A given scenario will define the starting units for each side using the following formulae.

Size: px
Start display at page:

Download "A given scenario will define the starting units for each side using the following formulae."

Transcription

1 WORKING RULES 1 1 Introduction This game is driven by a single vision and two underlying concepts of war. The vision that drives this game is that there is no chance. All processes in the game are deterministic. No random dice rolls or random card draws occur. The closest the game gets to any stochastic mechanism is in the construction of units, which (as you will see) is done by selecting from a set of face down (and therefore hidden) blocks. Only a general indication of the value of a block is known during this process. In this sense, this game has almost no element of luck. The two underlying concepts that have driven design are uncertainty and command decision. Uncertainty generates the sense of events happening outside one s control. Uncertainty in the game replaces random die rolls and card draws. You don t feel in complete control because you don t know everything there is to know, even though everything there is to know (such as the composition of your units) is predetermined before the game begins. Command decision drives the actions that occur during the game. These actions determine the trajectory of events and outcomes, and therefore the game result. Again, the fact that your opponent will do things that you can t predict or didn t expect gives the game the sense of some sort of unpredictability, but this unpredictability isn t stochastic in nature. This deterministic quality may seem a little strange: combat is resolved solely by the forces committed to it and not by any die roll or card draw; morale failure is likewise purely a function of the amount of damage and shock a unit experiences; even the cards in your hand are chosen by you, the player, to support your specific strategy. There are no surprises about what you hold for each turn, but you are forced to make judicious use of your hand and to select hands that allow you to enact your strategy while mitigating your opponent s. The setting of this game medieval Japan, the sengoku jidai is a favourite of mine, but it is merely the context for the broader concepts of uncertainty and command decision and the principle of no chance articulated earlier. Nevertheless, the game is designed to reflect the qualities of warfare in medieval Japan, and you ll find plenty of flavour to go along with the underlying mechanics. So, play and enjoy. And know that, if you win, you win not by the hands of fickle fate, but by out thinking your opponent. 2 Key concepts 3 Components 4 Set up Set up involves establishing the scenario, board configuration, building units and building a draw deck. 4.1 Unit blocks A unit block has a front (top image) and back (bottom image) facing. The front facing shows, in order from left to right, the attack value of the unit, the cohesion rating, the break range (which is made up of a cohesion value and a ratio separated by a diamond) and the unit type (an image, in this case of a sashimono, signifying an ashigaru). The back facing shows (from left to right) the quality markers for that block (in this case, 2) and the unit type. Until a unit is revealed in play, only the back face is ever exposed. Neither player knows more than that the unit is of a certain type and has a certain quality. This is the inherent fog of war. 4.2 Building units Each side is comprised of a so taisho (supreme general), busho (contingent leaders), contingents (the collection of individual units under a busho) and heroes. A given scenario will define the starting units for each side using the following formulae. ST [x]; B1[x: yas(4); ycav(5); yt(3)]; B2[x: etc]; H1[x]; H2[x] This reads as: 1 so taisho of quality x; 1 busho of quality x leading y ashigaru units of up to quality 4 each, y cavalry units of up to quality 5 each; y teppo ashigaru of up to quality 3 each and so on Each busho commands a contingent, so in the above case busho number 1 commands y ashigaru units, y cavalry units and y teppo ashigaru Building the unit stack Each unit is made of a stack of blocks referred to from now on as a unit stack. The number and type of blocks in a unit stack is determined by the quality of the unit. In the example above, the ashigaru units each have a quality of 4. To construct a unit, determine its quality and then select a number of blocks such that they total number of quality markers on the back of the blocks does not exceed the quality number. An ashigaru unit of quality 4 could be constructed using two blocks with 3 and 1 markers respectively) or two blocks with 2 and 1 markers respectively. This process of construction is driven by the player; in other words, it is up to you. Make sure that this selection is done with the blocks arrayed face down (so the actual unit statistics are hidden) and shuffled. Until a block s front face is revealed, neither side will know more about that block than its quality and type. Once the blocks making up the unit stack are selected, arrange them from bottom to top (face down still) in ascending order, placing the block with the lowest number of quality markers on the bottom, and successively higher quality blocks on top. When building a unit, never use two blocks with the same number of quality markers on their back face in the same unit. For example, the ashigaru unit of quality 4 discussed above cannot be constructed by using two blocks each with two quality markers. Once a unit stack is constructed, the owning player may examine the stack, but not the front face of any of the blocks within the stack. The opposing player may only ever examine the stack if he plays a SCOUTS stratagem. Otherwise, he is only allowed to look at the top block.

2 2 WORKING RULES Deception It is possible to construct the unit stack in a way that disguises its capabilities. Two possible strategies exist to do this. The first method allows the blocks in a stack to be placed out of order. For example, a block showing three quality markers may be placed below one showing two quality markers at the cost of 1 quality point during construction of the unit. For example, if a unit was defined as quality 5, it could be constructed with two blocks, with a block showing 2 quality markers on the bottom and a block showing 3 quality markers on the top. To build the block so as to deceive his opponent, a player may forgo one quality point (making the unit quality 4) in order to place a lower quality block on top of the unit. So, he may place a block with 1 quality marker on top of a block with 3 quality markers. The second method, generally stipulated by scenario, allows a player to place a block on top of dummy blocks that are effectively just filler. A large unit stack looks more intimidating than a small unit stack. A dummy unit is revealed using the following conditions: 1. An enemy unit moves into a square adjacent to the dummy unit in closed terrain OR 2. An enemy unit moves within two squares of a dummy unit in open terrain OR 3. Vision is impeded (night, fog, snow, rain) and an enemy unit moves into the square containing the dummy unit OR 4. A dummy unit moves so that it satisfies any of the above conditions OR 5. A dummy unit is revealed by a SCOUT event. 4.3 Building the draw deck Each player plays the game with a draw deck consisting of somewhere between 20 and 30 cards. Unlike most games, cards are not drawn randomly from this draw deck. Instead, each turn players purposefully select cards from the deck and use them to command their forces. A draw deck is constructed by selecting cards from the deck supplied with the game. The nature of the scenario determines the number and type of cards selected, but each player still has significant say in the mixture of cards in his draw deck. Once cards are selected, any remaining cards are put aside and are no longer be used during the scenario. The draw deck should be placed within easy reach of the player who owns it. A player may never look at his opponents draw deck. 4.4 Board layout Each scenario defines the board layout. A scenario will define either a square or rectangular arrangement for the boards, and will also define the terrain features present on the board at the start of play. Boards are marked with 3 squares. As such, a 4 by 4 board will contain a 16 by 16 grid of 3 squares while a 6 by 4 board will contain a 24 by 16 grid. In all respect, squares are treated just like hexes for the purposes of movement, range and line of sight with some exceptions to accommodate the use of squares rather than hexes. 5 Actions The phasing player is the player who currently controls initiative. During his turn, the phasing player may: 1. Conduct actions with his available action cards OR 2. Play a Gambit and support that gambit (where appropriate) with stratagems OR 3. Discard cards from and rebuild his action card hand. Players may undertake actions outside their turn. The number of actions a nonphasing player can take is still limited by the number of cards in his hand and how many he is willing to use before his next turn arrives (remember, hands are replenished a the end of a turn, not the beginning, so using all your cards during your opponents turn leaves you with none during your own). 5.1 Action cards Each side has a deck of action cards. Action cards represent the orders, stratagems and gambits that a player may exercise in a game. A typical action card is shown below. Each action card displays an order (top most), a stratagem (middle) and a gambit (bottom most). The first two are played frequently during the game. The last the gambit is used very rarely. It is a big event that represents operational or strategic actions outside the scope of a single turn or even a few turns. [insert action card] At the beginning of a scenario, each player selects up to two cards from his deck to as gambits. These cards are placed face down in front of the player and are left there until the player reveals them during the course of play. After gambits are selected, each player draws five action cards from his deck to form a hand. Cards are not drawn randomly from the deck but are drawn purposefully by the player that is, the player chooses which cards he holds in his hand. Except for the first turn of the game, the hand of action cards held by a player is replenished at the end of each of that player s turns. A player s hand limit is equal to 2 plus the total number of initiative markers currently revealed on his units plus a single bonus card if any unit shows a red initiative symbol. If the player s so taisho is not in his honjin then the so taisho contributes only one additional card to the player s hand, regardless of the number of initiative markers displayed by the so taisho block. 5.2 Orders and stratagems Players use actions to issue orders and to supplement orders with stratagems. Each action expended requires the use of an action card (except where otherwise noted). Each player typically holds between 4 and 6 action cards in his hand. When a card is played, it is played either as an order or as a stratagem, but not as both. A player may only ever play one order at a time, but he may play several stratagems at a time to support his order or to disrupt his opponent s actions. During a given player turn, only those cards in a player s hand may be used to direct his forces, unless specified by the scenario. An order can be used to activate a leader (busho) and (through him) all or part of his entire contingent. Where a leader isn t present, an order can be used to activate a single unit. After an order is resolved the card is placed in the wait pile (for more information, see sections Standing orders and The Wait Pile Rule ). Only one order may be played per unit. Once a unit has been activated, either through its busho or individually, it is marked with an activated marker. It may no longer be activated to undertake further orders. Unlike an order, a stratagem does not activate a leader or unit, but it does produce specific tactical outcomes within the game. The use of a stratagem is determined by specific conditions resulting from play. A player may play a stratagem by expending an action, but all conditions required for the stratagem (if any) must be met before it can be played. When a stratagem marked with a unique symbol is played, the stratagem can no longer be used for the remainder of the scenario. Any action card containing that stratagem effectively becomes just an order card.

