Slowmarch

How you play

Rumours, false reports and your own scouts

A commander in 1793 never knew exactly what was happening on the other side of the hill. Neither do you. Reports come in late, exaggerated or simply wrong, and some of them are marked as unconfirmed.

The fog of war

A courier reports that Mont Faron has fallen; an hour later it turns out to be false. Soldiers shout that the Spanish are burning their ships; it was one boat. The map shows what you believe, and it can be wrong. You learn to wait for a second report, or to act anyway.

Four scouts per episode

When you need to be sure, send a scout. You pick the target, such as Mont Faron, Little Gibraltar or the fleet, and he comes back after twenty minutes of game time with what he saw himself. You have four of them, so you use them when it matters.

Deceived, or right on time

Rumours are not decoration: they can change your choices. Believe a deserter who says the fort is almost empty, and your columns walk into a full garrison. Those who sent a scout first knew better.

A screen from Slowmarch: Rumours and scouts
“Your scout reports: the British flag still flies over Mont Faron.”A scout returns · Episode I: Toulon

Questions

About rumours and scouts

How many scouts do I have?

Four per episode. Each one comes back after about twenty minutes of game time.

How do I know a report is false?

Unconfirmed reports are marked. Later reports may correct them, or you send a scout to check.

Do scouts count for anything?

Sending all four is one of the six challenges of an episode.

Related features

All features