GROGNARDS INTRODUCTION
Board & card game for 2 players.
Napoleonic warfare theme. Abstract skirmish level combat.
Each figure represents a company or unit of men.
VICTORY
You rout the enemy if you destroy 9+ of his units.
THE MAP
Use an 8x8 chessboard.
THE MEN
Use chits or miniatures to represent units.
There are 3 types of units:
Cavalry, Infantry & Artillery.
Each player starts with:
4 Cavalry
8 Infantry
4 Artillery
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.
The deck contains 1 copy of each card in the Card list.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Orders Phase
Move Phase
Fire 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.
The move card has a number.
This is the number of spaces the unit moves.
Moves can be diagonal or orthogonal.
“Knight” type move cards allow a unit 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.
FIRE PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
“Knight” type attack cards produce an attack with a range like a knight in chess.
The enemy unit that is the target of the attack is automatically
Killed and removed from the map.
Cavalry units can only use Cavalry Cards.
Infantry units can only use Infantry Cards.
Artillery units can only use Artillery Cards.
Your opponent may play certain Defense cards to negate your attack.
CARD LIST NOTATION
M = Movement
A = Attack
R = Artillery
I = Infantry
C = Cavalry
D = Defense
U = Any type of Unit
K = as a Knight would move in Chess
Type = Purpose of card
Use = What type of unit can use the card
CARD LIST
Card Name: Range Type Use
Socket Bayonets 1 A I
Sword Bayonets 1 A I
Grenadiers 2 A I
Fusillade 2 A I
Volley 3 A I
Three Deep Line 3 A I
Musketry 3 A I
Rifles 4 A I
Sharpshooters 4 A I
Echelon 1 M I
Advancing Line 1 M I
March 2 M I
Column 2 M I
Skirmishers K M I
Double Canister 1 A R
Canister 2 A R
Roundshot 3 A R
Mortar K A R
Cannonballs 4 A R
Spherical Case 5 A R
Shrapnel 6 A R
Limber 1 M R
Artillery Wagon 1 M R
Lances 1 A C
Sabers 1 A C
Overrun 1 A C
Pistols 2 A C
Carbines 3 A C
Trot 1 M C
Canter 2 M C
Gallop 3 M C
Outflank K M C
Charge 4 M C
Spur 5 M C
Open Order - D I Negate an Artillery attack
Square Formation - D I Negate a Cavalry attack
Rally - D U Negate any Attack
Wheel About - D C Negate any Attack
Screen - D I Negate any Attack
TERRAIN
Terrain is optional.
There are 6 types:
Clear- No effect.
Deep Water- Units cannot move into it or through it.
Forest- Units can move or attack into it or out of it, but not through it.
Hill- Units cannot attack through it, except for Artillery attacks of 5-6.
Redoubt- Attacks into a redoubt fail 50% of the time (flip a coin).
Units cannot move or attack through a redoubt.
Shallow Water or Marsh- Units cannot move through it.
GUNSLINGERS INTRODUCTION
Board & card game for 2+ players.
Wild West Theme.
Battle between gunslingers.
Abstract skirmish level combat.
Each figure represents a single man (unit).
VICTORY
You win if you kill all enemy gunslingers.
THE MAP
Use an 8x8 chessboard.
MAP FEATURES
Use chits to indicate terrain features:
Fence
Building
Tree
Canyon
Water
Clear (Unmarked spaces)
GUNSLINGER DECK
Use pawns, chits or miniatures to represent gunslingers on the map.
The gunslinger deck contains one card representing each gunslinger.
ACTION HANDS
Each gunslinger has his own hand of action cards.
If you are controlling more than one gunslinger, you will have a hand for each one.
C = Cowboy
O = Outlaw
I = Indian
L = Lawman
S = Soldier
P = Pistol
R = Rifle
GUNSLINGER DECK CARD LIST
Name Type Gun Guts Legs Smarts Cool Arms Eyes Hands
The Kid C P 2 5 4 2 2 2 2
Cowhand C P 2 4 5 2 3 3 2
The Prospector C P 3 3 5 3 4 2 2
The Sheriff L P 3 3 5 3 3 3 3
Texas Ranger L R 3 4 6 3 3 4 3
Bounty Hunter L R 4 4 5 4 3 4 3
Apache Warrior I R 3 5 5 2 4 3 3
Blackfoot Scout I R 2 5 6 3 3 4 3
Shootist O R 3 4 5 3 3 4 3
Pistoleer O P 3 4 5 4 3 4 4
The Mexican O P 4 3 4 3 4 2 2
Mountain Man O R 4 3 6 4 4 3 2
Yankee S R 3 4 5 2 3 3 2
Rebel S R 3 4 4 3 3 4 2
Miner 49'r C P 2 3 4 3 2 2 2
Homesteader C R 2 3 3 1 2 2 1
Drifter C R 2 4 4 3 2 5 2
Trapper C R 4 4 5 3 4 3 2
Each gunslinger has 7 numerical attributes:
Guts: Number of hits he can take before dying.
Smarts: Maximum action card hand size.
Cool: Number of action cards he can draw in Draw Phase
Legs: Max number of spaces he can move in one turn.
Arms: Ability in HTH combat (Allows use of certain cards)
Eyes: Weapon Accuracy (Allows use of certain cards)
Hands: Max number of attacks the gunslinger can make per turn.
Share with your friends: |