Sequence of Play
| Phase 1 | P1 moves / reinforcements |
| P1 rallies units |
| P2 shoots (defensive first) |
| P1 resolves melees |
| Phase 2 | P2 moves / reinforcements |
| P2 rallies units |
| P1 shoots (defensive first) |
| P2 resolves melees |
Movement
| Unit | Move |
| Infantry | 3″ |
| HQ | 6″ |
| Heavy Cavalry | 4″ |
| Light Cavalry | 5″ |
| Foot Artillery | 2″ |
| Horse Artillery | 4″ |
One manoeuvre (pivot / wheel / spin) per phase, before, during, or after the move. Sideways ×2, no contact; rear normal; neither is a manoeuvre. Turning to face a charge is free. Last 2″ into contact straight ahead. Measure anything, any time.
Terrain
| Feature | Effect |
| Road (entire move) | +1″ |
| Stream | +1″ to cross |
| Bridge | ½ rate unless in road-column |
| Town | ½ rate, no road bonus |
| Hedge / Wall / Copse | no cost |
| Dense Woods | impassable; roads only |
Cavalry never gain cover from terrain. A unit routed into Dense Woods is Destroyed. Cavalry may not move to contact the same turn it crosses a town.
Reinforcements (×2 per move phase)
Staff Points: up to 4 at 1 AP; spend +1 each on a reinforcement roll; a natural 1 always fails. Enemy within 3″ of your point: optional one-for-one exchange, both Destroyed.
Rallying — 1D6, 5+ rallies
| Modifier | ± |
| Guards / Grenadiers | +1 |
| HQ in base-to-base contact | +1 |
| Militia | −1 |
| Disrupted | −1 |
| HQ self-rally | +2 |
| Enemy within 2″ | −2 † |
No rally at all with an enemy in contact, or with no HQ within 6″. † Only Guards, and units in HQ base-contact, may rally with an enemy within 2″.
Victory
Fast game — first to lose 5 units loses.
Decisive — first to lose 5 units and be 2 ahead loses.
Every unit counts — artillery and HQs included.
Army Points — 40 AP standard
| Unit | Cost |
| HQ | 4 |
| Line Infantry | 2 |
| Guards / Grenadiers | 3 |
| Heavy Cavalry | 3 |
| Light Cavalry | 3 |
| Foot Artillery | 3 |
| Horse Artillery | 4 |
| Militia | 1 |
| Staff Point (max. 4) | 1 |
Shooting — Ranges
| Weapon | Range |
| Foot Artillery | 3 / 8″ |
| Horse Artillery | 2 / 5″ |
| Small-arms | 1″ |
HQ and cavalry may not shoot. Small-arms Pins the shooter at once; artillery does not Pin itself. A Pinned unit may still shoot from its facing.
Shooting Modifiers — 1D6
| Modifier | ± |
| Artillery at long range (>1″) | −1 |
| Artillery at short range (≤ 1″) | +1 |
| Shooting out of own flank or rear | −2 |
| Target is cavalry | +2 |
| Target infantry in cover | −1 |
| Target downhill of shooter | +1 |
| Target is Disrupted | +1 |
| Target shot on flank | +1 |
| HQ base-contact with shooter | +1 |
| Small-arms first volley (not Pinned) | +1 |
| Roll | Result |
| 8+ | Destroyed |
| 7 | Routs |
| 6 | Disrupted |
| 5 | Pinned |
| ≤ 4 | No effect |
Defensive fire: a Pinned or Disrupted result on a unit that moved into contact pushes it back one base depth — no melee this turn. Rout or Destroyed resolve normally.
Melee — Difference of 1D6 rolls
| Modifier | ± |
| Heavy Cavalry | +2 |
| Guards | +1 |
| Light Cavalry | −1 |
| Cavalry in town | −2 |
| Artillery or HQ | −3 |
| Enemy is Disrupted | +2 |
| Extra attackers vs. one defender | +1 each |
| HQ in base-to-base contact | +1 |
| Uphill of opponent | +1 |
| Making a follow-up | −1 |
| On road all turn before contact | −2 |
| Difference | Result |
| Drawn | Reroll |
| 1 or 2 | Loser Routs, opt. follow-up |
| 3 | Loser Destroyed, opt. follow-up |
| 4+ | Loser Destroyed, must follow up |
Infantry may not charge cavalry; artillery may never charge. Unpinned infantry may turn to face one charger. Any winner may follow up, repeatedly — but never a Pinned or Disrupted unit. No defensive fire against a follow-up.
Status Effects
Pinned — no move, no facing change, no follow-up; may shoot from its facing.
Disrupted — no move, no shooting, no follow-up; +1 to enemy shooting, +2 to enemy melee.
Routs — 1D6: on 1–2 Destroyed. Else a full move directly away from the shooter (to its rear if routing for any other reason), then Disrupted. Touching an enemy while routing = Destroyed.
Unit Notes
- Line Infantry — Pinned the instant it shoots.
- Guards — if routed, any unit it passes within 1″ also Routs, chaining through other Guards.
- Militia — Routs if any unit Routs, or a router passes, within 1″.
- Light Cavalry — may voluntarily Rout in its move phase.
- HQ — self-rallies at +2; Destroyed with any unit it is touching.