UBC System 7 Napolenics Rules

These are the UBC System 7 Napoleonics Rules. They are developed from the Game Designers' Workshop System 7: Rules Booklet, Copyright 1978, Game Designers' Workshop. Changes and expansions Copyright 198x, 199x, 2000 Bill Dixon for the UBC Group. Modification, interpretation and expansion by the U.B.C. Group.

Until copyright issues are resolved, only the changes made by the UBC group will be listed in these pages.

Index to UBC System 7 Rules
Introduction 1: Game Scale 2: Units per Player 3: Playing Area 4: Dice
5: Set-up and Terrain 6: The Referee 7: Game Duration 8: Turn Sequence 9: Weather
10: Visibility 11: Orders 12: Movement 13: Stacking 14: Formations
15: Unit Cards 16: Casualties 17: Enfilade 18: Infantry Fire 19: Artillery Fire
20: Melee 21: Morale 22: Generals 23: Terrain Effects 24: Skirmishers
25: Spiking and Manning Guns 26: Prisoners 27: Night 28: National Characteristics
Appendix Updates and Changes Charts Tables Figures

Rule 10: Visibility

Addition
C. Open Woods. . . . If you wish to allow for the possibility of units seeing over open woods they may be assumed to be eight contours high.

Addition
D. Dense Woods. . . . If you wish to allow for the possibility of units seeing over dense woods they may be assumed to be twelve contours high.

Addition
E. Buildings. . . . If you wish to allow for the possibility of units seeing over buildings they have varying heights: a farmhouse or estate is two contours high, an inn is three, a town or church is four, a monastery is five.

Addition
F. Skirmishers. . . . A unit skirmishing, is not regarded as a unit for section 'A' above.

Addition
H. Continuous Slopes. If there is a long slope the following rule is used for seeing over units. The intervening unit must be closer to the higher unit and there must be more levels between that unit and the higher unit than there are between it and the lower unit. There must be a full (line to line) level between the lower unit and the intervening unit. It does not matter if the firing unit is the higher or lower unit.

Addition
I. Ball Fire Shadow. A unit has a shadow behind it of 3cm when being fired on by artillery fire from higher ground. This shadow will protect units behind it from this fire. This shadow is not additive, ie the first unit cannot provide a 3cm shadow for the second unit which provides a 3cm shadow for the third unit etc.

Addition
J. Gaps. A gap for line of sight purposes is defined to be the width of a French 3 rank, 6 SP counter.

Addition
K. Earthworks and Walls are 1/2 contour high. They do not block line of sight. Earthworks provide protection for units in them. Walls provide protection for units defending behind them.


Index to UBC System 7 Rules
Introduction 1: Game Scale 2: Units per Player 3: Playing Area 4: Dice
5: Set-up and Terrain 6: The Referee 7: Game Duration 8: Turn Sequence 9: Weather
10: Visibility 11: Orders 12: Movement 13: Stacking 14: Formations
15: Unit Cards 16: Casualties 17: Enfilade 18: Infantry Fire 19: Artillery Fire
20: Melee 21: Morale 22: Generals 23: Terrain Effects 24: Skirmishers
25: Spiking and Manning Guns 26: Prisoners 27: Night 28: National Characteristics
Appendix Updates and Changes Charts Tables Figures

Bill Dixon's Railway Pages

Game Designers' Workshop System 7: Rules Booklet, Copyright 1978, Game Designers' Workshop.

Modification, interpretation and expansion by the U.B.C. Group; Copyright 198x, 199x, 2000 Bill Dixon for the UBC Group.

Last Updated: March 27, 2000. Copyright 2000. W.R.Dixon.