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PUBLISHED: 2008,2010
DESIGNER: Jeff Horger
MAP & CARD ART: Knut Grnitz
COUNTER ART: Mark Simonitch and Rodger B. MacGowan
ART DIRECTOR: Rodger B. MacGowan
PRODUCERS: Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch
Regular Price: $55.00
On Sale For: $29.00

  • One full-color countersheet
  • 12 geomorphic cardboard map sections
  • 8 nationality card decks (60 per deck) [France, Britain, Russia, Spain, Austria, Ottoman, Prussian, and United States]
  • 2 Player Aid Cards
  • Rules
  • 4 6-sided dice, 4 8-sided dice, 4 10-sided dice



The battlefield is unfamiliar, a clear valley dotted by copses of trees and cultivated fields. The town at the valley's center is the strongpoint of your army's defense, held by stout infantrymen against two massed enemy assaults already this morning. Now, having fought off the enemy, you prepare the counterattack. Your lines, populated by more hearty infantrymen, extend away from the village on both sides to the foothills on the flanks, where your elite cavalry brigades await your word to attack. Your plan is "feint in the center, envelope the flanks, then, as the enemy's resolve begins to weaken, crush the enemy with a massed infantry assault by your Elite Guard reserves..."

...And you have the cards in your hand to make the plan work! But what cards is your enemy still holding? Will he play REGROUP to rally his center and hit you again? Or a SUPPLY card or a LEADER to coordinate a spoiling attack on your cavalry wings? Or will his GUERILLAS harass your advance and impede your flow of reinforcements? What if he has his cavalry positioned to WITHDRAW and then turn on you with a COMMITTED ATTACK? Or has he prepared a nasty AMBUSH on your route of march? So many "what if's...," but time is fleeting - the time to Manoeuvre is now!

Manoeuvre is a fast-playing game of battlefield command, set in the early 19th century. Multiple geomorphic game maps provide the chessboard-sized battlefields over which eight different armies of the period move and fight in one-on-one battles. As the commanding General of a nation's army, you have at your command units and a 60-card national deck which represents your army's specific troops and unique strengths. Your job is to utilize those assets and manoeuvre your forces to achieve battlefield supremacy.

How Different Armies Match Up (Sample-From the Designer)

Russians : The Russian units have excellent staying power, most reduced sides are only slightly weaker than their full-strength sides. This means that Russian units are harder to kill....

British : The British are every bit the equal of the French. The British defensive values are slightly higher than the French, and they lack just a little of the firepower of the French. The British are an excellent side for novice players....

Americans : This is my favorite side. Ambushes, five solid leaders, volley fire, and many units have an opportunity to withdraw from undesired combat...

What testers are saying:
It's a clever game... Some kind of a mix between Stratego and any area wargame... There is a great mix of nationalities... Will appeal to blocklovers... This is a great mix of Euro vs Wargame...


A quick spin through Manoeuvre
by Peter Stein

There are eight countries represented: France, Britian, Russia, Spain, Austria, Turkey, Prussia and the US. Each country has 8 units and a deck of cards specific to the country.

Two ways to win: Kill off five of your opponents units, or control more territory on your opponent's side of the map if both players go through their decks.

Each turn you can move one unit, one square for infantry, two for cavalry. You don't need cards to move, but you do need them if you wish to attack. Each unit has several cards in the deck that will let you attack with that unit. Combat is simple:

1. You play a card to activate an attacking unit
2. The defender plays any cards that might help him. The unit cards can also be used to add to defense, leaders and Withdraw cards are good.
3. The attacker can now play any additional cards. If you want two or more units to combine on an attack you'll need a leader, other special cards help here too.
4. Basically it's the attacker's unit strength plus whatever die roll the card played offers vs. the defenders strength. Weak units roll a 2d6, good units might roll d10s. There are terrain mods and other things to add - it's simple.

If the attacker wins by a little the defender chooses to take a step loss or retreat. If he wins by double he gets to choose and it gets worse as the difference gets worse. If the defender empties the square the attacker MUST advance (unless the unit card played says you don't have to). If the defender wins, all attacking units lose a step (Don't lose a battle as the attacker).

Certain unit cards will let you Bombard or Volley fire, you roll the die and hope you get lucky. No harm if you miss.

After the battle you can try to restore a unit that took a step loss. There are several cards that will do that; there's also a Guerilla card that will stop your opponent from resupplying.

That's a rough sketch of how a turn works.

The designer did some homework when it comes to each country's units and cards. Spanish cavalry is lousy. Russian units don't start off too strong, but if they take a step loss there is little drop off in effectiveness. The Prussian and French decks have good leaders. Austria and Spain have several Guerilla cards in their deck used to cut resupply attempts. The Americans aren't that great, but they've got Ambush cards which you can use to knock off units that have taken a step loss, even if they've retreated from the front line. And so on.

I hope that gives you an idea of what the game is like. Simple, Simple, Simple. Game should be done in under 60 minutes, even if it goes the distance.


Customer Reviews
# of Ratings: 31
11. on 5/7/2008, said:
High quality components. And easy to learn and quite atractive system. A good and fast way to discover a tactical game that can give access to harder systems.
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12. on 4/7/2008, said:
Really really enjoy this one. Even solo. It's got great strategy and a fast pace.
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13. on 3/27/2008, said:
This is one GREAT little game! Love the theme and especially love the quick (but tense) gameplay. This one will see a lot of table time! Thanks, Jeff and GMT for a real keeper!
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14. on 3/22/2008, said:
Not since I played an old Napoleonic game called Campaign,have I had so much fun. This game has a lot of flavor of the period. My young sons are having a ball with it. When ever they see the Napoleon leader card, the same dread felt by those of the period ripples over the game board. The countries of the period are well represented and are challenging to play. The games simplicity obscures its challenges it is; chess, with a dice, dressed in a Shako. Excellent game GMT. Brian.
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15. on 3/7/2008, said:
Gameplay is tense and fun. Also highly replayable. Errata so far are exceedingly few (only a couple of clarifications and an error on a picture in the rulebook). Minus 1 star because I don't feel the components are quite up to challenge (meaning cards too small and stiff and map pieces too flexible and thin. The game itself is wonderful. NOTE: This is a game, not a simulation.
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16. on 11/9/2007, said:
Looking forward to this game. Looks like a perfect addition to our lunch-hour gaming group's play list. One concern though... Should the sample cards, "32rd Regiment of Foot" be 32nd? As in thirty-second.
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17. on 11/7/2007, said:
I have played this game on numerous occasions and enjoyed every battle. It is challenging yet simple to learn. The strategies are endless. it plays fast so it is good to play with the kids or a couple of neighbors on a snowy night. My wife, who doesn't like to play games, play tested it and won her first battle against an experienced gamer. I watched another experienced gamer play it, he said he didn't like it because it was to simple to learn and wasn't challenging enough (he lost his first game.) About thirty minutes later he was back saying he needed to try a couple of strategies he thought of. When he was done he said it was simple to learn but the more he thought about it the more challenging it was, definitely a good buy for the collection.
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