STEEPLECHASE RULES

 

 

The Game

 

All dice rolled are D6. Couriers should a mounted miniature and a dismounted miniature. A horse model is also necessary.

 

The Couriers

 

Each courier may choose one ability at game start: Cunning, a braggart, an excellent horseman, or a famous swordsman. Also, each courier may choose to carry with him two of either a pouch of coins, a bottle of wine, a superb horse, a pistol, or a loaf of bread.

 

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On the first turn, all courier players should be told to 'line up to receive orders' and the players should physically move their models to place it next to the model that is issuing orders. The first model to touch the base starts the line up. After that the second player is the one behind him and the third is the one behind the second. Only after that, are models that butted the line and tried to go ahead of the first are counted.

 

Equipment

 

As long as the courier has his loaf of bread, he always has food. As long as he keeps his bottle of wine, he always has drink. As long as he has a pistol he may always take the shoot action. Likewise, the pouch of coins may be spent from multiple times unless it is lost to some adventure. The superb horse remains with the courier until it is lost. If it becomes exhausted it can no longer use its exceptional movement bonus until it is rested.

 

Chits

 

Chits will be drawn from a bag as directed.

Boasting chits are based on average dice proportions: There should be twice as many 3s and 4s as there are 2s and 5s. Shame chits are based on D3: Equal numbers of 1,2, and 3s.

 

Enemies

 

For the couriers, all British and Guerrillas are assumed to be enemies. Civilians and priests are not automatically enemies.

 

Some events and adventures may create more enemies but these enemies will generally be against individuals. Once a group has become an enemy of one courier, all other couriers may declare themselves to be enemies of that group as they wish or if it seems to make sense for story.

 

A group will stop being enemies with couriers if they get various results on the parlay table, or if one side or the other is overcome. Prisoners are not enemies, for example, until they try to escape.

 

 

 

 

The Turn

 

1> Movement: Beginning with the player in the lead, each player will make a choice to move or remain in place.

 

2> Pursuits. Check each patrol or group on the table. If there is an enemy courier in line of sight and within 24" then the group will pursue it. See pursuit.

 

3>Action phase. This starts at the back of the pack first and moves to the front. Some actions may only be done if the courier did not move that turn. If any courier is in base-to-base contact it must either parlay or fight.

 

Messages

 

Each courier begins the mission with a message. Each time a message gets lost, a courier gains a shame chit. Groups that take a message should hold it until it is retrieved by a courier. Recovering a lost message gets the courier 2 boast chits.

 

The Table

 

 


MOVEMENT PHASE

 

Moving Couriers

 

When a courier wishes to move, they may choose to roll dice depending on their status. They may always choose to roll less dice. Note that a courier can instantly mount any unmounted horse that is beside him and move on his turn mounted.

 

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STATUS

MAXIMUM MOVEMENT DICE

ON FOOT

2

ON FATIGUED HORSE

2

ON FRESH HORSE

3

ON FRESH SUPERB STEED

4

 

Events are triggered by sets of dice pairs and triples. So if you roll four dice, you are much more likely to get a pair and may even get two pair.

 

On a doubles roll, the nearest enemy patrol pursuit group is moved. See patrol movement.

On a triples roll, ALL players lose an energy level. See Energy rerolls. Also, when you roll triples, your horse is fatigued and you move only 1/2 the amount that you rolled this turn.

 

If they will move then they point their model in a direction, roll the dice, and then move exactly that far in a straight line. An excellent horseman may, once each turn that he is mounted, change direction up to 45 degrees.

 

A model will normally move exactly the distance that they rolled but may stop if it aligns itself with a bridge (in anticipation of crossing in the following turn).

 

Energy Rerolls

 

All players start the game full of energy. For movement and combat, they may, if they wish, reroll all 1,2, and 3 rolls they make.

 

Each time that any player rolls triples on 3 (or 4) D6, ALL players immediately lose an energy level and will reroll only on 1 less dice.