3 WORKING RULES 3 Under certain conditions, stratagem actions can be played out of phase, but the non phasing player must use cards in his hand (exception: if a friction symbol is revealed, the non phasing player may select a single stratagem from his draw deck and play it immediately, provided all conditions for playing that stratagem are met). When playing stratagems as a nonphasing player, the number of friction symbols revealed on the opposing player s force sets the limit for the number of stratagems played Standing orders A MOVE, ENGAGE or FIRE order may be left on the unit it is played on and is then treated as a standing order (requiring no action to play each turn). In subsequent turns, the unit treated with a standing order must enact that order if it can. A unit under a MOVE standing order will continue to MOVE until it occupies a square that also contains at least one enemy unit. At this point, the order is considered resolved. A unit under an ENGAGE or FIRE order will continue to engage with any eligible enemy units in melee or ranged combat. If no units are eligible for either melee or ranged combat, the order is considered resolved. A standing MOVE or FIRE order can be removed at any time if the controlling player executes a HALT order. A standing ENGAGE order can be removed at any time if the controlling player executes a WITHDRAW order The Wait Pile Rule Whenever a player plays an action, once the action is resolved it must be placed in the wait pile. For the purposes of this rule, a standing order is not resolved until it is cancelled. 5.3 Gambits Gambits represent significant strategic or operational efforts made by one side or the other, or perhaps both, o shift the balance of the tactical encounter. Typical gambits include an attempt to assassinate the enemy so taisho through the use of infiltration forces (such as shinobi). Unlike orders and stratagems, gambits are used sparingly. In fact, each player selects a set of gambits before play begins and places them face down for execution at some point during the game. To execute a gambit, a player simply reveals it as his sole action during the turn. Gambits may be countered (see 5.6 Countering actions ) just like other actions. Unlike cards used to play orders or stratagems, a gambit card, once used, is discarded completely from play. Gambits are considered to have eligible phases of use. Every game is considered to be comprised of an opening, a middle and a closing. A gambit may be playable in one or more of these stages of the game (as indicated by the gambit itself). A gambit that is eligible only for the opening stage may not be played after the opening stage is complete. For more on stages, see section Discarding cards A player may, instead of undertaking actions, choose to discard one or more cards from his hand into the wait pile. The scenario defines the limit to the number of cards that can be discarded. The wait pile is the pile of cards that a player has used or discarded. They cannot be drawn back into the hand until a player no longer has any cards left in his draw pile or until a trigger occurs that requires one or both players to rebuild his deck. The only trigger that requires a deck to be rebuilt is a time trigger that event that shifts forward the time clock. 5.5 Ending a turn A player s turns ends when he runs out of actions to expend, when he runs out of action cards to expend, when he chooses to end his turn, when the non phasing player reveals an initiative symbol as a result of combat or when the non phasing player plays a THE INITIATIVE IS OURS stratagem. Regardless of the reason for his turn ending, the phasing player immediately replenishes his hand, and then control of the game passes to his opponent, who becomes the phasing player. 5.6 Countering actions In many cases, players can counter specific actions, be they orders or stratagems or other things that occur in the game. Countering is the process of playing additional cards purely for their card value in order to shift the balance of outcome one way or the other. Countering is most common in combat, where each side will rely on the value of an additional card to improve their chances of success (see 6.1.1, for example). The countering process is simple. Once an action had been undertaken that allows countering (say the phasing player has played a ASSASSINATE THE LORD gambit), each player is able to play a single card face down from his current hand to counter that action. In the case of the phasing player, the extra card played is really supporting the action. In the case of our non phasing player, the extra card they play is a true counter to the action. When both cards are played, turn over the cards, revealing their point value. For the player who initiated the action, sum the value of the action with the value of the countering card. For the opposing player, use the value of the countering card. If the player who initiated the action has the higher total, then the action is successful and is completed as per the rules for that action. If the opposing player has the higher final value, the action has failed and nothing further needs to happen. If it is a draw, then the player who opposed the action may play another card to successfully counter, or he may choose to accept that the action succeeds. It should be noted that combat uses countering in a slightly different way. Refer to the section on combat for further details. 6 Combat Combat is the process whereby units engage in melee or missile exchange in order to destroy or disrupt the opponent. In this game, two principle forms of combat exist: melee combat and missile combat. 6.1 Melee Combat Melee combat is hand to hand combat between opposing forces using swords, yari, naginata and a range of other weapons. It is bloody and brutal. Only units under an ENGAGE or CHARGE order may participate in melee combat. The first player to play an ENGAGE or CHARGE order is the attacker, the other player the defender. ENGAGE orders can be played as standing orders, remaining in effect until the melee is terminated (see section for further details on standing orders). If an ENGAGE order has been played on both sides of a melee, then the attacker is that player whose forces have the ENGAGE order with the highest card value Melee Combat: Basic Steps Units involved in melee are placed so that their frontages align. If overlap exists, apply flanking advantages to the player who overlaps. The attacker determines his melee strength by taking the attack value of his unit and adding +1 for each flanking unit involved in the attack, and subtracting one for each cohesion hit the unit carries. The defender determines his melee strength by taking the attack value of his unit and adding +1 for each flanking unit involved in the attack, and subtracting one for each cohesion hit the unit carries

