8.5x11 battleground rule book 2.2

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Basic and Advanced Rulebook 2.2

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Rule book to play Battleground card game.

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Page 1: 8.5X11 Battleground Rule Book 2.2

Basic and Advanced Rulebook 2.2

Page 2: 8.5X11 Battleground Rule Book 2.2

Quick-Start RulesArmy BuildingDeploymentStanding OrdersMovement and Command Phase

Command ActionsMoving and ManeuversEngaging

Pre-Combat Courage PhaseCombat Phase

AttacksPlaying Command CardsDamage ResolutionCombat Modifiers

Post-Combat Courage PhaseCore and Elite UnitsSound the ChargeBack-up UnitColossal UnitsOverkillTerrainTerrain and MovementTerrain TypesTerrain-Based Combat ModifiersAdvanced ScenariosAlternate Victory ConditionsVictory PointsLarge GamesMultiplayerOptional RulesFAQGlossary

Table of Contents

© 2007 Your Move Games, Inc. All Rights Reserved.

345566711121414151516171818181920202020222323232424242527

Page 3: 8.5X11 Battleground Rule Book 2.2

Quick-Start Rules

Setup (Quick-Start)

Each player picks a quick start army from a quick-reference card found in any Starter Deck and gets the listed units. Set the “command card” deck aside. You will not need it for a quick start game.

Starting with the player who has the most units, players alternate placing units (overhead picture side up) within 7.5” of their side of the table. In case of a tie, roll a die to determine who places first.

Roll a die to see which player will take the first turn.

Movement (Quick-Start)

On a player’s turn, he may move each of his units a distance equal to the unit’s movement ( ). If the unit is turning, measure from the front corner on the outside of the turn.

If a unit touches an enemy unit, line the units up so that the red lines on the center of the touching sides line up. Those units are considered “engaged.”

Attacking (Quick-Start)

After the player has moved all his units, all his range units and both players’ “engaged” units attack. While the player whose turn it is makes all his rolls first, all attacks are considered simultaneous. A unit’s attack is unaffected even if it is damaged or destroyed by other attacks that turn.

A range unit may attack an enemy unit that has any red line within the shooting unit’s range ( ) of the shooting unit’s front center red line.

Rolling to Hit (Quick-Start)

When a unit attacks, roll dice equal to its attack dice ( (X) –/–). Each die roll less than or equal to the attacker’s offensive skill ( (–) X/–) minus the defender’s defensive skill ( X/–) will hit.

Rolling to Damage (Quick-Start)

Each die that hit is rolled again to see if the hit was hard enough to do damage. Each die roll less then or equal to the attacker’s power ( (–) –/X) minus the defender’s toughness (–/X) will do one damage.

Damage Resolution (Quick-Start)

For every point of damage a unit takes, mark off one damage square (the colored boxes under the unit’s stats). If a unit has only yellow and red squares left, it gets (-1) -0/-0 and -1. If it has only red squares left, it gets (-2) -0/-0 and -2.

When a unit loses its last green, its last yellow, or any of its red squares in a turn, it must take a “rout check” (a type of “courage check”). It rolls 3 dice, trying to roll equal to or less than its courage ( ). If it fails, it is destroyed. If a unit has all of its damage squares marked off it is destroyed. After all attacks have been made, it becomes the other player’s turn. A player wins when all the opponent’s units are destroyed.

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Basic RulesBattleground: Fantasy Warfare is a two-player, point-based tabletop tactical wargame. The table on which

you play represents the battlefield and your unit cards represent the units under your command. Each unit costs points and each player will have a certain number of points with which to build an army.

At the beginning of the game, each player places his units in his deployment zone and gives them standing orders. Each turn, those units are moved about the table in accordance with their standing orders.

Every turn, you will have a limited number of command actions you can use to control your units, change their standing orders, or draw command cards (used to inspire them in battle).

The game is won when all your opponents’ units are destroyed.

Unit Cards

Each unit card represents a single unit of troops in your army. On the front of each unit card is its Stat Bar and an overhead view of the unit. This side of the card will remain face up during the game.

The back of each unit card has a close up view of the unit, the unit’s point cost, and any special rules that apply to that unit.

Command Cards

Command cards represent your tactics, battle tricks, and the ability to inspire your troops in battle by shouting commands or encouragement. Each player uses his army’s deck of 30 command cards. Two players may play Bat-tleground using the unit cards from a single Starter Deck and drawing from the same deck of command cards.

Command cards come in three colors: red, blue and green. Red cards can be played when your units are at-tacking, blue cards when they are being attacked, and green cards are played at other times.

Note: You start the game with no command cards in hand. Over the course of the game, you may spend command actions to draw command cards.

Scenarios

In a standard scenario, two armies of

equal power meet in an open field of battle. One side wins when all of the enemy units are destroyed or routed off the battlefield. The Advanced Rules, included in all Reinforcement Decks, will cover terrain and additional scenarios.

Army Building

Once you and your opponent have decided how many points you will be playing with, each of you will build an army with that number of points or less. In a standard scenario, each player has 2,000 points.

Pick any number of unit cards all from the same army (you can’t play Orcs and Undead in the same army, for example) that add up to less then or equal to the number of points you are playing.

You may also spend up to 150 points to draw command cards during deployment. Each command card costs 25 points.

The Battlefield

Battleground: Fantasy Warfare can be played on any size surface. A standard scenario is played on a 2’6” wide by 3’ long surface.

DamageBar/Squares

Front Center Point

Left Flank

Center Point

Right Flank Center Point

Rear Center Point

Stat Bar

Unit NameCommand Circle

OffenseAttack DiceOffensive SkillPower

DefenseDefensive SkillToughness

MovementCourageRange

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The Deployment Zone

Each player’s deployment zone for a standard scenario starts at his table edge and goes in 7.5” (3 card widths). It does not include the last 5” (2 card widths) on either end of the battlefield.

Deployment

Step 1: Starting with the player who has the most units, players alternate placing units within their deploy-ment zones until all units are deployed. For ties, see below.

Step 2: Players who purchased command cards for 25 points each draw them.

Step 3: The player who spent the least points building his army (including command cards) chooses who will take the first turn.

Step 4: Starting with the player who has more units, play-ers alternate issuing standing orders to their units. (See Standing Orders.)

Note: If both players have the same number of units, the player who spent the least points in his army (including command cards) chooses which player must place the first unit and issue the first standing order. In this case, the player that places first will get to choose which player will take the first turn.

Note: If both players have the same number of points, roll dice and the winner of the roll is considered to have spent the least points.

Standing Orders

There are three standing orders: Hold, Close and Range Attack, each of which may be modified with an objective. Using the appropriate initials, write (with a dry erase marker, wax pencil, or crayon) a unit’s stand-ing orders and any objective in its command circle.

HoldThe unit does not move. During combat it will shoot the nearest enemy if possible.

CloseThe unit will move its maximum movement toward the nearest enemy unit. If it can shoot, it will do so as

though it had the Range Attack standing order.

