Maurice Lite 2012 PDF
Maurice Lite 2012 PDF
Maurice Lite 2012 PDF
Markers
A base is a stand of miniatures with infantry, cavalry, or artillery figures. All other figures used in the game are Markers.
The players will need to create some Disruption Markers, that can show levels of disruption between 1 and 4.
The players will need some Smoke markers. A typical cotton “puff ” is ideal for this purpose.
Each player will need one marker for his army commander (CinC). It should be @1BW square.
Markers are not bases; they do not exist for purposes of combat, shooting (they can’t be targets), distance to the enemy, etc. It is necessary
to measure the distance from the CinC to his units, so is he is “there.”
nt
o
“Directly in Front”
“T
Lines.” Something forward of your front line is “to the front” of your unit. A reference to
”
something “directly in Front” of your unit means something to the front, which is also in-
side the two flank lines. If a rule requires you to move only “directly forward,” then it means:
Flank line
Front line
Flank line
straight ahead without turning in any way.
Something behind your front line is considered “to the flank” of your unit. If it is also inside
the two flank lines, it is “directly to the rear.” Moving “directly backward” means backing up,
“ To t
nk”
perfectly straight, without any turns. “Directly to
Fla
the Rear”
he
“Flanked” la
th
e
F
nk
An enemy unit that has half or more of its bases completely behind your front line and no part of any ” “ To
base directly in front, is “to your flank.” Otherwise, the unit is “to your front.”
A unit is “flanked” if it has an enemy unit in contact and to its flank. There is no functional difference between being attacked in the flank
and in the rear.
Forces
Every unit in the army belongs to a Force, even if that force is just a single unit.
A force is a grouping of units legally linked together, that the active player has chosen to do something with. There is no limit on the number
of units that may comprise a force, however there are several limits on how units may be linked as a force.
• Units must be in forces that are homogenous. That is: all-INF, or all-CAV, or all-ART.
• Units may be linked as a force only if they are in the same formation. (All in columns, for instance, or all in lines, etc.)
• All units of a force must be in terrain that has the same effect upon their movement. (All in open terrain, for example, or all in dif-
ficult terrain.) They do not have to be in specifically the same terrain type; two units
in woods and one in rocky ground, for example, could be a single force, as all are in
“difficult” terrain. G
F
• In order to be legally linked
as a force, units must be B
within 2BW of any other H
unit that they may legally
form a force with. C
A
Span
In the upper left corner of each card is a purple box with a number. That is the card’s Span: the maximum distance in BW from the army
commander that this card may be used to activate a force. (For example, a card with a span of 8 could be used to activate a force up to 8BW from the CinC.)
A player may use multiple cards for a single activation, adding together their Spans until his activation is legal. (For example: the active player
wishes to activate a cavalry force to March. That force is 17BW from the CinC. The active player could declare an activation and then play a card with a Span of
12, followed by a card with a Span of 6. Their total, 18, is sufficient to activate the cavalry force.)
Modifier Symbol
If a card has a modifier symbol in the right of its banner, then it may be played as a modifying card. Charge
There are five modifying symbols:
• The crossed swords modify a Charge action.
March
• The bugle modifies a March action.
• The cannon modifies a Bombard action.
• The blue flag modifies a Rally action. Bombard
• The musket modifies Volleys.
Each player may play a maximum of one modifying card of each symbol in a round. He may only play a Rally
modifying card if it has the correct symbol for the type of action that he has chosen, or that the enemy
has chosen. (For example, only cards with the crossed-swords symbol may be played to modify in a round in which the
active player has declared that he will charge.) Volleys
Not all cards have modifier symbols. Only those which have a symbol may be played for modifiers. A
player may never play more than one modifier card in a round.
Interrupt
A card with the tricorne symbol in its banner is an interrupt card. It may be played by the active player
as a normal activation card, using its span. But it may also be played by the passive player, interrupting
some action or activity in the active player’s round. In that case, it is played for its effect, as described in Interrupt
the text. (For example: the Unexpected Delay card can be played as an interrupt by the passive player, to complicate
the active player’s activation.)
The Banner
The card’s title is written
in the banner.
