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+<title>Table Battles</title>
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+</style>
+
+<h1>
+Table Battles
+</h1>
+
+<p class="center">
+<img src="cover.jpg">
+
+<p class="center" style="font-size:24px">
+&#x2766;
+Designed by Amabel Holland
+&#x2766;
+
+<h2>
+INTRODUCTION
+</h2>
+
+<p>
+The goal of Table Battles is to provide light but crunchy
+two-player gaming experiences out of land battles fought
+throughout human history.
+These aren't detailed simulations, but quick fillers that should play out in about
+fifteen or twenty minutes. Many of these battles are difficult
+to game in a more conventional hex-and-counter format
+because they are largely static. Indeed, the game has no
+maneuver element at all. Instead, the decision space is
+dominated by feints and counter-feints, the threat of force,
+its application, and its neutralization. Good play is about
+leverage and tempo, about forcing the other person to deal with
+what you're doing, instead of advancing their own aims.
+
+<h2>
+COMPONENTS
+</h2>
+
+<p>
+Your copy of the game should come with twelve dice (six for
+each player), a deck of 50 cards, eighty wooden Units (20
+sticks each in four colors), and ten wooden cubes.
+
+<p>
+The <i>dice</i> are used to commit to, and execute, actions.
+
+<p>
+The <i>cards</i> represent Formations, and dictate what those
+Formations can do.
+
+<p>
+The <i>Units</i> represent the strength of those Formations.
+
+<p>
+The <i>cubes</i> are used to represent Morale, and also the
+capabilities of Special Formations.
+
+<h2>
+READING A FORMATION CARD
+</h2>
+
+<p>
+The Formation Cards are really the core of the game.
+Let's look at one, shall we?
+
+<p class="center">
+<img src="card.png" style="width:384px">
+
+<h4>Formation Name:</h4>
+
+<p>
+The color band behind the name
+indicates the Wing to which it belongs; for example, this
+Formation belongs to the Red Wing.
+
+<h4>Strength:</h4>
+
+<p>
+This is the number of wooden Units that the
+Formation has assigned to it at the beginning of the battle.
+
+<ul>
+<li>
+ If the Strength is represented by a roman numeral (I,
+II, or III), it is a <i>Special Formation</i>. Special Formations
+function differently than normal ones, and use wooden
+Cubes instead of wooden Unit pieces.
+
+<li>
+ A star symbol below the Strength indicates that the
+Formation counts double for Morale purposes if it Routs.
+</ul>
+
+<h4>Dice Area:</h4>
+
+<p>
+This indicates the type of dice that can be
+placed on a card.
+
+<ul>
+
+<li>
+ Numbers indicate that dice of matching numbers
+may be placed there. For example, "6" means that
+any sixes rolled may be placed on the card.
+
+<li>
+ Sometimes multiple numbers, or a range of numbers,
+will be indicated. Any of those results may be used, but
+only dice of a single type may be placed on a given card
+on a turn. For example, "5/6" means that you can place
+fives or sixes; you can place multiple fives or multiple
+sixes in a single turn, but you can't place some of both.
+"4-6" means fours, fives, or sixes; "Any" means ones,
+twos, threes, fours, fives, or sixes, and so on, and the
+same rule applies: you can place only dice of one type.
+
+<li>
+ If the number is (bracketed), only one die may be
+placed on the card per turn.
+
+<li>
+ The word "Doubles" means two identical dice (total)
+may be placed on that card each turn. You cannot
+place two sets of Doubles in a single turn.
+
+<li>
+ The word "Triples" means three identical dice (total)
+may be placed on that card each turn. You cannot
+place two sets of Triples in a single turn.
+
+<li>
+ The word "Straight" means that dice following a
+numerical sequence may be placed on the card.
+"Straight-3" means three dice, "Straight-4" means four
+dice, and so on. For example, "Straight-4" would
+require that you roll 1-2-3-4, 2-3-4-5, or 3-4-5-6.
+
+</ul>
+
+<h4>Actions:</h4>
+
+<p>
+This indicates what the Formation can do
+when there are dice on the card.
+
+<ul>
+
+<li>
+ Each Action has a <i>Type</i>. We'll cover the Types of
+Actions in detail in the later ACTIONS section.