4 4 WORKING RULES Each player may play a single card to support his unit in melee (the equivalent of countering in combat). This card may be an ENGAGE card or any other card. The attacking player may use the ENGAGE card already played or he may play a new ENGAGE card, replacing the previous card. These supporting cards are placed face down, and only revealed when both players have played cards. If the card is a stratagem, resolve the event as required. If the card is not a stratagem, each player adds ½ the value of the card revealed (or the entire value of an ENGAGE card) to his melee strength. Melee strengths are compared on the combat resolution table. Determine the advantages for each side, and subtract the defender s number of advantages from the attacker s number of advantages. The final net advantage is either a positive or negative number. Shift along the CRT diagonally up towards the right if the net advantage is positive or down to the left if the net advantage is negative, one step for each point of net advantage. Determine if the combat is affected by any obstacles. Shift diagonally up and to the left for each obstacle present. Find the final number of cohesion hits on both the initiative and non initiative units. Adjust the number of cohesion hits based on the absorption rating of the leader and the unit s tactical modifiers (eg, Defending behind protection) Apply hits to each unit involved in the melee (see section below). The effects of combat are simultaneous. Reduce and break units as required, and change initiative when the defender reveals an initiative marker as a result of the resolution of any action Applying Hits At the end of every engagement (melee or missile combat), compare the number of cohesion hits on a unit with the cohesion rating score of that unit and apply the following: If the total number of cohesion hits equals or exceeds the cohesion rating, remove hits equal to the cohesion rating from the unit, take the top block from the unit stack and place it face down on the bottom of the stack. Reveal the next block. If cohesion hits remain on the unit after it is reduced, the unit may lose cohesion and break. Look at the first number on the cohesion range. If the remaining number of hits is at least equal to that number, then check the ratio of the opposing unit s strength to this unit s strength. If this ratio is greater than the ratio indicated, mark the unit with a break counter and apply the break rules. Remove any remaining cohesion hits from the unit. If the unit does not suffer any losses or break as a result of the cohesion hits, then leave the cohesion hits on the unit. Cohesion hits earned in this way accumulate until removed through a RECOVER order or as a consequence of the unit breaking or suffering losses as described above. Note that a unit cannot break in combat unless it has first suffered a reduction that is, a unit cannot break when its initial card remains on top of the stack Breaking A unit breaks: 1. Whenever it engages another unit in combat, at least one cohesion hit occurs and the ratio of cohesion is exceeded (where a hit results in a reduction in a unit, the ratio of cohesion of the unit after reduction is used) OR 2. Whenever cohesion hits are applied as a result of an adjacent unit breaking and the conditions for breaking are then met for that unit. When a unit breaks, the player who controls the unit places a break marker on the unit and must immediately retreat the unit. In effect, the unit is treated as if it has been placed under a MOVE order, although no activation is required, no action cards are used and the unit must retreat even if it has already been activated this turn. The unit retreats by moving up to its movement allowance directly away from the opposing units(s). It may retreat past enemy units, but not through them. It may retreat through friendly units, but it will incur cohesion hits on those friendly units as it does so (see Movement). A breaking unit may stop its movement if it is at least two squares from any enemy unit. At this point, immediately remove the break marker. Whenever a unit breaks and friendly units are nearby, cohesion hits are applied to all such friendly units. The number of cohesion hits is applied as follows: 1. If the units are friendly, but not of the same contingent, then they receive one cohesion hit if adjacent, but otherwise ignore the breaking unit; 2. If the units are of the same contingent, they receive a number of cohesion hits equal to the cohesion number of the breaking unit (in other words, if a very strong unit breaks, this is likely to cause weaker units to break as well). This number is halved is reduced by 1 if the friendly unit is two squares away and is ignored if the distance between the units is greater than two squares). When a breaking unit retreats past any friendly unbroken unit, those friendly units receive cohesion hits as if they were friendly units not of the same contingent (that is, use rule 1 above). 6.2 Missile combat Missile combat represents the exchange of missile fire through the use of bows (yumi) or arquebuses (teppo). It also includes the use of cannon. Bows were the primary form of ranged fire samurai used, but teppo, introduced to Japan by the Jesuits, were quickly incorporated into Japanese warfare, perhaps most strikingly at the battle of Nagashino. Teppo outrange bows, and also provide significantly more firepower, but they (initially, at least) had a slower rate of fire and were susceptible to moisture. The introduction of the cartridge in the 1600s improved their ease of use and therefore their performance considerably Missile Combat: Basic Steps A unit under a FIRE or COUNTERFIRE order is able to conduct missile combat against any eligible target. Units undertaking missile combat must not be in contact with any enemy units, but they must be within range of their target unit(s). Multiple units may undertake missile fire against the same unit, but they are treated as separate attacks, although they may all be enacted under the same FIRE order. The defender may counter the missile attack by playing a single card face down. The strength of the missile attack is equal to the missile strength of the attacking unit plus the value of the FIRE/COUNTERFIRE order the unit is acting under plus the leadership bonus of any leader acting with the unit minus ½ the value of any card the defender has played to counter the missile attack. The attacker cross references the final ranged strength with the distance to the target unit. If the target is at a lower level of elevation, the range column is shifted to the left by 1. Advantages and obstacles are applied to both sides. Unlike in melee combat, a net advantage to the attacker shifts the result to the right, while a net advantage to the defender shifts the result to the left. Any obstacle shifts the.

5 WORKING RULES 5 The final number indicates the cohesion hits suffered by the target. 6.3 Banzai Banzai, or follow through, occurs when a unit breaks and retreats and the opposing units follow through in an attempt to continue the melee assault on the breaking unit. In medieval Japan, units had a tendency to follow through. As such, it is assumed that all units that occupy the same hex as a breaking unit will follow through unless the player controlling those units counters the banzai. To determine the whether or not a banzai occurs, the player controlling the unit that is about to follow through can play a single card to deter his unit. The player controlling the retreating unit can then play his own countering card (or the Banzai! event) to further increase the target needed to resist the follow through. Like all counters, cards are played face down and then revealed. If a banzai occurs, the player who controls the unit following through must immediately move that unit its full movement allowance directly towards the retreating unit as if the controlling player had played a MOVE order. If it is able to reach the retreating unit, it must immediately engage the unit in melee as if the controlling player had played an ENGAGE order. Melee combat continues between the two units. [Note: that banzai as used here is the broader mechanism underlying the Banzai! stratagem, which provides additional impetus for a unit to follow through.] 7 Movement Units can move up to their movement allowance. Movement can only occur if a MOVE order is played. Once played, a unit remains under a MOVE order until another order is played on that unit in other words, a MOVE order is a standing order (see section for further discussion). Movement points are expended to move a unit into an adjacent square, with the cost of the move dependent upon the nature of the terrain in the square the unit is moving to (see Table 1). If a unit does not have enough movement points to enter any adjacent square, it may not move any further, although any unit may move at least one square as part of a MOVE order. Units accumulate cohesion hits (treated just like hits for the purposes of determining loss of cohesion) when they move through certain types of terrain. Units inflict cohesion hits on other friendly units if they forcefully move through them as if they were obstacles. Terrain Type MP Cost Cohesion Hits Open 1 Closed 2 Easy Hard +1 1 Obstacle +1 1 Table 1 Movement cost 7.1 Terrain Each square on the board represents the space that can be occupied by a typical unit. Each square can be classified as open or closed, and as easy or hard going. Open squares represent fields, grasslands, roads and so on. Closed squares represent woods and forests, rice paddies, heath and so on. Hard going represents hills or steep climbs, muddy ground, snow, rain and so on. It is possible for a given square to be open and hard, or closed and easy. Units may encounter obstacles as they move from one square to the next. Obstacles can be along a square edge or across a square. Units may cross an obstacle provided it is not a prohibited type of terrain for the unit. Friendly units count as obstacles, so a unit moving through a square that contains a friendly unit suffers a cohesion hit and a movement point cost. In addition, the friendly unit that is in the square also suffers a cohesion hit, as outlined above. The following table (Table 2) lists the terrain features and their respective type. Terrain Type Feature Field/Clear Open Road Open Light Woods Closed Heavy Woods Closed Hard Castle Closed Stream Obstacle River Obstacle Hard Wall/Gully Obstacle Level Rise Hard Level Fall Easy Table 2 Terrain and terrain type Units moving along a road are treated as moving through open terrain, despite the type of terrain either side of the road. 7.2 Squares Movement on a board constructed of squares is, in the main, much like movement on a hex board, but with the following exceptions. A unit can only ever move diagonally once before moving horizontally or vertically. When measuring range, measure the horizontal and vertical distance, and then determine the effective range using the range table. Squares in the game measure roughly 500 yards across. 7.3 Unit Stacking More than one unit may occupy a square, but no more than six blocks may ever occupy a square. Squares may be over stacked during movement, but cannot be over stacked once movement is complete. In the event that a square is over stacked at the completion of movemet, a unit (or units) in the square must be reduced until the square is no longer over stacked. To reduce a unit, simply remove blocks, starting from the topmost block, until only six blocks in total remain in the square. These blocks are treated as lost for game victory purposes. Remember that moving through a square already containing a unit is treated as if moving through an obstacle for both the moving and stationary units in the square. 7.4 Unit formations The blocks of a unit may be arrayed in one of three formations: standard, deep or wide. A standard formation is one block wide and one block deep, with blocks stacked atop one another. Standard formations have no special rules. A deep formation is made of two ranks arrayed in depth as shown in the diagram below. In order to adopt a deep formation, the unit must be comprised of at least two blocks. Deep formations suffer a 1 penalty to melee strength but can move along roads and through light woods as if they are open and heavy woods as if they are easy. A wide formation is made of two ranks arrayed side by side as shown in the diagram below. In order to adopt a wide formation, the unit must be comprised of at least two blocks. A wide formation adds flanking bonuses where an enemy unit is flanked, but suffers an additional +1 cohesion hits when moving through hard terrain or over obstacles. It costs one MP to change formation from deep to wide, or to return to a standard formation. [Note: Using a non standard formation necessarily reveals more information about the unit to the opposing player, because it exposes the quality of each block.]

