<!doctype html> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <link rel="stylesheet" href="/fonts/fonts.css"> <title>Table Battles</title> <style> @font-face { font-family: "Unifraktur Maguntia"; src: url(../fonts/UnifrakturMaguntia-Regular.woff2); } * { font-size: 16px; } html { padding: 16px; font-family: "Source Serif", "Dingbats"; } body { max-width: 600px; margin: 0 auto; } h1, .center { text-align: center } h1, .center { font-family: "Unifraktur Maguntia", "Dingbats"; font-weight: normal; } h1 { font-size: 48px; margin: 16px 0; } h2 { background-color: #f1da9f; padding: 4px 8px; margin: 16px -8px ; } h3 { font-weight: bold; font-variant: small-caps; margin: 16px 0; } h4 { font-weight: bold; font-variant: small-caps; margin: 16px 0 0 0; } span { font-variant: small-caps; } ul { margin: 16px 0; } p { margin: 0 0 16px 0; } li { margin: 8px 0; } ul li { list-style-type: "\2726 "; } ul ul li { list-style-type: "\2727 "; } img { max-width: 100% } </style> <h1> Table Battles </h1> <p class="center"> <img src="cover.jpg"> <p class="center" style="font-size:24px"> ❦ Designed by Amabel Holland ❦ <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"> ❦ <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"> ❦