The Mexican Adventure
The French in Mexico 1862-1867
A Game by Denis Sauvage
Translated into English by Craig Ambler
1.0 Introduction
The Mexican Adventure covers the campaign of the French Army of Mexico of 1862-1867 between the Republican Player troops of President Juarez and the Exploration Corps of Napoleon III. The rules are deliberately simple, without ignoring the historical and political content of the conflict.
The game system is for 2 people. The player in charge of the French forces and the Mexican army of Maxilian is generally known as the Imperial Player. The other, the Republican Player troops of Juarez, is named Republican Player.
2.0 Components
The game consists of the following elements:
1 map
1 set of counters to cut and collate.
1 booklet of rules
2.1 Map
The map represents Mexico in 1862 and the principal lines of communication of the period. These are separated into zones which determine the movement of forces and terrain of the area. Each zone is represented by a majority terrain, clear or difficult (which covers the mountains, forests or desert terrain). In order to shorten the surface of the game the state of California is represented by a linked box for a route on the play surface. The other boxes allow the stacking of the important pieces in the narrow zones.
2.2 Pieces
Eight types of units and markers are used:
HQ. The value on the piece is initiative and is used for the Regular Orders (RO). Only the Imperial Player has HQs.
Leaders: The leader represent the different Generals and other ranks which intervene during the conflict. The value on the counter indicates its initiative. The stars are the rank, the more stars the higher the rank. Juarez and Maximilien are not in any other category (see 5.8.5 and 5.8.6). The reverse of the counter shows the flag and preserve the fog of war.
Units: The counters “Units” represent the troops. The number on the left indicates the strength of the piece, on the right its quality.
Colours of the Forces.
Light Blue: France
Olive Green: Austrians
Light Green: Belgians
Yellow: Mexicans (Imperial Player)
Maroon: Mexicans (Republican Player)
The quality represents not only the morale of the soldiers, the cohesion of the troops, but also the power of their weapons. 1 force point Represents 1,000 men.
The French are split into three types (see picture). Left to right: Regulars, Marines and Egyptians.
The silhouettes on the pieces, cavalry or infantry, have no effect on the game.
Navy: The Naval pieces, uniquely used by the Imperial Player, which represent the military navy used by the French to safeguard the transport of their troops to the area. Each Naval unit allows the transport of a PF (1,000 men).
Events: The event markers indicate the events of which will take place during the game. Also indicated are the title of the event and a number to its reference in the rules.
Play Markers: Are the mixture of markers which aid play, calendar, French retreat, disposable resource points etc.
Failure: The failure markers are used during the Operations phase see 5.1.1
Combat Attitude: The attitude markers are necessary in the resolution of combat and are numbered 1 to 4, and which determine the position, offensive or defensive of each player during combat and which are as follows:
1 Withdraw
2 Hold
3 Skirmish
4 Assault
2.3 Dice
The game uses a d10 for resolving combat and tests. A “0” is zero and not 10.
2.4 Abbreviations
Various abbreviations are used in the rules and are aids to play.
PF: Force point
PR: Resource point
OR: Regular Order
OI: Initiative Order
HQ: Headquarters
PV: Victory area
PC: Combat potential
2.5 Definitions
In all cases in the game, one rounds a decimal value up.
In all cases, if two zones are in contact by a single point they are not considered to have a common area. All supply and movement is therefore impossible.
Example: the zones of the town of San Luis Potois and the fortress of Quertaro do not have a common zone, same for the zones of the fortresses of Veracruz and Puebla.
A force is a stack composed of 0, 1 or more leaders and one or more units. A force can legally be represented by the events markers following their use on the map: Guerrilla, counter Guerrilla of Dupin, Rural Guards. More than one force can occupy a zone.
A contested zone is one occupied by one or more forces of both players.
A line of communication represents a succession of zones towards its HQ, free of Republican forces, linked by a continuous route and occupied by a friendly force. The zone of the unit and the HQ are counted in the total.
Quality has three possible values: A, B or C. A being the best. All French unit benefit from A quality. The Austrians and Belgians are limited to B. The Republican Player to C, but to B when the War of Succession is finished and the American aide begins. Finally the Imperial Mexicans are limited to C, but to B when Maximilien creates the Imperial Player Army and then the new to C once the arrival of the French Army is stopped.
A force subject to a loss loses one of the quality value or one of his force points. If the quality of the force is C it is eliminated and removed from the map.
Ex: A force composed of 3 PF of quality B and which suffers 2 losses can, either eliminate 1 PF, or reduce 2 PFs to C quality.
An initiative test uses a throw of the dice. If the value after modification in inferior or equal to the initiative of the leader or HQ the test is passed.
An atrocities test uses a throw of the dice to which the following modifications are applied:
+ the initiative value of the leader with the stack
-1 per PF of the force
+ the value in PR of the zone occupied by the force.
If the result is >= 1 the test is passed.
A pass means that there is no atrocity committed, a failure the opposite. In case of failure for the imperial Player the marker “Retrait Francais” (French Retreat) is moved one place to the right. The Republican Player never makes a test of atrocities.
For all costs of PR (exc 4.2.2, 4.2.3 and 6.1) the yield of 1 PR for 5PF rounded up
Ex: to revitalise 6PF cost 2PR. To revitalise 13PF costs 3PR.
2.6 Questions
If you have any questions concerning the game then contact or consult the game subject on the forum of Strategikon http:/www.strategikon.info/forumnews.php
3.0 Sequence of Play
Each turn consists of a number of sequences which must be carried out in the obligatory order. A turn corresponds to two months of campaign.
