The Drive on Metz: - Victory Point Games
The Drive on Metz: - Victory Point Games
The Drive on Metz: - Victory Point Games
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In Magnificent Style Rules v1.0 1<br />
In Magnificent Style<br />
Pickett’s Charge at Gettysburg<br />
Table of C<strong>on</strong>tents<br />
[1.0] INTRODUCTION ........................... 1<br />
[2.0] GAME EQUIPMENT ...................... 1<br />
[3.0] SETTING UP ................................. 2<br />
[4.0] SEQUENCE OF PLAY .................... 3<br />
[5.0] DIVISION GENERALS ................... 3<br />
[6.0] UNIT ACTIVATION ....................... 4<br />
[7.0] MOVING A UNIT .......................... 4<br />
[8.0] HITS AND RESERVES ................... 5<br />
[9.0] EVENT CHITS .............................. 5<br />
[10.0] REGROUPING............................. 6<br />
[11.0] FIRE! CHITS ............................... 6<br />
[12.0] SIGHTING .................................. 7<br />
[13.0] BAYONET COMBAT ................... 7<br />
UNION EVENT CHITS ....................... 8<br />
CONFEDERATE EVENT CHITS .......... 9<br />
[14.0] UNION ACTIVITY ......................10<br />
[15.0] LEE & LONGSTREET ................10<br />
[16.0] HOUSEKEEPING ........................10<br />
[17.0] SCORING THE GAME ................10<br />
[18.0] EXTENDED EXAMPLE ...............12<br />
[19.0] THE 2-PLAYER GAME ..............14<br />
[20.0] DESIGNER’S NOTES ..................16<br />
[0.0] USING THESE RULES<br />
New gaming terms, when initially defined,<br />
appear in dark red lettering for quick<br />
referencing.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> instructi<strong>on</strong>s for this game are organized<br />
into major “Rules” secti<strong>on</strong>s as shown in large<br />
green CAPS f<strong>on</strong>t, and represented by the<br />
number to the left of the decimal point (e.g.,<br />
Rule 4.0 is the fourth Rule). <str<strong>on</strong>g>The</str<strong>on</strong>g>se Rules<br />
generally explain the game’s comp<strong>on</strong>ents,<br />
procedures for play, the game’s core systems<br />
and mechanics, how to set it up, and how to<br />
win.<br />
With each Rule, there can be “Cases” that<br />
further explain a general c<strong>on</strong>cept or basic<br />
procedure. Cases might also restrict the<br />
applicati<strong>on</strong> of a Rule by denoting excepti<strong>on</strong>s<br />
to it. Cases (and Subcases) are an extensi<strong>on</strong><br />
of a Rule shown in the way that they are<br />
numbered. For example, Rule 4.1 is the first<br />
Case of the fourth Rule; and Rule 4.1.2 is the<br />
sec<strong>on</strong>d Subcase of the first Case of the fourth<br />
Rule.<br />
© 2012 Hermann Luttmann and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong><br />
Important informati<strong>on</strong> is in red text.<br />
References to examples of a Rule or Case are in<br />
blue text and this f<strong>on</strong>t.<br />
Text in shaded boxes, like this, provides the<br />
voice of the game’s designer, who is<br />
addressing you to explain an idea or c<strong>on</strong>cept<br />
that is not, itself, a Rule or a Case.<br />
[1.0] INTRODUCTION<br />
“We all moved off in as magnificent style as<br />
I ever saw, the lines perfectly formed.”<br />
- John T. J<strong>on</strong>es, Commander of the 26th<br />
North Carolina<br />
In Magnificent Style<br />
is a solitaire game depicting the final<br />
desperate C<strong>on</strong>federate attack <strong>on</strong> 3 July 1863<br />
at the Battle of Gettysburg, popularly known<br />
as Pickett’s Charge. To make this game<br />
entertaining, it features new ideas for the old<br />
“push-your-luck” play mechanic. As General<br />
L<strong>on</strong>gstreet, you must decide how quickly to<br />
press your troops across this deadly open<br />
ground before allowing the men to regroup<br />
for another bound. But time is not <strong>on</strong> your<br />
side, and the l<strong>on</strong>ger your stalwart soldiers<br />
remain in this maelstrom of enemy fire, the<br />
more dangerous it becomes, and the less<br />
likely they will arrive with the verve and<br />
numbers required to carry the day.<br />
Those are your opti<strong>on</strong>s: Death or Glory!<br />
“General Lee, I have no divisi<strong>on</strong>.”<br />
- General George Edward Pickett<br />
[2.0] GAME EQUIPMENT<br />
● 1 11x17” map<br />
● 42 3/4” square pieces<br />
● 90 1/2” square pieces<br />
● 14 1/2” round pieces<br />
● 1 5/8” round piece<br />
● 10 1” x 1/2” rectangular pieces<br />
● 1 two-sided, 8.5” x 5.5” Player Aid sheet<br />
● This Rules booklet<br />
You will need to provide a pair of 6-sided<br />
dice and an opaque bowl to play the game.<br />
[2.1] <str<strong>on</strong>g>The</str<strong>on</strong>g> Game Map: <str<strong>on</strong>g>The</str<strong>on</strong>g> map represents a<br />
stylized overhead view of the valley across<br />
which Pickett’s Charge occurred, from<br />
Seminary Ridge, across the Emmitsburg<br />
Road, to Cemetery Ridge.
2 In Magnificent Style Rules v1.0<br />
Game Turn Track<br />
Uni<strong>on</strong> Positi<strong>on</strong> Spaces<br />
“<str<strong>on</strong>g>The</str<strong>on</strong>g> Angle” Spaces<br />
Emmitsburg Road<br />
Area (a numbered<br />
group of Spaces)<br />
Farms (provide<br />
defensive cover)<br />
C<strong>on</strong>federate Start<br />
Spaces<br />
C<strong>on</strong>federate Command<br />
Organizati<strong>on</strong><br />
Brigade<br />
(“unit”)<br />
Column<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> map is divided as follows:<br />
Divisi<strong>on</strong><br />
Column<br />
Spaces: Each small square box is a space.<br />
This is the basic unit of measure in the<br />
game. Spaces are sub-divided by type:<br />
C<strong>on</strong>federate Start spaces (i.e., Spangler’s<br />
Woods and Seminary Ridge).<br />
Uni<strong>on</strong> Positi<strong>on</strong> spaces (i.e., Copse of<br />
Trees and Cemetery<br />
Ridge). <str<strong>on</strong>g>The</str<strong>on</strong>g> three<br />
spaces opposite the<br />
Brigades of Davis,<br />
Lane and Marshall are<br />
behind a st<strong>on</strong>e wall.<br />
Emmitsburg Road spaces (indicated by the<br />
road line running through them and the<br />
thicker space border).<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> Angle (shaded red). A killing ground<br />
where the Rebels suffered greatly. Units in<br />
these spaces always take <strong>on</strong>e more Hit (for<br />
any reas<strong>on</strong>) than normally required.<br />
Farms: <str<strong>on</strong>g>The</str<strong>on</strong>g>se two squares represent farm<br />
buildings that provided some cover. Units<br />
in these spaces always take <strong>on</strong>e less Hit<br />
(for any reas<strong>on</strong>) than normally required.<br />
Areas: <str<strong>on</strong>g>The</str<strong>on</strong>g>se are the blocks of nine spaces<br />
numbered from 1 to 10.<br />
Z<strong>on</strong>es: <str<strong>on</strong>g>The</str<strong>on</strong>g>se are three adjacent Areas<br />
sharing the same color: green, yellow or<br />
red. <str<strong>on</strong>g>The</str<strong>on</strong>g>y measure the relative distance<br />
from the Rebel lines to the Uni<strong>on</strong> lines.<br />
Brigade Columns: <str<strong>on</strong>g>The</str<strong>on</strong>g> C<strong>on</strong>federate forces<br />
advance as individual Brigades (named at<br />
their starting positi<strong>on</strong>s) al<strong>on</strong>g a column<br />
<strong>on</strong>e space wide and about 10 spaces deep.<br />
Divisi<strong>on</strong> Columns: <str<strong>on</strong>g>The</str<strong>on</strong>g> C<strong>on</strong>federate<br />
Brigades are grouped into three divisi<strong>on</strong>s:<br />
Pettigrew, Trimble and Pickett. <str<strong>on</strong>g>The</str<strong>on</strong>g>se<br />
divisi<strong>on</strong>s each have their own Divisi<strong>on</strong>al<br />
Columns (three spaces wide).<br />
[2.2] Units: Each Brigade or “unit” is<br />
represented by a<br />
rectangular<br />
Positi<strong>on</strong> marker<br />
(pictured here) plus<br />
a small square<br />
Strength Value (SV) marker (pictured<br />
below) showing its current strength.<br />
Unit Strength Value markers<br />
CONFEDERATE<br />
UNION<br />
FRONT BACK FRONT BACK<br />
Strength Value (SV)<br />
FRONT BACK FRONT BACK<br />
Rally marker<br />
[2.3] Markers: Each Brigade also has a<br />
Rally marker from which it advances from<br />
and falls back to. Each Divisi<strong>on</strong> (a group of<br />
three Brigades) has a single, named General<br />
marker assigned to <strong>on</strong>e specific Brigade in<br />
that Divisi<strong>on</strong> at a time (shown above).<br />
Event chit<br />
Divisi<strong>on</strong> General marker<br />
Chits<br />
FRONT BACK FRONT BACK<br />
Fire chit<br />
[2.4] Chits: <str<strong>on</strong>g>The</str<strong>on</strong>g>re are large square Event<br />
chits (with <strong>on</strong>e Uni<strong>on</strong> and <strong>on</strong>e C<strong>on</strong>federate<br />
Event <strong>on</strong> each side) and small square Fire!<br />
chits used when the C<strong>on</strong>federates are firing<br />
<strong>on</strong> the Uni<strong>on</strong> Positi<strong>on</strong> spaces.<br />
[3.0] SETTING UP<br />
1. Place the map so that the C<strong>on</strong>federate end<br />
(Seminary Ridge) is closest to you.<br />
Development by Alan Emrich
In Magnificent Style Rules v1.0 3<br />
2. Place 1 rectangular C<strong>on</strong>federate Positi<strong>on</strong><br />
marker, 1 10-SV marker,<br />
and <strong>on</strong>e C<strong>on</strong>federate Rally<br />
marker in each of the nine<br />
C<strong>on</strong>federate Start spaces<br />
al<strong>on</strong>g the bottom.<br />
3. Stack each of the three Divisi<strong>on</strong> General<br />
markers () with its Ready side<br />
showing (pictured here) with any<br />
<strong>on</strong>e of the Brigades in its Divisi<strong>on</strong>.<br />
It doesn’t matter much which Brigade they<br />
set up with just yet.<br />
4. Place the Game Turn marker in<br />
