Bonaparte at Marengo

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Bonaparte at Marengo is a two-player block wargame simulating the Battle of Marengo on June 14, 1800. One player controls the French and the other the Austrians. The game plays over 16 rounds (each representing one hour). The Austrian army enters from the west and attempts to destroy French forces and control the map. The French start scattered with some pieces needing activation. Combat is resolved through strength comparison with no dice — terrain effects are built into the map. Hidden unit identities (block fog of war) add tension and bluffing.

Components

Setup

  1. Place marker on 6:00 AM on the Time Track.
  2. Place morale markers at starting positions on the Morale Track.
  3. Sort pieces by group: French “At Start,” four Reinforcement Entry groups, and replacements.
  4. French At Start: Austrian player shakes French pieces in a box (without looking). French player does blind draws for each starting locale, placing pieces face-down.
  5. Reinforcement pieces are turned face-down by their owner.
  6. French pieces on the map at start cannot move until activated (surprise rule).

French Activation

French start pieces are inactive until:

French reinforcements do not need activation.

Turn Structure

16 rounds, each divided into two turns: Austrian first, then French.

Each turn has 4 steps:

  1. Resolve artillery bombardments declared in previous turn.
  2. Conduct infantry and cavalry assaults.
  3. Conduct movement.
  4. Declare artillery bombardments for next turn.

After each round, advance the Time Track marker.

Command Limit: Max 3 groups moved and/or assaults per turn (combined). Exceptions: blocking maneuver attacks, artillery attacks, retreats, and primary road movement do not count.

Actions

Movement

Maneuver Attacks

When a group moves into an enemy-occupied locale, a maneuver attack occurs:

Artillery Bombardment

Assaults

Retreats

When forced to retreat, pieces move to an adjacent locale (or off-map if no retreat path). Retreating does not count against command limit. Retreats through enemy zones may cause additional losses.

Scoring / Victory Conditions

The game ends after 16 rounds. Victory is determined by a combination of:

  1. Objective Control: Three color-coded star objectives (red, green, blue) on the map. The Austrian player wins by controlling objectives.
  2. Demoralization: Each army has a morale level tracked on the Morale Track. Taking losses reduces morale. If an army’s morale reaches zero, that army is demoralized and loses.
  3. Territorial Control: The Austrian player needs to push eastward and hold ground.

Austrian Victory: Demoralize the French army OR control sufficient objectives by game end. French Victory: Demoralize the Austrian army OR prevent Austrian objective control.

Special Rules & Edge Cases

Fog of War

Piece Types and Combat

| Type | Attack Penalty Symbols | Notes | |——|———————-|——-| | Infantry | Infantry penalty markers | Main combat force | | Cavalry | Cavalry penalty markers | Restricted by cavalry-obstructing approaches | | Artillery | Artillery penalty markers | Bombards at range; cannot move and bombard same turn |

Terrain Effects

Capacity Limits

Each locale has a printed capacity (max pieces). This applies to the entire locale — no sub-limits for reserve vs. blocking positions.

Demoralization

When an army’s morale reaches zero, it is demoralized. The demoralized army loses the game. Losses from combat reduce morale.

French Surprise

French at-start pieces cannot move until activated. Activation occurs by enemy proximity or player selection (limited rate). This models the historical Austrian surprise attack.

Player Reference

Sequence of Play:

  1. Resolve previous artillery bombardments
  2. Conduct infantry/cavalry assaults
  3. Conduct movement (max 3 groups or assaults combined)
  4. Declare new artillery bombardments

Command Limit: 3 per turn (groups + assaults). Exceptions: maneuver blocks, retreats, artillery, primary road moves.

Unit Strengths:

Type Max Strength
Infantry 3
Cavalry 2
Artillery 1

Key Terrain:

Game Length: 16 rounds (6:00 AM to 9:00 PM)