Most commonly, the active player will choose to play an action. There are Charge none
Play card(s)
four types of action: Charge, March, Rally, and Bombard. The active March 1 whose Span ≥
One force is activated.
Rally 2 distance to the
player chooses a single force, declares that he will activate it to do one of CinC.
those actions, and then plays the appropriate card(s) to activate it. A player Bombard 2
may not choose an action if there is no way for his army to do it. (He may Pass 3 No action.
not choose to “Bombard,” for example, if he has no artillery, etc.) Play an Event none Play card for the Event.
Activating a Force
When a player declares that he will be playing an action, he draws new card(s) from the deck, before he has to say, specifically, which of his
forces will be activated, or what cards he will use to do it. For example: he says “I am going to March,” and then draws a card. He then declares which
force will march, and he can use the card he just drew, if he wants, to activate that force. That means that he can use the new cards for activation, but not
for anything else in this round. (For example: if he declared a Rally action, drew two cards, and suddenly found he had the excellent Valeur et Discipline
card, he could not play that card for effect, because it is an Event, and he already committed to an activation instead. He could of course use that card for its span,
in his rally activation.)
The active player designates a legal force, declares that he will activate it to do one of the four actions (Charge, March, Rally, or Bombard),
and then must play a card or cards from his hand, whose Span equal or exceed the distance of that force from the CinC. The distance from
the CinC to a force does not have to be a straight line. The active player may trace the line so as to avoid enemy units, but the line may not
pass within 1BW of any enemy unit. (Imagine the line to be the width of any handy piece of string.)
B D
C 11BW
CinC
E
Activating Forces
The British player has two forces: one comprising three units of infantry, very close to the CinC, and a force comprising three units of F
cavalry, 11BW from the CinC.
Activating the cavalry force would require a card or cards with a span of more than 11. Note that the cost to activate a force is measured from the
CinC to the closest unit in that force.
He decides instead to activate the infantry force to March, and plays a card with a span of 4, to do so. He could choose to activate just part of a
force. For instance, he could activate units B and C together as a force, and march them somewhere else. That would leave A behind, as its own
force for some future activation.
Playing to Interrupt
During the active player’s round, the passive player may have an opportunity to play a card to interrupt him. Any card with the interrupt
(tricorne) symbol can be played as an interrupt. In most cases the effect of playing the card for interruption is described in the effect text, as
are the instructions for when exactly the card may be played. For example: if he plays the Rough Going card as an interruption, the passive player must
do so before the active player moves any units, and then the active player’s units will treat difficult terrain as impassable in that round.
The passive player may never play more than one interrupt card in a round. (If he chooses to interrupt the active player’s volley phase, for
instance, then he can’t also interrupt his action.) He may, however, play both an interrupt card, and modifying cards, if the situation permits.
If the passive player plays an interrupt card that allows him to do something out of the normal sequence, such as playing First Fire to “steal”
the order of the volley phase and shoot first, then he would have to play any modifying cards for his shooting, if he wanted to, before the
active player modified his own shooting.
An Event may not be interrupted.
No Cards?
If he starts his round with no cards, then the active player must pass. If he starts his round with no cards, and there are no cards remaining
in the deck, then the player’s round consists of deciding whether or not to invoke volleys, followed by passing (without drawing cards.)
Option to Remove
Some event cards have a green banner across the bottom with the words: “Option to Remove from Game After Use.” When one of these
cards is played as an event, either player may then choose to remove it from the game, rather than placing it in the discard pile. If neither player
wants to remove it, then it is placed in the discard pile like any other used card.
If the card is played for activation (rather than as an event) it is placed in the discard pile, as normal, without any option to remove it from
the game.
5. Terrain
For purposes of these “lite” rules, players should agree before setting up their units, on the types and effects of terrain: which types of terrain
will be difficult for movement and “bad terrain” for combat, which will offer cover, and so on.
Cover
When fired upon by the enemy, or attacked in combat, a unit has cover if all of the enemy’s fire or attack comes through or across terrain
that gives cover. If it is not clear whether the enemy fire or attack is coming “through” or “across” the cover, then ask: is it possible to draw
a straight line from any point of the enemy unit’s front, to any point of my unit, without passing through cover? If the answer is Yes, then
your unit does not have cover.
