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Battle Cry Rules

Setup: Choose a scenario. Set up the game board with the terrain and armies.
Infantry (1 flag + 3 units); Cavalry (1 flag + 2 units); Artillery (1 flag + 1 unit); General (1 flag)
Shuffle the command cards and deal to each player the number specified in the scenario.
Note that the hexes split between the center and one flank are considered in both sections.

Game Play: Each turn consists of four steps:

1. Play a command card and order units. If none of the command cards held allow a unit to be ordered,
discard one card and go to step 4. Otherwise, a player may order:
• An infantry unit to move 1 hex AND battle; • An artillery unit to move 1 hex OR battle;
• A cavalry unit to move up to 3 hexes AND battle; • A general to move up to 3 hexes.
2. Move units (if ordered). The figures in a unit always move together (they may not be split).
A unit may not be moved onto or through a hex containing a friendly unit, enemy unit or enemy general.
Terrain: A unit must stop if it enters woods, buildings, waterways (without a bridge). A unit may not enter a
hex containing rough terrain.
Generals: may move onto a hex occupied by a friendly unit without a general. If the general does so, it is
“attached” to the unit. The general may move away from the unit if given an order. If the attached unit is given
an order, the general may either move with the unit or stay in place.
3. Battle (if ordered).
Determine Range, Dice: Each unit has the following range and rolls the following dice in battle:
Infantry: 4 hexes; 4 dice less one die for each clear hex between the unit and the enemy.
Artillery: 5 hexes (6 if on a hill); 5 dice less one die for each clear hex between unit and enemy.
Cavalry: 1 hex (i.e., the enemy must be adjacent); 3 dice.
Effect of general: an infantry or cavalry unit with an attached general may roll 1 additional die.
Dice Adjustments: If the enemy is on an orchard, hill or field hex, or behind a fence, roll 1 less die.
If the enemy is on a building hex, roll 2 less dice. If the enemy is behind field works, roll 2 less dice
regardless of the underlying terrain.
If the attacking unit is on a waterway hex (without a bridge), roll 1 less die.
Line of Sight: If a line drawn between the center of the unit and the enemy is completely obstructed by one or
more of the following hexes, the unit may not attack: another unit or general, woods, hill, building or field.
Artillery on a hill does not have its line of sight blocked by units or generals on adjacent hexes.
Resolve Battle. Roll the specified number of dice. Each die will have one of three results:
Hit: A hit is scored for each symbol matching the target unit and each crossed-sabers. One figure is removed
from the enemy unit for each hit (the last figure removed is the flag). A general only may be hit if attacked
when alone on a hex (i.e., one battle cannot remove both a unit and a general) and, then, only by a roll of
crossed-sabers.
Retreat: After all hits are resolved, for each flag rolled, the defending unit must retreat 1 hex toward its side of
the battlefield. A unit may not retreat through or onto a hex containing another unit. A general may retreat onto
a hex containing a friendly unit (in which case it becomes attached), but NOT onto a hex containing another
general. An attached general must retreat with his unit; if the unit is eliminated, the general still must retreat.
If a unit cannot retreat, 1 figure is lost for each hex for each move that cannot be completed (including the
general if there are no other figures available). A unit forced off the battlefield is eliminated.
Miss: A die that is neither a hit nor a retreat is a miss.
4. Draw a new command card.

End of Game: The game ends when one player captures six of the other player’s flag units.

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