Knowledge is power. -- FRANCIS BACON (1597)

War is a matter of vital importance to the State; the province of life or death; the road to survival or ruin. It is mandatory that it be thoroughly studied. -- SUN TZU (ca 400 BC)

HOW TO PLAY

The game is divided into turns.  During each turn both players get to move their pieces and attack the other player's pieces.

  Player #1's turn

          All player #1's pieces may Move and/or Attack.

  Player #2's turn

          All player #2's pieces may Move and/or Attack.

UNITS

Units can be almost anything: armies, tanks, dragons, triremes, spiders, battleships, or headquarters. Units move around, fight with other units, and die. They are the playing pieces of the game. 

Units have a location. There may be more no more than one unit in a given location.

Every unit starts out with a number of hit points or hp representing how much damage it can sustain before dying.

MOVEMENT

Each unit has a movement allowance (expressed in movement points), which represents the distance it can move in one turn. A unit expends movement points each time it moves from one adjacent location to another.  The cost to enter a location is deducted from the unit's available movement points as it moves from location to location.  Each turn, the player moves any or all of his units. Units move one at a time, from location hex to hex, in any direction.

The terrain type of a location will affect how many movement points a unit must expend to enter the location. Each game design will define the actual cost of entering a terrain type, and whether or not any other movement restrictions are in effect.

Restrictions: There can only be one unit in a hex at the end of the phase. Depending on the game definition a unit may or may not be allowed to pass thru locations occupied by either enemy or friendly units.

If Zone of Control is in effect for a game, then each unit, which enters an enemy zone of control, must immediately end its movement for the turn.

ZONE OF CONTROL

Each unit has a zone of control, which consists of the locations surrounding it (see the diagram), including locations occupied by enemy units. Enemy zones of control have important effects on movement.

If Zone of Control is in effect for a game, a unit entering an enemy zone of control must immediately end its movement for the turn.

Zone of Control diagram for Hex Games

Movement Example

 

The above example shows different ways a unit could move in a particular game. The numbers show the number of hexes it has moved. With a movement allowance of four, the unit can move four hexes, as in path A. In path B the third hex the unit enters is a forest hex, which costs two movement points, and the unit must stop. In path C the unit enters an enemy zone of control in its first hex and must stop. In path D the unit enters an enemy zone of control in its second hex and must stop. In path E, the unit ends its movement in an enemy zone of control in its fourth hex and must stop because its movement allowance is used up. Path F is not possible: the unit would have to move 5 hexes (counting 2 for the forest hex).

COMBAT

A unit can either attack, meaning that it comes to grips with the enemy in some way, or it can fire, meaning that it throws rocks or whatever at a target.

A successful attack causes damage and destruction to the unit being attacked.

Combat Odds are determined by comparing the attacking unit’s Attack strength against the defending unit’s Defensive strength.

1.     Divide this attack strength by the defense strength of the defending unit, dropping all fractions, to get one of the odds levels given on the combat results table. For example, a strength of 16 attacking 4 is 4:1 (four to one), while 15 attacking 4 is only 3:1.

2.     Determine if the effects of terrain have reduced the odds

3.     Roll one die and consult the combat results table; cross-index the number rolled with the odds to determine the result.

4.     Apply the result immediately.

Maximum and Minimum Odds: In step 1, if the odds are above 6:1, reduce them to 6:1. After step 2, if the odds are below 1 :2 then raise them to 1:2.

 

Terrain Effects: Depending on the game design, the terrain may, reduce the odds by one (or more) level (4:1 becomes 3:1, 3:1 becomes 2:1, and so on).

WINNING THE GAME

Victory at all costs, victory in spite of all terror, victory however long and hard the road may be; for without victory there is no survival. -- WINSTON CHURCHILL (1940)

The game ends when the maximum number of turns is reached, when either player reaches the maximum score, or when either player has no pieces.

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