En Garde! 4e: Being in the Main, a Game of the Life and Times of a Gentleman [4e ed.] 0955162300, 9780955162305

Set in the world of the Three Musketeers and Cyrano de Bergerac, En Garde! is one of the original role-playing games. Th

150 39 2MB

English Pages [96] Year 2005

Report DMCA / Copyright

DOWNLOAD PDF FILE

Table of contents :
Contents
Introduction
Birth — Creating Characters
Birth Table A: Class
Birth Table B: Sibling Rank
Birth Table C: Father’s Position
Birth Table D: Father’s TItle (if Noble)
Initial Social Level
Time Sequence
Status Points and Social Level
Support
Clubs
Clubs Table
Carousing
Toadying
Toady Table
Gambling
Female Companionship
Mistresses
Mistress Courting Table
Bawdyhouses
Loans
Duelling
Cause for Duels
Abilities
Terminology
Duelling Table A: Actions and Routines
Recording Actions
Revealing Actions
Optional Routines
Inflicting Damage
Duelling Table B
Optional Weapons
Duelling Table C
Weapons Breakage
Swordsmanship
Sequencing
Recovery
Status
Duelling Table D: Status Point Gains and Losses
Practice
Influence
Influence Table A: Influence of Social Level
Influence Table B: Influence Required
Influence Table C: Influence of Mistress
Military Ability
Regiments
Regimental Table A: Application
Regimental Table B: The Regiments
Regimental Table C: Brigades, Friends & Enemies, and Weapons
Regimental Organisation
Campaign
Campaign Determination
Force Commitment Table
Force Deployment Table
Force Organisation Table
Substitutions
Volunteers
The Royal North Highland Border Regiment
Campaign Outcome
Battle Results Table
Interpretations
Personal Outcome Table
Personal Outcome Table Modifiers
Poltroonery
Reckless Bravery
Mention in Despatches
Promotion
Brevet Rank
Non-Player Characters
Appointments
Military Ability Modifiers
Military Appointments Table
Government Appointments Table
Notes on the Military and Government Appointments Tables
Titles
Title Table
Disgrace
Investment
Investment Returns Tables
Playing En Garde!
En Garde! Online
Index
Example Character / Order Sheet
Blank Character / Order Sheet
Reference Tables
Recommend Papers

En Garde! 4e: Being in the Main, a Game of the Life and Times of a Gentleman [4e ed.]
 0955162300, 9780955162305

  • 0 0 0
  • Like this paper and download? You can publish your own PDF file online for free in a few minutes! Sign Up
File loading please wait...
Citation preview

En Garde! Being in the Main a Game of the Life and Times of a Gentleman Adventurer and his Several Companions

Original Game Design: Darryl Hany and Frank Chadwick Game Development: John Harshman and Loren Wiseman Playtesting: “…and a cast of thousands” UK edition edited by Paul Evans Cover and internal artwork by Lee Brimmicombe-Wood except for pages vii and 53 (Nik Luker), 1 (Bryan Lea) and 72 (Tim Wiseman).

This Game is dedicated to: Alexandre Dumas, Danny Kaye and Sir Harry Flashman

The UK edition is essentially GDW’s second edition, re-formatted and with additional illustrations. The fourth edition incorporates errata from the third edition and has been re-edited and re-laid out. Comments and feedback are welcome. Send them to the publisher at the address below or by e-mail to [email protected].

Published by Margam Evans Limited, 180 Aylsham Drive, UXBRIDGE UB10 8UF, UK www.margamevans.co.uk/engarde ISBN: 0-9551623-0-0 (ISBN-13: 978-0-9551623-0-5)

Printing History First edition published by GDW, Inc 1975 Second, revised edition by GDW, Inc 1977 Third (UK) edition published by SFC Press 1988 Fourth edition © copyright Paul Evans 2005

En Garde!

CONTENTS Page CONTENTS ...................................................................................................... iii .................................................................................................................................... v

INTRODUCTION........................................................................................ 1 BIRTH – Creating Characters .................................................................. 2 Birth Table A: Class............................................................................................. 2 Birth Table B: Sibling Rank ................................................................................ 2 Birth Table C: Father’s Position.......................................................................... 3 Birth Table D: Father’s Title (if Noble) ............................................................... 3 Initial Social Level ............................................................................................... 3

TIME SEQUENCE ...................................................................................... 5 STATUS POINTS AND SOCIAL LEVEL .................................................. 6 SUPPORT.................................................................................................... 7 CLUBS ......................................................................................................... 8 Clubs Table........................................................................................................... 8 Carousing.................................................................................................................. 9 Toadying ................................................................................................................... 9 Toady Table ........................................................................................................ 10 Gambling ................................................................................................................ 10

FEMALE COMPANIONSHIP .................................................................. 12 Mistresses ............................................................................................................... 12 Mistress Courting Table .................................................................................... 12 Bawdyhouses .......................................................................................................... 14

LOANS ....................................................................................................... 16 DUELLING................................................................................................ 17 Cause for duels ....................................................................................................... 17 Abilities ................................................................................................................... 18 Terminology ............................................................................................................ 18 Duelling Table A: Actions and Routines ........................................................... 19 Recording Actions ................................................................................................... 19 Actions ................................................................................................................ 19 Routines.............................................................................................................. 19 Revealing Actions ................................................................................................... 20 Optional Routines................................................................................................... 21 Inflicting Damage ................................................................................................... 21 www.engarde.co.uk

iii

En Garde!

Duelling Table B................................................................................................. 22 Optional Weapons................................................................................................... 22 Duelling Table C................................................................................................. 23 Weapons Breakage ................................................................................................. 23 Swordsmanship....................................................................................................... 23 Sequencing .............................................................................................................. 24 Recovery .................................................................................................................. 24 Status ...................................................................................................................... 25 Duelling Table D: Status Point Gains and Losses from Duels......................... 25 Practice.................................................................................................................... 25

INFLUENCE ............................................................................................. 27 Influence Table A: Influence of Social Level ..................................................... 27 Influence Table B: Influence required ............................................................... 27 Influence Table C: Influence of Mistress........................................................... 28

MILITARY ABILITY ................................................................................ 30 REGIMENTS............................................................................................. 31 Regimental Table A: Application to Regiment.................................................. 31 Regimental Table B: The Regiments ................................................................. 33 Regimental Table C: Brigades, Friends & Enemies and Weapons .................. 34 Regimental Organisation ....................................................................................... 35

CAMPAIGN ............................................................................................... 39 Campaign Determination ....................................................................................... 39 Force Commitment Table................................................................................... 40 Force Deployment Table .................................................................................... 40 Force Organisation Table................................................................................... 40 Substitutions........................................................................................................... 45

VOLUNTEERS.......................................................................................... 46 The Royal North Highland Border Regiment........................................................ 47

CAMPAIGN OUTCOME .......................................................................... 48 Battle Result Table ............................................................................................ 49 Interpretations ................................................................................................... 49 Personal Outcome Table .................................................................................... 51 Personal Outcome Table Modifiers.................................................................... 52 Poltroonery.............................................................................................................. 54 Reckless Bravery .................................................................................................... 54 Mention in Despatches ........................................................................................... 55 Promotion ................................................................................................................ 55 Brevet Rank ............................................................................................................ 56 Non-Player Characters ........................................................................................... 58

iv

www.engarde.co.uk

En Garde!

APPOINTMENTS ..................................................................................... 59 Military Ability Modifiers: ................................................................................. 59 Military Appointments Table ............................................................................ 61 Government Appointments Table ..................................................................... 62 Notes on The Military and Government Appointment Tables ............................. 63

TITLES ...................................................................................................... 68 Title Table .......................................................................................................... 69

DISGRACE ................................................................................................ 70 INVESTMENT........................................................................................... 71 Investment Return Tables ................................................................................. 71

PLAYING EN GARDE! ............................................................................. 74 En Garde! online .................................................................................................... 74

INDEX ........................................................................................................ 77 EXAMPLE CHARACTER/ORDER SHEET ............................................ 81 REFERENCE TABLES ..................................................................................86

www.engarde.co.uk

v

En Garde!

INTRODUCTION En Garde! is a semi-historical game/simulation representing many of the situations of an Errol Flynn movie set in the Seventeenth or Eighteenth Centuries. The game was originally devised as a fencing system, with background added to provide scenarios for the duels. After a time, it became apparent that the background was more fun than the duels and En Garde!, in its present form, was born. In En Garde! a player finds himself born into and educated in a world where social climbing is a way of life, and status is a goal to be pursued even over money. It is a world inhabited by Cyrano, Roxanne, Scaramouche, Errol Flynn, Porthos, Athos, Aramis, Rhonda Fleming, François Villon, Constance and, of course, d’Artagnan. There are people to be used, friends in high places to be cultivated, enemies to be humiliated, the Cardinal’s Guard to be trounced, lackeys to be abused, the hand of a fair damsel to be won, and the ear of the King to be gained. Come with us now, to those vibrant, bawdy days of Yore… Sharpen your sword … sharpen your wit … take care not to insult a small man with a large nose … All for one and one for all! … Good luck, my friend, and may your Swash never Buckle!

www.engarde.co.uk

1

En Garde!

BIRTH – Creating Characters The most important thing a player must know about his character is his initial Social Level. This depends on the parents to whom he is born, their wealth and their titles (if any). The Birth Tables provide all the family background necessary to play the game. Generate a character’s Strength, Constitution and Endurance (see page 18). Then roll one die each for the Class, Sibling Rank and Father’s Position on Birth Tables A, B and C respectively. If a player rolls a five or six on the Class table (A), he should also roll on the Father’s Title Table (Birth Table D).

Birth Table A: Class Die roll 1 2 3 4 5 6

Class Commoner Commoner Gentleman Gentleman Nobleman Nobleman

The result of the Father’s Position Table (C) will give each character’s initial fortune and allowance (if any) as modified by the Sibling Rank Table (B). Finally, determine his Military Ability (MA – see page 30).

Birth Table B: Sibling Rank Die roll 1 2 3 4 5 6

Sibling Rank First son1 Second son Second son Second son Bastard2 Bastard2

1 Increase Initial Funds and Allowance by 10% and Initial Social Level by 1. Then roll one die again. On a roll of 1, you are an orphan: you do not get an Allowance and receive the Inheritance instead of Initial Funds; if noble, you receive your Father’s Title and increase your Initial Social Level by another 3. 2 Decrease Initial Funds and Allowance by 10% and subtract 1 from Initial Social Level.

2

www.engarde.co.uk

En Garde!

Birth Table C: Father’s Position Die Initial Allow- Inheritroll Funds ance ance Commoner 1 Peasant 10 0 0 2 Peasant 10 0 0 3 Small Merchant 25 5 100 4 Merchant 150 20 750 5 Wealthy Merchant 250 50 1500 6 Very Wealthy Merchant 500 100 4000 Gentleman 1 Impoverished 40 0 100 2 Impoverished 40 0 100 3 Well-to-do 250 50 1500 4 Well-to-do 250 50 1500 5 Wealthy 500 100 4000 6 Very Wealthy 750 125 5000 Nobleman 1 Impoverished 40 0 100 2 Impoverished 40 0 100 3 Well-to-do 250 50 1500 4 Wealthy 500 100 4000 5 Very Wealthy 750 125 5000 6 Very Wealthy 750 125 5000

Initial Social Level

Birth Table D: Father’s Title (if Noble) Die roll 1 2 3 4 5 6

Class Knight Baron Marquis Earl Viscount Count

www.engarde.co.uk

Son of: Peasant Merchant Gentleman Very Wealthy Gentleman Knight Baron Marquis Earl Viscount Count

Social Level 2 3 4 5 6 7 8 9 10 11

3

En Garde!

After doing all this, all players compare their results to the Initial Social Level Table, making sure to implement any applicable modifiers. All of the above data should be recorded (you can use copies of the sample character sheet provided at the end of these rules or use index cards or just pen and paper) and, if desired, the character may be given a name. EXAMPLE: The Bergerac family is blessed with a son. A five is rolled on Birth Table A, a 1 on Birth Table B: we discover that the character is the first son of a nobleman. Rolling again as instructed in the notes to table B, we find he is not yet an orphan. Rolling a three on the nobles section of Table C shows that the character’s father is well-to-do, and the character has an initial fortune of (250 + 10%) 275 Crowns (coming of age money, so to speak). In addition he will receive a monthly allowance of (50 + 10%) 55 Crowns. A four rolled on Table D shows that the senior Bergerac is an Earl. The character, Rodney Bergerac, has an initial Social Level of 9, plus one for being a first son, or 10 total.

4

www.engarde.co.uk

En Garde!

TIME SEQUENCE Players in En Garde! must adhere to a strict time schedule of events, each player being responsible for maintaining his own personal calendar of events showing his actions each week, and any changes in Social Level, Status Points or wealth. The basic unit of time is the week. Four weeks make a game month, three months make a season and four seasons make a year. For each week of the game, all players, after a short negotiation period, secretly note their personal actions for that week. The negotiation period is necessary to allow players to arrange for duels, toadying or any other activity that must be arranged in advance. A player need not keep his word to other players, but must do what is written on his calendar. A character may engage in only one activity per week. The specific actions recorded in the example below will be explained later, but this is the manner in which weekly records must be planned. SAMPLE MONTH: April 1607 Porthos:

Falstaff:

D’Artagnan:

1

Go to Hunter’s with Falstaff

1

Go to Hunter’s with Porthos

1

Court mistress number 4 (Roxanne)

2

Practice with rapier

2

Visit Bawdyhouse and carouse

2

ditto

3

Join Royal Foot Guards as Captain

3

Visit Hunter’s

3

ditto

4

Visit Bawdyhouse and carouse

4

Visit Hunter’s

4

Visit Bawdyhouse and carouse

www.engarde.co.uk

5

En Garde!

STATUS POINTS AND SOCIAL LEVEL A player’s object is to accumulate as many Status Points as he can in a month, in order to raise his Social Level. Status Points are (with one exception – see Titles) the only way in which Social Level can be raised. To raise a character’s Social Level by one level, Status Points equal to three times the number of the Social Level sought must be accumulated in a single month. For a character of Social Level 4 to attain Level 5, he must accumulate 15 Status Points in the four weeks of the month. At the end of the month, all Status Points accumulated that month are dropped and the character begins anew. Please note that while Status Points are dropped, Social Levels are not. A player who is promoted from level 6 to level 7 during June starts July as a level 7. In order for a character to maintain his Social Level, he must accumulate Status Points equal in number to his Social Level at the beginning of the month. A character who, for instance, began July as a Social Level 3 and who, during the course of the month, accumulated 7 Status Points, would have sufficient points to maintain his level 3 position (the minimum of 3 needed), but an insufficient number to elevate himself to level 4 (three times the aspired level, or 3 x 4 = 12). This character will enter the next month as a Social Level 3. A character who fails to maintain his Social Level will drop one level. If the level 3 character in the above example had attained only 1 Status Point in July, he would have entered August as a level 2. A character’s Social Level may not be changed more than one level per month except as a result of receiving a title (see Titles, page 68). 6

www.engarde.co.uk

En Garde!

SUPPORT A character must pay Crowns (the monetary unit of En Garde!) equal to twice his Social Level each month for support (clothes, servants etc). A character who fails to do so loses one Social Level. A character may gain one additional Status Point each month by conspicuous consumption. This consists of spending three times his Social Level for the month, rather than two, for support.

www.engarde.co.uk

7

En Garde!

CLUBS Joining a club is a good way to gain Status Points, and an even better way to lose money. Six clubs are listed in the Clubs Table, along with additional information for each. There are certain requirements that must be met in order to join a club, and these vary from club to club. The main requirement is a minimum Social Level, although there may be others. To the right of the club requirements are listed the dues which must be paid each month in order to remain a member and the number of Status Points a character receives each month for being a member of that club. The last two numbers deal with gambling and will be dealt with in the Gambling rules (page 10).

Clubs Table Rank and name 1 Bothwell’s 2 Hunter’s

Requirements

Dues

SL of 12+

30

SL of 9+ Officer of Horse 3 The Horse Guards Guards Brigade 4 The Blue Gables SL of 7+ 5 The Frog & Peach SL of 5+ 6 Red Phillips SL of 3+ 7 No club

20

Status Gambling House limit pts/mth divisor None; min 8 500 of 100 6 200 300

20

4

250

300

15 10 5

4 3 2

150 100 50

200 150 150

A character may belong to only one club at a time, and may not visit a club unless he is a member of that club or a guest of a member (see Toadying, page 9). A character may resign from a club at any time without penalty, except for the loss of the remainder of that month’s dues if he resigns before the month is over. Upon resigning, a player may not rejoin that club for three months, but may immediately try to join a different one.

