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Turning Point (2009)

Turning Point (2009) Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Game Components
  • Game Board
  • Game Units
  • The Cards
  • Starting Play
  • Course of Play
  • Card Play
  • Movement
  • Reinforcements
  • Stacking
  • Facing
  • Battle
    • Attack
    • Determining Battle Points (BP) for Attack
    • Resolving Battle
  • Winning the Game
  • Solitaire Turning Point
  • Effects of Battle
  • Summary of Battle Point Effects
  • Card Actions
  • Example of a Player Round
  • The Battle of Freeman's Farm
  • The Battle Of Lundy's Lane

Introduction

Turning Point is a game that allows players to recreate the key battles of Freeman's Farm and Lundy's Lane by using cards. The focus is to provide fun, ease of play and short game times while providing some interesting historical flavor. Turning Point places a premium upon player decision-making and battle maneuver.

Game Components

The game's components include:

  • 2 card stock game boards
  • 1 sheet of cardboard playing pieces
  • 1 deck of Freeman's Farm battle cards (40 cards)
  • 1 deck of Lundy's Lane battle cards (40 cards)
  • 2 Player Aid Charts
  • 1 rules book

Game Board

One game board is for the battle of Freeman's Farm, the other is for the battle of Lundy's Lane. The game boards contain rows/columns of squares, each square identified by cross-referencing the letter for that row with the number for that column. For example, on the Freeman's Farm board the victory point square for Freeman's Farm is in square D14. Various terrain is depicted on the boards that can affect movement points (MP) and battle points (BP). Terrain types are:

Woods / Heavy Woods - Units pay 2 MP to enter a woods square. Units defending in a woods square have their BP doubled for defending therein.

Streams - Units pay +1 MP to cross a stream square side. In Freeman's Farm the attacker is -1 BP for attacking across a stream square side. In Lundy's Lane the defender is +1 BP when defending against an attack from across a stream square side.

Clear, Field and Roads - Roads allow movement from road square to connected road square through any terrain for 1 MP. No effect to BP.

Farm / Farm House - Farms and Farm houses have no effect on movement. A unit defending in a Farm square in Freeman's Farm is doubled. In Lundy's Lane the Farm House has no effect on battle.

Light Woods / Orchard (Lundy's Lane) - Units pay 1 MP to enter a light woods / orchard square. Units defending in a light woods / orchard square get 1 BP (extra) for defending therein. This terrain BP is never doubled.

Bog (Lundy's Lane) - Units pay 2 MP to enter a bog square. Units defending in a bog square get 1 BP (extra) for defending therein. This terrain BP is never doubled.

Terrain with levels (Lundy's Lane) - terrain where elevation is a factor as you move from one level to another level. Level 4 is the highest level, level 3 is the next highest, level 2 is the next highest, and level 1 is the lowest level. During movement, it costs +1 MP to move up one level. When a unit is attacking a defender on a higher level, the defender receives +1 BP. When a unit is attacking a defender on a lower level, the attacker receives +1 BP. This BP is never doubled.

Ford (Freeman's Farm) - Fords allow movement across streams for no extra MP. No effect to BP in combat.

Hill (Freeman's Farm) - Units pay 2 MP to enter a hill square. Units defending in a hill square have their BP doubled for defending therein.

Wooded Hill (Freeman's Farm) - Units pay 3 MP to enter a wooded hill square. Units defending in a wooded hill square have their BP doubled for defending therein.

Game Units

Each combat unit is represented by a counter.

Units have the following information:

  • A combat unit's battle rating is the base number of battle points (BP) it has to contribute to an attack. The front side of the unit is darker in color and has a higher BP value. The units have a back side that is lighter in color and has a reduced BP value (reverse side, flip unit to this side when reduced). Some units have no reverse side. A combat unit's BP may be increased by cards, terrain, etc.
  • Unit Identification shows unit organization. The set up information on the counter shows where to place the unit on the board to start the game or the turn of arrival.
  • A facing arrow that denotes the frontal facing direction of a counter.