6 6 WORKING RULES 7.5 Facing It costs one MP to change the facing of a unit by more than 90 degrees. Units must face one of eight cardinal directions that is, toward either one of the four sides of a square or towards one of the four apexes of a square. A unit must change facing in order to change direction. 7.6 Zones of control All units enforce a zone of control in the square they are in. Any unit may move into a square occupied by an enemy unit, but it can t move through that square. It must stop all movement in that square, even if it doesn t subsequently ENGAGE the enemy unit using an order. 8 Orders Orders are used to make units do things. They are the commands passed down from the so taisho (which is, ostensibly, the player) through busho to their contingents. In some cases, they are commands spontaneously arrived at by a unit who isn t within command range of a busho or so taisho. Historically, orders were carried by signal (horn, drum and fan) or by messengers (honjo?). In this game, this mechanism is abstracted. As detailed in section 5, orders are played by expending action points. An order applies to a unit or contingent through a busho. A busho may activate any portion or his entire contingent within his command radius to follow an order. For example, a single busho may activate all, some or only one of his units to carry out a MOVE order. As long as the so taisho is within his honjin, with ready access to his advisors and messengers, he contributes fully to the number of actions a player is allowed. If the so taisho is every forced to move out of his honjin, his effectiveness is reduced. This effect is reflected in the method used to calculate the number of actions the player can undertake (see section Error! Reference source not found.). Orders are listed alphabetically below. 8.1 Charge 8.2 Engage/Withdraw 8.3 Fire/Counterfire 8.4 Move/Halt 8.5 Recover/Rout 9 Stratagems 9.1 A Hero Steps Forth 9.2 Ambush 9.3 Banzai! 9.4 Behind Enemy Lines 9.5 Challenge 9.6 Distracted By Victory 9.7 Heroic Death 9.8 Initiative Is Ours 9.9 Kagemusha 9.10 Leader s Prayer 9.11 Miraculous Shot 9.12 Scouts 9.13 Standard Has Fallen 9.14 Unexpected Terrain 10 Gambits 10.1 Assassinate The Lord 10.2 Deception 10.3 Divine Provenance 10.4 Reinforcements 10.5 Snow/Storm/Fog (Preemption) 10.6 Treacherous General 11 Time and Victory 11.1 Determining Victory Victory is determined by who has the most victory points at the end of the game or (in some cases) whose forces rout from the field first. Victory points are gained for each unit reduced or destroyed, each unit routed and for the gaining of specific objectives within a scenario Game time The length of time of a scenario is not fixed, so after a certain number of turn changes, the game will end and neither player knows exactly when this will be.

ARMY COMMANDER - GREAT WAR INDEX

ARMY COMMANDER - GREAT WAR INDEX INDEX Section Introduction and Basic Concepts Page 1 1. The Game Turn 2 1.1 Orders 2 1.2 The Turn Sequence 2 2. Movement 3 2.1 Movement and Terrain Restrictions 3 2.2 Moving M status divisions 3 2.3 Moving

More information

Command Phase. Setup. Action Phase. Status Phase. Turn Sequence. Winning the Game. 1. Determine Control Over Objectives

Command Phase. Setup. Action Phase. Status Phase. Turn Sequence. Winning the Game. 1. Determine Control Over Objectives Setup Action Phase Command Phase Status Phase Setup the map boards, map overlay pieces, markers and figures according to the Scenario. Players choose their nations. Green bases are American and grey are

More information

Shooting Value. Morale Value

Shooting Value. Morale Value 16 th -17 th Century Japanese Army During the Sengoku Jidai warlords known as daimyo raised and led armies to dominate regions of Japan always with the ultimate goal of becoming Shogun. At the same time

More information

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops Solitaire Rules Deck construction In the solitaire game, you take on the role of the commander of one side and battle against the enemy s forces. Construct a deck, both for yourself and the opposing side,

More information

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here.

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here. Revised 12-4-2018 Don t fire unless fired upon, but if they mean to have a war, let it begin here. - John Parker - INTRODUCTION By design, Commands & Colors Tricorne - American Revolution is not overly

More information

Henry Bodenstedt s Game of the Franco-Prussian War

Henry Bodenstedt s Game of the Franco-Prussian War Graveyard St. Privat Henry Bodenstedt s Game of the Franco-Prussian War Introduction and General Comments: The following rules describe Henry Bodenstedt s version of the Battle of Gravelotte-St.Privat

More information

GREAT BATTLES OF ALEXANDER 4 th Edition Errata & Clarifications October, 2008

GREAT BATTLES OF ALEXANDER 4 th Edition Errata & Clarifications October, 2008 GREAT BATTLES OF ALEXANDER 4 th Edition Errata & Clarifications October, 2008 GREAT BATTLES OF ALEXANDER Rulebook (2.25) Sample Persian Leader, Line Command Capability: Delete (Optional Rule) (4.21) 1

More information

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points Primo Victoria A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points The Rules Creating Armies The first step that all players involved in the battle

More information

The Glory that was GREECE. Tanagra 457 BC

The Glory that was GREECE. Tanagra 457 BC The Glory that was GREECE Tanagra 457 BC TCSM 2009 The Glory that Was Vol. I: Greece Rulebook version 1.0 1.0 Introduction The Glory that was is a series of games depicting several different battles from

More information

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24) GAME OVERVIEW Modern Land Battles is a fast-paced card game depicting ground combat. You will command a force on a modern battlefield from the 1970 s to the modern day. The unique combat system ensures

