Professional Documents
Culture Documents
Battleground Rules
Battleground Rules
1 (4/8/11)
WELCOME
WHAT IS THIS GAME?
They say that no battle plan survives contact with the enemy. If
your finely-honed plan depends on precise measurement
between two units to determine your entire armys victory or
defeat it may not have been a very good plan to begin with.
So in the name of good sportsmanship, do the best you can to
reasonably keep the game moving along. If you have a question
about a rule, let fate decide and roll a d6. If you have two
measurements that arent easily distinguishable from each other
by human eyes, then treat them as the same thing.
BASICS OF PLAY
As the general of a fantasy army of Men, Orcs, Elves or
whatever faction you choose, you will muster your forces and
command them in battle. You will have an agreed-upon
number of points to spend on your army, which will determine
the size of the battle. You and your opponent will then take
turns deploying your forces on the battlefield. Finally you will
give them their orders and the battle begins.
During play you will have a limited number of Command
Actions each turn one for every 500 points available for
building your army. These Command Actions represent what
you can do as a general. You can spend them to change a units
orders or take direct control of a unit for a turn, rally routed
units, draw cards that can provide small combat bonuses or to
use your special army ability.
Unlike most tabletop wargames where you have complete
control over every soldiers actions, Battleground puts you in
the role of a true general. Your troops are loyal and will obey
INTRODUCTION
UNIT CARDS
Some units also have a ranged attack. If they do, the maximum
range of that attack will be listed here. Attack stats are usually
modified based on the distance between a ranged attacker and
its target.
Both ranged and melee attacks use the same offensive stats, but
those stats may be modified based on a variety of factors,
including whether the unit is engaged in melee or performing a
ranged attack.
DEFENSE
A units defensive stats represent its Defensive Skill (how
difficult it is to hit) and its Toughness (how difficult it is to
wound with those hits). These stats are also subject to modifiers,
but not as often as offensive stats.
The back of each unit card has a close up view of the unit, the
units point cost, and any special rules that apply to that unit.
MOVEMENT
A units movement is how far it can move during a given turn.
Certain effects, such as terrain, can increase or decrease a units
movement.
COURAGE
Courage is what gives a unit the will to carry on in the face of
adversity. Most often, units will make a courage check after
taking damage or when facing fearsome and terrifying enemies.
FRONT ARC
STAT BAR
In general, your units cant see enemy units clearly if they arent
in front of them. In Battleground, this is called being in their
front arc. To determine this, extend the line of the forward edge
of the unit card in both directions. If any part of an object is
ahead of the line, that object is in the units front arc.
A units stat bar contains all the major information you need
about a units capabilities on the battlefield.
FACING SIDE
For any of your units, the facing side of an enemy unit is the
OFFENSE
All units have a set of offense stats which determine how many
dice they roll when attacking, as well as their Offensive Skill
(how easily they hit other units) and Power (how likely they are
to damage units that they hit).
COMMAND CARDS
Command cards come in three colors: red, blue and green. Red
cards can be played when your units are attacking, blue cards
when they are being attacked, and green cards are played at
other times, but the colors are just a reminder; the card itself
always says exactly what it does and when you can play it. A
few cards have several options, and so have more than one
color in their background.
2)
3)
VICTORY CONDITIONS
Play until all of one players units are destroyed or flee the field.
The survivor wins!
4)
SETUP
Starting with the player who has the most units, players
alternate placing units within their deployment zones until
all units are deployed. For ties, see below.
Players who purchased command cards during army
building draw them.
The player who spent the least points building his army
(including command cards) chooses who will take the first
turn.
Starting with the player who has more units, players
alternate issuing standing orders to their units.
THE BATTLEFIELD
The table, or the part of the table set aside for play, represents
the battlefield. Units cannot normally leave the battlefield
unless they are destroyed.
If both players have the same number of points, roll dice and
the winner of the roll is considered to have spent the least
points.
TURNS
STANDING ORDERS
ADVANCE TO SHORT/LONG RANGE
Instead of ordering a unit to advance to within its maximum
range (listed in the units stat bar) you can order it to advance to
within short range (7) or long range (14). This works exactly
like the basic Ranged order, but for the purposes of deciding
when to stop movement, treat the unit as if it had a 7 or 14
maximum range instead of the range on the card.
H
Each player marks standing orders for their units at the
beginning of the game. After a standing order is marked, it does
not change unless you spend a command action to do so.
HOLD
The unit does not move unless it is attempting to reach a point
objective, as described in the Standing Order Modifier section.
Units on Hold will shoot at the closest legal target, or fight in
melee if engaged.
RANGED
Units with a range stat that isnt a dash may be given the
Ranged standing order. If the unit is in range and has the
appropriate facing to shoot the nearest enemy unit, it remains in
place. Otherwise, it moves toward the nearest enemy unit. In
either case, it will fire at the closest legal target during the
Combat phase.
FOLLOW
The unit moves to line up its front center point with the nearest
non-front center point of the nearest friendly unit. Units with
their front side contacting a friendly units rear side are subject
to the Back-Up rules detailed in the Courage section.
NEAREST UNIT
Most orders will cause your unit to take some action towards
the nearest unit.
CLEARLY VISIBLE
For all orders, in order to be considered a unit must be clearly
visible to your unit in order to be considered the nearest. It
must be in your units front arc, and you must be able to draw a
line from the front center point of your unit to any part of the
target without passing through any other units or line of sight
blocking terrain.
If there are no clearly visible units in your units front arc, then
units behind it and units behind line-of-sight blocking terrain
can be considered as well.
C>A
B>D
B<C
MEASUREMENTS
Of all clearly visible enemy units, determining the nearest one
is different for units acting under the Close order and units
acting under other orders.
C
Lines C and B are the longest lines between their respective facing
corners. Of those two lines, B is the shortest. The unit on the right
is the closest enemy for your units Close order.