the 1 space <strong>on</strong> the Turn Track.<br />
5. Place <strong>on</strong>e Uni<strong>on</strong> 5-SV unit <strong>on</strong><br />
each of the 9 Uni<strong>on</strong> Positi<strong>on</strong><br />
spaces near the top map edge.<br />
6. Place the 30 Fire! chits together, face-up<br />
(with their identical faces showing), in a<br />
pile near the map and mix them up.<br />
C<strong>on</strong>duct Preliminary Bombardment of the<br />
Uni<strong>on</strong> Positi<strong>on</strong> spaces with<br />
C<strong>on</strong>federate artillery by placing ten<br />
unrevealed Fire! chits chosen at<br />
random in any or all of the nine<br />
Uni<strong>on</strong> Positi<strong>on</strong> spaces as you see fit.<br />
Revealing these chits to ascertain their effect<br />
occurs later during play (see 11.2).<br />
If you would like to “give the Yankees what<br />
for,” you may place <strong>on</strong>e additi<strong>on</strong>al Fire!<br />
chit in any or all of the Uni<strong>on</strong><br />
Positi<strong>on</strong> spaces in the same Brigade<br />
Column as your General markers<br />
by flipping those General markers over to<br />
their “USED” side (see 5.4 and 5.5).<br />
7. Place the large Event chits in an opaque<br />
c<strong>on</strong>tainer, hereafter referred to as the Chit<br />
bowl, and keep it close by.<br />
8. All the other game pieces should be set<br />
aside nearby for later use.<br />
[4.0] SEQUENCE OF PLAY<br />
Each game of In Magnificent<br />
Style lasts five Game Turns (each<br />
representing about 10 minutes of real time).<br />
Each Game Turn is divided into Phases that<br />
must be performed in order and each must be<br />
completed before proceeding to the next<br />
Phase, as follows:<br />
1. Uni<strong>on</strong> Activity: Draw and implement<br />
Blue (Uni<strong>on</strong>) Event chit(s). This Phase is<br />
skipped <strong>on</strong> the first Game Turn.<br />
2. Follow Me!: Assign each C<strong>on</strong>federate<br />
Divisi<strong>on</strong> General () marker still in play<br />
to <strong>on</strong>e of its three Brigades (5.1).<br />
3. Brigade Activati<strong>on</strong>s: Choose any <strong>on</strong>e<br />
Brigade you wish that has not already been<br />
active this turn; that Brigade is<br />
then denoted by placing the<br />
Advancing Brigade (“green<br />
light”) marker behind it <strong>on</strong> the<br />
map. It performs the following Steps in<br />
order:<br />
A. Activate: <str<strong>on</strong>g>The</str<strong>on</strong>g> Brigade elects to either<br />
Move (which can occur many times) or<br />
Regroup, until its turn ends<br />
(6.2). When finished, flip its<br />
Rally marker over to its D<strong>on</strong>e<br />
(“red light”) side.<br />
B. Sighting: After all of the Brigade’s<br />
activati<strong>on</strong>s are d<strong>on</strong>e, reveal<br />
Fire! chits in the Uni<strong>on</strong><br />
Positi<strong>on</strong> space al<strong>on</strong>g this<br />
Brigade’s Column, if allowed<br />
(12.0), and apply their effects.<br />
C. Move <strong>on</strong>!: Move the Advancing<br />
Brigade marker to the next<br />
eligible Brigade of your choice,<br />
flipping the marker back from<br />
its Shaken! side (if it is <strong>on</strong> that<br />
“yellow light” side) as a reminder of<br />
which Brigade is currently active. After<br />
all Brigades have completed their turn,<br />
place this marker to the side and proceed<br />
to the Housekeeping Phase.<br />
4. Housekeeping: Flip all C<strong>on</strong>federate<br />
Divisi<strong>on</strong> Generals <strong>on</strong> their Used sides back<br />
to their Ready sides, remove all temporary<br />
effect Fire! chits, flip D<strong>on</strong>e markers over<br />
to their Rally side and advance the Game<br />
Turn marker <strong>on</strong>e space. If Game Turn 5<br />
was just completed, score the game (17.0).<br />
[5.0] DIVISION GENERALS<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g>re are three important Divisi<strong>on</strong><br />
General markers in the game:<br />
Pettigrew, Trimble and Pickett.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g>y are hereafter known as<br />
“General markers” and have a single star<br />
symbol (). <str<strong>on</strong>g>The</str<strong>on</strong>g>se markers abstractly<br />
© 2012 Hermann Luttmann and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>
4 In Magnificent Style Rules v1.0<br />
represent the direct leadership and morale<br />
influence of those Generals. <str<strong>on</strong>g>The</str<strong>on</strong>g>y can<br />
provide b<strong>on</strong>uses for the single Brigade that<br />
they are directly attached to.<br />
[5.1] Attaching: Each General marker ()<br />
in play (they are removed when killed or<br />
wounded) is always deployed <strong>on</strong> the map<br />
with (and, hence, “attached to”) <strong>on</strong>e of the<br />
three Brigades in its Divisi<strong>on</strong> (<strong>on</strong>ly). Simply<br />
place the General marker <strong>on</strong> top of the<br />
Brigade’s Positi<strong>on</strong> marker.<br />
Example: <str<strong>on</strong>g>The</str<strong>on</strong>g> General Pettigrew marker can<br />
<strong>on</strong>ly be attached to (i.e., placed <strong>on</strong> the map with)<br />
Brockenbrough’s, Davis’ or Lane’s Brigade.<br />
[5.2] Movement: After their initial<br />
placement during Set Up (3.0, #3), General<br />
markers in play can be freely reattached to a<br />
different Brigade in their Divisi<strong>on</strong> during the<br />
Follow Me! Phase of each Game Turn by<br />
simply picking them up and placing them<br />
with that other Brigade in their Divisi<strong>on</strong>.<br />
I’m Busy!: A General marker cannot be<br />
attached to, or detached from, a Brigade<br />
that is in a Uni<strong>on</strong> Positi<strong>on</strong> space.<br />
[5.3] Shared Fate: During the Brigade<br />
Activati<strong>on</strong>s Phase, a General marker stays<br />
with the Brigade that it is attached to, advancing<br />
and retreating al<strong>on</strong>g with it. If that<br />
Brigade is eliminated, so is the General<br />
marker attached to it!<br />
[5.4] Leadership Effects: While attached to<br />
a Brigade, a General marker can be used<br />
(i.e., “spent” for that turn) for any <strong>on</strong>e of the<br />
b<strong>on</strong>uses listed below:<br />
Place <strong>on</strong>e additi<strong>on</strong>al (+1) Fire! chit during<br />
the Preliminary Bombardment porti<strong>on</strong> of<br />
Set Up (see 3.0, #6).<br />
Re-roll the Movement dice roll. Simply<br />
ignore the original roll, pick up the dice<br />
and roll again (see 7.0).<br />
Increase the Hits inflicted during an Open<br />
Fire event by <strong>on</strong>e (+1). So even from a<br />
Green Z<strong>on</strong>e, <strong>on</strong>e Hit is inflicted.<br />
Recover <strong>on</strong>e additi<strong>on</strong>al (+1)<br />
Strength Value (SV) during a<br />
C<strong>on</strong>federate Reserves event.<br />
Improve morale when checked<br />
during an 8th Ohio Flank<br />
Attack! or Verm<strong>on</strong>t Brigade<br />
Counterattacks! event.<br />
Grant a +2 modifier in Bay<strong>on</strong>et Combat.<br />
[5.5] Command Limits: Once used (as per<br />
5.4), the General marker is immediately<br />
flipped over to its USED side<br />
to indicate that it has performed its<br />
single feat for that turn.<br />
During the Housekeeping Phase, it is<br />
refreshed (flipped back to its Ready side) to<br />
show that it is again available to perform<br />
another feat next turn.<br />
[6.0] UNIT ACTIVATION<br />
During the Brigade Activati<strong>on</strong>s Phase, you<br />
must Activate each C<strong>on</strong>federate Brigade,<br />
indicating this by placing the Advancing<br />
Brigade marker behind it. You can<br />
Activate your Brigades in any order<br />
you desire. Activati<strong>on</strong> means that<br />
the unit will have <strong>on</strong>e or more opportunities<br />
to move, fight and c<strong>on</strong>solidate during the<br />
Phase.<br />
[6.1] <str<strong>on</strong>g>The</str<strong>on</strong>g> Activati<strong>on</strong> Decisi<strong>on</strong>: Each time a<br />
unit Activates, you must decide which of two<br />
opti<strong>on</strong>s it will choose, either:<br />
A. It attempts to Move toward the Uni<strong>on</strong><br />
Positi<strong>on</strong> space at the end of its column<br />
(see 7.0), after which it often makes<br />
another Activati<strong>on</strong> Decisi<strong>on</strong>, OR<br />
B. It Regroups in its current space (see 10.0)<br />
and c<strong>on</strong>solidates its positi<strong>on</strong>, after which<br />
its Activati<strong>on</strong> Step is over and play<br />
proceeds to its Sighting Step (see 12.0). If<br />
the unit is in a C<strong>on</strong>tinuing Melee, it must<br />
choose this opti<strong>on</strong> (see 13.3).<br />
[6.2] Ending Unit Activati<strong>on</strong>s: After each<br />
Brigade completes its turn, flip its Rally<br />
marker over to its “D<strong>on</strong>e” side. After all nine<br />
Brigades have performed their Activati<strong>on</strong>, set<br />
aside the Advancing Brigade marker and<br />
proceed to the Housekeeping Phase (16.0).<br />
[7.0] MOVING A UNIT<br />
To move a unit, roll two dice (preferably <strong>on</strong>e<br />
dark- and <strong>on</strong>e light-colored) and c<strong>on</strong>sult the<br />
Movement Table <strong>on</strong> the Player Aid sheet.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> result of the first (dark-colored) die is<br />
read al<strong>on</strong>g the left side and the sec<strong>on</strong>d (lightcolored)<br />
die al<strong>on</strong>g the top, yielding the result<br />
of that unit’s movement effort.<br />
Development by Alan Emrich
In Magnificent Style Rules v1.0 5<br />
Example: A dice roll of a 4 and 4 is a Determined<br />
Advance. A dice roll of 2 and 5 is an<br />
Advance. Rolling a 1 and 6 is Against the<br />
Wind, and a dice roll of 1 and 2 is Heavy Fire.<br />
Below the Movement Table, each outcome<br />
(e.g., Heavy Fire, Advance, etc.) has a list of<br />