+
+<li>
+ Some, but not all, Actions have a <i>Requirement</i>:
+
+<ul>
+
+<li>
+ <span>Pair</span> means that the card must have at least two
+identical dice on it to take the Action.
+
+<li>
+ <span>Two Pairs</span> means the card must have at least two
+different sets of two identical dice on it to take the
+Action. For example, 2 fours and 2 fives would
+qualify, but 4 fours or 4 fives would not.
+
+<li>
+ <span>Triplet</span> means the card must have at least three
+identical dice on it to take the Action. (Don't
+confuse the Requirement "Triplet" with the Dice
+Area designation "Triples".)
+
+<li>
+ <span>Two Triplets</span>, naturally, means two different sets
+of three identical dice are required to take the
+Action, and just as with Two Pairs, 3 fours and 3
+fives would work, but not 6 fours or 6 fives.
+
+<li>
+ <span>Full House</span> means the card must have at least one
+Pair and one Triplet to take the Action, and these
+must be different; 2 fours and 3 fives would work,
+but 5 fours or 5 fives would not.
+
+<li>
+ <span>Five Dice</span> means the card must have at least five
+dice on it to take the Action.
+
+</ul>
+
+<li>
+ Many Actions have a <i>Target</i>. If multiple Targets are
+listed, the second Target only becomes available after
+the first has been removed from play, and the third
+after the second has been removed from play (ignore
+this for a Screen action). The use of the word "Any",
+usually regarding a Screen action, means that any
+triggering enemy Formation is the Target.
+
+</ul>
+
+<h4>Reserve/Retire/Pursuit:</h4>
+This indicates if the
+Formation begins the game in Reserve, is able to Retire,
+or is required to perform Pursuit.
+
+<h4>Card Number:</h4>
+
+<p>
+Indicates the card number information,
+which is used in set-up. Each card has an "A" and a "B" side.
+
+<h2>
+SET-UP
+</h2>
+
+<p>
+Each scenario has a set-up card.
+
+<p>
+The set-up card will list the sides and who goes first. The
+Formation Cards for each side will be indicated; each player
+should place their cards in front of themselves.
+
+<p>
+For all normal Formations, place wooden Units of its Wing's
+color, equal to the Strength of the Formation, in front of the
+Formation Card. Single-wing armies may need to use pieces
+of a second color (e.g., the White Mountain scenario).
+
+<p>
+For all Special Formations, place one wooden cube near the
+Formation Card (regardless of the Strength indicated).
+
+<p>
+The set-up card will indicate the starting Morale for each
+side. Each player should take that many cubes, designated
+as Morale Cubes, and place them to the side of their army.
+
+<p>
+Finally, each player takes six dice, forming their own Dice
+Pool, and play begins with the first player's turn.
+
+<p>
+The set-up card or one or more of the Formation Cards
+may have a special rule. As is usually the case with these
+sorts of things, when the special rule contradicts these
+rules, follow the special rule.
+
+<h2>
+HOW TO WIN
+</h2>
+
+<p>
+You can win the game in one of two ways:
+
+<p>
+ By reducing your opponent's Morale, measured in
+Morale Cubes, to zero.
+
+<p>
+ By Routing sufficient enemy Formations that, at the
+beginning of your opponent's turn, it is impossible
+for any of their remaining Formations to ever Attack
+any of your Formations. It doesn't matter if you also
+can't Attack any of their - the check is made at the
+beginning of a player's own turn, and the first player
+to fail this check loses the game.
+
+<h2>
+FLOW OF PLAY
+</h2>
+
+<p>
+The game is played in alternating Player Turns until one
+side wins. A Player Turn consists of two phases, always
+performed in this order: an Action Phase, and a Roll Phase.
+When a player has finished their Roll Phase, proceed to their
+opponent's Action Phase. A player's Action Phase is skipped
+if they performed a Reaction during their opponent's Action
+Phase. This is a crucial rule, so we'll say it again, and heck,
+we'll even bold it for emphasis: <b><i>A player's Action Phase
+is skipped if they performed a Reaction during their
+opponent's Action Phase.</i></b>
+
+<h2>
+ACTION PHASE
+</h2>
+
+<p>
+During the Action Phase, the acting player may (but is
+not required to) take <b>one</b> Action with <b>one</b> Formation. If
+this Action triggers a Reaction from an opponent's
+formation, then that <b>one</b> Reaction takes place during
+that same Action Phase.