Range AttackOnly units with range may be given the Range Attack standing order. If the unit is in range of, and has

the appropriate facing to shoot the nearest enemy unit, it remains in place and makes a shooting attack during combat. Otherwise, it moves its full movement toward the nearest enemy unit and shoots if possible.

Standing Order Modifiers

Maximum Move

To modify a standing order with maximum move, write a distance along with the unit’s standing order and any objective. This limits the unit’s movement each turn to that distance. You may not choose a maximum move of less than 1.25” (1/2 S). When the unit routs or becomes engaged, erase the maximum move distance.

Play

er 1

Dep

loym

ent Z

one

Player 2 Deploym

ent Zone

7.5”

5”

5”

3’

2’6”

7.5”

H

C

R

C 5”

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ObjectiveAn objective modifies a standing order by telling the unit to go to a specific location on the battlefield

or to attack a specific enemy unit.

Note: Once the objective location has been reached, or the objective enemy unit is destroyed, erase the objective leaving only the standing order.

Enemy Unit as an Objective

Write a number (along with “C” or “R”) in your unit’s command circle and the same number on the ob-jective unit. The objective unit is always considered the nearest enemy.

Note: A unit with range may be given an enemy unit as an objective and a Hold standing order.

Location as an Objective

Write a number (along with “H”, “C” or “R”) in your unit’s command circle and put a counter (such as a die) with the same number on the objective location. The unit will then move towards that location each turn until it reaches it.

Note: Once a unit on Hold reaches its objective location, you may choose to maneuver it on the objective for one additional turn.

Note: A unit on Close will, if possible, final rush any enemy unit that is in the way of its objective. An enemy unit is considered in the way of an objective if a line drawn from the front center point of the moving unit to the objective point (or the center point on the facing side of the target unit) crosses any part of the enemy unit.

TurnsPlayers alternate taking turns. On a player’s turn, he is considered the active player. Each turn is broken

up into four phases:

™ Movement and Command™ Pre-Combat Courage™ Combat™ Post-Combat Courage

Movement and Command Phase

In the Movement and Command Phase, the active player moves his units and spends his command ac-tions.

Command Actions

At the beginning of the Movement and Command Phase, the active player gets new command actions. A player gets one command action for each full 500 points he had available to spend during army building.

Note: Turn one starts in the combat phase. The active player does not move or get command actions, but his ranged units may fire. On the second turn of the game, the active player gets half his normal command actions, rounded up.

Example: Player A and B are playing a standard 2,000 point scenario. On turn one, player A has no Movement and Command Phase, but his longbowmen who started in range may fire. On turn two, player B will have two command actions instead of the normal four.

You may spend command actions at any point during the Movement and Command Phase. At the end of the Movement and Command Phase, any unspent command actions are lost. Command actions may be spent to:

™ Change one of your units’ standing orders.

H2

R5

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™ Take direct control of one of your units for the turn.™ Rally a routing unit.™ Use an army ability.™ Draw a command card.

Change Standing Orders

For one command action, you may erase a unit’s standing order and replace it with a new standing order. This may be done before or after a unit moves. (See Standing Orders.)

Direct Control

For one command action, you may maneuver a unit any way you desire and move it any distance up to its current MC. Its standing orders remain unchanged. If the unit may shoot, for this turn it may shoot at any enemy unit within its range.

RallyFor one command action, you may rally a routing unit. This must be done before the routing unit moves.

Face the unit in any direction and give it the Hold (H) standing order. That unit may not move, shoot, nor have its standing orders changed this turn.

Army Ability

Each army has a different special ability. These abilities are described on a reference card included inside that army’s Starter Deck.

Draw a Command Card

You may spend one command action to draw a command card. You may do this as many times as you wish each turn. When you draw the last command card in your deck, shuffle your used command cards to reset your

Moving and Maneuvers

There are many rules covering the situations that can come up during movement, but the basic idea is simple: A unit moves the distance that appears after its movement symbol ( ). Just measure from the front of the unit, then move the front of the unit to that spot.

Note: Unless they are under direct control, each of the active player’s units moves in accordance with its stand-ing orders.

Movement Categories (MC)

Battleground cards measure 3.5” on the long edge (L) and 2.5” on the short edge (S). To make measuring and movement easier, all the movement and range in Battleground is divisible by card lengths. This allows the use of a spare unit card as a convenient measuring stick.

A unit’s movement category is the distance it moves in a turn. Terrain, maneuvers and some command cards and army abilities may modify a unit’s MC.

Movement Category (MC) Chart

Movement (Inches)0”

1.25”1.75”2.5”3.5”

5”6”7”

8.5”...

Movement (Card Sides)Can’t Move½ S½ LSLSSLSLLLSS...

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When a change in MC is caused, simply apply the modified MC. Thus, if a unit that moves L has its MC reduced by two, it will now move ½ L.

Maneuvers

A unit may perform any number of maneuvers in the course of its movement each turn. MC modifiers are cumulative (two –1 MC maneuvers will give the unit –2 MC).

Note: If a maneuver would reduce a unit’s MC to a distance less than it has already moved, then that maneuver may not be performed.

Move Straight

Measure from either front corner of the unit and move it straight ahead.

Move Backwards

Without changing a unit’s facing, you may move it backwards. Move backwards reduces a unit’s MC by 2.

About Face

Flip the unit so its front and rear are swapped. About face reduces a unit’s MC by 1.

Move Sideways

Without changing a unit’s facing, you may move it to the left or right. Move sideways reduces a unit’s MC by 1.

Turning

Measure from the outside front corner (the cor-ner that will move the most) and move the unit.

Note: During a turning maneuver, no part of the unit may move more than the measuring (outside front) corner.

Turning

L/3.5”

Move Straight

S/2.5”Move Sideways

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Reform

Keeping the center of the unit in place, rotate the unit to face any direction. Reform reduces a unit’s MC by 2.

Indirect Path

Sometimes a unit’s standing orders would cause it to move on an indirect and convoluted path towards the enemy due to other units in its path. When this happens, you may either move the unit on the indirect path, or you may move it on a direct path, stopping when it reaches the obstructing unit.

Avoiding Overlap

Units may not end their movement

overlaping another unit card or an im-passable obstacle. You may choose to move multiple units simultaneously in order to help avoid overlap.

Sometimes when a unit is turning, its back or side will overlap other units or impassable obstacles. This is allowed so long as it is clear of those obstacles when it ends its movement. No part of the front of a unit may move across other units or impassable obstacles.

Facing Side

For any of your units, the facing side of an enemy unit is the card edge that is facing your unit. To determine which edge is the facing side, extend imaginary lines diagonally through the corners of the enemy unit. The side of the imaginary line that your unit’s front center point is on is the facing side.

Indirect Path

C

Front Center Point

Facing Side

C

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Nearest Enemy

Only enemies in a unit’s front arc can be the nearest enemy.

Exception: If there are no enemy units in the front arc, then units outside the front arc may be the nearest en-emy.

Note: If a unit has two or more enemies that are tied for nearest enemy status, the controller of the unit may choose which of those enemies to consider the nearest enemy.

For a Moving Unit with the Close Standing Order

The nearest enemy is the enemy unit for which the following measurement is the shortest:

From — the corner on the front of the closing unit that is farthest from the enemy unit.

