A Work In Progress
The Battle Of… is played 1 against 1. It simulates a battlefield melee between two opposing medieval forces – With Archers, Infantry, Spearmen and Cavalry.
Each Player is dealt seven cards.
Start Phase
Each player places 4 cards face down onto the battlefield, then each player turns their cards over. Whoever has the highest card (or second or third highest) goes first (is the “Active Player”). Both players now draw to have 7 cards in hand.
Turn Order
Attack > (Move / Regroup) > Reinforce > Draw
Attack
The Active Player selects a card they control and places it in front of an opposing card (See ‘Card Reach’ restrictions below). The player also places another card from their hand face down (Combat Power) on top of their attacking card.
The opponent can either Defend by placing a card face-up from their hand (Combat Power) on top of the card being attacked, or Route.
If they Defended, turn over the face-down attackers Combat Power – and tally the totals for each side (including the card that is attacking and defending.). The highest number wins.
The Winning Card, is swapped with the highest card that is lower than the Winning Card of the same suit, and that new card is moved back to the original battlefield position.
If a card isn’t available. The Winning Card takes no “damage” is is returned to the original battlefield position.
The Losing Card is given to the Victor, and it is stored on their side (off to the side) face down to record a Point. All other cards involved in that skirmish are placed face down into the Discard Pile.
If a player chose to Route instead of Defend. The Attacker takes their card as a Victory point. The Attacker must still show and Discard the Combat Power Cards used, before returning to their original battlefield position.
Move
The Active Player can one of their cards left of right one space only – to fill an empty space left after battle if there is one. Cavalry can move to any empty space (doesn’t have to be adjacent).
Regroup
The Active play may remove one card from the Battlefield and place into their hand.
Note: Move, and Regroup can be done in any order.
Reinforce
Place cards from your hand to fill all empty spaces. You must fill all empty spaces.
Draw
Draw until you have seven cards.
The other Player now becomes the “Active Player”
Royals
When you have Jacks, Queens and Kings in play they have a value of 10. However, they give a bonus to your cards of the same suit (not other Royals)…
- Jacks. A card being attacked, or attacking can be swapped with a higher card of the same suit from your hand prior to placing Combat Power cards.
- Queens. A Combat Power card matching the suit as the card involved in a skirmish, and the same suit as your Queen – may be returned to your hand after a skirmish.
- Kings. Cards of the same suit may place an extra Combat Power card of the same suit. Must be face up when attacking.
Note: These do not stack for the same suit (use the highest value cards effect).
Note: When a Royal is in play, your cards of that suit cannot be Routed.
Combat Reach
A card can only attack the Card directly in front of it, except for Archers, and Cavalry, they may also attack the card diagonally to their left or right.
Combat Advantage
When an attack is initiated, the Suits of the combatants determine if an Attacker or Defender has an Advantage.
A card that has an advantage in battle can use a second card for additional Combat Power.
Combat Balance Table
A Diamond (Cavalry) has advantage when fighting a Club (Infantry) or a Spade (Archers).
A Club (Infantry) has advantage when fighting a Spades (Spears) or a Hearts (Archers).
A Spades (Spears) has an Advantage against Diamonds (Cavalry)
Arrow Attacks
Hearts (Archers) are special in that they can enter into combat like other cards, but they can also shoot arrows. As one Extra Attack each turn, which can be taken before or after the primary attack.
If you have any Archers – you may swap an enemy card with a card from your hand – with the following conditions.
- The card from your hand, must have the same suit as the card being attacked .
- If your Archers are a lower value than the card being attacked, then you must use a card that is no no more than 3 lower in value of the card being attacked.
- Note: Royals don’t affect Arrow Attacks
Game End
The Game ends when someone wins by collecting 9 Points.
If you run out of Draw Cards before this, reshuffle Discard Pile into a Draw Pile