+
+<p>
+To take an Action (or a Reaction) with a normal Formation,
+you must remove <i>all</i> dice currently on the Formation Card,
+and you must meet the stated Requirement for the Action
+(if any).
+
+<ul>
+
+<li>
+ You must remove at least one die to take an Action.
+
+<li>
+ You must remove all dice even if only some of the
+dice are needed to meet the Requirement.
+
+<li>
+ You may "take" an Action whose Requirement you
+don't meet; if you do so, the dice are removed and
+returned to your Dice Pool, but the Action is not
+performed. Note that you can't do this "null" Action
+if you do meet the Requirement.
+
+<li>
+ You can only take a Reaction during your opponent's
+Action Phase, and unless indicated otherwise on the
+card, Reactions are always mandatory - if you can
+React, you must React. (But if you have multiple ways
+to React, you get to choose which one to use.)
+
+</ul>
+
+<h2>
+ACTIONS
+</h2>
+
+<p>
+The Actions are as follows:
+
+<h4>Attack.</h4>
+
+<p>
+The core Action of the game. This allows you to
+attack the stated enemy Formation, inflicting Hits.
+
+<ul>
+
+<li>
+ "# hit(s)" means the enemy Formation loses that
+number of Units; remove those wooden Unit pieces
+from the game.
+
+<li>
+ "1 hit per die" means the enemy Formation suffers
+one hit for each die that was on the acting
+Formation's card.
+
+<li>
+ "1 self" means the acting Formation loses one Unit
+while making this attack.
+
+<li>
+ When multiple enemy Formations are listed, the first
+Formation must be targeted until it has been removed
+from play, then the second, then the third.
+
+</ul>
+
+<h4>Bombard.</h4>
+
+<p>
+This Action is usually restricted to a Special
+Formation. It causes the removal of one Morale Cube
+from your opponent. It cannot be used to remove your
+opponent's last Morale Cube, and cannot be Screened.
+
+<h4>Command.</h4>
+
+<p>
+This Action causes a named Formation that
+is in Reserve to become active.
+
+<h2>
+REACTIONS
+</h2>
+
+<p>
+The Reactions are as follows:
+
+<h4>Screen.</h4>
+
+<p>
+This cancels an Attack from an enemy
+Formation which is listed as a target of the Screen.
+(Unlike with an Attack, all listed Targets may be
+Screened regardless of their status.) While both sides
+expend their dice, neither side suffers any losses.
+
+<h4>Counterattack.</h4>
+
+<p>
+When the Formation is Attacked, a
+Counterattack causes the enemy Formation to sustain
+Hits as indicated in the Action text. Hits are applied
+simultaneously to both sides.
+
+<h4>Absorb.</h4>
+
+<p>
+When a friendly Formation listed as a Target
+suffers Hits, this Formation may suffer the Hits instead.
+Note that as this is a Reaction, it may only be performed
+during your opponent's Turn.
+
+<p>
+Again, <b>Reactions are mandatory</b> unless the Action
+text specifically indicates that it is Voluntary. If you take
+a Reaction during your opponent's Action Phase, you get
+no Action Phase on your own subsequent Player Turn.
+
+<h2>
+RETIRE/RESERVE
+</h2>
+
+<p>
+During the Action Phase, instead of taking a standard
+Action, a Formation that has "RETIRE" on its card may
+Retire, leaving the game.
+
+<ul>
+
+<li>
+ The Formation must have at least one die on its card.
+
+<li>
+ Retiring is not the same as Routing (which we'll get
+to in a minute), and so does not affect Morale.
+
+<li>
+ A Formation may only Retire during your Action
+Phase, as your Action.
+
+</ul>
+
+<p>
+Some Formations begin in Reserve, and have another
+friendly Formation's name listed in the Reserve section.
+
+<ul>
+
+<li>
+ Formations that are in Reserve cannot take Actions
+and cannot have dice assigned to them.
+
+<li>
+ When the other Formation Retires, Routs, or performs
+Pursuit, the Formation in Reserve comes out of
+Reserve, enabling them to take Actions and to have dice
+assigned to them. Formations come out of Reserve
+automatically when the triggering Formation leaves
+play.
