CCG: Rules: Detailed Order of Battle

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DETAILED ORDER OF BATTLE

A single game Turn is composed of the following phases. Each phase is completed by all players before moving to the next phase.

I. Draw Phase

May be done by all Commanders simultaneously.

The starting maximum allotment for Fame cards is five. Draw Fame cards without paying Fame Points until your hand reaches your max. If you already have your max or more Fame cards, none are drawn for free. You may draw more Fame cards at a cost of one Fame Point per card. If an insufficient number of Fame cards exist in the Fame draw pile, draw those cards that remain, shuffle the Fame discard pile, create a new Fame draw pile, and draw more.

II. Revenue Phase

May be done by all Commanders simultaneously.

Total the Credits generated by the Hotspots in your Command Display. Your affiliation affects which revenue number you use. If you choose Legit, use the Legit revenue number. If you choose Criminal, use the criminal number.

III. Initiative Phase

May be done by all Commanders simultaneously.

Draw one card from the Fortune deck. The Commander who draws the card with the highest cost becomes the Lead Commander. Ties are redrawn until broken. All cards drawn are discarded.

IV. Purchase Phase

Play starts with the Lead Commander, and proceeds clockwise. The starting maximum allotment for Fortune cards is five. Draw your max from your Fortune draw pile. If the Fortune draw pile has too few cards, draw those that remain, shuffle the Fortune discard pile, create a new Fortune draw pile and draw more.

The drawn cards are the assets available for purchase during this Turn. Spend as much of the revenue calculated in the Revenue Phase as desired to purchase assets. Fame Points may be converted into Credits at the rate of one Fame Point per Credit. Unpurchased Fortune cards are discarded. Purchased cards are revealed, and then placed face-up or face-down in the Command Display as appropriate. No Fortune card hand is held after this phase.

Battlelords, Operation, Equipment, and Matrices are placed face-up in the Command Display. PUDs are activated facedown.

Remaining, unspent Credits may be converted into Fame Points at a rate of two Credits per Fame point. Left-over Credits are lost.

V. Organization Phase

May be done by all Commanders simultaneously.

Organize your squads. Only one Battlelord may be placed in a squad. That Battlelord may not be grouped with a number of PUDs greater than the Battlelord’s Command score.

A squad may be formed with only PUDs. One PUD is flipped face-up and becomes the squad leader. No more than three PUDs may be grouped without a Battlelord.

Other than the restrictions noted above, personnel and equipment (except cybernetics) may be freely reallocated from squad to squad during this phase. PUDs need not be revealed when reassigned.

VI. Assignment Phase

Play starts with the Lead Commander, and proceeds clockwise.

Assign a mission to each squad. There are three types of missions: Face Missions, Regular Missions, or Defense Missions. PUD-lead squads may only perform Defense Missions.

Face Missions: The Commander states that a particular squad will perform a Face Mission. The Commander indicates the opponent, and the Hotspot targeted.

Regular Mission: The Commander places a Mission card next to a Battlelord-lead squad on the Command Display. An opponent is designated and a Hotspot, Squad or Operation in that Commander’s Display is chosen as the objective.

Defense Mission: Any squads not assigned a Mission card or Face Mission are allocated for defense.

A squad that attempts a Regular Mission or a Face Mission may act only once during a Turn, and may not be used for defense. A Defense Mission squad may defend many times, as long as it survives the combat.

VII. Mission Phase

Play starts with the Lead Commander, and proceeds clockwise. The Mission Phase includes the Combat and Aftermath Subphases. These subphases are further divided into steps as detailed below.

A. Skirmish Subphase

The following steps are performed in sequence in each combat round.