8

www.engarde.co.uk

En Garde!

Characters who meet the requirements of a club are automatically made members on applying. Characters need not visit a club during a month to gain Status Points from belonging, but must pay their dues in order to retain membership in good standing. Visiting a club counts as an action, and no other actions may be performed during the same week except club related activities (gambling and carousing).

Carousing If a player character purchases liquid refreshment at a club or bawdyhouse, he gains a Status Point. Liquid refreshment costs Crowns equal in number to the Social Level of the character. This purchase is referred to as carousing. A player may carouse once a week provided he visits a club or bawdyhouse that week. Carousing is not an action and, in fact, must be done in conjunction with a visit to a club or bawdyhouse.

Toadying Characters may gain status by being seen in the company of their betters; these may likewise benefit by the cultivation of sycophants. If a character is taken as a guest to a club, he receives Status Points equal to the difference in

www.engarde.co.uk

9

En Garde!

rank between the highest club he is able to join (not necessarily the highest he has joined) and the one he is guest at (Club rankings are found on the Club Table). If a character visits a club with a character of a higher Social Level, he receives Status Points equal to one half the difference in their Social Levels. The higher level character receives (or loses) Status Points based upon the difference in Social Level between himself and his guest; consult the Toady Table. Points are determined for each guest separately. Players are free to work out any system of recompense they desire for this service.

Toady Table 0-3 +1

Difference in Social Level 4-6 7-8 9-10 0 -1 -2 Status Points Awarded

11+ -3

A character carousing as the guest of a character of higher Social Level must pay a carousing cost equal to that of his host. EXAMPLE: Jacques, Social Level 4, accompanies Cyrano, Social Level 14, to Bothwell’s. He receives 5 Status Points for being at Bothwell’s, as the highest club Jacques could join is Red Phillips (Bothwell’s is club number 1; Red Phillips is number 6; 6 – 1 = 5). He receives 5 more points for being Cyrano’s guest (14 – 4 = 10 / 2 = 5), and 1 more for carousing (at a cost of 14 crowns), for a grand total that week of 11 Status Points. Cyrano loses 2 Status Points for being seen in public with Jacques, but receives 1 for carousing (at a cost of 14 crowns); presumably Jacques will offer him some recompense for this sacrifice.

Gambling Characters may gamble at clubs or bawdyhouses. Gambling is conducted in the following manner. The character announces the amount he is betting. This amount cannot exceed the house limit of the club at which he is gambling (see the Clubs Table). A bawdyhouse has no house limit.

10

www.engarde.co.uk

En Garde!

Another character, acting as croupier, rolls one die. The gambler must roll a die and obtain a result higher than the croupier to win, or withdraw without rolling and take a loss of half the amount bet (known as cutting losses or a cut). Ties and rolls lower than the croupier’s are won by the house, and the money effectively disappears from play. Each time a character wins a bet, he receives one Status Point; each time he loses a bet or cuts, he loses one Status Point. In addition, after all betting is done for the week, a player gambling at a club (but not at a bawdyhouse) adds up the total amount bet that week by his character and divides it by the gambling divisor of the club he is in, dropping fractions (see Club Table). A cut counts as half the amount originally bet. The resulting number is the number of Status Points received in addition to the one-per-win total. A character may place only nine bets in any one week. For example: Aramis decides to wager four bets of 50 crowns each at the Red Phillips Club. The rolls are shown below. The House Aramis Rolls 2

Rolls 3 Aramis wins

4

1

6

Cuts

5

5

Aramis loses Aramis loses ½ Aramis loses

Aramis wins 50 crowns on the first bet and gains a Status Point. The second bet, he loses 50 crowns and a Status Point; the third bet, Aramis cuts and loses 25 crowns and a Status Point. The fourth and final bet, Aramis loses 50 crowns and a Status Point. His total for the evening is 175 crowns bet, divided by 150 (the Red Phillips divisor), one win, two loses and a cut. This leaves him down 75 crowns and -1 Status Point for the week (+50 -50 -25 -50 = -75 crowns; win = 1 Status Point, 2 losses and 1 cut = -3 Status Points, +1 Status Point for wagering at least 150 crowns gives -1 Status Points).

www.engarde.co.uk

11

En Garde!

FEMALE COMPANIONSHIP Once per month, characters must have some sort of female companionship. In addition to suffering a certain amount of discomfort, characters will lose Status Points if they do not do so. Characters lose 2 Status Points the first month in which they lack feminine company and an additional 2 points each consecutive month thereafter. Characters may fulfil the female companionship requirements by acquiring a mistress or by going to a bawdyhouse.

Mistresses At the beginning of the game someone should roll dice to determine the various mistresses’ Social Levels and special attributes, if any. There should be as many mistresses rolled for as there are players. Each mistress has a set Social Level, and the possibility of three special attributes: exceptional Beauty, Influence and Wealth. Roll three dice to find each mistress’s Social Level, then roll one die for each attribute for each mistress. On a roll of one or two, that mistress has that attribute. At this point, if desired, mistresses may be given names. In order to win a mistress, a character must go courting and this costs money: three times the mistress’s Social Level per week. Success depends on the difference in Social Level between the character and prospective mistress. Subtract the mistress’s Social Level from the character’s Social Level and refer to the Mistress Courting Table to find the die roll, or higher, on one die, needed for success.

12

Mistress Courting Table Difference Die roll in Social needed or Level higher -6 6 -5, -4 5 -3, -2, -1 4 0, +1, +2 3 +3 or more 2

www.engarde.co.uk

En Garde!

The die roll may be modified. For each additional amount equal to three times the fair damsel’s Social Level the character pays, he may add one to his die roll. Courting is never certain, though – on a roll of 1, regardless of modifiers, the mistress rejects the character. Characters courting a wealthy mistress may not modify the die roll in this manner. Courting takes one week of time, therefore counting as an action. A character who unsuccessfully courts a prospective mistress may try again in a later week, but must pay the courting cost again too. If two characters discover each other at the doorstep of the same young lady in the same week, there may be difficulties. Either character may withdraw in favour of the other. If a character withdraws in favour of a character of a lower Social Level than himself, he loses Status Points equal to the difference in Social Levels between them. If neither character withdraws, a duel is required to settle the issue. Both players have spent the money before courting, regardless of what happens. A player may court the mistress of another player, but he has an automatic die roll modifier of -1. Courting another player’s mistress is obviously cause for a duel if discovered. A character is caught if he attempts to court another player’s mistress while the other player is with her, or if he courts, fails to win her and commits an indiscretion (described below) in the process. Characters are permitted to have only one mistress at a time. A player who has a mistress may court another, however. If successful, he must give up the first mistress. If unsuccessful, he must roll one die. On a roll of 1 through 5, he has been sufficiently discreet and his mistress does not find out. On a roll of 6, he has committed an indiscretion and his present mistress throws him out on his ear.

www.engarde.co.uk

13

En Garde!

Once a character wins a mistress (i.e. successfully courts her) he must pay crowns equal to three times her Social Level once per month for her support. If a player has a wealthy mistress, he need not pay her support; indeed, she will pay him crowns equal to twice the difference in their Social Levels (little gifts and what not) if hers is higher. A character receives one Status Point per month for having a mistress, regardless of her attributes or Social Level. If his mistress is of a higher Social Level than he is, a character receives additional Status Points equal to the difference in Social Level between himself and his mistress. Beautiful mistresses give an additional Status Point to their lovers. All mistresses have a certain amount of influence, depending upon their Social Level, and influential mistresses have additional influence. Influence Table C lists mistresses’ favours (see Influence – page 27 – for their uses). A character need only visit his mistress once per month to satisfy his need for female companionship. Visiting a mistress counts as an activity unless the visit is combined with a visit to a club. Mistresses accompanying their lovers to a club count in lieu of the monthly visit. Naturally, the character is expected to purchase her liquid refreshment.

Bawdyhouses Bawdyhouses are open to all who wish to avail themselves of the services of such establishments. Gambling, female companionship and liquid refreshment are available. Gambling is as outlined in the gambling rule, but without house limit or house divisor. One Status Point is gained per win, and one lost per loss or cut, but no points are gained for the total amount bet. Before beginning an evening at a bawdyhouse, all characters must state the number of crowns they are bringing with them. Credit is not allowed.

14

www.engarde.co.uk

En Garde!

Female companionship costs crowns equal to the character’s Social Level. Liquid refreshment is mandatory, costing crowns equal to the numerical value of the character’s Social Level. At the end of his visit, any character in the red light district must roll one die to determine if he is set upon by footpads and relieved of his money. This occurs on a roll of 6 on one die.

www.engarde.co.uk

15

En Garde!

LOANS Characters may borrow money from other players, or from local moneylenders or Shylocks. Characters do not charge interest on loans to other characters; this is ungentlemanly. At any time after three months from the date of the loan, however, the lender may demand payment from the borrower. If the borrower is unable to pay, he is disgraced: he must join a Frontier Regiment and remain with it until he is able to pay. When a character borrows money from a Shylock, he must pay back the money plus 10% interest at the end of six months’ time. If unable to pay, the character is disgraced and must join a Frontier Regiment until he can pay his debts. When borrowing from a Shylock, the maximum amount that any character can borrow is 100 times his Social Level. If a character borrows up to his capacity and is promoted a level, he may, if he desires, borrow more up to his new limit.

16

www.engarde.co.uk

En Garde!

DUELLING Duelling is a socially acceptable, if not strictly legal, way of settling disputes between gentlemen. The winner receives satisfaction for his honour and the status accorded a victor. The loser receives humiliation, grievous wounds, and ofttimes death.

Cause for duels When two characters are in the same place (that is, performing the same activity), a duel may take place. There must, however, be cause. Unless permitted to by the rules, any character who has cause and an opportunity to fight and does not will lose Status Points equal in number to half his current Social Level. Judgement of whether or not there was cause is up to all the players who do not belong to the same Regiments as the two estranged parties. At any time a vote may be called for, a unanimous vote of all players not involved being required to decide that there is no cause. Examples of sufficient cause for a duel are: Two characters of two unfriendly Regiments meeting (Regimental friends and enemies are listed in Regimental Table D). Committing an indiscretion with another player’s mistress. Insulting a regimental friend of a character. Two characters courting the same mistress. If a noble meets a non-noble who is four or more Social Levels above him.

www.engarde.co.uk

17

En Garde!

Abilities When creating a character, each player must determine his abilities. There are four abilities pertaining to duelling, each determined by random die rolls: Strength, Expertise, Constitution and Endurance. Strength represents the ability of the character to inflict damage on his opponent. Expertise represents the character’s skill and experience at fencing. Constitution represents the character’s general health. Endurance represents the character’s ability to absorb punishment. The first three of the above abilities are found by rolling three dice for each. Endurance is determined by multiplying Constitution by Strength.

Terminology Several terms are used in the rules, precise understanding of which is necessary to comprehension of the duelling procedure. These are: 1

Turn A duel is composed of an indefinite number of turns. In each turn, both antagonists will simultaneously perform a single action.

2

Action Each action represents a single discrete movement by a dueller. Each action takes exactly one turn. All possible actions are listed on Duelling Table A.

3

Routine A routine is a grouping of individual actions into a coherent pattern. All possible routines are listed on Duelling Table A. For example, a Lunge routine would take three turns to perform. Players must perform routines in the exact sequence shown. At the conclusion of any routine, a player is in a position to begin any other routine.

4

Sequence A sequence is a convenient, arbitrary division of time into manageable blocks. A sequence is twelve turns long.

18

www.engarde.co.uk

En Garde!

Duelling Table A: Actions and Routines Actions X

= Rest/Guard/Recover (called Rest for simplicity) L = Lunge S = Slash C = Cut K = Kick JB = Jump Back CL = Close R = Riposte T = Throw P = Parry B = Block Sur = Surrender OP1 = Optional Parry 1 OP2 = Optional Parry 2 OB1 = Optional Block 1 OB2 = Optional Block 2

Recording Actions Each turn, both players will simultaneously perform an action. To enable simultaneity of actions, players will record their actions ahead of time. A player records an entire sequence (12 turns) of actions and then performs them one per turn. One action must be recorded for each turn of the sequence. Each action recorded must be part of a routine as listed on Duelling Table A. All actions in a routine must be performed in the exact order given on the table, and no routine may be begun before the previous routine is completed.

Routines Rest Lunge Slash1 Furious Slash Furious Lunge Kick Jump Back Throw Parry2 Block Close Optional Block Optional Parry Optional Surrender

= -X= -X-L-X= -(X)-X-S= -X-S-X-C-X-X-X= -L-X-X-C-X-X-X= -CL-K-X-X-X= -JB-X= -JB-X-T= -P-(R)= -B= -CL= -OB1-OB2= -OP1-OP2= -Sur-

1 See Recording Actions rule 2 See Optional Routines rule

www.engarde.co.uk

However, the slash routine may take either of two forms. The first, shown on Duelling Table A, is X-X-S. If the previous routine ended in a rest (X), the slash routine may be abbreviated

19

En Garde!

to X-S. Thus a lunge followed by a slash would be X-L-X-X-S. This does not apply if the previous routine was a mandatory rest (see Swordsmanship). Each turn in the sample sequence (below) has one and only one action recorded for it. Turns 1-3 comprise a lunge routine, turns 4-8 comprise a kick routine, turns 9-10 comprise a slash routine, turn 11 is a parry and turn 12 is the first action of a jump back routine. It is not necessary that a routine be completed within the limits of a twelve turn sequence. Thus, only the first action of the jump back routine is recorded in this sequence. Once the routine has been started, however, it must be completed (exception: See Optional Routines). Therefore in the example, a parenthetical reminder is also shown that the first action of the next sequence must be a rest, the completion of the jump back routine. Sample Sequence 1 X

2 L

3 X

4 CL

5 K

6 X

7 X

8 X

9 X

10 S

11 P

12 JB

(1) (X)

Revealing Actions In a turn, both players simultaneously reveal their actions, consult the duelling tables, and record damage inflicted. Because in certain cases optional, previously unwritten routines are allowed (see Optional Routines), the following procedure is recommended. 1 Either player, when he feels ready to call out his action for the turn, calls out only the turn number. 2 His opponent then considers his written move and the possibilities of an optional move, decides, and calls out his move. 3 The first player then calls out his written move, and the result of the clash of blades is determined, as explained later.

20

www.engarde.co.uk

En Garde!

Alternatively, a player may decide to use an optional routine, write it in as his move, and then call out the turn number to indicate his readiness to duel.

Optional Routines Under some conditions a player may, at the beginning of a turn, substitute an optional routine for the one previously recorded. This must be done before any action other than “rest” has been performed in the current routine. The remaining portion of the written routine is cancelled; if the optional routine is shorter than the remaining portion of the cancelled routine, the excess turns of the cancelled routine must be filled with rests; if the optional routine is longer than the routine it has replaced, all subsequent routines must be displaced the number of turns necessary to accommodate the longer routine. Only one optional routine may replace one cancelled routine.

There are four optional routines, as listed on Duelling Table A. The riposte may only be used if the riposting player parried his opponent’s lunge in the previous turn. A riposte is not allowed after an optional parry. The surrender routine may be performed at any time. After the current turn, the duel is over; naturally, the surrendering player has lost.

Inflicting Damage If, in a turn, either player makes an attack (a lunge, slash, cut, kick, throw or riposte) his opponent may sustain damage. To determine damage, cross-index the attacker’s action with the defender’s on Duelling Table B. Multiply the result by the attacker’s Strength and subtract it from the defender’s Endurance. Note that both players may be attacker and defender in the same turn; i.e. if both make an attack. Damage is sustained by both players simultaneously. www.engarde.co.uk

21

En Garde!

Duelling Table B

L S C K T* R *

Defender X L S C K JB CL T P B OB1 OB2 OP1 OP2 2 2 1 1 2 0 3 2 0 2 2 2 1 0 1 1 1 1 1 0 2 1 1 0 1 0 1 1 2 2 2 2 2 0 3 2 2 2 2 2 2 2 3 2 2 2 1 0 3 3 3 3 3 3 3 3 4 4 4 4 3 4 3 4 4 4 4 4 4 4 1 When a weapon is thrown, roll a die. On a 1 or 2, the throw is successful and the opponent takes damage. Any other result and the thrower has missed while the opponent is unharmed. In either case the thrower is now unarmed. When daggers are thrown, they hit on a roll of 1, 2 or 3. Two-handed swords and cutlasses may be thrown, but are somewhat different. Roll two dice: on a roll of 2 the opponent has been hit and is immediately killed. Any other result and the thrower is unarmed with no effect on his opponent.

