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
- 1 Map (22” x 34”, hex grid, ~325 yards per hex)
- 1.5 Counter sheets (infantry, cavalry, artillery units; leaders; activation markers; orders markers)
- 1 Rules booklet
- 1 Player aid card
- 1 Ten-sided die
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:
- Place units per the scenario setup instructions.
- Place Activation Markers per scenario. Place Orders Markers on the Orders Track.
- The scenario specifies which Activation Groups start Under Orders vs. No Orders.
Turn Structure
Each game turn follows a fixed sequence:
A. Orders Phase
- Players roll for possible Orders Delay (risk of not receiving orders). Napoleon does not roll for delay.
- Players decide which Orders Commands receive Orders (Under Orders or No Orders).
B. Initiative Determination Phase
- Each player rolls 1D10, adds their Overall Commander’s Orders Rating. Highest total has Initiative.
- Initiative Player selects one Activation Marker to activate first.
- All other Activation Markers go into The Pool (opaque cup).
C. Activation Phase (repeated)
- Draw an Activation Marker from The Pool.
- Reveal Order Status for each command in the Activation Group. Commands with No Orders may attempt to convert.
- 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)
- Repeat until The Pool is empty.
D. Reserve Phase
Each player may activate one Reserve Group.
E. Group Morale Phase
- Check for Collapse (groups that have taken heavy losses may collapse).
- 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
- Under Orders: Commands operate normally with full movement and combat ability.
- No Orders: Commands are restricted; may attempt to convert to Under Orders when their Activation Marker is drawn.
- Orders Delay: At the start of each turn, players roll to see if corps commanders delay receiving orders (representing communication difficulties). Modified by the Orders Commander’s Delay Rating.
- Reserve: Units designated as Reserve activate during the special Reserve Phase, not during normal activation draws.
Movement
- Movement points vary by unit type (infantry, cavalry, artillery).
- Terrain affects movement costs (woods, rivers, villages, fieldworks, etc.).
- Horse Artillery: Movement allowance of 8 (most mobile artillery).
- Zones of Control (ZOC): Combat units exert ZOC into adjacent hexes, affecting enemy movement and retreat.
Artillery Fire
- Artillery fires at enemy units within range (Effective and Maximum range).
- Fire resolution uses the Fire Table: roll D10, apply modifiers (range, terrain, target type).
- Results include Disorder, losses, or no effect.
- Artillery can fire before friendly units move.
Shock Combat
- Occurs when units move adjacent to or into enemy hexes.
- Compare Shock Strength plus die roll plus modifiers.
- Results include Disorder, Withdrawal, Rout, or Elimination.
- Commitment: Individual units have a Commitment rating determining their ability to engage.
- Combined Arms: Infantry and cavalry attacking together gain bonuses.
Cavalry Charge
- Special form of Shock initiated by cavalry units.
- Cavalry may pursue retreating enemies.
- Defending infantry may form square against cavalry charges (reduces cavalry effectiveness but makes infantry vulnerable to artillery).
- Counter-charge: Defending cavalry may counter-charge attacking cavalry.
Rally and Recovery
- Rally: Disordered units that did not move, fire, or engage in combat may attempt to rally during their activation.
- Recovery: Units in the Recovery Box attempt to return to play during the Group Morale Phase. Success depends on Cohesion rating.
- Withdrawal: Replaced the Rout mechanic. Units forced to withdraw move to the Withdrawn Box and may recover in subsequent turns.
Scoring / Victory Conditions
Victory conditions vary by scenario:
Schevardino Scenario
- French win by capturing the Schevardino Redoubt and maintaining control.
- Russian win by holding the redoubt or inflicting sufficient casualties.
Borodino Scenario
- Victory is determined by a combination of geographic objectives (controlling the Fleches, Great Redoubt, Utitza) and enemy casualties.
- Each side has specific VP targets; the side meeting its objectives wins.
- Levels of victory (Decisive, Substantive, Marginal) based on degree of objective completion.
Special Rules & Edge Cases
- Kutuzov’s Orders Rating: Varies depending on which Russian army he is activating.
- Napoleon’s Orders: Napoleon does not roll for Orders Delay (he issues orders directly).
- Fieldworks: The Fleches and Great Redoubt provide significant defensive bonuses. Once captured, they provide reduced bonuses to the occupier.
- Cohesion: The most important unit rating, representing morale, training, and weaponry combined. Used for rally, recovery, and combat resolution.
- Stacking: Generally 2 units per hex, except brigades from the same parent unit plus 1 artillery (3 units total).
- Facing: Units have a facing that affects combat and ZOC. Flank and rear attacks gain significant bonuses.
- Group Morale/Collapse: When an Activation Group takes sufficient losses, it may Collapse, causing all units in the group to become Disordered and potentially withdraw.
Player Reference
Sequence of Play:
- Orders Phase (delay rolls, assign orders)
- Initiative Phase (roll D10 + Commander rating; winner picks first activation)
- Activation Phase (draw markers, execute: Fire -> Move -> Shock -> Rally)
- Reserve Phase (activate 1 reserve group each)
- Group Morale Phase (check collapse, recovery attempts)
- 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.