Bonus Cards for Sharpe Practice
Transcript of Bonus Cards for Sharpe Practice
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7/27/2019 Bonus Cards for Sharpe Practice
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Water
Used for fires, drinking.
and cleaning.
Water
Used for fires, drinking.
and cleaning.
Water
Used for fires, drinking.
and cleaning.
Stand fast!
A Big man may rally 1D6 shock
points from a group/formation
Ammunition
Replenishes stocks of
ammunition and powder
Stand fast!
A Big man may rally 1D6 shock
points from a group/formation
Stand fast!
A Big man may rally 1D6 shock
points from a group/formation
Ammunition
Replenishes stocks of
ammunition and powder
Ammunition
Replenishes stocks of
ammunition and powder
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Fuego!
If a player commands troops with
Poor fire discipline & they have not
been activated, they MUST fire a
ragged volley at the enemy, regardless
Fuego!
If a player commands troops with
Poor fire discipline & they have not
been activated, they MUST fire a
ragged volley at the enemy, regardless
of range.
Ambuscade
Any troops uncloaking from a blind
& firing or entering fisticuffs may,
for this turn, count asambushingtheir opponent.
Ambuscade
Any troops uncloaking from a blind
& firing or entering fisticuffs may,for this turn, count asambushingtheir opponent.
Thin Red Line
One infantry group or formation
may fire a volley & charge an
enem with d
Thin Red Line
One infantry group or formation
may fire a volley & charge an
enem with d
Thin Red Line
One infantry group or formation
may fire a volley & charge an
enem with 3d6
Tally Ho!
One cavalry group or formation
may charge with elan.
Tally Ho!
One cavalry group or formation
may charge with elan
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Tally Ho!
One cavalry group or formation
may charge with elan
Pas de Charge!
One infantry group or formation
adds +2pips per movement dice
Pas de Charge!
One infantry group or formation
adds +2pips per movement dice
Pas de Charge!
One infantry group or formation
adds +2pips per movement dice
Hop to it!
One group or formation may change
formation with an extra d6 for the
duration of the manoeuvre
Hop to it!
One group or formation may change
formation with an extra d6 for the
duration of the manoeuvre
Hop to it!
One group or formation may changeformation with an extra d6 for the
duration of the manoeuvre
Fighting cocks!
If group or formation loses Fisticuffs
reduce the effect by up to 2 levels
Fighting cocks!
If group or formation loses Fisticuffs
reduce the effect by up to 2 levels
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Forced March
Any group or formation on a road
ma take an additional move
Bugle call
A cavalry group or formation
may attack with Elan
Vive lEmporer!
Shortest player in the room gets
a bonus move for a Big Man.
At the double!
One group or formation may
add 1d6 to its movement.
Siesta
The heat! This counters any
card with extra movement
Damnation!
The player must
immediately surrender all
bonus cards except one
Forced March
Any group or formation on a road
ma take an additional move
Siesta
The heat! This counters any
card with extra movement
At the double!
One group or formation may
add 1d6 to its movement.