The main distinguishing feature of Sacre Bleu! is that it is played as a succession of randomly determined phases. A given phase may allow one of the players to move their figures, or to shoot with figures that didn't move in the previous phase, or allow all figures (from all players) to fire simultaneously. Close combat is resolved at the end of every phase as necessary. The game designer explains that this was done to model the chaotic nature of skirmishes. From a solo gamer's standpoint I found this idea very cool; in a way it is a variation of activation rolls that can add even more unpredictability to the game.
Each figure is described by its discipline grade, the weapons it carries and possibly one of a few modifiers. Discipline is used when a "decision check" phase is rolled. Essentially it is a kind of morale roll that can cause a number of figures to move randomly (they panick or decide to try some crazy plan) if failed -- but if they succeed they may gain an extra action too.
Rush for the Treasure
In this scenario, two bands of pirates try to grab the treasure chests from the center of the board. Once a figure is in contact with a chest, it can pull it at half movement rate. The green patches provide soft cover. The bands are almost the same, however the left one (side A) has two peg-legged pirates with pistols while the group on the right (side B) has two guys with polearms. All figures count as bad-disciplined units and the leaders are the figures carrying the pirate flags.