2008 · Bellica Third Generation
Age of Muskets is a rule set that covers the campaigns from the late XVII century to the first half of the XIX. It emphasizes Command and Control as well as the uncertainty and friction of any military operation. Players take command of an army of the period, represented by their headquarters, and control their attached units, their men and equipment. The purpose is to re-create all the relevant factors of war at the operational level in the pre-industrial age.
The game is played as a sequence of “game turns”, each made up of several actions performed by the forces of all sides present on the game board. The diverse scenarios that can be played have a limited number of game turns, once finished players check which side has won. Many of these scenarios can be played by just 2 players. However, the longest and largest are designed for team play, ideally by 4 to 6 players.
I) Game scales.
1 Combat point = 1.000 men (or approximately 8-12 artillery pieces).
1 Turn = 1 month (or a fortnight)
Game board = variable, mostly 1:1.250.000 (1 cm=12,5 Km)