Typical examples of terrain that provide cover are: forests, walls and trenches.
“In Water”
A unit is said to be “in water” if any portion of its bases are in a river or stream, marsh, pond, or any other body of water, including a ford.
A base on a bridge is not in water.
6. Movement
When a player activates a force to March or Charge, the units of that Movement Allowances
force may move. The specific additional rules for charging will be ad- CAV INF Formation
dressed in Chapter 8. This chapter will explain how to move units in
general. 16 12 In Column
4 4 Column near the enemy
Movement and Formations
8 4 In Massed or Line
A unit’s movement depends first upon its formation. All units have a (Halved) In retrograde
basic Movement Allowance, based upon the formation in which they
begin the round. That allowance is expressed in base widths, and repre- Artillery Movement Allowance
sents the ability of the unit to move that distance. (For example: if your movement allowance is
4, then your unit can move 4BW.) A unit may opt not to move at all, or opt to spend less than 6 In open terrain
its full movement allowance, unless it charges. 2 In difficult terrain
2 End its move near the enemy
Movement and Terrain
Infantry and cavalry units that move through difficult terrain are not slowed by it, but rather
suffer 1 DISR for moving through it. An infantry or cavalry unit acquires a DISR no matter how much difficult terrain it passes through in
its move, even if only a bit of one of its bases passes through it. The DISR is applied at the moment in the round that the unit first enters
or moves through the difficult terrain.
A unit that is only one DISR from breaking may not move through difficult terrain. (It may never be broken by moving.) If a unit has reached
the point where it can not move through difficult terrain due to disruptions, then you will have to find another solution: leave it behind and
move the rest of its force on, or Rally the force, or find an easier path in open terrain.
An artillery unit that moves through difficult terrain does not acquire a disruption.
Interpenetration
No unit may ever move through enemy bases. In some cases, however, units may move through friendly bases. This is called “interpenetra-
tion,” and it may involve a penalty. Any unit may move through markers on the table, whether friendly or enemy, without penalty.
Artillery units, and all units in columns, may interpenetrate, and be interpenetrated, without penalty to themselves. They might still cause
disruption, however, to other units, if they interpenetrate those units.
Infantry and cavalry units in line or massed formations acquire a DISR each time they interpenetrate, or are interpenetrated. As with difficult
terrain, a unit may not be broken by interpenetration. If either the moving unit or the stationary unit would be broken by the DISR caused
by interpenetration, then the interpenetration is not permitted.
In any case, a unit must have enough movement allowance remaining to carry it completely through the friendly unit. A player may not
“stack” units, or leave any base “sitting on” any friendly base.
Examples of Interpenetration:
A regular infantry unit in line formation passes through a regular cavalry unit in column. The infantry acquires a DISR. The cavalry, being in column, does not.
A regular infantry unit in massed formation passes through a regular infantry unit in line. Both acquire a DISR.
An artillery unit passes through a cavalry unit in massed formation. The artillery unit suffers no penalty. The cavalry unit acquires a DISR.
Moving in Columns
A unit moving in a column is always only one base wide (either a single-based artillery unit, or a column.) If players need to determine
whether a moving unit passes through terrain or has enough space to move around or between other bases, they should imagine a movement
path for that base. The unit moves only in the direction of its front base edge, but that base may twist or turn in any direction, any number
of times. Imagine a “snaking” path, always 1BW wide.
A column that moves near the enemy may not move more than 4BW. If it began its move greater than 4BW
from the enemy, and moved near the enemy, then the column’s move may not total more than 4BW. If it already
moved more than 4BW, then the column can’t come near the enemy.
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Retrograde
A unit that moves backwards in line or massed formation has only half of its normal movement allowance. A unit may never combine both
forward and backward movement in the same round.
4BW
Wheeling 3BW
Wheeling can be done while moving either forward or backward. 2BW
It has no special “cost” in movement allowance; the distance trav-
eled by the unit while it wheels is simply counted as movement 1BW
spent. A unit wheels forward when one corner of its forward edge
remains stationary while the other corner moves, measuring the 1BW
distance of movement as it goes. A unit wheels backward when
one of its rear corners remains stationary while the other end of 2BW
the unit moves backward.
