A Detailed Description

Russ Lockwood's intentions in creating Snappy Nappy were to create a simple, fun, fast-paced operational-level game, "...with a goodly portion of Napoleonic feel and detail wrapped up in easy-to-grasp rules."

The Sequence of Play

Each Turn is composed of these Phases:

Initiative PhaseBoth players dice for initiative, to determine who is the First or Second Player this turn.
First Player Movement PhasePlayer may move his units and perform charges. Spotting attempts are made.
Second Player Fire PhaseThe Second Player may make ranged attacks.
First Melee PhaseAny units in contact resolve close combat.
Second Player Movement PhaseAs above.
First Player Fire PhaseAs above.
Second Melee PhaseClose combats are resolved.
Command PhaseCommander-in-chief sends new orders, corps commanders "interpret" their orders.


Infantry and cavalry stands are paired off to form 2-stand Units (brigades). The position and facing of the stands indicate the formation of the unit -- line, column, road march, or (infantry-only) square.

Formation determines the unit's movement rate. Movement through woods slows all units down, with additional limits applying to cavalry and artillery units. By paying movement penalties, units can change formation, perform an "about face," wheel, or move backwards. Units in road march formation may force march, which gives them bonus movement at the risk of a morale check.

Units are prohibited from moving closer than 1" to an enemy unit, unless performing a Charge. Units can only charge enemies they could see at the start of their movement, and may make a flank or rear charge if they begin movement to the flank or rear of their intended target.


There are two forms of combat in Snappy Nappy -- fire combat, and melee combat.

Fire Combat. Ranged combat occurs only during each player's respective fire phase, when each of his units may make one attack. Non-artillery units have a range of 1", and receive one attack die per stand. Artillery units receive a varying number of attack dice, depending upon their type (light, medium or heavy) and the range (up to 11" for heavy guns).

The target must be within the arc of fire of the attacker. This arc varies, depending upon the unit's formation.

The To Hit number depends upon the unit's type (cavalry or non-cavalry) and grade (militia, conscript, veteran, elite, or Old Guard). Modifiers also apply to the die roll, due to firer's morale, and the target's type, situation, formation and terrain.

EXAMPLE: A veteran Prussian unit (2 stands) opens fire on a French cavalry unit (also 2 stands) which is 1" away.

The attacker receives two Attack Dice (one per stand). The To Hit number is "6" (veteran infantry unit). These modifiers apply: +1 (Prussians have starting-level or "bold" morale), +1 (cavalry in column).

Rolling two 10-sided dice, the results are 1 and 5, but the modifiers convert them to 3 and 7. The 7 is higher than the To Hit number, so a successful hit is scored.

Melee Combat. Units in contact during any Melee Phase must resolve their fight.

Each unit receives one attack die per stand in contact with the enemy. The dieroll is modified, depending upon the attacker's type, morale, and grade, and the defender's situation and terrain.

Both players roll all dice for their units, and add up their results. The player with the highest total wins the melee. The effects for the loser depend upon the margin by which he lost, and may force the defender to retreat. The winner may possibly gain in morale.

If the loser isn't forced to retreat, another melee round is immediately begun. This continues until the two units are no longer in contact.

EXAMPLE: The French cavalry unit mentioned previously has charged the impudent Prussian infantry, and having survived the fire phase, now is involved in melee with the Prussians.

The French receive two attack dice (being in "attack column" allows both stands to be considered in contact with the enemy). Their modifiers are -1 (morale is "wary"), x 2 (elite), x 2 (charging infantry in line), for a final modifier of -1 x 4.

The Prussians also receive two attack dice, with these modifiers: +2 (bold morale), x 1.5 (veteran).

All players now roll their dice. The French player rolls 6 and 9, which are modified to (6 - 1 = 5, 5 x 4 = 20) 20 and 32, for a total of 52. The Prussian rolls 3 and 5, modified to (3 + 2 = 5, 5 x 1.5 = 7.5) 7.5 and 10.5, for a total of 18. The French player win by a margin of two-to-one, but not quite enough for a three-to-one victory.


