SHOT, SHELL & GRAPE







INTRODUCTION
Two player Card game depicting Napoleonic era warfare.

VICTORY
The first player to be routed from 3 of his 5 forward positions loses.

THE DECKS
There are two common decks: 
The Battalion deck and 
The Tactics deck.
The Battalion deck has 2 of each card in the list.
Battalion cards are also refered to as units.
The Tactics deck has 1 of each card in the list.
Six and eight sided dice are needed.

SETUP
Each player is dealt half the Battalion deck.
Each player forms a line of five stacks of cards.
The opposing lines face each other.
These stacks are called:
-Left Flank
-Left Center
-Center Center
-Right Center
-Right Flank
Additionally each player has a Reserve stack.
The Reserve stack is placed behind the line.
Place Battalion cards face up in each stack.
Line Infantry and Artillery may be placed in Center stacks.
Cavalry and Light Infantry may be placed in any stacks.
Horse Artillery are considered as cavalry for the setup purpose.
Any troop type may be in the reserve stack.
Center stacks must contain at least 3 cards.
Flank stacks must contain at least 2 cards.
Players can look at their cards and then create the stacks. 

TURN SEQUENCE
Players take turns.
Each turn has 5 phases:
1. Draw Phase
2. Reinforce Phase
3. Attack Phase
4. Morale Phase
5. Terrain Phase

DRAW  PHASE
Draw 2 Tactics cards.
Maximum hand size = 7 tactics cards.
Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.

REINFORCE PHASE
You may move up to 2 battalions from one of your stacks to an adjacent stack.
Reinforcements are placed on the bottom of the stack.
This type of movement is called a reinforcement.
Alternatively, battallions can be moved within the same stack.
Your Reserve is adjacent to all of your other stacks.
You may move any card in a stack. (You are not limited to the top one)

ATTACK PHASE
Each of your stacks gets one basic attack per turn.
You get one free addititional attack per turn that can be made by any one of your stacks.
Your battalions are the attackers. 
Your opponent's battalions are the defenders.
To attack, pick the top card of one of your stacks.
The reserve stack never attacks.
The defender is the card in the opponent's line opposite to the attacking card.
Both players roll one eight sided die. These are called the Combat rolls.
The attackers combat roll is called the Attack roll.
The defenders combat roll is called the Defense roll.
The opponent's card is destroyed on a combat roll of 7 or higher.
Line Infantry vs cavalry and light infantry get -1 to their attack roll. (They ride/run away)
Line Infantry vs non-flanking cavalry get +2 to their defense roll.
Cavalry vs Artillery or Light Infantry get +1 to their attack roll.
Line Infantry vs Light Infantry get -1 to their defense roll. 
Artillery vs Line Infantry get +1 to their defense roll.
Heavy battalions get +1 to their combat rolls.
Elite battalions get +2 to their combat rolls.
Shock cavalry get +1 to their combat rolls vs other cavalry. 
Militia get -1 to their combat rolls.
Destroyed battalions are discarded.
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 that allow Defenders an extra attack are only used if their first attack misses.
Tactics cards are discarded immediately when played.
A Battalion can be used as an attacker only once on its owners turn.

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.
Defense rolls against flankers are at -1.
If you flank stacks on two sides, this is called a double envelopment, and you get 
an additional +1 to Flanking Attack rolls.

MORALE PHASE
Every time you destroy an opposing battalion roll 2D6.
This is called the Morale check.
On a roll of 10+ all of the battalions in the destroyed battalion's stack rout and 
are placed in the reserve stack.
If the reserve stack routs, all of those battalions are discarded.
A stack rolls at +1 if it contains any Militia.
A stack rolls at -1 if it contains any Elite units.
A stack rolls at +1 if an Elite unit was destroyed.

TERRAIN PHASE
You may play a Terrain card onto an appropriate stack.
Terrain cards remain in effect until a Maneuver card is played to remove them.

