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Two players command Napoleonic armies across a hex map. Alternate turns spending 6 actions per turn. The map starts largely undiscovered — players draw and place terrain tiles to reveal it as armies advance.
There are three ways to win:
Destroy every enemy unit. When the last opposing unit is removed from the board, you win immediately. This is the most decisive form of victory — pursue, isolate, and eliminate.
Move any of your infantry units onto the enemy's starting row — the far edge of the map. Reaching that row with even one infantry unit triggers an immediate victory, regardless of how many units remain on either side.
French Army (Blue) must reach the top row. British Army (Red) must reach the bottom row. Only infantry qualify — cavalry and artillery cannot trigger this condition.
Either player may concede at any time using the 🏳 Concede button in the top bar. Conceding immediately ends the game and awards victory to the opponent. Spectators cannot concede on a player's behalf.
Players alternate placing one unit at a time on their starting edge row. French Army (Blue) deploys on the bottom row; British Army (Red) deploys on the top row. Units can only be placed on open terrain.
Use ⚡ Quick Start to place all remaining units randomly on valid hexes.
Each army has 8 units: 3 Infantry, 1 Light Cavalry, 1 Heavy Cavalry, 1 Horse Artillery, 1 Light Artillery, 1 Heavy Artillery.
| Column | Move 2, CC bonus +2 (att & def) |
| Line | Move 1, CC bonus +1 (att & def), full ranged volley |
| Square | Cannot move. CC +6 vs cavalry, −2 vs infantry |
✔ Versatile — only unit that can enter Woods & Farms
✘ Short range (2 hexes), slow in Line formation
Close combat bonus: +4 when attacking and defending. Fastest unit on the field — ideal for flanking, pursuit, and rapid repositioning.
✔ Exceptional speed, strong charge bonus
✘ No ranged attack, cannot enter Woods or Farms. Beware of enemy infantry in Square (+6 def vs cavalry).
Close combat bonus: +5 when attacking and defending. The most powerful melee unit — best used to deliver a decisive blow.
✔ Highest melee bonus, strong and durable
✘ No ranged attack, cannot enter Woods or Farms. Slower than Light Cavalry. Vulnerable to Square formation.
Mobile fire support. Can keep pace with cavalry advances. No melee bonus — avoid close combat. Can reverse (move backward) without turning.
✔ Good mobility for artillery, flexible positioning
✘ Low strength (2), short range compared to other artillery, 0 melee bonus
Balanced artillery piece. Good range with reasonable mobility. Can reverse (move backward) without turning.
✔ Solid range, manageable to reposition
✘ Low strength (2), 0 melee bonus, cannot enter Woods or Farms
The great battery. Longest range in the game — can punish enemies from across the map. Almost impossible to reposition once deployed. Can reverse (move backward) without turning.
✔ Maximum range (8 hexes), devastating at distance
✘ Extremely slow (1 hex/turn), low strength (2), 0 melee bonus. Choose your starting position carefully.
Every unit faces one of six hex directions. That facing determines which hexes the unit may attack into. The arc differs by unit type — know your arc before committing a move.
Fires in a ±60° forward arc up to range 2 — three hex directions (directly ahead and one step to either side). Targets behind or to the rear flanks cannot be engaged without a Pivot first. Farm-garrisoned and Square infantry can fire in any of the 6 directions.
Fires in a forward arc of 3 directions: straight ahead plus one step to each side (±1 facing step). The gun automatically pivots to face the target when it fires — no separate Pivot needed. Cannot swing more than one step per attack.
Cavalry have no ranged capability whatsoever. All cavalry attacks are close combat charges — the enemy must be in the cavalry's own front hex to initiate. The attacker can hit the defender from any direction (flank/rear penalties apply). Speed and melee bonus are their only weapons.
Infantry garrisoned in a Farm fires 1 die in any direction regardless of facing — the garrison defends from all sides. Facing does not restrict their shot.
A unit may act more than once per turn, but never twice in a row — you must use a different unit or take a non-unit action between activations of the same unit.
Move — advance a unit one hex at a time. Each rotation of facing costs 1 movement point. Artillery only: can also reverse (move directly backward, orange hex) at 1 MP without turning.
Pivot — rotate a unit to face any hex direction without moving. Costs 1 action. Artillery exception: artillery cannot free-pivot to any direction — it may only rotate up to ±1 facing step as part of firing (see Attack, below).