More information

Field of Glory - Napoleonic Quick Start Rules

Field of Glory - Napoleonic Quick Start Rules Field of Glory - Napoleonic Quick Start Rules Welcome to today s training mission. This exercise is designed to familiarize you with the basics of the Field if Glory Napoleonic rules and to give you experience

More information

BRONZE EAGLES Version II

BRONZE EAGLES Version II BRONZE EAGLES Version II Wargaming rules for the age of the Caesars David Child-Dennis 2010 davidchild@slingshot.co.nz David Child-Dennis 2010 1 Scales 1 figure equals 20 troops 1 mounted figure equals

More information

A game by Wei Cheng Cheng. - Graphics: Olivier Revenu - Translation: Noël Haubry. Growling Tigers The Battle For

A game by Wei Cheng Cheng. - Graphics: Olivier Revenu - Translation: Noël Haubry. Growling Tigers The Battle For BATTLES MAGAZINE #7 A game by Wei Cheng Cheng. - Graphics: Olivier Revenu - Translation: Noël Haubry Growling Tigers The Battle For Changde, 1943 is a two player wargame simulating the final stage of the

More information

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS i The 1 st Brigade would be hard pressed to hold another attack, the S-3 informed Bannon in a workman like manner. Intelligence indicates that the Soviet forces in front of 1 st Brigade had lost heavily

More information

Nfejfwbm!Cbuumft!!! Mfhobop! 3:ui!Nbz!2287!

Nfejfwbm!Cbuumft!!! Mfhobop! 3:ui!Nbz!2287! NfejfwbmCbuumft Mfhobop 3:uiNbz2287 2008 1 Battles of the Middle Ages Battle of Legnano 1176 Rulebook version 1.0 1.0 Introduction Battles of the Middle Ages is an easy to learn wargaming system that tries

More information

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser 1. PLAYING EQUIPMENT The following equipment is needed to fight

More information

SERIES RULEBOOK. Game Design by Mark S. Miklos. Version: June 2017 TABLE OF CONTENTS. Great Battles of the American Revolution

SERIES RULEBOOK. Game Design by Mark S. Miklos. Version: June 2017 TABLE OF CONTENTS. Great Battles of the American Revolution 1 SERIES RULEOOK Game Design by Mark S. Miklos Version: June 2017 TALE OF CONTENTS 1. Introduction... 2 2. Components... 2 3. Game Scale and Terminology... 2 4. How To Win... 3 5. Sequence of Play Outline...

More information

Clash of Giants The Campaigns of Tannenberg and The Marne, 1914

Clash of Giants The Campaigns of Tannenberg and The Marne, 1914 RULEBOOK -UPDATED 12/25/01 Clash of Giants The Campaigns of Tannenberg and The Marne, 1914 Table of Contents 1.0 Introduction............... 2 2.0 Game Components........... 2 3.0 Game Setup...............

More information

Game Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426.

Game Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426. General Errata Game Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426. Game Turn 11 The turn sequence begins with the Axis Movement Phase, and the Axis player elects to be aggressive.

More information

Sequence of Play This rulebook is organized according to this Sequence of Play.

Sequence of Play This rulebook is organized according to this Sequence of Play. Introduction...1 Sequence of Play...2 Campaign Set-Up...2 Start of Week...10 Pre-Combat...11 Combat...14 Post-Combat...19 End of Week...20 End of Campaign...22 Optional Rules...22 Credits...22 Sample Game...23

More information

Components Locked-On contains the following components:

Components Locked-On contains the following components: Introduction Welcome to the jet age skies of Down In Flames: Locked-On! Locked-On takes the Down In Flames series into the Jet Age and adds Missiles and Range to the game! This game includes aircraft from

More information

Notes about the Kickstarter Print and Play: Components List (Core Game)

Notes about the Kickstarter Print and Play: Components List (Core Game) Introduction Terminator : The Board Game is an asymmetrical strategy game played across two boards: one in 1984 and one in 2029. One player takes control of all of Skynet s forces: Hunter-Killer machines,

More information

22.0 Extended Examples of Play

22.0 Extended Examples of Play Last Hundred Yards ~ Playbook 11 22.0 Extended Examples of Play 22.1 Infantry and Mortars Situation: Early dawn, October 1944, southwest of Kohlscheid, Germany. A German outpost, dug-in on Hill 192, has

More information

TUTORIAL DOCUMENT. Contents. 2.0 GAME OBJECTIVE The Overall Objective of the game is to:

TUTORIAL DOCUMENT. Contents. 2.0 GAME OBJECTIVE The Overall Objective of the game is to: TUTORIAL DOCUMENT Contents 1.0 INTRODUCTION 2.0 GAME OBJECTIVE 3.0 UNIT INFORMATION 4.0 CORE TURN BREAKDOWN 5.0 TURN DETAILS 5.1 AMERICAN MOVEMENT 5.2 US COMBAT 5.3 US MOBILE MOVEMENT 5.4 US MOBILE COMBAT

More information

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS i The Flames Of War More Missions pack is an optional expansion for tournaments and players looking for quick pick-up games. It contains new versions of the missions from the rulebook that use a different

More information

Frontier/Modern Wargames Rules

Frontier/Modern Wargames Rules Equipment: Frontier/Modern Wargames Rules For use with a chessboard battlefield By Bob Cordery Based on Joseph Morschauser s original ideas The following equipment is needed to fight battles with these

More information

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE STOP! This Rules Reference Guide does not teach players how to play the game. Players should first read the Learn to Play booklet, then use this Rules Reference Guide as needed when playing the game. INTRODUCTION

More information

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser 1. PLAYING EQUIPMENT The following equipment is needed to fight

More information

Napoleon s Triumph. Rules of Play (draft) Table of Contents

Napoleon s Triumph. Rules of Play (draft) Table of Contents Rules of Play (draft) Table of Contents 1. Game Equipment... 2 2. Introduction to Play... 2 3. Playing Pieces... 2 4. The Game Board... 2 5. Scenarios... 3 6. Setting up the Game... 3 7. Sequence of Play...

More information

PROFILE. Jonathan Sherer 9/30/15 1

PROFILE. Jonathan Sherer 9/30/15 1 Jonathan Sherer 9/30/15 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game. The

More information

Campaign Introduction

Campaign Introduction Campaign 1776 Introduction Campaign 1776 is a game that covers the American Revolutionary War. Just about every major battle of the war is covered in this game, plus several hypothetical and "what-if"

More information

Gettysburg 77 Errata. 1 of 5 RULES CORRECTIONS. Advanced Union Order of Appearance

Gettysburg 77 Errata. 1 of 5 RULES CORRECTIONS. Advanced Union Order of Appearance RULES CORRECTIONS 1) p.1 Object of Game Culp s hill is U40 not U41. 2) p. 7 Combat Qualifications Rule 3 is (.see 5) not ( see 6) 3) p.8 Retreat rule 2. Change to read: If the retreating unit is adjacent

More information

Wardens of the West. New Commanders. Contents. Tyrion Lannister. On Using This Expansion

Wardens of the West. New Commanders. Contents. Tyrion Lannister. On Using This Expansion Wardens of the West Inside this Battles of Westeros (BOW) expansion are more troops and commanders for players to add to their Lannister army. In addition to new rules and components, this expansion also

More information

SHILOH GETTING STARTED. Welcome to Civil War Battles Shiloh. It is April 1862 and on the shores of the

SHILOH GETTING STARTED. Welcome to Civil War Battles Shiloh. It is April 1862 and on the shores of the SHILOH GETTING STARTED Welcome to Civil War Battles Shiloh. It is April 1862 and on the shores of the Tennessee River, at the site of a church from which the action will take its name, the fate of the

More information

CEDAR CREEK BY LAURENT MARTIN Translation: Roger Kaplan

CEDAR CREEK BY LAURENT MARTIN Translation: Roger Kaplan CEDAR CREEK BY LAURENT MARTIN Translation: Roger Kaplan Cedar Creek 1864 simulates the Civil War battle that took place on October 19, 1864 and resulted in a Union victory. It uses many of the rules of

More information

PROFILE. Jonathan Sherer 9/10/2015 1

PROFILE. Jonathan Sherer 9/10/2015 1 Jonathan Sherer 9/10/2015 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game.

