# Type: Hits Actions
1 Captain 2 2
7 Guard 1 1
# = Number of that type of man you start the game with.
Hits = Number of Hits that type of unit has.
Actions = Max number of attacks, moves, and defenses a unit can make per turn.
SETUP
Each player places one unit on each square of his back row.
Units may not stack.
THE CARDS
Players share a common deck.
Players take turns.
Each turn has 3 phases:
Luck Phase
Move Phase
Fight Phase
LUCK PHASE
Draw 3 cards.
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your men.
The move card has a number.
This is the number of spaces the man moves.
Moves can be diagonal or orthogonal.
Instead of moving just one man in any direction, you have the
option of moving one or more men forward the indicated number of
spaces using a single move card.
FIGHT PHASE
Play (discard) an Attack card to have a man attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
Each attack does one point of damage.
Use Chits or coins to record damage.
A man reduced to 0 Hits is killed and removed from the board.
Your opponent may play Defense cards to negate your attack.
M = Movement
A = Attack
D = Defense
X = Special card
Y = Draw 2 cards
Z = Opponent must discard 2 random cards
# = Number of that card in the Deck
CARD LIST
Card Name: Type Range # Notes
Walk M 1 8
Run M 2 6
Sprint M 3 4
Charge M 4 4
Swing on Rope M K 2
Parry D - 1
Block D - 1
Dodge D - 1
Leap D - 1
Duck D - 1
Disarm D - 1
Break Sword D - 1
Hold in Check D - 1
Diversion D - 1
Cloak D - 1
Crossed Swords D - 1
Bystander D - 1
Intimidate D - 1
Spring Back D - 1
Confuse D - 1
Intervening Furniture D - 1
Swing Torch D - 1
Cut A 1 1
Overpower A 1 1
Pistol A 3 1
Musket A 4 1
Main Gauche Dagger A 1 1
Poniard A 1 1
Rapier A 1 1
Epee A 1 1
Foil A 1 1
Energetic Attack A 1 1
Desperate Lunge A 2 1
Terrible Thrust A 2 1
Rapier A 1 1
Trip A 1 1
Push A 1 1
Impale A 1 1
Stab A 1 1
Throw Impliment A 2 1
Falling Object A 2 1
Bludgeon A 1 1
Wound Repeatedly A 1 1
Wound Grievously A 1 1
Run Through A 1 1
Skewer A 1 1
Taste of Steel A 1 1
Pike A 2 1
Fine Blade A 1 1
Coup de Grace A 1 1 Only vs man with 1 hit left
Panicked Retreat A 1 1 Only vs man with 1 hit left
Set to Flight A 1 1 Only vs man with 1 hit left
Flee the Field A 1 1 Only vs man with 1 hit left
The Kings Guard X - 1 Guards only*
Feint X - 1 Look at opponents hand
En Guard Y - 1
One for All Y - 1 Musketeers only
All for One Y - 1 Musketeers only
Taunt Z - 1
Weapon Stuck Z - 1
* = Gain one Guard who starts in your back row.
4th MUSKETEER OPTION
Add 3 guards and D'Artagnan, the 4th Musketeer.
MUSKETEER MESSAGE BOARD
Click here
FIVE ARMIES INTRODUCTION
Board & card game for 2 players.
Battle between the Free Peoples & the Goblinfolk for control of
Smaug’s treasure at the end of the Hobbit (by JRR Tolkein).
Each figure represents a warband of many troops.
DISCLAIMER
‘Middle Earth/The Hobbit’ are copyrighted/trademarked properties.
This is just a fan site.
VICTORY
You win if you kill off 10+ of your opponents units.
THE MAP
Use an 8x8 chessboard.
THE MEN
Use chits or miniatures to represent units.
Each side has 4 types of units.
UNITS TABLE NOTATION
Weapon = Weapon Cards the unit uses.
# = Number of that type of unit each player has in setup.
Move = The types of Move Cards the unit can use.
Name # Move Weapon
Dwarves 3 1-2 Hammers
Men 6 1-3 Swords & Spears
Elves 5 1-4 Bows & Arrows
Eagles 2 1-5 Claws
GOBLIN UNIT TABLE
Name # Move Weapon
Trolls 3 1-4 Hammers
Orcs 6 1-3 Swords & Spears
Goblins 5 1-2 Bows & Arrows
Wargs 2 1-5 Claws
SETUP
Each player places one unit on each square of his back two rows.
Units may not stack.
THE CARDS
Players share a common deck.
TURN SEQUENCE
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 the Eagles.
The move card has a number.
This is the number of spaces the unit moves.
The Unit tables list what type of Move cards each unit can use.
Moves are diagonal or orthogonal.
“Knight” type move cards allow a man to move like a knight in chess.
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.
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