All units have a Morale rating, which the designers suggest using colored puffs to designate on the tabletop. The ratings are bold, firm, wary, nervous, flustered, panic, and rout.

During Fire Combat, each successful hit forces the defender to make an immediate Morale Check. During Melee Combat, the losing unit is forced to make a Morale Check, and may also be forced to automatically lose one or more levels of morale.

When making a Morale Check, the target number is determined by the unit's experience grade. Modifiers apply due to terrain, leaders, and the unit's current morale level.

When a unit fails a Morale Check, the effects of that failure are immediately implemented, and then the unit must attempt a new Morale Check. This continues until the unit either succeeds at a Morale Check, or is eliminated (due to morale dropping below Rout).

EXAMPLE: As the result of the earlier Fire Combat Example, the French cavalry suffered a single hit, forcing a Morale Check. Being Elite, their target number is 5, with modifiers for having a leader attached (+1).

The player rolls a "9," modified to a "10," and easily passes the morale check.

EXAMPLE: During the Melee Combat Example, the Prussians lost a melee by a two-to-one margin. This requires that they pass two Morale Checks. The target number is "6" (veteran), modified by +1 (bold morale).

For the first Morale Check, the dieroll is "10" -- success.

For the second Morale Check, a "2" is rolled. Even modified to a "3," this is not enough to beat the target number of 6. The Prussians drop a morale level, and are now Firm rather than Bold.

Another Morale Check is now required (the Prussians must continue to roll until they succeed, or die...). The target number remains the same, but the "bold" morale bonus has been lost. On a roll of "4," the Prussians lose again -- dropping from Firm to Wary.

Rolling once more, they score a "9" -- success at last. However, since the Prussians were not forced to retreat by the melee combat result, a new melee round must be fought immediately...

Command and Control

Each player is represented on the tabletop by a leader stand. Leaders are invulnerable, unless they attach themselves to a unit -- in which case, a bad morale roll can temporarily remove one from play. (The reason for attaching a leader to a unit is to provide a morale bonus.)

Four systems in the game help reflect the uncertainty and confusion which would face real leaders -- multiple tables, hidden counters, orders, and command radius.

Multiple Tables. This game is meant to be played on multiple tabletops. The idea behind this is to limit what any one player can see of the overall battle.

Hidden Units. At the start of play, all units are represented on the tabletop by counters or markers. The original markers provide no information other than an identity number.

At the end of a player's movement phase, he may make one Reveal Roll for each of his units. The odds of success depend upon the range between the unit making the spotting attempt, and the hidden marker.

If the attempt is successful, the original Hidden Marker is replaced by a new Hidden Marker indicating the unit's type (infantry, cavalry, or artillery). If a successful Reveal Roll is made against the new marker, the actual miniatures are brought into play.

To reflect the ability of cavalry to scout the enemy, cavalry have the special ability to move, make a Reveal Roll, and then complete their movement (to melt back into the woods, for instance).

Orders. At the start of play, the Commander-in-Chief on each side issues orders to his players (corps commanders). The possible orders are:

Players have some freedom to interpret their orders, depending upon their Initiative Rating (usually based on nationality). A player with an IR of 1, for instance, could substitute an Order that was one position higher or lower on the Orders Chart (taking Withdraw instead of Defend, for instance).

During play, the C-in-C may change the players' orders. However, there is a time delay (15-30 minutes) before the umpire will deliver the orders to the players (unless the C-in-C brings his leader stand adjacent to the player's leader stand).

Command Radius. Each leader has a Command Radius, usually based upon nationality. Units which are farther from the leader than this distance are considered "out of command."

An out of command unit does not normally move, though it may fire or form square if charged. If the owning player desires, a special Morale Check can be made for the unit -- there is no penalty for failure, and the unit can move at half-rate this turn if successful.


The designer suggests that victory can be determined based on points, scored for controlling geographic objectives and the elimination or rout of enemy units.

The rulebook includes the Order of Battle for a Spring 1813 campaign, and a map is provided for the Leipzig region. With fifteen "corps"-sized groups in play, there is room for plenty of players.

Last Updates
19 June 1996reformatted
6 April 1996reorganized
17 March 1995minor corrections
Comments or corrections?