SKILLS TABLE
1D10 Result:
1 Seduction
2 Dancing
3 Cooking
4 Leadership
5 Fighting
6 Archery
7 Healing
8 Equestrian
9 Languages
10 Magic
1D6 Result:
1 Men (most types)
2 Mythical Creatures
3 Demons
4 Undead
5 Evil Wizard
6 Fay Creatures
BATTLEFRONT INTRODUCTION
Card game for 2 players. WWII theme.
THE DECK
Players share a common deck.
The deck contains 1 copy of every card in the card list.
VICTORY
Capture 3 of the 5 Fronts.
THE FRONTS
There are 5 Fronts between the players:
R = Right Flank
CR = Center Right
C = Center
CL = Center Left
L = Left Flank
SETUP
Use markers to designate the 5 Fronts.
TURN SEQUENCE
Each turn has 3 phases:
Logistics Phase
Deployment Phase
Battle Phase
LOGISTICS PHASE
Each player is dealt 7 cards from the deck.
DEPLOYMENT PHASE
Players take turns.
Flip a coin to see who goes first.
Players take turns playing one card from their hand to one of the five Fronts.
In a turn you can assign a maximum of 2 cards to a single Front.
At a single front, you may assign a maximum of:
1 Leader
1 Infantry
1 Plane
1 Tank
1 Artillery
1 Strategy
1 Fortification
Some cards allow you to play an extra card of a certain type at that Front.
If you play a Scout card, you may look at your opponent’s hand.
BATTLE PHASE
Each card has a Force value.
Add up your force value for each Front.
If you have a higher Force than your opponent at a
Front you gain a Victory Marker (VM) for that Front.
(Use coins for VM)
If you ever have 3 more VP than your opponent at a
Front, you Capture that Front.
The first player to capture 3 of the 5 Fronts wins the game.
Negated cards do not contribute their Force.
Once a Front is captured, no more cards may be assigned to it.
Maximum hand size is 8 cards. Discard excess cards at end of turn.
CARD LIST NOTATION
L = Leader
I = Infantry
P = Plane
T = Tank
A = Artillery
S = Strategy
F = Fortification
CARD LIST
Card Name: Type Force Notes:
Armored Cars T 1 Scout
Light Tanks T 2
Self Propelled Guns T 3 Play an Extra Artillery
Infantry Tanks T 4 Play an Extra Infantry
Funny Tanks T 5 Opposing Fort Negated
Cruiser Tanks T 6
Tank Destroyers T 7 Opposing Tank Negated
Medium Tanks T 8
Heavy Tanks T 9
Tank Brigade T 10 Play an Extra Tank
Reserve Units I 1 Play an Extra Infantry
Army Corps I 2
Rifle Brigade I 3
Guard Units I 4
Mechanized Infantry I 5 Play an Extra Tank
Marine Forces I 6
Engineer Units I 7 Opposing Fort Negated
Ranger Units I 8 Scout
Heavy Weapons Squads I 9
Mountain Troops I 10
Mortars A 1
Anti-Tank Guns A 2 Opposing Tank Negated
Flak Guns A 3 Opposing Plane Negated
Field Artillery A 4
Medium Artillery A 5
Siege Cannons A 6 Opposing Fort Negated
Mobile Artillery A 7 Play an Extra Strategy
Howitzers A 8
Heavy Artillery A 9
Rocket Bombardments A 10
Reconnaissance Planes P 1 Scout
Paratroop Jump P 2 Play an Extra Infantry
Fighter Planes P 3 Opposing Plane Negated
Fighter Bombers P 4
Tank Buster P 5 Opposing Tank Negated
Ground Attack Aircraft P 6
Level Bombers P 7
Dive Bombers P 8
Heavy Bombers P 9
Air Superiority P 10 Play an Extra Plane
Junior Officer L 1 Play an Extra Leader
Replacement Officer L 2 Negate Opposing Leader
Sergeant L 3
Lieutenant L 4
Major L 5
Experienced Officer L 6 Scout
Captain L 7
Commander L 8
Colonel L 9
Brigadier General L 10 Play an Extra Strategy
Frontal Assault S 1 Play an Extra Infantry
Steam Roller Tactics S 2
Prepared Assault S 3 Play an Extra Artillery
Infiltration S 4 Scout
Outflank S 5
Combined Arms Tactics S 6 Play an Extra Plane
Hook Maneuver S 7
War of Maneuver S 8 Play an Extra Tank
Encirclement S 9
Blitzkrieg S 10
Tank Obstacles F 1 Negate Opposing Tank
Pillboxes F 2 Opposing Infantry Negated
Entrenchments F 3
Bunkers F 4 Play an Extra Infantry
Minefields F 5
Airfield F 6 Play an Extra Plane
Chokepoints F 7
Gun Emplacements F 8 Play an Extra Artillery
Strongpoint F 9
Defense In Depth F 10 Play an Extra Fortification
OPTIONAL 2 FRONT VICTORY CONDITIONS
You win if you Capture:
Center and CR or CL (Breakthrough Victory)
L & CL or R & CR: (Outflank Victory)
L & R: (Envelopment Victory)
OPTIONAL BLITZKRIEG RULES
Designate one player as the Attacker & the other as the Defender.
The Attacker cannot use Fortification cards.
The Defender cannot use Plane cards.
OPTIONAL SPECIAL CARDS RULES
Include 5 "Special" cards in the deck (Type = X)
Each player choses a Nationality:
*Germans can use Special Cards as:
Panzer Tanks (T) Force = 10
*Russians can use Special Cards as:
Human Wave (S) Force = 2 & play an extra Infantry or
Manpower (I) Force = 8
*Americans can use Special Cards as:
Industrial Giant: Discard & draw 2 cards
*British can use Special Cards as:
Intelligence (L) Force = 7 & Scout & play an extra Leader
*Japanese can use Special Cards as:
Bonzai Charge (S) Force = 2 & play an extra Infantry or
Underground Complexes (F) Force = 8
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