Sequence of play
Player 1 Moves Units/Dices for reinforcements
Player 1 Rallies Units
Player 2 Shoots Firearms/Artillery
Player 1 Resolves Melee's

Player 2 Moves Units/Dices for reinforcements
Player 2 Rallies Units
Player 1 Shoots Firearms/Artillery
Player 2 Resolves Melee's

Unit Summary
			Move	Range
Infantry			3"	1"
HQ			6"	NA
Heavy Cavalry		4"	NA
Light Cavalry		5"	NA
Foot Artillery		2"	3/8”
Horse Artillery		4"	2/6”

Movement  Modifiers:
Road - If a unit spends its entire move on a road it gains +1 inch in movement.
Stream - To cross a stream costs an extra inch in addition to the base distance.
Woods - Impassable to all but light infantry
Hedges/ walls - No cost.
Towns - All units move at ½  rate and do not receive the road bonus when moving through a town..

Reinforcements
Phasing player may dice twice for reinforcements.
Roll 1D6
Reinforcement from rear 3+ required
Reinforcement from flank 4+ required

Rallying 
Roll 1D6 to remove a disrupted or pinned effect from a unit
If modified score is 5+		Unit Rallies
Modifiers:
Guards/Grenadiers			+1
HQ in base to base contact		+1
Militia				-1
Enemy in contact			NP
Enemy within 2"			-2*
HQ more than 6" away		NP
Disrupted				-1
HQ self rally			+2
*only Guards and units in contact with HQ.
Resolving shooting
Roll 1d6
Results
8+        Target Destroyed
7          Target Routs
6          Target Disrupted
5          Target Pinned
4 or less no effect

Modifiers:
Artillery at long range			-1
Artillery at short range(1” or less)	+1
Shooting out of flank or rear		-2
Target is cavalry			+2
Target is infantry (light/line or guards) in cover, i.e.: in town, behind wall or hedge (NOT woods)	-1
Target is light Infantry in woods		-1
Target is downhill of shooter		+1
Target is disrupted			+1
HQ in base to base contact
With firing unit			+1
Muskets Firing "First Volley"
i.e.: unit is not pinned			+1
Target is fired on flank		+1
Firer is “large” unit			+1
Firer is “small” or “common size”	+0

Scale:  1”=100 to 200 yds;  1 turn = c.30 min.

Game Design by Rod Humble & others.

Melee
Each player rolls 1D6
Results, take the difference in scores.
Totals are drawn	-Reroll!
-1 or 2 more  -Loser Routs(opt “follow up”)
-3 more	    -Loser Destroyed(opt “follow up”)
-4 or more   -Loser Destroyed (must “follow up”)

Modifiers:
Unit is Light Cavalry			-1
Unit is Guards			+1
Unit is Heavy Cavalry			+2
Unit is Cavalry in town		-2
Enemy is disrupted			+2
Enemy is in melee with more than one unit +1 per extra unit beyond 1. (i.e.: 3 attackers on one defender means each attacker gets +2)
HQ in base to base contact		+1
Higher than opponent			+1
Unit is Artillery/HQ/Light Infantry	-3
Unit is “large” unit			+1
Unit is “small” unit			-1
Unit is “common sized” unit		+0
Attacker subsequent melee 		-1 max. 

Combat Results
Destroyed - Unit is removed from play and counted towards victory conditions.
Routs - Every time a unit routs for whatever reason the owner must roll a D6. On a 1 or 2 the unit is destroyed. If not,  the unit moves its maximum move either to its direct rear or directly away from the source of the shooting. After this move is completed the unit is also disrupted. If at any point during the rout the unit touched an enemy unit, the routing unit is destroyed. The routing unit may pass through friendly units, but if it ends its move on a friendly unit, that unit is moved back to make room and is marked as pinned.
Disrupted - The unit is marked as disrupted  (usually by placing cotton wool or another marker on the unit). Until it rallies the unit may not fire or move. In addition it is more vulnerable to attacks (see factors).
Pinned - The unit is marked as pinned (usually by placing cotton wool along the front edge of the unit). Until it rallies the unit may not move but is permitted to change facing during the move phase. The unit may fire normally.