Expansion Kit TABLE OF CONTENTS. [0.0] Exclusive Rules

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1 Expansion Kit Rules TABLE OF CONTENTS Expansion Kit [1.0] Introduction...2 [2.0] Game Equipment [3.0] Setting Up The Game [5.0] Random Events..3 [9.0] Combat [12.0] Army Morale... 6 [16.0] Optional Rules..6 Game Credits Game Design: Lance McMillan Producer: Alan Emrich Graphic Design: Michelle Ball, Noelle Le Bienvenu, and Barry Pike III Counter Images: Clark Miller and Richard Starke Map Art: Tim Allen Playtesting: Bart van Bael, Rod Bauer, Jeff Curtis, Andreas E. Gebhardt, Brad Hurst, Alan Huyton, Kevin McHale, Kim Meints, Anthony Nunziata, Hugh Tracy, David Wilson Proofreading: Avalon Emrich, Noelle Le Bienvenu, Karen Wolterman [0.0] Exclusive Rules This is the Exclusive Rulebook for the Napoleonic 20 Series, which supports all of the VPG red box Napoleonic 20 Series games. You must own at least one of those games in order to use this Expansion Kit. When used, the Expansion Kit Rules supersede the Napoleonic 20 Standard Rules and Exclusive Rules for that particular game when there is a conflict.

2 [1.0] Introduction The Napoleonic 20 Expansion Kit includes these new, Optional component modules: C est la Guerre cards Maneuver Matrix module s cards Chiefs-of-Staff module ½ Morale Points module Expanded Victory Conditions Strategic Pursuit module You can add each module to your Napoleonic 20 gameplay experience either alone or in concert with any or all other modules included in this Expansion Kit. While setting up the game, both players should agree which, if any, of these modules to employ. [2.0] Game Equipment C est la Guerre Cards The C est la Guerre module includes 18 new C est la Guerre cards that are different than standard Event cards. With this module, players set up with a hand of 0 to 3 C est la Guerre cards (and might draw more C est la Guerre cards during play as specified by the rules). Using these cards typically discards them permanently for their effect (see Rule [5.0] in this Rulebook). Maneuver Matrix The Maneuver Matrix module includes two sets (one for each side) of 6 identical Tactical Matrix cards for players to put their stamp on a battle and influence its final outcome. In addition, a set of new Disordered markers are included with an intermediate effect (somewhere between Fatigue and Rout). Use these markers only in combination with the Maneuver Matrix (see Rule [9.9]). +1/2 Morale Markers The ½ Morale Point module supplements the Morale markers currently used with new +½ Morale Point markers when you have ½ a Morale Point more than where your Morale marker is currently positioned. This creates finer granularity when smaller Morale matters occur during play (see Rule [12.0]). s (Leader) Cards The s module includes Leader cards used only in conjunction with the Standard Optional Leader Rule [16.9.9]. Each card is associated with one of eight specific Leaders and provides a once-per-game special ability as explained on that card s Ready side (see Rule [16.9.9]). In some cases, they also provide an ongoing ability. Chief-of-Staff Counters The Chiefs-of-Staff module includes 11 Chief-of-Staff units (two for each of the major European powers, plus two neutral/generic Chiefs-of-Staff when needed) used only in conjunction with the Optional Leader Rule [16.9]. Chief-of-Staff units are replacements when a Leader unit is captured, killed, or wounded during the game (see Rule [16.9.9]). 2

3 [3.0] Setting Up The Game ding the C est la Guerre Cards Shuffle the C est la Guerre cards together and set them face down near the map, forming their own Draw Pile. The initial distribution of C est la Guerre cards, and also your hand size limit during play, depends on whether you are using the Optional Leader Rule [16.9] during the game. If you are not using the Leader rules: Each player draws two C est la Guerre cards and examines them. They each choose one to keep and discard the other, face down. Your hand size is one card and those two discards form the C est la Guerre Discard Pile. If you are using the Leader rules: Each player notes their Leader unit that has the highest Command Span value among their at-start and non-random reinforcements (only, random event Leader reinforcements are not considered) and draws one more C est la Guerre card than that Leader s Command Span value. After examining their cards, each player chooses one card to discard (face down) and retains the others. If your highest rated Leader has a