Light Infantry LI (Skirmishers)
Medium Infantry MI
Warband WB
Heavy Infantry HI
Light Cavalry LC
Heavy Cavalry HC
Elephant EL
War Wagon WW
UNIT CARD LIST
Unit Name Type # Force Damage Notes
Slingers LI 2 1 1 Scout; +5 vs WB, HI, EL; Evade WW
Bowmen LI 3 2 1 Scout; +5 vs WB, HI, EL; Evade WW
Javelineers LI 2 3 1 Scout; +5 vs WB, HI, EL; Evade WW
Psiloi LI 2 3 1 Scout; +5 vs WB, HI, EL; Evade WW
Auxilia MI 2 1 2 Scout; +5 vs LI; Evade WB, HI, WW
Peltasts MI 2 2 2 Scout; +5 vs LI; Evade WB, HI, WW
Barbarians WB 2 1 3 +5 vs HI, HC, EL, WW
Horde WB 1 2 3 +5 vs HI, HC, EL, WW
Warriors WB 1 3 3 +5 vs HI, HC, EL, WW
Legionaires HI 2 3 3 +5 vs WB, EL, WW
Hoplite Phalanx HI 2 4 3 +5 vs WB, EL, WW
Horse Archers LC 3 1 1 Flank; Scout; +5 vs MI, WB, HI, EL; Evade LI, HI, WW
Nomads LC 3 2 1 Flank; Scout; +5 vs MI, WB, HI, EL; Evade LI, HI, WW
Light Chariots LC 3 3 1 Flank; +5 vs MI, WB, HI, EL; Evade LI, HI, WW
Medium Cavalry HC 2 1 2 Flank; +5 vs LI, MI, LC; Evade HI, EL, WW
Cataphracts HC 2 2 2 Flank; +5 vs LI, MI, LC; Evade HI, EL, WW
Heavy Chariots HC 2 3 2 Flank; +5 vs LI, MI, LC; Evade HI, EL, WW
Elephants EL 2 4 2 +5 vs WB, HI, LC, HC
War Wagon WW 2 5 2 +5 vs WB, EL, Evade LI, LC
# = Number of that card in the deck
TACTICS CARD LIST
Card Name # Effect
Overrun 6 Increase Damage of attacking unit +2
Bloodlust 5 Increase Force of unit +3
Outflank 6 Play in Flank Phase. Worth 2 flank points
Shields 6 Blocking HI, MI, or WB get Evade combat result
Defensible Terrain 5 Blocking Light Infantry units are +3 and cannot be evaded
Difficult Terrain 5 Opponent cannot flank or attack this turn.
Play in opponents Flank Phase
Treacherous Terrain 5 Attacking HI, MI, or WB are +3 and cannot be evaded
Reserve 6 Draw 3 extra cards in any Flank Phase
Rally 6 In any Draw phase put 1 card from your Casualty
pile into your hand
Break Morale 5 Opponent cannot block this turn.
Play in Artillery Phase
Onagers 1 Siege Artillery
Scorpions 1 Siege Artillery
Catapults 1 Siege Artillery
Ballista 1 Siege Artillery
Trebuchet 1 Siege Artillery
Non-Artillery tactics cards when played, are sent to your Casualty pile.
Ancient Generals is now a Module for the Thoth card Engine!
(Thank you Zak & Walt O'Hara)
Click here for the Thoth card engine
Get the module here.
De Bellis Antiquitatis Resource Page
Warfare in the Ancient World
ADVENTURES IN TALISLANTA
INTRODUCTION
Board game based on the Talislanta RPG.
DISCLAIMER
Talislanta is a licensed, copyrighted property.
This is merely a fan site.
THE BOARD
The board is a 11 x 11 grid of spaces.
In each space place one card (randomly) from the Map Deck.
THE PIECES
10 sided dice are needed.
Use pawns or figures to represent characters.
THE DECKS
There are 4 decks:
The Character Deck
The Spell Deck
The Encounter (Fate) Deck
The Map Deck
ENCOUNTER DECK
There are 5 types of cards in the Encounter Deck:
Foe Cards
Adventure Cards
Item Cards
Companion Cards
Event Cards
VICTORY
The first character to accumulate 5 Adventure cards is the winner.
CHARACTERS
Each character has 2 attributes:
- Life
- Strength
All Characters start with 4 Life points.
Each Character will also have one or more Special Abilities.
Some Characters can cast Spells.
SETUP
Every player picks one character card at random.
Roll high on 1D10 to see who goes first.
Players start with no cards.
TURN SEQUENCE
Players take turns.
Each turn has 5 phases:
1. Fate Phase
2. Spell Phase
3. Move Phase
4. Encounter Phase
5. Adventure Phase
FATE PHASE
Draw one card from the Encounter Deck and put it in your hand.
If the deck runs out, shuffle the discard and draw from it.
Max (Fate) hand size is 7 cards. Discard excess cards.
You may place a Foe card from your hand into any empty space.
The Foe card must match the type of space you entered.
For example: A water type Foe may defend a water type space.
SPELL PHASE
If you are able to cast spells, draw 1 card from the spell deck.
Keep a separate (from your encounter cards) hand for your spell deck.
You can have a maximum number of spells equal to your
Magic score divided by two rounded down. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
You may move your character to an adjacent space on the map.
If you have a steed card in play, you may move an additional space.
You may choose to not move and rest instead.
If you rest, roll 1D10 (Heal Roll). On a roll of 7-10 you gain one life.
You cannot gain lives in excess of your starting life score.
ENCOUNTER PHASE
Every time you enter a new space an opponent may play a Foe card to stop you.
The player to your right gets first chance to play a Foe card and so on.
The Foe card must match the type of space you entered.
For example: An Ice type Foe may defend an Ice type space.
A Character can only be attacked by one Foe (or Character) during his encounter Phase.
RESOLVING ENCOUNTERS (BATTLES/CONTESTS)
The Foe rolls 1D10 and adds its Strength. (Foe Battle Roll)
The Character rolls 1D10 and adds his Strength. (Character Battle Roll)
Reroll ties. The higher score wins.
If the Character was defeated he loses one life point.
Specific Foes may cause the loss of items, treasures or other attributes.
Instead of losing a life, you may discard a Companion card.
If the Foe is defeated the Foe card is discarded.
If the Foe card wins, it remains in play in that space.
Any character that enters the space must battle the Foe in his Encounter Phase.
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