more units for movement unless they are part of the same army. If there is more than one army in a hex, each moves separately.

9.2 Normal March

A unit that moves successfully by Normal March uses its printed movement allowance (abbreviated as MA). An army that moves successfully by Normal March uses the printed MA of the slowest unit that began the movement segment with the army.

Example: A player wishes to move an infantry corps by normal march. He rolls the die and gets a 5 (M = March). The corps may move up to six movement points in any direction the player wishes, subject to terrain restrictions.

9.3 Forced March

A unit or army that moves successfully by forced march increases its printed MA by 50%, rounding fractions up, but loses 10% of its CF (rounding fractions up) through attrition, and may suffer demoralization (11.2) according to the result on the March Table.

  • 9.31 When determining attrition losses, count all units that moved with the army, including separated units. The owning player always chooses which CF are lost.
  • 9.32 Headquarters are never eliminated by attrition, even if there are no other units available to absorb the required loss. Headquarters continue to count toward the total CF of a force when calculating attrition.

Example: An army of 14 CF, including an artillery unit (MA of 4), attempts a Forced March and obtains a Forced March (F) result. The army may move up to six MP instead of the usual 4 (4 + 2 = 6), but the F result requires that at least 10% of all the CF that began moving with the army be lost. The force spends two MP and separates the artillery unit, keeping two MP. At the end of the Forced March, the force must suffer the required 10% loss. The Loss Percentage Table shows that 10% of 14 is 1, so one CF must be removed from play. Although the artillery unit was separated, its strength is still included in the attrition calculation and it could suffer casualties or be eliminated if the owning player so decides.

9.4 Rail March

A unit or army that moves by rail must do so through its own (friendly) railway hexes. Friendly railways are those railway hexes located within the player's home country (or as the scenario instructions indicate). A player may not use other railway lines to move his units, although he may use them for supply (21.0).

  • 9.41 There is no MP cost for moving by rail. Once a unit or army begins a Rail March, it may traverse an unlimited number of hexes connected by friendly railway lines.
  • 9.42 Units attempting a Rail March that obtain a "failure" result may not attempt any other movement during the rest of the segment, since the failed attempt reduced the rail capacity (9.46) for the current segment and they count toward rail capacity.

Example: A player with a rail capacity of 7 CF attempts to move by rail an infantry division of 4 CF, but obtains a 1 on the "Rail" row of the March Table, so the move fails. The division may not attempt any other movement this turn. No unit that currently has a value of 4 or more CF may attempt a Rail March during the rest of the segment, since the failed attempt reduced rail capacity to 3 CF. A division with 2 CF fails. Only 1 CF remains for rail movement, which limits any later Rail March attempt to a single zero-strength unit or to a unit with a value of 1 CF.

  • 9.43 Rail March blockade. A unit or army may not enter a hex occupied by the enemy by Rail March, but it may enter or leave hexes adjacent to enemy units.
  • 9.44 A unit or army that uses Rail March may take part in combat normally during the following combat segment.
  • 9.45 Railway lines may not be destroyed.
  • 9.46 Rail capacity. The phasing player may attempt to move a set number of CF (not units) by rail during his movement segment. Any unit that would exceed this limit may not attempt a rail move. Each Rail March attempt counts toward the limit, regardless of the result. Each unit with zero strength counts as 1 CF.

Rail capacity limits are as follows:

  • 1859 scenarios: Allies: 4 CF; Austrians: 8 CF.
  • 1866 scenarios: Italians: 6 CF; Austrians: 6 CF.
  • 1848 and 1849 scenarios: the player who controls Vicenza, Padua, Mestre and Venice may move 1 CF from one city to another (and to no other location).

9.5 March Table Modifiers

  • Grand Army. Subtract one from the die result on the March Table for every seven units (not CF) that make up the force.

Example: An army of 13 units would subtract one from the march die roll, but an army of 14 units would subtract two.

  • Headquarters (HQ). An HQ present in the force may spend an operations marker, which adds three to the die result on the March Table.

9.6 Compulsory Marches

  • A force that obtains a Retreat (B) result on the March Table must move toward the nearest hex — in terms of Movement Points (MP) — that:

    • a. contains a friendly fortification unit, or
    • b. permits entry into a friendly off-map region (17.0).

    Always choose the hex that requires the least number of MP for the force to reach it. In case of a tie, the owning player chooses the destination hex.

  • A force that obtains an Impetuous March (I) result on the March Table must move toward the nearest hex containing enemy units and attempt to position itself adjacent to them. In case of a tie, the owning player chooses the destination hex.

  • A force making a "B" or "I" march must:

    1. Never enter a hex that takes it farther from the destination hex.
    2. Never enter the same hex twice during the movement.
    3. Not separate any unit.
    4. Stop and advance no further once it reaches the destination hex.
    5. Expend as much of its Movement Allowance (MA) as possible if it cannot reach the destination hex.
  • All units in good order in a force that obtains a "B" result become demoralized at the end of the force's movement. Units that were already demoralized are not affected.

  • A force that obtains an "I" result when attempting a Forced March does not increase its MA and does not suffer attrition.

  • A force that is already in the type of hex it must move toward because of a "B" or "I" result does not move at all.

Example: An army composed of an infantry corps (MA = 6) and a cavalry division (MA = 8) makes a Normal March. The die is rolled for the force. The result is "3" (1 = Impetuous March). (The Spanish text gives the roll as "3" and then "1 = Impetuous March" in the same parenthesis; the example's outcome is an Impetuous March, so it is read as a roll of 1.) The nearest enemy unit is 10 hexes away. The player must move both units six MP (Movement Points) in the direction of the enemy force, since the infantry corps has an MA (Movement Allowance) of 6 and is the slowest unit in the force. None of the units may separate from the group.

  • 9.7 A unit or army may not enter a hex if it lacks sufficient MP.

9.8 Terrain Effects

The cost to enter a given type of hex is shown on the Terrain Effects Table. A unit or army may not enter a hex if it does not have sufficient MP to do so.

  • Rivers. A unit or army must spend two additional MP to cross a river hexside and four additional MP to cross a major river hexside.
  • Bridges. A river hexside that is crossed by a road or a railway contains a bridge. A force pays no extra MP to cross a river hexside that contains a bridge.
  • Road. A unit or army making a Normal or Forced March spends one MP for each hex it enters by crossing a railway hexside. (The Spanish text reads "vía férrea" [railway] in this bullet, which is headed "Road"; the bullet is probably meant to read "road" [carretera]. Transcribed as printed; the following sentence, which states that railways may always be used as roads for Normal and Forced March, is also as printed.) Any other terrain in the hex is ignored. Railways may always be used as roads for Normal and Forced March.
  • Alpine. A unit or army may not cross alpine hexsides.
  • Sea. A unit or army may never enter all-sea hexes or cross sea or lake hexsides. It may enter coastal hexes and cross hexsides that contain both land and sea terrain.

10.0 Combat

During his combat segment, the phasing player may fight battles against enemy forces in hexes adjacent to his own units, or bombard enemy fortification units adjacent to his artillery. He is never obliged to attack. In both types of combat, combat markers determine the result. Dice play no part in resolving combat. The phasing player always determines the order in which battles are resolved.

10.1 Units That Fight

Each attack must be launched from a single hex against a single defending hex. Units in different hexes may never combine their strength for a single attack.

  • 10.11 Two or more units of the same army (7.1) may combine their forces if the phasing player wishes. Units of different armies may not attack together unless they belong to the same army group (7.4). Units that do not belong to any army may not combine their strength with other units.
  • 10.12 Any number of attacks may be launched from the same hex, provided no unit attacks more than once during a segment.
  • 10.13 No unit may "divide" its strength between two or more attacks.
  • 10.14 Only the units participating in a particular combat are affected by results directed against the attacker; other friendly units in the same hex ignore any adverse result. Exception: if units belonging to an army (7.1) are forced to retreat, all units of the army must retreat, even if they did not take part in the attack. They may make no further attacks during the current combat segment.
  • 10.15 All defending units must take part in each combat; the player who does not have the turn may not hold back any unit from the combat. A defending unit may be attacked any number of times during the same combat segment, including after having retreated to a different hex.

10.2 Tactical Superiority

The player with tactical superiority draws the first combat marker. Tactical superiority is determined for each individual combat.

  • 10.21 Each player may use a headquarters in the attacking force (it is not enough for it to be stacked with the attackers) or in the defending hex by spending an operations marker. This gives the player a die roll modifier (DRM) of +3 for determining tactical superiority.
  • 10.22 Each player then rolls a die and applies the DRM. The player with the highest total score obtains tactical superiority. In case of a tie, tactical superiority goes to the defender.

10.3 Battle Procedure

  • 10.31 Place all combat markers in an opaque container. Without looking, the player with tactical superiority draws one and applies all the required results in the order indicated on the marker. Then he returns the marker to the container. The use of combat markers is not simultaneous, which means the player with tactical superiority may weaken or even destroy the enemy force before his opponent has any opportunity to inflict damage.
  • 10.32 The player without tactical superiority, if he still has surviving units, then draws a marker, applies the corresponding results and returns the marker to the container. If all his units have been eliminated, he may not draw any marker.
  • 10.33 Once both players have drawn their markers, determine which side won and adjust the National Will records accordingly (10.7). Resolve retreats (10.8) or advances after combat (10.9).
  • 10.34 Since the players must keep track of the total forces involved, as well as eliminated and demoralized forces, in order to determine the level of victory it is advisable to note these figures on a separate sheet before resolving each battle.
  • 10.35 Proceed to the next battle.

