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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).

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