If a player’s Endurance goes below half its original level, he must add one mandatory rest routine into every sequence. If a player’s Endurance reaches zero or below, he is dead.

Optional Weapons Although the rapier is the common weapon used for duelling, players may choose to arm themselves otherwise. Duelling Table C lists the optional weapons and their different characteristics in attack. Opponents in a duel do not have to use the same type of weapon. When determining damage from an attack using an optional weapon, follow the usual procedure, but multiply the result by the number on Duelling Table C which corresponds to the weapon and type of attack used. For example, Porthos lunges with a sabre while Cyrano rests. Porthos’s Strength is 10; Duelling Table B gives a multiplier of two and Table C gives a multiplier of ½; therefore, Cyrano must subtract 10 from his Endurance (10 x 2 x ½ = 10).

22

www.engarde.co.uk

En Garde!

Duelling Table C Rapier (1) Dagger (1) Foil (1) L 1 1 1 S 1 ½ 0 C 1 ½ 0 K 1 1 1 T 1 2 1 R 1 1 1 * See note to Duelling Table B.

Sabre (2)

Cutlass (3)

½ 2 2 1 ½ ½

0 4 0 ½ * 0

Two-Handed Sword (4) 0 3 2 ½ * 0

Daggers: When a character is duelling with a dagger as a weapon, he must precede all attacks (except throw) with a close routine. If duelling against a two-handed sword, he must precede all attacks with two close routines. Cutlass: The slash routine for a cutlass is -X-S-X-X-X-, not -(X)-X-S-.

Weapons Breakage Each time a player completely stops the attack of another player (a result of 0 hits on Duelling Table B after an attack action), there is a chance of the defender’s blade breaking. Refer to Duelling Table C and find the number in brackets beside the name of the weapon used. Subtract the defender’s weapon number from the attacker’s. If the defender parried, subtract one more. If the defender rolls this number or less on one die, the weapon is broken. This rule does not apply if the defender has just executed a jump back action. A broken weapon is treated as a dagger in all respects except for throwing. If thrown, it is treated as a sabre. A character with a broken dagger is disarmed.

Swordsmanship The player with the higher Expertise in a duel has the advantage (see Sequencing). In addition, if the difference in Expertise is 3 or 4, the player with lower Expertise must add one mandatory rest routine into every sequence; if the difference is 5 or 6, he must add two rests, and if the difference is 7 or more, he must add 3 rests.

www.engarde.co.uk

23

En Garde!

If a player fails to comply with this, and is caught, he is at the mercy of the other players. The common practice is death by stoning.

Sequencing Both players secretly write their actions for several turns in advance. At the start of the duel, the player with the advantage writes his actions for a short sequence of 6 turns, while his opponent writes a full sequence of 12 turns. After turn 6, the player with the advantage writes a full 12 turn sequence, and after turn 12, his opponent writes another full sequence. The players continue writing overlapping sequences in this manner until one of them surrenders or is killed.

Recovery In the event of a non mutually fatal duel, one or both players may be wounded. Players recover from wounds at the following rate: One half of the Endurance points lost in a duel may be recovered the first week after the duel. Each week thereafter, Endurance points equal to the character’s Constitution may be recovered. A player with less than 50% of his Endurance may decline a duel, regardless of cause, without loss of status (see below). If, however, a character in such a condition accepts a duel, he will gain 3 Status Points immediately, regardless of the outcome of the duel.

24

www.engarde.co.uk

En Garde!

Status Characters may gain or lose Status Points as the result of a duel. Duelling Table D lists Status Point changes after a duel.

Duelling Table D: Status Point Gains and Losses from Duels If a player:  Fights a member of a friendly Regiment and wins, he loses 1 Status Point;  Fights a member of a neutral Regiment and wins, he gains 2 Status Points;  Fights a member of an enemy Regiment and wins, he gains 5 Status Points;  Fights a member of an enemy Regiment and loses, he loses 2 Status Points;  Refuses a challenge that has cause, he loses Status Points equal to half his Social Level;  Challenges with insufficient cause, he loses 2 Status Points;  Meets an opponent who refuses a challenge (with cause), he gains 2 Status Points;  Kills his opponent, he gains 2 Status Points. The winner of a duel increases his Expertise by one.

Practice Characters may practice to improve their fencing ability. For every four weeks of practice (not necessarily consecutive) a player raises his Expertise characteristic by one. At any time, a character may subtract five from his Expertise to add one to his Strength characteristic. No other trades may be made, and all the above are irreversible. Characters may practice with any weapon, but must note on their calendars which weapon is used for each practice session. If a character becomes www.engarde.co.uk

25

En Garde!

proficient with one weapon, then switches to another, he returns to his original Expertise for that weapon. He retains, however, whatever Expertise he may have gained with his former weapon. Characters who do not belong to a Regiment must pay crowns equal to their Expertise for each week of practice. Characters in a Regiment may practice free with that Regiment’s weapon, but must pay for practice with any other weapon, as outlined above. Regimental Table C (page 34) lists the weapons of each Regiment.

26

www.engarde.co.uk

En Garde!

INFLUENCE Influence is a way to gain money, power and position. It is, without a doubt, the most valuable commodity in the game. Influence is measured in favours. There are nine classes of favours, rated, in ascending order of effectiveness, from 1 to 9. Favours are used to modify the die rolls that represent the decisions of non-player characters. (Player characters make their own decisions and influence has no effect on them; favours to player characters take other forms.) Once used to influence a decision, a favour is expended. Influence Table B lists the class of favour needed to obtain a die roll modification of one on the decisions of a nonplayer character of specified rank or position. A favour of a higher class than that listed will have a greater effect: one additional die roll modification for each level the favour is above the minimum necessary. For example, a class 9 favour will obtain a die roll modification of 4 on the decisions of a General.

Influence Table A: Influence of Social Level Social level Influence 8 or 9 1 10 or 11 2 12 or 13 3 14 or 15 4 16 or 17 5 18 or 19 6 20 or 21 7 22 or 23 8 24+ 9

Influence Table B: Influence required Needed to influence King 9 Crown Prince, Cardinal 8 Minister, Field Marshal 7 General 6 Lieutenant-General 5 Brigadier-General 4 Colonel 3 Lieutenant-Colonel 2 Major, Captain 1 Position

In addition, two favours may be combined to produce one favour of the next highest level (two class 4 favours make a class 5 and so on). More than one favour may be brought to bear to influence a given decision. The die roll modification may be either additive or subtractive, depending on the player’s wishes, and more than one player may influence the same decision. EXAMPLE: If Athos, a Lieutenant-General, seeks to become Inspector-General of Cavalry (see Appointments, page 59 onwards), he must go to the www.engarde.co.uk

27

En Garde!

Minister of War who appoints that position (it is assumed that no player holds the post). To influence a Minister, a class 7 favour is the minimum needed. The number Athos must roll on one die, unmodified, is 6. Athos has no class 7 favour to use, but his friend Porthos has a class 8 favour and uses it to influence the minister on Athos’s behalf, giving him two favourable die roll modifiers and making the necessary die roll 4 instead of 6. Unfortunately, Cyrano, an enemy of Athos, wishing to prevent him from advancing, uses a class 9 favour to give an unfavourable die roll modification of 3. The final die roll necessary to obtain the appointment now becomes 6 – 2 + 3 = 7; poor Athos cannot get the appointment as it is impossible to roll a 7 on a six-sided die. Influence may be used to seek or block appointments, aid the prosecution or the defence in embezzlement trials and for many other purposes outlined in specific rules. Events not specifically listed as being influenceable (for example, promotion) are not. Influence may be received by virtue of a player’s Social Level (as shown on Influence Table A), from his mistress (as shown on Influence Table C) and from certain appointments (as shown on the Appointments Tables).

28

Influence Table C: Influence of Mistress Social Normal Additionally, Level influence if Influential 18 9 9 17 8 9 16 7 8 15 6 7 14 6 6 13 5 5 12 4 5 11 4 4 10 3 4 9 2 3 8 1 3 7 2 6 1 5 1 4 1 3 1

www.engarde.co.uk

En Garde!

Mistresses give their lovers one favour a year, of the class listed under the heading “Normal influence” on Influence Table C. Influential mistresses additionally provide a favour of the class listed under the heading “Additionally, if Influential” on the table, once a year. Favours for Social Level and appointment are received once each season. Players may save favours received from non-player characters indefinitely, and those received from mistresses for the duration of the affair. All others may not be saved beyond the season in which they are received.

www.engarde.co.uk

29

En Garde!

MILITARY ABILITY Military ability (MA) is the numerical quantification of a character’s ability to lead men in battle. MA is determined when a character is created by rolling one die, the result of which is that character’s military ability. Military ability is occasionally determined for non-player characters, such as the Commander of a Regiment in which a character serves, since the MA of the non-player character will have a tremendous effect on the character.

30

www.engarde.co.uk

En Garde!

REGIMENTS Gentlemen will find that a career in the military offers the best opportunities for advancement. Regimental Table A lists the names of the Regiments and the minimum die roll needed to be accepted into that Regiment per Social Level. This die roll may be modified by influence with the Regimental Commander. If the Regiment is commanded by a player, no roll is required: the Commander decides who is accepted. The candidate must meet all the minimum criteria for acceptance into the Regiment.

Regimental Table A: Application to Regiment Social level -1 2 3 4 Royal Foot Guards - - - Cardinal’s Guard - - - King’s Musketeers - - - Dragoon Guards* - - - Queen’s Own Carabiniers* - - - 5 Archduke Leopold Cuirassiers* - - - 5 Crown Prince Cuirassiers* - - 5 5 Royal Marines - 5 5 4 Grand Duke Max’s Dragoons* - 5 5 4 Picardy Musketeers 5 5 4 4 13th Fusiliers 5 4 4 3 Princess Louisa’s Light Dragoons* 5 4 4 3 53rd Fusiliers 4 4 3 3 27th Musketeers 4 4 3 3 4th Arquebusiers 4 4 3 3 69th Arquebusiers 4 3 3 2 The Gascon Regiment 4 3 3 2 Frontier Regiments Automatic

5 5 5 5 4 4 4 3 3 3 2 2 2 2 2

6 5 5 5 4 4 4 3 3 3 2 2 2 2 2 1 1

7 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1 1 1

8 5 4 4 4 3 3 3 2 2 2 1 1 1 1 1 0 0

9 4 4 4 3 3 3 2 2 2 1 1 1 0 0 0 0 0

10 11 12 13 14 4 3 3 2 2 3 3 2 2 1 3 3 2 2 1 3 2 2 1 1 2 2 1 1 0 2 2 1 1 0 2 1 1 0 0 1 1 0 0 -1 1 1 0 0 -1 1 0 0 -1 -1 0 0 -1 -1 -2 0 0 -1 -1 -2 0 -1 -1 -2 -2 0 -1 -1 -2 -2 0 -1 -1 -2 -2 -1 -1 -2 -2 -3 -1 -1 -2 -2 -3

15 16 1 1 1 0 1 0 0 0 0 -1 0 -1 -1 -1 -1 -2 -1 -2 -2 -2 -2 -3 -2 -3 -3 -3 -3 -3 -3 -3 -3 -4 -3 -4

* Cavalry Regiment

www.engarde.co.uk

31

En Garde!

A player who unsuccessfully attempts to join a Regiment may apply to other Regiments in the same week, but may only apply to Regiments of a lower social standing than the one to which he has been denied admission. The social standing of the Regiments is the order in which they are listed on Regimental Table A, the Royal Foot Guards being the highest, and the Frontier Regiments the lowest. For every two rejections, the character must subtract one from his die roll on subsequent applications. The character has the option to buy an officer’s commission provided he has the Social Level and the money to do so. A rank up to and including that of Major may be bought immediately upon entry into the Regiment, providing the character meets all other requirements. Regimental Table B lists the minimum Social Level, Status Points received monthly, pay per month, and price required to purchase a particular rank. The price to purchase is the amount of money it takes to receive that rank from the rank immediately below it. In order to initially buy a Majority, for instance, a character would have to pay the costs of the rank of Captain and Subaltern in addition to the cost of Major. For the ranks of Lieutenant-Colonel and above, commissions may not be bought initially. Members of Cavalry Regiments and Captains of any Regiment must buy one horse and equipment. Majors and above in any Regiment must buy three horses and equipment. Anyone who buys a horse must also hire a groom and pay support on a monthly basis. A horse costs 100 crowns, and requires support of 3 crowns per month. A groom must be paid 2 crowns per month, but only one need be hired, regardless of how many horses are to be cared for.

32

www.engarde.co.uk

En Garde!

Regimental Table B: The Regiments Regiment: 1 Private 7 12 6 Subaltern 8 140 16 7 Captain 9 150 18 8 Major 10 170 22 9 Lieutenant- 11 190 Colonel 26 10 Colonel 12 240 30 11 BrigadierGeneral

6 30 8 Lieutenant8 General 35 9 General 10 40 10 Field Marshal 12 45 20

www.engarde.co.uk

2 6 10 5 7 130 14 6 8 140 16 7 9 160 20 8 10 180 24 9 11 230 28 10

3 5 10 4 6 120 14 5 7 130 16 6 8 150 20 7 9 170 24 8 10 220 28 9

4 4 8 3 5 110 10 4 6 120 14 5 7 140 18 6 8 160 22 7 9 210 26 8

5 3 8 3 4 100 10 4 5 110 14 5 6 130 18 6 7 150 22 7 8 200 26 8

Min. social level Monthly pay Monthly status Min. social level Monthly pay Monthly status Min. social level Monthly pay Monthly status Min. social level Monthly pay Monthly status

6 2 6 2 3 90 8 3 4 100 12 4 5 120 16 5 6 140 20 6 7 190 24 7

7 4 1 2 80 6 2 3 90 10 3 4 110 14 4 5 130 18 5 6 180 22 6

8 4 0 2 70 6 1 3 80 10 2 4 100 14 3 5 120 18 4 6 170 22 5

9 2 0 60 4 0 2 70 8 1 3 90 12 2 4 110 16 3 5 160 20 4

10 2 0 50 4 0 2 60 8 0 3 80 12 1 4 100 16 2 5 150 20 3

Min. social level Purchase price Monthly pay Monthly status Min. social level Purchase price Monthly pay Monthly status Min. social level Purchase price Monthly pay Monthly status Min. social level Purchase price Monthly pay Monthly status Min. social level Purchase price Monthly pay Monthly status Min. social level Purchase price Monthly pay Monthly status

Each regiment uses one of the columns as follows: 1 Royal Foot Guards 2 Cardinal’s Guard, King’s Musketeers 3 Dragoon Guards* 4 Queen’s Own Carabiniers*, Archduke Leopold Cuirassiers* 5 Crown Prince Cuirassiers* 6 Royal Marines, Grand Duke Max’s Dragoons* 7 Picardy Musketeers 8 13th Fusiliers, Princess Louisa’s Light Dragoons* 9 53rd Fusiliers, 27th Musketeers, 4th Arquebusiers 10 69th Arquebusiers, Gascon Regiment

33

En Garde!

* Cavalry regiment

Regimental Table C: Brigades, Friends & Enemies and Weapons Status for Brigade Friends position* +6

+5

+4

+3

+2

+1

+1

Brigade and component regiments Enemies

Weapon

Brigade of Guards Royal Foot Guards Cardinal’s Guard King’s Musketeers

Rapier Rapier Rapier

Horse Guards Brigade Dragoon Guards Queen’s Own Carabiniers

Sabre Sabre

Heavy Brigade Crown Prince Cuirassiers Archduke Leopold Cuirassiers

Sabre Sabre

Dragoon Brigade Grand Duke Max’s Dragoons Princess Louisa Light Dragoons

Sabre Sabre

1st Brigade of Foot Royal Marines Picardy Musketeers

Cutlass Rapier

2nd Brigade of Foot 13th Fusiliers 53rd Fusiliers

Rapier Rapier

3rd Brigade of Foot 27th Musketeers 4th Arquebusiers

Rapier Rapier

+0

4th Brigade of Foot 69th Arquebusiers Rapier Gascon Regiment Rapier * Status points for positions as listed in the Status Points column are awarded to the Brigade commander and Brigade Major

34

www.engarde.co.uk

En Garde!

