SETUP
Each player places his units on his back two rows.
Units may not stack.
THE CARDS
Players share a common deck.
Players take turns.
Each turn has 3 phases:
Orders Phase
Move Phase
Battle Phase
ORDERS PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
Units cannot move through other units except for Psiloi who may
move through their own troops.
The move card has a number.
This is the number of spaces the unit moves.
A Unit cannot use a Move card with a value higher than its move limit.
Moves are diagonal or orthogonal.
Instead of moving just one unit in any direction, you have the
option of moving one or more units forward the indicated number of
spaces using a single move card.
BATTLE PHASE
Each of your units can make up to one attack (kill) on your turn.
If one of your units has an enemy unit in range that it can automatically
kill, then that unit is destroyed. No card needs to be played.
Instead of making an auto-kill you may play (discard) an Attack card to
have a unit attack any enemy unit in its range.
The target is destroyed unless it is immune to the attacking unit in
which case it is recoiled. A recoiled unit must move back one space if possible.
Attacks are diagonal or orthogonal.
Units cannot attack through other units.
The defender may play a Defense card to prevent the target card from being killed.
If a Recoil card is played the defending unit must move back one space or the
Card cannot be played.
Artillery cannot move and attack in the same turn.
To play a Supported Attack card the target must be in range of two of your units.
To play a Reinforced Defense card the target must be next to a friendly unit.
To play a Rally Defense card your general must be within 2 spaces of the unit.
To play an Outflank attack card the attacking unit must be closer to the
opponents edge of the board than the defending unit.
To play a Rough Defense card the target must be on Rough Ground
AUTOMATIC KILL TABLE
Unit Automatic Kill:
Auxilia Elephants, Bows, Psiloi
Warband Blades, Pikes, Artillery, Bow, Spear
Blades Bows, Auxilia
Spears Bows, Auxilia, Pikes, Cavalry
Pikes Blades, Auxilia, Cavalry
Cavalry Psiloi, Blades, Bow, Light Horse, Artillery, Auxilia, Warband
Knights Auxilia, Spear, Pike, Psiloi, Warband, Cavalry, Light Horse
Psiloi Elephants, Psiloi
Light Horse Elephants, Knights, Psiloi, Artillery
Bows Knights, Cavalry, Light Horse, Psiloi, Pikes, Warband
Artillery Elephants, War Wagons, Scythed Chariots
War Wagons Cavalry, Knights, Light Horse, Scythed Chariots
Scythed Chariots Knights, Blades, Warband, Light Horse, Auxilia
Elephant Knights, War Wagons, Warband, Light Horse, Scythed Chariots
IMMUNITY TABLLE
Unit Immune to:
Blades Bows, Artillery
Spears Bows, Artillery
Psiloi Everything that do not auto-kill Psiloi
Light Horse Everything that do not auto-kill Light Horse
Artillery Bows
War Wagons Scythed Chariots
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special
Type = Purpose of card
K = as a Knight would move in chess
# = Number of that type of card in the deck
CARD LIST
Card Name: # Range Type Notes
Move 5 1 M
Move 5 2 M
Move 5 3 M
Move 5 4-5 M
Move 5 K M Any unit with a Move of 3+
Attack 5 - A
Supported Attack 5 - A
Outflank 5 - A
Elite 5 - A/D Only by Elite units
Push 5 - D
Recoil 5 - D Move back 1 space
Reinforced 5 - D
Rally 5 - D
Rough 5 - D
Special Ability 8 - X
Scout 2 - X Look at opponents hand
TERRAIN TYPES
Distribute terrain as you see fit.
Clear = no modifications
Rough = All Units except Auxilia & Psiloi must stop upon entering Rough.
War Wagons cannot enter Rough.
Hills = Missile units get range +1
Impassable = No units may enter this space.
LINKS
Fanaticus
ADVENTURERS INTRODUCTION
1930-1940’s Adventuring:
Save the damsel, defeat the villain, and recover the ancient artifact.
DECK
Players share a common deck.
Six sided dice are required.
VICTORY
Your Adventurer must be the first to visit 5 locations.
The last location must be an Ancient location.
You recover the ancient relic before your adversaries.
SETUP
Pick your adventurer type.
Draw 5 cards.
Roll high on 1D6 to determine who goes first.
ADVENTURER
Profession: Advantage:
Actor +1D6 vs Person cards if not using a weapon card
Archaeologist +1D6 vs Trap Encounters
College Professor Discard a card to look at the next 4 cards in the deck
Daredevil Pilot Draw an extra card when you play a Travel card
Gangster You may use enemy cards as weapon cards
Inventor Draw an extra card when you play a Weapon card
Museum Curator Draw an extra card when you play a Research card
Occult Expert Draw an extra card when you play an Ancient card
Private Investigator In draw phase draw an extra card and discard one
Reporter Hand size +2
Trapper +1D6 vs Animal Encounters
Soldier of Fortune +1D6 vs Enemy Encounters
Sea Captain +1D6 vs Water Encounters
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