Attack — target an enemy. Close combat: the target must be in the attacker's own front hex (the hex the attacker is directly facing) to initiate. The attacker can strike from any direction relative to the defender — flank and rear attacks penalise the defender's reply dice. Infantry adjacent to an enemy in their front hex choose close combat or ranged fire. Artillery always fires ranged — even at adjacent range — so the defender gets no melee reply (point-blank double-damage applies at range 1). Cavalry always charge in close combat. Ranged: Infantry fire in a ±60° forward arc (range 2); farm-garrisoned and Square infantry can fire in any direction. Artillery may pivot up to ±1 facing step and fire in one action — the unit ends up facing the direction of fire. Ranged attacks require line of sight and sufficient range.
Change Formation — switch Infantry between Column, Line, and Square.
Repair Unit — restore 1 strength point to a damaged friendly unit.
Draw Terrain / Draw Bonus Card — draw a terrain tile (must be placed immediately — you cannot cancel or return it) or draw a bonus card (hold up to 4; cannot draw two in a row).
When a unit is reduced to strength 0 (all figures down), it is Broken — shown with a ⚠ warning on the board and in the unit list. A broken unit:
Tip: A broken unit is a liability. Repair it immediately or pull it back — enemy cavalry will finish it off in one charge.
Initiating a charge: The defending unit must be in the attacking unit's own front hex (the hex the attacker is directly facing). Attacks from any other adjacent hex are not permitted — the attacker must pivot first. The attack can arrive from any direction relative to the defender; the defender always replies but suffers a roll penalty based on which side the attack comes from (see below).
Both sides roll dice equal to their strength. Each die is modified by the unit's combat bonus. Dice are paired highest vs highest — the lower roll in each pair takes a casualty. Unpaired dice deal no damage.
Combat bonuses apply to both the attacker and defender:
| Unit | Bonus | Notes |
|---|---|---|
| Infantry — Column | +2 | Att & Def |
| Infantry — Line | +1 | Att & Def |
| Infantry — Square vs Cavalry | +6 | Def only |
| Infantry — Square vs Infantry | −2 | Def only |
| Light Cavalry | +4 | Att & Def |
| Heavy Cavalry | +5 | Att & Def |
| Artillery (all types) | 0 | Avoid melee! |
Facing penalty (defender's reply rolls): When the attacker strikes from a front flank (±1 hex from the defender's front) each of the defender's dice is penalised −1. From a side flank (±2 hex) −2 per die. From the rear −3 per die. Units in Square formation are immune to facing penalties.
Terrain (defender): Hills +1, Farm +3 (farm bonus replaces formation bonus).
Each hit removes 1 strength (1 figure) from the target. Each roll of 1–3 scores a hit. Artillery rolls dice equal to its current strength (figures remaining); Infantry dice depend on formation — Column or Square fires 1 die; Line fires dice equal to current strength (up to 4). Cavalry have no ranged attack. Infantry fire up to range 2; Artillery at range 4/6/8 depending on type.
Facing restrictions: Infantry fire in a ±60° forward arc (the same cone as artillery) up to range 2 — targets to the rear or far flanks require pivoting first. Farm-garrisoned and Square infantry can fire in any of the 6 hex directions. Artillery may pivot up to ±1 facing step as part of the attack (the gun ends up pointing toward the target). Artillery cannot swing more than one hex to either side in a single action — reposition or use multiple pivot actions to face a wider arc.
💥 Point-Blank Artillery: Artillery firing at an adjacent target (range 1 only) deals double damage. A "Point-Blank Fire — Double Damage Hit!" banner appears in the combat result when this applies. Enemy infantry or cavalry rushing your guns can trigger this — a last-ditch blast before the charge hits home.
Line of sight: Woods always block LOS (no exception). Hills always block LOS — even for units on other hills (no elevation advantage). Undiscovered hexes block LOS. Intervening units always block LOS. Ponds do not block LOS. Split hex: when the LOS path passes directly between two hexes (grazing the shared edge), each hex on that split is checked independently — roll a separate die for each; on a 1–3 it blocks. This applies to both terrain and intervening units.
Terrain penalties (attacker): Orchards −1, Wheat −1.
Terrain cover (defender): Woods −1 ranged accuracy against them. Farm −1 ranged accuracy against garrisoned infantry.
Counter-battery: Artillery firing at artillery hits only on a roll of 1 or 2 (instead of the normal 1–3).
Column — Move 2 hexes. CC bonus +2 att & def. Default marching formation. Best for advancing quickly.