results that you must apply, in order. Some<br />
allow you to make important choices!<br />
[7.1] Advance and Retreat: Units Advance<br />
toward the Uni<strong>on</strong> Positi<strong>on</strong> space at the end<br />
of their unit column and retreat back toward<br />
their Start space.<br />
[7.2] Obstacles: <str<strong>on</strong>g>The</str<strong>on</strong>g> nine Uni<strong>on</strong> Positi<strong>on</strong><br />
and the nine Emmitsburg Road spaces are<br />
all Obstacle spaces. In additi<strong>on</strong>, certain Blue<br />
Event chits are placed <strong>on</strong> the map and turn<br />
the (n<strong>on</strong>-Obstacle) space directly in fr<strong>on</strong>t of a<br />
C<strong>on</strong>federate Brigade into an Obstacle space.<br />
Only certain types of single-space moves<br />
(those shown with a red border <strong>on</strong> the<br />
Movement Table) allow a Brigade to enter an<br />
Obstacle space. No special move is required<br />
to exit an Obstacle space.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> terrain border lines in fr<strong>on</strong>t of the Uni<strong>on</strong><br />
Positi<strong>on</strong> spaces are a visual reminder about<br />
the Uni<strong>on</strong> defenses in initial Bay<strong>on</strong>et Combat<br />
(see 13.0).<br />
Movement Outcome Notes<br />
Heavy Fire: A unit can <strong>on</strong>ly endure Heavy<br />
Fire <strong>on</strong>ce per turn. <str<strong>on</strong>g>The</str<strong>on</strong>g> Advancing<br />
Brigade marker (“green light”) is<br />
flipped over to its Shaken! side<br />
(“yellow light”) as a reminder that<br />
the next Heavy Fire result that happens to<br />
that Brigade this turn means it falls back.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g>ir morale is wavering under fire!<br />
C’m<strong>on</strong>, Boys!: If the Brigade does not enter<br />
an Obstacle space with this move (see<br />
7.2), then you may draw 1 Gray Event<br />
chit. If it does enter an Obstacle space,<br />
then you do not get to draw.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> Rule of Halves<br />
Whenever a value is halved for any<br />
reas<strong>on</strong>, always round fracti<strong>on</strong>s up!<br />
½<br />
[8.0] HITS AND RESERVES<br />
Each Hit reduces a unit’s Strength Value<br />
(SV) by <strong>on</strong>e (-1). C<strong>on</strong>versely, receiving <strong>on</strong>e<br />
point of reserves (via Event chits) increases a<br />
unit’s SV by <strong>on</strong>e (+1). C<strong>on</strong>federate units and<br />
Uni<strong>on</strong> Positi<strong>on</strong>s can exceed their starting<br />
SVs through the additi<strong>on</strong> of Reserves.<br />
C<strong>on</strong>federate units suffer Hits from Movement<br />
Table results (e.g., Heavy Fire), Blue<br />
Event chits (e.g., Artillery Barrage) and via<br />
Bay<strong>on</strong>et Combat (see 13.0).<br />
Uni<strong>on</strong> units take Hits via Fire! chits (see<br />
11.0) that are placed through Preliminary<br />
Bombardment (3.0, #6) and Gray Event<br />
chits (e.g., Open Fire!). Hits are applied<br />
directly (i.e., without using Fire! chits) to<br />
Uni<strong>on</strong> units via Bay<strong>on</strong>et Combat (see 13.0).<br />
[8.1] Making Change: When a unit gains or<br />
loses strength, immediately adjust its SV<br />
marker to reflect its new current value.<br />
Example: Your fresh C<strong>on</strong>federate Brigade with 10<br />
SV takes 1 Hit. You<br />
would adjust its strength<br />
by flipping the 10-SV<br />
marker over to its 9-SV<br />
side. If it had suffered 2<br />
Hits, you would replace<br />
Before After 1 Hit<br />
the 10-SV marker with an 8-SV marker to show its<br />
current SV.<br />
[8.2] Eliminati<strong>on</strong>: If a unit’s Strength<br />
Value is ever reduced to 0 or less, that unit is<br />
eliminated from the game al<strong>on</strong>g with any<br />
pieces directly associated with it (e.g., Fire!<br />
chits, Rally markers, General markers, etc.).<br />
[9.0] EVENT CHITS<br />
You are often instructed to draw a Blue (pro-<br />
Uni<strong>on</strong>) or Gray (pro-C<strong>on</strong>federate) Event chit<br />
(with the color denoting which side of the<br />
drawn chit to apply) from the chit bowl (see<br />
3.0, #7). <str<strong>on</strong>g>The</str<strong>on</strong>g> explanati<strong>on</strong>s for each chit’s<br />
result are located in the center of this booklet.<br />
[9.1] No Effect: Any Event chit that is<br />
impossible to perform (e.g., there is no unit in<br />
the designated Z<strong>on</strong>e, or the General is<br />
already out of play, etc.) is treated as “No<br />
© 2012 Hermann Luttmann and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>
6 In Magnificent Style Rules v1.0<br />
Effect” and returned to the Chit bowl; in this<br />
case, no replacement chit is drawn.<br />
[9.2] Nowhere: C<strong>on</strong>federate Start and<br />
Uni<strong>on</strong> Positi<strong>on</strong> spaces are not in any Z<strong>on</strong>e or<br />
Area (and thus cannot be affected by game<br />
events), but they are in their respective<br />
Brigade and Divisi<strong>on</strong>al Columns.<br />
[9.3] Durati<strong>on</strong>: After performing its Event, a<br />
chit is immediately returned to the Chit bowl.<br />
Note that a colored title Event chit is placed<br />
as a terrain feature or status reminder. After<br />
serving its purpose in that capacity, it is<br />
immediately returned to the Chit bowl.<br />
Event Chit Notes<br />
Cover can be placed in the same space as an<br />
Obstacle and vice-versa.<br />
An Obstacle Event chit cannot be placed in<br />
a space that is already an Obstacle or has<br />
an Obstacle chit already in it.<br />
[10.0] REGROUPING<br />
Every C<strong>on</strong>federate Brigade has its<br />
own Rally marker in its Column<br />
that represents its fallback (or<br />
regrouping) point.<br />
You will want to have Rally markers keep up<br />
with your advancing Brigades in order to<br />
minimize the effects of tactical disasters.<br />
Procedure<br />
In lieu of moving or as a result of an On to<br />
Washingt<strong>on</strong>! Movement result, a unit can<br />
Regroup and c<strong>on</strong>solidate its positi<strong>on</strong>. You<br />
perform this by bringing its Rally marker<br />
forward to its current space. <str<strong>on</strong>g>The</str<strong>on</strong>g>se are the<br />
two primary cases when the Rally marker<br />
advances up to the unit (al<strong>on</strong>g with 13.3);<br />
usually it remains in its current positi<strong>on</strong>!<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> c<strong>on</strong>cept of c<strong>on</strong>solidating a unit’s positi<strong>on</strong><br />
is very important! If you push a Brigade too<br />
far too fast, a Heavy Fire or Rout! result can<br />
cripple that unit.<br />
[11.0] FIRE! CHITS<br />
When the C<strong>on</strong>federates fire up<strong>on</strong> a<br />
Uni<strong>on</strong> Positi<strong>on</strong> space, the effect of<br />
that attack is not immediately known and<br />
must be ascertained. To simulate this, Fire!<br />
chits are used and their results are applied to<br />
the affected Uni<strong>on</strong> Positi<strong>on</strong> space <strong>on</strong>ly when<br />
those Fire! chits are revealed.<br />
Development by Alan Emrich<br />
[11.1] Keeping <str<strong>on</strong>g>The</str<strong>on</strong>g>ir Heads Down: An<br />
unrevealed Fire! chit reduces a Uni<strong>on</strong><br />
Brigade’s Strength Value by <strong>on</strong>e (-1 SV).<br />
This represents the disrupting and pinning<br />
effect of the gunfire <strong>on</strong> the Uni<strong>on</strong> troops.<br />
Whether that effect is temporary or not will<br />
be discovered when the marker is revealed.<br />
Example: A Uni<strong>on</strong> Positi<strong>on</strong> space with 5-SV in it<br />
also has two unrevealed Fire! chits<br />
there. <str<strong>on</strong>g>The</str<strong>on</strong>g> Strength Value of that<br />
Uni<strong>on</strong> Brigade is c<strong>on</strong>sidered 3 (5 - 2)<br />
due to the suppressive effects of the<br />
two Fire! chits present in that locati<strong>on</strong>.<br />
[11.2] Revealing Fire! chits: Fire! chits<br />
remain unrevealed until revealed by Sighting<br />
(see 12.0), by the Skirmishers Advance<br />
Event chit or by a C<strong>on</strong>federate unit entering<br />
that Uni<strong>on</strong> Positi<strong>on</strong> space. Apply the chit’s<br />
effects immediately.<br />
[11.3] Revealed Effects: Once revealed, the<br />
effect of that Fire! chit is applied<br />
immediately as follows:<br />
MISS!: No effect.<br />
1, 2 or 3 Hit(s)!: Apply 1, 2 or 3<br />
Hits (see 8.0), as indicated, to the<br />
Uni<strong>on</strong> Brigade.<br />
Unsteady (temporary chit): <str<strong>on</strong>g>The</str<strong>on</strong>g><br />
Uni<strong>on</strong> Positi<strong>on</strong> has its SV halved<br />
in Bay<strong>on</strong>et Combat that turn.*<br />
Suppressed (temporary chit): <str<strong>on</strong>g>The</str<strong>on</strong>g><br />
Uni<strong>on</strong> Positi<strong>on</strong> has its SV halved<br />
if it c<strong>on</strong>ducts Volley Fire that<br />
turn.*<br />
*If you reveal another of the same temporary<br />
chit, treat the extra as a “Miss!” result.<br />
After its immediate effect (Hit or Miss) has<br />
been applied, or its temporary effect ended<br />
during the Housekeeping Phase (see 16.0),<br />
that Fire! chit is mixed back in with the<br />
stock of available, unused Fire! chits.<br />
Example C<strong>on</strong>tinued: <str<strong>on</strong>g>The</str<strong>on</strong>g> two Fire!<br />
chits are revealed. <str<strong>on</strong>g>The</str<strong>on</strong>g>y are a MISS!<br />
and a 1 Hit. <str<strong>on</strong>g>The</str<strong>on</strong>g>se are immediately<br />
applied and both Fire! chits are then<br />
returned to the stock of available<br />
Fire! chits and mixed back in<br />
(unrevealed). After suffering its 1 Hit<br />
result, the before (above) and after<br />
(below) situati<strong>on</strong> is shown.
