Hasbro AGES 8+ manual Get Ready to Play, Battle Begins, Example 1 Your Army Cards

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BASIC Game Guide

Object: Create a battlefield, choose your Army, then wage war against your opponent. To win, be first to achieve your objective.

Contents: See the Battlefield & Game Scenario Booklet for a list of contents.

Get Ready to Play

1. SET UP YOUR BATTLEFIELD AND YOUR ARMY

To do this, use the Battlefield & Game Scenario Booklet. It features five Battlefields with step-by-step instructions for building them. It also provides 3 Basic Game Scenarios with their own victory conditions.

After you’ve chosen a Basic Game Scenario and built the battlefield, choose an Army (Player 1 is the Good Army, Player 2 is the Evil Army). Place your Army Cards in front of you, then place your figures on the battlefield.

About Your Army Cards

In this game you’ll use the Basic Game side of the Army Cards. There are two types of Army Cards: Hero Cards, which show one (usually very powerful) warrior; and Squad Cards, which show two or more (usually less powerful) warriors.

Let’s say you built the Forsaken Waters battlefield, and chose the Dive the Dark Lakes Game Scenario. Example 1 shows which Army Cards you chose; Example 2 explains the boxed numbers on them.

EXAMPLE 1: Your Army Cards

You’ve chosen an Evil Army with one Hero (Mimring) and two Squads (four Marro Warriors and two Zettian Guards). You’ve taken your three Army Cards and placed them in front of you, and you’ve placed your Army (all seven figures) on their starting positions on the battlefield.

EXAMPLE 2: Army Card Numbers

RANGE 7 - Laser-powered

MOVE 4 - Heavy armor makes

weaponry gives the Zettian

the Zettian Guards slower than

Guards a fairly long range;

many other figures. You can

each one can attack from up

move each one up to

to 7 spaces away.

4 spaces.

 

2. THE ATTACK AND DEFENSE DICE

Place the 10 (red) attack dice and the 10 (blue) defense dice near the battlefield.

Unless otherwise directed by your chosen Game Scenario, you don’t need any other game parts for the Basic Game. Just place them aside, out of play.

The Battle Begins!

Each player rolls 5 (red) attack dice. The player who rolls the most skulls takes the first turn. (Re-roll if there’s a tie.) Players then alternate turns until the game is over.

ON YOUR TURN

Usually, you’ll do three actions on your turn, in this order:

Action 1. Choose an Army Card

Action 2. Move Figure(s) on the Army Card

Action 3. Attack with Figure(s) on the Army Card

All three of these actions are explained in detail in the following sections.

Action 1. Choose an Army Card

First, choose any one of your Army Cards to use on your turn. The Hero figure or Squad figures on this card may move, then attack (if possible), on this turn.

Which Army Card should you choose? It depends on lots of things: the location of your figures, their Move, Range and Attack numbers, which enemy figure(s) you want to attack, and (of course) your Victory objective. As you play, you’ll get a better feel for which Army Card to use on each turn.

For example, let’s say you chose your Zettian Guard Squad on this turn. You want to attack the enemy (your opponent’s Army figures) as soon as you can. The Zettian Guards have the farthest Range (7 spaces) and the best Defense (7 dice) in your Army; so you want to get them moving.

Action 2. Move Figure(s) on the Army Card

Now you may move any or all figures on your chosen Army Card, if you want to. Follow these rules for moving each figure:

Check the Move number: You can move a figure in any direction up to the Move number on its Army Card. For example, with a Move number of 4, the Zettian Guards can each move 1, 2, 3 or 4 spaces. (Uneven terrain and water may limit their movement, as you’ll soon see.) Example 3 shows basic movement.

EXAMPLE 3: Basic Movement

On this turn, you choose to move each Zettian Guard its full four spaces toward the enemy figures on the other end of the battlefield.

 

 

1

 

3

2

 

1

 

 

 

4

 

 

2

 

 

4

3

 

 

 

WORLD SET COLLECTOR NUMBER

ATTACK 2 - Lack of agility can affect the Zettian Guards’ aim. For each attacking Zettian Guard, you roll 2 (red) attack dice.

DEFENSE 7 - The Zettian Guards are well protected by their armor. Each time one is attacked, you get to roll 7 (blue) defense dice.

Order of movement: Move Squad figures in any order, one at a time.

Passing and landing on other figures: You can move through a space with a friendly figure (one of yours) on it; but you can’t move through a space with an opponent’s figure on it.

Never end a move on a space with any other figure.

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Contents Basic Game Guide Example 1 Your Army Cards Get Ready to PlayBattle Begins Example 2 Army Card NumbersExample 6A Moving into water Example 4 Moving upExample 5 Moving down Example 6B Moving out of waterExample 9 The Zettian Guards Attack Ending the BattleExample 8 Range and Line of Sight
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