More information

PRE-DEPLOYMENT ORDERS Complete the following pre-deployment orders prior to deploying forces and beginning each game:

PRE-DEPLOYMENT ORDERS Complete the following pre-deployment orders prior to deploying forces and beginning each game: WARHAMMER 40K TEAM TOURNAMENT ORDERS SHEET PRE-DEPLOYMENT ORDERS Complete the following pre-deployment orders prior to deploying forces and beginning each game: 1. Terrain is not fixed; teams dice off

More information

An analysis of Cannon By Keith Carter

An analysis of Cannon By Keith Carter An analysis of Cannon By Keith Carter 1.0 Deploying for Battle Town Location The initial placement of the towns, the relative position to their own soldiers, enemy soldiers, and each other effects the

More information

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex Tower Defense Players: 1-4. Playtime: 60-90 Minutes (approximately 10 minutes per Wave). Recommended Age: 10+ Genre: Turn-based strategy. Resource management. Tile-based. Campaign scenarios. Sandbox mode.

More information

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring Of Dungeons Deep! Table of Contents (1) Components (2) Setup (3) Goal (4) Game Play (5) The Dungeon (6) Ending & Scoring (1) Components 32 Hero Cards 16 Henchmen Cards 28 Dungeon Cards 7 Six Sided Dice

More information

A Great Victory! Copyright. Trevor Raymond. April 2013 (Exodus 20:15 - Thou shall not steal.")

A Great Victory! Copyright. Trevor Raymond. April 2013 (Exodus 20:15 - Thou shall not steal.) A Great Victory! Copyright. Trevor Raymond. April 2013 (Exodus 20:15 - Thou shall not steal.") Page 1 of 27 A Great Victory is a basic set of rules designed for the table-top wargaming battles in the ancient

More information

MATERIALS. match SETUP. Hero Attack Hero Life Vanguard Power Flank Power Rear Power Order Power Leader Power Leader Attack Leader Life

MATERIALS. match SETUP. Hero Attack Hero Life Vanguard Power Flank Power Rear Power Order Power Leader Power Leader Attack Leader Life Pixel Tactics is a head-to-head tactical battle for two players. Each player will create a battle team called a unit, which consists of a leader and up to eight heroes, and these two units will meet on

More information

Another boardgame player aid by

Another boardgame player aid by Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com

More information

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17 T FULL RULEBOOK his book includes the complete rules for the game, followed by the Scenario section on page 17. This rulebook is not intended as a method for learning the game, and especially not as a

More information

Getting Started with Panzer Campaigns: Budapest 45

Getting Started with Panzer Campaigns: Budapest 45 Getting Started with Panzer Campaigns: Budapest 45 Welcome to Panzer Campaigns Budapest 45. In this, the seventeenth title in of the Panzer Campaigns series of operational combat in World War II, we are

More information

WARHAMMER 40K COMBAT PATROL

WARHAMMER 40K COMBAT PATROL 9:00AM 2:00PM ------------------ SUNDAY APRIL 22 11:30AM 4:30PM WARHAMMER 40K COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets required for you to participate

More information

DOMINATION PLAYER A PLAYER B

DOMINATION PLAYER A PLAYER B DOMINATION The battlefield will provide a distinct tactical advantage for whoever holds it for many years to come. Victory can be achieved by forcing the enemy back and securing the key points on the battlefield,

More information

CONTENTS. A WWII tactical and operational strongpoint defense game. PAGE 1 Introduction. PAGE 2 Setup minutes ages: players

CONTENTS. A WWII tactical and operational strongpoint defense game. PAGE 1 Introduction. PAGE 2 Setup minutes ages: players CONTENTS A WWII tactical and operational strongpoint defense game PAGE 1 Introduction PAGE 2 Setup PAGE 3 Counters and Cards PAGE 4 Playing the Game PAGE 5 Soviet Card Phase PAGE 9 Wehrmacht Card Phase

More information

RULE BOOK. Table of Contents. Game Design by Ted Raicer

RULE BOOK. Table of Contents. Game Design by Ted Raicer 1 Game Design by Ted Raicer RULE BOOK Table of Contents 1. Introduction... 2 2. Game Components... 2 3. Game Setup... 3 4. How to Win... 3 5. Sequence of Play... 3 6. Stacking... 4 7. Zones of Control...

More information

A Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.") Version 2

A Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.) Version 2 Page 1 of 30 A Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.") Version 2 The first abstraction: A Marvellous Victory are an abstract set of wargame

More information

SPACE EMPIRES Scenario Book SCENARIO BOOK. GMT Games, LLC. P.O. Box 1308 Hanford, CA GMT Games, LLC

SPACE EMPIRES Scenario Book SCENARIO BOOK. GMT Games, LLC. P.O. Box 1308 Hanford, CA GMT Games, LLC SPACE EMPIRES Scenario Book 1 SCENARIO BOOK GMT Games, LLC P.O. Box 1308 Hanford, CA 93232 1308 www.gmtgames.com 2 SPACE EMPIRES Scenario Book TABLE OF CONTENTS Introduction to Scenarios... 2 2 Player

More information

Empires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit

Empires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit Empires at War 1. About game Empires at War is a competitive card game set during I World War. Players create unique decks and take control over armies of conflicted nations. To win, you have to break

More information

Getting Started with Modern Campaigns: Danube Front 85

Getting Started with Modern Campaigns: Danube Front 85 Getting Started with Modern Campaigns: Danube Front 85 The Warsaw Pact forces have surged across the West German border. This game, the third in Germany and fifth of the Modern Campaigns series, represents

More information

THE RULES 1 Copyright Summon Entertainment 2016

THE RULES 1 Copyright Summon Entertainment 2016 THE RULES 1 Table of Contents Section 1 - GAME OVERVIEW... 3 Section 2 - GAME COMPONENTS... 4 THE GAME BOARD... 5 GAME COUNTERS... 6 THE DICE... 6 The Hero Dice:... 6 The Monster Dice:... 7 The Encounter

More information

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length Fleet Engagement Mission Objective Your forces have found the enemy and they are yours! Man battle stations, clear for action!!! Mission Special Rules None Set Up velocity up to three times their thrust

More information

The counters. BULL RUN VaeVictis 89 The first battle of the Civil War

The counters. BULL RUN VaeVictis 89 The first battle of the Civil War BULL RUN 1861 - VaeVictis 89 The first battle of the Civil War A game by Laurent MARTIN Bull Run, 1861 is a simulation of the First Battle of Bull Run (or the First Battle of Manassas for the Confederates),

More information

Mythic Battles: Pantheon. Beta Rules. v2.5

Mythic Battles: Pantheon. Beta Rules. v2.5 Mythic Battles: Pantheon Beta Rules v2.5 Notes: Anything with green highlighting is layout notes, and is NOT FOR PRINT. Anything with yellow highlighting is not yet finished. 1 Game Terms & General Rules

More information

ARMOR DIAGRAM ARMOR DIAGRAM. Mech Data. Mech Data BATTLEMECH RECORD SHEET BATTLEMECH RECORD SHEET. Weapons Inventory.

