The
Charge of the Light Brigade
Or
anyone for Tennyson
The Players:
This game requires 5 players, each
controlling one of the Regiments of the Light Brigade.
The Regiments:
The regiments comprising the Light
Brigade on
4th Light Dragoons,
8th Hussars,
11th Hussars,
13th Light Dragoons
and
17th
Lancers.
Each Regiment consists of six stands of
figures, each stand representing half of a squadron.
The Board:
The board is a single track divided into
4 sectors each of 4 bands or ˝ leagues. At one end is the start line for the
Light Brigade. At the other end are placement positions for 3 Russian Batteries.
On each flank in the end two sectors are positions for further Russian
batteries, one per flank per sector.
Setup:
Each player will have a “Regiment” made
up on six stands (half Squadrons). The Regiments are placed on the starting
line.
Each player will also have a ten sided
dice.
Each player is dealt 3 cards by the
Umpire.
One Russian Artillery battery is placed
at the end of the valley.
Who Goes First?
To determine who goes first roll a
specially marked dice with one side marked for each regiment and the extra side
marked for the 11th Hussars (the cherrybums).
Firing the
Guns.
Whenever a Regiment comes under fire the
owning player will roll 1 d10. If the number rolled (0=0) is less than or equal
to the number of batteries able to fire on the Regiment then that Regiment loses
a half squadron.
The End (Frontal) batteries can always
fire on all Regiments. The flank batteries may only fire upon those regiments in
the sector the guns cover.
Play:
In turn each player will play one card
and the effect will be processed. The Player is then dealt a replacement
card.
If a Player has a must play card in his hand, this must be
played before any other normal cards may be played. If he holds several must play cards he may choose which to
play in his turn, however he may not play a normal card until he holds no must play cards.
Played cards will be placed on a discard
pile with the exception on battery
placement cards. When the deck has been exhausted the discard pile will be
reshuffled and play will recommence.
Cossacks:
Cossacks on the table prevent any
Regiment further along the valley regaining troops.
The Cossacks will be placed immediately
behind the rearmost regiment.
The cards:
Each line on the Poem, “The Charge of the
Light Brigade” by Alfred, Lord Tennyson, will have a card with the line of
poetry and a game effect marked on it. Several of the cards are must play cards.
1.
1.1
Half a league,
Advance ˝ league
1.2
half a league,
Advance ˝ league
1.3
Half a league onward,
Advance 1 league
1.4
All in the valley of Death
All Advance ˝ league
1.5
Rode the six hundred.
All Advance ˝ league
1.6
"Forward, the Light Brigade!
All Advance 1 league
1.7
"Charge for the guns!" he said:
Advance ˝ league
1.8
Into the valley of Death
Advance 1 league & take fire
1.9
Rode the six hundred.
All Advance ˝ league
2.
2.1
"Forward, the Light Brigade!"
All Advance 1 league
2.2
Was there a man dismay'd?
Retire one regiment ˝ league
2.3
Not tho' the soldier knew
Advance ˝ league & take fire
2.4
Someone had blunder'd:
Retire one regiment ˝ league
2.5
Their's not to make reply,
Advance ˝ league & take fire
2.6
Their's not to reason why,
Advance ˝ league
2.7
Their's but to do and die:
Lose half a squadron
2.8
Into the valley of Death
Advance 1 league & take fire
2.9
Rode the six hundred.
All Advance ˝ league
3.
3.1
Cannon to right of them,
Place Right hand Cannon
x @
3.2
Cannon to left of them,
Place Left hand Cannon
x @
3.3
Cannon in front of them
Place Frontal Cannon
x @
3.4
Volley'd and thunder'd;
Fire Artillery on All
x
3.5
Storm'd at with shot and shell,
Fire Artillery on All
x
3.6
Boldly they rode and well,
Advance 1 league
3.7
Into the jaws of Death,
Advance ˝ league & take
fire
3.8
Into the mouth of Hell
Place Front Cannon
x @
3.9
Rode the six hundred.
All Advance ˝ league
4.
4.1
Flash'd all their sabres bare,
Advance ˝ league
4.2
Flash'd as they turn'd in air,
Fire Artillery on Regiment
4.3
Sabring the gunners there,
Advance ˝ league
4.4
Charging an army, while
Advance ˝ league & take
fire
4.5
All the world wonder'd:
Advance ˝ league
4.6
Plunged in the battery-smoke
Fire Artillery on Regiment
4.7
Right thro' the line they broke;
Advance 1 league & take fire
4.8
Cossack and
4.9
Reel'd from the sabre stroke
Retire one regiment 1 league
4.10
Shatter'd and sunder'd.
Fire Artillery on Regiment
4.11
Then they rode back, but not
Retire one regiment ˝
league
4.12
Not the six hundred.
Fire Artillery on All
x
5.
5.1
Cannon to right of them,
Place Right Hand Cannon
x @
5.2
Cannon to left of them,
Place Left Hand Cannon
x @
5.3
Cannon behind them
Remove one battery of choice
*
or the Cossacks
5.4
Volley'd and thunder'd;
Fire Artillery on All
x
5.5
Storm'd at with shot and shell,
Fire Artillery on All
x
5.6
While horse and hero fell,
Lose half a squadron
5.7
They that had fought so well
Advance ˝ league & take fire
5.8
Came thro' the jaws of Death
Advance 1 league
5.9
Back from the mouth of Hell,
Retire one regiment ˝ league
5.10
All that was left of them,
Retire one regiment ˝ league
5.11
Left of six hundred.
Fire Artillery on All
x
6.
6.1
When can their glory fade?
Regain half a
Squadron
6.2
O the wild charge they made!
Advance ˝ league & take
fire
6.3
All the world wondered.
Advance ˝ league
6.4
Honor the charge they made,
Regain half a Squadron
6.5
Honor the Light Brigade,
All Advance ˝ league
6.6
Noble six hundred.
All regiments Regain half a
Squadron
X
are “must play” cards, which must be played before any other card can be
played by the player holding them.
@
Battery placement cards should be removed from the discard pile when
played.
*
The battery removal card should be placed on the discard pile when played
as should the placement card for the removed battery.
Card type
totals:
Advance ˝ league
8
Advance 1 league
3
All Advance ˝ league
6
All Advance 1 league
2
Advance ˝ league & take fire
6
Advance 1 league & take
fire
3
Retire one regiment ˝ league
5
Retire one regiment 1
league
1
Lose half a squadron
2
Place Right hand Cannon
2
Place Left hand Cannon
2
Place Frontal Cannon
2
Remove one battery of
choice
1
Fire Artillery on All
6
Fire Artillery on Regiment
3
Regain half a
Squadron
2
All regiments Regain half a
Squadron
1
Place Cossacks
1
Required
Miniatures:
7 Russian batteries
5 Regiments of 6 stands each stand of 2
figures.