Click this box to download version 2.4 of the rules

Continuous play testing allows us to refine/simplify and update our rulebook when discrepancies appear.

The latest version of the rules is v.2.4 version and is available now (link above). This will be the last update and will be the booklet included in the printed game.

Version 2.3 to version 2.4 change log:

  1. (3.1.4) we streamlined and clarified the rules pertaining to where Leaders cards go in various circumstances. We also made it clearer on when to put a card face up or face down in the Out of Play deck.

  2. (5.7) to form into a square is now limited to stacks of infantry with 2 steps or more. Stacks reduced below that limit when in square disorder.

  3. Various typos and rules wording have been corrected for a clearer understanding.

Version 2.2 to version 2.3 change log:

  1. (2.5) the cards’s pictures have been updated to display the new cards’ look.

  2. (4.6.3) added the authorization to move a Leader already stacked with a disordered/stragglers unit along with it. Previously, one could only move a Leader to go stack with such unit.

  3. (4.6.9) the OM completion rule was simplified. Optional removal of an active OM is now allowed whenever the Leader is in its operational area but, it becomes mandatory to remove it when, in addition, and there are no enemy combat units in that area. This was done to prevent the unrealistic behavior of a leader avoiding to move adjacent (or stack with) his OM for fear of having it disappear and to remove the futile distinction between dwelling and non-dwelling OM completion.

  4. (6.3.2) added "initially" to the second paragraph. We encountered a peculiar situation where an artillery unit was stacked with a 1/2 step unit and received a DDS result. The infantry was eliminated by the S so it left only a disordered artillery in the hex, which is only supposed to happen through fire combat, not melee. This solves it by allowing the artillery to stand alone, albeit in disorder (suppressed).

  5. (8.2.5) removed the mention of train units as, unlike train, limbered artillery does not make a hex impassible. Moved the design note to the main rule sub-chapter. This was changed to avoid confusion.

  6. (9.5.1) now lets a Leader reaction move anytime it finds itself alone in an enemy reaction zone, not just during enemy movement. We had a case where a unit moved and left a Leader alone in an enemy zone. We decided it was more realistic to immediately have him react and move out of the zone (albeit turning Passive) than let him stand there idle.

  7. (12.4.2) we clarify that extended units disordering for any reason during a charge do not shrink before the melee is resolved. This was implied but not clearly stated before.

  8. (15.1) removed the "this is voluntary" parenthesis that was leftover from previous version of the rules. To attempt to Rally is definitely mandatory under this ruleset. This speed up play.

  9. Player Aid Charts: combined the separate x1/2 strength multipliers for being Spent and not charging under a single one, making those two cases now not cumulative. A cavalry unit is deprived of the opportunity to counter charge or reaction move when Spent thus making it already pretty much defenseless. We felt that penalizing such unit twice was too harsh and combined the penalties into one.

  10. Player Aid Charts: added the note concerning the proper rounding off of odds. Players tended to forget that a 2-ranks line (*) attacked by any other formation rounds to the attacker, an exception to the rule.

First Edition to version 2.2 change log:

After extensive play-testing, we have finalized version 2.2 of the Fix Bayonets! Rules. Although the system is, in its philosophy and main mechanics, essentially the same as its first iteration, some things have been tweaked to ease or clarify game play and to improve the historical simulation. (For changes between 2.1 & 2.2, see paragraphs in italics)

  1. The game scale has been standardized to 120 meters (130 yards) per hex. Some command/artillery units ranges and other hex distances have been adjusted in response. This allows for larger hexes and maps to cover a larger area while only minimally reducing on-map maneuvering room.

  2. The term Formation (with a capital F) has been changed to Command Group (CG) to prevent confusion.

  3. TEM modifiers are not DRM anymore but applied to the TEM value just like for Fire Value.

  4. Cavalry units now have a Charge/Melee DRM instead of a Combat Value. This lowers the combat effectiveness of cavalry, especially lower quality one.

  5. In order to improve the command advantage of leaders with high SR, eliminate the requirement of having to activate first for a side with less leader cards and somewhat speed up play, we changed the activation system. Instead of a series of initiative contests between two cards that get resolved one by one, the activation stack now keeps one card face up against which the next card is played. The player with the highest SR leader may now use him to force his opponent to play as many of his lower SR ones as he likes before him while keeping the option to activate before any of them. This also reduces the need for interruption to fringe cases (but we kept the option in the rules).

  6. A new Out of Play deck place holder for leader cards and Out of Play Phase forces leaders that are routed, in reserve, off-map or otherwise "out of action" to activate their CG after all the other ones have done so. Any subordinate units from leaders in such situations are restricted to what they can do anyway for being in Reserve or Out Of Command.

  7. A new Special Events system that involves cards received when rolling badly and played to gain small but important tactical advantages.

  8. Facing is now only to a hex corner for all units requiring facing. The column formation now has a marker (nation specific to differentiate column types) to distinguish it from the line. This increases marker clutter slightly but eliminates the problems related to precise counter handling and small involuntary counter rotation messing up the formation. 

  9. Lines are now differentiated between 2-ranks and 3-ranks. This affects line extension requirements and Fire Value modifiers (favoring 2-ranks lines) and Melee odds rounding (weakening 2-ranks lines).

  10. Markers now show reminders of their effects (TEM, movement and combat modifiers) and column/RC/extended line markers are nation specific.

  11. FB! markers now prevent a player from reinforcing a stack, prevent reform attempts and affect TEM modifiers when charged for both attacking and defending stacks.

  12. Rally attempts are now mandatory. This tends to speed up play.

  13. Unit steps were standardized at 200 men per infantry step and 150 men per cavalry step. Steps are now represented by a number on the counter, not "buttons" anymore.

  14. Some Melee and Charge modifiers have been adjusted to prevent unrealistic situations. The Melee combat table was slightly modified to account for the cavalry melee rules changes.

  15. General Order terrain now prevents all Charges into it, as a base rule.

  16. Poorly trained cavalry units cannot wheel anymore.

  17. Stacking and reaction zones rules have been rewritten and clarified. 

  18. One unit not in good order is now allowed to move before its leader if he then moves to stack with it. Leaders can move while stacked with such units regardless of OM restrictions. Leaders do not have to advance after Melee. These solve irritating movement sequencing and command problems.

  19. Minor typo corrections, updated back cover.

  20. Cavalry that recalls just before moving its last (4th) hex is now Spent.

We think that those changes will improve game play and get rid of annoying or unrealistic situations that happened while playing with the first edition.