A unit may combine wheeling with forward movement in any
number of ways and any sequence. It could wheel, then move for-
ward, then wheel some more, and move forward some more, etc, Wheeling
as long as the unit never spends more than its movement allow- The cavalry unit spends the first 1BW wheeling to the right, and then
ance. It may do the same with wheeling and retrograde movement. moves forward two more BW. Then it wheels for one more BW, this time
(But may never move in such a way that it combines forward and to the left. Note that although it wheeled from two different corners, the
retrograde movement.) cavalry unit always used forward movement. It never combined forward
and retrograde movement. It has used a total of 4BW of its 8BW move-
Artillery Movement ment allowance.
The infantry unit wheels 2BW backwards. Even though its right rear corner
Artillery units may always move in any direction, regardless of
did not move, it has covered 2BW because of the movement of its left
their facing. They do not “wheel” or retrograde, etc. Their move- corner. The movement is measured by the portion of the unit that moves
ment allowance is constant, regardless of direction. the most.
Either Six, or Two
An artillery unit has a movement allowance of 6BW under ideal circumstances. However, two condititions might apply, either of which would
reduce its movement allowance to 2BW: difficult terrain, or ending a move near the enemy.
Artillery units do not acquire DISR when moving through difficult terrain. However, if the artillery unit will move through any difficult ter-
rain, then its movement allowance is limited to 2BW. If it has already moved more than 2BW, it cannot enter any difficult terrain.
If the artillery unit begins the round near the enemy, the active player may move it up to 6BW, as long as it ends no longer near the enemy. If,
however, he wants to move the artillery in a way that would result in it still being near the enemy at the conclusion of its movement, then its
total movement may not exceed 2BW.
If the artillery unit begins the round not near the enemy, and the active player wishes to move it near the enemy, then its total movement may
not exceed 2BW.
Artillery forces may never be activated to charge.
Smoke
When artillery shoots, it must be marked with smoke. The smoke marker may be removed by activating the artillery specifically for that pur-
pose, as a March action just to remove the smoke.
For example, a player fires canister with his artillery in the volley phase. He thus marks the bases with smoke. He may activate the artillery force to march in that
same round, but doing so only removes the smoke marker. In a later round - assuming they don’t shoot again - he may then activate them to march, at which point
they may move.
About-Face
Units that are activated to march may about-face. Every base of the unit is turned 180 degrees to face backwards, with no change in the
unit’s formation or footprint. A unit may not about-face if it has already moved in any way in the round. No unit may about-face and change
formation in the same round.
Regular infantry units that about-face may not make any other movement in the round; the about-face uses all of their movement allow-
ance. Cavalry and irregular units may about-face and then move, but if they do move, they may not end the round near the enemy. If there
is no way for them to about-face and move so that they end no longer near the enemy, then they must choose either not to about-face, or
not to move.
Artillery units do not about-face because they always move in any direction, regardless of their facing.
}
All bombardment is done at “long range,” which be- Short Range: 4BW
(Musketry)
gins after 4BW from the front of the shooter’s base, Volley
and extends out to 24BW. Phase
Short Range: 4BW
Infantry bases always fire only at short range. Artillery (Canister)
bases fire with different effect, depending upon wheth-
er they are firing in the volley phase, or being activated
Long Range: from 4-16 BW
to bombard. (Bombardment)
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A B C D A B C D
The French unit is firing upon the British unit. The French are resolving fire from Left to Right.
French bases B, C, and D all have a base within
range and directly in front, so they have no difficul- French base A has a friendly unit (the cavalry) intruding a bit into its fire zone. Since a
ty determining their targets. French base A has no friendly is directly in front of it, closer than the enemy, French-A can’t shoot straight
enemy base directly in front, so it can angle its fire ahead. It may, however, angle its fire a bit to the right and still hit British unit 1.
up to 45 degrees. Thus it could choose to fire either French base B fires straight ahead to hit British-1
upon the cavalry, or on the infantry. Note the fire zone for French base C. A portion of British-1 is directly to C’s front, and is
The French player could therefore shoot at both closer than any portion of British-2. Thus base C must fire at British unit 1.
targets (one die against the cavalry and three French base D fires straight ahead to hit British-2.
against the infantry), or concentrate all four of his
dice agaisnt the Britsh infantry. Thus the French player rolls three dice against British-1 and one die against British-2.
