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Standard game rules - Victory Point Games

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Napoleonic 20 Game Rules v2.0 2The Second Player Turn5. Repeat Phases 1 through 5, reversingthe roles of the First and SecondPlayers. If it is a Night Turn, reshufflethe Random Event cards to form anew Draw Pile.[5.0] RANDOM EVENTSGeneral Rule“Random events” simulate imponderablesof war that affected these campaigns. Atthe beginning of each Player Turn, thePhasing Player reveals the top RandomEvent card and immediately applies theappropriate result. ‘Two-tone’ events affectwhichever player drew that card; ‘monochrome’text affects its specific side.ProcedureThe deck is reshuffled at the end of eachNight Game Turn. Unless otherwisespecified, an individual event may takeplace more than once per <strong>game</strong> (i.e., eachtime the event is drawn from the deck).[6.0] MOVEMENTGeneral RuleDuring his Movement Phase, the PhasingPlayer may move as many or as few of hisunits as he desires. Units may be moved inany direction or combination of directions.ProcedureUnits are moved one at a time, tracing apath of contiguous hexes. As each unitenters a hex, the unit pays one or moreMovement <strong>Point</strong>s from its MovementAllowance to do so.Restrictions and Prohibitions[6.1] Strict Sequence: Movement nevertakes place out of sequence. A player’sunits may be voluntarily moved onlyduring his own Movement Phase(exception: see The Reaction Phase, 8.0).[6.2] Speed Limit: A unit cannot exceedits Movement Allowance during a friendlyMovement Phase, with the exception that aunit may always move 1 hex per friendlyMovement Phase (as long as it is not intoprohibited terrain or across a prohibitedhexside), even if it does not have sufficientMovement <strong>Point</strong>s to pay the entire cost. Aunit may expend all, some or none of itsMovement <strong>Point</strong>s at that time, but unusedMovement <strong>Point</strong>s may not be accumulatedfrom turn to turn, nor transferred to anotherunit.[6.3] Enemies: A friendly unit may neverenter a hex containing an enemy unit.[6.4] No ‘Take Backs:’ All movement isfinal once a player’s hand is withdrawnfrom the unit he is moving. Players maynot ‘change their minds’ and retrace theirunit’s movement.This rule should be strictly enforced.During these campaigns, it was commonfor units to be sent in the wrong directionat key points with nearly disastrous results.Terrain EffectsNormally, units pay one (1) Movement<strong>Point</strong> to enter each hex, regardless of itsterrain type. However, the followingspecial Cases apply:[6.5] Rugged Terrain: Units that enter aForest, Rough or Swamp hex must immediatelystop. They may voluntarily movefrom there at their next opportunity, but ifthey enter another such hex, they mustagain stop, forfeiting the rest of their move.Units may not move further, even if theirMovement Allowance has been increasedby Forced March (see Rule 12.3).[6.6] Roads: A unit using road movement(moving directly from road hex to another,connected road hex) does not have to stopin Rugged Terrain (as per 6.5, above). Aunit which conducts its entire move alongconnected road hexes increases itsMovement Allowance by one (+1).For example, a cavalry unit moving entirelyalong connected road hexes that turn wouldhave its Movement Allowance increased to 4.Zone of Control Effects[6.7] Stop: Units that enter an enemy Zoneof Control (see 7.0, below) mustimmediately cease their movement.Friendly units’ Zones of Control do notaffect the movement of friendly units.[6.8] Stuck: Units may only voluntarilyleave an enemy Zone of Control throughDisengagement (see 8.3). The only otherway to leave an enemy Zone of Control isby Advancing or Retreating after Combat(see 9.8 and 9.9).Effects of Other Friendly Units[6.9] No Stacking: A friendly unit maymove through hexes occupied by otherfriendly units (at no extra Movement <strong>Point</strong>cost). They may not end the MovementPhase stacked in the same hex with anotherfriendly unit.[7.0] ZONES OF CONTROLA unit’s ‘Zone of Control’ (abbreviated‘ZOC’) is constituted by the six hexesimmediately surrounding it as shown inthis illustration:General RuleHexes upon which a unitexerts a Zone of Control arecalled ‘Controlled Hexes.’Units that begin theirMovement Phase in an Enemy ZOC cannotmove. Units must cease their movementupon entering enemy Zones of Control.● All units exert a ZOC at all times,regardless of the current Phase or PlayerTurn (except during Night Turns, 14.0).● The presence of ZOCs is never affectedby other units, enemy or friendly.● ZOCs extend into all types of terrainexcept Fortified, Redoubt, and betweenadjacent Town / Fortified / Redoubthexes (i.e., in a “built-up” area). Theyalso extend across all types of hexsidesexcept Major Rivers (even at bridgesand fords). Important: units separatedby Major River hexes (except at bridgesand fords) are not considered ‘adjacent.’The ZOC of the French unit inLa Haye Saint does notextend into Mont St. Jean(where the British unit is), norinto Hougomont. It doesextend out from its town intoother adjacent hexes, such aswhere the Prussian unit is.[7.1] Multiple Zones of Control: Bothfriendly and enemy units may exert theirZOCs upon the same hex. There is noadditional effect if multiple units cast theirZOCs over the same hex. Thus, if a givenunit is in an enemy controlled hex, the enemyunit is also in its controlled hex. Thetwo units are equally and mutually affectedand ‘locked’ into each other’s ZOCs.[7.2] Movement Cost: Units do not payany additional Movement <strong>Point</strong>s to enteran enemy Zone of Control.Effects on Combat[7.3] Combat Obligation: The phasingplayer must attack all enemy units whichexert ZOCs on friendly units during hisCombat Phases. .All friendly units whichare in enemy Zones of Control must attacksome enemy unit (see 9.1).[7.4] Retreat Effect: Units may retreatinto a hex containing an enemy ZOC, butthey run the risk of Breaking for each suchhex entered (see 9.83).[7.5] Advance After Combat Effect:Units that Advance after Combat mayfreely enter enemy Zones of Control;enemy Zones of Control never affectadvance after combat (see 9.9).© 1999 Joe Miranda and © 2008 <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>

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