ARMOR DIAGRAM ARMOR DIAGRAM. Mech Data. Mech Data BATTLEMECH RECORD SHEET BATTLEMECH RECORD SHEET. Weapons Inventory. BATTLEMECH RECORD SHEET Left Torso Head Right Torso ARMOR DIAGRAM Type: HER-2S Hermes II Tonnage: 40 Points: Walking: 6 Running: 9 Weapons Inventory Mech Data Type Location Damage Short Med. Long 1 Autocannon

More information

Conflict Horizon Dallas Walker Conflict Horizon

Conflict Horizon Dallas Walker Conflict Horizon Conflict Horizon Introduction 2018 Dallas Walker Conflict Horizon Welcome Cadets. I m Sargent Osiren. I d like to make it known right now! From that moment you stepped foot of the shuttle, your butts belonged

More information

2.0 The Battlefield. 2.1 Terrain Hexes. 2.2 Terrain Types. 3.0 Command Cards (10 each) 3.1 Order Cards (7 each)

2.0 The Battlefield. 2.1 Terrain Hexes. 2.2 Terrain Types. 3.0 Command Cards (10 each) 3.1 Order Cards (7 each) Advanced Vive l Empereur Introduction Advanced Vive l Empereur is a Histo Command Dice System Game and allows you to simulate on a grand-tactical level the battles of the Napoleonic era. The player is

More information

The Unification battles

The Unification battles The Unification battles 1582 1584 1600 Conception : Development : Historique et langue japonaise : Maps & Counters art : Translation : Mise en page, Graphismes de la boîte et additionnels : Table of contents

More information

Recon 1 Air Power Counter Attack Counter Attack Recon 1 Air Power Recon 1 Recon 1 Air Strike Air Power Air Power Air Strike Memoir 44 FAQ

Recon 1 Air Power Counter Attack Counter Attack Recon 1 Air Power Recon 1 Recon 1 Air Strike Air Power Air Power Air Strike Memoir 44 FAQ VIII. COMMAND FAQ Q. If someone can use a Recon 1 card as an Air Power, can the other player Counter Attack the effect or just the card? A. The rule is that a Counter Attack is only allowed to counter

More information

Napoleon s Triumph. Rules of Play (draft) Table of Contents

Napoleon s Triumph. Rules of Play (draft) Table of Contents Rules of Play (draft) Table of Contents 1. Parts List... 2 2. Introduction... 2 3. Playing Pieces... 2. The Game Board... 2 5. Scenarios... 3 6. Setting up the Game... 3 7. Order of Play... 3 8. Corps...

More information

RU L E S REFERENCE USING THIS RULES REFERENCE

RU L E S REFERENCE USING THIS RULES REFERENCE TM TM RU L E S REFERENCE USING THIS RULES REFERENCE This document is a reference for all Star Wars: Armada rules queries. Unlike the Learn to Play booklet, the Rules Reference booklet does not teach players

More information

The winner rules the Spanish Main until the next encounter!

The winner rules the Spanish Main until the next encounter! Game play is a suspenseful sea duel between the pirate ship and the Spanish galleon and, true to all the historically-based pirate adventures, any one of several outcomes is possible. Will the Seahawk

More information

Braccio da Montone INDEX

Braccio da Montone INDEX Braccio da Montone INDEX 1.0 Introduction 2.0 Components 2.1 The Maps 2.2 The Counters 2.3 Game Scale 3.0 General Course of Play 4.0 Condottiero Activation Sequence 4.1 Continuum 4.2 Interruptio 4.3 Limits

More information

OFFICIAL RULEBOOK Version 7.2

OFFICIAL RULEBOOK Version 7.2 ENGLISH EDITION OFFICIAL RULEBOOK Version 7.2 Table of Contents About the Game...1 1 2 3 Getting Started Things you need to Duel...2 The Game Mat...4 Game Cards Monster Cards...6 Effect Monsters....9 Synchro

More information

2.0 game components support Units. color to make them easier to pick out. Each player has two types of game units: Combat Units Support units

2.0 game components support Units. color to make them easier to pick out. Each player has two types of game units: Combat Units Support units basic rules Somme 1918 - Bloody Spring is a wargame that simulates the German spring offensive of 1918 that was aimed at separating the British and French armies. Players will find themselves in the role

More information

Vive l Empereur! STANDARD RULES. Third edition. Didier ROUY. Foreword

Vive l Empereur! STANDARD RULES. Third edition. Didier ROUY. Foreword Didier ROUY Vive l Empereur! STANDARD RULES Third edition Foreword "Vive l Empereur!" is a series of simulation games using a standard rules system and a set of exclusive rules specific to each battle.

More information

Section 8 Operational Movement

Section 8 Operational Movement Section 8: Operational Movement V8.00 Operational Movement V8.10 General Rules of Movement V8.11 Operational Movement, sometimes called Strategic Movement, is the travel of warp capable objects from one

More information

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery The Portable Wargame Rules Late 19 th Century Version For use with a battlefield marked with a grid of hexes By Bob Cordery Based on some of Joseph Morschauser s original ideas The Portable Wargame Rules

More information

Comprehensive Rules Document v1.1

Comprehensive Rules Document v1.1 Comprehensive Rules Document v1.1 Contents 1. Game Concepts 100. General 101. The Golden Rule 102. Players 103. Starting the Game 104. Ending The Game 105. Kairu 106. Cards 107. Characters 108. Abilities

More information

SATURDAY APRIL :30AM 5:00PM 7:00PM :00AM

SATURDAY APRIL :30AM 5:00PM 7:00PM :00AM SATURDAY APRIL 20 ------------------ 8:30AM 5:00PM 9:00AM 7:00PM ------------------ 9:00AM 5:00PM WARHAMMER ANCIENTS SINGLES TOURNAMENT Do not lose this packet! It contains all necessary missions and results

More information

Underleague Game Rules

Underleague Game Rules Underleague Game Rules Players: 2-5 Game Time: Approx. 45 minutes (+15 minutes per extra player above 2) Helgarten, a once quiet port town, has become the industrial hub of a vast empire. Ramshackle towers

More information

terms and concepts Cover Example Facing & Measuring Movement Active Model: The model as chosen by the Active Player currently resolving its action.

terms and concepts Cover Example Facing & Measuring Movement Active Model: The model as chosen by the Active Player currently resolving its action. The Rules terms and concepts Active Model: The model as chosen by the Active Player currently resolving its action. Active Player: The player who is Controlling the Active model. Base to Base: A model

More information

NOT YET LOST Rule Book

NOT YET LOST Rule Book NOT YET LOST Rule Book 1. SETUP 1.1. Place one Pionier on the SW Approach end space 1.2. Place one Police on the W, NW, NE, E, and SE Approaches assembly space 1.3. Place one Barricade at the 1 space of

More information

General Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE When all players simultaneously fulfill loss conditions, the MANUAL

General Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE When all players simultaneously fulfill loss conditions, the MANUAL DRAGON BALL SUPER CARD GAME OFFICIAL RULE MANUAL ver.1.071 Last update: 11/15/2018 1-2-3. When all players simultaneously fulfill loss conditions, the game is a draw. 1-2-4. Either player may surrender

More information

DOMINATION PLAYER A PLAYER B

DOMINATION PLAYER A PLAYER B The battlefield will provide a distinct tactical advantage for whoever holds it for many years to come. Victory can be achieved by forcing the enemy back and securing the key points on the battlefield,

More information

General Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE. conditions. MANUAL

General Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE. conditions. MANUAL DRAGON BALL SUPER CARD GAME OFFICIAL RULE MANUAL ver.1.062 Last update: 4/13/2018 conditions. 1-2-3. When all players simultaneously fulfill loss conditions, the game is a draw. 1-2-4. Either player may

More information

Introduction. Nothing can be done contrary to what could or would be done in actual war. Revised Rules for the NAVAL WAR GAME (1905) Fred T.