10.4 Combat Results

Note that each marker has several combat results. Results are applied in the order in which they appear on the marker. On the example marker printed here (CB 10 Cd), the first result is CB, followed by 10 and Cd. (The Spanish text describes an example marker reading "B, 50, E and CH"; the printed example in the image shows "CB, 10, Cd", so the description and the image disagree. Both are transcribed as they appear.) Combat results are cumulative unless otherwise indicated. Therefore, units stacked with a fortification unit (I-CF) may surrender if they obtain a "B" result and an "E" result on the same combat marker.

  • B: Bombardment. If an attacker chooses this option in a battle or bombardment with a unit of good-order artillery, any fortification unit of the defending force is reduced by one CF (in addition to any percentage of losses inflicted). If the fortification unit is eliminated, all other good-order defending units are demoralized; demoralized units suffer no additional penalty. If the fortification unit is eliminated and the defender loses the battle, all defending units must retreat (10.8). The defender is never obliged to retreat into a hex containing a fortification unit, although he may choose to. No effect if chosen by the defender or by an attacker without artillery.
  • H: Honours of War. If an attacker with a good-order artillery unit chooses this option in a battle or bombardment, the fortification unit in the hex is eliminated. All other defending units retreat immediately. If they cannot retreat without entering a hex occupied by the enemy, they may pass through it without suffering losses (an exception to rule 10.82). Any other result is ignored. If the defender has not yet chosen a marker, he may not do so. The combat is considered a tie. No effect if chosen by the defender or by an attacker without artillery.
  • CB: Counter-Battery Fire. If an attacker with a good-order artillery unit chooses this option in a battle or bombardment, and the defending units include a good-order fortification unit, all attacking artillery units are immediately demoralized. No effect if chosen by the defender or by an attacker without artillery.
  • 10/20/30/40/50: Percentage of casualties inflicted on the opponent. The player who draws this marker calculates the percentage of his total Combat Factors (CF) involved in the battle, as shown on the marker, and eliminates this quantity of CF from his units involved in the battle, choosing which units suffer the losses. The number of CF eliminated is the percentage of the total strength of the player who selects this option, not that of his opponent.
  • E/P/R/I: Morale check. Enemy units of the indicated training class (or lower) may become demoralized. Only a total quantity of CF (combat factors) equal to the total strength of the player who draws the marker is demoralized. The opponent may choose which units suffer demoralization and may divide units (8.0) to do so. An E result demoralizes all training classes; a P result demoralizes professional, reserve and irregular units; an R result demoralizes reserve and irregular units; and an I result demoralizes irregular units.

Example: A player with six CF draws an E marker in a battle against an enemy force composed of an E-class corps of 7 CF and an R-class corps of 4 CF. His opponent decides to demoralize the reserve corps and to divide the elite corps into two divisions of 3 CF, one of which is demoralized.

Place a demoralization marker on each demoralized unit. Demoralized units may attempt to recover through a regrouping action (11.4).

  • CH: Cavalry charge. The player who draws the marker demoralizes one enemy unit of his choice for each of his good-order cavalry units taking part in the battle. He may choose any unit, but may select enemy headquarters only if all other enemy units are already demoralized. Selected units that were already demoralized are eliminated.

    No effect if chosen by an attacker assaulting a fortification.

  • CD: Demoralized cavalry. All good-order units belonging to the player who drew the marker that are cavalry become demoralized. Cavalry units that were already demoralized are not affected.

10.41 Casualties

The owning player always decides how casualties are distributed among his units (exception: CH result). Every unit that takes part in the combat must receive one CF loss before any unit receives a second CF loss; every unit must receive two CF losses before any unit receives a third loss, and so on. Headquarters (HQ) are not required to take losses until all other friendly units have been eliminated. The aim is to ensure that losses are distributed as equitably as possible.

Example: A force composed of two 4-CF corps, a headquarters (HQ) and a 2-CF division must lose four CF. Each of the units, except the headquarters, would lose one CF. The fourth CF lost could be assigned to any unit, except the headquarters.

  • 10.42 A percentage-of-losses table is included to help calculate the number of CF that must be lost.
  • 10.43 Use reduced strength markers to indicate the current number of CF of a unit that has suffered casualties. Place the marker beneath the unit, with the current CF value correctly oriented along the upper edge of the marker. For game purposes, this figure now represents the unit's current strength.
  • 10.44 A unit with a value of 1 CF that is forced to lose its last CF is eliminated. Remove it from play and place it in the mobilization pool.

10.5 Terrain Effects

The terrain occupied by the defender may reduce its percentage of casualties. Casualties suffered by the attacker are never affected by terrain.

  • 10.51 The reduction of casualties indicated on the Terrain Effects Chart (TEC) is subtracted from the figure appearing on the combat marker drawn by the attacker. For example, if the attacker draws a 30 marker in an attack against a defender occupying rough terrain (-10), the defender loses only 20 percent of the attacker's total CF.
  • 10.52 Rivers. If the attacking units occupy a river hex, the defender's percentage of casualties is reduced by 10.
  • 10.53 Fortification units. If the defending units occupy a hex containing a fortification unit, the defender's percentage of casualties is reduced by 20.
  • 10.54 Maximum benefits. If more than one type of terrain permits a reduction in the same combat, the defender may choose only one of them. Exception: entrenchments (24.0).
  • 10.55 Any casualty percentage reduced to zero or less is ignored.

10.6 Bombardment

A player may attack an enemy fortification unit using only artillery. This is called "bombardment". Artillery may take part in both battles and bombardments, but may make only one attack per turn.

  • 10.61 Procedure. The attacker designates which artillery unit will carry out the bombardment and selects a combat marker. The current strength of the artillery unit has no influence on the resolution of bombardments. The defender never selects a combat marker in a bombardment.
  • 10.62 Ignore all results except H, B and CB.
  • 10.63 Only an adjacent enemy-occupied hex containing a fortification unit may be bombarded.
  • 10.64 Each artillery unit bombards individually. The same fortification unit may be bombarded successively by each adjacent artillery unit, if the attacker wishes. Artillery units that are not used to bombard may likewise take part in combat; their current strength is used in the same way as that of any other unit.
  • 10.65 A player may draw two combat markers during a bombardment if his artillery unit belongs to an army and the army's Headquarters (HQ) spends an operations marker (12.0). Both combat markers are drawn simultaneously. An artillery unit belonging to an army group may benefit from an operations marker spent by the HQ of its own army or by the Supreme HQ, but not both.
  • 10.66 A Headquarters (HQ) stacked with a fortification unit may spend an operations marker to cancel the bombardment. The number of combat markers selected is reduced by one. If the artillery was to draw two markers, the attacking player may still draw one. The operations marker must be played before the combat marker is drawn, but after the attacking player has played his own operations marker, if he has one.

10.7 Winning a Combat

After each battle or bombardment is completed, determine which player (if any) has won. This affects the National Will level of each side, obliges the loser to retreat, and allows the winner to advance.

  • 10.71 Determining victory. A player wins a battle if at least one of the following occurs:

    • His opponent loses twice as many CF as he does, AND enemy losses total at least 20 percent of the CF with which the enemy force began the battle.
    • All surviving enemy units are demoralized.
    • All enemy units are eliminated.
  • 10.72 If both players meet the conditions for victory, the battle ends in a draw (tie). Neither player wins.

  • 10.73 Determine the total number of CF of the losing side that were demoralized or eliminated. This total is used to determine the level of victory:

    • Skirmish: 1 to 4 CF
    • Tactical: 5 to 15 CF
    • Decisive: 16 or more CF
  • 10.74 CF that were both demoralized and eliminated in the same battle are counted only once. Losses and surrenders caused by retreat (10.8), once the winner of the battle has been determined, are also counted when determining the level of victory.

  • 10.75 The winning player increases his National Will by six points for a decisive victory, three for a tactical victory and one for a skirmish. The loser reduces his National Will by the same amount.

10.8 Retreat

The losing side of a battle must retreat all participating units one hex in any direction. All participating units must end their retreat in the same hex.

  • 10.81 A unit may not retreat to a hex that it would not be allowed to enter during the movement phase (for example, no unit may retreat across an alpine hexside or into an all-sea hex).
  • 10.82 A unit may retreat to a hex that contains enemy units, but it loses CF equal to 50 percent of the force present in the enemy-occupied hex. The survivors must retreat one additional hex. If that hex also contains enemy units, the procedure is repeated until the retreating force reaches an unoccupied hex or is eliminated. Losses suffered by demoralized units during a retreat are doubled (for example, a demoralized unit with 4 CF that should lose two of them during a retreat would be eliminated).
  • 10.83 Fortification units never retreat, regardless of the result of the combat. Units occupying a hex with a fortification unit are never forced to retreat, unless the fortification unit is completely eliminated in combat (not by bombardment). If a fortification unit is destroyed in combat, all other units in the hex must retreat if their side loses.
  • 10.84 A unit that cannot retreat, or that would be completely eliminated by doing so, surrenders immediately. It is totally eliminated and is counted when determining the level of victory. These units are placed in the mobilization pool and may return to play later through mobilization.
  • 10.85 If an army (7.1) is forced to retreat, all of its units must do so, including those that did not take part in the combat. These units may not attack after retreating.

10.9 Advance

If all defending units are completely dislodged from a hex as a result of combat, the attacking units may immediately advance into the vacated hex.