  1. Indicate one of your non-Defense Mission squads, and repeat who the opposing Commander is and which Hotspot, Squad or Operation is targeted. Unless a Squad or Operation is targeted, you must specify a Hotspot even if the Primary or Secondary Goal is not a specific Hotspot. Examples: If the Primary Goal is a Sector Rating: 4 Hotspot, the attacker must target one Sector Rating: 4 Hotspot on an opponent’s Command Display to have any chance of gaining the Fame Point Payoff for the Primary Goal. Even if the Secondary Goal is Any Subsector, you must target one particular Hotspot in an opponent’s Command Display.
  2. The designated opponent (defender) decides whether to defend. If no defense is offered, proceed to B. Aftermath Subphase.
  3. Declare whether Melee, or Ranged combat will be fought. This attack form is set for the battle; it does not change from round to round.
  4. The defender chooses one squad from those previously designated for Defense Missions. A Defense Mission squad may defend any number of times as long as it survives.
  5. Place your Battlelord (with any equipment) or lead PUD in the Event/Battle area of your Command Display. The defender does the same. Organize your Battlelord’s PUDs (if any) in the order of appearance desired. The PUD to be revealed in the first round of combat is placed on top, the PUD to be revealed in the second round of combat is placed next, etc. The stack of PUDs, arranged in the right order, is placed face-down to the right of your leader. The top PUD is called the Supporting PUD. The defender does the same. A Supporting Battle card (if any) is placed face-down to the left of your leader. Further Supporting Battle cards may be placed face-down at the cost of one Fame Point each. Other Battle Cards may be saved in your Fame hand for later rounds.
  6. Declare whether any Matrices will be generated, and how many. The exact Matrix (of those available in your Command Display) need not be stated. The defender does the same.
  7. Both Commanders reveal their Supporting PUD(s), the Supporting Battle card(s), and the exact Matrix generated. Fame Points are reduced for each Matrix generated.
  8. Total your leader’s and each Supporting PUD’s score in the designated attack form, as modified by Battle cards and matrix use, and compare that total to the total of the defending leader’s and Supporting PUD’s Defense scores, as modified by Battle cards and matrix use. If the attack total is greater than the defense total, the defending Supporting PUD dies. If no Supporting PUD exists, the leader takes a killing blow. At the same time, the defender compares his or her attack versus your defense and inflicts damage. Combat calculations are performed simultaneously, and combat effects are applied simultaneously. Regardless of outcome, every Supporting Battle card is discarded. If either side’s leader is killed, the combat ends. Proceed to B. Aftermath Subphase. A Battlelord’s attack or defense may only be modified by one Weapon, one Armor, and one Gizmo Equipment card. There is no limit on other equipment or cybernetic modifiers.
  9. Either Commander may retreat. You pay two Fame Points to the defender to retreat. If you have insufficient Fame, you may not retreat. Defenders pay nothing to retreat. Combat ends. Proceed to B. Aftermath Subphase.
  10. If no PUD or Battlelord dies in three consecutive Skirmish rounds, combat ends in a stalemate. Proceed to B. Aftermath Subphase.
  11. Proceed to the next round of combat. New Supporting Battle cards are placed (if desired). The next PUD in the stack becomes the Supporting PUD (the former Supporting PUD is placed at the bottom of the stack if still alive). Return to step6 above.

B. Aftermath Subphase

Regardless of outcome, each side gains a number of Fame Points equal to the cost of each opposition Battlelord or PUD killed. Any surviving squad is returned to its Command Display. Otherwise the aftermath is dependent on the result of the combat.

  1. If a stalemate occurs, each side gains one additional Fame Point. Any Mission cards are not discarded.
  2. If you retreat, pay Fame Points to the defender as detailed in step 8 of the Skirmish Subphase. Any Mission cards are not discarded.
  3. If you are vanquished, any Mission cards are discarded.
  4. If no defense is offered, or if the defender is defeated, the objective Hotspot (if any) is deactivated (turned facedown). The defender may not gather revenue from that Hotspot until it is reactivated during the Hotspot Phase. Apply either step 5 or 6 below.
  5. If your squad was assigned a Face Mission, gain Fame Points equal to the revenue supplied in one turn to the defending Commander by the objective Hotspot (income from Operations are not counted).
  6. If your squad was assigned a Regular Mission, check to see if the squad can meet the skill or other prerequisites necessary to complete the mission. If a number of skills are listed, your Battlelord and/or your PUDs must hold at least two of the skills listed for the mission to be successful. If other mission requirements are listed, these are checked. You must also confirm that the Primary or Secondary Goal was targeted. If neither the Primary or Secondary Goal was targeted, or the mission requirements were otherwise not met, the mission fails. The Mission card is discarded. If successful, the Mission card is slipped under your Battlelord and his or her skill and abilities are increased accordingly. You also gain Fame Points as indicated on the Mission card for the Primary or Secondary Goal targeted.
  7. If you have another non-Defense Mission squad, return to step 1 of the Skirmish Subphase. If not, play passes to the Commander on your left. That Commander repeats the Mission Phase process as the new attacker.

Image:Battlelords CCG Bad Guys-Good Guys Table.JPG

VIII. Victory Phase

May be done by all Commanders simultaneously.

Total your Reputation Points. All completed (on any turn) Regular Missions count as ten Reputation Points each. All remaining Fame Points count as one Reputation Point each.

That total is announced to the group. If any Commander has a sufficient number of Reputation Points to win, the Commander with the most Reputation Points is declared the winner. If two or more Commanders have the same winning Reputation Point total, play continues. If no winner is declared, play continues.

Reputation Points are not accumulated from turn to turn. They are recalculated from zero every Victory Phase.

IX. Hotspot Phase

May be done by all Commanders simultaneously.

Activate Hotspots from your hand to the Command Display. Each Hotspot activated costs a number of Fame Points equal to the revenue it provides per turn.

If you have any deactivated (face-down) Hotspots, you may reactivate them by spending anew their normal activation cost in Fame Points.

X. Discard Phase

May be done by all Commanders simultaneously.

As desired, discard any or all cards remaining in your hand.




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