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| # | Player | W | L |
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Two players command Napoleonic armies across a hex map. Alternate turns spending 6 actions per turn. Eliminate all enemy units to win. The map starts largely undiscovered — players draw and place terrain tiles to reveal it as armies advance.
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 (3), short range compared to other artillery, 0 melee bonus
Balanced artillery piece. Good range with reasonable mobility. Position on hills for elevated fire advantage. Can reverse (move backward) without turning.
✔ Solid range, manageable to reposition
✘ Low strength (3), 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 (3), 0 melee bonus. Choose your starting position carefully.
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.
Attack — target an enemy. Infantry and Artillery adjacent to an enemy choose close combat or ranged fire; Cavalry always charge in close combat. 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 1, 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.
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): Side hex −1, Rear-side hex −2, Rear hex −3. No penalty for Square.
Terrain (defender): Hills +1, Farm +3 (farm bonus replaces formation bonus).
Roll dice equal to your strength. Each roll of 1–3 scores a hit. Each hit removes 1 strength from the target. Infantry fire up to range 2; Artillery at range 4/6/8 depending on type.
💥 Point-Blank Artillery: Artillery firing at a target 3 hexes or closer deals double damage. A "Point-Blank Fire — Double Damage Hit!" banner appears in the combat result when this applies. Position your artillery carefully — being caught at close range is devastating.
Line of sight: Only Hills block LOS. A unit on a hill fires over intervening terrain and units. Artillery not on a hill cannot fire over other 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 suffers −1 to all rolls.
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. Artillery gains elevated fire — can fire over other units and hills. Units here can see over all intervening terrain. |
| 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 ranged fire through it. −1 ranged accuracy when firing at units inside woods. |
| 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.
Cards appear in your player panel. Each card shows a ▶ Use button to play it and a ✕ Discard button to remove it without effect. You can play a card at any point during your turn. A card-played popup appears when a card is used, confirming its exact effect. Cards are one-use and discarded after playing.
| 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 enters Farms at 2 MP this turn instead of costing all remaining movement |
| 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. Hills give artillery a massive advantage. 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 3 strength — it breaks easily in close combat. 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.