Sequence of Play
| Phase 1 | P1 moves / reinforcements |
| P1 rallies units |
| P2 shoots |
| P1 resolves melees |
| Phase 2 | P2 moves / reinforcements |
| P2 rallies units |
| P1 shoots |
| P2 resolves melees |
Movement Rates
| Unit | Move |
| Infantry | 3″ |
| HQ | 6″ |
| Heavy Cavalry | 4″ |
| Light Cavalry | 5″ |
| Foot Artillery | 2″ |
| Horse Artillery | 4″ |
Terrain Effects
| 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 | Light Inf. only; others roads |
Cavalry: no cover from terrain. Non-Light Infantry forced into Dense Woods by rout = Destroyed. No cavalry move-to-contact the same turn as crossing a town.
Reinforcements (×2 per move phase)
Enemy within 3″ of your RP: optional one-for-one exchange (both Destroyed). Exit a unit at enemy RP: removes next off-map reinforcement.
Rallying — 1D6, 5+ rallies
| Modifier | ± |
| Guards / Grenadiers | +1 |
| HQ in base-to-base contact | +1 |
| Militia / “Small” | −1 |
| Enemy in contact | n/p |
| Enemy within 2″ | −2† |
| HQ more than 6″ away | n/p |
| Disrupted | −1 |
| HQ self-rally | +2 |
† Only possible for Guards and units in HQ base-contact. n/p = not possible.
Unit Special Rules
- Line Infantry: auto-Pinned the instant it fires.
- Light Infantry: all shooting results count as Pinned only (never Routed/Destroyed by fire); −3 in melee; may voluntarily Rout in its move phase.
- Light Cavalry: may voluntarily Rout in its move phase.
- Guards: if routed, any unit it passes within 1″ also Routs — chains through other Guards.
- Militia: auto-Routs if any unit Routs — or a router passes — within 1″.
- HQ: may self-rally (+2). If in base-contact with a Destroyed unit, the HQ is Destroyed too.
Voluntary routs are still Destroyed on a 1–2 per the rout rule.
Status Effects
Pinned — no move or facing change; may fire from current facing.
Disrupted — no move, no fire; +1 to enemy shooting; +2 to enemy melee.
Routs — roll 1D6: 1–2 = Destroyed; else full move directly away (or to rear), then Disrupted. Touch enemy = Destroyed; end on friendly = friendly backs up and is Pinned.
Victory
Fast game: first to lose 5 units loses.
Decisive: first to lose 5 units and be 2 ahead loses.
Draw: after either side has no reinforcements, exit all units off your own table-edge. Forced-off units count as Destroyed.
Shooting — Ranges
| Weapon | Range |
| Foot Artillery | 3 / 8″ |
| Horse Artillery | 2 / 5″ |
| Small-arms | 1″ |
HQ, Heavy Cav, Light Cav: may not shoot. Any unit using small-arms fire is Pinned immediately.
Shooting Modifiers
| Modifier | ± |
| Artillery at long range | −1 |
| Artillery at short range (≤1″) | +1 |
| Out of target’s flank or rear | −2 |
| Target is cavalry | +2 |
| Inf. in cover (town/wall/hedge) | −1 |
| Light Inf. in Dense Woods | −1 |
| Target downhill of shooter | +1 |
| Target is Disrupted | +1 |
| HQ base-contact with firer | +1 |
| Small-arms first volley (not Pinned) | +1 |
| Target fired on flank | +1 |
| Firer “Large” | +1 |
| Firer “Small” | −1 |
Same-aspect chargers form one target group; target-type modifiers apply only if every unit in that group qualifies. Defensive fire causing Pinned/Disrupted pushes attacker back one base depth; no melee.
Shooting Result — 1D6 modified
| Roll | Result |
| 8+ | Destroyed |
| 7 | Routs |
| 6 | Disrupted |
| 5 | Pinned |
| ≤4 | No effect |
Melee — Restrictions
Infantry may not initiate melee against cavalry. Artillery may never initiate melee. Last 2″ of move (or whole move if shorter) must be straight ahead.
Only unpinned/undisrupted defending infantry may turn to face contact. Multiple contacts: defender rolls separately vs. each attacker; phasing player chooses order.
No defensive fire against follow-up; Pinned units fight from current facing.
Dense Woods edge: Light Inf. may shoot out / be shot / be assaulted from outside only within 1″ of edge or road. Infantry may clear edge; LI defender ignores normal −3; attacker Pinned after; no non-Light follow-up into Dense Woods.
Melee Modifiers
| Modifier | ± |
| Light Cavalry | −1 |
| Guards (cumulative) | +1 |
| Heavy Cavalry | +2 |
| Cavalry in town | −2 |
| Enemy is Disrupted | +2 |
| Extra attackers vs. one defender | +1 each |
| HQ in base-to-base contact | +1 |
| Higher than opponent (uphill) | +1 |
| Artillery / HQ / Light Infantry | −3 |
| Clear woods: non-Light attacker | −1 |
| Clear woods: Pinned LI defender | −1 |
| Unit “Large” | +1 |
| Unit “Small” | −1 |
| Unit making follow-up | −1 |
| Was on road whole turn before contact | −2 |
Melee Result — Difference of 1D6 rolls
| Difference | Result |
| Drawn | Reroll |
| 1 or 2 | Loser Routs, opt. follow-up |
| 3 | Loser Destroyed, opt. follow-up |
| 4+ | Loser Destroyed, mandatory follow-up |
Army Points (40 AP standard)
| Unit | Cost |
| HQ | 4 |
| Line Infantry | 2 |
| Guards / Grenadiers | 3 |
| Light Infantry | 3 |
| Heavy Cavalry | 3 |
| Light Cavalry | 3 |
| Foot Artillery | 3 |
| Horse Artillery | 4 |
| Militia | 1 |
| Large modifier | +1 |
| Small modifier† | −0.5 |
† No Militia unit may be “Small”.