To — the corresponding corner of the facing side on the enemy unit.

Note: If the path between the closing unit and the near-est enemy unit is blocked, determine if it would take fewer turns to engage a different enemy unit (assuming the enemy units do not move). If so, that enemy unit becomes the nearest enemy.

For a Shooting Unit

The nearest enemy unit is the enemy unit that has the closest center point to the shooter’s front center point.

Note: If any obstacle that would prevent a shooting at-tack blocks the path between the shooter and the near-est enemy, then the next closest enemy unit becomes the

3 ½

4 ¼”

4 ¾”

Closing Unit

Nearest Enemy

4”

5”Nearest Enemy

Shooter

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Page 11: 8.5X11 Battleground Rule Book 2.2

nearest enemy unit.

Note: If a unit with the Range Attack standing order has to move to get in range of the nearest enemy unit and it would take fewer turns to get in range of a different enemy unit (assuming the enemy units do not move), then that enemy unit becomes the nearest enemy.

Front Arc

Extend the line of the front of the unit card in both directions. If any part of an object is in front of the line, that object is in the unit’s front arc.

Engaging

Opposing units are engaged when each has half or more of a card edge in contact with the other. Engaged units may not move, unless they are routing, and may not shoot. Units engage with a final rush.

Clearly Visible

A unit may only engage an enemy unit if the enemy unit was clearly visible at the start of the turn.If you can draw a line from the front center point of your unit to any part of an enemy unit (that is in your

unit’s front arc) without passing through any other units or line of sight blocking terrain, then the enemy unit is clearly visible.

Open Side

A side of a unit on which there is enough space to be engaged is an open side.

Final Rush

In the final seconds before engaging the enemy, when the command “CHARGE!” echoes through the air, troops forget about careful lockstep maneuvers and make a final rush toward the enemy.

™ All final rushes must be made before non-rushing units are moved.

™ A unit is near enough to final rush if its front center point is within its MC of an open side center point of the nearest enemy unit (taking into account all non-ma-neuvering MC modifiers).

™ A unit will final rush if, when it moves, its standing order is Close (or Close with an objective where the unit

Front Arc

3 ¼”

Rushing Unit

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C

H

C

to be rushed is the objective).

When a unit final rushes, move its front center point to the center point on the enemy’s facing side (or the nearest open side if the facing side is not open). No maneuvering is necessary—just pick up the unit and place it in its new position. (See page 29.)

If an obstacle or another unit prevents the units from being lined up center point to center point, simply line the unit up as much as possible.

Note: To be engaged, each unit must have at least half of a side in contact with the opposing unit.

Open Path

Occasionally, a unit may final rush an enemy unit on the other side of impassable obstacles. There are also times when a unit may rout to a position that is past obstacles.

A unit may only final rush an enemy (or rout to a point) if there is an open path.There is an open path if:

™ a straight line can be drawn from the front center point of the final rushing (or routing) unit to any point on the enemy unit (or the point the unit is routing to) and

™ a 2.5” wide path can be found which is clear of other units or impassable obstacles and though which that line goes.

No Turning Back

If a unit starts the Movement and Command Phase with its front center point within ½ S (1.25”) of any center point of an enemy unit, then that is the only unit it may final rush.

No Final Rush into a Pinch

When a unit final rushes, it will avoid making contact with other enemy units with its flank. Line the units up as much as possible without the rushing unit touching another enemy unit with its flank.

Two’s Company

If two or more units would final rush the same long side of an enemy unit, the nearest two units final rush and each engage half of that side.

Note: If there is not enough room for more than one unit to engage on that side, then only the nearest unit final rushes.

Note: Each unit that didn’t get to final rush re-evaluates its nearest enemy. It may then (if close enough) final rush.

Avoiding Conflicting Final Rushes

If units that would final rush would get in each other’s way, you may move those units all at once, in groups, or in any order, to minimize the problem. In this case, you may reevaluate the nearest enemy for each unit after any units have final rushed and make final rushes on those new nearest enemies.

Pre-Combat Courage Phase

There are times in battle when the bravery of troops is put to the test. In these situations, units make courage checks.

Two’s Company

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When one of your units is called upon to take a courage check, roll 3 dice. If the result is less than or equal to the unit’s courage, it passes the check. If it is greater than the unit’s courage, then it fails the check.

There are two standard types of courage checks: rout checks and fear checks.

™ Each unit that was already engaged on at least one side, which became engaged on one or more addi-tional sides during the Movement and Command Phase this turn, must take a rout check.

™ Each unit that engaged or was engaged by a unit with the fearsome attribute during the Movement and Command Phase this turn must take a fear check.

Note: We find it useful to mark units (with a die, dry erase marker, or the like) that will need to take a rout check or fear check. This kind of tracking can also be useful to help you remember which units have already moved or attacked this turn.

The Pre-Combat Courage Phase is divided into five steps:

Step 1: Rout ChecksStep 2: Free AttacksStep 3: Second Rout ChecksStep 4: Rout MovementStep 5: Fear Checks

Step 1: Rout ChecksStarting with the active player, each player completes his units’ rout checks.

If a unit fails its rout check:

™ Erase its standing orders. Its command circle is left blank until it rallies.™ If it is engaged, and not engaged on the rear, turn it around.™ If it is unengaged, face it toward its table edge.

Step 2: Free AttacksAfter all rout checks have been taken, each unit that is engaged with a routing unit gets to make a free at-

tack on the routing unit.A free attack is in addition to normal attacks made during the Combat Phase. (Routing units cannot attack.)

Step 3: Second Rout Checks If a routing unit receives sufficient damage (see Damage and Routing) during a free attack, it must make

a second rout check. If it fails, it is destroyed.

Step 4: Rout Movement

After all free attacks and second rout checks, each unit routed this phase moves. (See Routing Units.) If, after this movement,the routing unit is still engaged with one or more enemy units, the routing unit is de-stroyed.

Note: On the turn it routs from an engagement, a unit will move to maximize the space between it and the enemy unit(s) with which it was engaged.

Step 5: Fear Checks

Starting with the active player, each player completes his units’ fear checks.

If a unit fails the check, it becomes frightened. A frightened unit gets (-1) -1/-1 for the turn.

Note: A unit never takes more than one fear check per turn.

Note: A fearsome unit doesn’t take fear checks from engaging other fearsome units.

Routing Units

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™ Routing units cannot make attacks.™ If a routing unit is engaged, it is destroyed.™ If a routing unit fails a rout check, it is destroyed.™ When moving a routing unit, measure from its front center point to the point it is routing to. No ma-

neuvering is necessary- just pick up the unit and place it in its new position.™ On its turn, if a routing unit is not rallied, it will move toward its table edge.w It will take the shortest path that avoids impassable obstacles and enemy units.w If its path runs it into a friendly unit, it will stop for the turn. When it is time for the routing unit to

move on its next Movement and Command Phase (you may rally it or move the friendly unit first), if it is still abutted against the friendly unit and still routing, pick up the routing unit and move it to the opposite side of the friendly unit. The friendly unit that the routing unit moved through may not move or shoot this turn, and takes a rout check in the Pre-Combat Courage Phase.