 

STATE

REROLLS ALLOWED

MAY BE REGAINED BY:

ENERGETIC

1,2,3

Water

THIRSTY

1,2

Food

HUNGRY

1

Sleep

EXHAUSTED

No rerolls allowed

N/A

 

To regain energetic status, a player must perform the action required.

 

 

Terrain Effects

 

Woods: If at any point during movement a mounted model moves through forests, on a 1 (after energy rerolls) he is dismounted! He finishes his movement as normal but must roll to catch his horse.

 

River: All models must stop movement when they contact a riverbank.

 

Stream: A model on foot stops when it reaches the middle of a stream. If a mounted model moves into a stream it immediately must stop in the middle unless the rider wishes to announce an attempt to jump the stream. If jumping, roll a D6.

 

+1 if a skilled horseman

+1 if mounted on a superb steed

 

 

 

JUMPING A STREAM

DIE ROLL

RESULT
(energy rerolls apply)

 

1-2

You are dismounted, wet, and horse will need to be caught. Place your model on the near bank of the stream.

1 shame

3-4

Your horse fails to make the jump. Place your mounted model in the midst of the stream.

 

5

A modest success. Place your horse on the opposite bank and you may continue moving normally next turn.

 

6+

A successful jump. Continue moving as though there never was a stream.

1 boast

 

A model starting its turn in a stream may move out of it without any special effects.

 

Buildings: Horses may not enter buildings. Any character entering a building is on foot. Any horses should be left outside at the door (it is only polite). When a character enters a building, its turn ends.  Leaving a building (and perhaps remounting horse) is an entire turn of movement. Place a model within 1" of any doorway in a building when it departs it.

 

Walls: This assumes walls of moderate height.  All models must stop when they come to a wall. A dismounted model may climb a wall by spending its entire movement doing so. A mounted model may attempt to jump a wall instead of stopping its movement. If jumping, roll a D6

 

+1 if a skilled horseman

+1 if you moved 3"-6" before reaching the wall

-1 if you moved less than 3" before reaching the wall this turn or if you moved more than 12" so far this turn.

+1 if mounted on a superb steed

 

JUMPING A WALL

DIE ROLL

RESULT

(energy rerolls apply)

 

1

Your horse slams into the wall and is lamed. You are obliged to put it out of its misery. You are dismounted at the base of the wall.

1 shame

2

You are dismounted and your horse will need to be caught. Place your model dismounted at the base of the wall.

 

3-4

Your horse fails to make the jump. Place your mounted before the wall.

 

5

A modest success. Place your horse on the opposite side of the wall and you stop moving there.

 

6+

A successful jump. Continue moving as though there never was a wall

1 boast

 

Rough ground: Mounted characters or waling characters with horses may only move 1D6 on a turn that they start in rough ground.

 

 

 

Patrol Movement

 

Patrols will move whenever the player that just moved rolled a pair and they are the closest group to him where his turn ended. If the player rolled four dice and got two different pairs then the closest and second closest patrol will move.

 

 

Cavalry roll 3D6 for movement and infantry roll 2D6. Patrols that see no enemies will move along their patrol routes. Assume that each member of a patrol has a facing generally 90 degrees off of their front facing. If, before they move, there is an enemy courier visible to their front (common sense line-of-sight rules should apply) then they will go into pursuit mode.

 

If a patrol following its patrols line reaches the end of that line it will turn about and finish its movement on the return journey.


 

PURSUIT PHASE

 

Pursuit movement

 

Groups that see enemies within 18" to their front will pursue the closest one in line of sight.

 

All pursuit movement is in a straight line. If a mounted patrol is tricked into moving through woods then roll for each model. On a 6, the rider is removed. If a patrol comes up against a river they will end their turn and shake their fists. On future movements, they will move toward a bridge and can turn when they reach the bridge, even mid turn, to continue pursuing. If they hit an object like a building then they will likely lose sight of their quarry.

 

If a pursuing patrol no longer sees any enemies then it reverts to patrol movement, moving only when doubles are rolled. It must move toward its patrol line by the shortest route possible. Apply common sense.

 

While a group is pursuing a specific courier, they will have 360 degree line of sight to that courier (but still only 90 degrees to other potential pursuit targets.