Unit Types:

Infantry - May only use one card for movement. Elite has an asterisk (*). Some cards are used for specific infantry type units.

Cavalry (Lundy's Lane) - May use more than one card for movement.

Artillery (optional Lundy's Lane) - Must be stacked with an infantry unit. Can move from infantry unit to infantry unit using MP from cards. May move for free with the infantry unit it is stacked with when the infantry unit moves. If the infantry unit that it is stacked with is eliminated, then the artillery is eliminated. Remove 1 artillery card from the players deck. When artillery units are used they are the only units allowed to use artillery cards.

Leader (optional Lundy's Lane) - Each army has a leader. Leaders are rated for the number of BP they add (which are never multiplied or increased) to any attack or defense when stacked with a unit.

  • A leader adds his attack rating (the first number) as BP to any attack
  • A leader adds his defense rating (the second number) as BP to any defense

Leaders are moved like any other unit, using MP from cards to do so. They are considered to be cavalry in being able to combine cards to move them when not stacked. Leaders that start stacked with a combat unit which is ordered to move, may move along with that combat unit without additional expenditure of MP.

Leaders can not attack or defend by themselves. Leaders in a square by themselves move to the nearest friendly unit if attacked or if an enemy unit moves adjacent to them. However, a leader is eliminated, if the unit he is stacked with is eliminated.

Information Markers:

Disordered - Used to note which units are disordered.

Rallied - Used to denote which units have been rallied that round and may not move or attack for the rest of that round.

Used - Used to denote which units have moved or attacked that round and may not move again that round. Units marked with a used marker can not move again that round, however, they may attack again that round.

The Cards

In each battle the American's use the cards with the blue fronts and the British use the cards with the red fronts. Each battle has its own respective deck of cards.

Cards have the following information:

  • MP - This rating is the number of movement points that the card, when played for movement purposes, provides for the units of that army.
  • BP - This rating is the number of additional battle points that the card, when played for battle purposes during combat, provides for the units of that army.
  • Action - Most cards contain a specific action that is used when the player plays that card for action purposes. A player may use a card for its action, if an action is given on the card. The Action description provide unique game rules specific to that card and may override a game rule. If used as an action, it may not be used for its MP or BP.

Use of a card for MP, BP, or Actions, count against a player's 5-card maximum for his round.

Players get to use some - not all - of their cards each turn. The number of cards available to each player for a given turn is listed for that battle in the battle description.

Starting Play

I. Setting up the Combat Units - Each battle description lists which units start the game already on the board and which enter as reinforcements. Place starting units in their designated squares and set reinforcements where they can be easily reached.

II. Distribute Cards - Each player shuffles his deck and blindly and randomly deals himself the number of cards he is to get for that turn, placing excluded cards aside and out of play.

III. Initiative - Players check to see who goes first in each game turn unless the battle rules state otherwise. To determine who goes first each game turn each player randomly/blindly draws a card from the deck of cards not dealt out for that turn. High MP card gets to choose who will go first that turn. Tie? Draw again.

IV. Play then begins with that player undertaking a player round.

Course of Play

At the beginning of each turn, each player shuffles all (the entire battle deck) of his cards and deals to himself (randomly and blindly), cards according to his battle card availability.

Each game turn consists of an indeterminate number of Player Rounds. In each Player Round, the player whose round it is, plays from 0 to 5 of his cards. 5 cards is the maximum number of cards that may be played by the player whose round it is. Use of a card for MP, BP, or Actions, count against a player's 5 card maximum for his round. The cards are used to move his units and attack the enemy, as described below.

When that player has finished that round, play passes to his opponent, who then undergoes a Player Round (0 to 5 cards).

Play passes back and forth, as above, until both players have played all the cards they had for that turn, or both players pass consecutively. When that happens, that game turn is over.

Exception: If one player has no cards left to play, the other player plays all of his remaining cards (or as many as he wishes, up to the round maximum of 5) as one last round for that turn. Unplayed cards are discarded.