™ When a routing unit comes to a table edge, it stops. If it is not rallied on the next turn, it will move off of the table edge. Units that rout off the table edge are removed from the game and may not return to play.

Combat Phase

The Combat Phase is divided into four steps:

Step 1: Choosing DefendersStep 2: Active Player’s AttacksStep 3: Non-Active Player’s AttacksStep 4: Removing Destroyed Units

Step 1: Choosing Defenders

At the beginning of the Combat Phase, before any attacks are made, each unit determines which enemy unit it will attack. If a unit can attack more than one enemy unit, then you must choose which one to attack. If, when it is time for a unit to attack, the defender has no damage squares left, the attacker does not get to at-tack.

Step 2: Active Player’s Attacks

All of the active player’s engaged and shooting units make their attacks in any order (see Attacks).

Step 3: Non-Active Player’s AttacksAll of the non-active player’s engaged units make their attacks in any order.

Note: All attacks during the Combat Phase are considered to be simultaneous. If a unit is damaged or de-stroyed during the active player’s attacks, it still gets to attack at the strength with which it began the Combat Phase.

Step 4: Removing Destroyed Units

All units destroyed during the Combat Phase are removed at this time.

Attacks

The process of a unit rolling to hit and rolling to damage against an enemy unit is an attack.

Engaged Attacks

All engaged units attack each turn. A unit may attack any unit with which it is engaged.

Shooting Attacks (Range)

Only the active player’s units may make shooting attacks. Units may only shoot at targets in their front arc that are in range. A unit is considered to be in range if the distance between the shooter’s front center point and

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any center point on the enemy unit is less then or equal to the shooter’s range. A target is considered to be at long range (see Shooting Combat Modifiers) if it is over 7” away and up to 14” away.

Note: If a shooting unit has an enemy unit as an objective and that enemy unit is out of range (or is otherwise an in-valid target), the shooting unit will shoot the closest enemy unit that is within range.

Line of Sight (LOS):

To shoot a target, units with LOS range must be able to draw a straight line between their front center point and any center point of the enemy unit without crossing other units or line of sight blocking terrain fea-tures.

Indirect Fire:

Unless a unit with range has the characteristic LOS (line of sight), it is considered to be indirect fire. Indi-rect fire, like flights of arrows, is fired at an upward angle and travels along an arc. Indirect fire can travel over walls, friendly units, and other things that would block the line of sight to the enemy unit. It is assumed that each player has spotters on the battlefield which tell the indirect fire units the location of their unseen enemies.

Playing Command Cards

When a command card is played, immediately do what the card says. Players must wait for that card to take effect before they may play other cards.

™ Outside of an attack, the active player has the first opportunity to play a command card.™ Inside of an attack, the attacking player has the first opportunity to play command cards.

During an attack, each player may play up to one command card.

Example: You may play Force to increase your attacker’s power or Accuracy to boost its offensive skill, but you may not play both during a single attack.

Note: Many command cards affect combat rolls, so be sure to give your opponent an opportunity to play cards before rolling dice.

Combat Rolls

A combat roll is when dice are rolled to hit or rolled to damage. Any combat roll (after all modifications have been made) of “1” is always successful and any “6” is always a failure, regardless of the two units’ stats.

Rolling to Hit

When a unit attacks, roll dice equal to its attack dice. Each die roll less than or equal to the attacker’s offen-sive skill minus the defender’s defensive skill will hit.

Rolling to Damage

Each die that hits is rolled again to see if the hit is hard enough to do damage. Each die roll less then or equal to the attacker’s power minus the defender’s toughness will do one damage.

Damage Resolution

For every point of damage a unit takes, mark off one damage square on its damage bar. The color of the remaining damage squares indicates the morale and fighting strength of the unit.

You should alternate ways of marking damage squares so you can tell how much damage was done this turn. (This will help ensure that a unit strikes back at the correct strength and that rout checks are taken when appropriate.)

Note: Damage squares are checked off from left/green to right/red.

Damage and Routing

Any time a unit marks off the last green or yellow damage square or any red damage square it must take a

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rout check at the end of that phase.

Destroyed Units

When a unit’s last damage square is marked off, the unit is destroyed. A destroyed unit is removed from the game at the end of the phase in which it was destroyed.

Combat Modifiers

Multiple modifiers are cumulative.

Example: A unit in the red that charges into an enemy flank gets (-2) +1/+1, -2.

General Combat Modifiers

In the Yellow

(-1) -0/-0 and -1

A unit is in the yellow if all of its green damage squares are marked off and at least one yellow damage square is not marked off.

In the Red

(-2) -0/-0 and -2

A unit is in the red if all of its green and yellow damage squares are marked off and at least one red damage square is not marked off.

Frightened

(-1) -1/-1

A unit is frightened if it failed a fear check this turn.

Engaged Combat Modifiers (Hand-to-Hand)

Charging

(+0) +0/+1

A unit is charging if it has the Close standing order, was not engaged at the start of the turn, and is at-tacking to its front.

Charging cavalry units cause 1 extra hit when they attack. Simply add one die when rolling to damage.

Impact Hits

Some units cause extra hits (impact hits) when charging. For each impact hit, add an extra die when

rolling to damage.

All cavalry units have one impact hit.

Flanking

(+0) +1/+0

A unit is flanking if it is engaging an enemy unit with its front abutted against the enemy unit’s right or left flank.

Attacking to your Flank

(-1) -0/-0

Rear Attacking

(+0) +1/+1

A unit is rear attacking if it is engaging an enemy unit with its front abutted against the enemy unit’s rear.

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Attacking to your Rear

(-0) -1/-1

Pinching

(+0) +1/+1

A unit is pinching if it is engaged with exactly one enemy unit that is also being engaged on another side. If that enemy is engaged on multiple other sides, the unit gets multiple pinching bonuses.

Shooting Combat Modifiers (Range Combat)

Long Range(-0) -1/-0

(more than 7” and up to 14”)

A unit recieves the long range combat modifier if the distance from its front center point to the closest center point on the target unit is more than 7” but less than 14”

Extreme Range(-0) -2/-0

(more then 14”)

A unit receives the extreme range combat modifier if the distance from its front center point to the closest center point on the target unit is more than 14”.

Cavalry Target (-0) -1/-0

A unit receives the cavalry target combat modifier when shooting at a cavalry unit.

Large Target(+0) +1/+0

A unit receives the large target combat modifier when shooting at a large unit.

Colossal Target (+0) +2/+0

A unit receives the colossal target combat modifier when shooting at a colossal unit. (This replaces the large target modifier.)

Move and Shoot(-0) -1/-0

A unit receives the move and shoot combat modifier if it moves and shoots in the same turn.

Fast-Moving Target

(-0) -1/-0

A unit receives the fast-moving target combat modifier if it shoots at a unit that moved on its last turn with a MC of LL (7”) or more.

Terrain Combat ModifiersFor terrain combat modifiers see the Advanced Rules, included in all Reinforcement Decks.