CLOSE ORDER
For each enemy unit:
1)
2)
The nearest enemy is the enemy unit for which the effective
distance is the shortest. (See Diagram 7.1) If there are multiple
units tied for the nearest enemy, then the player may choose
which unit to designate as the nearest one.
OBJECTIVE MODIFIERS
There are two types of objectives: unit objectives and point
objectives. By giving your unit an objective, you tell it about its
priorities. Unit objectives designate a certain friendly or enemy
unit as the closest to your unit, while point objectives direct
your unit to move to that location. (See Diagram 8.1)
Units that arent currently airborne can ignore units that are
airborne when determining the closest enemy unit for a Close
order.
OTHER ORDERS
For other orders, the nearest unit is the one that has the closest
center point to your units front center point.
Because both unit and point objectives fall under the same
modifier type, you can give a unit one or the othernot both.
ORDER MODIFIERS
UNIT OBJECTIVES
By writing a number after your units standing order and
marking another unit with that number, you designate that unit
as your units objective. In all orders that involve the nearest
unit of a given type (friendly or enemy) the marked unit will
always be considered the nearest unit of that type.
Order modifiers let you instruct your units more precisely than
the basic standing orders described above. Any of the basic
standing orders can be modified to reflect instructions such as
hold the hill or charge the enemy archers.
To issue even more complicated commands, you may want to
take direct control of a unit.
POINT OBJECTIVES
By writing a number after your units standing order, and
placing a die, token, or other marker displaying that number
elsewhere on the battlefield, you can choose a specific point as
your units objective. During the movement phase, your unit
moves towards that point, regardless of its base standing order.
A unit with a movement cap will never move more than the
capped distance, but its base Movement Category is unchanged.
Penalties for maneuvers or terrain only reduce a capped units
movement if they would lower it below the cap. (See Diagram
9.1)
2
1
Unit A has marked Unit 1 as an objective. Despite there being a closer enemy on the left, Unit A will always choose to fire at Unit 1 until its
order changes or the enemy unit is killed. Unit B has marked Unit 2 as an objective. Unit B is under the Close order. Performing a Final Rush
on the unit between them is the fastest way to get to Unit 2. Unit C has Location 3 as an objective. It will move to that location using the
Fastest Path, despite putting its flank right in the sights of that enemy to its right. Your units lives are in your hands, so make good choices!
AIRBORNE MODIFIERS
A unit with the flying keyword ability printed on the back of its
unit card may be given the special Airborne standing order
modifier by writing an A after its standing order in its
command circle. This modifier indicates that the unit is
currently airborne.
The meaning of this modifier is explained in later sections but it
is included here for completeness. Unless described as a special
rule, adding or removing the Airborne modifier follows the
normal rules for changing standing orders.
Right!
Base MC: 5 (SS)
Terrain Penalty: -1 MC
Effective Base MC: 3.5 (L)
Capped MC: 3.5 (L)
Actual MC: 3.5 (L)
Wrong!
Base MC: 5 (SS)
Capped MC: 3.5 (L)
Effective Base MC: 3.5 (L)
Terrain Penalty: -1 MC
Actual Move: 2.5 (S)
This unit is currently in a forest, with a Movement Cap of 3.5 and a Point Objective. Its base Movement Category is 5. The Movement
Category penalty for forests is 1 MC. The units maximum move distance is reduced to 3.5 for this turn. Since that is within the assigned
movement cap, the unit is able to move the 3.5 towards his objective.
DIRECT CONTROL
You may spend one command action to take direct control of
one of your units for the turn. For the rest of this turn, ignore
the contents of the standing orders in that units command
circle. It can move and/or maneuver however you like. If it has
a ranged attack, you can pick which unit it fires at when you
choose defenders.
COMMAND ACTIONS
As a general, you have the ability to adapt to the flow of battle
by intervening directly with your troops. In some cases this will
be through your personal attention, but in others it will be via
junior officers, signal flags, horns, magic spells, or the like.
Whatever the specific method, the actions taken by you as a
general (and by your command structure) are represented in
Battleground by command actions. Command actions are the
resource you use for both controlling your forces via changing
their standing orders, and commanding them to greater efforts
via drawing command cards or using special faction abilities.
FACTION ABILITIES
Each faction has one or more special abilities that require
command actions to activate. These abilities are described on
the faction details card included in the factions starter deck.
Note: The first and second turns of the game are special, so you wont
get as many command actions on those turns.
You gain command actions based on the initial size of your
force, not the current size. So even if you spent fewer points
than your budget, or have lost large numbers of units, you still
gain the same number of command actions each turn.
RALLYING
For one command action, you may rally one of your routing
units. (Routing will be covered later in the rules.) This must be
done before the routing unit performs its rout movement. Face
the unit in any direction and give it the Hold order, with no
modifiers. That unit may not move, shoot, cast spells, nor have
its standing order changed this turn.
You gain (and can spend) command actions only on your own
turn. If you are not the active player, you cannot spend
command actions. At the end of your movement and command
phase, any unused command actions are lost.
CHANGING ORDERS
You can spend one command action to change one of your
units standing orders. Simply erase what is written in the units
command circle and replace it with whatever order and
modifiers you like. You cant change the standing order of an
engaged unit.
SKIRMISHER RECALL
Units with the Skirmisher special rule can be recalled behind
your lines as a special command action use. See the Skirmisher
section in the Special Abilities chapter for more information.
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MANEUVERS
MOVEMENT
TURN
Position the ruler against the units outside front corner, parallel
to the units outer-facing side. Rotate the ruler from a straightahead line to the direction the unit will face after the turn,
rotating no farther than the front-facing side of the unit. Line
the units outer-facing side with the ruler, making sure that the
outside front corner doesnt move farther down the ruler than
any remaining distance allowed by that units MC.
Battleground cards measure 3.5 on the long edge (L) and 2.5
on the short edge (S). To make measuring and movement easier,
all distances and ranges in Battleground are divisible by card
lengths. This allows the use of a spare unit card as a convenient
measuring tool.
MOVE BACKWARDS
Without changing a units facing, you may move backwards.