 

When a patrol is actively pursuing a courier, each 1 that is rolled for movement has a chance of scoring a hit upon that courier. For British infantry patrols, a 1 or a 2 will give whizzing bullet tests. Roll on the whizzing bullets table.

 

WHIZZING BULLETS

ROLL

COURIER IS MOUNTED

COURIER IS ON FOOT

1-3

A near miss. No effect.

A near miss. No effect.

4

Horse is wounded. Horse is treated as permanently fatigued.

A wound! In combat you get 1 less dice.

5

Dismounted! You might want to catch your horse.

Hit in the leg! You may not move next turn.

6

Horse is slain under you.

Felled! You are wounded, exhausted, and cannot move next turn.

 


 

ACTION PHASE

 

Actions

 

Following movement, each courier may choose to do an action. Some actions have prerequisites/conditions.

 

ACTION

DESCRIPTION

CONDITIONS

Catch a lost horse

See 'Catching your Horse'

Did not Move.

Get a drink

This action would restore a courier's energy from thirsty to energetic.

Did not move, water's edge or a wine bottle.

Eat a meal

This action would restore a courier's energy from hungry to thirsty.

Did not move, forage, or a loaf of bread.

Get some sleep

This action would restore a courier's energy from exhausted to hungry. See rules for sleeping.  This also removes fatigue status from horses unless they are wounded.

Did not move

Parlay

Without visible weapons, approach a group and endeavour to communicate peacefully.

Within 2" of a model of a group or patrol.

Fight

See fighting.

Touching an enemy.

Adventure

Try your luck at finding adventure

If a prisoner, at a farmhouse, a forest, or a bridge.

Hide

Try to hide from pursuers

Did not move. Being pursued, adjacent to a suitable piece of terrain

Destroy a missive

Destroy the message that you are carrying. You cannot deliver it successfully. Gain 1 shame and 1 boast.

Must have a missive

Give another courier your missive

Pass your message to another French courier that is within 2" of you. You cannot deliver it successfully. They must agree to take it for this action to succeed.

Must have a missive and be within 1" of a comrade.

Fire pistol

Take a shot at pursuers within 6".

Must have a pistol.

Boasting Contest

Compete with another character to try to gain another boast

Must be within 2" of another courier

 

Hiding

 

Players that are being pursued may attempt to hide themselves from their pursuers. To do so, they must be adjacent to a suitable terrain object and choose to not move for a turn. Note that this means that the pursuers will get a move closer to the courier. The hide attempt is made after the pursuit move.

 

In order to successfully hide the courier must roll a 4 - 6 on a D6. +1 if the courier is cunning. -2 if the courier is mounted. If the hide attempt is successful then in future pursuit turns, as long as the courier remains in the same location, he cannot be seen. Hopefully soon the patrol will turn their back on him and he can start moving off again. Gain +2 boast for a successful hide.

Parlay and interacting with groups

 

As an action, couriers may attempt to parlay with any group that is within 2" of them. Each group will have a table that may be rolled on. When an enemy is within 2", a courier must either parlay or fight.

 

Parlaying is only done with the courier presenting himself as defenceless. There is no parlaying with pistols levelled.

 

Catching your Horse

 

When a player is dismounted, remove the horse model. In the immediately following turn, if they do not move, they may make a roll to catch their horse. If they do not succeed they may continue to miss consecutive turns and try again. Once they have moved though they cannot regain that horse without finding it in an adventure.

 

 

Another model that within 3" of a model that is trying to catch his horse, and that also did not move, may try to catch the horse for his companion also. He cannot keep the second horse and so is obliged to give the horse to his dismounted companion.

 

Chasing down a horse is done by rolling a 5 or 6 on a D6. Energy rerolls may be applied.

+2 if it is a superb horse

+2 if the courier is an excellent rider.

+1 if the courier is cunning.

+2 if the courier is mounted

+1 if horse was fatigued.

 

If the horse is caught, place it beside the dismounted model (or mount up immediately).

 

Note that often the rules will specify that your character is 'on foot' rather than dismounted. This means that for this encounter you are not considered to be mounted. Unless it specifies that you will need to catch your horse you are considered to be remounted the next time you move.