Post-Combat Courage Phase

If a unit took sufficient damage during the Combat Phase (see Damage and Routing), it will need to take a rout check during the Post-Combat Courage Phase.

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Step 1: Rout ChecksStep 2: Free AttacksStep 3: Second Rout ChecksStep 4: Rout Movement

End of Turn

After completing and resolving all post-combat rout checks and making sure all destroyed units have been removed from play, the active player’s turn ends. The next player becomes the active player and begins his Movement and Command Phase.

Advanced RulesCore and Elite UnitsCore units have the word “core” next to their point cost on the back of the card. An army must contain 1 core unit for every full 500 points available in army building.

Elite units have the word “elite” next to their point cost on the back of the card. An army may contain a maximum of 1 of each type of elite unit for every full 1,000 points available in army building.

For example: A 1,500 Men of Hawkshold army must contain 3 core units and may contain up to 1 Longbowmen and 1 Knights.

Core and Elite Units from the 2005 Battleground ArmiesThe core and elite unit rules were added in the 2.0 version of the Advanced Rule Book. The following are the core and elite units for the armies printed in 2005:Men of Hawkshold Core Units—Bowmen, Militia, Peasant Mob, Spearmen, Swordsmen Elite Units—Knights, LongbowmenUndead Army Core Units—Ghoul Pack, Skeleton Bowmen, Skeleton Horde, Skeleton Spearmen, Zombies Elite Units—Death Knights, Giant Catapult, AbominationOrc Army Core Units—Goblin Bowmen, Goblin Raiders, Goblin Spearmen, Orc Spearmen, Orc Swordsmen Elite Units—Goblin Bomb-Chucker, Trolls

Advance to Short Range(Standing Order) Advance to Short Range is a standing order, which may only be given to units with range.If the unit is in short range (7” or less) of and has the appropriate facing to shoot the nearest enemy unit, it remains in place and makes a shooting attack during combat. Otherwise, it moves its maximum movement toward the nearest enemy unit and shoots if possible.

Sound the Charge The active player may spend his entire allotment of command actions for the turn to sound the charge. If he does, he may then change the standing orders of any number of his non-routing units to close or range (with no objectives or other modifiers) and then rallies all of his routing units.

Back-up Unit A back-up unit represents having deep ranks in your army’s line. If a unit is on close and its front center point is touching the rear of a friendly unit, it is considered a back-up unit for that friendly unit (each unit may only be a back-up unit for a single friendly unit).If the friendly unit fails a rout check you may choose to destroy it instead of having it rout. If the friendly unit is de-stroyed (normally or via the above rule) you may move the back-up unit into its place. This special move:

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™Takes place when the destroyed unit is removed from the game. ™Does not count against the unit’s movement. ™Does not count as a final rush. ™Does not cause either unit to be considered charging. ™Does not trigger any fear or rout checks.Note: A destroyed unit is removed from the game at the end of the phase at which it was destroyed. Keep this in mind when determining if the back-up unit would make free attacks on routing enemy units.Note: The back-up unit will move to the exact position the friendly unit was in, so if the friendly unit was pinched, the back-up unit will be pinched.

Colossal UnitsA colossal unit comes as two cards, with half of the artwork on each card. We recommend taping these cards together using a clear tape on the back of the cards. You can then fold along the taped edge to fit the cards back in your deck box.The following rules apply to a colossal unit: ™A colossal unit is considered large (e.g. terrain movement modifiers and spearmen bonuses). ™If its movement is stopped by a non-colossal friendly unit (using the Irregular Movement rule from the Basic Rulebook), it does one damage to that friendly unit. ™If it fails to do at least one damage during a non-shooting attack (before any damage prevention or redirection effects) it does one damage instead. ™It is considered a line-of-sight blocking terrain feature. ™Non-colossal units do not block line-of-sight to and from this unit. ™It may final rush into any space that would be big enough for a normal unit. -If there is insufficient room to fit both cards of the colossal unit, slide the front\card under the enemy unit. (This represents the colossal unit standing over small enemies or grappling with large ones.) -If more room becomes available later, slide the card back out. ™It is considered to have three center points on its flank (the center of each card and the point where the two cards come together). -Enemy units will final rush the nearest of these center points when final rushing this unit’s flank. In the case of two units final rushing the same flank, simply place them so that both cards get the maximum frontage engaged. ™It does not take rout checks from being pinched.

TerrifyingTerrifying units are even more frightening then fearsome units. A terrifying unit is considered fearsome except: ™Normal units make their fear check at -1 against terrifying units. ™Fearsome units have to make fear checks (at no penalty) against terrifying units. ™Terrifying units do not need to make fear checks against other terrifying units.

Final Rushing With a Flank When a unit final rushes with a flank, move either of its flank center points to the center point on the nearest open side of the nearest enemy unit. No maneuvering is necessary—just pick up the unit and place it in its new position. A unit is eligible to final rush with a flank if: ™It is near enough to final rush, but obstacles prevent the unit from doing any final rush with its front, and ™Obstacles would not prevent it from final rushing with its flank.If a unit is eligible to final rush with its flank you may choose whether or not it does so. This does not cost a com-mand action. A unit final rushing with a flank is considered charging for that turn, but still suffers the normal pen-alties for being flanked.

Lining Up while Engaged

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If at the end of your Movement and Command Phase one of your units is engaged with a single enemy unit and their center points are not lined up, then (if possible) move your unit so that their center points line up.Note: This does not change which side (front, flank, rear) of the units are engaged.

Overkill When a unit attacks, if it needs a “6” or greater to hit or to damage, then you may change one of your dice from a “6” to a “5” for each point higher than a “5” you need on the relevant roll. These modifications are made before any command cards are played.Example: A unit of Trolls charges into a Peasant Mob. The charging Troll (5)5/8 needs a “4” to hit and a “7” to damage the Peasant Mob 1/1. When rolling to damage, the controller of the Troll may change up to two “6”s into “5”s.

Terrain Terrain can have a dramatic effect on a battle. A fence or muddy ground might slow advancing troops. Walls or a wood line can provide life-saving cover. Understanding the tactical implications of terrain is a critical skill for any general.

Representing Terrain You can represent terrain in a variety of ways. Anything you can put on your play surface that you and your oppo-nent will recognize as terrain will suffice.

Buying Terrain A variety of 3-D terrain is available at miniature gaming shops and hobby shops (miniature railroad terrain, for example). Your Move Games is planning to release 2-D terrain in April 2007.

Making Your Own Terrain If you’re really cheap (like Dave Humpherys), you can make your own terrain. Construction paper works well for this. An 8” green circle makes a good patch of forest or a hill, blue paper cut into 2.5” wide strips could represent a stream or river, etc.

Terrain and Movement When a unit moves through most types of terrain, its movement category (MC) is modified. If a unit moves though multiple types of terrain or in and out of terrain in a single move, it gets the lowest MC (largest penalty) for its entire move. MC modifiers from terrain are cumulative with other MC modifiers (such as maneuvers). If a unit is about to move into terrain that would lower its MC to an amount less than or equal to the distance it has already moved that turn, its move ends at the edge of that terrain feature.

