READY AIM FIRE

by Ian Milnes







INTRODUCTION
Two player Card game depicting Napoleonic era warfare.

THE DECKS
There are 3 decks: 
The Battalion decks cards as noted in the list.
The Tactics deck.
The Commander Deck as noted.
The Tactics deck has 1 of each card in the list, and 2 of each Terrain card

SETUP
Optional Thoth setup:
Deal 13 (Thoth deals automatically, open the external hand window) cards and 
place in starting positions as noted below.
Guard and Heavy Cavalry cards can be discarded and alternate cards drawn.
Any cards that cannot be used are discarded.
Reshuffle the deck and draw 5 cards.
Commence  play.
Each player chooses a Battalion deck.
Each player forms a line of 5 stacks of cards, starting maximum as noted.
The opposing lines face each other.
These stacks are called:
Stack:		Start Max 	Card Limit	Game Max Card Limit	
Left Flank	2		5	
Left Centre	3		6	
Centre 		3		6	
Right Centre	3		6	
Right Flank	2		5	
Place Battalion cards up to the starting maximum card limit face down in each stack.
Line Infantry and Artillery may be placed in Centre stacks.
Cavalry, Light Infantry and Horse Artillery may be placed in any stacks.
Shuffle the appropriate Commander Deck, deal yourself 6 cards, and add 
them to your Reserve deck.
Shuffle your Reserve Deck, and deal yourself a hand of 5 cards.
Once both players have completed above, turn cards in your stacks face up.
They will remain face up for the first turn only.
After the first turn, all cards are played face down, representing the “Fog of War”.

VICTORY CONDITIONS
The first player to be routed from 3 of his 5 forward positions loses.
Or (Optional) The Army Morale point is reached.

TURN SEQUENCE
Players take turns.
Each turn has 6 phases:
Draw Phase
Terrain Phase
3. Reinforce Phase
4. Attack Phase
5. Morale Phase
6. Discard and Redraw Phase

DRAW  PHASE
Thoth - Draw 2 Cards from either your Reserve Deck or the Tactics Deck or 
a combination of the two.
Draw 2 cards from your Reserve Deck.
If the deck runs out, shuffle the discard and draw from it.
The maximum hand size is 7. Cards in your hand over the maximum do not have 
to be discarded until the Discard/Redraw Phase.

TERRAIN PHASE
You may play a Terrain card onto an appropriate stack.
Terrain cards remain in effect for the entire game

REINFORCE PHASE
You may move any or all battalions from your hand to any of your stacks.
All reinforcements from your hand go to the bottom of the stack they reinforce.
Prior to the above, you may reorganise one stack, and move one card from 
a stack to an adjacent stack.
You may move any card in a stack (You are not limited to the top one)

ATTACK PHASE
You may make up to 3 attacks per turn.(or, each stack attacks, with one extra 
attack from any stack except the reserve)
Your battalions are the attackers. 
Your opponent's battalions are the defenders.
To attack, flip the top card of one of your stacks face up.
Your opponent flips the card in his line opposite to it over.
Both players roll one die. These are called the Attack rolls.
Add troop modifier to die roll and compare the difference between the 2 rolls. 
Apply the result as follows:
(Attacker to Defender)
Difference: 	Result:	
+4 or greater	Defender eliminated, morale check for other battalions in stack	
+3		Defender eliminated, morale check for other battalions in stack. 
		EXCEPT Austrian Line & 2nd Rate, and Prussian 2nd Rate Rout	
+2		Defender Routs	
+1 		Defender Shaken	
0		Both Battalion cards take immediate morale check. 
		Battalion Shaken if test failed	
-1		Attacker Shaken	
-2		Attacker Routs	
-3		Attacker eliminated, morale check for other battalions in stack. 
		EXCEPT Austrian Line & 2nd Rate, and Prussian 2nd Rate Rout	
-4 or worse	Attacker eliminated, morale check for other battalions in stack	


NOTES
Card eliminated - remove card from play Thoth - place Morale Check above stack.
Card Routs - place card in discard pile
Card Shaken - turn card through 900 Card now fights with -1 modifier 
Thoth - add Shaken marker to card.

SUPPORT
One battalion in the same stack as the attacker/defender can provide support to 
the battling card. Add +1 to the respective die roll. If the supported card 
is eliminated, the supporter routs. If the supported card is routed, the supporter 
is shaken. A Shaken card cannot offer support.

INFANTRY VS CAVALRY
Infantry cannot attack cavalry. Both cards are placed at the bottom of their stacks, 
and the attack counts against the number of attacks that turn.

FORMING SQUARE
When cavalry attack infantry, before the combat is resolved, the infantry must attempt 
to form square. This is accomplished by the infantry rolling less than their morale 
value (e.g. for a line infantry card to form square, it must roll a 7 or less.). 
If the infantry form square, they fight the combat at +3. If they fail to form 
square, the cavalry fight the combat at +3.
The cavalry have a chance to abort the attack if the infantry from square by rolling 
less than their morale value (e.g. for a Lt. Cav Regiment to abort an attack on a 
square, it must roll a 7 or less). If this roll is achieved, they can “ride around” 
the square and not attack it. This counts against the number of attacks that can be 
made that turn. If the cavalry fail this roll, they must attack the square.

