It all started with my liking to set
up battles with the Risk pieces. Finally, rules were applied and a
new game was born.
Special Thanks to Sebastian Bucki, Chad Unruh, Paul Evans, Paul Hodgden,
Will Lentz, and Jason Roelofs. At least I think
those are the people who've worked on it thus far.
Rules:
I. Game set-up: Set up your troops, then choose the order of
the players, determine treasuries (optional) then begin taking
turns. Winner is the last one
standing.
II. A turn: Begin with a Roll of a die. This determines
how much your soldiers can move and whether or not you can fire your cannons.
1. Movement: Your soldiers
receive the number of move points from the number rolled. Movements
are:
Infantry: .25"
Cavalry: .75"
Cannon: Must be moved via either an infantry or
a cavalry unit. When it does, it moves as the infantry would
move. Cannons must be "broken down" at the cost
of 1 movement point, then can move. "Setting
up" the cannon costs another movement point.
2. Cannon: Cannons can
only be fired if the die reads 4, 5, or 6.
3. Your troops can move any
number of points within the number that they have. For example, if you
roll a 4, a soldier
can move 0, 1, 2, 3, or 4 spaces.
4. You can move any number
of soldiers, from none to your whole army, the movement number rolled.
5. Your troops can attack only
once per turn. They may move then attack, but they cannot move after
attacking.
III. Attacking (for Infantry and Cavalry):
1. A soldier may attack an
enemy within range:
Infantry: 1" (via muskets)
Cavalry: Immediate (via sabers)
Note: Attacks must be made with
line-of-sight (i.e. they cannot shoot at what they cannot see, such as
around corners, in
trenches, etc)
2. When attacking, the attacker
states which soldier is attacking which enemy soldier. He then rolls
a die (known as
the "hit roll") for the soldier.
3. The defender rolls a "defense
roll".
4. If the defense roll is greater
than the "hit roll" no damage is taken. If the hit roll is greater
than or equal to the
defense roll, the defending soldier is hit.
5. In damage: If the
soldier is an Infantry, he is killed in battle. If the soldier is
a Cavalry, the defender rolls a die. If
the roll is 4, 5, or 6, the Cavalry becomes an Infantry
(his horse was shot from under him). If the roll is 1, 2,
or 3, the Cavalry is killed in battle.
IV. Cannon:
1. With a high enough roll,
the Cannons may fire. To fire, each Cannon must be manned by an Infantry
(place the
Infantry exactly next to the Cannon to show that it is
manning it) and "set up". The Cannon can only target things
within a forty-five degree angle on either side of the
barrel's present position. Otherwise, the Cannon must be
"broken down", moved, and "set up" at the cost of 3 movement points.
2. The Cannon has a range of
10".
3. The Cannon can fire 3 types
of shot: Grape shot, Rolling shot, and Exploding shot. To represent
each, make paper
cut-outs:
Grape shot: A triangular piece
of paper 2" long and 1" in diameter at its widest.
Rolling shot: A rectangular
piece of paper 5" long and .5" in diameter.
Exploding shot: A circular piece
of paper 2" in diameter.
4. When firing the Cannon,
the attacker declares what Cannon is firing, at what target area in its
range, and what kind
of shot it is using. The appropriate
piece of paper is then applied to its target. Any soldiers on the
paper are
attacked, including friendly soldiers.
The Cannon rolls a hit roll for each attacked soldier. The defending
soldiers each roll a defense roll.
If the hit roll is one, the Cannon "misfires" and the attacker makes
a roll. If
the roll produces a 1 or 2, the cannon
is destroyed, but if the roll is 3, 4, 5, or 6, the cannon is okay (though
there is no attack).
5. If the defense roll is greater
than the "hit roll" no damage is taken. If the hit roll is greater
than or equal to the
defense roll, the defending soldier is hit.
5. In damage: If the
soldier is an Infantry, he is killed in battle. If the soldier is a
Cavalry, the defender rolls a die. If
the roll is 4, 5, or 6, the Cavalry becomes an Infantry
(his horse was shot from under him). If the roll is 1, 2,
or 3, the Cavalry is killed in battle.
6. When attacking a Cannon,
a Infantry or Cavalry may "capture" it by killing the Infantry manning it.
It then may be
used by an Infantry of the attacker's side.
7. If a Cannon attacks another
Cannon, the attack does not directly affect the Cannon. If the Infantry
manning the
defending Cannon is killed, the defender rolls a die.
If the roll is 1, 2, or 3, the Cannon is destroyed. If the roll
is 4, 5, or 6, the Cannon is not destroyed and may be
manned by another Infantry.
V. Bonuses and Hindrances:
1. Cannon and Infantry can
increase their ranges to 11" and 2" respectively if they are deemed on "high
ground" (at
least 1" above the defender). Conversely, the range
of Cannon and Infantry are lessened to 9" and .5" if they
are on "low ground" (at least 1" below the defender).
2. Cavalry are allowed a "charge"
maneuver, thus allowing +1 on their hit roll for sacrificing a movement
point. Only
one movement point may be sacrificed. (example:
Roll 5, declare a Charge, move less than 4, roll 3, hit roll is
3+1= 4).
3. Commanders on the field
get a "hero bonus" of +1 on each hit or defense roll. However, if
the commander is killed,
the friendly soldiers within 6" of him must make a "fear
roll" to resist running in fear. If the roll is 4, 5, or 6, the
soldier is safe. If the roll is 1, 2, or 3, the soldiers
move toward the nearest boundary of the battlefield. They
move toward the edge and disappear from battle unless they
come within 4" of another commander.
(Optional rule.)
VI. Treasury (Optional):
1. At the beginning of the
game, each player is awarded a treasury from which soldiers may be purchased.
Costs are:
Infantry: 5
Cavalry: 10
Cannon: 15
Infantry Commander: 10
Cavalry Commander: 15
2. Every time you kill an enemy
soldier, your treasury gets a bonus:
Infantry: 2
Cavalry: 3
Cannon: 8
Infantry Commander: 4
Cavalry Commander: 6
3. At the beginning of your
turn, you may purchase new soldiers with funds from your treasury. These
troops are
placed at the edge of the battlefield (at least 12" from the nearest enemy)
and are active immediately (meaning
they can move and fight with the rest of the army the same turn they are
placed).
VII. Mercenaries (Optional):
1. Mercenaries are special troops
that are better in battle than regulars. They can be distinguished by
either using
different colors
or paper markers under their stands. Mercenaries are:
Sharpshooters: Improved Infantry, 2" rifle range. Cost:
10
Dragoons: Improved Cavalry, 2" rifle range. Cost: 20
Automatic Cannon: Does not require an Infantry for operation, cannot
be used by enemy soldiers.
So there you have it. These rules should work out
all right, though this is really kind of a rough draft. Feel free to
send in comments.
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