Night turns do not follow the previous sequence of play. As an alternative, the player with the highest army point level decides who will move first. The first player can move his units ten hexes, but not within three hexes of an enemy unit. The second player can then move his units five hexes under the same restriction. This allows for some quite dramatic night manoeuvres.
Players also get to attempt to recover effectiveness.
Eliminated units might also get to return to the game, this time at reduced strength. Optional rules also allow infantry to deploy light company detachments or the allied player a hidden set up. This second option, whilst historically valid as Massena charged into battle with little or no reconnaissance, makes an already tough game a little too tough for the French. Victory is earned by having ten or more army points than your opponent at game's end, eliminating enemy units or, for the French, exiting units off the allied side of the map. The game is reasonably simple, playable solo, but certainly not above further criticism.