Regel: Commanders

 

A strategic board game from the creators of the infamous RPG Avowed!

- The Media

 

Objective

Kill the opposing commander

 

General rules

Each player controls a platoon of 4 units. Each platoon consists of 1 commander, 1 veteran, 1 scout and 1 foot soldier represented by figures on a playing field. The player with the highest initiative determines which player take actions with his units first and then the other follow. Each unit can as a basic rule move once and attack once pr. turn.

 

Key words

Combat key words

Surges - adds potential bonus

Reach - Can attack 1 tile away

Pierce - ignore armor

Flanking - +1yellow die when friendly minion is adjacent to your target

Expend - the ability or item cannot be used until stated

Battle - one game

Round - all minions two actions

Action - half of one round for each minion

 

Conditions

Poisoned - Take 1 extra dam each time you take damage

Stunned - miss one action

Paralysed - miss one round

Wounded - Take 1 damage start of turn (no armor)

Immobilized - no movement during one round

 

Dice

 

Tribes

There are five tribes - apes, rats, bears, foxes and tigers each with they own discplines to help them in battle.Each have a Melee (M), Range (R), Defensive (D), Tribe (T) and a Leadership (L) discpline.

 

Phases

The game consists of two phases 1) Recruit phase 2) Battle phase

 

Recruit phase

Each player starts by choosing which tribe they want to play.

 

Commander - choose level 4 in either "leadership" or " tribe", level 4 in Range or Melee and level 3 from 1 of the remaining.

 

Veteran - Free 3, 3, 2

Scout - Range 2, Free 2

Soldier - Attack 2, Free 2

 

 

Tribes

 

 

TribeSizeInitiativeMoveDefenseHealth
Ape1 tile24black5
Bear4 tiles13black8
Fox1 tile44Grey5
Rat1 tile53brown4
Tiger2 tiles35Grey7

 

Apes

 

Equipment - Walking stick & sling

 

Walking stick - Blue, yellow, reach, 1 surge +1 dam

Sling - Blue, yellow, 2 surges +1 range, 3 surges +1 dam

 

 

 

 

Disciplines

Bo & Chi (M), Rock Juggling (R), Acrobatics(D), Postures(T) & Meditation(L)

 

 

LevelBo & Chi
1 Precise strike+yellow on attack
2 Deflection+ brown on defense
3 Spirit styletwo surges choose poison, stun or pierce 2
4 Flying bo kick Spend all movement in straight line to gain +red on attack

 

 

LevelRock Juggling
1 Hey! Catch!+brown on defense vs. range
2 Swing High+yellow on range
3 Rocks and bananasAttack twice this round using blue only
4 Head Crack2 surges stun, 3 surges paralyse

 

 

LevelAcrobatics
1 Evasion+ brown on second defense in same round
2 Elude+grey on defense
3 Counter strikedeal 1 damage after successful defense
4 Prone FightingEnemy units cannot spend surges against you

 

 

LevelPostures
1 ViperSpend 1 action to gain 2 yellow on attack this round
2 RebalanceSpend 1 action to gain + 1 grey on defense this round
3 Spirit fingersSpend 1 action to heal adjacent unit red
4 Superiority Spend 1 action to attack twice

 

 

LevelMeditation
1 FocusAdd 3 surges to one attack during battle
2 Inner eyeImmune to flanking
3 EnlightenmentGain 1 extra surge on all actions
4 Reserves Gain 3 tokens. Spend token for 1 extra action pr. round

 

 

Bears

Equipment - Battle Axe & Chain mail

 

Battle Axe - Blue, Red, 1 surge +1 dam

*Boulder - Blue, Red, yellow, 1 surge blast 1

*Only if standing adjacent to rock obstacle

 

 

Disciplines

Beast(M), Catapulting(R), Toughness(D), Smithing(T), Rage(L)

 

 

LevelBeast
1 Panzer claws+yellow on attack
2 FerociousIf less than 5 health attacks hit all adjacent units
3 Bear hug1 surge immobilise
4 Killing biteIf unit has been hit before by this unit the player can choose to deal red damage to it instead of attacking

 

 

LevelCatapulting
1 Break evenRock obstacles can be reused once
2 Catapulteer+yellow on range
3 Bombs away!1 surge blast 2
4 HailstormCan replace move action with range attack

 

 

LevelToughness
1 Thick bones2 extra health
2 ImmunityImmune to poison
3 Thick Furreroll one defense die pr. defense
4 RegenerationGain 2 health between rounds

 

 

LevelSmithing
1 Spot armor flawPierce 1
2 Double bladed axeYellow on attack
3 MedaljonFree surge on attack
4 Full plate+black on defense

 

 

LevelRage
1 FrenzyIf attacks kills a unit gain a free attack
2 IgnoranceImmune to stun, paralyse downgrades to stun
3 RoarSpend 1 action enemies cannot spend surges against you in this round and the next
4 Cleave+blue on all melee attacks

 

Foxes

 

Equipment - Rapier & Flintlock pistol

 

Rapier - Blue, yellow, 2 surges +1 dam

Flintlock Pistol - Blue, yellow, yellow, Pierce 2, 1 surge +1 dam, Spend full round to unexpend

 

Disciplines

Dance(M), Gunslinging(R), Musketeering(D), Martial lore(T), Heroism(L)