Terrain TypesRoads +1 MC, +2 MC for wheeledForest

-1 MC, -3 MC for wheeled and large Soft Cover More then 2.5” of forest blocks line of sight. Indirect fire is not possible into, out of, or within a forest if it would pass though 2.5” or more of the forest. Indirect fire over a forest is unaffected.

Low Brush -1 MC, -3 MC for wheeledShallow Water (streams, rivers, ponds, etc.) -2 MC -1 MC for largeDeep Water (rivers, ponds, lakes, etc.)

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-2 MC for large -3 MC for non-large who can swim

(no platemail, no pole-arms, no bows) Impassable for others Soft Cover for non-large Units in deep water may not shoot.River Rapids -3 MC for large Impassable for others Soft Cover Units in river rapids may not shoot.Very Deep Water -3 MC for units that can swim (no platemail, no pole-arms, no bows) Impassable for others Soft Cover Units in very deep water may not shoot.Swamp or Bog (shallow water) -2 MC -1 MC for large Impassable for wheeled Soft CoverWet Ground (muddy, very shallow marsh, etc.) -1 MC -2 MC for wheeledSand -1 MC -2 MC for wheeledRough Ground (Rocky, jagged etc.) -1 MC -2 MC for cavalry -3 MC for wheeledVery Rough Ground -2 MC Impassible for cavalry and wheeledStakes (Very long sharpened stakes angled toward the enemy ) -1 MC -3 MC for cavalry Impassable for wheeled Defended ObstacleHedges, Fences -1 MC for non-large Impassable for wheeled No effect on large Soft Cover Gives defended obstacle bonus against non-large attackersLow Walls -1 MC for non-large units. Impassable for wheeled No effect on large

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Hard Cover Gives defended obstacle bonus against non-large attackers

Hills Each 10’ of altitude counts as a different elevation level. Rings, like those found on a terrain map, denote changes

in elevation level. Blocks line of sight to far side Units on hill have LOS to anything on lower elevation levels not blocked by intervening LOS blocking terrain of

equal or higher elevation. -1 MC when moving uphill. High Ground

Cliffs or Rocky High Walls Stop normal movement when cliff/wall is reached. Every full turn spent at the base, a unit may climb (see below for climbing speeds). When it reaches the top, move

the unit to the other side of the cliff. Once it is 10’ below an enemy it would be abutted against, it must stop and fight. Non-large unencumbered foot units (no platemail, no pole-arms, no bows) climb 10’ per turn. (Use a die to keep

track of height climbed.) Encumbered foot units with ladders and encumbered large units climb 10’ per turn. Large unencumbered foot units climb 20’ per turn. Non-large unencumbered foot units with ladders climb 20’ per turn. Large unencumbered foot units with ladders climb 30’ per turn. Impassable to all others High walls with ramparts give defenders the prepared fortification bonus. High GroundSmooth High Walls Impassable without ladders With ladders, same as cliffs Smooth high walls with ramparts give defenders the prepared fortification bonus. High Ground Note: You and your opponent may agree to give some units ladders as part of a scenario. Ladders and other

siege equipment will be covered in the Battleground: Fantasy Warfare Siege expansion.

Terrain-Based Combat Modifiers High Ground (+0) +1/+0 A unit has the high ground if more than half of the unit is on a higher elevation than more than half of the enemy

unit.

Soft Cover +1/+0 vs. shooting A unit has soft cover if more than half of the unit is within a terrain feature that grants soft cover.

Hard Cover +2/+0 vs. shooting A unit has hard cover if: More than half of the unit is within a terrain feature that grants hard cover, or more than half of the unit is abutted

against a terrain feature that grants hard cover (such as a stone wall) and that terrain feature is between it and the shooter.

Defended Obstacle +0/+1 (engaged only)

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A unit receives a defended obstacle bonus if its standing orders are Hold and more then half of the engaged side of the unit is abutted against the obstacle. For units on either side of a defended obstacle to be engaged, at least one of the units must have the Close standing order. (A unit with the Close standing order is attempting to climb the obstacle and engage the enemy.)

Prepared Fortification +1/+1 (engaged only) A unit receives a prepared fortification bonus if it is inside the fortification, the enemy is outside the fortification,

and the more then half of the engaged side of the unit is abutted against the fortification. For units on either side of a prepared fortification to be engaged, the unit outside the fortification must have the Close standing order.

Scaling Cliffs or Walls (-2) -1/-1 and -1/-1 A unit receives a scaling cliffs or walls penalty while climbing a cliff or wall and engaged with a unit on the top of

the cliff or wall. A unit climbing a cliff or a wall becomes engaged with a unit at the top of the cliff or wall when it is within 10’ of the top.

Advanced ScenariosIn a standard scenario, armies of equivalent strength line up on both sides of an open field and try to destroy each other.

Advanced scenarios are every other conceivable type of battle. This section will provide you with some examples and ideas, but any scenario you can think of and get your opponent to agree to is fair game.

Alternate Victory ConditionsWhen using alternate victory conditions, there are more and/or different ways to win than the standard scenario’s “destroying all of your opponent’s forces.”

Victory PointsMany alternate victory conditions use victory points. The player who scores the most points wins the game. Feel free to adjust the points awarded as you and your opponent see fit. Unless otherwise specified, points are awarded at the end of the game. For example, you don’t get 250 points for having units in the enemy deployment zone unless the units are there when the game ends. (see page 24)

Limited Duration GamesLimited duration games end at a specific time or turn. These scenarios are great for a faster game.

Turn Limit GameAgree on a number of turns you will be playing. The game is over when each player has taken that number of turns. The winner is the player who gets the most victory points.

Time Limit Game Agree on a time the game will end. When that time is reached finish the turn. The winner is the player who gets the most victory points. Players may choose to use an equal turn option. In this case, when time is reached the game ends when the player who went second finishes a turn.

Achieving GoalsPlayers win the game or get extra victory points when a specific goal is achieved. Here are two examples:

The Hunted Each player writes “Hunted” on the back of one of their units. Whenever an enemy unit is destroyed or moves off the table, look at the back that unit. If it is The Hunted, you win the game (or, in a point based game, you get 500 points and the game ends at the end of the turn).

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King of the HillAt the beginning of the game, you and your opponent agree on a location and a number of turns. If either player has a unit occupying that location for the designated number of turns, he wins the game.

Uneven ForcesIn this type of scenario, one player has fewer points to build his army with than the other player. This can be used to handicap a more advanced player. You can also rebalance the scenario, giving the player with less points advantages in other areas, like favorable terrain or easier victory conditions. For example:

Delaying ActionThe “defender” gets a smaller number of points than the “attacker.” The game ends when the attacker has one or more units in the defender’s deployment zone and the defender has no units in his own deployment zone. The de-fender gets 100 victory points at the end of each of the attacker’s turns. The attacker gets no points for his undam-aged units or for controlling quarters of the battlefield.

Non-Standard Deployment ZonesThe location and size of the deployment zones is different for some scenarios.For example:Wagon TrainThe “defender’s” deployment zone is a 1’ 6” wide by 1’ deep rectangle in the middle of the table. The “attacker’s” de-ployment zone is the area within 6” of every table edge.

