Rules
Beginning of the gamePlayers flip a coin to decide who starts first and which side to choose.
Units need to placed behind the green line on either sides of the board. Once the units have been set up the game starts.
The game is turnbased, player who won the coinflip starts his first move. Main objective of the game is to take and hold one of four Control Points and gather 100 points.
Basic rules
Ally units player controls cannot stand on any obstacle, an exception is the bridge which allows units to cross over the river
Movement:
In Commanders, players can move their units only in horizontal, vertical or diagonal lines. Not combined. In order to do so they roll a D6 for each unit, in exception for the HQ where players roll D4.
Combat:
There are multiple ways to deal damage in Commanders to enemy units. Most common way to fight is when a players unit stands on the same square field as the opponents, then that unit deals the amount of damage in accordance with skills and attributes section. e.g. if a unit has 1 malee damage and opponents unit has 1 hit point, that unit is removed from the game. In some situations, when a unit has more than 1 hit point and survives the battle, player who was attacked has to make a retreat phase and roll a D4, then move in opposite direction to the attacker.
(if obstacles are blocking the path, the that unit has to go around them)
Shooting
Similarly to the movement phase, archers have to roll a D6 to define the rannge of the shot. If a player decides to make a shot his archer cannot make a move that turn. Then if an opponents unit is in range, it loses the amount of HP equal to the amount of ranged damage on archers (1)
Shooting through an obstacle removes 1 on dice rolls for each obstacle. e.g. player roll for range, rolls 6, enemy is in range but behind 2 blue cover points in straight line, take away 2 from 6 for each one of those obstacles, leaving 4 range in total, making enemy unreachable.
THIS RULE DOESNT APPLY TO SPELLS ^
Spells
Players can also deal damage by casting spells, which is described in spells section.
Victory conditions:
Whenever a player first gathers 100 points from control points, wins
If one of the players has lost all of their units, they automatically lose the game.
Whenever an ally commander dies, player DOES NOT lose the game.
Obstacles:
River, bridge, blue cover points and even ally unit are an obstacle.
(Control points NOT)
Special points around the map
Control point - Special point, limited to four points, can only be taken by commanders. A commander need to stand on the control point in order to capture it. It takes four turns to capture a control point.
One captured point give 10 points per turn.
Revive point - can be used only once by either players. Brings chosen lost unit back on the battlefield. A unit brought back this way has to be placed behind the green line, where a player started his game.
Speed buff point - when stepped onto, a unit moves into direction shown by the green arrows.
(B) buff points - whenever a unit stands on a square with a B sign, that unit gains an additional dice roll which could be spend on either: extra move or shot.
(?) Chance point - when steppend onto, a player picks up a card and reads it following its restrictions.
Chance cards are all random, they can either be an advantage or disadvantage to a player
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