From 066593264557144b1a92b8a8c65f9e97eea566a4 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sun, 19 Nov 2023 13:56:20 +0100 Subject: Add rulebook. --- info/card.png | Bin 0 -> 374526 bytes info/cover.jpg | Bin 0 -> 178422 bytes info/rules.html | 871 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3 files changed, 871 insertions(+) create mode 100644 info/card.png create mode 100644 info/cover.jpg create mode 100644 info/rules.html (limited to 'info') diff --git a/info/card.png b/info/card.png new file mode 100644 index 0000000..4b6458c Binary files /dev/null and b/info/card.png differ diff --git a/info/cover.jpg b/info/cover.jpg new file mode 100644 index 0000000..ee45969 Binary files /dev/null and b/info/cover.jpg differ diff --git a/info/rules.html b/info/rules.html new file mode 100644 index 0000000..3bd3d0e --- /dev/null +++ b/info/rules.html @@ -0,0 +1,871 @@ + + + + +Table Battles + + +

+Table Battles +

+ +

+ + +

+❦ +Designed by Amabel Holland +❦ + +

+INTRODUCTION +

+ +

+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. + +

+COMPONENTS +

+ +

+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. + +

+The dice are used to commit to, and execute, actions. + +

+The cards represent Formations, and dictate what those +Formations can do. + +

+The Units represent the strength of those Formations. + +

+The cubes are used to represent Morale, and also the +capabilities of Special Formations. + +

+READING A FORMATION CARD +

+ +

+The Formation Cards are really the core of the game. +Let's look at one, shall we? + +

+ + +

Formation Name:

+ +

+The color band behind the name +indicates the Wing to which it belongs; for example, this +Formation belongs to the Red Wing. + +

Strength:

+ +

+This is the number of wooden Units that the +Formation has assigned to it at the beginning of the battle. + +

+ +

Dice Area:

+ +

+This indicates the type of dice that can be +placed on a card. + +

+ +

Actions:

+ +

+This indicates what the Formation can do +when there are dice on the card. + +

+ +

Reserve/Retire/Pursuit:

+This indicates if the +Formation begins the game in Reserve, is able to Retire, +or is required to perform Pursuit. + +

Card Number:

+ +

+Indicates the card number information, +which is used in set-up. Each card has an "A" and a "B" side. + +

+SET-UP +

+ +

+Each scenario has a set-up card. + +

+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. + +

+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). + +

+For all Special Formations, place one wooden cube near the +Formation Card (regardless of the Strength indicated). + +

+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. + +

+Finally, each player takes six dice, forming their own Dice +Pool, and play begins with the first player's turn. + +

+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. + +

+HOW TO WIN +

+ +

+You can win the game in one of two ways: + +

+ By reducing your opponent's Morale, measured in +Morale Cubes, to zero. + +

+ 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. + +

+FLOW OF PLAY +

+ +

+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: A player's Action Phase +is skipped if they performed a Reaction during their +opponent's Action Phase. + +

+ACTION PHASE +

+ +

+During the Action Phase, the acting player may (but is +not required to) take one Action with one Formation. If +this Action triggers a Reaction from an opponent's +formation, then that one Reaction takes place during +that same Action Phase. + +

+To take an Action (or a Reaction) with a normal Formation, +you must remove all dice currently on the Formation Card, +and you must meet the stated Requirement for the Action +(if any). + +

+ +

+ACTIONS +

+ +

+The Actions are as follows: + +

Attack.

+ +

+The core Action of the game. This allows you to +attack the stated enemy Formation, inflicting Hits. + +

+ +

Bombard.

+ +

+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. + +

Command.

+ +

+This Action causes a named Formation that +is in Reserve to become active. + +

+REACTIONS +

+ +

+The Reactions are as follows: + +

Screen.

+ +

+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. + +

Counterattack.

+ +

+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. + +

Absorb.

+ +

+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. + +

+Again, Reactions are mandatory 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. + +

+RETIRE/RESERVE +

+ +

+During the Action Phase, instead of taking a standard +Action, a Formation that has "RETIRE" on its card may +Retire, leaving the game. + +

+ +

+Some Formations begin in Reserve, and have another +friendly Formation's name listed in the Reserve section. + +

+ +

+ROUTING +

+ +

+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. + +

+If friendly and enemy Formations Rout simultaneously, no +Morale Cubes are given to either player, even if one +of those Formations was marked with a star. + +

+If a Routing Formation had dice on its Formation Card, the +dice are returned to the owning player's Dice Pool. + +

+PURSUIT +

+ +

+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. + +

+ROLL PHASE +

+ +

+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. + +

+After making their roll, the player may (but is not required to) +place dice on one Formation Card per Wing. 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. + +

+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. + +

+SPECIAL FORMATIONS +

+ +

+Special Formations act somewhat differently from normal +Formations. They cannot be Attacked, and if removed from +play, they do not alter Morale. + +

+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. + +

+When a Special Formation takes an Action or Reaction, it +expends one (and only one) of the wooden cubes assigned +to its card. + +

+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. + +

+Edge case: 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. + +

+Special Formations generally represent massed artillery +or inspired leadership. + +

+CREDITS +

+ +

+Design: Amabel Holland +
Rules Editing: Mary Holland-Russell, Travis D. Hill +
Layout: Mary Holland-Russell + +

+ +The designer wishes to gratefully acknowledge her +intellectual debt to Hanno Uusitalo, Kim Paqvalin, +and Edwin S. Lowe. + + +

+❦ + +


+ +

+EXPANSION 1 - WARS OF THE ROSES +

+ +

+ + +

+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. + +

+EXPANSION 2 - AGE OF ALEXANDER +

+ +

+ + +

+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. + +

+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. + +

+EXPANSION 3 - GETTYSBURG +

+ +

+ + +

+This expansion contains Scenarios 24 through 29 +and Formation Cards 136 through 177. + +

+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? + +

+What's this? Another card? + +

+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. + +

+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). + +

+Second is Rick Barber, Gettysburg resident and +map artist extraordinaire, who let me pick his +brain while I designed this expansion. + +

+Third is Mary, who is probably disappointed by +the lack of dinosaurs this time around. Soon. + +

+EXPANSION 4 - THE ENGLISH CIVIL WAR +

+ +

+ + +

+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. + +

+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. + +

+EXPANSION 5 - THE GRAND ALLIANCE +

+ +

+ + +

+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). + +

+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. + +

+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. + +

+Lastly, I wish to thank Doug Miller, whose library, +expertise, and friendship proved invaluable. + +

+EXPANSION 6 - CHARLES ALEXANDER OF LORRAINE +

+ +

+ + +

+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. + +

+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... + +

+This expansion includes six new scenarios, 44 - 49. It +uses four special rules which apply to all of them. + +

+SPECIAL RULE #1 - LINKED FORMATIONS +

+ +

+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. + +

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! + +

+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. + +

+SPECIAL RULE #2 - TACTICAL VICTORY +

+ +

+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. + +

+SPECIAL RULE #3 - SHIFT +

+ +

+Many Formations will be either Infantry or Cavalry. +This distinction is important for the purposes of the +new Shift mechanism. + +

+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 +
(a) both are Infantry or both are Cavalry, and +
(b) you do not remove a Formation's final stick. + +

+Place the sticks behind 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. + +

+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. + +

+SPECIAL RULE #4 - OBLIQUE ATTACK +

+ +

+ + + + + +

+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). + +

+If the difference is at least three sticks, and in the +Attacker's favor, the enemy suffers one extra hit. + +

+❦ -- cgit v1.2.3