Characters with the rank of Private must spend two weeks of each month on duty with their Regiment: cleaning stables, mounting guard, polishing equipment and so on. While on duty, they may undertake no other action. Subalterns must spend one week of every month on duty supervising the Privates, while officers above the rank of Subaltern need not spend any time on duty at all. Privates and Subalterns may be excused from duty by the permission of their Battalion Commanders. A non-player Battalion Commander will excuse a player from one week of duty on a roll of 5 or greater on one die. This may be modified by influence. Each Regiment is a component of a specific Brigade. Brigades and their component Regiments are listed on Regiment Table C. Brigades are important in determining which Regiments go on campaign.

Regimental Organisation All Regiments are organised identically. Each infantry Regiment has three Battalions, numbered 1 through 3. Each Battalion has two Companies, for a total of six per Regiment. Companies are lettered A through F. Cavalry Regiments are organised the same, except that the Battalions are called Squadrons and the Companies are called Troops. There are ten officers above the rank of Subaltern in each Regiment; there are an unlimited number of Subalterns and Privates for the purposes of the game. Upon joining a Regiment, each player should make a chart showing the ten higher officers in the Regiment. Since promotion is possible only if there is an opening available, players will want to keep a record of the fate of the other officers in their Regiment, whether they are player characters or not. If more than one player is in a Regiment, only one record need be kept. The record should look like that shown below for a hypothetical Cavalry Regiment. Sample Organisation I: Colonel – Regimental Commander (MA 3) Lieutenant-Colonel – 1st Squadron Commander

www.engarde.co.uk

35

En Garde!

Major – 2nd Squadron Commander Major – 3rd Squadron Commander Captain – A Troop Commander Captain – B Troop Commander Captain – C Troop Commander Captain – D Troop Commander Captain – E Troop Commander Captain x – F Troop Commander

Since the Colonel’s Military Ability (MA – see above) is important, determine it upon enlisting, and record it beside his position as shown. Officers of the same rank in a Regiment are arranged on the basis of seniority. Therefore, the Captain commanding A Troop is the senior Captain of the Regiment. Upon achieving the rank of Captain or above a player becomes the junior officer holding that rank in the Regiment. As officers above him are killed or promoted, he will advance in seniority, but not necessarily be promoted. A player from each Brigade should roll once each game year to determine if one of the Majors is serving as Brigade Major (see Military Appointments Table and Appointment Rules). On a roll of 1 through 3, the Brigade Major is from the first named Regiment of the Brigade; on a 4 through 6, he is from the second named Regiment. In the Guards Brigade, the Brigade Major is from the Royal Foot Guards on a roll of 1 or 2, from the King’s Musketeers on a roll of 3 or 4 and from the Cardinal’s Guard on a roll of 5 or 6. Re-roll Brigade Major assignments at the end of the regular campaign season each year. Below is a record of the same Cavalry Regiment illustrated earlier after several campaigns. It will serve to illustrate several points. Sample Organisation II: Colonel: brevet Brigadier-General – Brigade Commander (MA 3) 36

www.engarde.co.uk

En Garde!

Lieutenant-Colonel – acting Regimental Commander (MA 2) Major – Brigade Major Major – vacant Captain – acting 1st Squadron Commander Captain – acting 2nd Squadron Commander Captain x – acting 3rd Squadron Commander Captain – A Troop Commander Captain – vacant Captain – vacant

Assuming that in the first illustration the player keeping the record was the junior Captain of the Regiment (Captain x), he is now third in seniority due to the deaths and promotions above him. The Lieutenant-Colonel is now the acting Regimental Commander, since the Colonel has been promoted to Brigadier-General and serves elsewhere (see Brevet Rank, page 56). Notice that this does not open a position of Colonel in the Regiment, since his permanent rank is still Colonel and he will return to command the Regiment if he does not receive another promotion (making his brevet rank Lieutenant-General and his permanent rank Brigadier-General) or gain another appointment as a Brigadier-General, thus extending his brevet rank for another year. Only his death or permanent promotion will open the position. The character has also rolled the military ability of the Lieutenant-Colonel, since, as acting Regimental Commander, his MA will determine the fate of the Regiment. One of the Majors has been detached from the Regiment as Brigade Major. His position is not open for the same reasons given for the Colonel. The other Major’s position is vacant, either due to the former

www.engarde.co.uk

37

En Garde!

occupant’s death or promotion. This leaves all Squadron commands in the hands of Captains. Since our character is the third of three surviving Captains, he commands the third Squadron. As such, he may volunteer it for service, and may roll on the Battle Resolution Table for outcomes. Notice that all vacancies are shown at the bottom of the rank. When a vacancy occurs at the top, all others of that rank move up and the vacancy is shown at the bottom. At the conclusion of each battle where there is a Captain’s vacancy, roll two dice on the Personal Outcome Table to see if a Subaltern is promoted into that slot. Notice that in the example, a Subaltern has been promoted to Captain after the character’s promotion, and he is now the new junior Captain of the Regiment below the character.

38

www.engarde.co.uk

En Garde!

CAMPAIGN One of the aspects of joining the military is that it is sometimes necessary to go on campaign. Each campaign season lasts for three months, and there are four campaign seasons a year. The summer season begins in June, the fall or autumn season in September, winter in December and spring in March. The only season in which the regular army (all Regiments except the Frontier Regiments and the Royal North Highland Border Regiment) campaigns is the summer season. The Frontier and RNHB Regiments are the only ones that regularly campaign during the other seasons and are always on campaign, year round. While on campaign, characters continue to receive pay and allowances, but do not have to pay out any money or keep track of Status Points.

Campaign Determination Each summer campaign season, the regular army will send some units on campaign. Roll one die and consult the Force Commitment Table, which indicates which Brigades are sent on campaign. For instance, if a 5 is rolled, the Dragoon Brigade and the 1st, 2nd and 4th Brigades of Foot of the regular army go. The component Regiments of these Brigades are found on Regimental Table C. Notice that the Frontier Regiments and the Royal North Highland Border Regiment always go. Next, roll another die and consult the Force Deployment Table, which indicates the specific mission of the Brigades sent. A roll of 3, for example, would mean that the Dragoon Brigade was engaged in field operations, while all the other units listed above as being sent would take part in an assault.

www.engarde.co.uk

39

En Garde!

After both of the above procedures have been completed, the organisation of the army on campaign is determined. Create a two digit number using the die roll for Force Commitment as the first digit and the die roll for Force Deployment as the second. The above example would create the number 53. Consult the Force Organisation Table and record the resulting organisation listed.

Force Commitment Table

Force Deployment Table

Die roll: 1 2 3 4 5 6 1 2 3 4 5 6 Guards Brigade X X S A D F F F Horse Guards Brigade X X S F F F F F Heavy Brigade X X X S D F F F F Dragoon Brigade X X X S D F F F F 1st Foot Brigade X X X X S A A D F F 2nd Foot Brigade X X X X S S A D F F 3rd Foot Brigade X X X X X S S A D F F 4th Foot Brigade X X X X X S S A D D F Frontier Regiments X X X X X X S D A S D F RNHB Regiment X X X X X X S A A D F F A = Assault; D= Defence; F = Field Operations; S = Siege

Force Organisation Table Campaign Organisation 11 Field Army 1st Division (1, 3, 4 Bdes) Frontier Division (Frontier Regts, RNH) 12 1st Army 1st Division (3, 4 Bdes) 2nd Division (1 Bde, RNH) 2nd Army Frontier Division (Frontier Regts) 13 same as 11 14 same as 12 15 1st Army Frontier Division (Frontier Regts) 4 Bde 2nd Army 1st Division (1, 3 Bdes, RNH) 16 same as 11

40

www.engarde.co.uk

En Garde!

Campaign Organisation 21 Field Army 1st Division (Gds, 1 Bde) 2nd Division (2, 3 Bdes) Frontier Division (Frontier Regts, RNH) Cavalry Division (Horse Gds, Hvy Bde) Dragoon Bde 22 1st Army 1st Division (Gds, 1 Bde, RNH) 2nd Division (2, 3 Bdes) Horse Gds Bde 2nd Army Frontier Division (Frontier Regts) Cavalry Division (Hvy, Drgn Bdes) 23 1st Army 1st Division (1, 2, 3 Bdes) Frontier Division (Frontier Regts, RNH) 2nd Army Cavalry Division (Horse Gds, Hvy Bde) Dragoon Bde 3rd Army Gds Bde 24 1st Army Frontier Division (Frontier Regts) 2nd Army 1st Division (1, 2 Bdes) 2nd Division (3 Bde, RNH) 3rd Army Cavalry Division (Horse Gds, Hvy Bde) Dragoon Bde Gds Bde 25 1st Army Frontier Division (Frontier Regts) 2nd Army 1st Division (Gds, 1 Bde, RNH) 2nd Division (2, 3 Bdes) Cavalry Division (Horse Gds, Hvy Bde) Dragoon Bde 26 Field Army 1st Division (Gds, 1 Bde, RNH) 2nd Division (2, 3 Bdes) Frontier Division (Frontier Regts) Cavalry Division (Horse Gds, Hvy Bde) Dragoon Bde 31

Field Army

32

1st Army 2nd Army same as 31 same as 32 1st Army 2nd Army same as 31

33 34 35 36

www.engarde.co.uk

1st Division (2, 3 Bdes) 2nd Division (4 Bde, RNH) Frontier Division (Frontier Regts) 1st Division (2, 3, 4 Bdes, RNH) Frontier Division (Frontier Regts)

1st Division (2, 3 Bdes, RNH) 2nd Division (4 Bde, Frontier Regts)

41

En Garde!

Campaign Organisation 41 Field Army 1st Division (Gds Bde, RNH) 2nd Division (2, 3, 4 Bdes) Frontier Division (Frontier Regts) Cavalry Division (Hvy, Drgn Bdes) 42 1st Army 1st Division (Gds Bde, RNH) 2nd Division (2, 3, 4 Bdes) 2nd Army Frontier Division (Frontier Regts) Cavalry Division (Hvy, Drgn Bdes) 43 1st Army Cavalry Division (Hvy, Drgn Bdes) 2nd Army 1st Division (2, 3 Bdes) 2nd Division (4 Bde, RNH) Frontier Division (Frontier Regts) 3rd Army Gds Bde 44 1st Army Cavalry Division (Hvy, Drgn Bdes) Gds Bde 2nd Army 1st Division (2, 3 Bdes) 2nd Division (4 Bde, RNH) 3rd Army Frontier Division (Frontier Regts) 45 1st Army 1st Division (Gds Bde, RNH) 2nd Division (2, 3 Bde) Cavalry Division (Hvy, Drgn Bdes) 2nd Army 3rd Division (4 Bde, Frontier Regts) 46 same as 41 51

Field Army

52

1st Army 2nd Army

53 54 55

same as 51 same as 52 1st Army 2nd Army

56

same as 51

42

1st Division (1, 2 bdes) 2nd Division (4 Bde, RNH) Frontier Division (Frontier Regts) Dragoon Bde 1st Division (1 Bde, RNH) 2nd Division (2, 4 Bdes) Frontier Division (Frontier Regts) Dragoon Bde

1st Division (4 Bde, Frontier Regts) 2nd Division (1, 2 Bdes, RNH) Dragoon Bde

www.engarde.co.uk

En Garde!

Campaign Organisation 61 Field Army 1st Division (1 Bde, RNH) 2nd Division (3, 4 Bdes) Frontier Division (Frontier Regts) Cavalry Division (Horse Gds, Hvy Bde) 62 1st Army 1st Division (1 Bde, RNH) 2nd Division (3, 4 Bdes) Horse Gds Bde 2nd Army Frontier Division (Frontier Regts) Heavy Bde 63 same as 61 64 1st Army Frontier Division (Frontier Regts) Cavalry Division (Horse Gds, Hvy Bde) 2nd Army 1st Division (1 Bde, RNH) 2nd Division (3, 4 Bdes) 65 1st Army Cavalry Division (Horse Gds, Hvy Bde) 1st Division (1, 3 Bdes, RNH) 2nd Army 2nd Division (4 Bde, Frontier Regts) 66 same as 61 71

Field Army

72

1st Army 2nd Army

73

1st Army 2nd Army

3rd Army 74

1st Army 2nd Army 3rd Army

www.engarde.co.uk

1st Division (Gds Bde, RNH) 2nd Division (1, 2 Bdes) 3rd Division (3, 4 Bdes) Frontier Division (Frontier Regts) Cavalry Division (Horse Gds, Hvy Bde) Dragoon Bde Frontier Division (Frontier Regts) Cavalry Division (Hvy, Drgn Bdes) 1st Division (Gds, 1 Bde, RNH) 2nd Division (2, 3, 4 Bdes) Horse Gds Bde Gds Bde 1st Division (1, 2 Bdes) 2nd Division (3, 4 Bdes) Frontier Division (Frontier Regts, RNH) Cavalry Division (Horse Gds, Hvy Bde) Dragoon Bde 1st Division (Gds, Drgn Bde) Cavalry Division (Horse Gds, Hvy Bde) Frontier Division (Frontier Regts) 2nd Division (3, 4 Bdes, RNH) 3rd Division (1, 2 Bdes)

43

En Garde!

Campaign Organisation 75 1st Army 1st Division (4 Bde, Frontier Regts) 2nd Army 2nd Division (Gds, 1 Bde, RNH) 3rd Division (2, 3 Bdes) Cavalry Division (Horse Gds, Hvy Bde) Dragoon Bde 76 same as 71

44

www.engarde.co.uk

En Garde!

Substitutions If there is no player character serving as the Field Marshal, a player may petition to have a Regiment which is not going on campaign during the regular campaign season substituted for one which is. The substituted Regiment must be of the same type (i.e. infantry or Cavalry) as the unit it is substituted for. For example, if the Second Brigade of Foot is to go on campaign, but the Brigade of Guards is not, a player may petition to have the Cardinal’s Guard replace the 69th Arquebusiers. The Field Marshal will grant a player’s petition on a roll of 7 on one die. This roll may be altered by influence. If several players submit conflicting petitions and receive modified die rolls of 7 or higher, the petition is granted to the player with the highest die roll. If several players have equally high die rolls, the Field Marshal will grant the petition of the player with the highest Social Level. If several players have equally high Social Levels, either one must withdraw his petition or a duel is required. The petition is granted to the winner of the duel. If a player is Field Marshal, he may substitute one Regiment as he sees fit. Units substituted, either by a player or non-player Field Marshal, serve in the Brigade of and perform the mission indicated on the Force Deployment Table for the Regiment they have replaced rather than their own.

www.engarde.co.uk

45

En Garde!

VOLUNTEERS Players may go on campaign during any or all non-regular campaign seasons (Fall/Autumn, Winter or Spring) by volunteering. Players who command a Squadron or Battalion may volunteer their unit to go along with them. Players who command Regiments may volunteer their Regiment or any Squadron/Battalion thereof. Players who command Brigades may volunteer their entire Brigade or any one Regiment thereof. Players who volunteer only a portion of their commands need not accompany it on campaign. A nonplayer Commander of a Regiment or a Battalion/Squadron will volunteer his unit on a die roll of 6 on one die. This roll may be modified by influence. Players who do not hold a command as listed above may take a temporary leave of absence (and, some would say, of their senses), volunteer for duty with a Frontier Regiment and thus go on campaign. The character maintains the same rank on the Frontier as he had with his own Regiment, or the rank of Private if he does not belong to a Regiment when he volunteers for Frontier service. Frontier Regiments receive the same pay as the Gascon Regiment. A character who volunteers for duty with a Frontier Regiment retains his position in his own Regiment, if any, and returns to it at the end of the campaign. When conducting a campaign for a non-regular season, roll one die and consult the Force Deployment Chart. The mission shown for a Frontier Regiment is that assigned to all units on campaign. No Army, Division or Brigade organisation is needed (unless a Brigadier volunteers his Brigade), all Battalions and Squadrons functioning as part of a Frontier Regiment and all Regiments functioning independently. All volunteers must be on campaign for at least one month, and may not return from campaign until the end of a campaign season, regardless of time served. In other words, the first week in May is the latest a player could volunteer for the Spring campaign. 46

www.engarde.co.uk

En Garde!