 

 

LevelDance
1 Sticking touchIf adjacent enemy moves you can choose to place the unit adjacent to it
2 Dirty dancingGain extra yellow when flanking
3 Circle attackAttack all adjacent minions
4 Momentum attackif dealing damage to an enemy gain free attack once pr. round

 

 

LevelGunslinging
1 AimSpend your move action to gain yellow on range attack
2 Recoil3 surges add another legal target
3 CoverRemove 2 surges from ranged attacks when adjacent to obstacle
4 SnipeSpend one round to gain additional red on range attack next round

 

 

LevelMusketeering
1 Surprise!+grey on first melee defense against unit
2 ManeuverSuccesful defense gain 2 movement points
3 FeintReroll all yellow when attacking in melee
4 Cloth Fightingredirect surplus defense roll to other legal target

 

 

LevelMartial Lore
1 Style weaknessPierce 1
2 FlawlessReroll missed attacks once pr. round
3 Main gaucheGain free surge on attack, brown on defense
4 VeteranEnemy units must spend 2 surges when attacking you

 

 

LevelHeroism
1 LuckReroll any attack roll once pr. battle including enemies attacking you
2 Graceful exitreplace attack action with enemy unit must spend 3 surges when attempting to attack you
3 TauntEnemy units must spend 2 surges to attack a friendly unit within range instead of you
4 Weapon displaySpend one round to gain grey defense die rest of battle

 

 

 

Rats

 

Equipment - Knife & Grenades

 

Knife - Blue, yellow, 1 surge +1 dam

Grenade - Blue, red, yellow, 2 surges +1 range, 2 surges Blast 1

 

Disciplines

Pain(M), Powder(R), Shadow(D), Quickness(T), Alchemy(L)

 

 

LevelPain
1 Sharp blade+yellow on melee
2 BackstabIf flanking gain pierce 3
3 BarbMelee attack gain wound
4 Fatal strike+red on melee

 

 

LevelPowder
1 Smoke2 surges immobilise
2 Explosive+yellow on ranged
3 Cluster1 surge blast 1
4 Sleep2 surges paralyse

 

 

LevelShadow
1 Blur+grey on defense
2 PasswallMove through enemies and obstacles
3 GhostDivide damage taken by 2 rounded up
4 MirageIgnore first lethal damage in battle

 

 

LevelQuickness
1 Venom strikeGain +2 additional initiative
2 Cobra strikeSpend 2 surges to gain a free attack
3 Sudden movesGain 1 additional move action
4 First strikeGain a free attack on adjacent enemy between rounds

 

 

LevelAlchemy
1 PoisonSpend 1 action all melee attacks gain poison effect
2 HealingSpend 1 action gain full health once pr. battle
3 InvisibilitySpend 1 action the unit cannot be targeted the following round once pr. battle
4 PowerSpend 1 action deal double damage on all attacks the following round

 

 

Tigers

 

Equipment - Sword & Bow

 

 

Sword - Blue, Red, 1 surge +1 dam

Bow - Blue, yellow, yellow, Pierce 1, 2 surges +1 range, 3 surges +1 dam

 

 

Disciplines

Technique(M), Archery(R), Parry(D), Leap(T), Tactics(L)

 

 

LevelTechnique
1 Well-trained+yellow on melee attacks
2 Lethal strike3 surges gain pierce 2
3 Weapon style+1 free surge on melee attack
4 Grandmastery+red on melee attacks

 

 

LevelArchery
1 Remaining spirit +yellow on range attacks
2 Running shotattack action can be done at any time during move action
3 Bulls eyePierce 2 instead of 1
4 Composite1 surge +1 damage

 

 

LevelParry
1 Missile parry+grey vs. range
2 BucklerExhaust to cancel 1 wound
3 DisarmStun attacker on succesful defense against melee
4 Shield bash+brown vs. melee attacks and always deal damage equal to shields rolled on brown die to attacker

 

 

LevelLeap
1 Light pawsIgnore obstacle conditions
2 Big thighs+2 health
3 Fluid adaptionIgnore stun, paralyse and immobilise conditions
4 Down strike1 surge gain stun effect on melee atack

 

 

LevelTactics
1 Battle commandsAllies within 3 tile gain +1 movement
2 To Arms!Allies within 3 tiles receive +1 free surge on attack rolls
3 Planning aheadgain +5 initiative in one round once pr. battle
4 Turtle Up!You and all adjacent allies gain +grey vs. melee attacks

 

 

 

Terrain

 

Water spaces are defined by a blue line surrounding them. A space containing water costs two movement points to enter (instead of the normal cost of one). Any figure entering a water space must spend two movement points to enter or it cannot enter that space. When a large monster ends its movement adjacent to a water space, it may freely place its base in the water spaces without suffering any movement penalty.

 

Lava spaces are defined by a yellow line surrounding them. A figure entering a space containing lava immediately suffers one damage. Any figure that ends its turn in a lava space is immediately defeated. Heroes that are defeated in this way place their hero token in the nearest empty space (from where they were defeated) that does not contain lava. A large monster is immediately defeated only if all spaces it occupies are lava spaces.

 

Rocks are solid obstacles that units neither can move or move through with the exception of bears (see catapulting).

 

Trees are solid obstacles that units neither can move or move through