Combat
Combat is between all types of opposing units (infantry, cavalry, artillery) that are 20cm or less apart, with at least one of the opposing units facing the other. A player may only conduct combat once per turn per unit, but an opposing unit can be engaged by more than one unit. Cavalry may not initiate combat with an enemy unit behind a wall or in woods.
To conduct a combat, each player turns up the top card in their deck. If one card is higher than the other (, Jack = 11, Queen = 12, King = 13, Ace = 14), one enemy man is killed. An infantry or artillery unit defending behind a redoubt, solid wall, or in a trench adds 3 to their card. The winning player gets to choose which one of the enemy men to kill and which one(s) is confused. When the first man is killed,one man is confused, turns and runs to the rear of the formation, when the second man in the unit is killed, two more men are confused, turn and run, when the third man is killed, three more men are confused turn and run; etc. To keep track, leave killed men on the field until the engagement is over.
If both cards are equal in value, both sides lose a man killed, and the number confused is based on the number of men already killed in each unit; these are selected by the opposing, not owning, player.
Officers, drummers and flag bearers are the last to be killed or become confused.
Special combat situations
When artillery wins a combat, one enemy man is killed and the number of men confused is half to the number on the winning card, so up to 5 men may be confused (Jack, Queen, King each cause 3 men to run, an ace only 1, odd numbers round up). Always use the face value of the card for the number of men who are confused, even when defending behind a redoubt, wall, or in a trench.
A win by cavalry causes 1 more man to become confused than would normally.
A win by a unit attacking the flank (side) or rear of an enemy unit causes 2 more enemy men to become confused than would normally.
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