Friday, December 17, 2010

The Art of Guerre

Objective: Mortar the enemy HQ by moving 4 squads around the gridded map. Capital is gained each turn.
Tools: Graph paper, 2 pencils or pens, 6 sided die, markers, calculator (optional)
Capital
Capital is the resource of the game. You receive 200 capital every turn in the beginning of the turn. It is kept in the store, and produced in the industry center. It can be spend on technologies, units, and buildings.
Map Design
In Guerre, the map is designed by the players. Both the players have to agree to the map. Draw the outline of the map on a piece of graph paper. (My map size is usually 35x24 graph paper blocks.) The HQ should be placed on the far end of the map. (Pictures of maps and building sizes will be posted shortly.)
Buildings
Buildings can only be built inside of the HQ's territory. This is an area 5 spaces in every direction of the HQ.
Stores: Stores keep capital. If a store is mortared, all of the capital that had been saved is reduced to zero. They must save up enough capital from turns to build a new store. You may have a limit of 2 stores per territory. Costs 200
Industry Centers: Industry centers are needed to receive capital. If an industry center is destroyed, you must use the capital saved in your stores to purchase a new one. You may have 2 industry centers. Note that if both your industry centers and stores are destroyed, and you don't have enough capital to build a new one, you will have to win with whatever troops or capital you have presently.
University: The university is necessary for upgrades. Each turn, you will be given a list of upgrades available to purchase with capital. You are allowed 1 University.
Barracks: The barracks is needed to build units. You are allowed 2 barracks. 
HQ: The HQ must be defended. It is also where the rally point is set. Unless upgraded, it is destroyed with 1 mortar shot, and the game is over. 


Squads
Each squad is represented by a tack on the map. Initially, all four pins are placed on the rally point, marked as an "x" in any box that touches the HQ in the begging of the game. The HQ is designated by the player. The pins, or squads, cannot be moved until a unit is placed in them. Each squad can hold up to 20 units each: 15 infantry and 5 cavalry.
Infantry Unit:
Speed
Attack
Cost
Health
Light Infantry

6
1
30
1
Heavy Infantry

5
2
40
2
Machine Gun

3
3
70
3
Anti-Tank

4
1(vs. Cavalry 3)
60
2
Mortar

3
2
70
0
Medic (4 limit)

5
0
40
5















Cavalry Unit:

Speed
Attack
Cost
Health
Battle Tank

4
3
90
2
Howitzer

2
4
120
0
Helicopter

4
4
100
3
Hummer

4
3
70
1













Speed and Movement: A squad can only move a certain amount of spaces per turn. This is determined by which units occupy the squad. The speed number determines up to how many spaces it can move in that turn. A squad can only move as many spaces as the lowest number in the squad. For example, if you had all Machine Gun units, you could move 3 spaces in any direction in any order (forward, left, forward). However, if you had all Light Infantry and one Howitzer, you could only move 2 spaces. You can move as many squads as you want per turn.
Attack:  The attack is the number that hurts the enemy team. It is subtracted from the other team's health.   
Cost: Cost is how much capital each unit is required to be purchased. 
Health:  Each squad's health is divided into 2 parts: infantry and cavalry. Infantry health is the sum of each number in the box. For example, a Light Infantry and Heavy Infantry unit have 4 health. The same goes for cavalry, however, the numbers are kept separated. (For more information on Health and Attack, see "Contact".   
Mortar: Mortars and Howitzers do not behave like regular units. When a player says they are attacking, the player being attacked rolls the die. If it is an even number, the mortar lands, and health is subtracted. If the die is odd, it is a miss. If multiple mortars are being fired, the die is rolled for as many times as the multiple mortars are shot. Each mortar gets one shot per turn. Unless upgraded all buildings will be destroyed under shot from the mortar. The Mortar unit only can damage infantry, while the howitzer only can damage cavalry. When squads are fighting on the same square, mortars and howitzers cannot attack.
Medics:  Medics have no attack, but provide health for the squad. You may have 4 medics on the field at once. They can be in any squad and in any number. If a medic is in a squad that is destroyed, you made build a new one.
Anti-Tank: Against infantry, Anti-Tank has a 1 attack. When a squad has more than 2 cavalry units, its attack is increased to 3.   
Contact
Advancing: Any time two enemy squads share the same space in a grid, it is considered contact. In the beginning of the game, assign a player to have even or odd. The player being attacked rolls the die. Whomever wins the roll gets "advantage".  If the offensive side wins the roll, their infantry health gets plus 2. If the defensive side wins, they have the choice of retreat. They can move 8 spaces in any pattern, no closer to the enemy’s HQ. There is a cost of 70 Capital. if the player does not have 70 capital, they may not retreat. The capital is to be paid to the other team. You can move just one or all of your squads per turn. If multiple skirmishes occur, follow the process outlined in the following steps, going from battle to battle.
Combat: During combat, there will be some math. Add up the total number of attack points. Read it aloud to your opponent. Then they will read it aloud to you. Subtract the number read from your health. If your health is at 0, your squad is obliterated. If your squad is obliterated, you have to remove your tack from the board. It is imperative that you do not lose a squad, because it cannot be replaced or repurchased.
Aftermath:  Not every battle will result in the annihilation of a squad. If both armies are still in existence, the defender gets the choice of moving their regular amount of spaces in any direction, or attacking again. If more than one battle occurs at the same time, you can move back your squads all at the same time, like you normally could move multiple squads.
Multi-Squad: Two squads can attack at the same time. To do this, move them onto the enemy squads space at the same time. Obviously, all of their attack will be used against the enemy. However, If you are being attacked, you have options. You can add up the entire attack of your squad or squads being attacked, and split it in half. For example, if squad x and y are attacking squad "a", squad "a" can decide if they want to put all of their attack into one squad, or whether they want to attack "x" and "y" evenly. If the attack number is odd, they can decide which is half goes where, for there will be a 1 point difference.
Multiplayer: (more than one team fighting on the same square) Follow a similar procedure as a multi-squad battle, however, this time the attacking force get to choose the attack distribution as well.
Nation Bonuses
Every player can play as a nation. You cannot play as the same nation. If a compromise can be made, do a die roll. Nation bonuses are evident at the beginning of the game.
America
Add 10% current capital income each turn
Russia
Begin with barracks and 4x stores
China
2 squads of 22 are allowed (3 infantry and 1 cavalry
England
Move one space faster than slowest unit per turn, medics are free
Brazil
50% cheaper age advancements and tech
France
3 Chateaus

*A Chateau is a building special to the French. It takes up one block of the grid, but any squad that stops within one square of it will suffer a plus 3 damage. They can be placed in the beginning or any time during the game. They are free, but once they are destroyed, they cannot be rebuilt.  
Generals
Generals can be researched in Level 3. They do not have to align with the country they are from in real life (The French can have Eisenhower). You may only have one general.
Washington
Mercenaries upgrade available 3 times, retreat is free
Napoleon
Guaranteed hit for mortar or howitzer.
Hannibal
After 2 turns without hits, one squads get 6 health
Sun Tzu
Can look at all of the other players squad sheets at any time.
Eisenhower
All cavalry is 50% cheaper
Charlemagne
4 attack and 2 health added to all squads.



Technologies
You may buy 1 technology per turn. In order to level up, all upgrades of the lower age must be researched. They are researched at the university. At a later date, a separate sheet will be provided.
Technology
Cost
Name
25% capital added per turn
100
Bull Market
Stores and Industry Plazas 20% Cheaper
50
Rations
Anti-Tank speed +1
70
P.T.
Medics +1 health
60
Medivac
Level 2
200

4 infantry and 3 cavalry added to a squad for 3 turns
80
Mercenaries
HQ, Stores, Barracks and Chateaus now take 2 mortar hits to be razed

Camouflage
When attacking, all squads receive +2 attack

Night Vision
Best 2 or 3 option available for loser of "advantage". (3 time limit)

Feeling Lucky
Level 3
300

75% capital added per turn
200
Laissez-Faire
For 2 turns, a squad can move as many spaces as its fastest man
70
Pay Day
If attacked, all squads have a plus 2 attack
90
Turrets
Generals
100
West Point