 

Captured!

 

If a player is captured by a group then he may take no action except to attempt a roll on the appropriate captured table. If it is a patrol then, on each of his movement turns, he should move the patrol 2D6 toward its patrol line where it may then resume patrolling (with him accompanying). The group, while it has a prisoner, will ignore all other couriers unless those couriers come within 6".

 

If a group with a prisoner is overthrown by another courier so that the prisoner is freed, the rescuer gets 1 boasting chits and the rescued courier must give one boasting chit of his to his rescuer..

 

 

Sleeping

 

A character may choose to get some rest and take the time to sneak a quick sleep. This is an action that may be taken only if he did not move. This action would restore a courier's energy from exhausted to hungry.

 

If bivouacked, dismount the model and place a horse beside him. If billeted, the horse remains outside the building but it is assumed to be adjacent to the model that is inside. Sleeping also removes horse fatigue.

 

On the turn following this action, the player must roll a D6. On a 1-3 he may not move on the next turn and must continue to sleep. This may repeat indefinitely. Anytime that a player is taking a sleeping action away from any buildings, he may choose to roll on the campsite adventure table. If he is inside a building he may roll on the billet adventure table.

 

CAMPSITE ADVENTURE

1

Bandits come across your campsite and begin to steal your horse. Place a group of 4 guerrillas in base-to-base contact with you. Place your horse 2" away from you beyond them.

 

2

3

No event

 

4

5

The small game traps that you lay out before bedding down get you a hare. Gain a food.

 

6

A restful night's sleep is gained. The next turn that you move you may add +1D6 (not cumulative)

 

 

BILLET ADVENTURE

1

Bandits try to make off with your horse. Place a group of 4 guerrillas in base-to-base contact with your horse. You may place yourself outside and among them if you desire.

 

2

Your hosts sell you out to guerrillas while you sleep. You awaken captured! Move model to the nearest guerrilla group (or the guerrilla camp with 4 guerrillas if there are none)

 

3

No event

 

4

A restful night's sleep is gained. The next turn that you move you may add +1D6 (not cumulative)

 

5

Make friends with the farmer and his family. Gain a food and you may water next turn. If you have gold but no horse, you may buy one.

 

6

You have an adventure with the farmer's daughter.

+1 boast

 

 

Fighting

 

Fighting occurs between adjacent enemies if no parlay action is attempted (and possibly still). Work out the number of enemies that are touching a courier that is fighting. Each one may only fight against a single opponent each turn. As an enemy rolls a dice, the player then declares if he will fight that roll defensively or aggressively. Energy rerolls apply.

 

If defensively, the player wins all ties and if his roll is higher then his enemy's then he fends off the attack and suffers no damage. If the enemy's roll is higher then the courier is defeated. Go to the appropriate defeated table.

 

If aggressively, the enemy wins all ties and if the player's roll is higher then he defeats the enemy and that model is removed. If the enemy wins then it survives.

 

Also, each player gets an additional combat reroll each turn but these can only be used to make defensive fighting attempts.

 

Mounted characters get one additional reroll each turn that can be used only to make a defensive fighting attempt.

 

Famous swordsmen get +1 on each combat roll and an additional defensive reroll each turn.

 

If an enemy group has, by fighting, taken enough casualties to make it be overthrown, the player that overthrew them immediately rolls on the appropriate overcoming table.

 

 

 

 

 

 

Firing Pistols

 

 

 

If an enemy is within 6", a courier may fire a pistol at it. Pistols hit on a 5-6 on a D6. A hit removes the enemy model and if that breaks the enemy group, roll on the appropriate overcome enemy table.

 

 

 

Boasting Contest

 

Couriers within 2" of another courier may initiate a boasting contest.

 

The initiator takes one undisclosed boasting chit and reveals it. The player might give an example of what his boast might be. The challenged player must then reveal a boast chit of his own. If it is higher than the challenger's chit then he wins the contest. If it is lower then the challenger wins.  The winner gets a free boast chit. In the event of a tie, neither player gets a boast chit.