BATTALION CARD LIST
Card Name	Type	
Grenadiers	Line (Elite)
Dragoons	        Cavalry
Lancers		Cavalry (Shock)
Hussars		Cavalry
Skirmishers	Light
Cuirassier	Cavalry (Heavy)
Musketeers	Line
Old Guard	Line (Elite)
Young Guard	Line
Howitzers	Artillery
Fusiliers	Line
Chasseurs	Cavalry
Landwehr	        Light (Militia)
Sappers		Line
Mortars		Artillery
Highlanders	Line (Elite)
Mamelukes	Cavalry
Cossacks	        Cavalry
Carabiners	Cavalry (Heavy)
Uhlans		Cavalry (Shock)
Troopers	        Line
Horse Art	Artillery
Cacadores	Light
Gun Battery	Artillery
Field Pieces	Artillery
Zouaves		Light
Voltigeurs	Light
Gendarmes	Line
Blunderbussars	Light (Militia)
Partisans	Light (Militia)
Legere		Line
Jagers		Line
Congreve Rkts	Artillery

TACTICS CARD LIST
Card Name		Effect
Square Formation  	Cavalry vs Line Infantry are -3 to their attack roll.
Second Volley		Defending Infantry battalion gets 1 extra attack
Fire at Will		Get 1 extra attack with any unit on your turn.
Sabers & Pistols	        Attacking Cavalry battalion gets 1 extra attack
Rapid Deployment	        Get +1 Reinforcement move.
Forced March		Get +1 Reinforcement move (Move infantry only).
Frontal Assault		Line Infantry get +2 to their attack roll and are +1 to be hit.
Bayonet Charge		Line Infantry get +2 to their attack roll and are +1 to be hit.
Rifles			Light Infantry get +1 to their combat roll.
Probe 			Get 1 extra attack with any Light Infantry in any of your stacks.
Screen			Defense roll +1 vs attacking Light Infantry
Counter Attack		Defending Cavalry get +2 to their defense roll.
Dismounted		Your Cavalry battalion is considered to be Infantry this turn.
Limber			Get +1 Reinforcement move (Move Artillery only).
Double Canister		Artillery get +2 to their defense roll.
Cansiter 		Artillery get +1 to their defense roll.
Round Shot		Artillery get +1 to their attack roll.
Cannon Ball		Artillery get +1 to their attack roll.
Shrapnel  		Attacking Artillery brigade gets 1 extra attack
Spherical Case		Attacking Artillery brigade gets 1 extra attack
Fusillade		Any Line Infantry gets 1 extra attack.
Sniper			Cause a stack to make a morale check in its Morale phase.
Commander		Morale check at -1.
Esprit de Corps		Morale check at -1.
Disordered		Line Infantry get -1 to their attack roll.
Wheel about		Morale check at -1.
Rearguard Action  	Get +2 Reinforcement moves from reserve.
Attack Column		Get +2 to attack roll.
Lost Orders		Opponent gets one less Attack this turn.
Column			Get +1 Reinforcement move.
Overrun			Unit making Flank attack gets a second attack.
Take Prisoners		Routing battalion is discarded.
Fighting Withdrawal	Defender gets +1 to defense roll.
Difficult Terrain	Opponent gets one less attack this turn.
Field Officer		Morale check at -1.
Lost Cohesion		Morale check at +1.
Refuse Flank		Negate attacking units Flank attack bonus.
Conscripts		Morale check at +1.
Enfilade fire		Get +1 to combat roll.
Crossfire		Battalion may attack top unit in stack diagonal to it.
Bombardment		Get 1 extra attack with any artillery in any of your stacks.
Confusion		Opponent gets -1 Reinforcement move this turn.
Advancing Line		Get 1 extra attack with any Line Infantry in any of your stacks.
Scouts			Look at opponent's hand 
Blocking Terrain Left	Terrain: Attacks vs left Flank at -1 on attack roll.
Blocking Terrain Right	Terrain: Attacks vs right Flank at -1 on attack roll.
Redoubt			Terrain: Attack vs. center stack is at -1 on attack roll.
High Ground		Terrain: Get +1 to combat roll. Artillery gets +2.
Maneuver  		Discard Terrain card (3 in deck)

ARMY SPECIALTIES: OPTIONAL RULES
Before play starts each player rolls once on the table below.
The indicated benefit lasts the entire game.
1D6	Ability			Notes
1	Superior Discipline	Morale checks at -1
2	Genius Commander	        Maximum hand size +2
3	Fire Drill		Line Infantry combat rolls at +1
4	Advanced Artillery 	Artillery combat rolls at +1
5	Elite Cavalry		Cavalry combat rolls at +1
6	March Drill		Get +1 Reinforcement move per turn








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