Obstructions
Certain types of terrain constitute obstructions if they appear in the shooter’s fire zone. They may or may not also give cover to the target.
Woods, entrenchments, and walls are obstructing terrain.
A unit on a hill is not obstructed as long as the shooter can see it. If the shooter can’t see a base, because it is on the opposite side of a hill,
then he can’t shoot at that base. Players will need to specify prior to the game, whether and where hills have crest lines, behind which units
are concealed, or whether a unit just behind the crest can be seen.
The presence of any friendly infantry, cavalry, or artillery base in the fire zone, closer than the (enemy) target, prevents fire.
If any portion of obstructing terrain, no matter how small, is in the shooter’s fire zone, prior to the target, but does not completely block the
fire zone, then it is considered a “partial obstruction.” The fire zone ends 1BW after the obstructing terrain appears.
8. Charge
Charging is the only way for the active player to bring his units into contact with the enemy. The active player designates a force, declares that
he wants to activate it to charge, and plays a card or cards whose span is sufficient for the CinC to activate it. At least half of the units in the
force must be able to charge (i.e., it must be possible for them to contact the enemy with a charge move.)
He then moves all the units of the force. The charging units must adhere to the additional restrictions
imposed upon charge moves. Having moved all of his units, there are now opposing units in contact. Combat
The players resolve combats. Units can take disruptions or break, and some active units might fall back.
Engagement
An attacking unit is “engaged” with every defending unit that contacts its front edge. If - and only if - it contacts at least one enemy on its
front edge, then it is also considered to be “engaged” with every other enemy unit that is directly to its front and within 1BW. An active unit
is “attacking” every passive unit that it engages.
A defending unit is engaged with every unit that is attacking it.
The French unit charged Austrian 1. He is therefore also less than 1BW from Austrian
2. It is impossible to draw lines from any base of the French unit to any part of Aus-
1 1BW trian 2, without one of those lines first hitting Austrian-1. Therefore Austrian 2 is not
2 engaged.
In this example, the French unit overlaps just enough to engage Austrian-2, as well
1 1BW as Austrian-1.
2
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“Flanked”
A passive unit may be flanked only by an enemy that physically touches its flank or rear
edge. An attacker can still engage a defender whose flank is within 1BW of the attacker’s
front, but the defender is not considered “flanked” unless the attacker touches the de-
fender’s flank or rear edge.
1
Austrian-1.
Thus, the French cavalry is engaged with both Austrian units, but neither will be flanked.
Cover
As with shooting, a defending unit can have cover if the terrain in question intervenes completely between the attacker and the defender. That
is: it is impossible to draw a straight line from the attacker’s front edge to the defending unit, without passing through that cover. The defend-
ing unit doesn’t have to be in perfectly flush or contiguous contact with the cover; the cover merely has to be between him and the attacker.
• A unit receives a -1 modifier for each disruption marked on it. -2 in Bad Terrain
• A unit receives a -2 modifier if it is even partially in bad terrain. -2 Atk v. INF, ART w/ Cover
• An attacking unit receives a -2 modifier if it is attacking an enemy infantry or artillery unit that has cover. -6 Vulnerable Unit
It suffers this penalty even if it is also attacking other enemies that do not have cover.
-? Outnumbered
• An infantry or cavalry unit in a column formation, or any unit that has been attacked on its flank/rear
- regardless of whether it has also been attacked on its front - is a “Vulnerable Unit.” It receives a -6 ? Modifying Card
modifier.
Plus Die Roll
• A unit receives a variable negative modifier for being outnumbered (see below.)
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Outnumbered
Whether attacking or defending, a unit might receive a modifier for being outnumbered if it engages multiple enemy units. If it engages
more than one enemy, then for each of those enemies that engages only it, the unit receives a -1 modifier.
Enemy artillery units do not count toward outnumbering your unit. (You may engage any number of them without penalty.) Only enemy
infantry and cavalry are counted as “units” for purposes of outnumbering.