 

Couriers that had a boasting contest may not have a second contest with the same other courier during the same mission.

 

Boasting chits that have been revealed through a boasting contest are left on the table and face up for the duration of the mission.

 


ENDING THE GAME

 

The game ends when one of two things occur:

 

1> A courier with a missive reaches the end of the course and Napoleon.  The French have achieved their goal. That courier draws three boasting chits and everyone may then immediately reveal all of their boasts and tally the results. Shame is not counted or deducted. The courier with the most boasts, regardless of their status (even if they are dead) has won the game. The courier with the second highest boast total is in second place etc.

 

2> No living couriers possess their messages. At the beginning of a turn in which no courier holds a message for the Emperor, the couriers have that turn plus one other in order to regain a message form anywhere. If that cannot be done then the game immediately ends in a French failure. If, in those two turns, a message is regained, play continues until either the message reaches the Emperor or once again no courier carries a message. If the latter occurs then the game ends immediately in a French failure.

 

In the event of a French failure, all players must reveal their shame token totals. The player with the highest shame is the loser and will take the blame for the failure.

 

If a character is a braggart, they receive +1 boast per boast chit.  Any character that is captured should have their final boasting total halved.
ADVENTURE TABLES

 

Guerrillas

 

Guerrillas are normally enemies of every French courier. Guerrillas patrol using 2D6 of movement.

 

Guerrilla groups are normally 10 figures in size. They are overcome when three guerrillas have been removed. Bandit groups are 4 figs in size and are defeated when 2 figures are removed.

Guerrillas always take a man's horse when he is captured and keep it 2" away from him.

 

GUERRILLA PARLAY (+1 if cunning)

1

"Fool! You think we would fall for your tricks?" The guerrillas get the drop on you and you are their prisoner.

1 boast

2

"Kill him!" The guerrillas will have no parlay with you. Immediately fight.

 

3

"Surrender your horse and we will be on our way." If you have a horse you may surrender it then they are not your enemies for one turn and you may immediately reroll on this table if you wish. If you do not have a horse or do not wish to surrender it, the guerrillas immediately fight you. Resolve it now.

1 shame if you give up your horse.

4

"Hand over your pouch of coins and we will let you travel in peace." If you have a pouch of coins you may surrender it then they will not pursue you for one turn and you may reroll immediately on this table. If you do not have coins or do not wish to surrender it, the guerrillas immediately fight you. Resolve it now.

1 boast if you surrender coins.

5

There seems to be no talking to them but at least they do not cut your throat yet. Perhaps it has bought you some much-needed time. There is no result.

 

6

"Let the handsome one talk!" a strikingly beautiful guerrilla woman emerges from the pack. She will demand that the guerrilla leave you be. For the next turn only, they will not pursue you.

1 boast

7

"Join my band!" This particular Guerrilla group no longer considers you, or indeed any Frenchman that you specify, as enemies. If they took your horse or gold, they return it.

2 boasts

 

LOSING TO GUERRILLAS

1

You are tortured on the spot. Unless it says otherwise you are then captured.

 

2

You are escorted immediately to the guerrilla encampment. Place the guerrilla group and all prisoners in their camp.

 

3

Stay with the guerrillas as they continue their patrol. They remove any pistol and horse.

 

4

Robbed of all possessions and then left standing by the side of the road.

1 shame

5

"I claim him!" A beautiful female guerrilla steps up and claims to protect you!  You are captured by the band and will move with it but in future turns with this band, you may reroll prisoner and torture rolls.

2 boast

6

Something scares off the guerrillas and you are left for dead. They don't even take the time to rob you though your horse, if you had one, will need to be caught.

1 boast

 

OVERCOMING GUERRILLAS

1

The remaining guerrillas take to their heels and flee. Remove the group from play. Any prisoners they had are freed but any loot they had is lost.

1 boast

2

3

The guerrillas flee for the hills but you capture one. He pleads for his life and tells of the secret path to the bandit camp. If you choose, you (and any travelling companions) may immediately move to the guerrilla camp.

