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The following outlines the contents of the Grand Empires series of books.
All the Grand Empire books start with an introduction, they outline the historical events and outcomes of the specific battle that each book is about.
The Rules of Engagement
Each battle is designed to have the same thirty five pages of rules and examples, so that you can learn and enjoy the craft of Grand Empires, a Board Game that is really a small tabletop Wargame.
For beginners the basic rules will give a fast game, whilst for the enthusiast gamer, the advance rules introduce an exciting Wargaming aspect to the Board Game.
Basic Game Counters
Command Counters for all Nations
Allied British, French, Prussian, Austrian and Russian.
These counter form the backbone of the game, each nation has its own uniquely coloured counter that can be distinguished upon the game board. Command and Battle Counters are used in the basic game.
French Battle Counters Formed and Disrupted
Infantry, Cavalry and Artillery.
Battle Counters are double-sided, they are flipped when they suffer poor morale. They represent the bulk of an army, Infantry, Cavalry and Artillery.
The factors on each counter represent its morale, firing and mêlée values, these decrease when disrupted.
Advanced Game Counters
Light Detachment Counters for all Nations
Introduce the Advanced Rules of
Screening, Fallback, Skirmish, Garrisons
Sapper Detachment Counters for all Nations
Introduce the Advanced Rules of
Pontoons, Demolition, Bolster Cover, Combat Engineers
The detachment counters add flavour and scope to the Board Game, but they must be used in conjunction with the Battle Counters.
Game Action Markers
Used to denote specific actions that a counter is attempting to execute this bound. Some actions will use the Advanced Rules.
Game Board Hex Descriptions
This section within the rules details any restrictions that a specific hex will incur upon a counter when it enters it.
The above hexes are classified as Cover Hexes, these give an additional bonus to the counter that is within it, this is shown in the bottom corner.
Game Turn Sequence
A unique game turn sequence that evens out any advantages that may be gained from a standard you-me turn sequence.
It allows for closing volleys against charges, supporting fire and canister in the next opposing firing round.
If a counter is not repelled, then combat will ensue. The losing counter may be disrupted, or it could retreat or even rout.
Optional advanced rules include:
Pursue, Gain Ground, Occupy Cover, Squares, Hold Ground, Collateral Damage, Battle Fatigue and Column of March
Battles have optional Event Cards, each can be played once within the game.
They represent an historical fact or myth about the battle. For instance the British had a rocket artillery battery at Waterloo.
The rules of engagement contains sixteen rule clarification sections laid out in the bound sequence order. By following each listed clarification you should quickly familiarise yourself with rules, basic and advanced.
The example shown indicates what could happen in the Russian firing round. It indicates restrictions, closing volley fire and normal fire from formed and disrupted counters.
The Battle Report
This section outlines the game objectives and indicates the attrition levels that have to be achieved to win the game.
The timeframe is outlined, it determines the maximum number of game turns.
Initial counter deployment and reserve arrivals are stated, with any restrictions that may apply.
Special gameplay rules are listed for this Game Board and this specific battle.
Battlefield Event Cards are detailed with their full effects, the physical cards are available in the Game Board and Accessories section.
Command Counters, Battle Counters and Detachment Counters are individually listed with their formed and disrupted statistics.
Game Board and Accessories
The Game Board is at the start of this section, normally divided in to four sections. It pieces together to form the main playing area.
A hundred or more counters are also included after the Board Game, single sided Command and Detachment Counters, whilst the Battle Counters are in two sections; formed and disrupted. Created to fit back to back in one sheet that is then spliced in to double-sided counters.
Single sided Action Markers, that once constructed can be used for every Grand Empire Board Game that is published.
A Game Turn Indicator, Attrition Sheet, Objective Tracker, full sized Event Cards and a Quick Reference Play Sheet finish off the booklet.