+
+<li>
+ Some Formations must be Commanded to come out
+of Reserve.
+
+</ul>
+
+<h2>
+ROUTING
+</h2>
+
+<p>
+When a Formation takes Hits, its wooden Unit pieces are
+removed. When it has no Unit pieces left, the Formation
+Routs. Formations that Rout are removed from the game.
+When a Formation Routs, that side gives one of its Morale
+Cubes to the other player; if the Formation was marked
+with a star, it gives two Morale Cubes to the other player.
+
+<p>
+If friendly and enemy Formations Rout simultaneously, <b>no
+Morale Cubes are given to either player</b>, even if one
+of those Formations was marked with a star.
+
+<p>
+If a Routing Formation had dice on its Formation Card, the
+dice are returned to the owning player's Dice Pool.
+
+<h2>
+PURSUIT
+</h2>
+
+<p>
+Some Formations must perform Pursuit when an enemy
+Formation that is the Target of their Attacks is Routed.
+Pursuit is performed automatically at the instance of the
+Routing, and results in the Pursuing Formation being
+removed from play. This is not considered Routing and does
+not alter Morale for the Pursuing side. If the Pursuing
+Formation had dice on its Formation Card, the dice are
+returned to the owning player's Dice Pool.
+
+<h2>
+ROLL PHASE
+</h2>
+
+<p>
+During a player's Roll Phase, they take all the dice from
+their Dice Pool and roll them. Dice that are currently on a
+Formation Card are not in the Dice Pool.
+
+<p>
+After making their roll, the player may (but is not required to)
+place dice on <b>one</b> Formation Card <b>per Wing</b>. For example,
+if a player has only Red Wing Formations, they may place dice
+on only one Formation Card, total. If a player has both Red
+Wing and Pink Wing Formations, they may place dice on one
+Red Formation and on one Pink Formation, for a total of
+two Formation Cards. Placing dice of a type on one Wing's
+Card does not preclude you from placing dice of the same
+type on your second Wing's Card. For example, if Tom's
+Division (Red Wing) and Mary's Division (Pink Wing) can
+only accept sixes, you can place some sixes on Tom's
+Division and some on Mary's, provided of course that you
+rolled them.
+
+<p>
+Dice may only be placed according to the information on
+the Formation Card's Dice Area. Dice remain on the Card
+until the Formation takes an Action, or until it Routs or
+performs Pursuit.
+
+<h2>
+SPECIAL FORMATIONS
+</h2>
+
+<p>
+Special Formations act somewhat differently from normal
+Formations. They cannot be Attacked, and if removed from
+play, they do not alter Morale.
+
+<p>
+When dice are "placed" on a Special Formation Card, a
+wooden cube is placed on or near the card instead, and
+the dice are immediately returned to the Dice Pool.
+
+<p>
+When a Special Formation takes an Action or Reaction, it
+expends one (and only one) of the wooden cubes assigned
+to its card.
+
+<p>
+Special Formations always begin the battle with one cube
+assigned to them. The Strength on the Special
+Formation's card indicates the maximum number of
+cubes that can be assigned to the card.
+
+<p>
+<i>Edge case</i>: If all ten cubes are in play, either as Morale
+Cubes or on Special Formations, a cube cannot be placed;
+Morale Cubes removed from the game become available
+for use for Special Formations upon doing so.
+
+<p>
+Special Formations generally represent massed artillery
+or inspired leadership.
+
+<h2>
+CREDITS
+</h2>
+
+<p>
+<b>Design:</b> Amabel Holland
+<br><b>Rules Editing:</b> Mary Holland-Russell, Travis D. Hill
+<br><b>Layout:</b> Mary Holland-Russell
+
+<p>
+<i>
+The designer wishes to gratefully acknowledge her
+intellectual debt to Hanno Uusitalo, Kim Paqvalin,
+and Edwin S. Lowe.
+</i>
+
+<p style="text-align:center;font-size:24px">
+&#x2766;
+
+<br><br><br>
+
+<h2>
+EXPANSION 1 - WARS OF THE ROSES
+</h2>
+
+<p class="center">
+<img src="../info/wotr-cover.jpg" width="240">
+
+<p>
+This expansion contains Scenarios 9 through 16.