1 boast

4

The remaining guerrillas all surrender to you. Prisoners are rescued. Messages are recovered. Remove the guerrilla group.

1 boast

5

"Take me to your leader." The guerrillas all surrender and will take you to their camp. If you choose to immediately move to the bandit camp then all prisoners there are rescued. Messages are recovered. Food, water, and a horse are gained.

2 boast

6

"There's no need to fight. We are your friends. You have liberated us!" The guerrillas hand over prisoners and messages and declare you no longer an enemy. You may ignore their attempt and reroll if you wish.

 

 

PRISONER OF THE GUERRILLAS (+1 if cunning)

1

You bore the guerrillas. Nothing happens.

 

2

You are searched uncomfortably thoroughly. If you have a despatch, they now hold it.

1 shame

3

The guerrillas will have sport with you. Roll on the torture table.

 

4

You see that the morale of the bandits is low and they are close to abandoning their cause. You may immediately initiate a fight with them. You must defeat only 2 for them to be overcome. If they defeat you, go immediately to the torture table and you are -1 on all future guerrilla prisoner rolls with this group.

1 boast if you attempt the fight.

5

An escape opportunity presents itself. You may roll movement dice to escape. If any 1 is rolled (after energy re-rolls), you are shot dead while trying to escape. Note that this movement is outside normal sequencing so you will get another move opportunity next turn.

2 boasts if you escape.

6

You impress the Guerrilla chieftain with your spirit. You are freed and may even join the bandits if you so choose. They are no longer your enemies.

2 boasts.

 

TORTURE (-1 if braggart, +1 if cunning)

0

Your tongue is cut out and eaten by the guerrilla leader. You are no longer a braggart and may no longer parlay. Roll again.

 

1

With a wicked curved blade, your genitals are cut off and stuffed into your mouth. You are killed.

2 shame

2

Your eyes are gouged out and you hear the guerrillas play with them as toys. Movement is reduced to 1D6 and you get no combat dice.

 

3

Your face is burned horribly. The scars will never heal.

1 boast

4

Tied to a stake, you are roasted long over a slow fire. The pain is great but you endure.

 

5

Your limbs are severed one at a time in an effort to make you scream for mercy. Perhaps it is granted for you are killed.

 

6

You are buried to your neck in the earth and left to die. Indeed, the bandits wander off. Rolla D6. On a 6 (+2 for clever, energy rerolls apply) you find a means to escape and may immediately do a move away. After four failed attempts, you will die.

2 boast if you escape.

 


 

British Patrols

 

British are normally enemies of every French courier. British cavalry move using 3D6 of movement while the infantry use 2D6.

 

British cavalry groups are normally 6 figures in size. They are overcome when three soldiers have been removed.

Infantry patrols are 12 figures in size and are overcome when 4 soldiers have been removed.

 

 

 

Infantry always take a man's horse when he is captured and keep it 2" away from him. Cavalry keep their prisoners mounted (if they had their own horse).

 

 

BRITISH PARLAY (+1 if cunning)

1

"Seize him!" You are immediately captured. You are relieved of your messages and pistol.

 

2

As you and the British commander work through the language barrier, you manage to keep them talking for quite some time. No result.

 

3

4

"Come along now like a good chap. Well done." The British Lieutenant expects you to just surrender yourself. If you do not then you must fight two of them this turn. If you do then you are their prisoner but lose no items.

1 shame if you surrender

5

"We are all gentlemen here. Hand over your despatches and be on your way." You may surrender the despatch and for the turn immediately following this one these British are not an enemy of you. If you do not then it is no result.

1 shame if you surrender the despatch.

6

A ruse! You catch your foes completely off guard and may immediately move 1D6 in any direction.

1 boast

 

LOSING TO BRITISH

1

You are knocked out and captured. You may take no action next turn. Lose message and pistol.

 

2

Captured! Beginning next turn, you may roll on the prisoner of the British table.

1 shame

3

4

Your horse is slain in the skirmish. If no horse then no result.

 

5

Wounded! -1 combat dice and your are exhausted but you may move next turn.

1 boast

6

Knocked out and left for dead after a rude pillaging. Lose all possessions and you become exhausted.