  • 10.91 Advances do not consume movement points. The player does not consult the March Table.
  • 10.92 Only attacking units that actually took part in the combat may advance. Exception: all units of an army may advance after combat, including those that did not take part in the attack. Those units may not attack after advancing.
  • 10.93 The advance takes place immediately after the combat is resolved and after any retreat, but before another combat is resolved or the current combat segment is ended.
  • 10.94 The advance is entirely voluntary. The attacker may advance with all, some or none of the units that took part in the battle.
  • 10.95 Defending units may never advance after combat.
  • 10.96 Attacking units that lost a battle (and that were therefore forced to retreat) may never advance after combat, even if the result of the combat eliminated all the units of the winning side in the hex they were defending.

11.0 Morale

11.1 Training Categories

Each unit's training category reflects its level of preparation, morale and leadership.

  • E: Elite. The best veterans of the army.
  • P: Professional. Well-trained and well-led troops.
  • R: Reserve. Trained troops with no experience.
  • I: Irregular. Untrained levies.

11.2 Demoralization

Units may become demoralized as a result of combat (10.4) or of lack of supplies (21.5).

  • 11.21 If only part of a unit's strength is required to demoralize it, the unit may be divided (8.0).
  • 11.22 Demoralized component units may rejoin their parent unit, but the whole corps remains demoralized.
  • 11.23 Place a demoralization marker on the demoralized unit to indicate its status.

11.3 Effects

  • 11.31 The printed movement allowance (MA) of a demoralized unit is halved for both normal march and forced march (rounding fractions up); rail movement is not affected.

  • 11.32 The current strength of a demoralized unit is halved when it attacks or defends (rounding any fraction up). If a demoralized unit is forced to retreat through a hex occupied by the enemy (10.82), its losses are doubled.

  • 11.33 A demoralized unit that takes part in a combat may not apply the following special results, even if it belongs to an army (7.1) that includes good-order units:

    Unit typeResult
    ArtilleryB, H
    CavalryCH
    FortificationCB
  • 11.34 Demoralized units retain their printed training categories.

  • 11.35 The operations value of a demoralized Headquarters (HQ) is reduced by one.

  • 11.36 Good-order units and demoralized units may occupy the same hex and belong to the same army.

11.4 Regrouping

A player may attempt to return demoralized units to good order during his regrouping segment.

  • 11.41 The phasing player rolls the die for each of his demoralized units and consults the Regrouping Table to see whether they recover good order.

  • 11.42 A good-order HQ may, at the discretion of the phasing player, substitute its own training class for that of any other unit of its army that attempts to reorganize. This is the only occasion on which a unit may use the training class of another. It may not substitute its training class for that of units stacked in its hex that do not form part of its army.

  • 11.43 National Will. The following modifies the die roll for reorganization according to the current National Will level:

    • High (15-20): (+1) ORM to the reorganization roll.
    • Medium (7-14): no change.
    • Low (1-6): (-1) ORM to the reorganization roll.

    (The Spanish text writes "ORM" here, as in 5.1; it is kept as printed.)

11.5 Surrender

Surrender occurs when demoralized units obtain another demoralization result during combat (unless they are stacked with a fortification unit), or when a unit cannot retreat without being eliminated or entering prohibited terrain.

  • 11.51 Surrendered units are removed from play, but may be replaced through mobilization (5.0).
  • 11.52 A player may advance (10.9) his units into a hex that has been left empty by the surrender of enemy units in combat.

12.0 Staff Operations

Operations markers represent the capacity of each army to plan and carry out military activities. (The Spanish heading reads "Operaciones de Estado Mayor"; the index on the cover lists it as "Operaciones de Mando".)

  • 12.1 Each HQ has a number of its own operations markers equal to its operations value. An HQ may use all of its operations markers in each game turn (unless it is demoralized), but it may play only one of them in the same segment (including during the enemy player's turn). All return to availability for the HQ at the start of the next game turn.
  • 12.2 Operations markers may not be transferred between HQs.
  • 12.3 A demoralized HQ has its operations value reduced by one and, consequently, the number of markers it can play in a game turn.
  • 12.4 Operations markers may be spent on any of the following game functions:
    • Movement: The player adds an ORM of (+3) to the march die roll of the HQ's army.
    • Combat: The player adds an ORM of (+3) to the tactical superiority die roll.
    • Bombardment: Allows the player to draw two combat markers for each bombardment attempt.
    • Counter-siege: Cancels enemy bombardments (10.6).
    • Strategic intelligence: Allows the player to examine an enemy hex containing hidden units (22.0).
    • Screen: Allows the HQ to create a screen unit (19.0).
    • Supply wagon: Allows an HQ to create supply units (21.42).
    • Logistics: Allows an HQ to trace a supply line (21.45) to and along railway hexes.

13.0 Fog of War

All units are either "visible" (showing their front side, with game information) or "hidden" (showing only their national insignia on the reverse side). Hidden units function normally, but the enemy player may not examine them.

  • 13.1 All units begin the scenario or enter play hidden.

13.2 Revealing Units

  • 13.21 All attacking and defending units are revealed at the moment combat is declared.

  • 13.22 A player may reveal any of his own units at any time.

  • 13.23 Certain units may carry out reconnaissance (23.0) of a hex occupied by the enemy.

  • 13.24 A strategic intelligence operation (22.0) allows the phasing player to examine all enemy units in a specific hex, including all units of an army or a unit in a holding box.

  • 13.25 At the moment a unit or army in movement declares an overrun (25.0), all its units are revealed.

  • 13.3 Once revealed, a unit remains visible until the next reorganization segment of its owner, at which point it may return to its hidden side if its owner so decides.

  • 13.4 Hidden units, including screens, block the movement, retreat and lines of communication of the enemy. Hidden units may occupy and control hexes.

  • 13.5 Players may roll dice for movement, regrouping and logistics in secret.

  • 13.6 Players may conceal their reserve areas and army holding boxes from their opponent, but may not conceal their current National Will level.

14.0 Political Phase

During the political phase, the players obtain new political markers and both may play any of the political markers they hold, or all of them.

  • 14.1 Political markers are drawn at random from an opaque container. The Italian player draws in turns with odd numbers; the Austrian player draws in turns with even numbers.
  • 14.2 If a player obtains a Decisive Victory, he immediately draws a political marker.
  • 14.3 Most political markers must be played immediately, although some may be kept at the player's discretion.
  • 14.4 Note that, although certain political markers may only be played by one player, the other player, if he draws them, may keep them.
  • 14.5 There is a separate list of political markers for each year.

15.0 National Will

Each side has a track that measures National Will on a scale of 1 to 20.

  • 15.1 National Will increases or decreases when winning combats (10.7) and when capturing enemy cities. National Will points are gained or lost only once for captured cities. If a city is abandoned or recaptured, no National Will points are gained or lost.
  • 15.2 Certain political markers modify National Will at the moment they are played.
  • 15.3 National Will may be High (15 to 20 points), Medium (7 to 14 points) or Low (1 to 6 points). National Will levels modify the die rolls for mobilization (5.0) and regrouping (11.4).
  • 15.4 If a country's National Will reaches 20 points, it may not increase further.

15.5 Collapse

If a country's National Will falls below 1, that country capitulates immediately and the opponent obtains a decisive victory.

16.0 Special Units

16.1 Fortification Units

Fortification units represent permanent defensive positions and heavy artillery, as well as garrison troops. Fortification units must be placed in the city or town indicated on the counter. Note that not all fortification units are used in all scenarios. A city or town is not considered a fortification unless it contains a fortification unit.

  • 16.11 Losses suffered by fortification units are indicated by reduced strength markers and may be replaced through mobilization.
  • 16.12 Fortification units may never move, conceal themselves (13.0), form part of an army (7.1) or be captured and used by the enemy. They may attack adjacent enemy units.
  • 16.13 Fortification units never retreat. Units stacked with them also never retreat, unless the combat destroys the fortification unit (10.4).
  • 16.14 Fortification units may reduce the casualties of their own side when defending in combat (10.53).
  • 16.15 Fortification units may serve as sources of supply (21.44).

16.2 Headquarters

Headquarters (HQ) represent important military or political figures and their staffs.

  • 16.21 The training category of an HQ may be used when regrouping demoralized units of its army (11.4).
  • 16.22 An HQ may use operations markers (12.0).
  • 16.23 Demoralized HQs have their operations value reduced by 1.
  • 16.24 A newly mobilized HQ may carry out all game functions in the turn in which it is mobilized.
  • 16.25 Each HQ has a corresponding box on the map edge, used to house the units belonging to its army.

16.3 Supreme Headquarters

Supreme Headquarters perform all the functions of a normal HQ. In addition, a Supreme HQ may form an army group consisting of one or more armies (7.4).

16.4 Giuseppe Garibaldi

The Italian player immediately gains one additional National Will point if the Garibaldi HQ takes part in a victorious battle, regardless of its size.

17.0 Reserve Areas

Reserve areas on the map edge house units that fight in other theatres of operations.

17.1 Areas

  • 17.11 France. Only French units may enter or leave through the west map edge.
  • 17.12 Mezzogiorno. Only Italian units may enter or leave — in the 1866 scenarios only — through the south map edge.
  • 17.13 Austria. Only Austrian units may enter or leave through the east map edge or through Austrian hexes along the north map edge.