A player can choose not to play any of his cards; if he does so (or has no cards left), he passes. If both/all players pass consecutively, the turn is over, even if cards remain in hand. Discard any unplayed cards.

Card Play

Each card allows the player who plays that card to do only one of the things listed on the card (MP, BP, or actions). Once the card is played, it is discarded.

The actions available are explained on the card.

When a card (or cards) is (are) used, it must be used for the purpose (above) declared. That player may not play any other card(s) until that purpose is completed, although several cards may be played together for the same purpose.

If a card is played for MP, the player must use at least one MP. All MP do not have to be used, but those not used are lost.

Certain cards may be played during an opponent's round. Such play does not count against the number of cards a player may play in his round. But that card is considered used, and thus discarded for that turn.

Movement

When a card is played and the player states he is using that card for movement, he may use the number of Movement Points listed - e.g., MP 6 means he has 6 Movement Points from that card - to move one or more of his units. The player may play several cards at the same time, totaling their MP to give to his units. Single infantry units (and optional artillery units) are limited to the maximum MP available on a single played card. However a single cavalry (and optional leader units) unit can combine the MP of two or more cards.

Units pay a specific number of movement points to move into each square. The cost to enter each square is listed on the Terrain Chart shown on the game board. Certain sides of squares have additional terrain, and it may cost extra MP to cross that side (such as at streams) and enter that square. A unit may not enter a square unless it has the MP to do so.

Units move only across the sides of the squares; they may never move across the corners. Movement is from square to adjacent square. Diagonal movement is never allowed.

Units are free to move past (but not through) enemy units.

Once a unit stops movement it can not move again that round (but could attack again). Once a unit attacks it can not move that round (but could attack again). Place "Used" markers on units to help you keep track of which units have moved and/or attacked. Each unit may move only once per round, although the number of MP it uses is limited only by the cards played. Thus, a player can use several cards at once to give many MP to his units, but once he has moved those units, he may not move them again that round.

Movement Example: The British Player plays a card with 4 MP and a card with 5 MP, for a total of 9 MP available. The most MP he could give to a single infantry unit with the play of those 2 cards is 5 MP. However, he could give all 9 MP to a cavalry unit if he chooses. Using this example he gives 3 MP to one Infantry unit, another 1 MP to a second infantry unit and 5 MP to a cavalry unit. One infantry moves one square forward, the other moves and changes facing. The cavalry changes facing during his route and moves four squares. Play Notes: The movement advantage a cavalry unit has over an infantry unit is the ability to use multiple cards for movement. Play Note: There are no zones of control in Turning Point.

Reinforcements

Both players may receive new units - reinforcements - during the course of the game. Reinforcements are eligible to enter the map according to the reinforcement schedule in the battle and that are noted on the game turn tracks. They enter the map into the square(s) indicated, using the cards for movement in the normal way.

Stacking

Only one combat unit may be in a square at any one time. A combat unit may not move into a square occupied by another unit, friendly or enemy. Units may attack into an enemy-occupied square. But, when that attack is resolved, only one unit will be in that square.

Exception: Optional leaders and artillery units may stack with any one combat unit and this is the only time two units can be in the same square.

A unit may only move in the direction it is faced. It costs 1 MP each time a unit changes the direction in which it is faced.

Important: A unit may change facing only two sides during any single round, regardless of how many MPs it spends.

Units moving by road, directly from one road square to another, connected road square, do not pay any MP to change facing, as long as they maintain the facing in the direction the road is pointing.

A unit may always change facing during its move, even if it is adjacent to an enemy-occupied square.

Facing

A unit must always face one of the sides of the square it is in; never the corner. The top side of the counter is the side which determines facing and is denoted with a directional arrow. The direction in which the unit is faced is called frontal. The squares/sides to each side are its flank; the square/side to its back is its rear.

Battle

A battle occurs when one player attacks another player's unit.

Attack

After a player plays one or more cards for movement, or plays a card (or cards) for action purposes, he may launch one attack. He cannot attack unless he has played at least one card (for either of those purposes; cards played for battle points do not count) and only one attack is allowed per play of a card or a group of cards used for the same purposes (usually to get many movement points).