+In addition to the eight Scenario cards and the card
+you're holding in your hand, this set includes
+40 new Formation Cards. Because these battles
+are all drawn from one conflict, you will see the
+same characters pop up repeatedly; it's important
+to utilize the card number to ensure you have the
+correct Formation for that specific scenario.
+
+<h2>
+EXPANSION 2 - AGE OF ALEXANDER
+</h2>
+
+<p class="center">
+<img src="../info/aoa-cover.jpg" width="240">
+
+<p>
+This expansion contains Scenarios 17 through 23
+and Formation Cards 92 through 135. As always,
+make sure you're using the cards specific to that
+scenario as many cards have similar names.
+
+<p>
+Alexander won every battle he fought thanks to
+the many advantages of the Macedonian system.
+His enemies were hopelessly outmatched. The
+onus is on the Alexander player to win decisively;
+the other player often only needs to Rout one of
+Alexander's formations to win the game.
+
+<h2>
+EXPANSION 3 - GETTYSBURG
+</h2>
+
+<p class="center">
+<img src="../info/getty-cover.jpg" width="240">
+
+<p>
+This expansion contains Scenarios 24 through 29
+and Formation Cards 136 through 177.
+
+<p>
+These scenarios are drawn from the second day
+of the Battle of Gettysburg; the first five scenarios
+cover some of the most famous engagements
+largely at regimental and brigade scales,
+while the sixth zooms out to cover the whole day
+at a larger scale. Neat, huh?
+
+<p>
+What's this? Another card?
+
+<p>
+Well, after the title card, the scenario cards, and
+the formation cards, we're up to forty-nine, and
+we really need fifty in a deck to get the best price.
+So we need one more, and here we are.
+
+<p>
+While we're here, I'd like to take a moment to
+thank some folks. First up is Steve Carey and
+Rodger MacGowan for making the C3i magazine
+expansion possible (if you want to know where
+Formation Cards 83 - 91 went, that's where).
+
+<p>
+Second is Rick Barber, Gettysburg resident and
+map artist extraordinaire, who let me pick his
+brain while I designed this expansion.
+
+<p>
+Third is Mary, who is probably disappointed by
+the lack of dinosaurs this time around. Soon.
+
+<h2>
+EXPANSION 4 - THE ENGLISH CIVIL WAR
+</h2>
+
+<p class="center">
+<img src="../info/ecw-cover.jpg" width="240">
+
+<p>
+This expansion contains Scenarios 30 through 35
+and Formation Cards 178 through 216.
+This expansion also includes four replacement cards
+for Expansion 3, to correct some minor errors
+from the first printing. Fare-thee-well, Wilcow;
+we hardly moo ye.
+
+<p>
+In some scenarios, a player that eliminates a
+certain number of enemy unit sticks achieves a
+Tactical Victory. When this applies it will be
+indicated for that side on the scenario card, with
+the target number. Sticks removed due to
+Retirement or Pursuit do not count toward the
+target number.
+
+<h2>
+EXPANSION 5 - THE GRAND ALLIANCE
+</h2>
+
+<p class="center">
+<img src="../info/tga-cover.jpg" width="240">
+
+<p>
+This is the fifth expansion to Table Battle. This
+time around we're looking at some battles fought by
+the Grand Alliance - the Dutch Republic, England,
+Austria, and sometimes Spain and Savoy - against
+France (and sometimes Spain and Savoy) during the
+Nine Years War and the War of the Spanish
+Succession (which was the first of several wars of
+succession fought in succession).
+
+<p>
+Specifically this set encompasses Scenarios 38 - 43,
+and Formation cards 226 - 263. Some scenarios will
+utilize the Tactical Victory rule that was introduced
+in Expansion #4: a player that Eliminates a certain
+number of enemy unit sticks achieves a Tactical
+Victory (or in some cases, a Draw). Sticks removed
+due to Retirement or Pursuit do not count toward
+the target number. Normal victory by the opponent
+supercedes a Tactical Victory or Draw.
