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 23: Terrain Effects

B. Dense Woods.

Addition
Morale Bonus of Woods
Only those counters of a formation partially in the woods that are actually in the woods will get the woods morale modifier. ie. If the part of the formation not in the woods is attacked, it will not get the in woods morale bonus.


D. Buildings.

1. Movement. . . .

Movement from building to building, takes half a turn. It takes a half a turn to come out of buildings. At the end of this time you are in any formation you want to be in (except march column of course). You may not charge into or in buildings.

F. Walls and Field Fortification.

1. Movement. . . .
Stop rolling after one counter refused to cross. This counter and the rest that have not rolled, are left, stopped at the edge of the obstacle. If none of them made it over the obstacle, they are disordered until they spend a half turn's movement phase reforming. If some of them did not make it over the obstacle, they are disordered until they rejoin the rest of their unit and spend a half turn's movement phase reforming.

Counters that balk do not cross the obstacle, and have ended their movement for the phase. The notation 1 casualty indicates that one SP on the counter has become a casualty. Casualties suffered in crossing an obstacle will affect the pre-melee morale check. For purposes of the casualty morale check, they count as casualties from fire.

3. Melee.

. . . at full factor. Neither type of cavalry gets any bonus for being on the infantry's flank or rear if the infantry is not in square ( unless of course they are attacking the flank or rear of the unit).

G. Sunken Roads.

1. Movement. . . . Cavalry that do not make it across the sunken road are subject to the same conditions as cavalry that did not make it across a wall or field fortification.


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 31, 2000. Copyright 2000. W.R.Dixon.