"One Attack" is defined by the target unit: the player attacking one enemy (defending) unit. More than one friendly unit may attack that unit, but only one defending unit may be the object of an attack.

More than one attack can occur in a round but only one attack per card or group of cards played.

Units may attack any enemy unit in an adjacent square, as long as the attacking unit is facing towards that square. Units attack only with their frontal side of the unit.

A player may attack an enemy unit with as many units as he has (frontally) adjacent to that target / defending enemy unit.

Determining Battle Points (BP) for Attack

Battles are resolved by having the attacker compare his Battle Points (BP) to those of the defender. Each player receives his base BP for each battle from the current (full or reduced) battle rating on the unit's piece. These BP may be increased or reduced.

Multipliers (doubles, triples) are done before any additions or subtractions called for by the game.

Increases and Decreases to BP

  • Actions: Some cards may also be used for their actions which will increase a unit's BP (Elite, etc.). If used for an action the card may not also be used for its BP.
  • Position. This applies only to attacking units. If a unit is attacking into an enemy unit's flank side (see facing), it doubles (2x) its BP. If a unit is attacking into an enemy unit's rear side, it triples (3x) its BP. The position bonus applies to individual units, not to all attackers.
  • Terrain Benefits.
  • Leaders: They add their ratings as BP to any unit they are stacked with, depending on whether they are attacking or defending.
  • Use of Cards as BP: The number of BP on each card is added to the total BP for those units. The attacking and defending players may play as many cards as they wish within their maximums. The attacker must stay within his 5 card per Round maximum. The defender has no such limit, and the cards he plays do not count against the 5-card limit.

Important: Cards used for BP are selected secretly and played simultaneously. No card may be played after each player reveals which cards he is using.

Example: A 2 BP American unit moves forward (1 MP) and changes facing (1 MP), then moves into the woods (2 MP) and changes facing again (1 MP) for a total of 5 MP. The American unit now conducts a flank attack, he would start with 4 BP (double his 2 BP for the flank attack) to 3 BP for the British unit. Both players could play cards for BP and actions for the battle.

Resolving Battle

Each player totals his BP (as above). All cards played for BP are revealed simultaneously. High total wins. If there is a tie, defender wins.

  • Attacker is the Winner:

If the attacker has more BP, but less than twice the BP of the defender, the defender (usually) has a choice. He may either stay in his square and flip the unit to its reduced side, or he may retreat (see below) the unit. If the defender cannot retreat due to blocking terrain or units, the unit must reduce. Also if the defender was disordered prior to the battle, he must reduce the unit and is no longer disordered.

If the attacker has twice or more as many BP as the defender, whether disordered or not, the defender must reduce and retreat. Disordered units that reduce are no longer disordered.

The attacker must advance one of the attacking units (his choice) into the vacated square, whether it is vacated by retreat or unit elimination. Advancing units may change facing when they enter the square, at no cost in MP. Any other victorious units may also change facing at no cost, but may not move.

  • Defender is the Winner:

Nothing happens unless the defender has twice or more the BP of the attacker. In that case one attacking unit - the one with the highest BP on its counter (if ties, attacker decides) - is reduced.

Example: The British player plays a card (A) with 4 MP and spends one MP to move a 2 BP Infantry straight ahead and then spends one more MP to change its facing, ending that unit's move in the frontal square of an American 2 BP Infantry unit. With the remaining 2 MP from the card, he moves a 3 BP Infantry unit straight ahead into the flank square of the same American Infantry unit. He decides to attack the American unit he just moved next to. The British player has 9 BP (2 BP for the frontally adjacent + 6 BP for the 3 BP Infantry attacking from the flank square + 1 BP for attacking one level lower.) and the American 2 BP + 1 BP for defending in light woods. Both players can now add card BP to the attack. The British player uses 1 card (B) to add 5 BP, for a total of 14 BPs. The American player uses 1 card (C) for 4 BP for a total of 7 BP. The British player wins the attack with twice the BP of the defender. The American must reduce and retreat.