In Magnificent Style Rules v1.0 7<br />
[12.0] SIGHTING<br />
After its Activati<strong>on</strong>(s) for the turn are<br />
complete, a C<strong>on</strong>federate Brigade ends its<br />
turn by revealing unrevealed Fire! chits in<br />
the Uni<strong>on</strong> Positi<strong>on</strong> space of its Brigade<br />
Column. How many such Fire! chits are<br />
revealed depends up<strong>on</strong> the Z<strong>on</strong>e of that<br />
C<strong>on</strong>federate Brigade as follows:<br />
•: N<strong>on</strong>e (it’s too far away to be certain)<br />
•: 1 (chosen randomly if more than <strong>on</strong>e)<br />
•: All (“Look at them Yankees!”)<br />
[13.0] BAYONET COMBAT<br />
If and when a C<strong>on</strong>federate unit moves into a<br />
Uni<strong>on</strong> Positi<strong>on</strong> space (which is inherently<br />
tricky because they are also Obstacle<br />
spaces), an immediate Bay<strong>on</strong>et Combat is<br />
fought.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> “obstacle” to enter a Uni<strong>on</strong> Positi<strong>on</strong><br />
space partly represents a “morale check”<br />
before entering into hand-to-hand fighting.<br />
Procedure<br />
After resolving any Event chits called for by<br />
the Movement Dice result that brought a<br />
C<strong>on</strong>federate unit into the Uni<strong>on</strong> Positi<strong>on</strong>,<br />
reveal and resolve all unrevealed Fire! chits<br />
<strong>on</strong> that space, and then resolve <strong>on</strong>e round of<br />
Bay<strong>on</strong>et Combat by following these Steps:<br />
First, take the C<strong>on</strong>federate Brigade’s SV<br />
and adjust it by:<br />
+2 if its General is assigned to that unit<br />
and used for this purpose (see 5.4);<br />
+1 if it spends a Rebel Yell chit;<br />
+2 if it spends a Heroic Acti<strong>on</strong> chit;<br />
+1 for each adjacent captured Uni<strong>on</strong><br />
Positi<strong>on</strong> without a General attached; OR<br />
+ halve the C<strong>on</strong>federate unit’s SV from<br />
each adjacent captured Uni<strong>on</strong> Positi<strong>on</strong><br />
space with a General attached (see 13.2).<br />
Sec<strong>on</strong>d, subtract the Uni<strong>on</strong> Positi<strong>on</strong>’s SV,<br />
al<strong>on</strong>g with any of the following that apply:<br />
-2 if this is an Initial Bay<strong>on</strong>et Combat<br />
across the St<strong>on</strong>e Wall;<br />
-1 if this is an Initial Bay<strong>on</strong>et Combat<br />
across a n<strong>on</strong>-St<strong>on</strong>e Wall border;<br />
-1 for each adjacent Uni<strong>on</strong> Positi<strong>on</strong> space<br />
c<strong>on</strong>taining at least “1” Uni<strong>on</strong> SV.<br />
Third, add the roll of two dice (zz) to the<br />
above sum and apply the net total <strong>on</strong> the<br />
Bay<strong>on</strong>et Combat Result Table.<br />
A die roll is symbolized thus: z.<br />
[13.1] Turn Over: After <strong>on</strong>e round of Bay<strong>on</strong>et<br />
Combat, the C<strong>on</strong>federate Brigade’s<br />
turn is over regardless of the result.<br />
[13.2] Capturing a Uni<strong>on</strong> Positi<strong>on</strong>: If the<br />
Uni<strong>on</strong> Brigade defending a Uni<strong>on</strong> Positi<strong>on</strong><br />
space is reduced to 0 SV after a round of<br />
Bay<strong>on</strong>et Combat, and there is at least 1 SV<br />
remaining in the C<strong>on</strong>federate Brigade in that<br />
space, then the C<strong>on</strong>federates have<br />
captured that positi<strong>on</strong>! Flip an<br />
eliminated Uni<strong>on</strong> 5-SV marker to<br />
its Captured! side and place it in<br />
that Uni<strong>on</strong> Positi<strong>on</strong> space to symbolize this.<br />
Do not remove that C<strong>on</strong>federate Brigade’s<br />
SV marker; its value is worth <strong>Victory</strong> <strong>Point</strong>s<br />
at the end of the game (see 17.0).<br />
If the defending Uni<strong>on</strong> Positi<strong>on</strong> space’s SV<br />
was eliminated prior to the C<strong>on</strong>federate<br />
Brigade entering it, that Uni<strong>on</strong> Positi<strong>on</strong><br />
space is automatically captured.<br />
[13.3] C<strong>on</strong>tinuing Melee: If neither side is<br />
eliminated and the C<strong>on</strong>federate Brigade has<br />
not retreated from the Uni<strong>on</strong> Positi<strong>on</strong> space,<br />
advance that Brigade’s Rally marker to the<br />
space adjacent to the Uni<strong>on</strong> Positi<strong>on</strong>.<br />
Another round of Bay<strong>on</strong>et Combat will occur<br />
<strong>on</strong> that C<strong>on</strong>federate Brigade’s next turn.<br />
During that Brigade’s subsequent Unit<br />
Activati<strong>on</strong> Phase, it must “Regroup” and in<br />
lieu of c<strong>on</strong>solidating its positi<strong>on</strong>, that Brigade<br />
c<strong>on</strong>ducts another round of Bay<strong>on</strong>et Combat.<br />
While locked in melee combat thus, the<br />
following applies:<br />
Artillery, Canister, or Fire-type Events into<br />
or out of that space are ignored.<br />
Reserves (for either side), Heroic Acti<strong>on</strong><br />
and Rebel Yell Events are permitted.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> Divisi<strong>on</strong> General marker () is<br />
“committed” and cannot be attached to, or<br />
detached from, the C<strong>on</strong>federate Brigade.<br />
© 2012 Hermann Luttmann and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>
8 In Magnificent Style Rules v1.0<br />
UNION EVENT CHITS<br />
8th Ohio Flank Attack! (x1)<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> 8th Ohio Regiment harasses your attack.<br />
Distribute 2 Hits am<strong>on</strong>g the Brigades in Pettigrew’s<br />
Divisi<strong>on</strong>; then check the morale of those three<br />
Brigades. Compare each Brigade’s Strength to the<br />
Area number where that Brigade is located (-3 from<br />
the Area number for the Brigade with the Pettigrew<br />
marker attached, if used for this). If the (modified)<br />
Area number is greater, the unit retreats back a<br />
number of spaces equal to the difference; otherwise,<br />
there is no effect. If it retreats bey<strong>on</strong>d its Rally<br />
marker, move its Rally marker back with it.<br />
Artillery Barrage vs. (x9: 2 each •, 1 each •)<br />
Uni<strong>on</strong> artillery bombardment saturates an Area.<br />
Each Brigade in the designated Area receives a<br />
number of Hits equal to the number of Brigades in<br />
that Area (e.g., if all three Brigades were in that Area,<br />
each would suffer 3 Hits).<br />
Canister Fire vs. (x3: 1 per Divisi<strong>on</strong>)<br />
Uni<strong>on</strong> batteries fire a volley of canister fire.<br />
Apply Hits to each Brigade in that Divisi<strong>on</strong> based <strong>on</strong><br />
its proximity to a Uni<strong>on</strong> space:<br />
Brigade is in Area 10: Apply 4 Hits.<br />
Brigade is in any other space adjacent to a Uni<strong>on</strong><br />
space: Apply 3 Hits.<br />
Brigade is two spaces away: Apply 2 Hits.<br />
Brigade is three spaces away: Apply 1 Hit.<br />
Changing Circumstances (x1)<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> situati<strong>on</strong> worsens for the C<strong>on</strong>federates.<br />
If any are currently in play, 1 C<strong>on</strong>federate greentitled<br />
Event chit is returned to the bowl.<br />
Gen. (General) Meade’s Planning (x1)<br />
Meade prepares his countermoves.<br />
Place this marker <strong>on</strong> the next Turn <strong>on</strong> the Game Turn<br />
Track. During that turn’s Uni<strong>on</strong> Activity Phase, draw<br />
two additi<strong>on</strong>al blue Event chits, implementing each<br />
as it is drawn.<br />
God is a Southerner (x1)<br />
A sudden reversal of fortune!<br />
Draw 1 C<strong>on</strong>federate chit and implement it.<br />
Obstacle (x5: 1 •, 2 •, 1 •, 1 “Any”)<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> unit encounters an unexpected obstacle.<br />
Place this chit <strong>on</strong> the map in the designated color<br />
Z<strong>on</strong>e (<strong>on</strong>ly) in a space directly in fr<strong>on</strong>t of a<br />
C<strong>on</strong>federate Brigade; it cannot be a space that<br />
already has an Obstacle there (including the<br />
Emmitsburg Road). That Brigade must achieve<br />
movement allowing it to enter an Obstacle space to<br />
move any further. After this Obstacle space is<br />
entered, return this chit to the Chit bowl.<br />
Development by Alan Emrich<br />
Stragglers & Disorder (x1)<br />
Command c<strong>on</strong>trol problems hinder the advance.<br />
Check each C<strong>on</strong>federate Divisi<strong>on</strong> and, if its General<br />
is not currently in play (i.e., he is killed or wounded),<br />
then 1 Brigade in that Divisi<strong>on</strong> suffers 1 Hit.<br />
Terrible Swift Sword (x1)<br />
Events cascade to the Uni<strong>on</strong>’s advantage.<br />
Draw 2 Uni<strong>on</strong> chits and implement them both in the<br />
order drawn.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> General is Hit! (x3: 1 per Divisi<strong>on</strong> General)<br />
That General is hit by Uni<strong>on</strong> fire.<br />
If that General is <strong>on</strong> the map, check his Z<strong>on</strong>e:<br />
• Z<strong>on</strong>e: Close call (no effect).<br />
• Z<strong>on</strong>e: Wounded! Remove that General marker<br />
from the map and place it 2 Turns ahead <strong>on</strong> the<br />
Turn Track (or remove it from play if that would be<br />
after Turn 5). It returns to play during the Follow<br />
Me! Phase of that turn.<br />
• Z<strong>on</strong>e / Bay<strong>on</strong>et Combat: Killed! Remove that<br />
General marker from play.<br />
Uni<strong>on</strong> Reserves Added vs. (x3: 1 per Divisi<strong>on</strong>)<br />
Uni<strong>on</strong> troops reinforce their positi<strong>on</strong>s.<br />
Replace 2 Strength Value or remove 2 unrevealed<br />
Fire! chits (or do 1 of each) from any of the three<br />
Uni<strong>on</strong> Positi<strong>on</strong> spaces in that Divisi<strong>on</strong>’s Column. If<br />
not enough can be Replaced or removed, add<br />
Strength Value instead to make up the difference.<br />
Verm<strong>on</strong>t Bde. (Brigade) Counterattacks! (x1)<br />
Stannard’s Verm<strong>on</strong>t Brigade launches a<br />
counterattack against Pickett <strong>on</strong> your right flank.<br />
Distribute 3 Hits am<strong>on</strong>g the Brigades in Pickett’s<br />
Divisi<strong>on</strong>; then check the morale of those three<br />
Brigades. Compare each Brigade’s Strength to the<br />
Area number where that Brigade is located (-3 from<br />
the Area number for the Brigade with the Pickett<br />
leader attached, if used for this). If the (modified)<br />
Area number is greater, the unit retreats back a<br />
number of spaces equal to the difference; otherwise,<br />
there is no effect. If it retreats bey<strong>on</strong>d its Rally<br />
marker, move its Rally marker back with it.<br />
Volley Fire vs. (x9: 3 per Divisi<strong>on</strong>)<br />