+
+<p>
+You might be curious what the heck that square with
+the two bars is on these two explanation cards, and
+why they also appear on some of the formation
+cards. This is called a Link; cards with successive ID
+numbers with paired Link symbols (for example,
+233-A and 234-A) are Linked Formations. So long
+as a card shares a Link with at least one other card, it
+suffers one less Hit when it is Attacked. Once it no
+longer shares any Links, it suffers Hits normally. If a
+card Absorbs Hits, the presence of a Link - either on
+its own card or the original target's - does not reduce
+the number of Hits inflicted.
+
+<p>
+Lastly, I wish to thank Doug Miller, whose library,
+expertise, and friendship proved invaluable.
+
+<h2>
+EXPANSION 6 - CHARLES ALEXANDER OF LORRAINE
+</h2>
+
+<p class="center">
+<img src="../info/cal-cover.jpg" width="240">
+
+<p>
+Over the course of a decades-long career, Charles
+Alexander, Prince of Lorraine commanded Austria's
+forces in some of the most important, memorable,
+and famous battles of his age. I mean, sure, he lost all
+those battles while Frederick the Great and other
+luminaries just ran absolute circles around him, but
+hey, he was also there, the jobber of 18th century
+warfare, existing to be beaten by the main eventers.
+
+<p>
+Of course, we only say that because he lost over and
+over again, usually when the odds were clearly in his
+favor. But that didn't need to be the way his story
+played out...
+
+<p>
+This expansion includes six new scenarios, 44 - 49. It
+uses four special rules which apply to all of them.
+
+<h3>
+SPECIAL RULE #1 - LINKED FORMATIONS
+</h3>
+
+<p>
+You might be curious what those squares
+with the two bars is on this card, and why they
+also appear on some of the formation cards.
+This is called a Link; cards with successive ID
+numbers with paired Link symbols are Linked Formations.
+
+<p>So long as a card shares a Link with at least one other
+card, it suffers one less Hit when it is Attacked.
+Once it no longer shares any Links, it suffers Hits
+normally. Cards that are not yet in play (i.e., that are
+In Reserve) are not yet Linked!
+
+<p>
+If a card Absorbs Hits, the presence of a Link - either on
+its own card or the original target's - does not reduce
+the number of Hits inflicted.
+
+<h3>
+SPECIAL RULE #2 - TACTICAL VICTORY
+</h3>
+
+<p>
+A player that Eliminates a certain number of enemy
+unit sticks achieves a Tactical Victory. This is a
+"win", though not as impressive of course as a
+normal one. It's probably the best our boy Charles
+Lorraine can hope for though. Sticks removed due
+to Retirement or Pursuit do not count toward the
+target number. Normal victory by the opponent
+supercedes a Tactical Victory.
+
+<h3>
+SPECIAL RULE #3 - SHIFT
+</h3>
+
+<p>
+Many Formations will be either Infantry or Cavalry.
+This distinction is important for the purposes of the
+new Shift mechanism.
+
+<p>
+At the start of your turn, you may initiate a Shift of
+one or more sticks from one Formation of your
+choice to another, provided that
+<br> (a) both are Infantry or both are Cavalry, and
+<br> (b) you do not remove a Formation's final stick.
+
+<p>
+Place the sticks <i>behind</i> the Formation that is to
+receive them. At the start of your next turn, before
+initiating any other Shift, add them to that Formation.
+If the Formation is Routed or removed before
+these sticks arrive, the sticks are Eliminated.
+
+<p>
+If you initiate a Shift, your Action Phase is skipped
+that turn. You may still initiate a Shift if you reacted
+on your opponent's turn.
+
+<h3>
+SPECIAL RULE #4 - OBLIQUE ATTACK
+</h3>
+
+<p class="center">
+<img src="../images/infantry1.png" height=125>
+<img src="../images/infantry2.png" height=125>
+<img src="../images/cavalry1.png" height=125>
+<img src="../images/cavalry2.png" height=125>
+
+<p>
+Before resolving hits from an Attack made by an
+Infantry Formation, compare its number of sticks to
+the number possessed by the target (or, if the Attack
+is Absorbed, the Absorbing Formation).
+
+<p>
+If the difference is at least three sticks, and in the
+Attacker's favor, the enemy suffers one extra hit.
+
+<p style="text-align:center;font-size:24px">
+&#x2766;