Command Span of zero (0), you just draw one card and retain it. Your hand size is the number of cards you have retained, and the discard(s, if any) now forms the C est la Guerre Discard Pile. See Rule [5.0] below for additional rules governing the specific use of C est la Guerre cards. ding the Maneuver Matrix Each player receives their identical set of six Tactical Matrix cards. ding the 1/2 Morale Point Markers Keep both sides +½ Morale Point markers handy for use when required per Rule [12.0]. ding the s Leader Cards Note the attendance of the Leaders units in that game and sort through the Leader cards to find any that match them. As that Leader unit sets up or when it arrives during play, its controlling player also gains its Leader card, placed where both players can see it, with its Special Ability Ready side face up. ding in the Chief-of-Staff Counters Keep both sides Chief-of-Staff units handy for use when required per Rule [16.10]. [5.0] Random Events C est la Guerre cards are Keeper Event cards that you hold onto, keeping them secret from your opponent until sprung (played). [5.1.1] Drawing ditional C est la Guerre Cards: During play, when a Random Event (only; not the dawn of a new day) instructs you to reshuffle the Event deck (e.g., According to Plan or Watch and Wait), after separately reshuffling both Event card decks (the Standard and the C est la Guerre), the player whose turn it is draws the top card from the C est la Guerre Draw Pile and retains it. [5.1.2] Playing C est la Guerre Cards: You play C est la Guerre cards from your hand into the C est la Guerre Discard Pile to produce its (typically) specific one-time effect. Explained on each C est la Guerre card is its timing, play criteria, and specific effect(s). ditionally, a player may voluntarily discard a C est la Guerre card from their hand for No Effect at any time. [5.1.3] C est la Guerre Card Hand Limit: The number of C est la Guerre cards you received at the start of the game is also your hand size limit. Should you ever possess more C est la Guerre cards in your hand than that, you must immediately discard down to your hand size limit. Under Napoleon, the French player would draw four C est la Guerre cards, keep three of them, and discard one, and his card hand size maximum would be three. The new C est la Guerre cards inject a bit of additional chaos and friction of war into the game which, of necessity, could alter the historical storyboard as told through each Napoleonic 20 game s Standard Event cards. Nevertheless, the C est la Guerre events are completely consistent with typical occurrences during Napoleonic battles, and thus their inclusion maintains a proper narrative feel for the period Lance McMillan and Victory Point Games 3

4 Using the Maneuver Matrix adds some considerable depth to gameplay, but it also increases the length of time required to play. In this module, we have provided three different methods for employing the Maneuver Matrix, ranging from the quickest to the deepest (and thus lengthiest) implementation. The Direct Command markers represent the attention, focus, and urgent orders from the Army s Commander concerning a particular area of the battlefield, not his physical presence on the battlefield. Explanation of Maneuver Results: = Shift one column to the left before resolving the battle. = Shift one column to the right before resolving the battle. DW = Do not roll the die; immediately apply a battle result of D(efender) W(ithdraws). N = Do not roll the die; immediately apply a battle result of e(n)gaged. = After applying the battle result, all surviving Attacking units become Disordered [9.6.3]. Cav = Increase by one (+1) each Attacking Cavalry unit s Combat Strength. = After applying the battle result, all surviving units on both sides become Disordered [9.6.3]. Dd = After applying the battle result, all surviving Defending units become Disordered [9.6.3]. - = There is no maneuver effect of that type. [9.0] Combat [9.9] The Maneuver Matrix: The Maneuver Matrix supplements the Standard Rules of Combat and allows players, abstractly, to command the Approach to Contact maneuvers of their troops, altering the conditions of each individual battle before the die is rolled to determine its outcome. When to Use the Maneuver Matrix Fast: During play, each player may (but is not required to) use the Matrix to resolve any one battle during his own Combat Phase. Using this method, you never use the Matrix for battles during a Reaction