17.2 Entry or Exit

A player may move a unit so that it enters or leaves a friendly reserve area during his movement segment.

  • 17.21 Normal or forced march. A unit or army attempting to enter a reserve area must spend as many Movement Points (MP) as are required to enter the map-edge hex through which it leaves. A unit or army attempting to leave a reserve area appears in any map-edge hex that is not occupied by enemy units. The unit or army may not move further that turn.

  • 17.22 Rail march. A unit or army leaves or enters the map from a railway hex at no additional cost.

  • 17.23 Units or armies in a map-edge hex leading to a friendly reserve area that obtain a "B" result on the March Table must enter that reserve area. Units or armies in a reserve area that obtain a "B" result on the March Table must remain there and may not move further during that segment.

  • 17.24 Units or armies in a map-edge hex leading to a friendly reserve area that obtain an "I" result on the March Table may not enter that area; instead they must move toward the nearest enemy-occupied hex. Units or armies in a reserve area that obtain a "T" result on the March Table (as printed) appear in the valid map-edge hex nearest to an enemy unit. The unit or army may not move further that turn.

  • 17.25 Units or armies in a map-edge hex leading to a friendly reserve area may retreat into that area. These units suffer no penalty and may re-enter the map during any later movement segment of their own.

    (The Spanish text reads "T" here. The March Table is not reproduced in this file, so the letter cannot be checked against it; it is transcribed as printed.)

17.3 Enemy Units

Units may never enter the opponent's reserve area. No combat may take place between units in a reserve area and units in a map-edge hex.

17.4 Mobilization

A player may mobilize reinforcements or replacements in his reserve areas.

17.5 Off-Map Operations

If a political marker requires checking operations in another theatre of operations, the designated player rolls the die and consults the Off-Map Operations Table, applying the die roll modifiers (DRM) corresponding to his forces in the reserve areas, or as indicated by the event marker.

18.0 Victory

  • 18.1 The player with the higher National Will at the end of the game wins.
  • 18.2 National Will may be modified by battles or by the capture of cities. Consult the specific victory conditions of the scenario being played.

Advanced Rules

19.0 Screens

Screens have no combat strength, but they function as normal units, with some exceptions.

  • 19.1 The phasing player may create screens during his reorganization segment. A HQ located in a hex that contains at least one cavalry unit may spend a staff operations marker to create a hidden screen unit, which is placed immediately in that hex. Each HQ may create as many screens as the phasing player wishes, provided he spends an operations marker for each new screen.
  • 19.2 Hidden screens function exactly like normal combat units. They block enemy movement, mobilization (4.0) and lines of communication (LOC). A hidden screen may capture and occupy a hex for the purposes of National Will (13.0) and victory.
  • 19.3 Screens are eliminated at the moment they are revealed.
  • 19.4 Since screens are eliminated at the instant they are revealed, they can never enter combat.
  • 19.5 Screens are always supplied, although the owning player may roll the die to supply them in order to deceive the enemy (the result does not affect them).
  • 19.6 The elimination of screens does not count as any type of victory or defeat in battle.
  • 19.7 If a player mobilizes all his screens, he may not build any more counters of this type.

20.0 Lines of Communication

A "Line of Communication" (abbreviated LOC) is a series of hexes running from one unit or location to another. LOCs are used for supply and for other game functions.

  • 20.1 Length. LOCs are measured in Movement Points (MP). Their length may vary according to the game function.
  • 20.2 Tracing a LOC. A LOC is traced from one hex to an adjacent hex. A LOC may be traced into any hex except those adjacent to enemy units, those containing enemy units, or terrain into which units may not be entered.
  • 20.3 Railway lines. Once a LOC reaches a railway line, it may be traced along any number of connected railway hexes. Once a railway line has been used, the LOC must be traced only along that single railway line.
    • 20.31 Both friendly and enemy railway lines may be used to trace a LOC, although enemy lines may not be used for Rail March.
    • 20.32 LOCs traced along railway lines may enter terrain that would normally be prohibited.

21.0 Logistics

Units receive supply by tracing a LOC to a friendly supply source, or through foraging (21.5). Units without supply may suffer casualties or demoralization.

  • 21.1 During his logistics segment, the phasing player must check the supply status of all his units.
  • 21.2 Headquarters (HQ), fortification units, supply wagons, screens, and any unit located in an off-map area are always considered supplied.
  • 21.3 To be supplied, a unit or army must trace a LOC of no more than three MP to a supply source. Any number of units may obtain supply from the same source.
  • 21.4 Supply sources. Supply sources include friendly supply wagons and friendly fortification units and, under certain circumstances, railway hexes and off-map areas.
    • 21.41 Supply wagons. A supply wagon may supply all friendly units that trace a LOC to it. A supply wagon used for supply is removed from play at the end of the logistics segment.
    • 21.42 Replacement of supply wagons. Players may mobilize supply wagons during the mobilization segment or by spending an operations marker. An HQ located in a city or town hex may spend an operations marker during the movement segment, at which moment a supply wagon is placed on that HQ.
    • 21.43 If a player mobilizes all his supply wagons, he may not build any more counters of this type.
    • 21.44 Fortification units. A fortification unit may supply any number of friendly units that trace a LOC to it.
    • 21.45 Railways. An army may use a railway line for supply if its HQ spends an operations marker. It may then trace a LOC of three MP or less to a railway line and, from there, trace along any number of connected railway hexes to a friendly fortification unit, a supply wagon (which causes the wagon to be removed from play), or an off-map area (French and Sardinian units in 1859 from France; Italian units in 1866 from the Mezzogiorno; Austrian units from Austria in all scenarios).

22.0 Strategic Intelligence

  • 22.1 At any time during his turn, the phasing player may spend an operations marker to carry out a strategic intelligence operation.
  • 22.2 For each strategic intelligence operation, the phasing player may reveal all hidden enemy units in one hex, or one hidden enemy unit in an off-map area. If an HQ is chosen, the player may examine all units in its army box.
  • 22.3 A HQ carrying out strategic intelligence must be located on the map, not in a reserve area off the map; nevertheless, it may be located in the army group box of a Supreme HQ that is on the map.

23.0 Reconnaissance

Good-order cavalry may attempt to reveal hidden enemy units.

  • 23.1 During his movement segment, the phasing player moves cavalry units to a position adjacent to the hidden enemy units he wishes to examine, spends one movement point (MP) and declares a reconnaissance attempt. He then rolls the die and consults the Reconnaissance Table.
  • 23.2 If the enemy units being examined include cavalry, the non-phasing player may reveal a cavalry unit in the hex and declare that it acts as a covering force. This applies a result modifier (ORM) of -2 to the attempt if the covering unit is light cavalry, or -1 for any other type of cavalry. Only one cavalry unit may act as covering force during the same reconnaissance attempt.
  • 23.3 Each cavalry unit may make only one reconnaissance attempt per turn, and may continue moving after that attempt. A cavalry unit may act as a covering force as many times as desired in the same turn.
  • 23.4 Cavalry units belonging to an army may not carry out reconnaissance.
  • 23.5 Screens (19.0) may not carry out reconnaissance or act as a covering force.

24.0 Trenches

Infantry units may construct trenches to improve their defensive capacity.

  • 24.1 Construction. A unit that builds a trench must begin the movement segment in the hex where the phasing player wishes to build it, and remain there for the whole segment. The phasing player indicates which units are building trenches at the start of his movement segment. At the end of that segment, a trench marker is placed on each unit that has built one.
  • 24.2 Demoralized units may not build trenches, but they may occupy trenches built by other units.
  • 24.3 Trenches remain on the map as long as there is a friendly unit (of any type or strength) in the hex. If the hex is left empty, the trench marker is removed. Trenches may never be captured or used by the enemy player.
  • 24.4 Trenches may be built in any hex except those containing fortification units.
  • 24.5 Effects. If a unit or army located in a trench is attacked, the casualties it suffers are reduced by 10%, in addition to any other terrain reduction (up to a maximum total of 20%).
  • 24.6 Units in a trench may attack normally, but gain no benefit from the trench when doing so.
  • 24.7 Players may build any number of trenches.

25.0 Overrun

During the movement segment, the phasing player may declare an overrun (ataque arrollador) with a unit or army against an enemy-occupied hex, provided that the unit or army has ten times the CF present in the enemy hex. This eliminates all enemy units in the hex.

  • 25.1 An overrun may only be made against a hex in which all units are visible. Hidden units may not be the target of an overrun.

25.2 Procedure

Once the phasing player verifies that the unit or army making the overrun has a superiority of 10:1 or greater, that unit or army is revealed and spends two additional MP beyond the entry cost of the hex being overrun. Enemy units are removed from play. The units that overran the hex must enter it, but they may continue moving. There is no advance after combat.

  • 25.3 Fortification units and the units stacked with them may never be overrun.
  • 25.4 To determine the odds in an overrun, the value of demoralized units is calculated as half their current combat strength.
  • 25.5 A unit or army may use normal march or forced march to carry out an overrun. Units using rail march may not overrun their enemies.
  • 25.6 Terrain has no effect on an overrun.
  • 25.7 An overrun is considered a victory if a sufficient number of enemy combat factors (CF) are eliminated.
  • 25.8 Only units belonging to an army may combine their factors for an overrun.

26.0 Chance Encounters

When a unit or army moves to a position adjacent to an enemy unit during the movement segment, the enemy player may attack it in a chance encounter (encuentro fortuito).

