Borodino

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Overview

Borodino is a two-player hex-and-counter wargame covering the famous 1812 battle between Napoleon’s French army and Kutuzov’s Russian forces, using the Triumph & Glory system (version 2.2). The game emphasizes activation-based play where units move only when their Activation Marker is drawn from a randomized pool. Players issue Orders to their corps, maneuver infantry, cavalry, and artillery across the battlefield, resolve fire and shock combat, and attempt to break enemy morale. The game includes scenarios for both the preliminary Battle of Schevardino Redoubt and the main Battle of Borodino.

Components

Setup

Setup varies by scenario:

Battle of Schevardino Redoubt (Introductory)

Smaller scenario using a portion of the map. French attack Russian advance positions.

Battle of Borodino (Full)

Full map deployment. Russian forces set up in defensive positions along the Kolocha River and around the Fleches and Great Redoubt. French deploy opposite.

For each scenario:

  1. Place units per the scenario setup instructions.
  2. Place Activation Markers per scenario. Place Orders Markers on the Orders Track.
  3. The scenario specifies which Activation Groups start Under Orders vs. No Orders.

Turn Structure

Each game turn follows a fixed sequence:

A. Orders Phase

  1. Players roll for possible Orders Delay (risk of not receiving orders). Napoleon does not roll for delay.
  2. Players decide which Orders Commands receive Orders (Under Orders or No Orders).

B. Initiative Determination Phase

  1. Each player rolls 1D10, adds their Overall Commander’s Orders Rating. Highest total has Initiative.
  2. Initiative Player selects one Activation Marker to activate first.
  3. All other Activation Markers go into The Pool (opaque cup).

C. Activation Phase (repeated)

  1. Draw an Activation Marker from The Pool.
  2. Reveal Order Status for each command in the Activation Group. Commands with No Orders may attempt to convert.
  3. Activation Sequence (in order): a. Artillery Fire b. Unit Movement c. Shock Combat and/or Cavalry Charge d. Rally (for units that did nothing else)
  4. Repeat until The Pool is empty.

D. Reserve Phase

Each player may activate one Reserve Group.

E. Group Morale Phase

  1. Check for Collapse (groups that have taken heavy losses may collapse).
  2. Recovery Phase: Attempt to recover Disordered units. Move units from Withdrawn Box to Recovery Box.

F. Overall Commander Movement Phase

Each player may move their Overall Commander.

Actions

Orders and Activation

Movement

Artillery Fire

Shock Combat

Cavalry Charge

Rally and Recovery

Scoring / Victory Conditions

Victory conditions vary by scenario:

Schevardino Scenario

Borodino Scenario

Special Rules & Edge Cases

Player Reference

Sequence of Play:

  1. Orders Phase (delay rolls, assign orders)
  2. Initiative Phase (roll D10 + Commander rating; winner picks first activation)
  3. Activation Phase (draw markers, execute: Fire -> Move -> Shock -> Rally)
  4. Reserve Phase (activate 1 reserve group each)
  5. Group Morale Phase (check collapse, recovery attempts)
  6. Overall Commander Movement

Unit Types:

Type Key Stats
Infantry Shock strength, Cohesion, Defensive Fire DRM
Cavalry Shock strength, Cohesion, Cavalry Type (Lt/Hv/Cossack)
Artillery Fire strength, Effective/Max range
Leaders Command Rating, Orders Rating, Orders Range

Combat Resolution: Roll D10, apply DRMs, consult appropriate table (Fire Table or Shock Table).

Game Scale: ~325 yards/hex, ~75 minutes/turn, ~200 men per infantry strength point.