Line — Move 1 hex. CC bonus +1 att & def. Fires at full strength in ranged combat. Best for firefights and holding ground.
Square — Cannot move. CC +6 vs cavalry charges, −2 vs infantry. Immune to cavalry charge penalty. Essential when cavalry threatens your flanks. Warning: Square is highly vulnerable to artillery.
Most of the map starts undiscovered. Draw a terrain tile as an action and place it adjacent to already-revealed hexes to expand the battlefield. Once drawn, a tile must be placed — you cannot return it.
| Terrain | Effects |
|---|---|
| Open | No special effects. All units move freely. |
| Hills | +1 def bonus in close combat. Hills block all line of sight. Artillery on a hill can fire over intervening ground-level units, but hills, forests, and undiscovered terrain still block LOS. |
| Wheat Fields | Normal move cost. −1 ranged accuracy penalty for both attacker and defender firing through/from it. |
| Orchards | Move cost ×2. −1 ranged attack penalty for attacker. |
| Rough Ground | Move cost ×2. Difficult ground for all units. |
| Woods | Infantry only. Blocks ALL line of sight. Units inside forests cannot attack (melee or ranged) and cannot be targeted by any attack — combat is completely prohibited. |
| Mud | Move cost ×3. Severely slows all units. Avoid routing your advance through mud. |
| Farm | Infantry only. Entering or leaving costs full remaining movement. Garrisoned infantry: fires 1 die in any direction, +3 def (close combat), −1 ranged accuracy against them. Exiting auto-returns unit to Column. |
| Pond | Impassable. No unit may enter. Can be used to create natural barriers and funnel enemy movement. |
Draw a Bonus Card as an action — you may hold up to 4 cards. You cannot draw two cards in a row (must take another action first). Some draws yield You Get Nothing — no effect. Playing or discarding a card never costs an action.
Cards come in two types, shown by their icon:
⚔ Offensive cards — play on your turn to enhance your next action. The card takes effect immediately or flags your next relevant action for a bonus. Unused offensive effects expire when your turn ends.
🛡 Defensive cards — play on your turn as a preemptive guard. The effect stays active until the opponent takes an action that triggers it, at which point it fires automatically without switching turns and is immediately spent. Each defensive card triggers once only — after that it is gone. Unused guards that were never triggered expire at the end of the opponent's full turn.
Cards appear in your player panel. Click ▶ to activate a card or ✕ to discard it with no effect. A popup confirms each card played. Cards are one-use.
| Card | Effect |
|---|---|
| Swift March | +1 extra Move action this turn |
| Charge! | Cavalry attacks at +2 strength this turn |
| Volley Fire | Next artillery attack rolls double the normal number of dice |
| Forced March | One unit may move 2× its normal range |
| Rally! | Restore 1 lost figure to any friendly unit |
| Ambush | Attack ignoring terrain penalty |
| Entrench | One unit gains +1 defence die this turn |
| Fog of War | Opponent loses 1 action next turn |
| Flanking Move | Grants +1 extra action immediately |
| Artillery Barrage | All artillery units fire for free this turn |
| Regroup | Change any unit's formation for free |
| Supply Run | Repair two units by 1 figure each |
| Bold Advance | Infantry in line or column formation gains +2 movement this turn |
| Reserve Fire | React to an enemy move with a free ranged shot |
| Engineers | Place 2 terrain tiles this turn instead of 1 |
| Skirmisher Screen | Light Cavalry blocks one ranged attack this turn |
| Heroic Defence | One unit ignores first loss in combat |
| Double Time | One infantry unit may move and attack in one action |
| Cannon Blast | One artillery unit rolls +2 dice on next attack |
| Rout! | Enemy unit retreats 1 hex after losing combat |
| Inspired Command | Gain 1 extra action this turn (max 7) |
🏔 Use terrain. Artillery on a hill is a massive advantage — it can fire over intervening ground-level units. Hills, forests, and undiscovered terrain still block its line of sight. Farm buildings are natural fortresses for infantry.
🔲 Form Square wisely. It's your best defence against cavalry charges, but Square infantry are sitting ducks for artillery fire.
⚡ Protect your artillery. Artillery has only 2 strength — one hit breaks it, two destroys it. Keep cavalry or infantry screening it.
🐎 Flank with cavalry. Attack from the side or rear — facing penalties stack heavily against an unprepared opponent.
🗺 Reveal terrain early. The map starts hidden. Drawing terrain tiles controls what ground your opponent can use — reveal land that benefits you and deny easy routes to the enemy.