Phase. Fun: During setup, each player takes their side s rectangular Direct Command marker and places it together (i.e., stacked ) with any friendly unit on the map or any Game Turn 1 reinforcement. Focus: Each turn during your Movement Phase, you must place your Direct Command marker on any of your on-map units. It remains stacked with that unit (maneuvering, fighting, and even breaking) until your next Movement Phase, at which time it is again replaced on the map. Fighting: Whenever any battle occurs in or adjacent to a player s Direct Command marker, that player may opt to have that battle resolved by using the Maneuver Matrix. When both players Direct Command markers are within range of that battle, either player may demand to use the Maneuver Matrix (with the Phasing player declaring his intentions first). Furious: Use the Maneuver Matrix to resolve any battle for which either player desires to use it (the Phasing player always declares his desire first). Forget It: Regardless of which of the three above methods you decide to use in your game (Fast, Fun, or Furious), you never use the Maneuver Matrix to resolve battles where any of its defending units occupy either a Redoubt or Fortified hex. These storming the ramparts battles offer little opportunity for maneuver or subtlety. How to Use the Maneuver Matrix d the following Steps (A.1 and F.1) to the Battle Sequence. Between Step A (where the Phasing player commits his units), and Step B (where he commits his Reserves), the new Step A.1 occurs: Step A.1 Select Maneuver Cards: When using the Maneuver Matrix, the Attacker and Defender select one appropriate Maneuver card (i.e., for the Attacker or Defender, as appropriate) from their respective set, placing it face down in front of themselves and declaring they are Ready. Napoleonic 20 Maneuver Matrix Attacker Bombard3 Feint Outflank vance Charge4 Assault5 Defender Fall Back1 Cordon Envelop Hold Counterattack2 DW Dd Dd DW N N Cav Dd Cav Cav Cav Dd Cav Dd 4

5 1 : No Defending unit can vance after Combat. 2 : At least one victorious Defending unit must vance after Combat. 3 : No Attacking unit can vance after Combat. 4 : At least one victorious Attacking unit must vance after Combat. 5 : You cannot select the Assault Maneuver unless a Leader is stacked with an Attacking unit in that battle; if victorious, both that unit and Leader must vance after Combat. (Assault is never available as a choice if the Optional Leader Rules [16.9] are not being used.) Between Step E (consulting the Combat Results Table), and Step F (rolling the die), the new Step F.1 occurs: Step F.1 Reveal Tactical Matrix Cards: At this juncture, reveal both sides selected Tactical Matrix cards and cross-index them on the Maneuver Matrix table (i.e., Attacker s row and Defender s column) to receive the outcome of their maneuver combination. You will find these results summarized on the cards and explained in more detail in the sidebar of this Rule. vance After Combat Modification Modify Rule [9.8] as follows based upon certain Maneuvers results: Cautious Maneuvers: Bombard and Fall Back maneuvers prevent any victorious unit on that side (even uncontrolled Cavalry) from advancing after combat. Conversely Aggressive Maneuvers: Charge, Assault, and Counterattack maneuvers force a victorious unit on that side to perform vance after Combat. As per [9.8.3], this must be a Cavalry unit (if present) but, if not, then an Infantry unit (if present) must advance. Note that Artillery can never vance after Combat, even under this circumstance. New Combat Result: Disordered A new combat result, Disordered ( d ), is added when using the Maneuver Matrix. [9.6.3] d: Disordered. Place a Disordered marker on that unit if it does not already have one. Disorder (and Rout) results do not apply to Leader units, and a second such result has no additional effect; the unit simply remains in that disordered (or routed) state. Disordered Effects: While disordered, the following effects apply to that unit: Combat Cohesion: Reduce its Combat Strength by one (-1). When a unit is both Routed and Disordered, apply the Disordered marker s -1 Strength first and then halve what remains for the Routed! marker s effect (but from these cannot go below 0). Zone of Control: Disordered units do retain their Zones of Control. Recovery from Disorder: At the end of your Movement Phase, remove Disordered markers from all of your units not in an Enemy Zone of Control. This means that your Disordered unit does recover