7. Phase 7. Minibattle.

7.1. Minibattle occur between two ore more Units if at least one Unit declares Charge and reached to enemy.
7.1.1. All Minibattles ended up on same Turn with Victory for one side. No Minibattle can't continue on next Turn.

7.2. Charge against enemy's Units Battlefront.
7.2.1. If Defender is Cavalry and Attacker is Infantry, then Cavalry instantly charges back and Minibattle is played as Simultaneous Charge.

7.2.2. If Simultaneous Charge from both sides occurs.
7.2.2.1. Both sides Units goes through Charge Bravery Test (4.2).
7.2.2.1.1. If both sides passed the Test (or both sides failed), both Charges continue (7.4).
7.2.2.1.2. If only one side fails in Test, it takes Charge from enemy without counteractions (turns around) and run away after clash (7.6).

7.2.3. If defender standing still and have firearms, salvo is given.
7.2.3.1. Salvo provided by Line Fire rules (3.4) and when some Results occur then attacker get one (and only one) cumulative Hit.
7.2.3.1.1. Battery shoot with grapeshot.
7.2.3.2. If defending Unit can shoot multiple attacking Units, then defending Player determines the suffered Unit.
7.2.3.2.1. In case with multiple Units on Both side, Hits must be divided as evenly as possible.

7.2.4. Frontal Charge Bravery Test. (If Defender is not Skirmish Group, Maneuvre/Road Column or Mob.) (4.2)
7.2.4.1. If Unit fails in Test, it get one "Hit", retreat to 2-4 BD from Defenders (together with Generals in ranks) and stand as Mob, turning his Front toward closest enemy Unit.
7.2.4.1.1. If on retreating path are enemies, then Unit may retreat until there are equal distances to every enemies Unit.
7.2.4.1.2. Ardor Marker removed, if there are any.
7.2.4.1.3. Minibattle is ended for this Unit.
7.2.4.2. Cavalry in Battle Column (multiple echelons) with more than one lives left may repeat Charge Bravery Test after failing on first time.
7.2.4.3. Charge continues if Test is passed.


7.3. Defending Unit's Bravery Test. (If Attacker is not Skirmish Group, Maneuvre/Road Column or Mob.) (4.2)
7.3.1. If Unit fails in Test, it takes Charge from enemy without counteractions (turns around).
7.3.1.1. Ardor and Musician Markers are removed, if there are any.


7.4. CLASH. Units, with enemy in front of them, Charges. Charge is frontal impact from large bodies of organized troops.
7.4.1. For Charges modified d10 scores are used against Unit's Battlevalue "Charge".
7.4.2. Only Infantry and Cavalry Units can Charge. Artillery and Groups don't Charge.
7.4.2. Number of d10 dices used.
7.4.2.1. Battleline uses 1d10 dice per every Officer (Live) left. Two better (smaller) score counts.
7.4.2.2. Infantry BattleColumn uses one d10 dice less than Officerc (Lives) left. One better (smaller) score counts.
7.4.2.2.1. Column with only one Officer (Live) uses one 1d10 dice and add (+1) to score.
7.4.2.3. Cavalry Battlecolumn (echelons) uses two times less d10 dices than Officerc (Lives) left. One better (smaller) score counts.
7.4.2.3.1. Column with three Officers (Lives) uses two d10 dices if Bravery Test was passed in first try or one 1d10 dice if Bravery Test was passed on second try.
7.4.2.3.2. Column with one Officer (Live) uses one 1d10 dice and add (+1) to score.
7.4.2.4. Maneuvre/Road Column uses one 1d10 dice and add (+3) to score.
7.4.2.5. Mob uses one 1d10 dice and add to score (+1) when two Officers left or (+2) when only one Officer left.
7.4.2.6. Infantry Square uses one 1d10 and add to score (+2), or (+3) when only one Officer left.
7.4.3. Modifiers.
7.4.3.1. Modifiers are cumulatively added to d10 scores.
7.4.3.1.1. Every Charge may cause an optional Special Event, if an unmodified "0" is thrown. Otherwise "0" means unsuccessful Charge and still unmodified.
7.4.3.2. Worsening modifiers, add its Value to d10 score(s).
7.4.3.2.1. For Attacker: Defender if protected by Landscape or Buildings - (+Pr).
7.4.3.2.2. For Attacking Infantry: Enemy on higher ground - (+Amount of Contours between Units before Charge).
7.4.3.2.3. For Attacking Cavalry: Enemy on lower ground - (+Amount of Contours between Units before Charge).
7.4.3.2.4. For Attacking Cavalry: Permeability of landscape between Units before Charge - (+Pe).
7.4.3.2.5. Charge from water to shore - (+2).
7.4.3.2.6. Enemy wear Cuirasses - (+1). (Not used, when Unit with frontal Cuirasses only, are charged from Flank or Rear.)
7.4.3.2.7. For standing and defending Cavalry - (+1).
7.4.3.3. Improving modifiers, extract its Value from d10 score(s).
7.4.3.3.1. Presence of Musician - (-1).
7.4.3.3.2. Presence of Flag (King's Color) - (-1).
7.4.3.3.3. For Cavalry: presence of Lances - (-1).
7.4.3.3.4. For Attacking Cavalry: Horse Quality (if have) - (-1). One HQ marker then will be removed.
7.4.4. Modified d10 scores are used against Unit's Battle Value "Charge".
7.4.4.1. For success the modified scores, compared with Charge Value, must be smaller or equal.
7.4.4.1.1. Infantry's Charge Value: Experience + Moral.
7.4.4.1.2. Cavalry's Charge Value: 2-Type + Drill + HorseSize.
7.4.5. Casualties from every successful Charge score.
7.4.5.1. Attacking Cavalry against Front of STANDING Infantry in Line, Battle Column or square - "Hit".
7.4.5.2. Infantry against Cavalry - "Hit".
7.4.5.3. All other cases - "Kill".
7.4.6. Casualties will be marked (markers removed or added).
7.4.6.1. If Defenders failed in Bravery Test before, or are Routed or Destroyed, then Attackers taked over its positions.
7.4.6.2. If both sides are Routed or Destroyed, then Routed Units run away 2BD and continue moving in "Rout" Phase.
7.4.6.3. Winning side loses its Musician (if have one) and may then pursue (7.6) routed enemies or failed in Bravery Test defenders.
7.4.6.4. If both sides stays on battle, then Minibattle continues with Melee.