Uni<strong>on</strong> troops unleash a disciplined volley of riflemusket<br />
fire against the advancing C<strong>on</strong>federates.<br />
Each Uni<strong>on</strong> Brigade facing this Divisi<strong>on</strong> (<strong>on</strong>ly) inflicts<br />
a number of Hits equal to half its Strength Value to<br />
the C<strong>on</strong>federate Brigade opposite, adjusted for<br />
range, as follows:<br />
• Z<strong>on</strong>e: All Hits are applied<br />
• Z<strong>on</strong>e: -1 Hit (less than 0 inflicts no Hits)<br />
• Z<strong>on</strong>e: -2 Hits (less than 0 inflicts no Hits)
In Magnificent Style Rules v1.0 9<br />
CONFEDERATE EVENT CHITS<br />
Artillery Support (x3: <strong>on</strong>e 2-Fire!, two 1-Fire!)<br />
C<strong>on</strong>federate batteries get in a few supporting shots.<br />
Place the indicated number of unrevealed Fire! chits<br />
<strong>on</strong> any <strong>on</strong>e or more Uni<strong>on</strong> Positi<strong>on</strong> spaces.<br />
Changing Circumstances (x1)<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> situati<strong>on</strong> improves for the C<strong>on</strong>federates.<br />
If any are currently in play, 1 Uni<strong>on</strong> red-titled Event<br />
chit is returned to the bowl.<br />
C<strong>on</strong>federate Reserves (x6)<br />
C<strong>on</strong>federate sec<strong>on</strong>d-line units feed the fr<strong>on</strong>t line.<br />
Select any <strong>on</strong>e C<strong>on</strong>federate Brigade with less than<br />
10 Strength Value. If it has an SV of 5 or more,<br />
increase it by +1. If it has an SV of 4 or fewer,<br />
increase it by +2. If that Divisi<strong>on</strong>’s General is<br />
attached, it can be used to gain <strong>on</strong>e additi<strong>on</strong>al (+1)<br />
Strength Value.<br />
Cover (x6)<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> unit happens up<strong>on</strong> some c<strong>on</strong>venient shelter.<br />
Place this chit in the space in fr<strong>on</strong>t of any <strong>on</strong>e<br />
C<strong>on</strong>federate Brigade (even into a Uni<strong>on</strong> Positi<strong>on</strong><br />
space). <str<strong>on</strong>g>The</str<strong>on</strong>g> chit remains there until the unit<br />
moves to any other space (at which time it is<br />
returned to the Chit bowl). While in that space, all<br />
Hits inflicted against that Brigade (for any reas<strong>on</strong>)<br />
are decreased by <strong>on</strong>e (-1 Hit) per occurrence.<br />
Divisi<strong>on</strong> Support (x1)<br />
L<strong>on</strong>gstreet deploys supporting regiments.<br />
You may select any <strong>on</strong>e Divisi<strong>on</strong> and increase the<br />
Strength Value (SV) of that Divisi<strong>on</strong>'s Brigades by a<br />
total amount equal to the current Game Turn number.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> Strength increase is divisible as you see fit. For<br />
example, if this chit is drawn <strong>on</strong> Game Turn 2, <strong>on</strong>e of<br />
that Divisi<strong>on</strong>'s Brigades can be increased by 2 SV or<br />
two Brigades can be increased by 1 SV each.<br />
Forward! (x3)<br />
C<strong>on</strong>federate troops muster their resolve and boldly surge<br />
forward.<br />
Move any <strong>on</strong>e C<strong>on</strong>federate Brigade forward <strong>on</strong>e<br />
space, even across an Obstacle or into Bay<strong>on</strong>et<br />
Combat (which would be resolved during that unit’s<br />
next turn).<br />
God is a Yankee (x1)<br />
A sudden reversal of fortune!<br />
Draw 1 Uni<strong>on</strong> chit and implement it.<br />
God Save General Lee! (x1)<br />
Events cascade to the C<strong>on</strong>federates’ advantage.<br />
Draw 2 C<strong>on</strong>federate chits and implement them both<br />
in the order drawn.<br />
Heroic Acti<strong>on</strong> (x2)<br />
One man inspires his unit with a c<strong>on</strong>spicuous act of<br />
heroic bravery.<br />
Assign this chit to any <strong>on</strong>e C<strong>on</strong>federate Brigade. It<br />
can be “spent” (i.e., returned to the Chit bowl) at an<br />
appropriate time, for that Brigade to either:<br />
1. Ignore a Rout! Movement Dice result (c<strong>on</strong>duct<br />
a re-roll), -OR-<br />
2. Gain +2 Strength in Bay<strong>on</strong>et Combat.<br />
Keep Up, Men! (x1)<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> rearmost unit(s) pushed forward to help maintain<br />
the assault’s momentum.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> Brigade (or Brigades, if there are more than <strong>on</strong>e)<br />
that is farthest from a Uni<strong>on</strong> Positi<strong>on</strong> locati<strong>on</strong> moves<br />
forward <strong>on</strong>e space, even across an Obstacle or into<br />
Bay<strong>on</strong>et Combat (which would be resolved during<br />
that unit’s next turn).<br />
L<strong>on</strong>gstreet’s Experience (x1)<br />
Lee’s veteran Corps commander in acti<strong>on</strong>.<br />
Hold <strong>on</strong> to this chit. It allows you to ignore any future<br />
Blue or Gray chit draw and make a redraw. Return<br />
this to the Chit bowl after it is used to make a redraw.<br />
Open Fire! (x9: 3, 4, 5, 5, 6, 6, 7, 8, and 9)<br />
One Brigade pauses to issue some volleys of musket<br />
fire.<br />
Select a C<strong>on</strong>federate Brigade whose Strength Value<br />
(SV) is equal to or greater than the number listed<br />
<strong>on</strong> the chit. Place a number of unrevealed Fire! chits<br />
(increased by +1 if that Divisi<strong>on</strong>’s General is attached<br />
to that Brigade and used for this purpose) <strong>on</strong> the<br />
Uni<strong>on</strong> Positi<strong>on</strong> space directly opposite it and adjust<br />
for range as follows:<br />
• Z<strong>on</strong>e: 2 Fire! chits are applied<br />
• Z<strong>on</strong>e: 1 Fire! chit is applied<br />
• Z<strong>on</strong>e: No Fire! chits are applied<br />
Rebel Yell! (x3)<br />
Amid the din of battle, the men of <strong>on</strong>e Brigade let out<br />
a terrifying Rebel Yell.<br />
Assign this chit to any <strong>on</strong>e C<strong>on</strong>federate Brigade. It<br />
can be “spent” (i. e., returned to the Chit bowl) at an<br />
appropriate time for that Brigade to either:<br />
1. Ignore its Movement Dice roll and immediately<br />
re-roll that move, -OR-<br />
2. Gain +1 Strength in Bay<strong>on</strong>et Combat.<br />
Skirmishers Advance (x1)<br />
Rebel sharpshooters press ahead to scout and issue<br />
some skirmish fire.<br />
Place <strong>on</strong>e unrevealed Fire! chit <strong>on</strong> any Uni<strong>on</strong><br />
Positi<strong>on</strong> space. Afterwards, reveal all the unrevealed<br />
Fire! chits in that same Uni<strong>on</strong> Positi<strong>on</strong>’s space and<br />
apply those chits’ effects normally.<br />
© 2012 Hermann Luttmann and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>
10 In Magnificent Style Rules v1.0<br />
[14.0] UNION ACTIVITY<br />
During the Uni<strong>on</strong> Activity Phase, draw a<br />
number of Blue Event chits equal to the<br />
number of blue squares in the current Game<br />
Turn’s box. Implement each <strong>on</strong>e immediately<br />
as it is drawn.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g>re is no Uni<strong>on</strong> Activity Phase <strong>on</strong> Game<br />
Turn 1.<br />
[15.0] LEE & LONGSTREET<br />
Before the beginning of the Uni<strong>on</strong> Activity<br />
Phase, you can request and receive assistance<br />
from higher up the chain of command.<br />
[15.1] Lee B<strong>on</strong>us: Once per game, you can<br />
take this b<strong>on</strong>us by placing<br />
the Lee chit <strong>on</strong> the map. In<br />
so doing, all C<strong>on</strong>federate<br />
Brigades for the remainder of that turn<br />
ignore all retreat movement (regardless of the<br />
reas<strong>on</strong>). <str<strong>on</strong>g>The</str<strong>on</strong>g> remainder of those<br />
results/Events is still applied normally – <strong>on</strong>ly<br />
the rearward movement part is ignored.<br />
[15.2] L<strong>on</strong>gstreet B<strong>on</strong>us: Twice per game,<br />
you can take this b<strong>on</strong>us by placing<br />
<strong>on</strong>e of the L<strong>on</strong>gstreet chits <strong>on</strong> the<br />
map to symbolize his c<strong>on</strong>tributi<strong>on</strong>.<br />
This allows the transfer of no more than half<br />
of the Active Brigade’s SV to any other<br />
Brigade from the same Divisi<strong>on</strong> (even if the<br />
receiving Brigade was previously eliminated).<br />
Decrease the transferring Brigade’s SV<br />
by the chosen amount, and increase the receiving<br />
Brigade’s SV by the same amount. If the<br />
receiving Brigade is eliminated, it is returned<br />
to the map in its own Brigade Column <strong>on</strong> the<br />
same horiz<strong>on</strong>tal row as the transferring<br />
Brigade. Its Rally marker is also placed in<br />
that space, but place it <strong>on</strong> its D<strong>on</strong>e side (that<br />
is, its whole turn is spent reforming).<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> L<strong>on</strong>gstreet b<strong>on</strong>us cannot be given to,<br />
but can be taken from, a C<strong>on</strong>federate<br />
Brigade in a Uni<strong>on</strong> Positi<strong>on</strong> space.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> Lee and L<strong>on</strong>gstreet b<strong>on</strong>uses cannot<br />
both be applied <strong>on</strong> the same Game Turn.<br />
[15.3] Commander’s Risk: If, at any time<br />
during a turn when the Lee or L<strong>on</strong>gstreet<br />
b<strong>on</strong>uses are occurring, <str<strong>on</strong>g>The</str<strong>on</strong>g> General is Hit!<br />
event is drawn, that Lee or L<strong>on</strong>gstreet B<strong>on</strong>us<br />
is cancelled for the remainder of the turn and<br />
the normal effect of that chit is ignored (i.e.,<br />
Development by Alan Emrich<br />
the Brigade General is “safe” and the higher<br />
up General is hit).<br />
Note that loss of a commander engenders a<br />
big penalty when scoring the game (17.0).<br />
[16.0] HOUSEKEEPING<br />
Begin the Housekeeping Phase by refreshing<br />
(flipping) all Divisi<strong>on</strong> General markers <strong>on</strong><br />
their Used sides back to their Ready sides.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g>n remove all temporary effect Fire!<br />
chits and replace them in the mix (see 11.3).<br />
Next, flip all D<strong>on</strong>e markers back over to their<br />
Rally sides.<br />
Finally, advance the Game Turn marker <strong>on</strong>e<br />
space. If Game Turn 5 was just completed,<br />
score the game (see 17.0) to see how well<br />
you did.<br />
[17.0] SCORING THE GAME<br />
At the end of Game Turn 5, the C<strong>on</strong>federates<br />
score <strong>Victory</strong> <strong>Point</strong>s according to the<br />
<strong>Victory</strong> <strong>Point</strong> Schedule shown <strong>on</strong> the Player<br />
Aid sheet. <str<strong>on</strong>g>The</str<strong>on</strong>g> sum of those points earned<br />
