This is a hex-and-counter wargame of the Waterloo campaign of 16–18 June 1815. You move units across a hex map, attack the enemy, and try to hold the places that score victory points before the turns run out. If you have never played a wargame before, read straight through; it takes about five minutes.
The italic line under the title bar tells you what your side is trying to achieve in that scenario. The right-hand panels show whose turn it is, the objectives and victory points, each army's morale, and a combat log.
| Action | How |
|---|---|
| Select one of your units | Click it |
| Move the selected unit | Click any highlighted blue hex |
| Attack an enemy | In the combat phase, click an enemy outlined in red |
| Confirm the attack | Press Resolve attack |
| Call off the attack | Press Cancel |
| Finish the phase | Press End movement / End combat |
| See what is in a hex | Hover over it and read the Hex panel |
| Pan the map | Drag the board |
| Zoom | The + and − buttons above the board |
| Jump to a battlefield | In the campaign, click a battlefield name in the objectives panel |
Each game turn has four phases, always in this order:
Then the turn number advances, any reinforcements due that turn appear at their map edge, and every unit is free to act again. The header always tells you the current turn, the phase, and whether it is you or your opponent to act.
Every unit is printed with two numbers, strength-movement.
A counter reading 7-4 has 7 combat strength and 4 movement points.
Click a unit and the hexes it can reach are highlighted; click one to move
there.
| Terrain | Foot & artillery | Cavalry & horse artillery |
|---|---|---|
| Clear / field | 1 | 1 |
| Town or village | 1 | 1 |
| Crest (ridge) | 1 | 1 |
| Forest or marsh | 2 | 4 |
| Chateau | 2 | 2 |
| Stream | 3 (extra to cross) | 3 |
| River | Impassable — cross at a bridge only | |
| Along a road | Half cost | |
Attacking is voluntary. In your combat phase, click an enemy unit outlined in red. Every eligible unit of yours adjacent to it automatically joins the attack, and the Attack panel shows the odds.
Odds are your total attacking strength compared with the defender's total
defence, rounded to a column such as 1-2, 1-1,
3-1. Terrain multiplies the defence:
Press Resolve attack and a die is rolled on the Combat Results Table. The column you are using is highlighted live as you stage the attack.
| Die | 1-5 | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Ar | Ar | Dr | Dr | Dr | Dr | Dr | De | De | De |
| 2 | Ar | Ar | Ar | Dr | Dr | Dr | Dr | Dr | De | De |
| 3 | Ae | Ar | Ar | Ar | Dr | Dr | Dr | Dr | Dr | De |
| 4 | Ae | Ae | Ar | Ar | Ar | Dr | Dr | Dr | Dr | Dr |
| 5 | Ae | Ae | Ae | Ar | Ar | Ar | Dr | Dr | Ex | Ex |
| 6 | Ae | Ae | Ae | Ae | Ar | Ar | Ex | Ex | Ex | Ex |
| Result | Meaning |
|---|---|
| Ae | Attacker loses a step |
| Ar | Attacker retreats two hexes (a step is lost instead if it cannot) |
| Ex | Exchange — both sides lose a step |
| Dr | Defender retreats two hexes; you may advance |
| De | Defender loses a step; you may advance |
Better than 6-1 is treated as 6-1; worse than 1-5 is treated as 1-5.
Most units have two steps. The first loss flips them to their reduced side, shown by a white bar across the counter and a lower strength. The second loss removes them from the game.
Victory points are scored for holding objective hexes — marked with a gold star, and listed in the objectives panel with who currently holds each one. Some objectives start under one side's control, so the other side must physically take them.
There are two ways a game ends:
So you lose by running out of time short of your objectives, or by wrecking your own army trying to reach them.
The campaign scenario joins all four battlefields into one board, arranged as they lie in reality, connected by the roads the armies actually marched along. It runs 26 turns.
Be warned: winning both battles of 16 June is not by itself enough to win the campaign. That was rather the point of the original.
This release does not save games. There is no save slot, no autosave, and nothing is written to your browser's storage — closing or reloading the page ends the game in progress.
To start again at any time, choose a battle and a side and press New game. When a game finishes, the victory banner offers Play again, which restarts the same scenario.
A single battle is short enough to finish in one sitting, which is why it works this way.