CAVALRY
Cavalry are considered Blown following an attack, or after defence against 
opposing Cavalry. Place a Blown marker on the card (Thoth). The Blown status 
remains until removed by a successful Morale Check. The first opportunity for a 
Morale Check to remove Blown status is the Morale Phase in your next turn, i.e. 
not your current turn

ARTILLERY
Infantry and Cavalry cannot use any positive modifiers in combat with 
artillery batteries. This includes Terrain modifiers and Tactic 
cards EXCEPT when flanking, or defending a hill (+1 for “reverse slope”)
Artillery cannot be eliminated, routed, or shaken when ATTACKING Infantry and 
Cavalry, ie, ignore all -ve combat results.

HORSE ARTILLERY
As artillery EXCEPT attacking Lt Cav, Lancer, and 2nd Rate Cav can use positive 
combat modifiers against Horse Artillery.

LIGHT INFANTRY
Light Infantry ignore Terrain modifiers for Hills, Woods, and River.

NOTES
Destroyed battalions are removed from play.
Surviving battalions are placed face down on the bottom of their stack.
Tactics cards that modify the Attack roll are played before the roll is made.
Tactics cards are discarded immediately when played (to the discard pile).

FLANK ATTACKS
If you destroy all the cards in one of your opponents stacks, the battalions in 
your stack facing the empty stack get to flank attack the enemy stacks adjacent 
to the empty stack. 
Battalions making Flank attacks are +2 to their Attack roll and may attack 
the enemy reserve stack.
Cavalry battalions making Flank attacks are +3 to their Attack roll and may 
attack any enemy stack.
Artillery cards do not gain the +2 bonus, although they may Flank Attack.

MORALE PHASE 
(Similtaneous)
Every time you destroy an opposing battalion all other Battalion cards in the 
stack must take a morale check by rolling 2D6.
Normal moral is 8 plus any Battalion card modifier, e.g. the Guard have a moral 
value of 10, while Second Rate units have a moral value of 7. To pass a moral check, 
the player must roll the units moral value or less. Any card that routs is placed in 
the Discard Pile. Any card that routs as a consequence of a failed moral check results 
in a further +1 to the moral check of any remaining cards in the stack who have yet 
to test. This modifier is cumulative.
Morale checks are done in stack order, ie top card first, then next down, etc, etc.
If the Guard are eliminated, any adjacent stack (in addition to the normal moral 
check for the elimination of a unit), must take a moral check. If the Guard are 
routed, the stack from which they routed must take a moral check.
Shaken cards can be “revived” by a successful morale check 
(turn them back through 900). All shaken cards can test in this phase.
Optional: a Shaken card can only be “revived” in the presence of a Commander card.

DISCARD AND REDRAW PHASE
One card in the players hand can be discarded.
The Players hand is then either made back up to 7 cards by drawing from the 
deck, or reduced to 7 by discarding cards.

BATTALION CARD LIST
Troop Type (Value):	France	Britain	Austria	Prussia	Russia	
Guard (+2)		1	2	-	1	1	
Elite (+1)		3	3	4	3	3	
Line			9	9	8	6	7	
Light			3	3	3	3	3	
Second Rate (-1)	2	3	3	6	3	
Heavy Cavalry (+2)	1	1	1	1	1	
Dragoon (+1)		1	1	1	1	1	
Light Cavalry		2	2	2	1	1	
Second Rate Cav (-1)	-	1	-	1	1	
Lancer (+1 vs Infantry)	1	-	1	1	1	
Artillery		4	2	4	3	5	
Horse Artillery		1	1	1	1	1	
Note: Austrian and Prussian Second Rate need a result of +4 or greater to be 
killed; Austrian Line need a result of +4 or greater to be killed.

COMMANDER CARD LIST
There are 11 commanders available to each army as follows:
(Att/Def)
Value 	French	British	Austria	Prus.	Russian	
0/1	1	0	2	1	1	
1/0	1	1	2	1	2	
1/1	4	4	3	5	3	
1/2	1	4	3	3	2	
1/3	0	1	0	0	0	
2/1	3	1	1	1	3	
2/2	1	0	0	0	0	
The 11 cards are shuffled and 6 drawn for the commanders of the army at that 
particular battle. The player assigns his Army Commander and Divisional Generals, or 
you can live dangerously and do it randomly.

DIVISIONAL GENERALS
Each General is assigned 2 numbers relating to attacking phase or defending phase. 
These numbers relate to the number of re-rolls the general can make in the 
corresponding combat or morale phases. E.g. a general with a value of 2/1 can 
make 2 combat re-rolls, or 1 combat and 1 morale re-roll, or 2 morale re-rolls on 
his players turn, and 1 re-roll either in the combat or morale phase during his 
opponents turn. These re-rolls can be made for any card in the stack the general 
is placed.
Generals are always played face up, and to the side of the stack they relate to. 
Each re-roll made endangers the general. If he makes one re-roll, he is eliminated 
on a die roll of 6, two re-rolls, he is eliminated on a roll of 5-6, 3 re-rolls 4-6 
and so on. This roll is made after each re-roll in either the combat or morale phase.
If the general is the only card in a stack, he is eliminated automatically if attacked.
If the Divisional General is killed, the stack he is with takes a morale check.