Winning the Game

Players get Victory Points for eliminating - removing from play - enemy units or occupying (you must have a unit in the location at the end of the game) victory point locations. The victory point locations are denoted on the game boards by a colored star (blue for the American player/Red for the British). The number in the star is it's victory point value. An eliminated unit's victory point is equal to it's full strength BP. One Player wins the instant the other player has lost the listed number of BP for that battle. Count the normal (full) side BP. Reduced units do not count towards eliminated BP. Eliminated leaders count as 3 BP for victory purposes.

Solitaire Turning Point

Turning Point was designed to be played by two people, however, it can be played solitaire.

Essentially you, as the player, play both sides, setting up the units as for normal play. You then deal out the cards (blindly and randomly) each army gets from their respective decks, as per the scenario instructions, putting each army's play deck face down, on each side of you.

For whichever side goes first, you pick the top card from that army's deck. You can then choose to use the card to move or for the listed action. If you want to move a cavalry unit a distance by playing more than one card to do so, as is allowed, you take two cards, but you may then not use any of the actions, just the MP.

Having played a card (or cards), you may then decide to attack, as per the rules. When doing so:

  • As Attacker you may then pull the next card (blindly) from the top of the deck and use it either for BP or for the listed Action.
  • At the same time you must (if there are cards remaining) draw the top card from the Defender's deck and use it for its BP or Action.

You may not draw any more cards, and the battle is then resolved, after which play transfers to the other army, wherein you start the blind draw process over.

When there are no cards no left, the turn is over. Shuffle the army's respective decks, draw the allotted number of cards for each, and start the next turn.

Effects of Battle

Unit Reduction: Reducing a unit means flipping the counter to its lower BP rated side (if it has one). A unit that is already reduced, or has no reduced side, that suffers another reduced is eliminated and removed from the game.

Disorder: Units can become disordered as a result of the play of an Artillery Fire Card. While in disordered status the unit may not attack. A disordered unit that loses a battle as a result of attack is reduced (and is no longer disordered).

Important: A second disorder effect does not apply to the effect of an Artillery Fire card. In such a case a second disordered result is ignored.

Retreat: A unit that retreats moves into any vacant square to its rear or flank sides (defender's choice). It may only retreat forward (frontally) as a last resort. If the unit does not have a vacant square to retreat to it suffers an additional reduction. The retreating unit may change its facing at no cost in MP. If a unit cannot retreat, it is reduced instead. Militia and Indian units are automatically disordered after retreating.

Card action (Commander - Major General Phineas Riall): Play of a Commander card allows the player to move every unit he has in play 1 square, regardless of MP cost, including changing facing.

Card action (Retreat Before Attack): May retreat a unit before an attack is announced when the active player moves one of his units adjacent to the defending unit. The retreating unit moves into any square to its rear or flank and may change facing at no cost in MP. Militia and Indian units are automatically disordered after retreating. If a unit cannot retreat, it is reduced instead.

Retreat Before Attack note: The unit that moved to force such retreat may move into the vacated square, if it has any MP remaining and stop.

Summary of Battle Point Effects

Position Increases to BP

  • Attack into Flank - 2x
  • Attack into Rear - 3x
  • Terrain Benefits/Decreases - As per Terrain Effects Chart
  • Elite Bonus - Play of Action Card doubles (2x) Elite units

Card Actions

The following card action texts are printed on the battle cards.

Rally - Played as part of a player's round. Allows the player to either remove a Disorder marker from 2 units, or to flip 1 Reduced unit that is not adjacent to an enemy unit back to its normal side.

  • A unit that has moved or attacked that round may not be Rallied.
  • A unit that has been Rallied may not move or attack that round.

Rapid Move - This card, when played, is the sole card used to supply MP. All the player's units that are on a road, or entering onto a road as Reinforcements, may move up to 5 MP, as long as they stay on the road. However, a unit that benefits by this card may not move adjacent to an enemy unit that round.