Introduction. Nothing can be done contrary to what could or would be done in actual war. Revised Rules for the NAVAL WAR GAME (1905) Fred T. Design Parameters Introduction These rules have been developed so that it is possible to fight small World War II Ostfront battles between Axis and Soviet forces. The battles last about an hour or two

More information

Star Trek Fleet Captains FAQ version

Star Trek Fleet Captains FAQ version If you are missing your command posts, look under the ship insert (not the entire insert, just the insert the Ships are in) Where can I get replacements for damaged, missing or broken cards/ships: http://

More information

Red Parachutes. Extended Player Aid Sheet by Richard J. Vohlers. Includes advanced rules; optional rules in italics.

Red Parachutes. Extended Player Aid Sheet by Richard J. Vohlers. Includes advanced rules; optional rules in italics. Red Parachutes Extended Player Aid Sheet by Richard J. Vohlers Includes advanced rules; optional rules in italics. S = Soviet; G = German; B = Both; P = Phasing; NP = Non-phasing; OOS = Out of Supply;

More information

Mythic Battles: Pantheon. Beta Rules. v2.8

Mythic Battles: Pantheon. Beta Rules. v2.8 Mythic Battles: Pantheon Beta Rules v2.8 Notes: Anything with green highlighting is layout notes, and is NOT FOR PRINT. Anything with yellow highlighting is not yet finished. 1 Appearance There are many

More information

Range Example. Cards Most Wanted The special rule for the Most Wanted objective card should read:

Range Example. Cards Most Wanted The special rule for the Most Wanted objective card should read: Range Example FAQ Version 1.2 / Updated 9.30.2015 This document contains frequently asked questions, rule clarifications, and errata for Star Wars: Armada. All changes and additions made to this document

More information

Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944

Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944 Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944 Table of Contents 1.0 Introduction 2.0 Components 3.0 Sequence of Play 4.0 Weather Phase 5.0 Supply Phase 6.0 Reinforcement

More information

Robot Factory Rulebook

Robot Factory Rulebook Robot Factory Rulebook Sam Hopkins The Vrinski Accord gave each of the mining cartels their own chunk of the great beyond... so why is Titus 316 reporting unidentified robotic activity? No time for questions

More information

A Thunderbolt + Apache Leader TDA

A Thunderbolt + Apache Leader TDA C3i Magazine, Nr.3 (1994) A Thunderbolt + Apache Leader TDA by Jeff Petraska Thunderbolt+Apache Leader offers much more variety in terms of campaign strategy, operations strategy, and mission tactics than

More information

Special Notice. Rules. Weiss Schwarz Comprehensive Rules ver Last updated: September 3, Outline of the Game

Special Notice. Rules. Weiss Schwarz Comprehensive Rules ver Last updated: September 3, Outline of the Game Weiss Schwarz Comprehensive Rules ver. 1.66 Last updated: September 3, 2015 Contents Page 1. Outline of the Game. 1 2. Characteristics of a Card. 2 3. Zones of the Game... 4 4. Basic Concept... 6 5. Setting

More information

OFFICIAL RULEBOOK Version 8.0

OFFICIAL RULEBOOK Version 8.0 OFFICIAL RULEBOOK Version 8.0 Table of Contents Table of Contents About the Game 1 1 2 Getting Started Things you need to Duel 2 The Game Mat 4 Monster Cards 6 Effect Monsters 9 Xyz Monsters 12 Synchro

More information

Range Example. CARDS Most Wanted The special rule for the Most Wanted objective card should read:

Range Example. CARDS Most Wanted The special rule for the Most Wanted objective card should read: Range Example FAQ Version 1.1.1 / Updated 7.24.2015 This document contains frequently asked questions, rule clarifications, and errata for Star Wars: Armada. All changes and additions made to this document

More information

French and Indian Wars Skirmish Rules. Tyneside Wargames club October Version 3.4

French and Indian Wars Skirmish Rules. Tyneside Wargames club October Version 3.4 French and Indian Wars Skirmish Rules Tyneside Wargames club October 2016 Version 3.4 Page 2 of 11 Index: Introduction:... 4 Troop Classifications:... 4 Loyalty:... 4 Weapons:... 4 Play Sequence:... 4

More information

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS TM TM USING THIS REFERENCE This document is intended as a reference for all rules queries. It is recommended that players begin playing Star Wars: Rebellion by reading the Learn to Play booklet in its

More information

4.4.11a Tweaked rule to bring it in line with c (overassigning damage is legal, breakthrough damage is not mandatory)

4.4.11a Tweaked rule to bring it in line with c (overassigning damage is legal, breakthrough damage is not mandatory) EPIC COMPLETE RULES Revised August 29th 2016 White Wizard Games LLC REVISIONS Various typo fixes 4.4.11a Tweaked rule to bring it in line with 4.4.11c (overassigning damage is legal, breakthrough damage

More information

IWO JIMA RAGE AGAINST THE MARINES 1. INTRODUCTION 2. COMPONENTS 2.1 COUNTERS. Operations Special Issue #1

IWO JIMA RAGE AGAINST THE MARINES 1. INTRODUCTION 2. COMPONENTS 2.1 COUNTERS. Operations Special Issue #1 1. INTRODUCTION Iwo Jima. The only battle of World War Two that saw the United States Marines suffer more casualties than they inflicted on the enemy. It was a battle that would define a war and would

More information

Royal Battles. A Tactical Game using playing cards and chess pieces. by Jeff Moore

Royal Battles. A Tactical Game using playing cards and chess pieces. by Jeff Moore Royal Battles A Tactical Game using playing cards and chess pieces by Jeff Moore Royal Battles is Copyright (C) 2006, 2007 by Jeff Moore all rights reserved. Images on the cover are taken from an antique

More information

Introduction. Your Commanders gain Experience with every battle, but they also gain Stress. Each Week, you must decide how hard to push your men.

Introduction. Your Commanders gain Experience with every battle, but they also gain Stress. Each Week, you must decide how hard to push your men. Introduction...1 Sequence of Play...2 Campaign Set-Up...2 Start of Week...9 Pre-Combat...10 Combat...12 Post-Combat...16 End of Week...17 End of Campaign...19 Optional ules...19 Credits...19 Sample Game...20

More information

The Esoteric Order of Gamers

The Esoteric Order of Gamers The Esoteric Order of Gamers www.orderofgamers.com High quality materials for the dedicated devotee of immersive, thematic tabletop games. Game rules summaries, foamcore box plans, articles, interviews,

More information

Using this Rules Reference

Using this Rules Reference Rules Reference Using this Rules Reference This document is the comprehensive source for the complete rules of the Runewars Miniatures Game. Unlike the Learn to Play booklet, the Rules Reference is not

More information

Maida 1806: Stuart vs. Reynier

Maida 1806: Stuart vs. Reynier Table of contents. 1.0 Introduction... 2.0 Components... 3.0 Gameplay... 4.0 Leaders... 5.0 Infantry in Column... 6.0 Infantry in Line... 7.0 Square... 8.0 Skirmish order... 9.0 Cavalry... 10.0 Artillery...

More information

Aperitif Game for Gentlemen, By Pierre Laporte

Aperitif Game for Gentlemen, By Pierre Laporte Belle Epoque Aperitif Game for Gentlemen, By Pierre Laporte Belle Epoque Aperitif Game for Miniature Battles in the Victorian Era and Early 20 th Century EQUIPEMENT NEEDED Small coloured counters, ordinary

More information