Moving backwards reduces the units MC by 2.
1.25
1.75
2.5
3.5
8.5
SS
LS
LL
LSS
MOVE SIDEWAYS
Without changing a units facing, you may sidestep to the left or
right. Moving sideways reduces the units MC by 1.
ABOUT-FACE
Flip the unit 180 degrees, so its front and rear are swapped. This
reduces the units MC by 1.
REFORM
Keeping the center of the unit in place, rotate the unit to face
any direction. This reduces the units MC by 2.
MOVING STRAIGHT
To move straight, measure from either side of the front of the
unit and move it directly ahead, making sure to not strafe the
unit to the left or right.
Diagram 11.1Maneuvers
C
C
Moving Sideways
C
Moving backwards
Turning
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OBSTACLES
A unit that comes into contact with a friendly unit stops
moving. If a unit contacts movement-reducing terrain, its
Movement Category is reduced according to the rules in the
Terrain chapter. Impassible terrain is, naturally, impassible.
AVOIDING OVERLAP
You should not move your units in such a way that they ever
overlap other units or impassable obstacles. You can move
multiple units simultaneously in order to avoid situations of
unacceptable overlap.
If this kind of movement is otherwise impossible, you can
overlap friendly units or impassable obstacles during or at the
end of your movement so long as no center point of any unit
overlaps another unit or impassable terrain. You may never
overlap with enemy units.
Note: This is different than the rules for routing into friendly units,
which is covered in the Courage chapter.
DIRECT PATH
The direct path between a unit and its objective is the one that
reduces the distance between the two by the greatest amount.
FASTEST PATH
The fastest path is the one that would allow a unit to reach its
objective in the fewest number of turns while reducing the
distance between the two by the greatest amount. The unit
assumes that friendly units will stay in place between now and
the time it reaches its objective.
If there are no obstacles between a unit and its objective, this
will be the same as the Direct Path. In the case of a tie between
two equal Fastest Paths, you may choose which path the unit
will follow.
CHOOSING A PATH
On each turn, units will attempt to follow the Direct Path to
their objective. If obstacles are present along the Direct Path,
players are able to decide the path to the objective as follows.
For each obstacle along the Direct Path, starting from the
closest, you may decide if your unit will avoid that obstacle. If
so, calculate the Fastest Path around it. If there are any
obstacles along this new path, then repeat this process and
Direct Path
Fastest Path
12
The path your unit ultimately ends up following for this turn is
considered your units Chosen Path.
Units under the Close Order will perform a final rush on enemy
units along the Chosen Path. Units under all other orders will
treat enemy units as friendly units, which means that they can
decide to go around them or move right up against them
without becoming engaged with them.
Only units acting under the Close order may perform a final
rush. If such a unit has multiple legal final rushes, it rushes the
nearest legal target. Units under direct control may not
perform a final rush.
If your unit has a Close order with an objective modifier, it will
rush an enemy unit only if that unit is the objective or if it lies
along its chosen path.
Impassible Obstacles
If an obstacle is permanently impossible to move through then
units are able to see this coming in advance and will act
accordingly. When choosing a path for the turn, units must
choose the Fastest Path around impassible obstacles.
CLEARLY VISIBLE
A unit may only rush an enemy unit if that unit is in your units
front arc. In addition, you must be able to draw a line from the
front center point of your unit to any part of the target without
passing through any other units or line of sight blocking terrain.
FINAL RUSH
In the final seconds before engaging the enemy, when the
command CHARGE! echoes through the air, troops forget
about careful lockstep maneuvers and make a final rush toward
the enemy. The Final Rush rule represents this by allowing
units to move more flexibly if they are within range to come to
grips with an enemy.
OPEN SIDE
A unit must be able to fit at least half of its front against a side
of an enemy unit to rush that enemy, and you must final rush
the nearest open side. Most of the time, this will be the facing
side, but other open sides are also legal as long as the unit has
enough movement to reach it.
Enemy A is engaged to its front and left sides, making its right
side the closest open side. However, theres no clear path to that
side because of that forest. If there were an enemy engaged on that
side, then Enemy Unit A would not be clearly visible anymore.
13
OPEN PATH
Your unit can only rush if there is an open path to the nearest
open side of the enemy unit.
First, you must be able to draw a straight line from the front
center point of your unit to the center point of the open side.
This line may pass through part of your own unit, but may not
pass through any part of any other unit, including the unit
which your unit is final rushing. Second, this straight line must
pass through a lane that is at least 2.5 wide at its narrowest.
DISTANCE
To measure the distance for a final rush, measure from your
units front center point to the center point of the nearest open
side of the enemy unit. If that distance is less than the units
current MC (including terrain modifiers, movement caps, etc.)
then the unit is within legal rushing distance.
Place the units flank against the enemy units open side, lined
up as much as possible, but otherwise treat the final rush
normally. You must be able to engage at least half of your flank
(1.25) with at least half of the enemy units side.
NO TURNING BACK
After determining all eligible rush targets using the above rules,
if your units front center point is within 1.25 of any eligible
enemy units at the start of the turn, then if your unit performs a
final rush on this turn, it must be against one of those units.
Twos Company
If two or more units would final rush the same side of an enemy
unit, you may perform those final rushes simultaneously such
that the nearest two units final rush and each engage half of that
side.
As noted in the section on Combat, units must engage with at
14
15
COMBAT
Battleground simulates the simultaneous nature of warfare. In
the Combat Phase, all of the active players able units will make
ranged attacks, and all engaged units from both sides will attack
in melee.
A unit with a legal target must fire; you cant choose to not take
a ranged attack. A unit with no legal target wont fire this turn.
NEAREST ENEMY
For ranged attacks, the nearest enemy unit is the one that has
the closest center point to your units front center point. That
unit must be within your units front arc and its maximum
range.