Artillery Fire - The Attacker plays this card as part of his round. The Defender plays it at any time during an opponent's round, before any other cards are chosen, revealed or used. When played, the player designates one of his infantry units (not disordered nor in non-road woods) as firing artillery. The enemy unit frontally adjacent to that firing unit is automatically Disordered. You cannot eliminate a unit by playing an artillery card. Action not playable on Turn 1.

Elite Bonus - Player doubles (2x) the BP of any of his Elite units in that battle. For the unit to receive the Elite Bonus, the card (the printed card text is cut off in this file after this point).

Gen. John Burgoyne - Double the printed BP of any 1 unit making a frontal attack.

Pass Through Allowed - Allows all units moving that round to move through - in violation of stacking rules - any unit with '1' or '2' BP, as if the unit were not in that square. The moving unit(s) may not end movement in the occupied square. This card may not be used for militia units.

Commander (Major General Phineas Riall) - Play of a Commander card allows the player to move every unit he has in play 1 square, regardless of MP cost, including changing facing.

Retreat Before Attack - May retreat a unit before an attack is announced when the active player moves one of his units adjacent to the defending unit. The retreating unit moves into any square to its rear or flank and may change facing. Militia and Indian units are automatically disordered after retreating. If a unit cannot retreat, it is reduced instead.

Note on the Retreat Before Attack card: The unit that moved to force such retreat may move into the vacated square, if it has any MP remaining and stop.

Example of a Player Round

British player turn: The British player plays two cards for MP, a 5 MP and a 3 MP card (2 of 5). He moves 3 infantry ahead 1 square each. He moves another infantry through the woods and changes facing.

He plays the Artillery card (3 of 5) against the 3rd NH, which disorders that unit.

Following the play of the above group of cards, he declares an attack against the American 2nd NY (BP 2) by the British 9th Foot (BP 4). The British plays the Gen. John Burgoyne card (4 of 5) which doubles the BP of a unit making a frontal attack thereby increasing the 9th Foot to 8 BP. Players can now play cards to add BP to the battle. The American player knows the British player can only play one battle card (since the British player has already played 4 of his 5 allowed cards). He decides to play one 4 BP card increasing his total BP to 6. The British plays no card keeping his total at 8 BP. The result of the battle is the attacking British player wins by having more BP but not twice as much. This means the defender can stay in the square and reduce or retreat. He chooses to retreat back 1 square. The British player advances.

The British player plays his last card (5 of 5) for 3 MP. He moves the 24th Foot 1 square ahead expending 2 MP. He could declare an attack but would not be able to play any cards for BP as he has played all 5 of his cards for the turn. He chooses to end his turn.

The Battle of Freeman's Farm

(Source: Wikipedia)

The battle of Freeman's Farm began when Burgoyne moved some of his troops in an attempt to flank the entrenched American position on Bemis Heights. Benedict Arnold, anticipating the maneuver, placed significant forces in his way. Both Burgoyne and Arnold understood the importance of the American left. Burgoyne ordered the army to advance in three columns.

Arnold also realized such a flanking maneuver was likely moved his forces from the heights to meet potential movements, where the American skill at woodlands combat would be an advantage. When Morgan's men reached an open field northwest of Bemis Heights belonging to Loyalist John Freeman, they spotted British advance troops in the field.

Morgan's men took very careful aim, and picked off virtually every single officer in the advance company, and then charged, unaware that they were headed directly for Burgoyne's main army. While they succeeded in driving back the advance company, Fraser's arrived just in time to attack Morgan's left, scattering his men back into the woods.

There was then a lull in the fighting around 1 pm as Hamilton's men began to form up on the north side of the field, and American reinforcements began to arrive from the south. Learning that Morgan was in trouble, Gates ordered out two more regiments (1st and 3rd New Hampshire) to support him with additional regiments (2nd New York, 4th New York, the 1st Canadian, and Connecticut militia) from the brigade of Enoch Poor to follow. Burgoyne arrayed Hamilton's men with the 21st on the right, the 20th on the left, and the 62nd in the center, with the 9th held in reserve.

