Jonathan Hinson

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)…

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.

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