War game rule




















It is based on normal War, where wars consist of three cards face-down and one face-up, however with the addition of the high-value Jokers to the deck. Cards that are newly won are placed on top, and the winner can decide which to place directly on top. As opposed to traditional War, players look at their cards from the face-down pile before playing them. Place your card on top of the pile you wish to steal, steal it, and place the new deck on top of your face-up pile without changing the order of any of the cards.

The game continues. Once a card is played you lose the opportunity to steal, however, you may choose to play and not steal. You may choose to play if you have a greater opportunity of winning a war rather than stealing a small pile. During War, the three cards played face down can not be looked at or used to steal a pile.

However, the fourth card can be used to steal. If the face-down pile runs dry, the face-up pile shall be shuffled and used to continue the game. If a player runs out of cards during War they automatically lose the game. Alternatively, because winning the entire deck can take a long time, the first player to win three wars is the winner. This simple variant, designed by Erik Arneson , adds some decision-making to the game. After the cards are dealt, each player draws the top three from his pile and holds them in his hand.

On each turn, he chooses one card to play and then draws a new card to refresh his hand to three cards. When a tie occurs, each player takes three cards from his face down pile and puts them in the middle, still face down.

He then chooses a card from his hand to play as the face-up fourth card. The player who plays the higher card takes all six of the face-down cards plus the two "fourth" cards. The player who plays the lower card takes the two cards which caused the war to take place. Actively scan device characteristics for identification.

Use precise geolocation data. Select personalised content. Create a personalised content profile. Measure ad performance. Light Infantry battalions and organized the same way. And Grenadier Companies, are elite however, move twice as fast chart. These are like line battalions only their Light Infantry Company and use rules 5 and 6. They do, as a line battalion see Movement Chart. Guard Infantry — all guard company stands are same as a Grenadier Company Stand.

Double power in everything except movement. Light Guard Company has double movement also. Light Cavalry — may fire carbines and melee. See Fire Table for stand of 2 models. All other troops are at half-power against enemy troops in such a defensive position.

The reader of course can use different organization than we do, but in order to use these rules would have to set up his organization in a ratio to ours. The winner picks the flank we wishes to move first, and his opponent starts at the other flank. The winner has choice of move or counter-move of troops in his center. We will take each sequence of action in order and explain our rules for them as we go along. If they move over this cannot fire. Counter-battery fire is limited to destroying enemy guns.

Throwing or 6 on dice rolls does this. Other rolls are misses Destroying terrain objects houses, walls, etc. However, howitzers can fire blind at unseen targets. If cannons are meleed they kill as per the combat tables. Musket range is 6 inches.

Add one inch to this range for each level of a hill the troops fire from. Woods, houses, stone walls, etc. Musket volleys are considered simultaneous and casualties are removed only after both sides have fired. The battalion Light Infantry company stand has full firepower at all times against troops in defensive positions. Once this order is issued, it cannot be altered and the charge must be made immediately after the normal exchange of musket fire.

The attacker now advances his troops into melee with the enemy fire line. The attacker may use all troops who fired. No other troops can be used. Troops that did not fire, but were in a column formation, may be used in the attack however. The melee is now fought out under normal rules and morale is judged from the results of the melee.

Morale is judged in the same way for both types of combat. Numbered 4 and 6 under Sequence of Action section.

Keep this in mind in studying the next rules. Whoever had the greatest loss must retire two regular moves to the rear, or behind the nearest supporting troops. These troops may take no forward movement or offensive action for one game move.

They may fight if attacked, and may be reformed. The winner of the morale, may reform as desired, and if bonus moves are allowed, may now take any such moves. Multiply the dice multiplier times the number of model soldiers. The highest such total wins the morale and the other side is the loser and retires. No morale judging is required when soldiers are attacking defensive positions by fire fighting. It is assumed that both sides have determined to fight until one side or the other retires by its own decision.

Attack columns may be three ranks deep and count in melee.



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