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
- 80 wooden block playing pieces (French=blue, Austrian=red)
- Infantry pieces (1-3 strength)
- Cavalry pieces (1-2 strength)
- Artillery pieces (1 strength)
- Replacement pieces for handling losses
- 1 Game board (22” x 30” map of Marengo battlefield)
- 3 Markers (time track, morale)
- 2 Rules booklets
Setup
- Place marker on 6:00 AM on the Time Track.
- Place morale markers at starting positions on the Morale Track.
- Sort pieces by group: French “At Start,” four Reinforcement Entry groups, and replacements.
- 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.
- Reinforcement pieces are turned face-down by their owner.
- French pieces on the map at start cannot move until activated (surprise rule).
French Activation
French start pieces are inactive until:
- An adjacent locale is enemy-occupied at the start of French turn, OR
- French player selects them: 1 piece on first turn; 2 per turn after a French setup locale was ever enemy-occupied or it is 11:00 AM+.
French reinforcements do not need activation.
Turn Structure
16 rounds, each divided into two turns: Austrian first, then French.
Each turn has 4 steps:
- Resolve artillery bombardments declared in previous turn.
- Conduct infantry and cavalry assaults.
- Conduct movement.
- 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
- Pieces move within a locale (reserve to blocking or vice versa) or to an adjacent locale.
- Road movement allows reaching non-adjacent locales. Primary road movement is unlimited (no command limit).
- Pieces are moved in groups (same start and end location). Road moves are always single pieces.
- Cannot exceed locale capacity limits.
- A piece blocking an approach must have an enemy-occupied locale opposite it. If enemy leaves, blocking pieces must move to reserve.
Maneuver Attacks
When a group moves into an enemy-occupied locale, a maneuver attack occurs:
- The moving group enters through a specific approach.
- The defender may block the approach with pieces already in the locale (does not count against command limit).
- The attacker’s strength is compared to the defender’s blocking strength, modified by terrain penalties on the approach.
- If attack strength exceeds defense, the defender must retreat.
- If attack fails, the attacker must retreat back.
Artillery Bombardment
- Declared during step 4 of a turn; resolved during step 1 of the next turn.
- Artillery in a locale bombards an adjacent enemy-occupied locale.
- Bombardment strength = artillery strength minus terrain penalties.
- If bombardment succeeds, defender loses strength; if it fails, nothing happens.
- Artillery that bombards cannot move on the same turn it declares bombardment.
Assaults
- A more committed form of attack than maneuver.
- Pieces already blocking an approach can assault the opposite locale.
- Total assault strength = all assaulting pieces’ strength minus terrain penalties.
- Defender’s strength = all defending pieces in the locale.
- Attacker must commit before seeing defender’s response.
- Losses are distributed based on strength comparison.
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:
- Objective Control: Three color-coded star objectives (red, green, blue) on the map. The Austrian player wins by controlling objectives.
- 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.
- 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
- Pieces are normally face-down (hidden identity). Only the owning player sees their type and strength.
- Pieces become face-up when involved in combat or when rules require revelation.
- At the start of each turn, a player may shuffle face-up pieces together with others in the same locale to restore secrecy.
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
- Narrow approach: 1 piece wide
- Wide approach: 2 pieces wide
- Impassable approach: No movement or attack
- Cavalry-obstructing: Restricts cavalry in attack/defense
- Attack penalties reduce attacker strength per symbol type
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:
- Resolve previous artillery bombardments
- Conduct infantry/cavalry assaults
- Conduct movement (max 3 groups or assaults combined)
- 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:
- Impassable = no crossing
- Cavalry-obstructing = cavalry restricted
- Attack penalties = reduce strength per symbol
Game Length: 16 rounds (6:00 AM to 9:00 PM)