1 shame

 

OVERCOMING THE BRITISH

1

The remaining soldiers take to their heels and flee, leaving behind any prisoners but taking any messages and loot. Remove the British group. If it was cavalry, you can try to catch a horse.

1 boast

2

Most flee but a single corpse remains behind bearing any captured messages and any possessions that you might have lost to the British. You may take them. Prisoners are freed. Remove the British group. If it was cavalry, you can try to catch a horse.

2 boast

3

4

The remaining soldiers grudgingly surrender to you. While they remain your prisoners you may only move 1D6 per turn and they move with you (but take no part in adventures). You may recover all of their loot for yourself. You may take a mount if it was cavalry.

1 boast

5

6

"We are your prisoners." You take the lieutenant's sword but give them parole. Remove the British group. Recover all messages and any items that you surrendered to them. If it was a cavalry force, gain a horse if you need one.

2 boast

 

 

PRISONER OF THE BRITISH (+1 if cunning)

1

Your captors appear entirely uninterested in you. +1 on your next prisoner roll.

 

2

3

The British soldiers search you once more to remove the last of your possessions.

 

4

You are treated well. You eat and drink and may regain energy.

 

5

An escape opportunity presents itself. You may roll movement dice to escape. If any 1 is rolled (after energy re-rolls), you are shot dead while trying to escape. Note that this movement is outside normal sequencing so you will get another move opportunity next turn.

2 boast if you escape.

6

They grant you parole.  You retrieve all of your objects and horse. You are free to go so long as you do not continue to fight.

2 shame if you fight any British later in this game.

 


 

Civilians

 

Civilians will be in small groups of 6 - 8. Whenever they take two casualties they are overcome. Civilians don't normally move but will instead remain in a location. They are normally neutral and not enemies of either the French or British.

 

Civilians don't capture couriers but may sometimes hand them over to the Guerrillas.

 

 

 

CIVILIAN PARLAY (+1 if cunning)

1

Guerrillas leap out from a hiding place and attack. Place four bandits in within 1" and immediately fight. The civilians are not fighting.

 

2

The civilians look at you in confusion, not seeming to understand your language or dialect.

 

3

The civilians have a small supply of food. They will sell some if you have coins.

 

4

5

There is a beautiful maiden among the villagers. Place her on the table within 1" of you.

 

6+

The villagers have been harassed by guerrillas and so bring out food and water for you. You eat and drink and may regain energy.

 

 

LOSING TO CIVILIANS (+1 if cunning)

1

You are tortured on the spot. Roll on the torture table. Otherwise you are left.

 

2

You are knocked unconscious and taken to the guerrilla camp, robbed of all possessions. If no guerrillas are there yet, place 4 guerrillas there and your model.

 

3

You are beaten down and robbed of food, gold, and wine. The civilians then disperse and are removed from the game.

1 shame

4

You are driven off. Move 1D6" a direction away from the civilian group.

 

5

Wounded! -1 combat dice and you are exhausted but you may move next turn.

 

6+

Wounded! -1 combat dice and exhausted but the womenfolk take pity upon you and billet you in the closest structure. You are not robbed of any possessions.

1 boast

 

OVERCOMING CIVILIANS

1

The civilians flee. Remove them from the table.

 

2

3

The civilians yield to you and are no longer enemies. +1 on your future parlay attempts with this group.

 

4

5

There is a beautiful maiden among the villagers. Place her on the table within 1" of you. She steps forward and pleads with you to spare her people.

 

6

The beaten villagers are cowed and bring forth a bottle of wine and food for you. They will even billet you if desired.

 

 

MAIDEN PARLAY

1

As she lures you off for a romantic interlude, suddenly three bandits spring form hiding to attack you. Place three guerrillas down within 1" of you. They are she are foes.

 

2

3

Insulted, She refuses you. You may force her if you wish.

1 shame if you force yourself upon the maiden

4

She offers to put you up in her father's nearby home. You may be billeted and gain a food if you wish.

 

5

She romances you with bawdy enthusiasm.