B
A
3
1 2
Three Austrian units charged two French units. French-A is engaged with
Austrian 1, which engages only it, and with Austrian-2, which engages both
The Austrian cavalry charged and contacted French opponents. French-B is engaged with Austrian-2, and also with Aus-
one French cavalry unit, thus engaging the trian-3, which engages only it.
second one, too. The Austrian unit is outnum-
Both French units are therefore outnumbered; each is engaged against two
bered and has a -2 modifier, since both enemy
enemies, one of which engages only it. Thus each French unit has a -1 modi-
units engage only it.
fier.
Other Modifiers
The play of modifying cards by either side can also modify a unit’s combat score. In each case, the card specifies how and under what cir-
cumstances its play will modify the combat resolution. The range of effects provided by cards is too broad to be summarized here. It is
important, in the interest of clarity and good sportsmanship, for both players to be clear about the potential effects of any cards, prior to
rolling any combat dice.
No matter how many negative modifiers apply, a unit’s basic combat value is never modified below zero.
Attacker
Fall Back Greater
Defender: 2 DISR Otherwise Attacker: 1 DISR
All attackers still in base contact with the enemy now Fall Back. If an active unit Defender
is no longer in contact with the enemy, it does not fall back, even if it was within Defender: 1 DISR Attackers still in contact Fall Back
≥
1BW and/or engaged with the enemy.
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Falling Back
Attacking units have to fall back from combats if they are still in contact with a defending unit after all combats have been resolved. If he
has multiple units that must fall back, the active player may choose the order in which he moves them. The defender never falls back.
9. Rally
A player uses the rally action to remove disruptions from the units in one force.
After activating a force to rally, the active player may now make a rally roll for each unit in the force, in whatever To Rally
sequence he wishes. For each unit, the player rolls a number of dice equal to its current number of disruptions. 4+ Infantry
Each die that meets the Rally Number, succeeds in removing one DISR.
5+ Cavalry, Artillery
Each die rolled to rally suffers a -1 penalty if the unit in question is in bad terrain. If the unit is presently not near
(within 4BW of) the enemy, then each die applies a +1 modifier.
Modifiers
Cards, officers, and national advantages may provide other modifiers. Regardless
Rally of modifiers, rally rolls of 1 always fail, and rolls of 6 always succeed. In Bad Terrain -1
2. Can the Passive Player Interrupt and Also Play a Modifying Card?
Yes. Remember that a player is limited to only one modifying card of each symbol per round. The tricorne that symbolizes Interrupt, is different
from the other symbols that modify other actions. Thus you can’t interrupt the active player more than once in a round, but you could inter-
rupt him, and then also modify the upcoming combat or shooting.
Sometimes the interrupt can change the order in which the players must declare their modifying cards. For example, the active player might
invoke a Volley Phase, and then the passive player could immediately interrupt him with the First Fire card. That means that the passive side
will shoot first, and thus in this rare instance, the passive player would have to declare first, whether or not he will play any modifying cards
for his shooting.
3. Whole large forces sit around and do nothing! They should be allowed to move!
Of course they’re allowed. You chose not to move them.
New players frequently feel “bogged down” by game events, becoming focused on some action in one sector of the battlefield, as events
accelerate and consume all their attention and effort, and they feel they can’t risk tearing themselves away from that action for a single round,
until it reaches a climax, preferably in their favor. As you become more experienced, you will learn to pace actions and manage your army to
avoid these traps.
“But it’s ridiculous that the cavalry just sits in reserve doing nothing, while the rest of the army is heavily engaged!”
Battles typically saw a portion of the army heavily engaged while other portions were not engaged at all, either deliberately held in reserve or
simply not attacked by the foe and not given orders to attack the foe. Wargames, however, typically see every unit of the army moving out to
attack on Turn 1. One of the traditional conceits of wargaming is that when you have “your turn,” you can do everything, everywhere, simul-
taneously. If it’s the movement phase, then your whole army can move. If it’s the combat phase, then you get to resolve all pending combats
simultaneously, and so on. We have come to expect that our cavalry on the flank would be able to move, at the exact same convenient time
that our infantry was getting into a fight in the center, just because we want it to. And that it would be possible to do both of these things
simultaneously before the enemy reacted to either.
I’m not saying that one way of representing battle events is historically superior to another. I’m just saying that constant, predictable simul-
taneity is not the way that this game does it.