LINE OF SIGHT
If you can draw an unblocked line from the front center point
of your unit to any center point of the nearest enemy unit, that
unit is your target. Otherwise, try again with the next closest
enemy unit. These lines can be blocked by different things,
depending on the type or raged attack used. Lines are never
blocked by the firing unit or the target unit themselves.
Even though the active players units attack before the inactive
players, this is for convenience only. For the purposes of the
game, attacks are assumed to be simultaneous. Even if your unit
is damaged or destroyed by an enemy unit, it still makes its
own attack and does so at its initial effectiveness for the phase.
CHOOSING DEFENDERS
Each unit attacks a maximum of one enemy unit each turn,
regardless of how many legal targets it has. For units that are
shooting, targets are usually determined by the units standing
orders. For engaged units, if more than one enemy unit is a
potential target, you get to decide among them. The different
methods of determining targets attacks are explained in the
following sections.
Low Arc attacks have the same rules for Indirect Fire, except
that they cant fire at engaged units. However, they also ignore
units smaller than their target when determining if their target
is engaged. (This effectively means that a Low Arc unit will
never be subject to the penalty for shooting at an engaged
target.)
Examples
Unless a ranged unit is under direct control, it will fire at the
closest legal target. If a ranged unit is under direct control, you
can pick any legal target to shoot at. Except for being the nearest
enemy, a target must meet all additional requirements for a unit
under direct control to fire at it.
A Large sized attacker with a line of sight attack can fire over
friendly units smaller than Large or Colossal size, but a
regularly-sized unit cant fire over friendly units.
16
ROLLING AN ATTACK
An attack consists of rolling two sets of dice. First, you roll to
hit your opponent. Then you roll to see which hits successfully
deal damage.
For both of these rolls, you start with a certain number of dice,
each of which represents a single attack. Every die comes up
equal to or less than its target number succeeds and dice that
are greater than the target number fail. A roll of 1 on a die is
ROLLING TO DAMAGE
When you roll for damage, the number of dice you roll is equal
to the number of hits you just scored. If an effect forces you to
make a damage roll without making a hit roll, it will specify
the number of dice you roll.
Each die hits if it is equal to or less than your units power
minus the enemy units toughness. For each successful hit,
mark off one damage box on the enemy unit.
Example: Continuing the example from the previous section, your
Ravenwood Swordsmen have scored three hits on the opponents Orc
Spearmen. Therefore you roll three dice, and roll 2, 3, and 6. Your
target number was 2 (5-3) so you score one damage. Your opponent
marks off the first damage box on the Orc Spearmen.
OVERKILL
When rolling either to hit or damage, your target number
might be six or higher if one of your attack stats is significantly
higher than one of the opponents defense stats. This is called
Overkill.
17
OUTMATCHED
If your unit is outmatched by its opponent, your target number
might be 0 or less. When you roll to hit or damage, a roll of 1
on a die always succeeds. There is no functional difference
between a target number of 1 and a target number below 1.
This rule applies even if the unit was engaged from the rear,
flank, or similar unfavorable position; the unit is locked in the
same position until the engagement ends.
COMMAND CARDS
Note: Command cards change a units stats, not your units target
numbers. For example: your units Offensive Skill of 4 minus your
opponents Defensive Skill of 5 results in a target number of -1 in
order to hit. You then play a command card that gives your unit +2 to
their Offensive Skill. Your target number then becomes 1, not 3.
After the active player performs all melee and ranged attacks,
the non-active player gets to perform melee attacks with his
engaged units. Ranged attacks are only performed by the active
player during a given turn.
Follow all the above steps, starting with Choosing Defenders,
and resolve all of the inactive players melee attacks before
proceeding. Remember that units fight with the effectiveness
they had when the combat phase started.
COMBAT CONSEQUENCES
DAMAGED UNITS
When a unit is knocked into the yellow, or if a unit takes any
damage at all in the red, that unit must make a rout check at the
next available opportunity. Damage that doesnt trigger these
conditions or destroy the unit has no immediate effect.
DESTROYED UNITS
18
COMBAT MODIFIERS
Close standing order, was not engaged at the start of the turn,
and is attacking to its front. This is regardless of which unit
performed a Final Rush on that turn. Units will often both
receive the charging bonus against each other on the first round
(+0) +0/+1.
IMPACT HITS
Some units are particularly dangerous on the charge, their large
size or raw determination ensuring that they simply plow into
the enemy, causing some casualties by mass alone. If a unit is
entitled to one or more impact hits, add one die per impact hit
to the damage roll when that unit is charging. You dont need to
roll to hit with these dice; simply add them to the pool of dice
when you roll for damage. You get these dice even if all your
initial attacks missed.
General
Engaged
Ranged
Terrain-based
All charging cavalry units are granted one free impact hit,
unless the unit card notes otherwise.
FLANKS
If a unit attacks the left or the right of an enemy unit, that unit is
(+0) +1/+0.
REAR ATTACKS
If a unit attacks the rear side of an enemy unit, that unit is rear
attacking and gets
(+0) +1/+1.
If a unit attacks an enemy unit that is engaged with its rear side
point, that unit is attacking to its rear and gets
In the Yellow:
(-0) -1/-0
-1
In the Red:
(-0) -2/-0
-1
(+0) -1/-1.
PINCHES
If your attacking unit is engaged with only one enemy unit, and
that enemy unit is also engaged on a different side, your
attacking unit is pinching the enemy unit. (See Diagram 20.1)
FRIGHTENED
A Frightened unit is afraid enough of the enemy that its attacks
are less effective, but not so afraid that it has turned to run
away. Usually, this occurs as the result of a Fear Check. A
Frightened unit gets
(-1) -0/-0.
Units that are pinching get (+0) +1/+1 for each additional
unit the pinched unit is engaged with. The unit being pinched
must also make a Courage check in the pre-combat Courage
phase. Units that fail this check will rout.
(-1) -1/-1.
A unit that normally passes all Courage checks, passes all Fear
checks or has no Courage stat is immune to the Frightened
penalty, and will never perform a Fear check.
(+0) +2/+2.