The battle then went through phases alternating between intense fighting and breaks in the action. Morgan's men had regrouped in the woods, and busily picked off officers and artillerymen. They were so effective at the reducing the latter that the Americans several times gained brief control of British field pieces, only to lose them in the next British charge. At one point it was believed that Burgoyne himself had been taken down by a sharpshooter; it was instead one of Burgoyne's aides, riding a richly-dressed horse, who was the victim. The center of the British line was very nearly broken at one point, and only the intervention of General Phillips, leading the 20th, made it possible for the 62nd to reform.

The final stroke of the battle belonged to the British. Around 3 pm, Riedesel sent a messenger to Burgoyne for instructions. He returned two hours later with orders to guard the baggage train, but also to send as many men as he could spare toward the American right wing. In a calculated risk, Riedesel left 500 men to guard the vital supply train and marched off toward the action with the rest of his column. Two of his companies advanced on the double and opened vicious fire on the American right,[36] and Fraser's force threatened to turn the American left flank. In response to the latter threat, Arnold requested more forces, and Gates allowed him to dispatch Ebenezer Learned's brigade (2nd, 8th and 9th Massachusetts). Fortunately for the American right, darkness set in, bringing an end to the battle. The Americans retreated back to their defenses, leaving the British on the field.[5]

Burgoyne had gained the field of battle, but suffered severe losses and the results of the battle effectively ended his campaign, thus marking a major turning point in the war.

The Battle Of Lundy's Lane

(Source: Wikipedia)

The decisive battle of the American Niagara Campaign, Lundy's took place a short time after the Americans had pushed the British away from their position at Chippawa, guarding the road to Lake Ontario. The British had fallen back toward their fortified positions to the north but, on hearing that Brown's Left Division was, again, on the move, Lt. General Gordon Drummond, ordered reinforcements to Lundy's Lane from Fort George. They marched south to form a defensive position atop the slight hill across which Lundy's Lane, a spur from the main portage road alongside the Niagara River. The British were still reoccupying their positions when the first American units came into view.

The American brigade of Winfield Scott emerged in the late afternoon from a forest into an open field and were badly mauled by the British artillery. Scott sent the 25th U.S. Infantry to flank the British left. They caught the British and Canadian units there while they were redeploying and briefly drove them back in confusion, but the British rallied. General Riall was severely wounded and was captured by Ketchum's Company of the 25th U.S. Infantry while riding to the rear.

As night fell, Scott's brigade had suffered heavy casualties, but Brown arrived with the American main body. As Ripley and Porter relieved Scott's brigade, Brown ordered the 21st U.S. Infantry under Lt. Colonel James Miller to capture the British guns.

While the British were distracted with another attack on their right, Miller's troops deployed within a few yards of the British artillery. They fired a volley of musketry which killed most of the gunners and followed up with a bayonet charge which captured the guns and drove the British centre from the hill.

Meanwhile, the British column under Colonel Hercules Scott began arriving on the field, already tired from their futile march and countermarch. Unaware of the situation, they blundered into Ripley's brigade and were also driven back in disorder. (They briefly lost their own three guns, but these were quickly recovered.)

Although wounded, Drummond now reorganized his troops and mounted three determined attempts to retake his own cannon and capture the American guns which were being deployed on Lundy's Lane. All three attempts were stopped, as was another American counter attack by Winfield Scott. In the smoke and confusion, both sides several times fired on their own troops as the battle revolved around the cemetery in darkness.

By midnight, both sides were exhausted. Each side had lost about the same number of men--878 British and 860 American. Winfield Scott and Jacob Brown were both severely wounded. With supplies and water short, Brown ordered a retreat. Ripley, Porter and Lt. Colonel Jacob Hindman (Brown's artillery commander) protested but complied. Although the British still had 1,400 men on the field, they were in no condition to interfere with the American withdrawal. The Americans could drag away only one of the captured British guns and had to abandon one of their own with a broken carriage.

Probably the most ferocious battle of the War of 1812, it was a see-saw contest in which the American and British rrmies [sic: as printed] matched each other equally.