determines their level of victory or defeat.<br />
Lee and/or L<strong>on</strong>gstreet is Hit<br />
If the L<strong>on</strong>gstreet B<strong>on</strong>us was cancelled due to<br />
a <str<strong>on</strong>g>The</str<strong>on</strong>g> General is Hit! chit, lower the level of<br />
victory by <strong>on</strong>e level.<br />
If the Lee B<strong>on</strong>us was cancelled during play<br />
due to a <str<strong>on</strong>g>The</str<strong>on</strong>g> General is Hit! chit, lower the<br />
level of victory by three levels.<br />
Total VPs = Outcome and “History”<br />
181 or more = Incredible <strong>Victory</strong>!: Lee’s<br />
Army of Northern Virginia sweeps over<br />
Cemetery Ridge and drives the Uni<strong>on</strong><br />
army from the field in utter rout, pursuing<br />
them all the way back to the fortificati<strong>on</strong>s<br />
of Washingt<strong>on</strong>. Britain and France finally<br />
recognize the C<strong>on</strong>federacy and negotiate a<br />
peace between the North and South.<br />
161 to 180 = Decisive <strong>Victory</strong>: <str<strong>on</strong>g>The</str<strong>on</strong>g><br />
C<strong>on</strong>federates <strong>on</strong>ce again break the Army<br />
of the Potomac, leaving it disorganized as<br />
Philadelphia and Washingt<strong>on</strong> are suddenly<br />
both at the Rebels’ mercy. Lee knows that<br />
he at last has his opportunity to bring the<br />
war to a favorable c<strong>on</strong>clusi<strong>on</strong>, but he must<br />
press his exhausted army <strong>on</strong> to Washingt<strong>on</strong><br />
to force the issue before more Federal<br />
armies arrive by rail from New England
In Magnificent Style Rules v1.0 11<br />
and <str<strong>on</strong>g>The</str<strong>on</strong>g> West, to threaten his lines of<br />
supply and communicati<strong>on</strong>.<br />
141 to 160 = Major <strong>Victory</strong>: Meade’s Army<br />
of the Potomac retreats in defeat, falling<br />
back <strong>on</strong> Washingt<strong>on</strong> in good order, but<br />
although demoralized. Meade himself is<br />
sacked as Lincoln is <strong>on</strong>ce again faced with<br />
the challenge of finding a General who can<br />
whip Bobby Lee. With another Uni<strong>on</strong><br />
victory at hand al<strong>on</strong>g the Mississippi<br />
River, word is sent to General Grant to<br />
come to Washingt<strong>on</strong> as so<strong>on</strong> as possible.<br />
In the meantime, Lee is pressed to “make<br />
news” with a campaign that will impress<br />
the North and Europe, and help the South<br />
achieve its negotiated independence.<br />
121 to 140 = Minor <strong>Victory</strong>: Lee’s men<br />
push the Uni<strong>on</strong> army off Cemetery Ridge<br />
and c<strong>on</strong>trol the battlefield at the end of<br />
these bloody days. And at the c<strong>on</strong>clusi<strong>on</strong>,<br />
L<strong>on</strong>gstreet famously asks Lee, “But what<br />
have we w<strong>on</strong>?” Although Meade is forced<br />
to leave the field to rally his battered army,<br />
Lee’s men desperately need rest and are<br />
unable to pursue and c<strong>on</strong>solidate his<br />
victory. Both sides c<strong>on</strong>sider their next<br />
moves in a new summer campaign, but the<br />
fallout of the news from Vicksburg forces<br />
Lee’s hand…<br />
101 to 120 = Standstill: <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong> army is<br />
mauled and bloodied, but manages to hold<br />
<strong>on</strong> to enough of the Gettysburg battlefield<br />
to remain there <strong>on</strong> the night of July 3rd.<br />
When the<br />
sun rises<br />
<strong>on</strong> the 4th,<br />
the armies<br />
essentially<br />
stare at<br />
each other<br />
for the day, save for a few skirmishes.<br />
Finally, <strong>on</strong> July 5th, deep in hostile<br />
territory and with an advance impossible,<br />
Lee is forced to disengage and maneuver<br />
back toward the Potomac River.<br />
81 to 100 = Setback: Pickett’s Charge rattles<br />
the Uni<strong>on</strong> army and is well chr<strong>on</strong>icled in<br />
newspapers <strong>on</strong> both sides of the Mas<strong>on</strong>-<br />
Dix<strong>on</strong> Line. It is still a tactical defeat to<br />
the Generals <strong>on</strong> the battlefield and the sun<br />
sets <strong>on</strong> an unc<strong>on</strong>quered Uni<strong>on</strong> army atop<br />
Cemetery Ridge. Meade does not commit<br />
© 2012 Hermann Luttmann and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong><br />
his reserves to a counterattack, and so the<br />
Army of Northern Virginia also remains<br />
intact, falling back in good order <strong>on</strong> July<br />
4th. Cauti<strong>on</strong> still guides the Uni<strong>on</strong><br />
Generals, much to Lincoln’s c<strong>on</strong>sternati<strong>on</strong>.<br />
61 to 80 = Minor Defeat: Your attack,<br />
despite its apparent glorious destiny, is<br />
clearly repulsed and with fairly heavy<br />
losses. <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong> army, secure in its<br />
positi<strong>on</strong>s, remains defiant and unmoved.<br />
You cannot afford to risk your wounded<br />
Rebel army this far from home,<br />
particularly after having lost so many<br />
stragglers <strong>on</strong> the way to Gettysburg. It is<br />
time to fall back and regroup to fight<br />
another day.<br />
41 to 60 = Major Defeat: Pickett’s Charge is<br />
a failure, and it is obvious to all. Lee<br />
surveys the 6,500 C<strong>on</strong>federate casualties<br />
through the smoke and apologizes, saying<br />
that it was “all my fault.” Ordering Pickett<br />
to reform the surviving<br />
half of his divisi<strong>on</strong> to<br />
defend against a<br />
possible Uni<strong>on</strong> counterattack,<br />
Pickett angrily<br />
replies, “General Lee, I<br />
have no divisi<strong>on</strong>!” <str<strong>on</strong>g>The</str<strong>on</strong>g><br />
Army of Northern<br />
Virginia is crippled, but<br />
the veteran remnants<br />
manage to retreat from<br />
the field in good order.<br />
This is the historical outcome.<br />
21 to 40 = Severe Defeat: <str<strong>on</strong>g>The</str<strong>on</strong>g> divisi<strong>on</strong>s that<br />
participated in Pickett’s Charge are<br />
rendered useless, being nearly wiped out.<br />
General Pickett’s forces suffer 80%<br />
casualties and the other divisi<strong>on</strong>s fare little<br />
better in the slaughter. <str<strong>on</strong>g>The</str<strong>on</strong>g> Army of<br />
Northern Virginia is no l<strong>on</strong>ger an offensive<br />
threat to the Uni<strong>on</strong> and is forced to<br />
immediately flee the field of Gettysburg to<br />
head back across the Potomac River.<br />
General Lee tenders his resignati<strong>on</strong>, and<br />
there is c<strong>on</strong>siderable debate in Richm<strong>on</strong>d<br />
before Jeffers<strong>on</strong> Davis finally refuses it<br />
and decides to keep Lee in command.<br />
0 to 20 = Catastrophe!: Lee is whipped and<br />
his army disintegrates in a rout with many<br />
dissenting soldiers asking what they were<br />
doing invading the North in the first place.
12 In Magnificent Style Rules v1.0<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> C<strong>on</strong>federates’ great invasi<strong>on</strong> of the<br />
North fails miserably, all hope of help<br />
from Europe evaporates, and Jeffers<strong>on</strong><br />
Davis c<strong>on</strong>siders suing for peace.<br />
Combined with the news that the South has<br />
been cut in two with the fall of Vicksburg,<br />
Southern morale crumbles and the<br />
situati<strong>on</strong> rapidly deteriorates.<br />
Player Performance Levels<br />
While history must judge the success or<br />
failure of Pickett’s Charge in light of the<br />
American Civil War, how you did as a player<br />
of this game (rather than as a General facing<br />
history) can be determined separately.<br />
To find out if you managed to earn a “Game<br />
<strong>Victory</strong>,” simply total the Uni<strong>on</strong> Positi<strong>on</strong>s<br />
you were able to successfully capture and<br />
cross-reference that total with the following<br />
Levels of Performance:<br />
9 = Master (others suspect you’re too lucky<br />
and want to check your dice and Chit<br />
bowl)<br />
8 = Expert (where were you when the C<strong>on</strong>federacy<br />
needed you?)<br />
7 = Elite (you have what it takes to lead a<br />
great assault)<br />
6 = Excellent (you have nerves of steel and<br />
good timing)<br />
5 = Good (you can take some satisfacti<strong>on</strong> in<br />
performing<br />
this well<br />
against these<br />
odds)<br />
4 = Fair (while<br />
nothing to<br />
brag about, you probably could anyway)<br />
3 = Adequate (sometimes it is not enough to<br />
do your best, sometimes you must do<br />
what is required)<br />
2 = Poor (this would earn you some very<br />
stern words from your commanding<br />
officer and put you in unofficial disfavor)<br />
1 = Awful (this would earn you a formal<br />
reprimand and a likely transfer to a less<br />
glorious theater of the war)<br />
0 = Abysmal (you’re a disgrace with your<br />
h<strong>on</strong>or stained; if you did not have<br />
political c<strong>on</strong>necti<strong>on</strong>s, you would have<br />
been demoted for sure)<br />
Development by Alan Emrich<br />
IN MAGNIFICENT STYLE GAME CREDITS<br />
Game Design: Hermann Luttmann<br />
Development: Alan Emrich<br />
Map Art: Tim Allen & Rick Barber<br />
Playtesting: Michael Boucher, Vince DeNardo,<br />
Paul Fish, Charles Golightly, R<strong>on</strong> Harel, Jack McHugh,<br />
Lance McMillan, Jaret Morgan, Stephanie Newland,<br />
Duncan Rice, Dave Schueler, Ken Skinner, and<br />
David Spangler<br />
Proofreading: Bill Barrett, Hans Korting, Rick Partin,<br />
Ian Wakeham<br />
[18.0] EXTENDED EXAMPLE<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> C<strong>on</strong>federate Player, Rhett, has just completed<br />
Fry’s Game Turn 2 <strong>on</strong>ce-pristine (10-SV)<br />
Brigade for Game Turn 2 (flipping its marker to its<br />
D<strong>on</strong>e side). Now he flips back the Advancing<br />
Brigade marker from its Shaken! side (Fry just<br />
got his Brigade through some Uni<strong>on</strong> Heavy Fire)<br />
and decides, for no particular reas<strong>on</strong>, to place it<br />
behind Garnett’s Brigade, the leftmost in line for<br />
Pickett’s Divisi<strong>on</strong> (as shown here, in its last<br />
space in the Green Z<strong>on</strong>e, with its Rally marker<br />
<strong>on</strong>e space behind it, because Garnett’s Brigade<br />
has recently benefited from a Forward! Gray<br />
Event chit having been played when Kemper’s<br />
Brigade moved earlier this turn).<br />
Rhett Activates Garnett’s Brigade to Move and<br />
rolls the dice. A 2 and a 5 yields an Advance<br />
result, so the Brigade moves <strong>on</strong>e space forward<br />
(into its first space in the Yellow Z<strong>on</strong>e) and<br />
Activates again.