if an adjacent enemy unit is not projecting its EZOC into the Disordered unit s hex (e.g., because that hex is a Redoubt or Fortified, etc.). Using the Maneuver Matrix with the Optional Leader Rules [16.9] When using the Maneuver Matrix in conjunction with the Optional Leader Rules [16.9], you must consider certain additional effects: For the Attacking player, the Assault maneuver becomes available as a possible selection when a Leader is stacked with one of the Attacking units. For the Defending player, if a Leader is stacked with one of the Defending units that is under attack, the Defending player selects two Maneuver cards and then chooses either one of those two maneuvers to employ in that battle after the Attacker has revealed his selection. Maneuver Matrix Example #1 During the new Step A.1, the Phasing player (i.e., the Attacker) secretly opts to Charge in hopes of enhancing the strength of his Cavalry unit in that battle. The non-phasing player (i.e., the Defender) secretly orders his troops to Hold, and play proceeds to Step B. Later, after committing their respective Reserves, during the new Step F.1 their Maneuver cards are revealed and give a crossmatrixed result of [ /], thus modifying the battle so that: A) The Combat Results Table column is shifted one to the left ( ; i.e., to the Defender s advantage) before the Attacker rolls the die; and B) All surviving Attacking non-leader units become Disordered () after the battle; and C) At least one surviving victorious Attacking unit (if there are any) must vance after Combat. Maneuver Matrix Example #2 Here, the Attacker decides to play it cautious and secretly Bombards while the Defender desires to abandon his position and secretly orders a Fall Back. The Attacker unwisely decides to commit Reserves to the battle, only to discover that he wasted that Morale Point. As no die roll is made, the Combat Results Table is not even consulted because the Battle result is automatically DW (Defender Withdraws) and applied immediately. Furthermore, none of the victorious Attacking units can vance after Combat because they chose to stay put and Bombard Lance McMillan and Victory Point Games 5

6 ½ Morale Point Usage Chart The Rout, Breaking, or Off-map Marching of a Small Formation (0- or 1-Strength) unit. To Force March a single, specific unit. To Rally a single, specific unit. Occupying an enemy LOC at Night. When you break down or combine units, the cost/benefit is only ½ MP. [12.0] Army Morale Making ½ Morale Point adjustments provides a more granular system for tracking Army Morale. When a side s Morale Level is the numbered box their Morale marker resides in and a half, denote this by placing a +½ Morale Point marker on top of it; when that ½ Morale Point is spent, simply remove that +½ Morale Point marker and set it aside. [12.1.3] New Morale Limits: An Army s maximum Morale could now rise to 10 ½ Morale Points, and an Army remains fighting even if it only has ½ a Morale Point left! [12.4] ½ Morale Points: The following Subcases apply: [12.4.1] Small Formation Effects: The removal of a 0- or 1-Strength unit (using its printed Combat Strength only, unmodified by all other effects) causes the affected player to gain or lose only ½ Morale Point (e.g., when it Routs, Breaks, or marches off the map ). Example: If you Break an enemy s 1-Strength Cavalry unit, you would only gain, and your opponent would only lose, ½ Morale Point. [12.4.2] Forced Marching: In addition to normal Forced Marching [12.2.1], you can now, instead, spend ½ Morale Point to Force March a single, specific unit. No unit can be Force Marched more than once per turn for a plus one (+1) Movement Allowance increase. [12.4.3] Rallying: In addition to improving your chances to Rally units normally [12.2.2], you can now, instead, spend ½ Morale Point for a +1 die roll modifier for a single, specific unit. No unit can receive more than a +1 die roll modifier when making a Rally roll. [12.4.4] LOC Hex Occupation at Night: When occupying enemy LOC hexes at Night (Step 5.B in the Sequence of Play, see [14.0]), the enemy loses ½ Morale Point each (instead of -1 MP per pair). [12.4.5] Reorganization: When breaking down or combining units [per and ], their Morale Point adjustments are now only ½ Morale Point each per instance. [12.4.6] Guard Commitment: As per Rule [12.2.4], when Committing the Guard, there is no Morale Point cost if either side has fewer than 2 Morale Points. Gebhard von Blücher Vorwärts! Any Prussian unit