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FIELD OF GLORY

RULE BOOK

Robert Gervais

May 2013

FIELD OF GLORY OVERVIEW


Lead your troops to glory on the eld of battle in a quest to conquer your opponents kingdom in this two-player hex-based war game!

OBJECTIVE
Your objective is to capture your opponents King by defeating their army on the eld of battle.

CONTENTS
1 Game Board 10 Stands 10 Six-Sided (D6) Dice 10 Knight Cards 2 King Cards 30 Pawn Counters 2 Turn Phase Cheat Sheet Cards

KING AND KNIGHT AVATAR ASSEMBLY


Both players shall be provided 1 King Card (Avatar) and 5 Knight Avatars respectively. The Avatar Stands are color coded so that each player can differentiate their Knights and Kings from one another on the eld of battle. In order to assemble the Avatars, perform the following: 1. Collect the Knights and King Avatars as specied above. 2. Locate the Avatar Stands. 3. Insert the Knights and King Avatars into their respective stands.

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Typical Avatar Assembly

SETTING UP THE GAME BOARD


The Game Board is divided into two distinct kingdoms separated by a red border. Setting up the Game Board is very easy. 1. Unfold the Game Board on a at surface. 2. Assemble/Distribute the Knight and King Avatars for both players. 3. Each player must place their King on the Castle Tile. 4. Each player may place no more than 2 Knights on their side of the eld. Knights may be placed on any tile except Ocean Tiles. 5. Each player may place no more than 5 Pawns on their side of the eld. Pawns may be placed on any tile except Ocean Tiles.

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Example Game Board Setup

SETTING UP THE PLAYERS


1. After players have setup their pieces on the board (as in the example above), each player will have 3 remaining Knights and 10 remaining Pawns to drawn from during Unit Replacement Phase. 2. Place all remaining Pawns and Knights next to the Game Board (on your corresponding side). This will serve as the unit draw pool for each player respectively. 3. Each player will have 5 D6 dice in-hand. 4. Youngest player goes rst. 5. Players will take turns moving units and engaging their armies in combat according to the turn phase order.
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ABOUT THE TURN PHASE ORDER


Each turn in the game will go through the following phases: 1. Player 1 Movement Phase: Player 1 moves their units according to the dice rolled during their turn. 2. Player 1 Combat Phase: Players resolve all combats resulting from Player 1s movement. 3. Player 2 Movement Phase: Player 2 moves their units according to the dice rolled during their turn. 4. Player 2 Combat Phase: Players resolve all combats resulting from Player 2s movement. 5. Unit Replacement Phase: Players add units to the eld of battle. 6. Victory Phase: Check to see if either side has won the game.

GAME OVERVIEW
Players must use basic combat tactics to defeat their opponent on the the eld of battle. Players will have to use their units wisely in order to achieve glory on the eld of battle!

GOAL
The players goal is to capture their opponents King on the eld of battle.

METHOD OF PLAY
Players should refer to the Turn Phase Cheat Sheet card packaged with the game. Players must follow the phases for each turn in the game. On their respective turn, players should single-roll all of their D6 dice in order to determine unit movement. The following section describes Unit Movement.
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PLAYER MOVEMENT PHASE


After the player has rolled their 5 D6 dice to determine their unit movement choices, the player can divide dice movement among their units. Although players may determine which dice can be applied to individual units, only one dice shall be used per unit. There is no exception to this restriction, once the die has been used to move a unit, the die must be taken out of play for the rest of the turn. A unit can move as many hexes as the value on the die assigned to it. There is only one terrain limit on movement: Players shall not move their pieces on the Ocean Tile. All other tiles carry no movement restrictions. No unit ever has to move its full distance, or move at all. A counter or avatars facing doesnt matter. A unit can move through a friendly units hex space, as long as it ends its move in an available hex space. Only one unit can occupy a hex space at any given time in the game. There is no unit stacking in this game. There is no air movement in this game as all units are land based. The following page illustrates typical unit movement in-game. The illustration shows the green pawns inability to move to the Ocean Tiles. Additionally, the illustration demonstrates the Knights ability to move to any tile that touches the hex space currently being occupied by the Knight.

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Typical In-Game Movement

PLAYER COMBAT PHASE


If players choose to engage their units in combat, they may move their units toward their opponents units. The following illustration shows 3 red pawns engaging 3 green pawns in combat:

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PLAYER COMBAT PHASE (CONTINUED)


Battles are limited to single unit combat. In the combat illustration provided on page 6, each unit will receive one die to resolve the battle. Both players will roll a single die per unit to resolve the unit-per-unit battle. The highest rolled die wins the battle-per-unit. All ties stand. Defeated units must be removed from the game immediately. Defeated units cannot be used in-game ever again. There are no terrain or stronghold advantages during combat; however, there is a unit advantage. A single Knight is equal to two pawns; therefore, during combat, a single Knight shall receive two dice rolls to resolve the unit-per-unit battle. The cumulative amount of the Knights dice roll is the total that the pawn must beat in order to defeat the Knight in combat.

Kings have no advantage in battle. Kings are the the same strength as pawns on the eld of battle. The following illustrates a single green pawn attacking a single red pawn. Both players roll a single die per unit to resolve combat:

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UNIT REPLACEMENT PHASE


Once both players have moved their units and resolved unit combat, they may choose to resupply their army by placing either 2 pawns or one Knight on the eld of battle. Players must place their new units on the back column of the eld. The following illustrates new unit placement on the eld of battle.

Typical New Unit Placement Notice how the red player chose to place one new Knight on the eld of battle, whilst the green player chose to place two Pawns on the eld of battle. The next section will discuss the nal turn phase and specify the games victory condition.

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VICTORY PHASE
The player that captures their opponents King on the eld of battle is declared the winner. In order to achieve victory, Players must engage the King in single unit combat. The following image illustrates the unit types:

The rst player who captures the opponents King, wins the game!

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ALTERNATIVE VICTORY CONDITION


If players choose, they may impose an alternative victory condition in order to create an additional challenge. As a suggestion; the rst player to place two knights on their opponents strongholds is declared the victor. The following illustrates the suggested alternative victory objectives:

TERRAIN TYPES
Players may also choose to impose their own terrain based limitations; however, all impositions must be agreed upon before player begins.

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TO REITERATE ~ IN THE EVENT OF A TIE During combat, if players dice rolls are tied, the tie stands and the units live to ght another day. CLIP ART IMAGES All Clip Art Images are Copyright/Royalty Free.

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