In Magnificent Style Rules v1.0 13<br />
“Onward, men!” orders Rhett and rolls the<br />
movement dice again for this Activati<strong>on</strong>. This time<br />
he rolls a 6 and a 3 for a sweet C’m<strong>on</strong>, Boys!<br />
result. <str<strong>on</strong>g>The</str<strong>on</strong>g> Brigade advances to the sec<strong>on</strong>d space<br />
in the Yellow Z<strong>on</strong>e, of<br />
course, but since that was<br />
not an Obstacle space,<br />
Rhett draws 1 Gray Event<br />
chit and pulls Open Fire! (9).<br />
With few Brigades left <strong>on</strong> the<br />
map with at least 9 SV,<br />
Garnett’s Brigade shoots<br />
and, being in the Yellow<br />
Z<strong>on</strong>e, inflicts a 1 Fire! chit<br />
up<strong>on</strong> the Uni<strong>on</strong> Brigade<br />
opposite it <strong>on</strong> Cemetery<br />
Ridge. Wanting to make the<br />
most of this opportunity to<br />
soften up the Uni<strong>on</strong><br />
Positi<strong>on</strong> space ahead, Rhett<br />
uses his Divisi<strong>on</strong> General<br />
chit () to assist this Open<br />
Fire! event, placing a sec<strong>on</strong>d<br />
Fire! marker <strong>on</strong> the Yankee<br />
Brigade and flipping Pickett<br />
over to his USED side (as<br />
shown here).<br />
Garnett is a good distance<br />
from its Rally marker, and<br />
Rhett c<strong>on</strong>siders a Regroup<br />
Activati<strong>on</strong> to c<strong>on</strong>solidate its<br />
positi<strong>on</strong>, but feeling lucky<br />
picks up the dice again for<br />
another move. “It would be<br />
great if I could get them into,<br />
or even past, that Obstacle space first, and then<br />
Regroup,” he reas<strong>on</strong>s. <str<strong>on</strong>g>The</str<strong>on</strong>g> dice are cast and fate<br />
catches up with Rhett as he rolls a 2 and a 1<br />
for a Heavy Fire result. Suddenly regretting<br />
having used Pickett already (a re-roll of the<br />
Movement Dice would have been really useful<br />
right now), Rhett stubbornly decides that<br />
Garnett’s Brigade must endure the Heavy Fire,<br />
suffer 2 Hits (half the distance back to its Rally<br />
marker, rounded up) and stand its ground. He flips<br />
the Advancing Brigade marker to its Shaken!<br />
side and, after adjusting the SV markers down to<br />
8, Rhett draws the required 1 Blue Event chit<br />
which couldn’t be much worse, Artillery barrage<br />
vs. Area 6 (right <strong>on</strong> top of Garnett’s Brigade!). As<br />
it turns out, Kemper’s Brigade is also in Area 6,<br />
so both Garnett’s and Kemper’s Brigades suffer 2<br />
Hits each. Rhett adjust their SV markers (cursing<br />
his luck).<br />
Angry at this new situati<strong>on</strong>,<br />
Rhett cries, “We paid for that<br />
Obstacle space and I’m fixin’<br />
to take it! Who’s with me,<br />
men?” But there is no<br />
answer. Sobered by the<br />
reality of the situati<strong>on</strong> as he<br />
slowly surveys Garnett’s<br />
Brigade (gasping suddenly at<br />
<strong>on</strong>ly 6 SV), Rhett finally<br />
chooses the better part of<br />
valor (discreti<strong>on</strong>) and uses<br />
Garnett’s Activati<strong>on</strong> to<br />
Regroup and c<strong>on</strong>solidate<br />
their positi<strong>on</strong>. He advances<br />
Garnett’s Rally marker to the<br />
Brigade’s currently-occupied<br />
space (as shown here) and<br />
flips it over to its D<strong>on</strong>e side.<br />
During Garnett’s Sighting<br />
Phase, since this Brigade is<br />
in the Yellow Z<strong>on</strong>e, <strong>on</strong>e Fire!<br />
chit <strong>on</strong> the Uni<strong>on</strong> Brigade<br />
opposite is revealed to be a 1<br />
Hit result. Rhett gladly<br />
reduces that Uni<strong>on</strong> Brigade’s<br />
strength from 5 to 4 SV. He<br />
ends Garnett’s turn by<br />
flipping the Advancing Brigade<br />
marker from its Shaken!<br />
side and, deciding to just c<strong>on</strong>tinue <strong>on</strong> down his<br />
line, pushes it behind Armistead’s 8 SV Brigade<br />
which currently resides in its sec<strong>on</strong>d Green space.<br />
“To glory, boys! <str<strong>on</strong>g>The</str<strong>on</strong>g>y haven’t got the stomach!”<br />
Rhett eventually completes his turn after each of<br />
his Brigades has had its chance to Activate.<br />
During his Housekeeping Phase, Rhett flips over<br />
his General markers back to their fr<strong>on</strong>t sides<br />
(leaving them in their current spaces for now),<br />
then flips each Brigade’s D<strong>on</strong>e marker back to its<br />
Rally side, removes any temporary Fire! chits<br />
from their Uni<strong>on</strong> Positi<strong>on</strong>s, and finally advances<br />
the Game Turn marker to the 3 space <strong>on</strong> the<br />
Game Turn Track. Time marches <strong>on</strong>!<br />
During Game Turn 3’s Uni<strong>on</strong> Activity Phase,<br />
Rhett must pull two Blue Event chits, but neither<br />
had any effect. “<str<strong>on</strong>g>The</str<strong>on</strong>g>ir fire has slackened, boys!”<br />
During the Follow Me! Phase, he attaches the<br />
Trimble General marker to Fry’s Brigade, leaves<br />
© 2012 Hermann Luttmann and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>
14 In Magnificent Style Rules v1.0<br />
Pickett with Garnett (planning a major push in<br />
this sector of the battlefield), and takes a moment<br />
to reflect <strong>on</strong> the fall of poor Pettigrew.<br />
It is now the Brigade Activati<strong>on</strong> Phase and<br />
Rhett chooses Fry’s Brigade to Activate first.<br />
Following some amazing die rolling – “<str<strong>on</strong>g>The</str<strong>on</strong>g> Lord<br />
hails from Dixie!” – Fry goes <strong>on</strong> to capture the<br />
Uni<strong>on</strong> Positi<strong>on</strong> in his Brigade Column and now<br />
resides there with 7 SV and Trimble permanently<br />
attached (Generals cannot be attached to or<br />
detached from a Brigade in a Uni<strong>on</strong> Positi<strong>on</strong>).<br />
Rhett, sensing a critical moment in the game has<br />
been reached, Activates Garnett (6 SV) next. His<br />
first task is to get past that intrusive Emmitsburg<br />
Road obstacle. He chooses a Move acti<strong>on</strong> and<br />
rolls a 3 and a 5, which has no effect (an<br />
Advance result is not good enough to enter the<br />
Obstacle space). He chooses to Move again, and<br />
this time rolls a 1 and a 6, an Against the<br />
Wind result! Rhett has a tough choice here –<br />
either take the two Hits and advance into the<br />
Obstacle space, or use up Pickett’s Leadership<br />
Effect for this turn to re-roll the dice. With his main<br />
c<strong>on</strong>cern being to get through that obstacle,<br />
Rhett’s men take the two Hits. “Forward!”<br />
Rhett advances Garnett into the Obstacle space,<br />
reduces the Brigade to 4 SV, and then needs to<br />
draw two Event chits, first a Blue <strong>on</strong>e and then a<br />
Gray <strong>on</strong>e. <str<strong>on</strong>g>The</str<strong>on</strong>g> Blue Event chit is God is a<br />
Southerner. How prophetic! Now Rhett draws<br />
two Gray Event chits. <str<strong>on</strong>g>The</str<strong>on</strong>g> first chit is Divisi<strong>on</strong><br />
Support, so he can choose any of his three<br />
Divisi<strong>on</strong>s and increase their Brigades by a total of<br />
3 SVs (because it is Game Turn 3). “Ah,<br />
L<strong>on</strong>gstreet has sent us some reinforcements!”<br />
Rhett decides to add all 3 SVs to Garnett, thus<br />
bringing him back up to 7 SVs. Garnett is now<br />
ready to make a final push across the Red Z<strong>on</strong>e<br />
against the 4 SV Uni<strong>on</strong> Positi<strong>on</strong> opposite him. <str<strong>on</strong>g>The</str<strong>on</strong>g><br />
sec<strong>on</strong>d Gray Event chit drawn is Smoke Cover,<br />
which Rhett places in fr<strong>on</strong>t of Lane’s Brigade.<br />
Rhett chooses another Move acti<strong>on</strong> and rolls a<br />
5 and a 5 for a Determined Advance.<br />
Garnett’s Brigade moves two spaces forward! He<br />
rolls again and gets a 2 and a 4 for an<br />
Advance, thus moving Garnett’s Brigade<br />
adjacent to the Uni<strong>on</strong> Positi<strong>on</strong>. <str<strong>on</strong>g>The</str<strong>on</strong>g> next Move<br />
acti<strong>on</strong> next roll is into an Obstacle space (the<br />
Uni<strong>on</strong> Positi<strong>on</strong>), and Rhett grimly shakes the dice.<br />
A Southern miracle occurs as a 6 and a 6<br />
appear (“On to Washingt<strong>on</strong>!”). Rhett moves<br />
Garnett into the Uni<strong>on</strong> Positi<strong>on</strong> space, but before<br />
Development by Alan Emrich<br />
any Bay<strong>on</strong>et Combat occurs, he must first resolve<br />
the Gray Event chit from his dice roll. He draws<br />
Artillery Support – 1 Fire!; he then randomly<br />
picks <strong>on</strong>e Fire! chit and decides to place it <strong>on</strong> the<br />
Uni<strong>on</strong> Positi<strong>on</strong> Garnett is about to fight in hopes<br />
to soften it up a bit more.<br />
And now the Rebels are at ‘em! Bay<strong>on</strong>et Combat<br />
is resolved by first dealing with the just-placed<br />
Fire! chit; it is revealed to be an Unsteady result,<br />
so the Uni<strong>on</strong> Positi<strong>on</strong>’s SV is halved this turn in<br />
Bay<strong>on</strong>et Combat! <str<strong>on</strong>g>The</str<strong>on</strong>g> two sides’ strength<br />
calculati<strong>on</strong>s begin with Garnett’s value as follows:<br />
7 SV; +2 by “using” Pickett (flipping his marker<br />
over to its “USED” side); +4 for Fry’s support (half<br />
of Fry’s 7 SV because General Trimble is with<br />
Fry) = 13. Deduct the Uni<strong>on</strong> Positi<strong>on</strong>’s situati<strong>on</strong><br />
from this total: -2 SV (half of the Uni<strong>on</strong> Positi<strong>on</strong>’s 4<br />
SV due to being Unsteady from C<strong>on</strong>federate fire);<br />
-1 for the other adjacent Uni<strong>on</strong> Positi<strong>on</strong> space<br />
(Armistead has not yet captured it); -1 for the<br />
initial attack across a n<strong>on</strong>-St<strong>on</strong>e Wall border = -4.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> net modifier to the Bay<strong>on</strong>et Combat die roll<br />
will therefore be +9, a virtually guaranteed victory!<br />
Rhett c<strong>on</strong>fidently rolls two dice, but to his horror<br />
he rolls a 1 and a 1! <str<strong>on</strong>g>The</str<strong>on</strong>g> net combat total is 11<br />
(i.e., 9 + 2), which yields an Upper Hand result.<br />
Rhett rolls <strong>on</strong>e die for a 3 and applies that many<br />
hits to the Uni<strong>on</strong> Positi<strong>on</strong>, reducing it to 1 SV.<br />
Unbelievably, the Uni<strong>on</strong> troops have held the<br />
positi<strong>on</strong> (!) and a c<strong>on</strong>tinuing melee situati<strong>on</strong> exits.<br />
After Rhett is d<strong>on</strong>e cursing his infernal luck, he<br />
advances Garnett’s Rally marker to the Red Z<strong>on</strong>e<br />
space next to the Uni<strong>on</strong> Positi<strong>on</strong> space and flips it<br />
to its D<strong>on</strong>e side. Now it will take at least <strong>on</strong>e more<br />
turn to seize this space and Rhett’s plan of<br />
opening a breach in the Uni<strong>on</strong> lines is temporarily<br />
thwarted.<br />
[19.0] THE 2-PLAYER GAME<br />
In the two-player scenario, the Uni<strong>on</strong> Player<br />
applies the results of certain Blue Event chits<br />
and can alter the targeting of others by giving<br />
a future advantage to the C<strong>on</strong>federate<br />
Player.