stacked with Blücher removes one additional Fatigue Level [16.8.3] if not in an Enemy ZOC. It must be done! Flip this card at the beginning of your Movement Phase to allow all Prussian and/or Russian units in Blücher s Command Span [16.9.1] to conduct a Forced March [12.2.1] for free. Ready side A Gebhard von Blücher Vorwärts! Any Prussian unit stacked with Blücher removes one additional Fatigue Level [16.8.3] if not in an Enemy ZOC. Used side A [16.0] Optional Rules [16.9.9] s Leader Cards: Use the Leader cards only in conjunction when playing with the Optional Leader Rule [16.9]. When a is set up or enters play as a reinforcement, its corresponding Leader card is placed, Ready side up, off to the side of the map where both players can read its special once-per-game ability. Once that ability is used (as described on that Leader card), flip that card over to show its Used side (to denote that has shot his once-per-game thunderbolt). Russian Leader Kutuzov applies his ability after the game is over, and some s have persistent abilities (printed on both sides of their Leader cards) applicable throughout the entirety of the Game. Specifically, the s and their abilities are: Gebhard von Blücher: Known for his aggressive style, this former Swedish Hussar was deeply admired by the men who served under him. In keeping with his famous battle cry of "Vorwärts!" ( Forward! ), Blücher s special ability is that, once per game, all Prussian or Russian units that begin the turn within his Command Span [16.9.1] can be Force Marched at no Morale Point cost providing they accompany him (i.e., also ending that turn still in his Command Span). He also has a persistent ability which allows a Prussian unit he is stacked with to remove an additional Fatigue Level [16.8.3] if they are not in an Enemy ZOC. 6

7 Napoleonic 20 Expansion Kit Rules v1.0 Barclay de Tolly: A courageous but naturally cautious leader (inaccurately derided by some of his contemporary critics as timid), de Tolly had something of a talent for extricating his forces from dangerous situations. To reflect this, once per game, one Russian unit within his Command Span [16.9.1] (even Infantry or Artillery) can Disengage [per 8.2]; if that unit is Russian Cavalry, it can Disengage even if it is Pinned [8.2.2]. He also has a persistent ability: If the Anti-French side is currently conducting a General Withdrawal, they can exit more than one unit off the map each Turn. Archduke Charles: Perhaps unique amongst the major commanders of the era, Charles talents improved over time because he understood his own weaknesses and appreciated the limitations of his own (Austrian) Army. Charles special ability is that, once per game, after drawing and reading his Standard Event card, he may immediately draw another (second) Standard Event card and then choose which of the two to resolve that turn (discarding them both afterwards). Louis-Nicholas Davout: Popularly known as the Iron Marshal, Davout had a well-deserved reputation as a strict disciplinarian and one of Napoleon's ablest subordinates. As his special ability, once per game, a unit stacked with him can ignore an AW or DW result that would require it to Withdraw. ditionally, as a persistent ability, when using the Optional Fatigue Rule [16.8], a French (not French allied) Infantry unit that he is stacked reduces its Fatigue Level by one (even if it is in an Enemy ZOC). Mikhail Kutuzov: A competent (but not spectacular) commander, Kutuzov s greatest skill was self-promotion. He had a remarkable talent for reporting the results of his battles in such a way that his superiors were convinced that he had done much better than he actually had. Kutuzov s special ability is, after the game ends and when determining the winner, to increase the final Morale Level of his side by +2 (perhaps allowing him to spin a victory in dispatches from a near-defeat!). Joachim Murat: Nicknamed le beau sabreur (the gallant swordsman), Murat was daring and brave to the point of near-foolhardiness. To reflect his impetuous command style, once per game, a Cavalry unit that he is stacked with conducting an vance after Combat (and, if desired, a Pursuit [9.8.5]) may immediately initiate a second, Selective [8.1.3], attack. If possible, Murat and his Cavalry unit must vance after (each) Combat, but cannot Pursue further after the second attack. Following that, place a Routed! marker on that Cavalry unit (this is the effect of that unit s being blown from its exertions; it does not