  • 26.1 A unit or army may not make a chance encounter against an enemy unit or army that is entering a hex already containing an enemy unit or army.
  • 26.2 A unit or army in movement that is attacked in a chance encounter stops its movement and may not move further during that phase.
  • 26.3 Chance encounters are resolved exactly like normal combat, with the following exceptions:
    • The non-phasing player acts as the attacker and the phasing player as the defender.
    • The moving unit or army may take advantage of the terrain of the hex it has entered.
  • 26.4 A non-phasing unit or army may make only one chance encounter per movement phase.
  • 26.5 All the restrictions regarding the combination of the CF of attacking units also apply to chance encounters.
  • 26.6 A unit or army attacked in a chance encounter may still attack during the following combat segment.

27.0 Sieges

  • 27.1 The phasing player may declare a siege against a city or fortress occupied by the enemy, instead of attacking it during the combat segment. To declare a siege, the besieging units must be placed on the besieged units.

  • 27.2 Besieged forces may not move and are without supply until the siege is lifted. They must make a roll on the Foraging Table; units in a city that is not a fortress suffer a -1 result modifier (ORM).

  • 27.3 The siege is lifted when the besieging player moves the besieging force, or when that force is defeated in combat. 27.4 If a besieging force is attacked only by the besieged forces, the besieging force automatically has tactical superiority. If it is attacked by a combination of the besieged forces and a relief force, the besiegers obtain a +1 result modifier (ORM) when determining tactical superiority. If it is attacked only by a relief force, the determination is made normally.

  • 27.5 If the besieged force is defeated in an attempt to break out or in a relief attempt, it must withdraw back inside the city or fortress.

  • 27.6 The siege rules may only be used together with the Logistics rules (21.0).

Scenarios

  1. Supply wagons are not deployed when the Logistics rules (21.0) are not used.
  2. When placing a unit at a specific distance from a given location, count the hex in which the unit is placed, but not the hex designated in the deployment.
  3. All units begin in good order and at printed strength, unless the following appears in parentheses after the unit identifier:
    • [#]CF = the unit's current combat factors
    • ID = demoralized
  4. No unit is deployed broken down in the initial deployment, unless otherwise indicated.

Scenarios of 1866: Special Rules

28.0 Special Rules of 1866

28.1 Mobilization

  • 28.11 Priorities. The Austrian player may use the Mobilization Table only after his forces have achieved an important victory in Bohemia (through the political event "Bohemia").
  • 28.12 Draft evasion. The Italian player may use the Mobilization Table on any turn, but loses one National Will point each time he makes a roll on that table, unless ALL the CF obtained through the mobilization are assigned to Garibaldini units.

28.2 Italian Organization

The Italian player may not group his divisions into army corps until after he has suffered a tactical or decisive defeat in battle. All Italian light cavalry brigades are removed from play once the Italian player has formed at least one infantry corps. The V Garibaldini Corps begins the game in play, but has no breakdown units.

28.3 National Borders

Piedmont, Parma, Modena, Lombardy and the Papal States form part of Italy. Venetia and the Tyrol form part of Austria. San Marino is neutral.

28.4 Key Cities

The Italian player receives one point of National Will for each of the following cities the first time his units occupy it, and an additional point of National Will if his units occupy any of the following cities at the end of the game: Verona, Mantua, Venice, Trieste or Trento.

28.5 Victory Conditions

In each 1866 scenario, the player with the higher National Will at the end of the game is the winner. If one player's National Will level is double that of his opponent, he obtains a decisive victory.

The Austrian player obtains an immediate decisive victory if, at any moment of the game, his units occupy both Florence and Milan.

The Italian player obtains an immediate decisive victory if, at any moment of the game, his units occupy all the key cities listed in section 28.4.

Scenario 1: The Custoza Campaign

This scenario covers the campaign preceding the second battle of Custoza and its immediate consequences.

  • Game length: 5 turns. Start: 22-24 June. End: 4-6 July.
  • Initial forces: Except for garrisons, units may not be deployed in border hexes.

A) Austrians (deploy first)

  • Within a radius of one hex of Verona (3230): Southern HQ, V Infantry Corps, VII Infantry Corps, IX Infantry Corps, 1st Cavalry Brigade, 2nd Cavalry Brigade, reserve artillery, Pulz Cavalry Brigade, Buj Cavalry Brigade, two wagons.
  • In Venice (3139): Venice fortification unit, Gaal Infantry Brigade, Wey Infantry Brigade.
  • In Peschiera (3227): Peschiera fortification unit, Klapka Infantry Brigade.
  • In Mantua (2828): Mantua fortification unit, Vever Infantry Brigade.
  • In Verona (3230): Verona fortification unit, Daun infantry brigade, Drech infantry brigade.
  • In Legnano (2832): Legnano fortification unit.
  • In Pola (2150): Pola fortification unit.
  • Within two hexes of Legnano (2832): C/3 infantry brigade.
  • In Trieste (3250): Istria Infantry Corps.
  • In Trento (3931): Tyrol HQ, Kaim mountain brigade, Mont mountain brigade.
  • Mobilization pool: none.

B) Italians (deploy second)

  • Within one hex of Cremona (2922): VE HQ, 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 16th and 19th infantry divisions, reserve cavalry division, 1st, 2nd and 3rd cavalry brigades, reserve artillery, one wagon.
  • Within one hex of Bologna (2031): Cialdini HQ, 11th, 12th, 13th, 14th, 15th, 17th, 18th and 20th infantry divisions, Pon cavalry brigade, For cavalry brigade.
  • In Bologna (2031): Entrenchment marker, if an Italian unit is present.
  • In Brescia (3424): Garibaldi HQ, V Infantry Corps (2 CF) (Garibaldini).
  • In Alessandria (2710): Alessandria fortification unit (1 CF).
  • In Novara (3411): Novara fortification unit.
  • Mezzogiorno reserve area: naval infantry brigade.
  • Mobilization pool: 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th and 10th National Guard (GN) brigades.

C) Political Conditions

  • National Will: Austrian 15, Italian 10.
  • Political markers: all 1866 markers are placed in the bag.

Scenario 2: The Liberation of Venice

This scenario covers the Italian invasion of Venice following the Austrian defeat at Königgrätz, in Bohemia.

  • Game length: 6 turns. Start: 13-15 July.
  • End: 31 July - 2 August.
  • Initial forces: Except for garrisons, units may not be deployed in border hexes.

A) Austrians (deploy first)

  • Within one hex of Udine (3846): Southern HQ, VII Infantry Corps, reserve artillery, Pulz Italian cavalry brigade, Buj Italian cavalry brigade, one wagon.
  • In Venice (3139): Venice fortification unit, Gaal Infantry Brigade, Wey Infantry Brigade.
  • In Peschiera (3227): Peschiera fortification unit, Klapka Infantry Brigade.
  • In Mantua (2828): Mantua fortification unit, Vever Infantry Brigade.
  • In Verona (3230): Verona fortification unit, Daun Infantry Brigade, Drech Infantry Brigade.
  • In Legnano (2832): Legnano fortification unit.
  • In Pola (2150): Pola fortification unit.
  • In Trieste (3250): Istria Infantry Corps (Istrien).
  • In Trento (3931): Tyrol HQ, Kaim mountain brigade, Mont mountain brigade.
  • Mobilization pool: none.

B) Italians (deploy second)

  • Within two hexes of Mantua (2922): VE HQ, II Infantry Corps, III Infantry Corps, 3rd Infantry Division, 17th Infantry Division, reserve cavalry division, reserve artillery. (The Spanish text gives the hex number 2922 here; in Scenario 1 that number is given for Cremona, while Mantua is hex 2828. The text is transcribed as printed, naming Mantua.)
  • Within one hex of hex 2935: Cialdini HQ, I Infantry Corps, IV Infantry Corps, VI Infantry Corps, VII Infantry Corps, one wagon.
  • Within one hex of hex 3928: Garibaldi HQ, V Infantry Corps (Garibaldini).
  • In Alessandria (2710): Alessandria fortification unit (1 CF).
  • In Novara (3411): Novara fortification unit (1 CF).
  • Mezzogiorno holding area (zona de espera de Mezzogiorno): naval infantry brigade.
  • Mobilization pool: 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th and 10th National Guard (GN) brigades.
  • In the corps breakdown boxes (three in each): all other infantry divisions (18 counters).

C) Political Conditions

  • National Will: Austria 8, Italy 8.
  • Political markers: all 1866 markers, except those of the Ottoman Empire, Serbia and Hungary, are placed in the bag.

Scenario 3: The Italian Campaign

This scenario covers the whole period of the 1866 war in Italy.

  • Game length: 6 turns. Start: 22-24 June.
  • End: 31 July - 2 August.
  • Initial forces, National Will and political conditions: the same as in Scenario 1.

Scenario 4: August Storm

The peace agreement between Austria and Prussia ignored Italian demands, and the Prussian chancellor cynically suggested that, if Italy wanted more than it had already received — the gift of Venice — it could resume the war on its own. Some Italian political leaders demanded exactly that, before common sense prevailed. Austria gathered a powerful army to recover Venice if the opportunity arose, but then replaced the outstanding commander of the Southern Army, Maroicic, with the incompetent but well-connected Archduke Ernst.

  • Game length: 6 turns. Start: 3-5 August.
  • End: 18-20 August.
  • Initial forces: Except for garrisons, units may not be deployed in border hexes. Austrians deploy first.