7.5. Melee.
7.5.1. Melee is repeating cycles of dogfighting between smaller bodies of troops ("Every battalion for himself"), until one of contesters break and run or be destroyed.
7.5.2. Every Melee cycle begins with Bravery Test for every participated Unit or Group. (4.2)
7.5.2.1. Results of Bravery Test.
7.5.2.1.1. If both sides passed Bravery Test, then both sides participate in Melee fight.
7.5.2.1.2. If both sides failed in Bravery Test, then nobody do nothing and new Melee cycle begins.
7.5.2.1.3. If only one side failed in Bravery Test, then..
7.5.2.1.3.1. Winning Unit loses Musician marker (if have) and becomes Mob.
7.5.2.1.3.2. Loser (if Unit, then get "Hit") run away (turn around) and may be pursued by winner (7.6).
7.5.3. Melee fighting.
7.5.3.1. For Melee fights 1d10 will be thrown per every Officer ("life") alive in Unit/Group against Unit's Battlevalue "Melee". Batteries always throw only one 1d10.
7.5.3.1.1. "Melee" Battle Values
7.5.3.1.1.1. Infantry: Type + Experience.
7.5.3.1.1.2. Cavalry: Type-2 + Experience + Moral + HorseSize.
7.5.3.1.1.3. Artillery: Experience.
7.5.3.1.2. Worsening modifiers, add its Value to d10 score(s).
7.5.3.1.2.1. Oposing Cavalry wear two-sided Cuirasses - (+1).
7.5.3.1.2.2. Landscape Protection (for Cavalry) - (+Pr).
7.5.3.1.2.3. Landscape Permeability (for Cavalry) - (+Pe).
7.5.3.1.2.4. Cavalry don't have main firearms against Infantry - (+1).
7.5.3.1.3. Improving modifiers, extract its Value from d10 score(s).
7.5.3.1.3.1. Presence of Flag (King's Color) - (-1).
7.5.3.1.3.2. Precence of Lances (only for Polish/Tartar cavalry or for Cavalry against Infantry) - (-1).
7.5.3.2. Results of Melee fighting.
7.5.3.2.1. Unit's/Group's Melee fight was successful, if at least one modified 1d10 score is smaller or equal than Unit's Battlevalue "Melee".
7.5.3.2.2. Result of successful fight is one "Hit" to enemy.
7.5.3.2.3. Every Melee may cause an optional Special Event instead of "Hit", if an unmodified "0" is thrown. Otherwise "0" means unsuccessful Melee blow.
7.5.4. Casualties marked (markers removed or added).
7.5.4.1. If there still stays fighting troops from both sides, new (next) Melee cycle will be played.
7.5.4.2. If one side is routed or destroyed, then winner loses his Musician (if have one), change his Formation to Mob and may then pursue (7.6) routed enemies.
7.5.4.3. If both sides are Routed, then Routed Units run away 2BD and continue moving in "Rout" Phase.

7.6. Running away and Pursuing.
7.6.1. Escaping and Routed Units try to run away from winning enemy.
7.6.1.1. Running Distance is 4BD, but no further than first blocking obstacle is met.
7.6.2. Winner Unit will automatically Pursuit 2 BD, if not engaged by fighting with other Units or stopped by Player through successful Bravery Test.
7.6.2.1. Pursuing causes one "Hit" to target.
7.6.2.2. Groups and Artillery don't Pursuit nobody.
7.6.2.3. Infantry Units don't Pursuit Groups and Cavalry Units.
7.6.2.4. Cavalry Units may use as many Horse Quality (HQ) markers as they have..
7.6.2.4.1. to escape from pursuing Cavalry Unit,
7.6.2.4.2. to catch such escaped Cavalry Unit,
7.6.2.4.3. to involve an extra "Hit" to pursued target.