In Magnificent Style Rules v1.0 15<br />
[19.1] Uni<strong>on</strong> Event Alterati<strong>on</strong>s: <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong><br />
Player can alter the following events with the<br />
changes to their effects listed below.<br />
If the Uni<strong>on</strong> Player elects to alter an event,<br />
the Event chit is not returned to the Chit<br />
bowl, but is given to the C<strong>on</strong>federate Player<br />
instead (see 19.2).<br />
Artillery Barrage vs.: <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong> Player can alter<br />
this event by selecting a different target Area in<br />
either the Green (•) or Yellow (•) Z<strong>on</strong>e. If the<br />
new Area is in the same color Z<strong>on</strong>e as that<br />
indicated <strong>on</strong> the Event chit, the C<strong>on</strong>federate<br />
Player can ignore any 1 Hit caused by this<br />
altered event. If the new Area is in the other<br />
color Z<strong>on</strong>e, each affected C<strong>on</strong>federate<br />
Brigade suffers <strong>on</strong>e fewer (-1) Hit.<br />
Canister Fire vs.: <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong> Player can alter this<br />
event by selecting a different target Divisi<strong>on</strong>. If<br />
he does, each affected C<strong>on</strong>federate Brigade<br />
suffers <strong>on</strong>e fewer (-1) Hit.<br />
Changing Circumstances: <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong> Player<br />
selects which green-titled C<strong>on</strong>federate chit to<br />
return to the bowl, if there is a choice.<br />
Obstacle: <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong> Player chooses the space<br />
in the designated Z<strong>on</strong>e (if available) to place<br />
this Obstacle in, if there is a choice. <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong><br />
Player cannot alter this event by selecting a<br />
different Z<strong>on</strong>e!<br />
Stragglers & Disorder: <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong> Player<br />
chooses which Brigade in each affected<br />
Divisi<strong>on</strong> suffers the 1 Hit penalty, if there is a<br />
choice.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> General is Hit!: <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong> Player cannot<br />
alter this event by selecting a different<br />
Divisi<strong>on</strong>al Column!<br />
Uni<strong>on</strong> Reserves Added vs.: <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong> Player<br />
can alter this event by ignoring the target<br />
Divisi<strong>on</strong> and instead Replacing <strong>on</strong>ly 1 Strength<br />
Value or removing 1 unrevealed Fire! chit from<br />
any of the other Uni<strong>on</strong> Positi<strong>on</strong> spaces. If not<br />
enough can be Replaced or removed, add<br />
Strength Value instead to make up the<br />
difference.<br />
Volley Fire vs.: <str<strong>on</strong>g>The</str<strong>on</strong>g> Uni<strong>on</strong> Player can alter this<br />
event by selecting a different target Divisi<strong>on</strong>. If<br />
he does, each affected C<strong>on</strong>federate Brigade<br />
suffers <strong>on</strong>e fewer (-1) Hit.<br />
[19.2] C<strong>on</strong>federate Event Opti<strong>on</strong>s: When<br />
the C<strong>on</strong>federate Player receives a Gray<br />
Event chit draw, he adds that chit to those<br />
Event chits acquired from Uni<strong>on</strong> Player<br />
© 2012 Hermann Luttmann and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong><br />
alterati<strong>on</strong>s (see 19.1) since the last Gray<br />
Event chit draw. Those previously acquired<br />
Event chits are flipped to all show their<br />
Gray side and, from this pool of acquired<br />
chits, plus the newly drawn Gray Event chit,<br />
the C<strong>on</strong>federate Player can play (or actively<br />
hold, in the case of L<strong>on</strong>gstreet’s<br />
Experience) up to half of those chits when<br />
the new <strong>on</strong>e is drawn. <str<strong>on</strong>g>The</str<strong>on</strong>g>se chits are<br />
selected and played in whatever order the<br />
C<strong>on</strong>federate Player desires. Afterward all of<br />
the remaining unused chits are returned to the<br />
Chit bowl.<br />
[19.3] Winning the Two-Player Game: At<br />
the end of Game Turn 5, check the status of<br />
each of the nine Uni<strong>on</strong> Positi<strong>on</strong> spaces. Each<br />
will be either captured (see 13.2) by the<br />
C<strong>on</strong>federates, c<strong>on</strong>trolled by the Uni<strong>on</strong> (with<br />
<strong>on</strong>ly a surviving Uni<strong>on</strong> Brigade of any SV in<br />
that space, ignoring any Fire! chits), or<br />
c<strong>on</strong>tested (either by being completely empty<br />
of troops, or those present ended the game in<br />
a c<strong>on</strong>tinuing melee, as per 13.3).<br />
If the Uni<strong>on</strong> c<strong>on</strong>trols more Uni<strong>on</strong> Positi<strong>on</strong><br />
spaces than the C<strong>on</strong>federates have captured,<br />
the Uni<strong>on</strong> Player wins. If the C<strong>on</strong>federates<br />
have captured more Uni<strong>on</strong> Positi<strong>on</strong> spaces<br />
than the Uni<strong>on</strong> c<strong>on</strong>trols, the C<strong>on</strong>federate<br />
Player wins.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> degree that a player wins by is<br />
determined by subtracting the number of<br />
loser’s spaces from the winner’s. If both<br />
players are equal, the game is a Draw.<br />
Winning by 1 more space than your opp<strong>on</strong>ent<br />
is a Marginal <strong>Victory</strong>; winning by 2 or 3<br />
spaces is a Major <strong>Victory</strong>; and winning by 4<br />
or more spaces is a Decisive <strong>Victory</strong>. A<br />
victory bey<strong>on</strong>d that level (see below) is a<br />
Crushing <strong>Victory</strong>.<br />
Adjust the above victory level by <strong>on</strong>e in the<br />
Uni<strong>on</strong>’s favor if there are no C<strong>on</strong>federate<br />
Divisi<strong>on</strong> General markers () <strong>on</strong> the map.<br />
Adjust the above victory level by <strong>on</strong>e in the<br />
C<strong>on</strong>federates’ favor if 4 or 5 c<strong>on</strong>secutive<br />
Uni<strong>on</strong> Positi<strong>on</strong> spaces are captured (i.e., if a<br />
“breach” is achieved), and by two levels if 6<br />
or more c<strong>on</strong>secutive Uni<strong>on</strong> Positi<strong>on</strong> spaces<br />
are captured (i.e., a “breakthrough” is<br />
achieved).
16 In Magnificent Style Rules v1.0<br />
[20.0] DESIGNER’S NOTES<br />
In Magnificent Style<br />
is the first in the Death or Glory! series of<br />
games which attempts to depict those<br />
infamous “forlorn hope” attacks of history.<br />
At first, you might think that these battles<br />
would make for pretty boring games. After<br />
all, leading a near-suicidal attack is<br />
probably not most people’s idea of a good<br />
time.<br />
But it occurred to me that recreating these<br />
dramatic situati<strong>on</strong>s using a “push-yourluck”<br />
solitaire game system could be really<br />
quite entertaining (in additi<strong>on</strong> to being a<br />
neat way to simulate the “against the odds”<br />
desperati<strong>on</strong> of these attacks). While putting<br />
this new system together, I stumbled up<strong>on</strong><br />
some unique interactive mechanics.<br />
In Magnificent Style<br />
is, essentially, a dice-driven game evolved<br />
from a game my German grandmother<br />
taught me when I was young, called<br />
Schwein (“Pig”). By enhancing the dice<br />
mechanic from Schwein, the Death or<br />
Glory! system generates enemy activity<br />
during a unit’s move and keeps the player<br />
involved.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> additi<strong>on</strong> of Event chits enhances the<br />
narrative and produces additi<strong>on</strong>al<br />
opportunities and pitfalls for the player.<br />
Between the dice rolls and the Event chits,<br />
the game’s narrative is written, punctuated<br />
by important player decisi<strong>on</strong>s, with the end<br />
result that you achieve a feeling of leading<br />
your men forward, pressing them <strong>on</strong><br />
through a hail of enemy fire as you strain<br />
to reach an improbable goal. I believe that<br />
this game engine creates the right degree<br />
of battlefield “chaos management,”<br />
important decisi<strong>on</strong>s, and the element of<br />
chance inherent in battle.<br />
With the help of VPG’s grand fromage,<br />
Alan Emrich, we agreed that it would be<br />
best to kick this new series off with<br />
arguably the most famous forlorn assault in<br />
history - Pickett’s Charge at Gettysburg.<br />
History offered us many such desperate<br />
attacks to choose from, and future games<br />
will cover such topics as <str<strong>on</strong>g>The</str<strong>on</strong>g> Charge of the<br />
Development by Alan Emrich<br />
Light Brigade at Balaclava, the advance of<br />
Napole<strong>on</strong>’s Old Guard at Waterloo, the<br />
Somme offensive, and the Americans<br />
coming ashore at Bloody Omaha Beach <strong>on</strong><br />
D-Day, 6 June 1944.<br />
This game was not designed to be a<br />
detailed historical study of this battle. We<br />
have tried to drape the game in plenty of<br />
history, and historical events can certainly<br />
unfold during play, but the Death or<br />
Glory! system is designed to be a fun,<br />
quick-playing “gambling” style game<br />
system, where the history is there to lend<br />
c<strong>on</strong>text to the risks the player is taking.<br />
Playtester Paul Fish noted that playing this<br />
game compelled him do further research<br />
Pickett’s Charge, to learn about it in more<br />
detail, and this is certainly a c<strong>on</strong>structive<br />
residual effect that we hope all players<br />
pursue. <str<strong>on</strong>g>The</str<strong>on</strong>g> fun of playing games based <strong>on</strong><br />
history is gaining an interest in learning<br />
more about the subject just gamed.<br />
Onward to glory! – Hermann Luttmann<br />
Here are a few tips and reminders for<br />
playing In Magnificent<br />
Style:<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> Heavy Fire, Determined Advance<br />
and On To Washingt<strong>on</strong>! results each<br />
have two resoluti<strong>on</strong> opti<strong>on</strong>s – choose<br />
wisely!<br />
After the first Heavy Fire result, a unit<br />
becomes Shaken. That means that it<br />
must Retreat if it receives a sec<strong>on</strong>d<br />
Heavy Fire result that turn, so know that<br />
you’re really pushing your luck at that<br />
point!<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g>re are <strong>on</strong>ly three occasi<strong>on</strong>s in which<br />
you move a unit’s Rally marker: 1)<br />
When a unit Regroups and ends its turn;<br />
2) When it enjoys an On To<br />
Washingt<strong>on</strong>! result; and 3) When it<br />
enters Bay<strong>on</strong>et Combat and a c<strong>on</strong>tinuing<br />
melee ensues.<br />
Uni<strong>on</strong> Positi<strong>on</strong> spaces are also<br />
Obstacles, so a unit must achieve a<br />
successful result to allow entry into<br />
them! (Think of this is as a pre-melee<br />
“morale check,” if you will).