Large GamesIn large games, players will have many command actions, enabling them to draw large numbers of command cards. Use one complete command card deck for every 3,000 points (or fraction thereof) available for army building. Shuf-fle the decks together into one large deck.

MultiplayerMore then one player can be on one side of a battle. In this case, the players on a side split up points during army building and divide command actions appropriately.Example: Player A plays 3,000 points against player B, playing 1,100 points, and player C, playing 1,900 points. On player A’s turn he has 6 command actions, and on the shared B and C turn, player B has 2 command actions while player C has 4 command actions.Note: Each player may play a different army.Note: Players may only use command actions and play command cards on their own units.

Optional RulesFreeform Army Design (Optional Rule) When playing with this optional rule, core unit minimums and elite unit maximums are ignored.

Flee (Optional Rule)An unengaged unit that is about to be engaged may choose to flee. If it does, remove its standing order, turn it away from the enemy unit and move it away its full move. This is done before the engaging unit moves, and only if it will be sufficient to prevent the units from becoming engaged.After the fleeing unit is moved, reexamine the nearest enemy for the engaging unit. If close enough, it may final rush that new unit.Note: A fleeing unit is considered to be routing.

Height and Range Fire (Optional Rule)Shooters get L (3.5”) added to their range if they are firing at a target on lower ground (elevation level).

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Shooters get L (3.5”) subtracted from their range if they are firing at a target on higher ground (elevation level). This will not reduce a unit’s range to less then S (2.5”).

Hidden Deployment (Optional Rule)This is used instead of the normal deployment rule. Set up a screen so that players can’t see each other’s deployment zones.Players place all their units within the deployment zone and issue standing orders to all their units. Units may be giv-en a location as an objective secretly by drawing the battlefield and writing the objective’s number in the appropriate location on the drawing. The player who spent the least number of points army building (including command cards) chooses who will take the first turn. The screens are then removed and any objectives are revealed. Note: Units may not be given an enemy unit as an objective during deployment.

Missile-Blocking Terrain (Optional Rule)Indirect fire units may not fire past line-of-sight blocking terrain features.

Shooting into Engagements (Optional Rule)When shooting at an enemy unit that is engaged with friendly units, there is a chance that some of the missiles will strike the friendly unit. After all command cards have been played, each to hit roll of “6” causes one hit to the friendly unit (roll to damage normally). If more then one friendly unit is engaged with the target, for each “6” randomly

determine which friendly unit is hit.

Attacking multiple units (Optional Rule)When a unit is engaged with multiple enemy units, it makes an attack on each enemy unit it’s engaged with. For each unit past the first it’s engaged with, it loses one attack die (this cannot lower its attack dice below one).Example: A unit with five attacks is engaged with two enemy units on its front and one on its flank. It’s engaged with three units, so it loses two attacks. During the combat phase it will make three separate attacks; a three die attack on each of the two units to it front and a two die attack on the unit to its flank.

Optional Combat ModifiersNo Line-of-Sight (Optional Rule) (-0) -1/-0An indirect fire unit receives the no line-of-sight penalty when shooting at target without a clear line-of-sight.

Engaged Target (Optional Rule) (-0) -1/-0A unit receives the engaged target penalty if it is shooting at a target that is engaged.

FAQQ: If my unit loses its last green square and all of its yellow squares in the same attack, or it loses more than one red square in a turn, do I have to take more than one rout check?

A: No. No matter how much damage a unit takes in one phase (e.g. combat), it will only cause one rout check in the subsequent phase. If, however, a unit takes additional damage from free attacks made when it routs, that damage can cause it to take an additional rout check.

Q: Will there be more factions?

A: Yes. A new faction will be released every three or four months, so you will always have new and exciting enemies to face. To find out what army will be released next, visit: www.yourmovegames.com

Q: What happens if I give a unit with the Hold order an enemy unit as an objective?

A: Only range units may be given a Hold order and an enemy unit as an objective. Your unit does not move and always considers the objective unit the nearest enemy.

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Q: What happens if a range unit shoots at a routing unit?

A: The attack and any rout checks resulting from it are resolved as normal. Remember, if a routing unit fails a rout check, it is destroyed.

Q: Does a shooting unit get any combat bonus for shooting at the flank or rear of an enemy unit?

A: No. Combat bonuses for flanking, pinching, etc., only apply to engaged units.

Q: If one of my units is engaged with two enemy units, can I attack both of them?

A: No. Each unit can only attack one enemy unit each turn. During step one of the Combat Phase (Choosing Defend ers), each player must announce which enemy units his units will attack.

Q: If my unit has a unit as an objective, but is engaged with more than one unit, can I attack either one?

A: Yes. Assigning an enemy unit as an objective only means that your unit always considers it the nearest enemy. It may still attack any unit it is engaged with, even if it is also engaged with its objective.

Q: One of my units is engaged with two enemy units and I announce that it will attack the first one. Later in the turn, the second enemy unit routs. Does my unit get to make a free attack?

A: Yes. All units engaged with a routing unit get free attacks.

Q: Do units that always have the Close standing order (like Crazed Goblins) count when totaling the number of units on each side during the “issuing standing orders” step (Step 4) of deployment?

A: Yes. If, for example, you have seven units, including two Crazed Goblins, and your opponent has six units, you will have to issue the first standing order—to a unit other than Crazed Goblins.

Q: Can a unit receive a charging bonus during a free attack?

A: Yes. A unit is considered charging if it has the Close standing order, was unengaged at the start of the turn and is attacking to its front.

Q: Can I play a command card during a free attack even if I already played a card when my unit attacked the first time?

A: Yes. You may play one command card during each attack, regardless of the circumstances.

Q: If I rally a unit, can I then spend another command action to change its standing order from Hold to Close?

A: No. When you rally a unit, you cannot give it new orders (other than the Hold order it receives when rallied) and it cannot shoot or move that turn.

Q: What do I do if I roll the wrong number of dice?

A: The roll doesn’t count. Roll again with the correct number of dice.

Q: In what order should I move my units?

A: All final rushing units are moved first, then other units are moved in any order you wish. Often, you can get a unit to move more effectively without changing its standing order by moving neighboring units first, chang-ing its shortest path to the nearest enemy.

Q: What happens if I pinch a unit already being pinched?

A: If it isn’t already doing so, it will have to take a rout check in the Pre-Combat Rout Phase. Remember: a unit can get more then one pinching bonus.

Q: Is there a demo program for Battleground: Fantasy Warfare?

A: Yes. Earn cool stuff by joining our demo program. For more information, email: [email protected]

Q: What do we do if we realize that we didn’t follow the rules on a previous turn?

A: These situations are always a judgment call. As a rule of thumb, if you can easily back up, you can correct the prob

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lem, but if a lot has happened since the error, just leave things the way they are.

Q: What if a player rolls combat dice without giving the other player a chance to play a command card?

A: If both players agree a chance to play a command card was not given, then the player may play the command card. If he does, the combat dice are re-rolled.