A) Austrians (deploy first)

  • Within a radius of one hex of Trieste (3250), or in hex 3750: 2 Army HQs, II Infantry Corps, III Infantry Corps, VII Infantry Corps, IX Infantry Corps, X Infantry Corps, 2nd Reserve Cavalry Division, 3rd Reserve Cavalry Division, reserve artillery, Pulz Italian cavalry brigade, Buj Italian cavalry brigade, three wagons.
  • In Venice (3139): Venice fortification unit, Gaal Infantry Brigade, Wey Infantry Brigade.
  • In Peschiera (3227): Peschiera fortification unit, Klapka Infantry Brigade.
  • In Mantua (2828): Mantua fortification unit, Vever Infantry Brigade.
  • In Verona (3230): Verona fortification unit, Daun Infantry Brigade, Drech Infantry Brigade.
  • In Legnano (2832): Legnano fortification unit.
  • In Pola (2150): Pola fortification unit.
  • In Trieste (3250): Istria Infantry Corps.
  • In Trento (3931): Tyrol HQ, V Infantry Corps, Kaim mountain brigade, Mont mountain brigade.
  • Mobilization pool: none.

B) Italians (deploy second)

  • Within a radius of two hexes of Mantua (2922): VE HQ, III Infantry Corps, 3rd Infantry Division, 17th Infantry Division, reserve cavalry division. (The Spanish text gives hex number 2922 here, as in Scenario 2; it is transcribed as printed.)
  • Within a radius of one hex of Udine (3846): Cialdini HQ, I Infantry Corps, IV Infantry Corps, VI Infantry Corps, VII Infantry Corps, one wagon.
  • Within a radius of one hex of hex 3930: Garibaldi HQ, V Infantry Corps (Garibaldini).
  • In Alessandria (2710): Alessandria fortification unit (1 CF).
  • In Novara (3411): Novara fortification unit (1 CF).
  • In Vicenza (3333): 1st National Guard (GN) brigade.
  • In Padua (3136): 2nd National Guard brigade.
  • In Treviso (3538): 3rd National Guard brigade.
  • In Mestre (3239): II Infantry Corps, reserve artillery.
  • Mezzogiorno rear area: naval infantry brigade, 4th National Guard brigade.
  • Mobilization pool: 5th, 6th, 7th, 8th, 9th and 10th National Guard brigades.
  • In the corps breakdown boxes (three in each): all other infantry divisions (18 counters in total).

C) Political Conditions

  • National Will: Austria 15, Italy 9.
  • Political markers: all 1866 markers are placed in the bag, except the Bohemia marker.

Scenarios of 1848

29.0 Special Rules of 1848

29.1 Urban Guerrillas

During his mobilization phase, the Italian player may choose a city or town and roll on the Urban Uprising Table to determine whether a guerrilla unit appears there. The city or town must be under Austrian control (Austrian units must occupy the hex or have been the last to pass through it), or it must be a city or town in Lombardy or Veneto through which Italian units have never passed.

  • 29.11 The Italian player may attempt to recruit urban guerrillas up to three times if he plays the Urban Uprising political marker.
  • 29.12 Guerrillas have no movement factor. If they lose a battle, they may not retreat: they are eliminated.
  • 29.13 If guerrillas appear in a hex occupied by Austrians, they must attack the Austrian units present during the following combat phase. The hex may also be attacked by regular Italian units. Guerrillas may combine their combat factors (CF) with other guerrillas, but not with any other type of unit.
  • 29.14 Guerrillas may move by rail march, but must end their movement in a city hex.
  • 29.15 Guerrillas may form part of an army. If the army wins a battle (of any size), the Italian player may immediately convert the participating guerrillas into regular combat strength units, adding them to any Italian unit present, although no unit may exceed its printed strength.
  • 29.16 The Italian player may convert one urban guerrilla per turn into a regular combat strength unit if an Italian unit is present in the hex (no unit may exceed its printed strength).
  • 29.17 If all guerrilla counters are in play, the players may not build any more. Eliminated guerrillas may return to be placed on the map.

29.2 Swiss Fanaticism

In the 1848 scenarios only, the Papal Swiss brigade {I-E-6} never fails morale checks, even if an "E" marker is drawn.

29.3 Italian Mobilization

Only Sardinian units may receive new CF through mobilization, although other units may receive them through the transfer of guerrilla CF.

29.4 Austrian Mobilization

The Austrian player may use the Mobilization Table only if his National Will is high.

29.5 Key Cities

The Italian player receives one point of National Will for each city of Lombardy and Veneto the first time his units occupy it, and an additional point of National Will if his units occupy the city at the end of the game.

29.6 Victory Conditions

In each scenario, the player with the higher National Will at the end of the game is the winner. If one player's National Will level is double that of his opponent, he obtains a decisive victory.

The Italian player obtains an immediate decisive victory if, at any moment of the game, his units occupy all the cities of Lombardy and Veneto.

Scenario 1: The Five Days of Milan

Special scenario rules: The Great Uprising

At the start of the game, after deployment but before the first turn, the Austrian player must roll the die for each of his units. On a result of 5, one CF is eliminated for desertion. On a result of 6, two CF are eliminated. During his mobilization segment of the first turn, the Italian player may make one roll on the Urban Uprising Table for each city or town of Lombardy, Veneto, Parma and Modena. He may add two to the die roll for each city in which Austrian troops have deserted.

  • Game length: 24 turns.
  • Start: 30 March - 1 April.
  • End: 7-9 June.

Initial forces:

A) Austrians (deploy first)

  • In Milan (3416): Radetzky HQ, I Infantry Corps.
  • Hex 3712: B/1 Infantry Brigade.
  • Hex 3413: B/2 Infantry Brigade.
  • Hex 3114: B/3 Infantry Brigade.
  • In Verona (3230): Verona fortification unit (2 CF).
  • In Mantua (2828): Mantua fortification unit (1 CF).
  • In Venice (3139): Venice fortification unit (1 CF).
  • In Peschiera (3227): Peschiera fortification unit (1 CF).
  • In Pola (2150): Pola fortification unit.
  • In Trieste (3250): I Reserve Infantry Corps.
  • In Padua (3136): III Infantry Corps.
  • In breakdown box B: II Infantry Corps.
  • Mobilization pool: Schaffgotsche cavalry brigade, IV Infantry Corps, II Reserve Infantry Corps.

B) Italians (deploy second)

  • Within two hexes or fewer of Novara (3411): Sardinian Army HQ, 1st, 2nd, 3rd, 4th and 5th infantry divisions.

  • In Bologna (2031): Durando HQ, Swiss infantry brigade, Etruria infantry division, volunteer infantry division, independent infantry division (Papal), expeditionary infantry division (Neapolitan).

  • In Florence (1229): 1st infantry division, 2nd infantry division, 3rd National Guard division (Tuscan).

  • In Novara (3411): Novara fortification unit.

  • Mobilization pool: 1st reserve infantry division, 2nd reserve infantry division, Lombard infantry division.

C) Political Conditions

  • National Will: Austria 10, Italy 15.
  • Political markers: all markers are placed in the container.

Scenario 2: The Pope's Divisions

This scenario covers the attack of Radetzky's army on the Papal forces, which completely disrupted the Italian position.

  • Game length: 6 turns.
  • Start: 10-12 June.
  • End: 25-27 June.

Initial forces:

A) Austrians (deploy first)

  • Within one hex or fewer of Verona (3230): Radetzky HQ, I Infantry Corps, II Infantry Corps, III Infantry Corps, Schaffgotsche cavalry brigade.
  • In Udine (3846): II Reserve Infantry Corps.
  • In Trento (3931): IV Infantry Corps.
  • Mobilization pool: none.

B) Italians (deploy second)

  • In Vicenza (3333): Durando HQ, Swiss infantry brigade, Etruria infantry division, volunteer infantry division (Papal).
  • In Treviso (3538): independent infantry division (Papal).
  • Hex 3128: Sardinian Army HQ, 1st, 2nd, 3rd, 4th and 5th infantry divisions, Lombard infantry division, Piedmontese cavalry brigade.
  • In Peschiera (3227): 1st reserve infantry division (Piedmontese).
  • Hex (2727): 1st infantry division (Tuscan).
  • In Venice (3139): 3 urban guerrillas.
  • In Padua (3136): 1 urban guerrilla.
  • Mobilization pool: 2nd reserve infantry division (Piedmontese).

C) Political Conditions

  • National Will: Austria 8, Italy 12.
  • Political markers: The cowardly Bomba has withdrawn from the war. All other markers are placed in the container.

Special victory conditions: The Austrian player obtains an immediate victory if his National Will reaches 20, or if he achieves a decisive victory in a battle (Radetzky has secured his position). He may opt not to end the game and try to achieve a decisive victory, but once he decides to continue, the game proceeds until the last turn or until the Italian player obtains an immediate victory.

Scenario 3: Radetzky's March

This scenario covers the first battle of Custoza and the subsequent Austrian advance on Milan.

  • Game length: 13 turns.
  • Start: 28-30 June.
  • End: 3-5 August.

Initial forces:

A) Austrians (deploy first)

  • Within a radius of one hex of Verona (3230): Radetzky HQ, I Infantry Corps, II Infantry Corps, III Infantry Corps, I Reserve Infantry Corps, Schaffgotsche cavalry brigade.
  • In Mestre (3239): II Reserve Infantry Corps.
  • In Trento (3931): IV Infantry Corps.