OUTREACHED
If your unit charges is charged by a larger unit, your unit is
Outreached and gets (-1)/0/0. This penalty is in addition to
any Frightened penalty that unit may suffer.
CHARGING
When units initially make contact, they will sometimes rush
towards each other, their momentum lending strength to their
initial attacks. In Battleground, a unit is charging if it has the
19
Diagram 20.1Pinching
ENGAGED TARGET
If your unit is shooting at a target which is engaged with
C
The Goblin Wolf Riders are
pinching the Blade Dancers.
(-0) -1/-0.
Note: Units cant normally shoot while engaged. But if they can, they
arent subject to this penalty unless another unit is also engaged with
their target. See the Javelin Rule in the Special Ability section.
modifiers, it gets
(-0) -1/-0.
TERRAIN MODIFIERS
HIGH GROUND
A unit has the High Ground if more than half of the unit is on a
higher elevation than more than half of the enemy unit.
If a shooter is on higher ground than its target then the target
counts as being 2.5 closer, and the shooter gets
(-0) -1/-0
(-0) -2/-0
Note: Long Range and Extreme Range are the same for all units,
regardless of maximum range. Some units are unable to fire at long
and/or extreme range due to their shorter maximum range.
(-0) -1/-0.
(+0) +1/+0
Colossal:
(+0) +2/+0
(+0) +1/+0.
CAVALRY TARGET
If your unit is shooting at a target with the Cavalry keyword
printed on the back of the unit card, it gets
(+0) +1/+0.
(-0) -1/-0
Hard Cover:
(-0) -2/-0
Note: Cover applies to both ranged and engaged attacks, but some
terrain (like forests) may specify that the cover applies only to one or
the other.
20
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COURAGE
Death isnt the only way your troops might fall prey to the
dangers of war. Psychology plays a critical role in the integrity
of your army, and some units are as likely to flee as to fight to
the last. Many circumstances might cause a rout, and they can
arise at any time, but in order to keep things organized, units
always check in the courage phase.
There are two types of courage checks that are inherent to the
game rules: Rout Checks and Fear Checks. In addition, some
spells or unit abilities might force different kinds of courage
checks.
Both rout checks and fear checks are simple courage checks,
without any special modifiers to the units courage beyond
those described above.
ROUT CHECKS
Rout checks occur when a situation might cause your units
courage to fail entirely, sending it running in a rout. While this
situation is not irreversible, it is bad news, especially if the unit
was engaged when it routed.
1) Rout Checks
2) Fear Checks
3) Other Courage Checks
4) Free Attacks
5) Rout Movement
6) Courage Cleanup
Each unit checks only once per step, no matter how many
checks were called for since the last opportunity. Six checks is
the same as one. The remaining checks dont build up or carry
over into future steps or phases.
During the free attacks step each non-routing unit will get a free
attack against each routing unit it was engaged with at the
beginning of the phase. Free attacks are covered later.
Sometimes, in the process of turning a routing unit away from
an enemy, it will no longer be touching one or more other
enemy units that it began the phase engaged with. Even if this
happens, all the enemy units that began the phase engaged with
it will get free attacks on it.
22
BACK-UP UNITS
A back-up unit represents deeper ranks in your army. When a
unit serves as a back-up unit, it stands ready to replace a
friendly unit should that unit rout or be destroyed.
FREE ATTACKS
After both players have rolled all courage checks for the round,
each unit takes their allowed free attacks, starting with the
active players units. These attacks work just like engaged
attacks in the combat phase. A unit can always take these
attacks even if it already attacked in the combat phase, has
already made a free attack against a different unit in this phase,
or attacked in some other way.
FEAR CHECKS
When a unit finds itself in an unusually distressing position, the
soldiers in the unit find it difficult to fight at full effect because
of the frightening nature of the situation. This is represented by
a type of courage check called a fear check.
ROUT MOVEMENT
Units perform a Fear Check on the turn that they are charged by
a unit with the fearsome or terrifying keyword. Some
command cards or unit abilities might call for fear checks at
other times. Just like rout checks, each unit will take only one
fear check per Courage phase.
After all free attacks are complete, each still-alive unit that was
routed this phase moves. If, after this movement, the routed
unit is still engaged with one or more enemy units, the routed
unit is destroyed.
If the unit fails the check it gets the Frightened penalty for the
rest of the turn. By the next round, the fear is assumed to have
passed, and the unit fights normally unless it needs to take
another fear check on that turn. If the unit doesnt need to take
the check at all (because it is immune to Fear) it doesnt take the
Frightened penalty.
A unit that normally passes all Courage checks, passes all Fear
checks or has no Courage stat is immune to the Frightened
penalty, and will never perform a Fear check.
DISENGAGEMENT
On the turn it routs from an engagement, a unit will move to
maximize the space between it and the enemy units with which
it was engaged. This path is called its Disengagement Path..
23
Note: Each time you perform step 1, 2, or 3, every unit with one
or more outstanding courage checks takes exactly one check,
and disregards any other pending checks for that step.
Therefore, you only repeat the phase if a new check arose after
its given step.
SUBSEQUENT MOVEMENT
On further turns, a routed unit moves towards its owners table
edge at its full MC. You cant invoke the Fastest path rule or
other voluntary movement rules for this move, so your unit will
not avoid difficult terrain or friendly units. You must still
observe rules like the Impossible Path rule. (Your units arent
that scared!)
COURAGE CLEANUP
Normally, after free attacks and rout movement have been
resolved, the courage phase ends. In some cases, however,
additional courage checks might be triggered as a result of
events that happened in the courage phase but after the
appropriate step to take that check. For example, a unit might
rout due to damage and then take enough damage during the
free attacks to require a second rout check.
In the Courage Cleanup step, if any courage checks have been
triggered since the last time checks of that type were made, go
back to step one and repeat the courage phase from the
beginning. Keep in mind that multiple checks of the same type
24
ARMY CREATION
For your first few games of Battleground, we recommend you
keep it simple. Play with a starter army (included with your
faction,) and a basic open battlefield. After you get the hang of
the game, though, youll want to try your own mix of units to
suit your play style and the situation at hand, and you might
want to mix up the battlefield with terrain, unusual objectives,
or adverse conditions. This combination of terrain and special
rules is called a scenario.
