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Kartenspiel From Philip Sabin's book from 2012, Simulating War ...

Kartenspiel From Philip Sabin's book from 2012, Simulating War ...

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<strong>Kartenspiel</strong><br />

<strong>From</strong> <strong>Philip</strong> <strong>Sabin's</strong> <strong>book</strong> <strong>from</strong> <strong>2012</strong>, <strong>Simulating</strong> <strong>War</strong>: Studying Conflict Through Simulation Games<br />

Inspired by Clausewitz's strategic ideas, and his statement that the closest analogue<br />

to war is a game of cards.<br />

"This game illustrates the interactive nature of strategy through a generic simulation of a typical<br />

Napoleonic land battle like Austerlitz." Sabin, P, <strong>2012</strong><br />

Instruction & Game Setup<br />

The game is played with a standard deck of cards with the jokers removed, and dice.<br />

The object of the game is to destroy one of your opponents corps thus breaking their line.<br />

The class will be divided into two teams (Coalition and Allies), if we have an odd number Prof. Hlas will have<br />

to join in. The teams will then chose a role for each player, one general, two wing commanders (left<br />

and right) and the rest will serve as corps commanders.<br />

Each role will have different responsibilities so you should look at what they are before you decide<br />

as a group who gets what.<br />

General - Starts with all the cards, for their army, and is responsible for giving orders to the wing<br />

commanders and distributing the divisions (cards)<br />

Wing Commanders - Gets orders and divisions(cards) <strong>from</strong> the General, and then gives orders and<br />

distributes divisions (cards) to corps commanders.<br />

Corps Commanders - Has divisions(cards) and orders <strong>from</strong> wing commander, and during the action round<br />

uses a die to indicate what their divisions will be doing.<br />

*** All divisions(cards) should be kept hidden until combat resolution.<br />

What the components represent and are used for.<br />

Cards - Divisions of Infantry and Cavalry. Face cards are the Cavalry divisions, all other cards are<br />

Infantry divisions. Infantry divisions have a value of 1, Cavalry divisions have a value of 1 or 2.<br />

Dice - Orders. Twice during the combat resolution phase the corps commanders will take part in a blind bid.<br />

The first will determine if their corps is attacking or not. The second will be if their cavalry divisions<br />

are charging.<br />

*** Note both sides can attack at the same time, and that your cavalry can charge<br />

even if you did not attack (this is a counter charge).


The classroom will be divided down the middle with each role having and assigned area.<br />

Coalition Army Allies Army<br />

VI Corps I Corps<br />

Left Wing V Corps II Corps Right Wing<br />

IV Corps III Corps<br />

General General<br />

III Corps IV Corps<br />

How to play the game.<br />

Right Wing II Corps V Corps Left Wing<br />

I Corps VI Corps<br />

Arrows indicate the directions orders and divisions (cards) can move during the game.<br />

After the setup is done, the umpire will call for the orders phase to begin.<br />

Orders Phase I - Each team's general and wing commanders meet and discuss what will happen during the<br />

turn. The general will give each wing commander their orders (attack with all corps, attack with one,<br />

or defend with all. The general will also distribute all, some, or none of the army's divisions (cards).<br />

Each team has 2 minutes for this phase.<br />

Orders Phase II - Each wing commander will meet with the corps commanders they have responsibility for<br />

and give them orders for the turn and distribute all, some, or none of their divisions to each<br />

commander.<br />

Each team has 2 minutes for this phase.<br />

Combat Phase - All corps commanders will now participate in at least one blind bid. If they wish to attack<br />

they will reveal their die in the first bid. If either opposing corps reveals a die (i.e. is attacking),<br />

then they will have a second blind bid. The second blind bid will be to determine if their cavalry<br />

divisions will charge (or counter-charge if defending). Revealing their die in the second bid,<br />

indicates that their cavalry is charging.<br />

Note: Charging cavalry is worth 2 points for combat resolution, however it must also take any losses<br />

that their side has to take for the combat.<br />

Combat Resolution - If either corps opposite one another has chosen their die, then there is combat.<br />

If neither side reveals a die then there is no combat and play moves to the next set of opposing corps.<br />

When combat takes place and the second blind bid has finished, both side add up their combat<br />

value. Each card counts as 1 point unless it is a cavalry division (face card) and is charging in<br />

which case it will be worth 2 points but must take any losses that the combat results call for their<br />

side to take.


Combat Resolution cont.<br />

Compare both sides combat value for each corps and determine the losses that must be taken by each side:<br />

If your corps is attacking you take 1 loss, unless the corps you are attacking has fewer then two<br />

divisions.<br />

If your corps is attacking and your combat value is greater then the opposing corps they will take<br />

1 loss.<br />

If your corps is attacking and your combat value is 2 times greater then the opposing corps combat<br />

value, then they will take 2 losses.<br />

If combat value is equal or the non-attacking corps has the great value, then no losses other than the<br />

loss for attacking will be taken.<br />

Remember that if you charged with your cavalry all your losses must come <strong>from</strong> them first.<br />

After all combats have been resolved check for victory. The game is won if any of your opponent's<br />

corps have no cards left.<br />

If victory has not been achieved the game continues with all rounds happening in order again.<br />

*Things to remember or consider*<br />

Once you distribute a division it will stay where you send it, it can not come back. So if you want to be able<br />

reinforce a wing or corps you will need to keep a reserve (i.e. hold some cards back).<br />

If you leave a corps with only 2 divisions it can be defeated (you lose) if your opponent attacks with 4 or<br />

more of their own divisions.<br />

Hide you cards so that your opponent does not know what you have until it is time to resolve combat.

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