B) Italians (deploy second) (The Spanish text carries the word "Italianas" as a stray heading at this point; it is read as the start of the Italian deployment.)

  • Hex 3129: Sardinian Army HQ, 1st, 2nd, 3rd, 4th and 5th infantry divisions, Lombard infantry division, Piedmontese cavalry brigade.
  • In Peschiera (3227): 1st reserve infantry division (Piedmontese).
  • Hex 2727: 1st infantry division (Tuscan).
  • In Novara (3411): Novara fortification unit.
  • In Florence (1229): 2nd infantry division, 3rd National Guard division (Tuscan).
  • In Venice (3139): 4 urban guerrilla units.
  • Mobilization pool: 2 reserve infantry divisions.

C) Political Conditions

  • National Will: Austria 15, Italy 9.
  • Political markers: "Bomba the Coward" and the Pope have withdrawn from the war. All other markers (including the papal allocution, which may change its position again) are placed in the container.

Special victory conditions: Either player obtains an immediate decisive victory if, at any moment of the game, his units occupy — or were the last to pass through — all the cities of Lombardy and Veneto.

Scenario 4: Il Risorgimento

This scenario covers the whole period of the 1848 revolutionary war in Italy.

  • Game length: 32 turns.
  • Start: 30 March - 1 April.
  • End: 3-5 August.
  • Initial forces, National Will and political conditions: the same as in Scenario 1.

Scenarios of 1859

30.0 Special Rules of 1859

30.1 Alliances

Sardinian units may not form part of French armies. The Italian player may use the Armée d'Italie Headquarters (which is a Supreme HQ) to form an army group that includes the Armata Sarda.

30.2 National Will

The Italian player must keep track of the National Will of both France and Sardinia. He loses the game if the National Will of either of the two countries falls to zero. National Will points for the capture of towns and cities are awarded to France if French troops are present, and to Sardinia only if no French troops are present. National Will points are obtained for a French victory if French troops are present; in the case of Sardinia, only if half or more of the CF involved were supplied by Sardinian or other Italian units. Both nations lose National Will points if any of their troops (including other Italian units in the case of Sardinia) was present. (The Spanish text ends this paragraph without completing the condition; it is transcribed as printed.)

30.3 National Borders

Lombardy and Veneto form part of Austria. The Italian player controls Piedmont at the start of the game. Parma, Modena, Tuscany and the Papal States begin the game as neutral states that may join one side or the other (see below).

30.4 Italian States

  • Austrian units may enter Parma, Modena and the Papal States by normal or forced march.
  • Italian and French units may not enter any of these nations until an Austrian unit has done so; afterwards, they may enter without penalty.
  • Units of neither player may enter Tuscany until it has entered the war on one side or the other through the Tuscan political event.

30.5 Railways

The Italian player may use rail march in Piedmont. The Austrian player may use rail march in Tyrol and Veneto, and also in Parma, Modena and the Papal States, if his units (not including screens) have entered that country by normal or forced march. The player who controls Tuscany (through the Tuscan political event) may use rail march in Tuscany.

30.6 German Confederation

The Austrian player immediately gains 15 National Will points if an Italian or French unit enters Tyrol.

30.7 National Forces

The Austrian player loses one National Will point each time he moves a unit from the Austrian reserve box onto the map.

Scenario 1: The Gyulai Attack

This scenario covers Austria's initial — and badly managed — attempt to crush Sardinia before French forces could arrive to help.

  • Game length: 16 turns.
  • Start: 29 April - 1 May.
  • End: 13-15 June.
  • Initial forces: Except for garrisons, units may not be deployed in border hexes.

A) Austrians (deploy first)

  • Within a radius of one hex of Pavia (3114): 2 army HQs, II Infantry Corps, III Infantry Corps, VIII Infantry Corps, V Infantry Corps, VII Infantry Corps, 2 cavalry divisions, reserve artillery, 2 supply convoys.

  • In Brescia (3424): urban infantry division.

  • In Venice (3139): Venice fortification unit.

  • In Peschiera (3227): Peschiera fortification unit.

  • In Mantua (2828): Mantua fortification unit.

  • In Verona (3230): Verona fortification unit.

  • In Legnano (2832): Legnano fortification unit.

  • In Pola (2150): Pola fortification unit.

  • Austrian reserve box: Supreme HQ (K.K.), 1st Army HQ, 3rd Army HQ, 4th Army HQ, I Infantry Corps, IV Infantry Corps, VI Infantry Corps, IX Infantry Corps, X Infantry Corps, XI Infantry Corps, Cavalry Corps, 1st Cavalry Division.

  • Mobilization pool: XIII Infantry Corps, XIV Infantry Corps, XV Infantry Corps, XVI Infantry Corps.

B) Italians (deploy second)

  • Within one hex of Turin (3104): Army HQ, 1st, 2nd, 3rd, 4th and 5th infantry divisions, Sardinian cavalry brigade.
  • Within one hex of hex 3610: Garibaldi HQ, CdA mountain brigade (Garibaldini).
  • In Alessandria (2710): Alessandria fortification unit (1 CF).
  • In Novara (3411): Novara fortification unit (1 CF).
  • French reserve area: Armée d'Italie HQ, I Infantry Corps, II Infantry Corps, III Infantry Corps, IV Infantry Corps, Guard Infantry Corps, Guard Cavalry Division, three French wagons.
  • Mobilization pool: French V Infantry Corps, French reserve artillery.

C) Political Conditions

  • National Will: Austria 13, Sardinia 12, France 14.
  • Political markers: all 1859 markers are placed in the bag.

Victory conditions: The player with the higher National Will at the end of the game wins (both the Sardinian and the French National Will must be higher than the Austrian for the Italian player to win).

The Austrian player obtains an immediate victory if his units occupy Turin AND he has achieved a decisive victory in battle. The Italian player obtains an immediate victory if his units occupy Milan and Mantua or Verona AND he has achieved a decisive victory in battle.

Scenario 2: The Kaiser's Battle

Emperor Francis Joseph arrived in Verona at the end of May and spent some days overseeing the mobilization and transport of reinforcements. (This was before the defeat at Magenta, on 4 June, which led him to dismiss Ferenc Gyulai and personally assume operational command of his forces.) Once his troops had regrouped, he sent them back to the front, where they clashed with the advancing Allied armies in the climactic battle of Solferino.

  • Game length: 8 turns.
  • Start: 16-18 June.
  • End: 7-9 July.
  • Initial forces: Except for garrisons, units may not be deployed in border hexes.

A) Austrians (deploy first)

  • Within a radius of one hex of Peschiera (3227), Mantua (2828) or hex 3028: Supreme HQ (K.K.), 1st Army HQ, 2nd Army HQ, I Infantry Corps, II Infantry Corps, III Infantry Corps, VIII Infantry Corps, V Infantry Corps, VII Infantry Corps, IX Infantry Corps, X Infantry Corps, XI Infantry Corps, urban infantry division, 1st Cavalry Division, 2nd Cavalry Division, reserve artillery, 2 Austrian supply trains, Modena infantry brigade.
  • In Venice (3139): Venice fortification unit.
  • In Peschiera (3227): Peschiera fortification unit.
  • In Mantua (2828): Mantua fortification unit.
  • In Verona (3230): Verona fortification unit.
  • In Legnano (2832): Legnano fortification unit.
  • In Pola (2150): Pola fortification unit.
  • In Trento (3931): Kaim mountain brigade, Mont mountain brigade.
  • Austrian reserve box: 3rd Army HQ, 4th Army HQ, IV Infantry Corps, VI Infantry Corps, XIII Infantry Corps, XIV Infantry Corps, XV Infantry Corps, XVI Infantry Corps, Kav Cavalry Corps.
  • Mobilization pool: none.

B) Italians (deploy second)

  • Within one hex of Brescia (3424): Army of Italy HQ, 1st, 2nd, 3rd, 4th and 5th infantry divisions, Cav cavalry brigade (Sardinian).
  • Within one hex of Bergamo (3621): Garibaldi HQ, CdA mountain brigade (Garibaldini).
  • In Alessandria (2710): Alessandria fortification unit (1 CF).
  • In Novara (3411): Novara fortification unit (1 CF).
  • Within one hex of hex 3124: French HQ, I, II, III and IV Infantry Corps, Guard Infantry Corps, Des cavalry division, Gd Chev cavalry division, Infantry Division B/2, three wagons (French).

C) Political Conditions

  • National Will: Austria 9, Sardinia 13, France 18.
  • Political markers: Tuscany has joined the Italian side. Modena has joined the Austrian side. The Alps are in flames. All other 1859 markers are placed in the container.

Victory conditions: The player with the higher National Will at the end of the game wins (both the Sardinian and the French National Will must be higher than the Austrian for the Italian player to win).

The Austrian player obtains an immediate victory if his units occupy Milan AND he has achieved a decisive victory in battle. The Italian player obtains an immediate victory if his units occupy both Mantua and Verona AND he has achieved a decisive victory in battle.

Scenario 3: The Franco-Austrian War

This scenario covers the whole period of the somewhat chaotic war in northern Italy.

  • Game length: 24 turns.
  • Start: 29 April - 1 May.
  • End: 7-9 July.
  • Initial forces, National Will and political conditions: the same as in the first scenario.

Victory conditions (Scenario 3): The player with the higher National Will at the end of the game wins (both the Sardinian and the French National Will must be higher than the Austrian for the Italian player to win). At the end of the game, the player whose units occupy — or were the last to pass through — the following cities receives two National Will points for each: Milan, Mantua, Verona and Venice.