This section tells you how to mix it up. From rules for making
your own custom army to ways to incorporate scenarios into
your games, this section tells you what to do before the first unit
card is placed.
MERCENARIES
POINTS BUDGETS
At the beginning of the game, agree with your opponent on a
points budget for your armies. Every unit card (and some army
special abilities) costs army creation points. You can also buy
starting command cards for 25 points each, drawn at random
after units are placed but before orders are issued.
You dont need to spend all of your points budget. Any rule
that depends on army size, like the rule determining how many
command actions you get per turn, depends on the points
budget, not how many points you actually spent or how many
points worth of units remain on the table.
Standard points budgets are 1500 for a small game, 2000 for a
standard game, or 2500 for a larger game. Higher or lower
points budgets are perfectly acceptable, but might need special
rules. See the entries on Large Games for more information.
You must have at least one core unit in your army per 500
points in your point budget.
You cant have more than one of each of your elite units in your
army per 1000 points in your point budget.
Example: A 1500 point army must have at least three core units
(of any type). That army can have any number of total elite
units, but no more than one of each type of elite unit.
Note: While there are no limits on units that are neither core nor
25
The Dark Elves can use Pain Touch and all command cards
as normal, with no penalties.
The Dark Elf player can still use the Spoils ability on
Monsters & Mercenaries units but it would cost 2 command
actions each instead of 1.
MULTIPLAYER
The easiest way to have more than two players in a game of
Battleground is to fight in teams. The players on each side
divide up their points and command actions appropriately.
Because the team with more players will often have a harder
time making efficient use of their command actions you may
wish to award that team additional building points, or some
other scenario-based advantage.
SCENARIOS
Scenarios are special sets of rules that change the battlefield,
add terrain or add special rules and/or victory conditions.
Scenarios might also change the rules of army creation, or
anything you like. You and your opponent can agree to play a
scenario of your choosing before the battle, and we also provide
several products that contain scenarios that weve balanced for
fun play.
OFFICIAL SCENARIOS
As of this printing, Your Move Games provides scenarios in
three ways.
The Scenario Book is a booklet of eight pre-made scenarios that
can inspire you to make your own special rules, and introduce
you to factions you dont own.
Kingdoms is a card-based scenario generation system that
makes randomized scenarios by matching cards containing
terrain with cards containing special rules. By dealing out one
of each, you never play the same game twice. Kingdoms also
contains rules for combining multiple games into an ongoing
campaign. One desk is all you need to run a large campaign.
Historical releases (currently the Punic War) contain scenario
booklets with the Expansion set. These scenario booklets
contain suggestions on how to re-enact famous battles of the
age using the Battleground system.
LARGE GAMES
Games with a point budget over 3000 points are considered
large games. You can play a large game normally, but you
26
TERRAIN
While we suggest you play your first few battles without
terrain if you are new to tabletop wargaming, the presence of
even simple terrain features on a battlefield makes the game
feel very different. The following section explains the rules for
different terrain features.
REPRESENTING TERRAIN
Your Move Games makes an official Battleground terrain pack,
which contains fifteen square feet of dry-erasable, cut-out, flat
terrain, on similar stock to the unit cards but laminated. All
official scenarios use terrain from this terrain pack.
You can also represent terrain with any system of your own
devising, from detailed miniatures terrain to construction
paper with a tree drawn on it.
TERRAIN EFFECTS
27
TERRAIN TYPES
ROADS
A unit moving along a road gets +1 MC, or +2 MC if it is
wheeled.
FORESTS
STAKES
LOW BRUSH
Units behind the stakes (on the non-sharp side) get soft cover
from attacks by units they are engaged with on the other side
of the stakes. Units moving out of the stakes get -1 MC if they
are cavalry (no penalty otherwise). Units moving into stakes
get -1 MC, or -3 MC if they are cavalry. Stakes are impassable
(in either direction) for wheeled units.
SHALLOW WATER
A unit moving in shallow water gets -2 MC, or -1 MC if it is
large. Colossal units ignore shallow water.
HILLS
Elevation lines are usually used to indicate the height of hills;
each elevation line indicates 10 of elevation. Units moving
uphill (crossing at least one elevation line) get -1 MC. Units on
a hill have the high ground with regards to units on a lower
elevation. Increase the units effective height by the elevation of
the part of the hill it occupies.
RIVER RAPIDS
Large units move through river rapids at -3 MC. Colossal units
move through river rapids at -2 MC. River Rapids are
impassable to other units. Units in River Rapids cant shoot.
FORTIFICATIONS
SWAMP OR BOG
SHORELINE
Units on a shoreline count as having the high ground when
engaged with units in the water.
ROUGH GROUND
A unit moving on rough ground gets -1 MC, -2 MC if it is
cavalry, or -3 MC if it is wheeled.
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SPECIAL ABILITIES
Most unit special abilities are fully described on the unit cards.
Some units, though, have special abilities written in bold on the
back of the unit card. In some cases, these keywords are
empty and only serve to interact with other rules or unit
abilities. In other cases, they are rules that are wordy, but used
on many cards, which sometimes dont have room for the full
text. The rules for these abilities are described below.
STANDARD KEYWORDS
Some keywords exist to note features of a unit that arent
always relevant, but that combat modifiers, terrain modifiers,
and other units might reference. Some examples are the
cavalry, wheeled and large keywords. These keywords dont
have special rules of their own, but might come into play with
terrain, other units, or combat modifiers. You dont normally
have to pay attention to these rules because theyre noted on
the combat modifier card or the individual description for the
terrain type, so theyre hard to forget about, but they are
collected below for ease of reference.