The Royal North Highland Border Regiment The Royal North Highland Border Regiment (RNHB) is a unique unit – an élite Frontier Regiment. At the beginning of the game roll for the military ability of the Commander of the unit in the normal manner, adding three to the die roll. Characters who go to the Frontier to campaign may wish to campaign with the Royal North Highland Borderers rather than a normal Frontier Regiment. To be accepted into the RNHB characters must meet certain requirements. Privates may campaign with the RNHB only if they have an Endurance of 110 or more and an Expertise of 9. Officers may campaign with the RNHB only if they meet the requirements for Privates and, in addition, have received one merit promotion (nonpurchased) or have been mentioned in despatches. Officers with a military ability of 1 are not accepted into the RNHB. Since the RNHB is an élite unit, constantly in the field, there are always openings available for qualified officers and men. Officers of the rank of Major and above may always command Battalions (even Colonels and general officers). When on campaign the Division containing the Royal North Highland Border Regiment rolls for its battle result as if the Commander had a military ability one higher than he really does.

www.engarde.co.uk

47

En Garde!

CAMPAIGN OUTCOME Officers commanding Regiments and higher units exercise a sufficient amount of initiative that their actions affect the outcome of the campaign. Therefore, the military ability of all commanding officers of units above those to which players belong should be determined. Recall the example of troops on campaign presented in the Campaign Determination rule (see page 39) and suppose that a player character is a Major in the 69th Arquebusiers. The player would have to determine the MA of his Regimental Commander (probably already determined) and that of the Commanders of the 4th Brigade of Foot, the 2nd Division and the Field Army since, according to the organisation listed for a type 53 campaign, these are his superiors. A competent staff officer can raise a Commander’s chance of success, so the next step is to determine the MAs of the Adjutants of each of these Commanders, or the Brigade Major in the case of the Brigadier. If an Adjutant’s (or a Brigade Major’s) Military Ability is two or more greater than that of the Commander to whom he is assigned, that Commander is treated as if his MA were one greater than it actually is. Campaign battle results determination begins at the highest level and proceeds to the lowest. That is, first the result of the Army is determined, then the Division, if any, then the Brigade and Regiment. Battle results are determined by rolling a die and cross-indexing the result with the Commander’s MA, as adjusted by any modifiers, on the Battle Results Table. If a Commander obtains a result (not die roll) of 1 or 2, his subordinates roll as if their Military Abilities were one greater than they actually are; if a result of 5 or 6 is obtained, they roll as if their abilities were one less. A character’s effective military ability may not be reduced below 1 or increased 48

www.engarde.co.uk

En Garde!

above 10. These effects are cumulative. For example, if a player commands a Brigade and both the Army and Divisional Commanders get a result of 5 or 6, the player commanding the Brigade rolls as if his Military Ability is two less than it actually is. EXAMPLE: Type 53 Campaign Organisation Field Army:

1st Division (1st & 2nd Brigades)

2nd Division (4th Brigade & RNHB) Frontier Division Dragoon Brigade

Battle Result Table MA Die roll 1 2 1 6 6 2 6 5 3 6 5 4 5 5 5 5 4 6 5 4 7 4 4 8 4 3 9 4 3 10 3 3

3 5 5 4 4 4 3 3 3 2 2

4 4 4 3 3 3 3 2 2 2 1

5 4 3 3 3 2 2 2 1 1 1

6 3 3 2 2 2 1 1 1 1 1

Interpretations 1 2 3 4 5 6 1 2 3 4 5 6

Siege Success – siege works Success – storming party Inconclusive Inconclusive Broken by sortie Scattered by sortie Defence Enemy scattered by sortie Enemy broken by sortie Inconclusive Inconclusive Falls to storming party Falls to siege works

Assault Victorious Bloody victory Pyrrhic victory Inconclusive Repulsed Crushed Field Operations Enemy crushed Enemy driven from field Inconclusive Inconclusive Own driven from field Own crushed

As an example of a campaign, consider that given in the Campaign Determination rule above. Henri, a player character, is a Major in the 69th Arquebusiers. The military abilities of all Commanders and Adjutants not previously known are rolled for now. The only relevant ones for this character are the Field Army Commander, the 2nd Division Commander, the 4th Brigade of Foot

www.engarde.co.uk

49

En Garde!

Commander, the Commander of the 69th Arquebusiers and their Adjutants. The results are shown below. Military Abilities Field Army Commander

5

Adjutant 5 2nd Division Commander 6 (7) Adjutant 3 4th Brigade Commander 3 Brigade Major

1

Colonel of the 69th Arquebusiers2 (3) Adjutant 5 Note that the Division Commander has an effective military ability of 7, since the RNHB Regiment is in his Division, and that the Colonel of the 69th Arquebusiers has an effective military ability of 3 due to his superior Adjutant. Go now to the Battle Results Table. The Army Commander’s MA is 5 and he receives a die roll of 5, giving a battle result of 2. The Division Commander’s MA is 7, plus one for the Army Commander’s result equals 8. A die roll of 4 gives a battle result of 2. The Brigade Commander’s MA is 3, plus one for the Army Commander’s result, plus one more for the Division Commander’s result equals 5. A die roll of 1 gives a battle result of 5. The Colonel’s MA is 3, plus one for the Army Commander’s result, plus one for the Division Commander’s result, minus one for the Brigade Commander’s result equals 4.

50

www.engarde.co.uk

En Garde!

A die roll of 4 gives a battle result of 3. Henri now rolls, since he commands a Battalion. Suppose his military ability is 4. As a Battalion Commander he has no Adjutant. His military ability is modified as above for all previous results, giving him a modified MA of 5. A die roll of 6 gives a battle result of 2.

Personal Outcome Table

Siege

Battle Mention in Death Promotion Crowns Result Despatches 1 10 11 9 9 (3 x 100) 2 8 9 7 8 (4 x 100) 3 11 12 10 11 (2 x 100) 4 11 12 10 12 (1 x 100) 5 9 10 8 6 7 8 6 1 9 9 8 4 (4 x 100) 2 8 7 7 5 (6 x 100) 3 7 6 6 6 (4 x 100) 4 9 11 8 5 8 9 7 6 6 8 5 1 9 9 8 7 (2 x 100) 2 8 10 7 9 (2 x 50) 3 10 12 9 12 (1 x 50) 4 10 12 9 12 (1 x 50) 5 6 7 5 6 7 11 6 1 10 9 9 8 (2 x 50) 2 10 10 9 9 (2 x 100) 3 9 12 8 10 (2 x 50) 4 8 12 7 11 (1 x 50) 5 7 10 6 12 (1 x 50) 6 6 7 5 If plunder is received, the amount is indicated in the parentheses after the die roll needed. For instance, Assault result 2 shows 6 x 100 for the amount of plunder received: roll six dice and multiply the sum by 100. This is the number of crowns worth of plunder. Assault Defence Field Ops

Players now consult the Personal Outcome Table, finding the column corresponding to their unit’s battle result. A number of modifiers to the table are listed. All players serving with their Regiment use the battle result and table modifiers of the Regiment; players serving with higher commands use the result and modifiers of that command (i.e. a Division Commander, his www.engarde.co.uk

51

En Garde!

Aide and the Divisional Adjutant would all use the battle result of the Division and the table modifiers of a Division Commander). All players use the modifiers of their rank. Battalion/Squadron Commanders use their battle results only to modify results on the Personal Outcome Table. Players who are not Battalion/Squadron Commanders ignore that Battalion’s battle result.

Personal Outcome Table Modifiers Death Mention Promotion Crowns Army commander +4 0 0 -3 Division commander +2 0 0 -2 Brigade commander +1 0 0 -1 Royal Foot Guards +3 0 +1 -2 Cardinal’s Guard +2 0 0 -1 King’s Musketeers +2 -1 0 -1 Dragoon Guards +2 -1 0 -1 Queen’s Own Carabiniers +2 0 0 0 Archduke Leo Cuirassiers +2 0 0 0 Crown Prince Cuirassiers +1 -1 -1 0 Royal Marines +1 0 0 0 Grand Duke Max’s Dragoons +1 0 0 0 Picardy Musketeers 0 0 +1 0 13th Fusiliers 0 0 0 0 Princess Louisa’s Light Dragoons 0 0 0 0 53rd Fusiliers 0 0 0 0 27th Musketeers 0 0 0 0 4th Arquebusiers 0 0 0 0 69th Arquebusiers -1 0 +1 -2 The Gascon Regiment -1 0 +1 -2 Frontier Regiment -1 0 +1 -1 RNHB Regiment -1 -2 -1 -2 Subaltern +1 0 0 -1 Captain +1 0 0 -1 Major +2 0 0 -2 Lieutenant-Colonel +2 0 0 -2 Colonel +2 0 0 -2 Brigadier-General +3 0 -1 -4 Lieutenant-General +4 0 0 -5 General +5 0 0 -6 Table Modifiers are the changes in the numbers on the Personal Outcome table. For instance, on a Siege outcome of 5, a 9 or higher must be rolled for the character to die. If he is a member of the Gascon regiment, the death modifier is -1, which means he must roll an 8 or higher to be killed. 52

www.engarde.co.uk

En Garde!

If a Commander obtains a battle result that is better than his immediate superior’s, his military ability is increased permanently by one and he receives a -1 table modification for mention in despatches and for promotion. A Battalion/Squadron Commander, in addition, receives a +1 modifier for death. If a Commander obtains a result 2 or more worse than his immediate superior, he receives a +1 modifier for mention in despatches and promotion. A Battalion/Squadron Commander additionally receives a -1 modifier for death. Henri, the Major of the 69th Arquebusiers, would consult line 3 of the Assault section of the Personal Outcome Table, reproduced to the right (since he is serving with his Regiment and the regimental result was 3: a Pyrrhic victory). His regimental modifiers for being in the 69th are -1 for death, +1 for promotion and -2 for plunder. For being a Major he receives a +2 for death and -2 for plunder. For obtaining a battle result better than his immediate superior (the Regiment’s result was 3 while his result as a Battalion Commander was 2) he receives +1 for death and a -1 for mention in despatches and promotion. The result of all these modifications is shown on the right.

Personal Outcome Death

7

Mention

6

Promotion 6 Crowns

6 (4x100)

Modified Personal Outcome Death

9

Mention

5

Promotion 6 Crowns

2 (4x100)

Henri rolls two dice. If he rolls a 9 or higher, he dies. If he survives, he may roll for mention in despatches (5 or higher on two dice), promotion (6 or higher) and crowns in plunder (2 or higher). If he makes the necessary roll for plunder (in this case a certain result), he rolls again per the parenthetical instruction. In the example, 4 x 100 indicates four dice should be rolled and the total multiplied by 100 to find the total number of crowns worth of plunder Henri receives.

www.engarde.co.uk

53

En Garde!

Poltroonery Characters finding themselves in a tight spot and not wishing to die may choose the better part of valour and run away. This choice is made after the battle result has been computed and the character has seen the number he needs to roll for death, but before the dice are actually rolled. The player choosing to take the poltroonery option may add any number he feels necessary to the die roll needed for death; he must state the modifier before he rolls. Naturally this sort of behaviour has serious repercussions, roll one die; on a die roll of 1 or 2, the player’s cowardice has not been noticed, and he may roll normally for mention in despatches and promotion, but not plunder (he is not hanging around to pick up anything). On a roll of 3 through 5, he has been seen. In this case, he loses twice as many Status Points as the modification he took on his death die roll every month thereafter until he has redeemed himself by being mentioned in despatches. On a roll of 6, his cowardice has been particularly blatant and he is immediately dismissed from the Regiment; he may not apply to another Regiment until he has redeemed himself by mention in despatches in a Frontier Regiment. Under no circumstances will his old Regiment have him back. This penalty is in addition to the above mentioned Status Point loss.

Reckless Bravery Conversely, a player set on glory (or destruction) may choose to play hero. After the battle outcome has been computed as above (right before the death 54

www.engarde.co.uk

En Garde!

die roll) the player may choose to subtract any number he wishes from the die roll needed. If he lives, he may use the same modifier for his rolls for mention in despatches, promotion and plunder. There will be cases where a player, due to various modifiers for rank, Regiment, post etc., will find he has to roll an impossible number to die. A player who must, for example, roll a 15 for death is permitted to choose an unfavourable modification of two, making it still impossible for him to be killed, and still reap the benefits of heroism. Such are the advantages of position.

Mention in Despatches When a character is mentioned in despatches, he becomes a public hero, and his status is raised temporarily. Each time a character is mentioned in despatches, he rolls one die. The result is the number of Status Points per month he receives for the next three months. After the three months have passed, he receives one point per month for as long as he lives. The awards of Status Points are cumulative.

Promotion Upon first joining a Regiment, a character may purchase a rank as high as Major. A rank cannot be bought if there are so many players with characters in the same Regiment that all positions of that rank are filled by those characters. If two players, for example, have characters with the rank of Major in the Picardy Musketeers, another character may not join the Picardy Musketeers as a Major. After joining a Regiment, a character may be promoted only if there is an opening of the new rank in the Regiment. If a character is promoted while on campaign but there is no vacancy in the Regiment for the new rank, he is instead mentioned in despatches. If an opening appears in a Regiment during a campaign but the character is not promoted, he may purchase the rank at any time, as long as all

www.engarde.co.uk

55

En Garde!

requirements are met and the opening is still vacant. A character cannot, under any circumstances, skip a rank. If a player holds a rank, but his Social Level drops below the minimum necessary to hold that rank, the character has three game months to raise his Social Level to the required minimum. If he does not, he is expelled from the Regiment. He may rejoin, but does so as if he were joining for the first time.

Brevet Rank Under certain circumstances, a player’s promotion will be to brevet rank. These circumstances are: 1 When a character does not have a sufficiently high Social Level to accept the rank. In this case, he accepts a brevet rank instead. For instance, a Subaltern in the Foot Guards with a Social Level of 8 is promoted. The next highest rank is Captain, but in the Foot Guards this rank requires a Social Level of 9. Consequently, our Subaltern would be promoted to brevet Captain. He then has one year from the date of his promotion to raise his Social Level to the required minimum. Immediately upon doing so, his brevet rank becomes his permanent rank. If, at the end of that year, he has not done so, he reverts to his former permanent rank of Subaltern. Seniority in the Regiment is determined by the date of permanent rank, not brevet rank. 2 Upon promotion to general officer rank (Brigadier-General, LieutenantGeneral, General, Field Marshal). For instance, the Colonel of a Regiment is promoted. He becomes brevet Brigadier-General, but retains the permanent rank of Colonel. Such a promotion is for a duration of one year. If, at the end of the year, the player receives an appointment that requires the rank for the next year, his brevet rank commission is extended for that additional year. So long as the player receives appointments requiring his brevet rank, he maintains that rank. If, while serving as a brevet general officer, a player receives a promotion, his brevet rank becomes his new permanent rank and he assumes the brevet rank of the next higher general officer rank.

56

www.engarde.co.uk

En Garde!

For example, the Colonel of a Regiment is promoted to brevet BrigadierGeneral during the summer campaign. After the campaign he applies for the post of Brigadier (Brigade Commander) but is unsuccessful. His brevet rank lasts for one year, until the end of the next summer campaign season, at which time he again applies for the post of Brigadier, this time successfully. Thus his brevet rank is extended for another year. In the next year’s campaign, he receives another promotion. His permanent rank is now Brigadier-General, and he assumes the brevet rank of Lieutenant-General. No player may ever attain the permanent rank of Field Marshal. Since Field Marshals do not go on campaign, there is no opportunity for promotion. Since a player cannot become a Field Marshal except by promotion, no player will ever be Field Marshal for more than one year in a row.

Several observations are necessary in conjunction with brevet ranks. In terms of openings for rank in a Regiment, players occupy both their brevet and permanent ranks. In other words, a Captain serving as brevet Major occupies both a Major’s and a Captain’s slot. A Colonel brevetted to Brigadier-General still occupies the Colonel’s slot in the Regiment and will continue to do so until his permanent rank is Brigadier-General. Players holding a brevet rank receive all pay, status and privileges associated with that rank. A player who holds a brevet rank due to an insufficient Social Level may not be brevetted to a higher rank with a minimum Social Level higher than his. www.engarde.co.uk

57

En Garde!

Should such a player receive a promotion on campaign, he instead converts his present brevet rank to his permanent rank, even though he still does not have a sufficiently high Social Level to hold that rank normally. Example: The character is a brevet Lieutenant-Colonel of the Foot Guards, with a Social Level of 10. He receives a promotion, but the minimum Social Level for the next higher rank, Colonel of the Foot Guards, is 12. The character does not meet the requirements so, instead of becoming a Colonel or brevet Colonel, he is made full Lieutenant-Colonel (no brevet rank) despite his not having the minimum Social Level normally needed for this position.

Non-Player Characters When rolling for the death of non-player characters, do not give them the benefit of rank or Regiment. Do give them the benefit of their regimental modifiers when rolling for promotion. Player characters have precedence over equally ranked non-player characters for promotion. In those Regiments where there is an unfavourable modification for death, give it to non-player characters. At the end of the campaign, after rolling for the one Subaltern’s promotion, all Captaincy vacancies in excess of two are considered filled by purchase (non-player Subalterns are assumed to have sufficient funds for this purpose).

