The rules allow solitaire or multiplayer field battles of the period 300 AD - 1850 AD. The rules can be used for other periods at the user’s discretion. Players represent the individual commander of an army or force in opposition. Each commander will need suitably painted figures mounted on movement units or bases, 1 normal die (1-6) for orders, and 1 colored die (1-6) for combat results. A flat table or other surface should be provided for the battlefield. Rulers, templates, markers, records, army lists, and casualty caps are not required.
The battlefield is a rectangular surface of area divided into a minimum of 32 square regions, clearly marked to assist adjudication during the battle. Adjacent to the battlefield are off battlefield rear and flank areas. The dividing line between each area and the battlefield is each side of its rectangle. 1 long side rear area is friendly to each army in conflict. Flank areas are always friendly. All figures on the battlefield and each flank or rear area remain visible to all commanders during the game.
Every convenience has been applied to provide a streamlined and easy to learn system to enhance the experience of the players. Strategy and tactics are clear and players will apply these during the battle to various degrees of success. Most battles should require 60 to 90 minutes to complete. Gaming clutter that turns your site into a rat palace is not necessary and therefore removed from the game.
The rules provide a continuous process that concludes when a victor is determined. The process branches at various events to allow all players the initiative. Player commanders can submit orders to their units. 10 orders are available and 3 are combat related. Each order is tested to determine its resultant action.
The rules use a grid system so players cannot fudge distances with their rulers. Only necessary action and combat factors are used. Casualty tables are not required. The natural laws of probability will determine momentum shifts and contagions.
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