Retreat from this marker s placement). Napoleon Bonaparte: Acclaimed as the greatest military mind of the age, Napoleon claimed to have more regard for good fortune than skill. When a talented officer was recommended to him for promotion he famously responded, I know he s good, but is he lucky? Napoleon s special ability is that, uniquely, once per day, the French player can demand the die be re-rolled immediately after it is rolled; this applies to any die roll (even one made by the opponent) made for any purpose. The result of the re-roll (for better or worse) is applied. This special re-roll ability resets each day at the end of the French player s Night Operations Phase (i.e., flipping Napoleon s Leader card back to its Ready side) or, if this re-roll ability was unused that day, the French player draws one C est la Guerre card instead. Arthur Wellesley (a.k.a. Wellington): Famed for his skill at defense, Wellington was a master at using terrain to conceal the dispositions and movement of his forces from the enemy. Therefore, once per game, Wellington can have one British Infantry (only) unit within his Command Span [16.9.1] conduct a Countercharge (per Rule [8.1]) but without doubling its Strength [8.1.4]. Also, as a persistent ability, when playing with the Optional Fog of War Rule [16.1], each turn at the end of the Anti-French player s Movement Phase, one British or Portuguese unit that is both A) within Wellington s Command Span and B) not within two hexes of an enemy unit, may be Reconcealed [16.1.2] Lance McMillan and Victory Point Games B B Barclay de Tolly Barclay de Tolly Discretion is the better part of valor Discretion is the better part of valor When an Anti-French General Withdrawal is in effect, you may exit multiple units off the map through friendly LOC hexes each turn. When an Anti-French General Withdrawal is in effect, you may exit multiple units off the map through friendly LOC hexes each turn. Fall Back! Flip this card to have any one Russian unit in de Tolly s Command Span [16.9.1] Disengage [8.2] (even if it is a Pinned [8.2.2] Cavalry unit). C C Archduke Charles Archduke Charles This is familiar to me... Flip this card during your Step 1 after reading your Event card to draw a second Event card and then choose which of them to resolve this turn (discarding them both afterwards). D Louis-Nicholas Davout D Louis-Nicholas Davout The Iron Marshal The Iron Marshal Any French (only) Infantry unit stacked with Davout recovers one additional Fatigue Level [16.8.3] (even if in an EZOC). Any French (only) Infantry unit stacked with Davout recovers one additional Fatigue Level [16.8.3] (even if in an EZOC). You will hold your positions! Flip this card when a French unit (only) stacked with Davout receives an AW or DW combat result to ignore that result (i.e., changing it to an engage result). E Mikhail Kutuzov E Mikhail Kutuzov Your majesty, I am pleased to report For the purposes of determining a non-decisive Victory at the end of the game (only), the Anti-French side s Morale is considered two points higher (+2) than where it ended the game. F F Joachim Murat Joachim Murat Do your duty - Charge! Flip this card after Murat vances after Combat (including Pursuit, if desired) with the Cavalry unit he is stacked with to have them immediately initiate a second, Selective [8.1.3] attack. They must vance after Combat together, if possible (but cannot Pursue further). Finally, place a Routed! marker on your now blown Cavalry unit. G Napoleon Bonaparte G Napoleon Bonaparte A New Day A New Day Draw a C est la Guerre card at the end of your Night Operations Phase (Step 5.E). Refresh (flip) this card at the end of your Night Operations Phase (Step 5.E). Circumstances? I make circumstances! Flip this card after any die roll to have it immediately re-rolled; apply the re-rolled outcome. H H Arthur Wellesley (Wellington) Arthur Wellesley (Wellington) Hidden by the Ground Hidden by the Ground At the end of your Movement Phase, Reconceal [16.1.2] British and Portuguese units within Wellington s Command Span and not within two hexes of an enemy unit. At the end of your Movement Phase, Reconceal [16.1.2] British and Portuguese units within Wellington s Command Span and not within two hexes of an enemy unit. Now is your time! Flip this card to have a British Infantry unit (only) within Wellington s Command Span [16.9.1] conduct a Countercharge (per [8.1], but without the doubling effect of [8.1.4]). 7