58

www.engarde.co.uk

En Garde!

APPOINTMENTS In the military and in the government, there are certain positions of responsibility and honour, of which capable men may make use to further their careers. Characters who meet the qualifications for such positions may seek appointment to them by the provisions outlined below. The Military and Government Appointments Tables list Military Ability the appointments available, along with other Modifiers: information necessary to play. The column headed Rank MA modifier gives the military rank or title necessary to hold the 1 +1 2-5 0 position. To gain the appointment on the Military Table, 6-7 -1 a player must hold exactly that rank; on the 8+ -2 Government Table that rank or higher. Min SL gives the minimum Social Level for that position. Special Requirements lists any other requirements of the post. These consist either of a specified Regiment to which the aspirant must belong, or of a modifier to the die roll needed for appointment, based on military ability as per the table shown to the right. Appointment lists the appointment being sought. Number Allowed lists the number of players able to hold that position simultaneously (in some cases this is infinite). Who appoints lists the official who appoints the position, and who must be influenced if the player wants to improve his chances. SPs lists the Status Points received monthly by the office-holder. Inf gives the level of the favour the player receives each season (note that some positions receive two favours). Die roll gives the number or greater that must be rolled on one die to gain the appointment. This may be modified by influence or military ability, if applicable. In addition, a player may subtract one from the die roll needed for every 3 Social Levels he is above the minimum for that office; and a www.engarde.co.uk

59

En Garde!

player who already holds a position and seeks reappointment to it may subtract 1 for being the incumbent. Add Pay gives the pay in crowns that the character receives monthly (in addition to any pay he receives for his rank). Notes to the Appointments Tables (from page 63) give the special characteristics and prerogatives of the positions. Characters may try for government appointments once a season, but may not try for the same appointment more than once a year. Characters may try for a military appointment once a year, at the end of the summer campaign season. They may try for any number of positions at once, but may only hold one position at a time (exception: see Commissioner of Public Safety in the notes to the Appointment Tables). All appointments last for one year, or until the character resigns or is dismissed from office. If two characters apply for the same appointment at the same time, the character with the highest modified die roll gains the position (assuming he would have been successful otherwise). If both modified die rolls are equal, and would have been successful, roll again. All modifiers from the previous die roll apply. The player with the highest roll wins. If a position is not occupied by a player character, it is assumed to be occupied by a non-player character, who may be influenced.

60

www.engarde.co.uk

Min Special SL Requirements Private 8 Foot Guards Cardinal’ s 5 Guard Subaltern 9 Foot Guards Cardinal’ s 6 Guard 2 3 Military Ability Captain 4 9 Foot Guards Cardinal s 7 Guard 9 Major 3 Military Ability 6 Lieutenant- 4 Military Ability Colonel 8 Colonel 5 Military Ability Brigadier- 6 General 6 Lieutenant- 8 General 8 Military Ability 10 12 10 8 General 9

Rank

Number DieAdd Who appoints SPs Inf allowed roll Pay Trooper of the King’ s Escort  Captain of Escort 3 6 Trooper of the Cardinal’ s Captain of Escort 2 6  Escort Ensign of the King’ s Escort 1 City Military Governor5 6 Ensign of the Cardinal’ s Escort 1 City Military Governor4 6 Aide to Brigadier-General 1/Bdr-Gen Brigadier-General 3 1 7 1/Regiment Regiment Commander 3 1 5 Regimental Adjutant 1/Lt-Gen Lieutenant-General 4 2 7 Aide to Lieutenant-General Captain of the King’ s Escort 1 City Military Governor9 6 Captain of the Cardinal’ s 1 City Military Governor5 6 Escort 1 Crown Prince 9 8 7 Aide to Crown Prince Brigade Major 1/Brigade Brigadier 4 1 6 1/General General 6 3 7 Aide to General Division Adjutant 1/Division Division Commander 6 2 6 1 Field Marshal 10 4 7 Aide to Field Marshal 1/Army Army Commander 8 3 7 Army Adjutant 1/Brigade Inspector-General 6 3 5 Brigadier Army Commander 8 4 7 5 Army Quartermaster-General 1/Army 5 King 6 3 6 10 Province Military Governor Division Commander 1/Division Adjutant-General 10 4 6 1 King 14 5 6 10 City Military Governor Inspector-General of Cavalry 1 Minister of War 18 6 6 25 1 Minister of War 16 6 6 25 Inspector-General of Infantry 1 Field Marshal 14 6 6 25 Adjutant-General 1/Army Field Marshal 14 5 7 50 Army Commander

Appointment

En Garde!

Military Appointments Table

www.engarde.co.uk

61

62

1 1

12 Minister of War 12 Minister of State

General or Earl

1

Lieutenant-General or Marquis

Minister of Justice

King

King

20

18

Minister of State 12

10 Minister without Portfolio 8

Minister of State 16

10 Chancellor of the Exchequer 1

Brigadier-General or Baron 

Minister of State 14

6

8

7

7

9&9 9

8&9 8

7

9

150

100

50

50

50

50

Die Add roll Pay

7&8 7

7

SPs Inf

Minister of State 6

Number Who appoints allowed

Commissioner of Public Safety 1

Min Appointment SL

Colonel or Knight

Rank (minimum)

En Garde!

Government Appointments Table

www.engarde.co.uk

En Garde!

Notes on The Military and Government Appointment Tables Trooper of the King’s Escort Once each month, roll 2 dice for notice by the King. A roll of 12 indicates the trooper has come to the King’s attention and receives a class 9 favour. On a roll of 2, the trooper is dismissed from the Escort and is not permitted to rejoin. Trooper of the Cardinal’s Escort Same as the trooper of the King’s Escort, except that the Cardinal notices the trooper. Die rolls are the same, but the favour granted on a roll of 12 is a class 8 favour. Ensign of the King’s Escort As per trooper, but the die roll is different: on a 12, the King notices him and he receives a class 9 favour. On a roll of 11, the Crown Prince notices the Ensign and he receives a class 8 favour. In addition the character is permitted to toady with the Prince that month at Bothwell’s (the Prince’s Social Level is 19 and he pays carousing costs) and will receive one favourable die roll modification should he ever apply to be Crown Prince’s Aide. Again, on a roll of 2 he is dismissed from the Escort. Ensign of the Cardinal’s Escort As trooper of the Escort, except that he is noticed on a die roll of 11 exactly.

www.engarde.co.uk

63

En Garde!

Aides to General Officers There are assumed to be enough non-player general officers of each rank to accommodate as many players as seek such positions. For game purposes, there are two kinds of non-player generals: those with field commands and those without. On receiving an appointment as Aide the player may choose to serve with any non-player officer of the correct rank involved in that year’s campaign, the player with the highest modified die roll choosing first. He then accompanies that general on campaign as in the campaign outcome rules. Aides to officers not on campaign do nothing. A non-player general will only go on campaign the first year a player serves with him. Exception: Non-player Brigadiers will campaign if their brigades are sent on campaign. Captain of the King’s Escort Appoints troopers to the King’s Escort. Once a month roll two dice; on a roll of 11 or 12, the King notices the Captain and he receives a class 9 favour. On a roll of 2, the Queen notices the Captain, he receives a class 8 favour and is permanently dismissed from the Escort. He is considered to have complied with the female companionship requirement for that month. Captain of the Cardinal’s Escort Appoints troopers to the Cardinal’s Escort. Once a month, roll two dice; on a roll of 11 or 12, he receives a class 8 favour. On a roll of 2, he knows too much: roll another die; on a 1-3 he is dismissed from the Escort, but receives a yearly gift of 500 crowns; on a 4-6, however, he is silenced in a more certain but less pleasant fashion. This die roll may be modified by influence. Aide to the Crown Prince May carouse with Prinny once a month at Bothwell’s. The Prince will pick up the tab. He may bring one friend with him.

64

www.engarde.co.uk

En Garde!

Army Quartermaster-General In addition to the activities noted in the investment rule (page 71), a Quartermaster may embezzle. Once per campaign, he may choose the amount he wishes to embezzle. If he rolls the number listed in the Caught column or greater, he is dismissed from office and executed on a roll of 7 on two dice. Influence may be used.

Army Modifier* 1000 11 0 2000 9 +1 5000 7 +1 10000 5 +2 20000 4 +3 * This number is added to the army’s battle result, due to shoddy equipment. Amount Caught

Provincial Military Governor May tax the masses extortionately. Once per season he may choose the amount he wishes to extort. If he rolls the number or higher listed in the Unrest column of the table on the right, civil unrest results. If there is unrest, the governor must command a frontier regiment against the rabble. This is conducted as if on campaign on Field Operations. On a battle result of 5 or 6, the governor is disgraced.

Amount 500 1000 2000 5000 10000 20000

Unrest 12 11 9 7 5 4

Inspector General of Cavalry Appoints cavalry brigadiers. Decides on questions of cavalry squadrons volunteering for campaign.

www.engarde.co.uk

65

En Garde!

Inspector General of Infantry Appoints infantry brigadiers. Decides on questions of infantry battalions volunteering for campaign. The Commissioner of Public Safety The Commissioner seeks out traitors to the Crown. He appoints up to two ferrets for use as spies and receives 10 crowns per month for their salaries. He may pay them whatever he desires, however, any excess coming from his own pocket. He can make up to five arrests per year, during which the victim is incarcerated for one week. He may also trump up charges against five players per year. During the first two seasons of his appointment he must trump up charges against one player character. If the player character is not convicted, he will lose the post. The Minister of State judges all charges made by the Commissioner and may be influenced. The Commissioner may resign at any time. The trial is based on the chart on Victim’s To Sentence the right if there is no player as SL convict 3 4 To frontier for one year Minister of State. Roll two dice. The 4-7 7 Fine (1 die x 200 crowns) player is convicted if the die roll 8-12 9 All property confiscated equals or exceeds the number app13+ 11 Death earing in the To convict column. The sentence is as indicated for the player per the chart. Influence may be used. Successful prosecution of a Minister permits the Commissioner to assume the Minister’s portfolio. Half of all property confiscated is the Commissioner’s. A non-player Minister accused of treason will use all influence of his Social Level and office to fight the charge. A non-player character accused will have a Social Level equal to the minimum for his position plus the number rolled on one die. Cases involving the Minister of State are judged by the King. The King, if appealed to, will commute any sentence on a roll of 6 with one die. He will commute a death sentence on a roll of 7 on one die (influence is necessary here). 66

www.engarde.co.uk

En Garde!

Witnesses will aid in conviction. A witness of the same Social Level or higher will give a -1 table modifier to the conviction column. A witness from the same regiment or an employee will give a -1. A maximum of two of each is allowed in any one trial, and all witnesses must be player characters. Of course, if the accused character really is plotting treason, there is a -1 modifier. Admissions of guilt are not allowed. Chancellor of the Exchequer (a minister) May embezzle public funds. The Chancellor chooses the Amount Caught 1000 12 amount he wishes to embezzle. He rolls two dice. If the 2000 10 number rolled is equal to or greater than the 5000 9 corresponding number in the Caught column, he is 10000 7 caught, removed from office and executed on a roll of 7 20000 4 or greater on two dice. Both die rolls may be modified by influence with the Minister of Justice. The King will commute a death sentence on a roll of 7 with one die and this, too, may be influenced. Minister of Justice Determines the outcome of all embezzlement cases (see Army Quartermaster General and Chancellor of the Exchequer above). Minister of War Appoints Inspectors General, determines Force Deployment. Instead of a die roll on the Force Deployment Table, the Minister of War chooses the column on the table used. Minister of State Appoints the Minister of Justice, Ministers without Portfolio, Chancellor of the Exchequer and Commissioner of Public Safety. Determines Force Commitment. Instead of a die roll on the Force Commitment Table, the Minister of State may decide to either 1) choose the column on the table used, or 2) send all brigades. If all brigades are sent, consider it to be a die roll of 7 for force organisation purposes.

www.engarde.co.uk

67

En Garde!

TITLES Players may become titled after performing a valuable service to the state. These are: 1) being mentioned twice in despatches; 2) becoming a Minister; 3) obtaining a result of 1 on the Battle Result Table, if commanding a Regiment, Battalion or Squadron; 4) obtaining a result of 1 or 2 on the Battle Result Table if commanding an Army, Division or Brigade; or 5) obtaining a result on the Battle Result Table at least three higher than one’s immediate superior.

The King confers titles upon players who meet any of the above requirements on a roll of 6 on one die. This roll may be modified by influence. Players add one to their die roll for every three levels they are above the minimum Social Level they must have for a particular title. Every time, after the first, that a player qualifies for a title, he subtracts one from the die roll needed; this is

68

www.engarde.co.uk

En Garde!

cumulative. Players without titles become knights; players who are already titled roll for the next higher title. Players who become titled receive Status Points that month, or the month after the campaign ends if the title was received during a campaign. Titles above knighthood carry a monthly pension with them as listed on the chart shown below. If a character’s Social Level is below that listed on the New Social Level column of the following chart, he is automatically elevated to that level. If his Social Level is below the level listed under Min Social Level, he will not be titled, his Social Level will remain the same and he will receive a pat on the back instead. Pats on the back have no effect on the game. No characters are titled at the beginning of the game, except orphans of noble parentage.

Title Table Title

Min Social Level

Knight Baron Marquis Earl Viscount Count

6 7 8 9 10 11

www.engarde.co.uk

Status Points New Social received this Level month 10 10 11 10 12 15 13 15 14 20 15 20

Pension 10 15 25 100 100

69

En Garde!

DISGRACE There are three ways to become disgraced: 1) a player receives a battle result of 5 or 6 when putting down unrest as Provincial Military Governor (see Notes to Appointment Tables, page 63); 2) a player is unable to pay his debts when they are due; or 3) a player fights a duel with a member of the same Regiment. A character who is disgraced must join a Frontier Regiment until: 1) he becomes a hero (Mentioned in Despatches), if he failed to put down unrest; 2) he is able to pay his debts, if unable to do so earlier; or 3) for one full year from the time of the duel.

70

www.engarde.co.uk

En Garde!

INVESTMENT Players may invest money in various ventures in order to gain more money. The return on investment is determined by the campaigns. Arms investors gain money when more troops are sent on campaign. Finance investors, having a stock in a stable currency, lose money when large numbers of troops are sent. Commerce investors profit from stability and national security and thus gain more when the armies are successful (military success is determined by averaging the battle results of all Army Commanders). Investments must be made in blocks of 1000 crowns. This amount is referred to as investment capital. All investments are initially solvent, but may become insolvent. Tables showing the returns are on the right. When a + result appears, that is the amount that the investor receives as a percentage of his capital investment as a dividend. When a - result appears, that is the amount the investor must pay next month to make his investment solvent. If it is not paid in time, the investment is completely lost. If it is paid, the investment is solvent at its original level. In other words, the additional payment does not increase the investment capital. Solvent investments may be liquidated at any time for the capital in them minus a 10% liquidation fee.

www.engarde.co.uk

Investment Return Tables Number of Arms Finance Brigades Investment Investment return return sent 3 -50% +40% 4 -20% +20% 5 +30% +10% 6 +50% -60% 7 +80% -60% 8 +100% -60% (Eight Brigades will be sent only if there is a player character as Minister of State.) Average outcome of Army commanders 1 2 3 4 5 6

Commerce Investment return +40% +20% +10% Break even -10% -20%

71

En Garde!

The Quartermaster General of an Army may make purchases for that Army. In so doing, he designates one investor in arms as arms supplier for that Army, and that investor receives a return on his investment as if one more Brigade had been sent on campaign than were actually sent. If the Quartermaster General of an Army is an arms investor, he may designate himself as the arms supplier for that Army and reap the benefits. Rank hath its privileges. The Chancellor of the Exchequer may manipulate state funds to benefit a certain financier. This has the same effect as do the actions of a Quartermaster General, except that it has the effect of causing the designated investor to receive a return on his investment as if two fewer Brigades had been sent on campaign. Non-player characters will manipulate funds on a die roll of 7 on one die. Non-player Quartermasters General will award purchases to a player on a die roll of 7 on one die. These die rolls may be modified by the use of influence. A non-player Minister of State may be influenced in his decision as to how many Brigades will be sent on campaign. He will add or subtract (depending on the wishes of the player trying to influence him) one Brigade from the number rolled on the Force Commitment Table on a die roll of 7. He will add or subtract two Brigades on a roll of 9. When he modifies the number of Brigades, determine which Brigades go by consulting the column of the Force Commitment Table that shows the correct number of Brigades. The level of force commitment may not be modified to less than 3 or more than 8 Brigades. If the modified total of Brigades is three, roll a die. On a roll of 1 through 3, use column 1 on the Force Commitment Table; on a roll of 4 through 6, use column 3 of that table.

