Setting up the game (Jacobite Rising)

  1. Select a battle from the scenario booklet. To help introduce players to the basics of the game and tactics of the period, first time players should start with Killiecrankie (Scenario #1).
  2. Place the battlefield game board in the center of the table. Each scenario specifies which army is at the top and bottom of the battlefield, and players should sit on the side closest to the army they will command. Each player takes a unit and terrain summary card.
  3. Place the terrain hexes onto the battlefield as indicated by the scenario map.
  4. Separate the blocks, Jacobite (blue blocks) and Government (red blocks). It is recommend that players initially set one block of the required troop type and a leader block on the battlefield, using the board’s borders and flank boundaries (dotted lines) to quickly locate the correct hexes. Then fill each infantry, cavalry and artillery unit with three additional blocks.
    Note - Each unit symbol on the map represents an entire unit with 4 blocks.
  5. Shuffe the Command card deck thoroughly and deal Command cards to each side per the selected scenario’s battle notes. Keep the Command cards a secret from the opposing player. Place the remainder of the deck face down, alongside the battlefield, within easy reach of both players.
  6. Each player shuffes his own Combat card deck thoroughly and draws the number of Combat cards as indicated by the scenario’s battle notes. Keep the Combat cards a secret from the opposing player. Set the remaining deck of Combat cards face down alongside the game board near the deck of Command cards.
  7. Place the eight battle dice and Victory Banner counters along side the battlefield.
  8. Review any special rules and victory conditions that apply for the battle.
  9. The starting player, as indicated in the scenario’s battle notes, will begin play.

Note - Prior to the start of a battle, when Opening Cannonade rules are in effect for the scenario, the starting player will start with the opening cannonade.

Opening Cannonade

Prior to the first player’s turn in the battle, when opening cannonade rules are in effect, all artillery units may engage in ranged combat. An artillery unit to combat in the opening cannonade must be in range and have line of sight to an enemy unit. The side that moves first designates one artillery unit to fire. Then, each side will alternate firing their artillery units and possibly retiring until all artillery units on both sides have completed its cannonade.

Note - Combat cards may not be played during the Opening Cannonade.

After an artillery unit has fired its opening cannonade, it may retire back 2 hexes toward its baseline or hold its position. If the unit retires, it may move through friendly units, leaders and terrain that is not impassable. No rally check is required on the cannonade retire movement. If an artillery unit cannot retire the 2 hexes, it may not retire. If an artillery unit retires one hex onto a hex with a lone leader, the leader will not allow the artillery unit to stop. The artillery unit must retire 2 hexes.

Print Email

Log in to comment

Random Quote

That these are our grievances which we have thus laid before his majesty, with that freedom of language and sentiment which becomes a free people claiming their rights as derived from the laws of nature, and not as the gift of their chief magistrate. ~~~ Thomas Jefferson ~~~

This site uses cookies to improve your experience.