Battleground_4_0.pdf

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Rulebook Redesign v1.1 (4/8/11)
WELCOME
WHAT IS THIS GAME?
Battleground: Fantasy Warfare is a point-based miniatures
game – but without the miniatures. Battleground uses cards
rather than painted models to represent your forces. This means
a much lower price as well as easier transportation and setup,
but don’t be fooled – this is not a ―light‖ war game or a CCG.
Battleground is a serious, award-winning wargame that will
challenge you at every step, from army design and deployment
to tactical maneuvers and command decisions until battle’s end.
your orders but you can’t be everywhere so you have to spend
your resources carefully!
GET STARTED NOW
If you want to learn the minimal about of stuff needed to play
the game, there we’ve got you covered.
Unfortunately, the rules for a quick start scenario haven’t
shown up yet. They’re probably still sleeping off last’s night’s
partying. They’ll be here shortly, though!
WHAT YOU GET
Each Battleground army comes in two different decks:
Army Starters contain eighteen unit cards, a thirty-card
Command Deck and two quick-start reference cards, plus the
basic rules. This gives you all the cards you need to get started.
In play terms, each unit card is the equivalent of a boxed set of
miniatures.
Army Reinforcement decks each contain fifty unit cards –
enough for almost any army you can imagine – and the
advanced rules. Reinforcement decks also include two unit
types not available in that army’s Starter.
All you need in addition is a flat surface, an opponent, some
dice and a couple of dry-erase markers.
ONE MORE THING:
GOOD SPORTSMANSHIP
They say that no battle plan survives contact with the enemy. If
your finely-honed plan depends on precise measurement
between two units to determine your entire army’s victory or
defeat… it may not have been a very good plan to begin with.
So in the name of good sportsmanship, do the best you can to
reasonably keep the game moving along. If you have a question
about a rule, let fate decide and roll a d6. If you have two
measurements that aren’t easily distinguishable from each other
by human eyes, then treat them as the same thing.
In short—don’t be ―that guy‖. Nobody likes playing with him.
(Or her! We don’t discriminate here.)
BASICS OF PLAY
As the general of a fantasy army of Men, Orcs, Elves or
whatever faction you choose, you will muster your forces and
command them in battle. You will have an agreed-upon
number of points to spend on your army, which will determine
the size of the battle. You and your opponent will then take
turns deploying your forces on the battlefield. Finally you will
give them their orders and the battle begins.
During play you will have a limited number of Command
Actions each turn – one for every 500 points available for
building your army. These Command Actions represent what
you can do as a general. You can spend them to change a unit’s
orders or take direct control of a unit for a turn, rally routed
units, draw cards that can provide small combat bonuses or to
use your special army ability.
Unlike most tabletop wargames where you have complete
control over every soldier’s actions, Battleground puts you in
the role of a true general. Your troops are loyal and will obey
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INTRODUCTION
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.
Some units also have a ranged attack. If they do, the maximum
range of that attack will be listed here. Attack stats are usually
modified based on the distance between a ranged attacker and
its target.
Both ranged and melee attacks use the same offensive stats, but
those stats may be modified based on a variety of factors,
including whether the unit is engaged in melee or performing a
ranged attack.
DEFENSE
A unit’s defensive stats represent its Defensive Skill (how
difficult it is to hit) and its Toughness (how difficult it is to
wound with those hits). These stats are also subject to modifiers,
but not as often as offensive stats.
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.
MOVEMENT
A unit’s movement is how far it can move during a given turn.
Certain effects, such as terrain, can increase or decrease a unit’s
movement.
COURAGE
Courage is what gives a unit the will to carry on in the face of
adversity. Most often, units will make a courage check after
taking damage or when facing fearsome and terrifying enemies.
STAT BAR
A unit’s stat bar contains all the major information you need
about a unit’s capabilities on the battlefield.
FRONT ARC
In general, your units can’t see enemy units clearly if they aren’t
in front of them. In Battleground, this is called being in their
front arc. To determine this, extend the line of the forward edge
of the unit card in both directions. If any part of an object is
ahead of the line, that object is in the unit’s front arc.
FACING SIDE
For any of your units, the facing side of an enemy unit is the
OFFENSE
All units have a set of offense stats which determine how many
dice they roll when attacking, as well as their Offensive Skill
(how easily they hit other units) and Power (how likely they are
to damage units that they hit).
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.
COMMAND CARDS
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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 Battleground using the
unit cards from a single Set and drawing from the same deck of
command cards. Players start with no command cards in hand,
but may acquire them during play.
Command cards come in three colors: red, blue and green. Red
cards can be played when your units are attacking, blue cards
when they are being attacked, and green cards are played at
other times, but the colors are just a reminder; the card itself
always says exactly what it does and when you can play it. A
few cards have several options, and so have more than one
color in their background.
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 & STANDING ORDERS
1)
Starting with the player who has the most units, players
alternate placing units within their deployment zones until
all units are deployed. For ties, see below.
Players who purchased command cards during army
building draw them.
The player who spent the least points building his army
(including command cards) chooses who will take the first
turn.
Starting with the player who has more units, players
alternate issuing standing orders to their units.
2)
3)
VICTORY CONDITIONS
Play until all of one player’s units are destroyed or flee the field.
The survivor wins!
4)
SETUP
Battleground can be played on any size surface. A standard
game, described here, is played on a surface 2’6‖ wide by 3’
long. Before battle, each player shuffles his or her command
card deck and sets aside the units in his or her army.
Note: Standing orders are covered later in this rulebook. For
beginners, assigning “Range” to all ranged units and “Close” to
everyone else should be sufficient.
DEPLOYMENT TIE RESOLUTION
If both players have the same number of units, the player who
spent the least points on 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.
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.
THE BATTLEFIELD
The table, or the part of the table set aside for play, represents
the battlefield. Units cannot normally leave the battlefield
unless they are destroyed.
THE DEPLOYMENT ZONE
TURNS
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A game of Battleground is organized into turns. Players do not
take turns for individual units or phases; instead, players
alternate taking complete turns. On a player’s turn, that player
is called the active player.
PHASES OF THE TURN
Each turn is broken up into four phases. The next three chapters
explain these phases in detail. They are:
Movement and Command
Pre-Combat Courage
Combat
Post-Combat Courage
THE FIRST AND SECOND TURNS
The first and second turns of the game are not full turns.
Instead, the following special rules apply.
On the first player’s first turn, the game begins in the combat
phase. (Units do not move and the active player gains no
command actions. If the first player’s army doesn’t have
spellcasters or units with extreme range, nothing happens).
On the second player’s first turn, the turn proceeds as normal,
but the active player gains only half the normal number of
command actions rounded up during his or her movement and
command phase.
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