8 Leader Survival Table 1 = That Leader is captured or killed. Permanently remove him from play and reduce his side s Morale Level by one (-1). Place a Chief-of-Staff unit into play (per [ ]). If the Leader is Napoleon, the Anti-French side immediately wins a Decisive Victory. 2 = The Leader is seriously wounded. Permanently remove him from play and place a Chief-of-Staff unit into play (per [ ]). If the Leader is Napoleon, reduce the French Morale Level by one (-1). 3 or 4 = The Leader is lightly wounded. d one (+1) to this result and place the Leader that many turns ahead on the Game Turn track (e.g., if wounded on Turn 4 and the result was a three, place the Leader on Turn 8). Rally [16.9.7] that Leader and return him to play that turn. Place a Chief-of-Staff unit into play (per [ ]) until the Leader re-enters play (at which time his Chief-of-Staff unit is removed). 5 or 6 = The Leader survives unscathed. Automatically Rally that Leader [16.9.7] at the start of your next turn. Do not place a Chief-of-Staff unit into play. [16.10] Chiefs-of-Staff: This rule is usable only with the Optional Leader Rule [16.9]. It alters play so that a Leader s participation in a battle is a riskier proposition as presented in two parts: 1) Greater risk from exposure to battle; and 2) Replacing incapacitated Leaders with their Seconds-in-Command. [ ] It s Dangerous Out There: When the unit a Leader is stacked with engages in a battle (either attacking or defending), afterward its owning player rolls a die to check that Leader s fate if any of the following Risk Conditions apply to him: He vances after Combat [9.8] with the unit he is stacked with; or He Retreats ([16.9.5], sixth bullet) with the unit he is stacked with; or He is Broken when alone by being unable to Retreat from an EZOC (per [16.9.3]). Leader Survival Roll Procedure: Should one of the above Risk Conditions occur, that Leader s owning player must roll a die and consult the Leader Survival Table. [ ] You Must Take Charge: Whenever, as a result, that Leader is killed (1) or wounded (2, 3, or 4), his unit is removed from that hex on the map. His Chief-of-Staff (a generic CHIEF-OF-STAFF (0-5) unit of that same nationality) is then placed on the nearest friendly unit to that hex which is not in an EZOC (or, if all friendly units are in EZOCs, then use the nearest friendly unit; if there are no other friendly units at all, no Chief-of-Staff unit is placed). Employing the Chief-of-Staff: While in play, the Chief-of-Staff functions as a normal (0-5) Leader. Should the original Leader re-enter play (i.e., after recovering from a light wound), immediately remove his Chief-of-Staff from play. [16.11] Strategic Pursuit: In a Napoleonic 20 game where one side currently has the option to exit its units from the map (typically by conducting an Orderly Withdrawal), the other side can initiate a Strategic Pursuit to follow them off the map via their LOC hexes. Procedure: If you are the Pursuing player and a friendly unit occupies an enemy LOC map exit hex (i.e., one unit must remain there to keep the door open ), then other friendly units entering that exit hex during your Movement Phase can likewise be voluntarily eliminated in that hex (i.e., marched off the map in Pursuit of the enemy s Withdrawing forces). [ ] Limitation: Only one friendly unit per turn per occupied enemy LOC exit hex can be thus eliminated in Pursuit. Place these Pursuing units just off the map near that LOC exit hex. [ ] Pursuit Effect: During Night Turns, when the Withdrawing player assesses Morale Loss due to captured terrain [14.0, ditional Activities, step 2], each enemy Pursuing unit exited also causes another Morale Point loss (-1 MP; or possibly -½ MP per [12.4.1]). This is in addition to the loss of that friendly LOC exit hex (if it is still enemy occupied). Example: During your Night Turn, the enemy still occupies your LOC exit hex and has previously exited a 1-3 Cavalry and a 2-2 Infantry in Pursuit of your Withdrawing army. From that alone, you will lose 2 Morale Points; either for the 2 units in Pursuit or, if using the ½ Morale Point Rule [12.4.1], as ½ MP for the LOC hex + ½ MP for the Small Formation Cavalry unit + 1 MP for the Infantry unit. [ ] Permanence: Units that exit the map via Withdrawal (allowed by certain Event cards or Special Rules in some Napoleonic 20 games) or Pursuit (via this rule) cannot be Rallied [10.0] or marched back onto the map; they are permanently removed from play. 8

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