MUSKETS







INTRODUCTION
Simple Card Game for 2 players.
Simulates a fight between 2 Napoleonic armies.
Easy to make: Only 10 card types.

VICTORY
Reduce your opponent to zero Morale.

THE DECK
Players share a Common deck.
10 card types x 4 = 40 card deck.
There are 4 copies of each card type described in the Card List.

MORALE
Each player starts with 20 Morale.
Use coins or dice or tokens to keep track of Morale.

SETUP
Each Player is dealt a hand of 7 cards.

TURN SEQUENCE
Players take turns.
Each turn has 10 Phases:
1. Reserves Phase
2. Battle Plan Phase
3. Deploy Phase
4. Battery Phase
5. Bombardment Phase
6. Flanking Phase
7. Fire Phase
8. Casualty Phase
9. Charge Phase
10. Rally Phase

RESERVES PHASE
Draw 2 cards.
If the deck runs out, shuffle the discard & draw from it.

BATTLE PLAN PHASE
You may play (discard) a General card to draw 2 cards.

DEPLOY PHASE
You may put one or more Infantry cards into play.
The cards are placed face up in front of you.
If you put a Light Infantry card into play you 
Scout the Opponents Positions, and may look at his hand.

BATTERY PHASE
You may play (discard) a Cannon card to cause 
One of your opponents Infantry cards in play to be discarded.
Your opponent may play (discard) an “Aim” card to form an
Open Formation, and negate your Cannon card.

BOMBARDMENT PHASE
You may play (discard) a Cannon card to cause your 
Opponent to Lose 3 Morale Points.

FLANKING PHASE
You may play (discard) a Cavalry card to cause 
your opponent to discarded two random cards from his hand.
Your opponent may play (discard) a “Ready” card to 
Form an Infantry Square, and negate your Cavalry card.

FIRE PHASE
You may give a Fire Order.
A fire order requires you to play (discard) a three card combination of 
The cards: Ready, Aim, and Fire.
A General card can substitute for any one of these 3 cards.

CASUALTY PHASE
If you gave a Fire Order, all of your Infantry in play fire the Muskets.
Note that each Infantry has a Force rating.
Add up the Force of all of your Infantry in play.
Your opponent discards Infantry cards with an equal or greater Force total.
If your force total is still higher after all of his infantry is discarded, his 
Morale total is reduced by the difference.

CHARGE PHASE
You may play (discard) a Fire card to cause all of your 
Infantry to make a Bayonet Charge.
Casualties inflicted are handled as in Casualty Phase.
All of your own charging Infantry are also discarded.

RALLY PHASE
You may play (discard) a General card to gain 3 Morale points.
Maximum hand size is 7 cards. Discard excess cards.

CARD LIST
Card Name:		Notes: (There are 4 copies of each card in the deck)
General			Used in Battle Plan, Fire, & Rally Phase
Cannon			Used in Battery & Bombardment Phase
Cavalry			Used in Flanking Phase
Light Infantry		Force = 4 
Line Infantry		Force = 5
Grenadier Infantry	Force = 6
Guard Infantry		Force = 7
Ready			Use in Fire & Flanking Phase
Aim			Use in Fire & Battery Phase
Fire			Use in Fire & Charge Phase








Return to Warpspawn Mainpage