WHEELED
Wheeled units are vehicles that rely on flat, unobstructed
ground for their mobility and typically have trouble with
rough terrain, but benefit from good roads. Wheeled units get
different movement modifiers from other units in most terrain;
the rules for each type of terrain, found in the Terrain section,
note whether wheeled units have unusual difficulty with that
terrain.
CAVALRY
Cavalry units consist of soldiers riding on large animals,
usually horses, but sometimes drakes or other exotic creatures.
All cavalry units are powerful on the charge and get an impact
hit to reflect this. Cavalry also move in a looser formation than
infantry, giving them some protection from missiles. Some
terrain is unusually problematic or advantageous for cavalry,
as noted in the terrains description in the Terrain section.
FLYING
In addition to its standing order and any standing order
29
speed or fly his units off the field (if appropriate to the scenario
being played).
LARGE
Large units consist of creatures that are significantly bigger
than usual. This makes them easier to hit with missile fire.
Large units also have more or less difficulty with some terrain
than conventionally sized units, as described in the Terrain
section.
JAVELINS
Some units carry javelins or other ranged weapons that are
launched as the unit charges. The Umenzi Javelineers and
Ravenwood Centaurs use this rule; more recent units
specifically state on the back of their card that they use the
Javelin rule. These units make line of sight ranged attacks as
normal when unengaged but also get an extra ranged attack
during the turn they engage if:
COLOSSAL
A colossal unit comes as two cards, with half of the artwork on
each card. We recommend taping these cards together using
clear tape on the back of the cards. You can then fold along the
taped edge to fit the cards back in your deck box.
The free attack is made at the start of the combat phase (or
before free attacks if the javelin unit pinched an enemy unit
and it routs) and is treated like a normal ranged attack
(meaning only range attack modifiers are used).
If the target is put into the yellow or into the red by the free
ranged attack it will suffer the appropriate penalty during its
own engaged attack.
If a colossal unit moving with the Close order has the option to
invoke the Fastest path rule, and it chooses to stop right at the
edge a non-colossal friendly unit rather than go around, it does
one damage to that friendly unit. This rule doesnt apply if the
colossal units movement is capped or it is otherwise unable or
unwilling to move far enough to be blocked by the friendly
unit.
Units with the javelin rule get no penalty for move and shoot.
PILAS
The pila rule is a special case of the javelin rule. When making
a pila attack, us the offensive profile of (3)X/6 (where X is the
units offensive skill). In all other ways, a pila attack functions
like a javelin attack.
Example: If a unit with a pila attack has offensive stats of (5)5/5, its
ranged attack stats would be (3)5/6.
It may final rush into any space that would be big enough for a
normal unit.
SKIRMISHERS
Skirmishers are light troops that are generally unsuited to
fighting regular infantry or cavalry units. Skirmishers use the
same standing orders as other units but with slightly different
effects.
A skirmisher on Close will only perform a final rush on a nonskirmisher unit if the final rush is on a side other than the
enemy units front side. It will ignore that restriction if a final
rush results in a pinch of the enemy unit. (Two skirmishers will
choose to final rush simultaneously in order to create a pinch).
It does not take rout checks from being pinched, unless the
pinching unit is also colossal.
30
A skirmisher with the Ranged order will not move into final
rush range of an enemy non-skirmisher, provided this does not
cause it to miss a ranged attack.
Units dont need to make fear checks against units that arent
any more scary than they are. For example, if a fearsome units
is charged by another fearsome unit, it doesnt make a fear
check. Fearsome units do, however, need to make checks when
charged by terrifying units.
SPELLS
Certain factions have units that cast spells or army abilities that
are considered spells. In most cases these can be understood
easily from the description of the units or army ability in
question; these rules cover how spells from different factions
interact.
SPELLCASTING ORDER
Unless otherwise stated, spells occur during the combat step, at
the time the spellcasting units controller is making attacks.
Like attacks, you can choose to cast spells at any point during
that time. Casting a spell counts as making an attack, so a unit
cant make its normal attack and also cast a spell. Unless the
spell description says otherwise, units cant cast spells while
engaged.
SKIRMISHER RECALL
During the active players Movement & Command phase, a
player may spend one command action to have any number of
their skirmishers rout voluntarily. This must be done before
any skirmishers move.
Routing Skirmishers
Skirmishers are trained to retreat through other friendly units.
If a skirmisher is making a rout move and its movement would
cause its front center point to overlap any part of a friendly
unit, move the skirmisher to the far side of that unit (or units, if
necessary), then it automatically rallies. This does not affect the
movement of the other friendly unit. If a skirmishers rout
movement would cause it to move through a friendly unit and
it cant do so (for example if the friendly unit is up against
impassable terrain or the board edge) the routing skirmisher is
destroyed.
If a skirmisher routs through another friendly non-routing
skirmisher, the second skirmisher must take a rout check in the
next available courage phase.
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TARGETING SPELLS
Spells with the attack keyword work like attacks, and are
targeted in the same way as an attack of the appropriate type.
Other spells are special; regardless of standing orders, you can
target any unit with these spells, within the rules (range, types
of targets, etc) for the specific spell.
SPELL RANGE
Spells with the attack keyword calculate range as appropriate
for the type of attack they grant. For other spells, measure from
the front center point of the casting unit to any center point of
the target unit. Non-attack spells dont need line of sight, and
are unaffected by terrain, front arc considerations, or other
obstructions; if the target is in range, the spell can be cast.
A few spells have a range of battlefield; these spells can
target any unit (within the specific rules of the spell) regardless
of distance or any other considerations.
SPELL KEYWORDS
Spells have certain keywords to help determine how they
interact with other spells. For the Umenzi and Undead factions,
these keywords were not initially printed on the cards, and can
be found in section the Errata section. Spells can have any
number of these keywords.
Blessing and Curse
If a spell has the blessing or curse keyword, it gives some kind of
persistent beneficial or detrimental effect to the target unit.
Indicate this by writing on the unit card with your dry erase
marker or placing a token on it. The specific spell rules indicate
what benefits or penalties the unit gets, and what causes the
token to be removed, if anything.
