Play< like poker, feel< like Waterloo!
Game Info
- 2–6 players
- Game of 100 chips = 30–40 min
- Round time: 4 min
Victory Condition
A player wins when all their opponents run out of (“reserves”) army of chips.
Set Up And Part<

- Player Chip Stack
- Player Reserve Cards (one face up and one face down; players may look at their face-down card)
- 3 Community Cards
- Deck
- Player Hand (starts with 2 cards and draws to 5)
- Bet Chips (chips are not pooled together in the center of the pot)
Set Up for Standard Game
- Give each player 100 chips
- Dealing cards out:
- Deal every player Reserve cards one face up one face down.
- Place the deck in the center of the table and deal three community cards face up.
Game Play
- Select who will be the “Button”/Dealer the player to their left goes first.
- Ante
- All players Ante 1 chip to receive cards.
- Hand Cards
- Deal Player two hand cards.
- Betting
- Players may pass, raise, call, or fold their hand starting with the player to the left of the button.
- Player Turn
- Draw one card from the deck.
- The player may choose to either keep the card or exchange a card from their hand with one of the three community cards.
- Repeat Steps 4 and 5 until all players have a 5 card hand. (Note: there is a round of betting prior to the reserve swap and showdown)
- Reserve Swap
- After the last round of betting, all players have five cards in their hand. All players who have not folded and will be a part of the showdown may…
- Reserve Swap
- After the last round of betting, all players have five cards in their hand. All players who have not folded and will be a part of the showdown may…
- Exchange one and only one card in their hand for one card in the reserve. Placing the card from their hand into the same position as the swapped card. Either face up or face down in their reserves.
- Show Down
- Players reveal their hands. The winner collects all chips bet that round.
- SPECIAL RULE - Scout
- If a player has the scout card in a face down position and they lose a showdown they may burn the scout card from the reserves and save half of their bet. (Note: If the player<s hand includes an Officer card the player saves 100% of their bet chips.)
- Repeat this process
- NOTE: The deck is not reshuffled after every showdown. Only reshuffle the deck when it will no longer support the next round of play. Roughly 5 rounds for 2 players, 3 rounds for 3 players, 2 rounds for a 4 and 5 player game.
- NOTE: Reserve cards and community cards are not reshuffled back into the deck until 7, 14 or 21 hands have been played as decided on by the players.
SPECIAL RULES
- Scout
- If the scout card is in the reserves face down it may be burned and replaced to save a losing bet. 50% without Officer card in players lost showdown hand 100% of the bet saved if the player has an Officer card in their hand.
- Magazine
- The magazine acts as a wild INF card matching the value of one and only one Artillery card
- Dragoon
- Is a wild Infantry card that matches with one and only one Infantry card IF an officer is in the hand. NOTE: Dragoons may not be paired with the Infantry Malita card.
Tie Breaker<
At showdown, if the highest hands tie on the Combo Table, use the following to determine the highest hand.
- Determine the highest card in order of importance.
- All combinations have a weight order.
- For example in the hand Battalion Matching Battalion ( 2 Matching Inf + 1 CAV + 1 Art + OF) The most important cards are the INF followed by CAV followed by Art then officer. If two players have a Battalion hand and one has INF value 2 and one has INF value 3 the value 2 is the winning hand. HOWEVER. If both have the same value INF moves to CAV card then ART then OF to determine the winning hand. NOTE: every Combo is displayed left to right order of weight in the hand.
- All sets inside the hand using wild combinations are considered the weaker set within the hand.

Show Down Combo Table
Ties are decided by highest cards from left to right as written below.
- Fix Bayonets 4 …………… (Fix Bayonets + 4 matching INF)
- Bombs Away …………...… (OF + 2 Grenadiers + 2 Rockets)
- Fix Bayonets 3 …………… (Fix Bayonets + 3 matching INF)
- Cavalry Charge ………….. (All CAV 1–4 + 1 INF)
- Five Of A Kind
- Battalion …………………... (2 INF + 1 CAV + 1 ART + Officer)
- Fix Bayonets 2 …………… (Fix Bayonets + 2 matching INF)
- Four Of A Kind
- Four Of A Kind With Officer
- Fire And Advance ……….. (3 INF matching + 2 ART matching)
- Flank ……………………….. (3 INF matching + 2 CAV matching)
- Full House …………………. (3x, 2x)
- Trips
- Two Pair With Officer
- Two Pair
- Pair
- High Card
Feature<
- Lower numbers are stronger — A 2 beats a 4.
- Officer value (highest → lowest):
- General
- Captain
- Lieutenant
- Sergeant