72

www.engarde.co.uk

En Garde!

EXAMPLE: A five is rolled on the Force Commitment Table with the result that four Brigades go on campaign. An arms investor uses a level 7 favour to influence the Minister of State. He rolls a 6, which is modified by the level 7 favour into a 7. Thus, one Brigade is added, and the new total is five Brigades. The only column on the Force Commitment Table showing five Brigades is column 6. Consequently, the Horse Guards Brigade, the Heavy Brigade and the 1st, 3rd and 4th Brigades of Foot go on campaign.

www.engarde.co.uk

73

En Garde!

PLAYING EN GARDE! It’s dead easy. Get a bunch of friends together with paper, pens, a few dice and these rules. Roll up a character each and give it a go (for your first game, keep characters’ initial Social Levels fairly close so that there will be plenty of interaction between them). There are a lot of En Garde! games being played around the world – and not just in English. Some are between groups of friends, some at games clubs, some by mail and some on the Internet – through websites and e-mail.

En Garde! online Almost as soon as En Garde! was first published, players realised that it would work well as a correspondence game. A referee – the Game Master (GM) – collates the players’ orders each game month, sorts out what happens and reports the results. In the late Seventies, this was mainly done by letter (and phone). Nowadays most games are run by e-mail and the reports are published on websites. The big advantage of this format is that games can involve far more people than could get round a table. And this means there is much more scope for skulduggery. One of the delights of the game is seeing groups of characters banding together to do down others and the underhand moves that often result! Each En Garde! game has its own flavour, which comes from its “House Rules”. At their simplest, these are about how the central GM runs their game. At their most complex, they can shift En Garde! to a completely different setting. For example, there are several games with a science fiction setting. These translate the swords and regiments of En Garde! to light sabres and spaceships.

74

www.engarde.co.uk

En Garde!

If you want to try one of the online/postal games, you’ll need to contact the GM. As games come and go over time, any list published here would soon be out of date. Instead, there’s a list of current games on the En Garde! website at www.engarde.co.uk. You can also get a copy of the latest list by writing to En Garde!, 180 Aylsham Drive UXBRIDGE UB10 8UF, UK or by sending an e-mail to [email protected]. Googling En Garde! will find plenty of En Garde! games as well. If you have any questions or suggestions about these rules, send them to: [email protected] or En Garde!, 180 Aylsham Drive, UXBRIDGE, UB10 8UF, UK.

www.engarde.co.uk

75

En Garde!

76

www.engarde.co.uk

En Garde!

INDEX Dues

A Adjutants

48, 49, 50, 52, 61

Aides

52, 61, 63, 64

Allowance

2, 3, 4, 81, 83, 85

Battle Result 47, 48, 49, 50, 51, 53, 54, 65, 68, 70, 71 Bawdyhouses (and see Female companionship) 5, 9, 10, 11, 12, 14 2, 3, 4, 83, 85

Bravery

54

Brigade Major

Conspicuous Consumption Constitution

34, 36, 37, 48, 50, 61

Brigades 8, 34, 35, 36, 37, 39, 40, 45, 46, 48, 49, 50, 52, 57, 61, 64, 67, 68, 71, 72, 73, 82, 83 Brigadiers46, 48, 57, 61, 64, 65, 66, 82, 83

2, 18, 24, 81

Courting

5, 12, 13, 14, 17, 82, 83

Crowns 4, 7, 9, 10, 11, 14, 15, 26, 27, 31, 32, 33, 34, 51, 52, 53, 60, 61, 63, 64, 66, 71, 81

D Disgrace

16, 65, 70

Duelling 1, 5, 13, 17, 18, 19, 20, 21, 22, 23, 24, 25, 45, 70, 81, 82, 83

E Embezzlement

18, 23, 25, 26, 47, 81, 82

C Campaign 35, 36, 39, 40, 45, 46, 47, 48, 49, 55, 57, 58, 60, 64, 65, 66, 69, 71, 72, 73, 82 48, 64

Cardinal 1, 27, 31, 33, 34, 36, 45, 52, 61, 63, 64 Carousing

5, 9, 10, 14, 63, 64, 82, 83

Cavalry 27, 31, 32, 34, 35, 36, 41, 42, 43, 44, 45, 61, 65 Class

2, 3, 27, 28, 29, 63, 64, 83, 85

Clubs 8, 9, 10, 11, 14, 74, 81, 82, 83, 85

www.engarde.co.uk

28, 65, 67

Endurance 2, 18, 21, 22, 24, 47, 81, 82 Expertise

Outcome

7

Crown Prince 27, 31, 33, 34, 52, 61, 63, 64

B

Birth

8, 9, 81

F Favours (see also Influence) 13, 14, 27, 28, 29, 59, 63, 64, 73 Female companionship (and see Bawdyhouses, Mistresses) 12, 14, 15, 64 Field Marshal

27, 33, 45, 56, 57, 61

G Gambling Gambling divisor Groom (and see Horses)

8, 9, 10, 11, 14 8, 11 32, 81 77

En Garde!

H Horses (and see groom) 8, 32, 34, 40, 41, 43, 44, 73, 81, 83, 85

13, 17

Influence (see also Favours) 12, 14, 27, 28, 29, 31, 35, 45, 46, 59, 64, 65, 66, 67, 68, 72, 73, 81, 83, 85 Investments

65, 71, 72

K King 1, 27, 31, 33, 34, 36, 52, 61, 62, 63, 64, 66, 67, 68

L Loans (see also Shylocks)

16

M Military Ability 2, 30, 35, 36, 37, 47, 48, 49, 50, 53, 59, 61, 81, 83, 85 Minister 27, 28, 61, 62, 66, 67, 68, 71, 72, 73 Chancellor

62, 67, 72

Minister of State 62, 66, 67, 71, 72, 73 Minister of War

28, 61, 62, 67

Mistresses (and see Female companionship) 5, 12, 13, 14, 17, 28, 29, 82, 83, 85 Month 5, 6, 7, 8, 9, 12, 14, 32, 35, 46, 54, 55, 63, 64, 66, 69, 71, 81, 82

N Noble Nobles

78

2, 3, 4, 17, 69 3, 4

27, 29, 30, 58,

O Orphan

I Indiscretion

Non-player characters 60, 66, 72

2, 4

P Poltroonery

54

R Rank 2, 8, 10, 27, 32, 35, 36, 37, 38, 46, 47, 52, 55, 56, 57, 58, 59, 61, 62, 64, 72, 82, 83, 85 Brevet

36, 37, 56, 57, 58, 81, 83

permanent

37, 56, 57, 58

Permanent

37, 56, 57, 58

Regiments16, 17, 25, 26, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 45, 46, 47, 48, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 61, 65, 67, 68, 70, 74, 82, 83, 85

S season 5, 29, 36, 39, 45, 46, 57, 59, 60, 65 Season 5, 29, 36, 39, 45, 46, 57, 59, 60, 65 Shylocks Sibling Rank

16, 81 2

Social Level 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 13, 14, 15, 16, 17, 25, 27, 28, 29, 31, 32, 33, 45, 56, 57, 58, 59, 61, 62, 63, 66, 67, 68, 69, 74, 81, 82, 83, 85 Initial

2, 3, 4

Status Points 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 17, 24, 25, 32, 34, 39, 54, 55, 59, 61, 62, 69, 81, 82, 83, 85 Strength

2, 18, 21, 22, 25, 81

www.engarde.co.uk

En Garde!

Support

7, 14, 32, 81, 83, 85 Wealth

T Title Toadying

W

2, 3, 6, 59, 68, 69, 83, 85 5, 8, 9, 10, 63, 82, 83

Weapons

2, 5, 12 22, 23, 25, 26, 34, 82

Week 5, 9, 10, 11, 12, 13, 24, 26, 32, 35, 46, 66, 82, 83, 85

V Volunteers

www.engarde.co.uk

38, 46, 65, 66

79

En Garde!

80

www.engarde.co.uk

En Garde!

EXAMPLE CHARACTER/ORDER SHEET Towards the end of this rulebook is a blank Character Record and Order sheet, which you may find useful. It includes space for the main items you need to keep track of – though not all will apply to any one character. You have permission to make copies of the page for your own use (or you can download a PDF version from the En Garde! website at www.engarde.co.uk). Over the page is an example of the Character Record/Order sheet in use – this character has obviously been around for some time as most of the form is filled in! At the top are the character’s abilities and other things that don’t change very often. Then comes other information that may change on a monthly basis. Then there’s room for four weeks’ orders and, finally, a space for duelling sequences and anything else. Alain Laiz-Enfant is the bastard son of a well-to-do gentleman (see page 2) which gives him an allowance of 45 crowns and an initial Social Level of 3 (page 3). His Strength, Constitution and therefore Endurance are average (Duelling Abilities, page 18), while his Expertise is low – he has practised with his Sabre for two weeks (page 25) and has also won a duel this month (page 25). His Military Ability is high (page 30) – although this may have increased since the character was set up (page 54). He owes the Shylocks some money (Loans, page 16) and has some influence at his disposal (page 27). This month (April 1625) he starts with 436 crowns and a Social Level of 11 (page 6). This means he needs to pay 22 crowns to support himself (page 7) plus 11 to support his 3 horses & groom (page 32). He wishes to consume conspicuously, which will cost him an additional 11 crowns, but gains him a Status Point (page 7). Alain Laiz-Enfant has been Knighted, though he has no reward for this after the first month (page 68). Sir Alain belongs to Hunter’s club, pays his dues and gains status for being a member (page 8). He is a member of the Archduke Leopold Cuirassiers and holds the (brevet) www.engarde.co.uk

81

En Garde!

rank of Brigadier-General – from which he gets pay and status (page 33). The brevet rank lasts for one year (page 56). He pays to support his mistress, Mademoiselle Rexique (who is Social Level 15 and exceptionally Beautiful – page 12), and gains status from this association (page 14). He has been appointed Brigadier of the Heavy Brigade which provides further status (pages 61 and 34). Finally, serving on campaign (page 39) has brought him some Mentions in Despatches – 4 over 3 months old for 1 Status Point each and 1 newer one that is worth 3 points (page 55). This month, Alain Laiz-Enfant has spent his first week toadying to (page 9) and carousing with (page 9) his friend (another player’s character), Charlot Tain, in Bothwell’s club. While there, he met a regimental enemy and fought a duel (Duelling, page 17 onwards) – the sequence he used is at the bottom of the page. Our man won the duel, which brought him 5 Status Points and increased his Expertise (with his weapon, a Sabre) by 1 (page 25). However, he was wounded in the duel (page 24) and this was noted as his Current Endurance. This week, week 2, he is off to court a new mistress, paying an additional amount to increase his chances of success (page 12). He also recovers half of his lost Endurance (page 24). The third week he plans to spend practising with the Sabre to increase his Expertise further (page 25). As this is his regimental weapon, he does not pay to practise. He intends finishing the month at his own club, Hunter’s, where he is expecting some other player characters to toady to him (page 9). He should finish the month with more than the 36 Status Points he needs to increase his Social Level to 12 (page 6), but will have spent most of his money. Perhaps it will soon be time to take the Heavy Brigade into action in search of plunder!

82

www.engarde.co.uk

En Garde! Character Record and Monthly Orders Character: Alain Laiz-Enfant

STR

12

Bastard son of a well-to-do gentleman (Class, Rank, Position, Initial SL 3

Birth

(Initially 3-18)

CON

10

initial SL)

(3-18)

END

END

120

(Max: STR x CON)

EXP

Player: Lee Brimmicombe-Wood

MA

120 78 99

(Current)

7

Dagger

5

(Initially 1-6)

Foil

Sabre 7½ +1

Rapier

Cutlass

2-Hand

(Base: 3-18)

SL

11

Funds

436

Debts 400 due July 1625,

200 due Sept 1625

Allowance

Horses

45

Own Influence

3

3

Mistress’s Influence

Date

6

April 1625 Appointment Influence

Allowance, Support costs: 2 x SL (or 3 x SL for 1 SP) plus horses (3 per horse + 2) Title Knight Club membership Hunter’s Regiment and/or Rank Brevet (to Sept 1625) Bdr-General, Archduke Leopold Cuirassiers Mistress (Name, SL & attributes) Anna Rexique, SL 15, Beautiful Appointment Brigadier, Heavy Brigade (to Sept 1625) Mentions in Despatches Current (1-6 SPs ea.) 1 for 3 SPs (to May) Old (1 SP ea.) 4

Week 1

Toady to Charlot Tain (SL 13) at Bothwell’s and carouse

3

Other Influence

Income

Spending

SPs

45

44

1

20 45

6 8 6 10 7

13

3

30

Met Juan Antoine Mex-Tou and won duel Week 2 Court Mandy Pumpes (SL 18) – 54 Cr Pay extra 4 x 54 Cr to reduce die roll by 4 – 216 Cr Stand down to members of my own regiment if I meet any

5

270

7?

11

1 ?

Week 3 Practise Sabre

Week 4 Go to club and carouse Allow Roland di Vingt, Henri Flection and Georges Sartre to Toady Other

Duel with Juan Antoine Mex-Tou 0

-42

Me: P-JB-X-X-S-X-S-X-C-X-X-X – I won, losing 42 End Him: L- X -X-C-X-X-X-Sur

En Garde! Character Record and Monthly Orders Character:

Player:

STR

Birth

(Initially 3-18)

CON

(Class, Rank, Position, initial SL)

(3-18)

END

END

(Max: STR x CON)

MA

(Current)

EXP

Dagger

(Initially 1-6)

Foil

Rapier

Sabre

Cutlass

2-Hand

(Base: 3-18)

SL Debts

Funds

Allowance Own Influence

Horses Mistress’s Influence

Date Appointment Influence Income

Allowance, Support costs: 2 x SL (or 3 x SL for 1 SP) plus horses (3 per horse + 2) Title Club membership Regiment and/or Rank Mistress (Name, SL & attributes) Appointment Old (1 SP ea.) Mentions in Despatches Current (1-6 SPs ea.)

Week 1

Week 2

Week 3

Week 4

Other

www.engarde.co.uk

Other Influence Spending

SPs

Birth Table A: Class Die roll 1 2 3 4 5 6

Birth Table B: Sibling Rank

Class Commoner Commoner Gentleman Gentleman Nobleman Nobleman

Die roll 1 2 3 4 5 6

Sibling Rank First son1 Second son Second son Second son Bastard2 Bastard2

1 Increase Initial Funds and Allowance by 10% and Initial Social Level by 1. Then roll one die again. On a roll of 1, you are an orphan: you do not get an Allowance and receive the Inheritance instead of Initial Funds; if noble, you receive your Father’s Title and increase your Initial Social Level by another 3. 2 Decrease Initial Funds and Allowance by 10% and subtract 1 from Initial Social Level.