A spells blessing or curse takes effect regardless of whether or
not the spell hits or damages its target. A unit can have one
blessing and one curse at any given time. If a new blessing or
curse is applied, the newer one replaces the older one.
Healing
Spells with the healing keyword typically remove damage from a
unit. A unit can only ever be the subject of one healing spell per
turn. (This limit applies to all spells with the healing keyword,
even if they dont actually heal any damage).
Attack
An attack spell gives the unit an alternate way to make an attack.
The attack profile is listed in the spell description; if a range () is
listed, the spell is a ranged attack, otherwise, it is an attack that is
used while engaged. These spells are treated as if the unit had
the appropriate stats and was making a normal attack of the
appropriate type. Casting an attack spell counts as attacking for
the turn, even if the unit also has a conventional attack it could
legally use. If a unit has more than one attack option, pick which
one to use.
A few spells have the attack keyword, but deal direct damage
instead of listing an attack profile. Casting such a spell counts as
a successful attack that deals the appropriate amount of damage.
Thus, a direct damage spell counts as an attack that deals
damage for the purposes of command cards and abilities, but
doesnt involve stats or die rolls.
32
ERRATA
Death Curse
An attack spell.
JAVELIN UNITS
Two units, the Umenzi Javelineers (Umenzi Tribesmen) and
Centaurs (Elves of Ravenwood) have the Javelin rule, or a close
variant thereof, but predate this rule. Their rules are updated in
the following two sections.
MEN OF HAWKSHOLD
Core UnitsBowmen, Militia, Peasant Mob, Spearmen,
Swordsmen
Elite UnitsKnights, Longbowmen
UMENZI JAVELINEERS
Umenzi Javelineers use the Javelin Rule exactly as written for
their ranged attack. Use that rule instead of the description on
the card.
UNDEAD ARMY
Core UnitsGhoul Pack, Skeleton Bowmen, Skeleton Horde,
Skeleton Spearmen, Zombies
Elite UnitsDeath Knights, Giant Catapult, Abomination
CENTAURS
Centaurs use a special version of the Javelin Rule. Because of
their great skill, they get their free javelin attack whenever an
enemy unit final rushes their front, even if that unit was
already in range of their javelins. In all other ways, the Centaur
ranged attack uses the javelin rule.
ORC ARMY
Core UnitsGoblin Bowmen, Goblin Raiders, Goblin
Spearmen, Orc Spearmen, Orc Swordsmen
Elite UnitsGoblin Bomb-Chucker, Trolls
UMENZI TRIBESMEN
Umenzi spells work as follows:
Bless
A blessing. May only be cast on Umenzi units, not allies or
mercenaries.
http://www.yourmovegames.com/pages/battleground_errata
Hex
A curse.
Heal
A healing spell. May only be cast on Umenzi units, not allies or
mercenaries.
33
Credits
Game Concept:
Robert Dougherty
Game Design:
Robert Dougherty, Chad Ellis
Dark Elves Design:
Niko White
Dark Elves Development:
Chad Ellis and Niko White
Dark Elves Playtesters:
Craig Ambler, Todd Bartel, Noah Bartel, William Butler,
James Hovey, Sean McHugh, Mike OBrien, Randall
Shaw, Corey Somavia, Bob Stark, Niko White, Zack
Wieler, Chea Willis, Panayiotis Zinoviadis
Dark Elves Art:
Richard Kitner Jr.
Cover Art:
Richard Kitner Jr.
Graphic Design:
Kaile Dutton
34
Turn Sequence
Orders
Notes
Roads
+1MC
Wheeled: +2MC
Forest
-1MC
Low Brush
-1MC
Wheeled: -3MC
Shallow Water
-2MC
Large -1MC
Colossal No Effect
Deep Water
Impassable
Large: -2MC
Colossal: -1 MC
May not shoot out of deep water
Very Deep
Water
Impassable
Colossal: -2 MC
May not shoot out of deep water
River Rapids
Impassable
Large: -3MC
Colossal: -2MC
May not shoot out of river rapids
Swamp
-2MC
Shoreline
Large: -1MC
Colossal: -0 MC, no Cover
Wheeled: Impassable
Soft Cover vs Ranged
High Ground vs Water
Wet Ground
-1MC
Wheeled: -2MC
Sand
-1MC
Wheeled: -2MC
Rough Ground
-1MC
Cavalry -2MC
Wheeled -3MC
Very Rough
Ground
Stakes
-2MC
-1MC (into)
Hedge,
Fence,
Low Walls
-1MC
Hills (uphill)
-1MC
Fortifications
Impassable
Movement Categories
Inches
0
1.25
1.75
2.5
3.5
5
Card Sides
S
L
S
L
SS
Inches
6
7
8.5
9.5
10.5
Card Sides
LS
LL
LSS
LLS
LLL
Special Maneuvers
About Face
-1MC
Backwards
-2MC
Sideways
-1MC
Reform
-2MC
Unit Status
In the Yellow
In the Red
Frightened
(-1)+0/+0
(-2)+0/+0
(+0)-1/-1
Advantages in Engagements
Charging
Impact Hits on Charge
Flank Attack
Rear Attack
Pinching (per unit)
(+0)+0/+1
1 Extra Damage Die/Hit
(+0)+1/+0
(+0)+1/+1
(+0)+1/+1 cumulative
Disadvantages in Engagements
Attacking to your Flank
Attacking to your Rear
(-1)+0/+0
(+0)-1/-1
-1
-2
(+0)-1/+0
(+0)-2/+0
(+0)-1/+0
(+0)-1/+0
(+0)-1/+0
(+0)-1/+0
(+0)+1/+0
(+0)+2/+0
High Ground
Hold
Close
Advance to Maximum Range
Advance to Long Range (14)
Advance to Short Range (7)
Follow
Airborne
Modifier: Maximum Move
Modifier: Objective
Terrain
Type
H
C
R
L
S
F
(A)
#
#
35