ARMY COMMANDER
The Army Commander is placed behind the front stacks. He has 2 numbers assigned like 
the Divisional General, but uses them in the morale phase only after all re-rolls 
have been completed by the Divisional Generals. He doesn’t have to roll to see if he 
is killed as a consequence of these rolls.
The Army Commander can take over a stack if the Divisional General is killed. 
He is then subject to all the rules pertaining to Divisional Generals. 
The Army Commander moves onto a stack in the reinforcement phase. 
This move does not count against the number of reinforcements the player may make.
If the Army Commander is killed, the entire army takes a morale check against 
their moral -1. Any cards in the front line that fail, are eliminated 
(they quit the battlefield) rather than go to the reserve stack. 
Any further morale checks for the remainder of the battle are checked against 
the card morale -1.

TACTICS CARD LIST
Card Name		Effect:
Square Formation	Line Infantry automatically form square
Second Volley		Defending Infantry battalion rolls 2 dice and picks best
Fire at Will		Get 1 extra attack
Sabers & Pistols	Attacking Cavalry battalion gets 1 extra attack
Rapid Deployment	Draw 1 extra card.
Forced March		Draw 1 extra card, OR retrieve 1 Infantry card from Discard pile.
Infantry Charge		Attacking Line Infantry get +2 to their attack roll.
Socket Bayonets		Line Infantry get +1 to their attack roll.
Counter Attack		Defending Cavalry get +2 to their attack roll.
Broken Square		Infantry defending against Cav automatically fail to form square.
Limber			Draw 1 extra card, OR retrieve 1 Artillery card from Discard pile.
Grape Shot		Defending Art get +2 to attack roll (Cannot be used against Art).
Canister Shot		Art get +1 to their attack roll (Cannot be used against Art).
Cannon Ball		Attacking Artillery get +2 to their attack roll.
Fusillade		Infantry battalion gets 1 extra attack
Sniper			Cause a stack to make a morale check in its Morale phase.
Column			Get +1 Reinforcement move.
Overrun			Morale check at +1.
Take Prisoners		Routing battalion is eliminated.
Fighting Withdrawal	Defender gets +1 to attack roll.
Difficult Terrain	Opponent gets one less attack this turn.
Enfilade fire		Get +1 to attack roll.
Indirect fire		Attcking art get 1 extra attck vs nextcarddown in opposition stack
Confusion		Opponent draws no cards this turn.
Advance			Get +1 attack this turn.
Scouts			Look at opponent's hand 
Rifles			Light Infantry get +1 to their combat roll.
Probe 			Get 1 extra attack with any Light Infantry in any of your stacks.
Rearguard Action	Draw 2 extra cards.
Cavalry Reform		Draw 1 extra card, OR retrieve 1 Cav card from the discard pile
Woods (x2)		+1 to defending infantry 
			Cavalry cannot attack Infantry in woods
			Reduce Stack limit by 1
			Can only affect 1 card in stack
			Remains in play
Hills (x2)		+1 to defending card (including vs artillery)
			+1 to attacking artillery
			Remains in play
Redoubt (x2)		+1 to defending Infantry only
			Cavalry cannot attack redoubt
			Can only be used by 1 card in stack
			Can be played on a hill (modifiers can be combined)
			Stack limit reduced by 1
			Remains in play
River (x2)		+1 to all defenders EXCEPT vs attacking artillery
			River affects either flank and next stack in (eg River is played
			against right flank and right centre)
			Remains in play
Bridge (x2)		Negates effect of river for 1 attacking Infantry or Cavalry card.
			Remains in play

OPTIONAL - ARMY BREAKPOINT
Each card has a Breakpoint value of 2 plus any card modifier, i.e.:
Guard			4	
Elite			3	
Line			2	
Light			2	
Second Rate		1	
Heavy Cav		4	
Dragoon			3	
Lt. Cav			2	
Lancer			2	
Second Rate Cav		1	
Artillery Battery	2	
When a card is eliminated, note down its Breakpoint value. 
When an Army passes its National Breakpoint value, it is defeated, and the 
opposition wins the battle. Cards in the discard pile count towards this value until 
they are removed from the discard pile by either the discards being shuffled when 
the Reserve Deck runs out, or by an individual card being removed from the discard 
pile as a consequence of a Tactic card.
National Break Point Values:
Nationality	Army Breakpoint	
France		31	
Great Britain	31	
Austria		30	
Prussia		29	
Russia		30	
(the above Breakpoint value is the total Breakpoint value of the Battalion cards 
times 50% This can be adjusted as required)

ATTACKING EMPTY STACKS
If an empty stack is attacked, the attacker has the option to either flank attack 
the adjacent stack, or to force his opponent to eliminate a Battalion card in his 
discard pile (opponents choice).

CARDSET
Click here to download cardset.








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