Birth Table C: Father’s Position

Die roll Commoner 1 Peasant 2 Peasant 3 Small Merchant 4 Merchant 5 Wealthy Merchant 6 Very Wealthy Merchant Gentleman 1 Impoverished 2 Impoverished 3 Well-to-do 4 Well-to-do 5 Wealthy 6 Very Wealthy Nobleman 1 Impoverished 2 Impoverished 3 Well-to-do 4 Wealthy 5 Very Wealthy 6 Very Wealthy

Initial Allow- InheritFunds ance ance 10 10 25 150 250 500

0 0 5 20 50 100

0 0 100 750 1500 4000

40 40 250 250 500 750

0 0 50 50 100 125

100 100 1500 1500 4000 5000

40 40 250 500 750 750

0 0 50 100 125 125

100 100 1500 4000 5000 5000

Influence Table A: Influence of Social Level

1 Bothwell’s 2 Hunter’s 3 The Horse Guards 4 The Blue Gables 5 The Frog & Peach 6 Red Phillips 7 No club

Die roll 1 2 3 4 5 6

Son of:

Peasant Merchant Gentleman Very Wealthy Gentleman Knight Baron Marquis Earl Viscount Count

Position

King Crown Prince, Cardinal Minister, Field Marshal General Lieutenant-General Brigadier-General Colonel Lieutenant-Colonel Major, Captain

Requirements

Clubs Table

SL of 12+ SL of 9+ Officer of Horse Guards Brigade SL of 7+ SL of 5+ SL of 3+

Dues 30 20 20

4 3 2

150 100 50

Toady Table

0-3 +1

Needed to influence 9 8 7 6 5 4 3 2 1

Status House limit Gambling pts/mth divisor 8 None; min of 100 500 6 200 300 4 250 300

15 10 5

Difference in Social Level 4-6 7-8 9-10 0 -1 -2 Status Points Awarded

Class Knight Baron Marquis Earl Viscount Count

Initial Social Level

Influence Table B: Influence required

Social level Influence 8 or 9 1 10 or 11 2 12 or 13 3 14 or 15 4 16 or 17 5 18 or 19 6 20 or 21 7 22 or 23 8 24+ 9

Rank and name

Birth Table D: Father’s Title (if Noble)

11+ -3

200 150 150

Social Level 2 3 4 5 6 7 8 9 10 11

Influence Table C: Influence of Mistress Social Level Normal Additionally, if influence Influential 18 9 9 17 8 9 16 7 8 15 6 7 14 6 6 13 5 5 12 4 5 11 4 4 10 3 4 9 2 3 8 1 3 7 2 6 1 5 1 4 1 3 1

Mistress Courting Table

Difference in Die roll needed Social Level or higher -6 6 -5, -4 5 -3, -2, -1 4 0, +1, +2 3 +3 or more 2

Personal Outcome Table

Duelling Table A: Actions and Routines Actions

X L S C K JB CL R T P B Sur OP1 OP2 OB1 OB2

= Rest/Guard/Recover (called Rest for simplicity) = Lunge = Slash = Cut = Kick = Jump Back = Close = Riposte = Throw = Parry = Block = Surrender = Optional Parry 1 = Optional Parry 2 = Optional Block 1 = Optional Block 2

Routines

Rest Lunge Slash1 Furious Slash Furious Lunge Kick Jump Back Throw Parry2 Block Close Optional Block Optional Parry Optional Surrender

= = = = = = = = = = = = = =

-X-X-L-X-(X)-X-S-X-S-X-C-X-X-X-L-X-X-C-X-X-X-CL-K-X-X-X-JB-X-JB-X-T-P-(R)-B-CL-OB1-OB2-OP1-OP2-Sur-

L 2 1 2 2 4 -

S 1 1 2 2 4 -

C 1 1 2 2 4 -

K 2 1 2 1 3 -

2 See Optional Routines rule

Defender JB CL T P 0 3 2 0 0 2 1 1 0 3 2 2 0 3 3 3 4 3 4 4 -

B OB1 OB2 OP1 OP2 2 2 2 1 0 0 1 0 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 -

* When a weapon is thrown, roll a die. On a 1 or 2, the throw is successful and the opponent takes damage. Any other result and the thrower has missed while the opponent is unharmed. In either case the thrower is now unarmed. When daggers are thrown, they hit on a roll of 1, 2 or 3. Two-handed swords and cutlasses may be thrown, but are somewhat different. Roll two dice: on a roll of 2 the opponent has been hit and is immediately killed. Any other result and the thrower is unarmed with no effect on his opponent.

Rapier (1) Dagger (1) L S C K T R

1 1 1 1 1 1

1 ½ ½ 1 2 1

Duelling Table C Foil (1)

* See note to Duelling Table B.

1 0 0 1 1 1

Assault

Defence

1 See Recording Actions rule

Duelling Table B X L 2 S 1 C 2 K 3 T* 4 R 1

Siege

Sabre (2) Cutlass (3) Two-Handed Sword (4) ½ 0 0 2 4 3 2 0 2 1 ½ ½ ½ * * ½ 0 0

Daggers: When a character is duelling with a dagger as a weapon, he must precede all attacks (except throw) with a close routine. If duelling against a two-handed sword, he must precede all attacks with two close routines. Cutlass: The slash routine for a cutlass is -X-S-X-X-X-, not -(X)-X-S-.

Duelling Table D: Status Point Gains and Losses from Duels

If a player:  Fights a member of a friendly Regiment and wins, he loses 1 Status Point;  Fights a member of a neutral Regiment and wins, he gains 2 Status Points;  Fights a member of an enemy Regiment and wins, he gains 5 Status Points;  Fights a member of an enemy Regiment and loses, he loses 2 Status Points;  Refuses a challenge that has cause, he loses Status Points equal to half his Social Level;  Challenges with insufficient cause, he loses 2 Status Points;  Meets an opponent who refuses a challenge (with cause), he gains 2 Status Points;  Kills his opponent, he gains 2 Status Points. The winner of a duel increases his Expertise by one.

Field Ops

BR 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6

D 10 8 11 11 9 7 9 8 7 9 8 6 9 8 10 10 6 7 10 10 9 8 7 6

M 11 9 12 12 10 8 9 7 6 11 9 8 9 10 12 12 7 11 9 10 12 12 10 7

P 9 7 10 10 8 6 8 7 6 8 7 5 8 7 9 9 5 6 9 9 8 7 6 5

Cr 9 8 11 12 4 5 6 7 9 12 12 8 9 10 11 12 -

(3 x 100) (4 x 100) (2 x 100) (1 x 100) (4 x 100) (6 x 100) (4 x 100)

(2 x 100) (2 x 50) (1 x 50) (1 x 50) (2 x 50) (2 x 100) (2 x 50) (1 x 50) (1 x 50)

Column headings are: BR = Battle Result; D = Death, M = Mention in Despatches; P = Promotion; Cr = Crowns plunder.

Personal Outcome Table Modifiers

Death Mention Promo- Crowns tion Army commander +4 0 0 -3 Division commander +2 0 0 -2 Brigade commander +1 0 0 -1 Royal Foot Guards +3 0 +1 -2 Cardinal’s Guard +2 0 0 -1 King’s Musketeers +2 -1 0 -1 Dragoon Guards +2 -1 0 -1 Queen’s Own Carabiniers +2 0 0 0 Archduke Leopold Cuirassiers +2 0 0 0 Crown Prince Cuirassiers +1 -1 -1 0 Royal Marines +1 0 0 0 Grand Duke Max Dragoons +1 0 0 0 Picardy Musketeers 0 0 +1 0 13th Fusiliers 0 0 0 0 Princess Louisa’s Light Dragoons 0 0 0 0 53rd Fusiliers 0 0 0 0 27th Musketeers 0 0 0 0 4th Arquebusiers 0 0 0 0 69th Arquebusiers -1 0 +1 -2 The Gascon Regiment -1 0 +1 -2 Frontier Regiment -1 0 +1 -1 RNHB Regiment -1 -2 -1 -2 Subaltern +1 0 0 -1 Captain +1 0 0 -1 Major +2 0 0 -2 Lieutenant-Colonel +2 0 0 -2 Colonel +2 0 0 -2 Brigadier-General +3 0 -1 -4 Lieutenant-General +4 0 0 -5 General +5 0 0 -6

En Garde! the swashbuckling role-playing game – www.engarde.co.uk

Regimental Table A: Application to Regiment

Social level - 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 - - - - - - 5 5 4 4 3 3 2 2 1 1 Royal Foot Guards - - - - - 5 5 4 4 3 3 2 2 1 1 0 Cardinal’s Guard King’s Musketeers Dragoon Guards* Queen’s Own* Archduke Leopold’s* Crown Prince’s* Royal Marines Grand Duke Max’s* Picardy Musketeers 13th Fusiliers Princess Louisa’s* 53rd Fusiliers 27th Musketeers 4th Arquebusiers 69th Arquebusiers The Gascon Regiment Frontier Regiments

- - - - - - - - - 5 - - - 5 - - 5 5 - 5 5 4 - 5 5 4 5 5 4 4 5 4 4 3 5 4 4 3 4 4 3 3 4 4 3 3 4 4 3 3 4 3 3 2 4 3 3 2 Automatic

5 5 5 4 4 4 3 3 3 2 2 2 2 2

5 5 4 4 4 3 3 3 2 2 2 2 2 1 1

5 4 4 4 3 3 3 2 2 2 1 1 1 1 1

4 4 3 3 3 2 2 2 1 1 1 1 1 0 0

4 3 3 3 2 2 2 1 1 1 0 0 0 0 0

3 3 2 2 2 1 1 1 0 0 0 0 0 -1 -1

3 2 2 2 1 1 1 0 0 0 -1 -1 -1 -1 -1

2 2 1 1 1 0 0 0 -1 -1 -1 -1 -1 -2 -2

2 1 1 1 0 0 0 -1 -1 -1 -2 -2 -2 -2 -2

1 1 0 0 0 -1 -1 -1 -2 -2 -2 -2 -2 -3 -3

1 0 0 0 -1 -1 -1 -2 -2 -2 -3 -3 -3 -3 -3

0 0 -1 -1 -1 -2 -2 -2 -3 -3 -3 -3 -3 -4 -4

* Cavalry Regiments

Regimental Table C: Brigades, Friends & Enemies and Weapons

Status for Brigade Friends Brigade and component regiments position* +6 Brigade of Guards Royal Foot Guards Cardinal’s Guard King’s Musketeers

Enemies Weapon Rapier Rapier Rapier

+5

Horse Guards Brigade Dragoon Guards Queen’s Own Carabiniers

Sabre Sabre

+4

Heavy Brigade Crown Prince Cuirassiers Archduke Leopold Cuirassiers

Sabre Sabre

+3

Dragoon Brigade Grand Duke Max’s Dragoons Princess Louisa Light Dragoons

Sabre Sabre

+2

1st Brigade of Foot Royal Marines Picardy Musketeers

Cutlass Rapier

+1

2nd Brigade of Foot 13th Fusiliers 53rd Fusiliers

Rapier Rapier

+1

3rd Brigade of Foot 27th Musketeers 4th Arquebusiers

Rapier Rapier

+0

4th Brigade of Foot 69th Arquebusiers Gascon Regiment

Rapier Rapier

* Status points for positions as listed in the Status Points column are awarded to the Brigade commander and Brigade Major

Regiment Table B: The Regiments

Regiment: 1 2 3 4 5 6 7 8 9 10 Private 7 6 5 4 3 2 - - - - Min. social level - - - - - - - - - - Purchase price 12 10 10 8 8 6 4 4 2 2 Monthly pay 6 5 4 3 3 2 1 0 0 0 Monthly status Subaltern 8 7 6 5 4 3 2 2 - - Min. social level 140 130 120 110 100 90 80 70 60 50 Purchase price 16 14 14 10 10 8 6 6 4 4 Monthly pay 7 6 5 4 4 3 2 1 0 0 Monthly status Captain 9 8 7 6 5 4 3 3 2 2 Min. social level 150 140 130 120 110 100 90 80 70 60 Purchase price 18 16 16 14 14 12 10 10 8 8 Monthly pay 8 7 6 5 5 4 3 2 1 0 Monthly status Major 10 9 8 7 6 5 4 4 3 3 Min. social level 170 160 150 140 130 120 110 100 90 80 Purchase price 22 20 20 18 18 16 14 14 12 12 Monthly pay 9 8 7 6 6 5 4 3 2 1 Monthly status Lieutenant- 11 10 9 8 7 6 5 5 4 4 Min. social level 190 180 170 160 150 140 130 120 110 100 Purchase price Colonel 26 24 24 22 22 20 18 18 16 16 Monthly pay 10 9 8 7 7 6 5 4 3 2 Monthly status Colonel

12 11 10 9 8 7 6 6 5 5 Min. social level 240 230 220 210 200 190 180 170 160 150 Purchase price 30 28 28 26 26 24 22 22 20 20 Monthly pay 11 10 9 8 8 7 6 5 4 3 Monthly status

Each regiment uses one of the columns as follows: 1 Royal Foot Guards 2 Cardinal’s Guard, King’s Musketeers 3 Dragoon Guards* 4 Queen’s Own Carabiniers*, Archduke Leopold Cuirassiers* 5 Crown Prince Cuirassiers* 6 Royal Marines, Grand Duke Max’s Dragoons* 7 Picardy Musketeers 8 13th Fusiliers, Princess Louisa’s Light Dragoons* 9 53rd Fusiliers, 27th Musketeers, 4th Arquebusiers 10 69th Arquebusiers, Gascon Regiment * Cavalry regiment

BrigadierGeneral

6 30 8 Lieutenant8 35 General 9 General 10 40 10 Field Marshal 12 45 20

Min. social level Monthly pay Monthly status Min. social level Monthly pay Monthly status Min. social level Monthly pay Monthly status Min. social level Monthly pay Monthly status

Battle Result Table MA 1 2 3 4 5 6 7 8 9 10

1 6 6 6 5 5 5 4 4 4 3

2 6 5 5 5 4 4 4 3 3 3

Die roll 3 4 5 4 5 4 4 3 4 3 4 3 3 3 3 2 3 2 2 2 2 1

5 4 3 3 3 2 2 2 1 1 1

6 3 3 2 2 2 1 1 1 1 1

Min. Soc. Special Lev. Requirements Private 8 Foot Guards 5 Cardinal’s Guard Subaltern 9 Foot Guards 6 Cardinal’s Guard 2 Captain 3 Military Ability 4 9 Foot Guards 7 Cardinal’s Guard 9 Major 3 Military Ability 6 Lieutenant-Colonel 4 Military Ability 8 Colonel 5 Military Ability Brigadier-General 6 6 Lieutenant-General 8 8 Military Ability 10 12 10 8 General 9 Rank

Military Appointments Table

Number allowed Trooper, King’s Escort  Trooper, Cardinal’s Escort  Ensign, King’s Escort 1 Ensign, Cardinal’s Escort 1 Aide to Brigadier-General 1/Bdr-Gen Regimental Adjutant 1/Regiment Aide to Lieutenant-General 1/Lt-Gen Captain, King’s Escort 1 Captain, Cardinal’s Escort 1 Aide to Crown Prince 1 Brigade Major 1/Brigade Aide to General 1/General Division Adjutant 1/Division Aide to Field Marshal 1 Army Adjutant 1/Army Brigadier 1/Brigade Army Quartermaster-General 1/Army Province Military Governor 5 Division Commander 1/Division City Military Governor 1 Inspector-General of Cavalry 1 Inspector-General of Infantry 1 Adjutant-General 1 Army Commander 1/Army Appointment

Min. Soc. Appointment Lev. Colonel or Knight 6 Commissioner of Public Safety Brigadier-General or Baron 10 Chancellor of the Exchequer 10 Minister without Portfolio 8 Minister of Justice Lieutenant-General or Marquis 12 Minister of War General or Earl 12 Minister of State

Embezzlement (Army Quartermaster-General) 1000 2000 5000 10000 20000

Captain of Escort Captain of Escort City Military Governor City Military Governor Brigadier-General Regiment commander Lieutenant-General City Military Governor City Military Governor Crown Prince Brigadier General Division Commander Field Marshal Army Commander Inspector-General Army Commander King Adjutant-General King Minister of War Minister of War Field Marshal Field Marshal

Government Appointments Table

Rank (minimum)

Amount

Who appoints

Caught 11 9 7 5 4

Army Modifier* 0 +1 +1 +2 +3

Embezzlement (Chancellor) Amount Caught 1000 12 2000 10 5000 9 10000 7 20000 4

Civil Unrest (Provincial Military Governor) Amount 500 1000 2000 5000 10000 20000

* This number is added to the army’s battle result, due to shoddy equipment.

Title Knight Baron Marquis Earl Viscount Count

Number allowed 1 1  1 1 1

Unrest 12 11 9 7 5 4

Who appoints

Minister of State Minister of State Minister of State Minister of State King King

3 2 5 4 3 3 4 9 5 9 4 6 6 10 8 6 8 6 10 14 18 16 14 14

Status

Inf

6 14 16 12 18 20

7 7&8 9 7 8&9 9&9

Die roll 6 6 6 6 7 5 7 6 6 7 6 7 6 7 7 5 7 6 6 6 6 6 6 7

Inf

1 1 2 8 1 3 2 4 3 3 4 3 4 5 6 6 6 5

Die roll 8 7 7 7 8 9

Add. pay 50 50 50 50 100 150

Trial Results (Commissioner of Public Safety)

Victim’s To Sentence SL convict 3 4 To frontier for one year Fine (1 die x 200 crowns) 4-7 7 8-12 9 All property confiscated 13+ 11 Death

Title Table

Min Social Level New Social Level 6 7 8 9 10 11

Status

10 11 12 13 14 15

Status Points received this month 10 10 15 15 20 20

En Garde! the swashbuckling role-playing game – www.engarde.co.uk

Pension 10 15 25 100 100

Add. pay

5 10 10 25 25 25 50