Overview
Manoeuvre is a card-driven light wargame for 2 players. Each player commands a Napoleonic-era army of 8 units on a modular battlefield. Players use nation-specific card decks to move, attack, and maneuver their forces. Victory is achieved by eliminating enemy units or occupying the opponent’s side of the battlefield.
Components
- 24 map sections (each 4x4 squares) – 8 used per game
- 8 national armies (each with 8 unit cards, 60 action cards, and unit tokens)
- Terrain effects reference
- Combat dice
- Rules booklet
Setup
- Each player selects a nation.
- Randomly arrange 8 map sections (4 per side) to form the battlefield.
- Each player places their 8 unit tokens on their half of the map.
- Shuffle each player’s 60-card action deck; draw 5 cards.
- Determine starting player.
Turn Structure
Each turn:
- Restore a unit (if any were used for combat last turn).
- Play cards to move units, attack, or use special abilities.
- Draw cards back up to hand limit (5 cards).
- Discard if over hand limit.
Nightfall: When both players have cycled through their decks once, nightfall occurs. If no one has won, the player occupying more of the opponent’s territory wins.
Actions
Movement
Play a movement card to move a unit. Units typically move 1-2 squares. Terrain affects movement costs (forests, mountains, rivers cost more).
Combat
When a unit is adjacent to an enemy:
- The attacker plays combat cards and rolls dice.
- The defender may play defense cards.
- Compare attack value (cards + dice) to defense value (cards + terrain bonus).
- If attack exceeds defense, the defending unit is eliminated.
- If defense holds, the attacker may be forced to retreat.
Terrain Effects
| Terrain |
Movement Cost |
Defense Bonus |
| Clear |
1 |
0 |
| Forest |
2 |
+1 |
| Mountain |
2 |
+2 |
| Marsh |
2 |
+1 |
| Town |
1 |
+1 |
Special Cards
Each nation has unique cards reflecting their historical strengths (e.g., French have strong cavalry charges, British have superior musketry).
Scoring / Victory Conditions
Two ways to win:
- Eliminate 5 enemy units (out of 8).
- Nightfall territorial control: When both decks are exhausted, the player with more units on the opponent’s half of the battlefield wins.
Special Rules & Edge Cases
- Leader units provide bonuses to adjacent friendly units.
- Cavalry can charge (move and attack in one action) and pursuit (attack retreating enemies).
- Artillery can bombard at range (2 squares).
- Each nation plays differently; asymmetric card decks create varied strategies.
- If the battlefield is evenly split at nightfall with no unit advantage, the game is a draw.
- Units that retreat are not eliminated but may be pushed off the battlefield edge (which eliminates them).
Player Reference
| Victory Condition |
Requirement |
| Elimination |
Destroy 5 of opponent’s 8 units |
| Nightfall |
More units on opponent’s half when decks exhausted |
| Unit Type |
Typical Strength |
Special |
| Infantry |
Medium attack/defense |
Steady, versatile |
| Cavalry |
High attack |
Charge, pursuit |
| Artillery |
Ranged attack |
Bombard at distance |