Q: My opponent and I disagree on how to handle a situation or interpret a rule. What should we do?

A: In a league or tournament situation, call the judge and he will make a ruling after both players explain what hap-pened. If you can’t agree during a casual game, randomly determine how to handle the situation this game (by roll-ing a die, for example). Before you play again, try to agree on how you will handle the situation if it comes up again.

For an up-to-date FAQ, or to submit your own question, go to www.yourmovegames.com/BFW/faq.

GlossaryActive Player—The player whose turn it is.

Army Ability—A special ability specific to each army that can be used by spending command actions.

Attack—The process of a unit rolling to hit

and rolling to damage against an enemy unit.

Back-up Unit— A unit in the second rank that can move up to fight if the unit in front of it is destroyed.

Battlefield—The area where the game is being played. A standard scenario is played on a 2’6” wide by 3’ long surface.

Center Point—The midpoint of any side of a unit card, identified by a small red line.

Charging—Describes a unit that has the Close standing order, was not engaged at the start of the turn, and is at-tacking to its front.

Clearly Visible—Describes an enemy unit when you can draw a line from the front center point of your unit to any part of that enemy unit (that is in your unit’s front arc) without passing through any other units or line of sight block-ing terrain.

Close—A standing order. A unit with this order will move its maximum movement toward the nearest enemy unit.

Colossal Unit— A very large unit represented with two cards.

Combat Rolls—Dice rolled to hit or rolled to damage.

Command Action—Resources replenished each turn, which represent a general’s influence on various aspects of the battlefield. Command actions may be spent to change standing orders, take direct control of units, use army abili-ties, rally units, or draw command cards.

Command Circle—A blank circle next to the stat bar on a unit card, where standing orders are written.

Core Unit—A basic building block of an army. An army must contain one core unit for each full 500 points available in army building.

Courage Check—The roll a unit must take in a scary situation. Roll three dice, and if the result is equal to or less than the unit’s courage, the unit passes the check. (See Fear Check and Rout Check.)

Damage Squares—Colored squares on a unit card’s damage bar that is marked off to indicate that the unit has taken damage.

Deployment—The placement of unit cards at the start of the game.

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Destroyed—Describes a unit with all of its damage squares marked off, or one that has disbanded as a result of being engaged while routing or failing a second rout check. Destroyed units are removed from play at the end of the turn.

Direct Control—Spending a command action to maneuver a unit any way you desire and move it any distance up to its current MC.

Elite Unit—A special unit rarely seen in large numbers. An army may contain at most one of a given elite unit for every full 1,000 points available in army building.

Engaged—Describes opposing units which each have half or more of a card edge in contact with each other.

Extreme Range— A combat modifier applied when the target is more than 14” away from the shooter.

Facing Side—The card edge of an enemy unit that is facing your unit. To determine which edge is the facing side, extend imaginary lines diagonally through the corners of the enemy unit. The side of the imaginary line that your unit’s front center point is on is the facing side.

Fast-Moving Target—A unit that moved on its last turn with a MC of LL (7”) or more.

Fear Check—A type of courage check. A unit failing this type of check becomes frightened.

Fearsome—A unit attribute. When a unit engages or is engaged by a unit with the fearsome attribute, it must take a fear check. Fearsome units never take fear checks.

Final Rush—A maneuver that is made when a unit is near enough that its front center point is within its MC of an open side center point of the nearest enemy unit (taking into account all non-ma-neuvering MC modifiers) and its standing order is Close.

Flanking—Describes a unit which is engaging an enemy unit with its front abutted against the enemy unit’s right or left side.

Free Attack—An attack made outside of the Combat Phase against a unit that just failed a rout check.

Frightened—Describes a unit that has failed a fear check this turn. Frightened units get (-1)-1/-1 for the rest of the turn.

Front Arc—Everything in front of the line created by extending the front of a unit card in both directions.

Hard Cover—A combat modifier applied when more than half of a unit is within a terrain feature that grants this status, or more than half of the unit is abutted against a terrain feature that grants hard cover (such as a stone wall), and that terrain feature is between it and the shooter.

High Ground—A combat modifier applied when more than half of a unit is on a higher elevation than more than half of the enemy unit.

Hold—A standing order. A unit with this order will not move.

In the Red—A unit is in the red if all of its green and yellow damage squares are marked off and at least one red damage square is not marked off. Units in the red get (–2) -0/-0 and -2.

In the Yellow—A unit is in the yellow if all of its green damage squares are marked off and at least one yellow dam-age square is not marked off. Units in the yellow get (–1) -0/-0 and -1.

Indirect Fire—Range fire that travels along an arc over things that would block the line of sight to an enemy unit.

Line of Sight (LOS)—An attribute that some range units have. A unit with LOS range must be able to draw a straight line between its front center point and any center point of the enemy unit, without crossing other units or line of sight blocking terrain features.

Long Range—A combat modifier applied when the target is more than 7” but not more than 14” away from the shooter.

Movement Category—The distance a unit moves in a turn.

Nearest Enemy—Normally, the closest enemy unit within a unit’s front arc. If a unit has been assigned an enemy unit as an objective, that enemy unit is always considered its nearest enemy, regardless of actual distance.

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Objective—A modifier on a standing order that tells a unit to go to a specific location on the battlefield or to attack a specific enemy unit.

Open Side—A side of a unit on which there is enough space to be engaged.

Overkill—When a unit needs 6 or greater to hit or to damage.

Pinching—A combat modifier applied when a unit is engaged with exactly one enemy unit that is also being en-gaged on another side.

Range Attack—A standing order. If a unit with this order is in range of and has the appropriate facing to shoot the nearest enemy unit,it remains in place and makes a shooting attack during combat. Otherwise, it moves its maxi-mum movement toward the nearest enemy unit and shoots if possible.

Rear Attacking—A combat modifier applied when a unit is engaging an enemy unit with its front abutted against the enemy unit’s rear.

Rout Check—A type of courage check. When failing this type of check, a unit loses its standing orders and moves away from the enemy unit until it is rallied.

Routing—When a unit breaks and flees from combat (due to failing a rout check). Routing units have no standing orders and are destroyed if they become engaged or fail an additional rout check.

Soft Cover—The status that a unit achieves if more than half of the unit is within a terrain feature that grants soft cover.

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Standing Orders—Three commands (Close, Hold and Range Attack) that are written directly on a unit card and used to determine unit movement.

Terrain—Natural or man-made features on the battlefield that may modify movement or combat.

Terrifying—Describes a unit that is even more frightening than a fearsome unit

CreditsGame Concept:

Robert DoughertyGame Design: Robert Dougherty, Chad EllisGame Design & Development:

Robert Dougherty, Chad Ellis and Darwin Kastle

Faction Art:Richard Kitner Jr.

Play-testers:Matthew DeMatteo, Jeffrey Dyer, John Fried, Andrew Gross, Brian Kelly, Yvonne Kelly, Kaile Dutton, Raymond Mess, Ben Peal, James K Searles II and Anthony Shaheen.

Cover Art:Richard Kitner Jr.

Graphic Design:Kaile Dutton