Administrative Phase
a. If a HQ is received during the course of the turn, it is placed on the map.
b. Collect the Resource Points. The players collect the PR according to the zones they occupy.
c. The Imperial Player decides to affect a war loan or not from the French Treasury. He pays the PR in consequence.
d. The Republican Player receives PR from American Aide.
e. The Imperial Player dispenses PR in the following order:
1. Supply 2. improvement of Quality of PF on the map 3. Creation of new PF.
f. The Republican Player effects the same as e.
Operation Phase
a. The Imperial Player effects all of his OR and the foot movement
b. The Republican Player effects all of the his OR and the foot movement
c. The Imperial Player effects all of the his OI and the foot movement following
d. The Imperial Player effects all of the his naval and train movement
e. The Republican Player effects all of the his OI and the foot movement
f. The Imperial Player moves only his leaders
g. The Republican Player moves only his leaders
h. The Imperial Player possibly removes his HQ if it wishes to retire.
i. Resolution of combat
Pacification Phase
a. Guerrilla – The Imperial Player places the marker “Contre Guerilla de Dupont”. The Republican Player places the event marker “Guerilla” on the map which arranges the possible remove if wished.
b. Politics – the players check for the retreat of the French Contingent and the conditions of Automatic Victory before advancing the turn marker.
4.0 Administrative Phase
4.1 Collect the Resource Points
4.1.1 Zones and Resources
Certain zones on the map have indicated a value in bright red. This value represents the number of PR that can be collected. The Republican Player collects the PR of a zone if it occupies it with a force and which is not contested. The Imperial Player collects the PR if the zone is in a Line of Communication. The LoC can, exceptionally, pass through one port or other under the same conditions.
Ex: The HQ of the Imperial Player is in Mexico. The Republican Player occupies Monterry, Victoria and the mountain zone between these two towns. The Imperial Player is at Varacrus and Metamoros. The zones between Verocrus and Mexico are free of Republicans and occupied by friendly forces. The Imperial Player can collect RP of Metamoros moving by the maritime route but Mexico must use the land route only.
4.1.2 Loaning
The Imperial Player can decide to effectively make a war loan from the French Treasury. The loan can bring 30PR, but in compensation adjust the French Retreat marker 3 moves to the right on the game aide. A loan is not possible if the French Retreat marker is placed on more than 30.
The cost of the campaign influenced the decision of Napoleon III to give the order to withdraw, the same is the principle reason to review the menace of the USA in the conflict.
4.1.3 American Aide
The Republican Player receives PR to the range of 1 to 3 (1 before the end of the ACW, +1 when it has finished and +1 if the French retreat is effective). Adjust the American Aid marker accordingly on the game aide.
4.2 Using Resource Points
4.2.1 Supply
Each force checks and effects the cost of PR necessary to its supply. The cost used is the same as 2.5 and is computed for all forces which can be supplied or not case by case. You pay for all forces at once not zone by zone, add them all together and pay the cost for the total.
There is not an opposite of supply for the forces of the Republican Player to take part if they don’t have sufficient PRs. On the other hand to be in supply an Imperial Force must have a LoC , but the zone of departure can be contested. An Imperial Player Force is legally always in supply if they are in a zone with a port, contested or not.
If the force is not supplied, they must carry out , for the Imperial Player only, a test of atrocities. Then each PF loses a quality point unless it is already at Quality C. A player can not voluntarily decide not to supply a force if the conditions allow it, the above rules are respected.
4.2.2 Improving Quality
Each side can Improve the quality of the PF deployed on the map. The PF which may use this improvement must be found, for the Republican Player in a non contested zone, consisting of a fortress or city. For the Imperial Player the zone must also have a LoC, and not have the events Vomito. This last constraint gives a reason for the Mexican Imperial Player.
To Improve the quality one range costs 1 PR. The same PR can only assist one improvement per turn, and one can never improve the quality of a force from C to A in the same turn.
4.2.3 Creation of PFs
Each side can create PF (exc French, Austrians and Belgians which are not on the map at the start of the events which cause reinforcements). For each PF created use 2 PRs. These PFs created are all deployed in a zone including a fortress or city, but with a maximum of 2PFs in the same zone. The Imperial Player must, as well, have a LoC to the zone concerned. The PF created are always C class. A PF just created can not be improved until the following turn. The maximum number of PF can be deployed on the map corresponds with the pieces supplied, but the legal limit for the following nations is:
Mexican Republican Player: 40 PF
Mexican Imperial Player: 10 PF
Use the markers “Point de Force” for the combatants. The French, Austrian and Belgians are concerned with this rule, but may use the marker to assist in the calculation of supply.
4.3 Draw of Events
The events, which have an influence on the progress of both sides, are used to move the game in an historical context. Same as the chance for an important change in the order of their appearance, the issue of this campaign is to cause the retreat of the French Contingent and the taking of power by the Republican Player. The players have the task to make better of lessen the generalisms in place, and can accelerate or not the process of evacuation.
So at the end of the campaign all the event markers will be in the game, making a term for the uncertain profile of the game system.
4.3.1 Constitution of Draw (use an opaque container)
The event markers are placed in the bowl according to the initial rules for the scenario - see 7.0- calendar which indicates which markers have been played – and the Players events – see 8.0.
4.3.2 Drawing Procedure
The players pull from the bowl and play the events according to the following procedure.
The Imperial Player withdraws by chance 3 markers
The Imperial Player keeps one of the markers, give one to his opponent and the replaces the last back into the bowl.
The Republican Player pulls out on his turn, by chance, 3 markers – this gives him 4 markers with the one the Imperial Player gave him.