1 boast

6

 


 

PRIESTS

 

 

PRIEST PARLAY

1

The Monks are in fact guerrillas. Treat them as guerrillas for all parlay and other tables. Reroll on parlay table.

 

2

3

The monks look at you in confusion, not seeming to understand your language or dialect.

 

4

The monks have a small supply of food. They will give you some. They swear that they have no wine

 

5

6

The villagers have been harassed by guerrillas and so bring out food and water for you. You eat and drink and may regain energy.

 

 

OVERCOMING PRIESTS

1

The priests flee off into the hills, abandoning their monastery. You may loot freely.

 

2

3

The priests throw down their arms and cease to be foes. You may loot the monastery but after one turn of doing so, the monks become enemies again.

 

4

The beaten monks are cowed and bring forth a bottle of wine and food for you. They will even billet you if desired

 

5

6

The beaten monks are cowed and will stand idly by if you loot their monastery.

 

 

LOSING TO PRIESTS

1

You are tortured on the spot. Roll on the torture table. Otherwise you are left outside the monastery..

 

2

You are knocked unconscious and left outside the gates of the monastery, robbed of all possessions.

1 shame

3

You are driven off. Move 1D6" a direction away from the civilian group.

 

4

5

Wounded! -1 combat dice and you are exhausted but you may move next turn.

 

6

Wounded! -1 combat dice and exhausted but some good priests take pity upon you and billet you in the monastery. You are not robbed of any possessions.

 

 

Each turn that you spend looting the monastery you may roll on the loot table.

 

LOOTING THE MONASTERY

1

You find a bottle of wine

1 boast

2

You find a loaf of bread

 

3

You find a horse

 

4

You find a pistol

 

5

You find a sack of gold

1 boast

6

You find a maiden! (well, actually a nun but it is the same thing really)

 


 

ADVENTURE

 

 

 

ADVENTURE AT A FARMHOUSE

1

Farmer takes a pot-shot at the courier from his window. Make one whizzing bullets roll (see pursuits)

 

2

Discover a friendly maiden. Place a maiden on the table. You get +1 on rolls with her.

 

3

You come across a family of starving widows and children begging for food.

1 boast if you give them food.

4

Burning farmhouse. Each turn, beginning next, if you do not move you may attempt to put out the fire as your action. Roll a D6. On a 4+, the fire is put out.

1 boast if you successfully put out the fire.

5

Find some unguarded chickens. Gain a food.

 

6

Farmer tells of a shortcut.  You may immediately place your courier in the lead position, no matter how far away it is. Though you are closer to the finish line by 1", you cannot be within 12" of any other courier.

 

 

ADVENTURE IN THE WOODS

1

4 bandits with priest prisoner.

1 boast if you rescue the priest

2

You find a villager's trap line with a couple small game birds ensnared. Gain a food.

 

3

Low trees. If mounted, roll a D6 (+2 if excellent rider). On a 1-3 you are dismounted and must seek your horse.

 

4

Lost! You become lost in the small wood. You may not move next turn and must adventure in the woods again as your action (unless you are within 1" of an enemy).

 

5

You discover a young maiden hiding in the woods. Place her on the table.

 

6

Two wolves attack you. If they overcome you then your horse is slain.

1 boast if you overcome them.

 

ADVENTURE AT A BRIDGE

1

Two British soldiers on the far side of the bridge. Defeating one overcomes them.

 

2

3

Drowning child. You spy an unfortunate child clinging to flotsam, floating under the bridge and crying for help in her language. If you wish to aid her then roll a D6 (+2 for cunning). On a 1 you get yourself in the drink and may not move next turn. On a 2-4 you fail to save her. On a 5-6 she is saved.

1 boast if you save the child

4

A Shepherd boy and his sheep block the bridge. Place the obstacle 4" to your front and treat it as a wall for next turn.

 

5

As you approach the bridge you find that it has been wired to explode with several barrels of gunpowder underneath it. Who knows if this bridge will be important to the Emperor's plans. You disarm the detonation devices quickly.

1 boast

6

4 bandits lay in wait at the bridge and rush out to attack you.