The Italian player receives National Will points only corresponding to the nationality that captured the city. For example, if a French unit occupies Milan at the end of the game but a Sardinian unit was the first to enter it, the Sardinian player would receive two Sardinian National Will points.

Unit Composition Table

Italy

  • 4-P-6 = 3 divisions 1-P-6
  • The Garibaldi corps may not be broken down.

France

  • 7-P-6 = 3 x 2-P-6
  • 5-P-6 = 2 x 2-P-6
  • 7-E-6 = 3 x 2-E-6
  • 4-E-6 = 2 x 2-E-6

Austria 1866

  • 4-E-6 = 3 brigades 1-E-6; 4-P-6 = 3 brigades 1-P-6; 4-R-6 = 3 brigades 1-R-6
  • Scenario "August Storm": 6-E-6 = 4 brigades 1-E-6; 6-P-6 = 4 brigades 1-P-6

Austria 1859

  • 5-E-6 = 2 divisions 2-E-6; 5-P-6 = 2 divisions 2-P-6; 4-P-6 = 2 divisions 2-P-6
  • Cavalry and reserve corps may not be broken down.

Austria 1848

  • 4-P-6 = 3 brigades 1-P-6

Political Events

1866

  • Bohemia. News arrives of a battle in the main theatre of operations. Must be played immediately. The Austrian player consults the Off-Map Operations Table. Return the marker to the container once played.
  • Mezzogiorno. Peasants and mafiosi of Calabria and Sicily sow chaos in the south of Italy. If the Italian units in the Mezzogiorno reserve box total 5 combat factors (CF) or fewer, Italian National Will is immediately reduced by five points. Return the marker to the container once played.
  • Hungary. Hungarian nationalists answer Bismarck's call to rise against the Habsburgs. Austrian National Will is immediately reduced by one point. Once played, the marker is removed from the game.
  • Leadership vacuum. Poor communication between the Italian headquarters (HQ). If both HQs of the regular Italian army have armies assigned and are located in different hexes, all "No march" results on the March Table for those units become "Retreat". Return the marker to the container once played.
  • Re Galantuomo. King Victor Emmanuel demonstrates his valour in combat, inspiring his compatriots. If the Italian HQ of Victor Emmanuel (VE) takes part in a battle during this turn (regardless of the result), Italian National Will increases by two points. Return the marker to the container once played.
  • The Royal Navy (La Regia Marina). The Italian navy sets sail to land troops on the Austrian coast. The Italian player may attempt to place two units in the Mezzogiorno reserve box, choosing any coastal Austrian hex that is not swamp or rough terrain. Roll the die for each unit; on a result of 4 to 6, the Austrian navy intercepts and destroys the troop convoy, and the unit is eliminated. (The Spanish text does not state the outcome of a result of 1 to 3; it is transcribed as printed.) Once played, the marker is removed from the game.
  • Ottoman Empire. Turkish troops march toward the border to intimidate the rebel factions and show their support for Austria. Austrian National Will increases by one point. The "Hungary" and "Serbia" markers may not be played once this marker has been played. Once played, the marker is removed from the game.

1859

  • The Pope's Divisions (Las divisiones del Papa). The Austrian player receives the Papal Swiss brigade and the Etruria division at Ferrara. The Austrian player may use the railways of the Papal States, and units of both sides may move freely through them.
  • Re Galantuomo. King Victor Emmanuel demonstrates his valour in combat, inspiring his compatriots. If the Italian HQ Victor Emmanuel (VE) takes part in a battle during this turn (regardless of the result), Italian National Will increases by two points. Return the marker to the container once played.
  • Toscana. The Austrian player rolls the die. On a result of 6, he may deploy all the Tuscan units. On a result of 1 to 5, the Italian player may deploy all the Tuscan units. Units of both sides may move freely through Tuscany, and the player who controls the Tuscan army may use its railways. Once played, the marker is removed from the game.
  • Esposa exigente (Demanding Wife). The French Empress Eugenia questions her husband's manhood. Must be played immediately. During the next Italian movement phase, all "No march" results for French units — or for an army containing French units — become "Impetuous" (Ímpetu). Return the marker to the container once played.
  • Madre queridísima (Dearest Mother). Archduchess Sophie, mother of Emperor Francis Joseph, questions her son's manhood. Must be played immediately. During the next Austrian movement phase, a "No march" result for the Austrian HQ (k.k.) becomes "Impetuous". Return the marker to the container once played.
  • Módena. The Austrian player rolls the die. On a result of 3 to 6, he may deploy the Modena brigade. On a result of 1 or 2, the Italian player may deploy the Modena brigade. Units of both sides may move freely through Modena, and the player who controls the Modenese army may use its railways. Once played, the marker is removed from the game.
  • Los Alpes en llamas (The Alps in Flames). Along the Tyrol, hardy mountaineers come down from the hills to support the emperor. Both Austrian mountain brigades are placed together in Trento or Bolzano. Once played, the marker is removed from the game.

1848

  • Viena Roja (Red Vienna). Street fighting breaks out in the Austrian capital, causing disorder in the army. The Austrian player must immediately remove two CF from any of his units. Return the marker to the container once used.
  • Reacción Negra (Black Reaction). Conservatives take control of the Austrian capital, freeing troops for front-line service. The Austrian player obtains three RP. Return the marker to the container once used. (The abbreviation "RP" is not defined in the Spanish text; it is transcribed as printed.)
  • Levantamiento Urbano (Urban Uprising). The Italian player may make three attempts to recruit urban guerrillas (30.1). Return the marker to the container once used. (The cross-reference reads "30.1" as printed; the urban guerrilla rules are in 29.1 of the 1848 special rules.)
  • Armar a los Campesinos (Arming the Peasants). Radetzky calls the Italian peasantry to his ranks to fight the hated liberal nationalist landowners. The Austrian player obtains two RP and may remove from play one urban guerrilla of his choice. Return the marker to the container once used. (The abbreviation "RP" is as printed; see above.)
  • El Cobarde Bomba (The Coward Bomba). The Neapolitan king Ferdinand II, known as "Bomba" for his habit of suppressing urban disturbances with cannon fire, withdraws his forces from the war. All Neapolitan units are removed from the game. Once used, the marker is removed from the game.
  • Alocución papal (Papal Allocution). Pope Pius IX decides that this week he is conservative. Italian National Will must be low or medium to play this marker. The Italian player rolls the die. On a result of 5 or 6, all papal units are removed from play and may not be mobilized (unless the Pope issues a proclamation). Return the marker to the container once used.
  • Proclamación papal (Papal Proclamation). Pope Pius IX decides that this week he is liberal. Italian National Will must be high to play this marker. The Italian player rolls the die. On a result of 1 or 2, all papal units that are in the mobilization pool or that have been removed from play by an allocution appear at full strength in any city of the Papal States. Return the marker to the container once used.

Player Aid Sheet: Additional Cards

RISORGIMENTO (S&T #187)

Rally Card (Carta Rally)

The rules call this the mobilization table (5.2).

Die0-123456+
ResultNNEPRAll
  • Modifiers: (+1 for high National Will; -1 for low National Will). (The rules at 5.1 give (+2) for high and (-2) for low National Will for mobilization; both are transcribed as printed.)
  • N: No mobilization.
  • E: Class E mobilization.
  • P: Classes E and P mobilization.
  • R: Classes E, P and R mobilization.
  • All: Total mobilization.

Supply Table

Die123456
ResultOFFSSS
  • O: No supplies. Demoralized units lose 10% of their strength; then all good-order units become demoralized.
  • F: Foraging. No effect if the hex contains 5 or fewer CF or contains a city, town or fortress. Otherwise it is treated as "No supplies".
  • S: Supplied. No effect.

Explanation of the March Table

The Austrian player moves first in all 1848 and 1866 scenarios; the Italian player moves first in all 1859 scenarios.

Off-Map Actions

DieResult
1Disaster (lose 10 National Will)
2Defeat (lose 5 National Will)
3-4No change
5Minor victory (gain 3 National Will)
6Crushing victory (gain 6 National Will)
Garibaldiansred
  • 11.37 Demoralized units that suffer another demoralization result in combat surrender immediately (11.5). Additional demoralization caused by other game functions (movement or supply) does not cause surrender.

  • 11.38 Demoralization takes effect immediately. Units that began a battle in good order but became demoralized before their side drew a combat marker have their current strength halved.

  • 13.7 Fortifications may not be concealed, and any reduced strength marker beneath them may be examined at any time.

  • 21.5 Effects. Unsupplied units must conduct a foraging action. The player rolls the die once for each hex containing unsupplied units and consults the Supply Table. Units that fail to forage successfully lose 10 percent of the total CF of all units present in the hex (rounding fractions up) and, if they are in good order, become demoralized.
  • Serbia. The Serbian army answers the Italian appeals for help and invades Austrian territory. The Austrian player must keep a unit with a value of 1 CF in the Austrian reserve area for the rest of the game. Once played, the marker is removed from the game.
  • II Risorgimento. Italy receives a Lombard division in Milan if the Allied units occupy the city or were the last to pass through it. Once played, the marker is removed from the game.
  • Llegada de Garibaldi (Garibaldi's Arrival). Giuseppe Garibaldi appears in time to organize a revolt. The Italian player may place the Garibaldi HQ in any city or town hex containing his units (including guerrillas). Once used, the marker is removed from the game.