Battle of the Alma Rules booklet

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BATTLE OF ALMA Credits

RULES O F P L AY

Design: Ty Bomba

Development: Adam Starkweather

Playtesting: Ty Bomba, Grant Cardwell, Sherman Tutweiler, Christopher Perello Map & Counter Graphics: Paul Stuhlfaut

20 September 1854

Two-player grand-tactical simulation of the first battle of the Crimean War. TABLE OF CONTENTS 1. INTRODUCTION ......................................... 27 2. COMPONENTS ............................................. 27 3. SET UP & HEX CONTROL ........................... 29 4. HOW TO WIN ............................................... 30 5. TURN SEQUENCE ........................................ 30

6. NO STACKING .............................................. 32 7. ZONES OF CONTROL ................................. 32 8. MOVEMENT ................................................. 32 9. COMBAT ....................................................... 33

1.0 Introduction 1.1 In General First Blood in the Crimea: The Battle of the Alma, 20 September 1854 (“Alma” for short) is a two-player grand-tactical simulation — which is also easily adapted for solitaire play — of the first battle of the Crimean War. Both players have the opportunity to attack and defend, but the main burden of the offensive is on the Allied player. 1.2 Scale Each hexagon on the map represents 300 yards (275 meters) from side to opposite side. The units of maneuver are brigades, regiments, and battalions. Each full turn represents ?? minutes of real time. 1.3 Counter-Sheet Note the counter-sheet includes not only the units for this game, but also three errata-fix counters for the Wagram game that was published here in Paper Wars #93, as well as add-on “Mercenary” variant units for the Russia Falling game, also published here in Paper Wars, issue #85. CO P Y RI G H T © CO M PA S S G A M ES 2021

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2.0 Components 2.1 Components The Components to a complete game of First Blood in Crimea include these rules, the map, and the sheet of 228 die-cut counters, which are also referred to as “units” or “unit-counters.” Players must provide a standard six-sided die to resolve combat and other probabilistic game events. Note. In the lower-right corner of the counter-sheet there are 41 addon variant units for the game that appeared in issue #85, Russia Falling. The rules for incorporating them into the play of that game are presented after the end of this game’s rules. 2.2 Game Map The map illustrates the militarily significant terrain found in and around the Alma River in 1854, when portrayed at this scale under these system dynamics. A hexagonal (“hex”) grid is printed over the map to regulate the placement and movement of units across it, much as squares in Chess or Checkers. A unit is considered to be in only one hex at any one time.

Every hex on the map has a unique four-digit identification number printed within it. They’re provided to help find exact locations more quickly and to allow for the recording of unit positions if a game has to be taken down before it can be completed. For example, the village of Ulokol Akles is in hex 2635. 2.3 Unit-Counters Most of the unit-counters represent combat formations, while others are informational markers and memory aids. After reading through these rules at least once, carefully punch out the counters. Using a nail clipper (or a purpose-designed counter-clipper) to remove the nub-like “dog ears” from their corners will facilitate easier handling during play, and as a bonus will also demonstrate samurai-like determination and discipline to your opponents. R U L E S O F P L AY— PA P E R WA R S # 9 8

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3/31/21 11:54 AM


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Battle of the Alma Rules booklet by compassgames - Issuu