Simple Rules Version 0 2008 ugg



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Simple Rules
Version 1.0

© 2008 UGG
Table of Contents
Credits

Game Equipment see full rules
Customer service center:

Post: Udo Grebe Gamedesign (UGG)

Bergheimer Str. 36

D - 50181 Bedburg

Germany

Phone: + 49 2272 7702

Fax: + 49-2272 -930357

Email: rulz@ugg.de
1.0 Introduction
Assyrian Wars is a game for 1 to 5 players that simulates the struggle between Assyria and neighboring nations from 722 to 605 BC. The players play the part of one or more of the 5 powers represented in the game. The designer recommends having 3 or more players.


    1. Nations

Assyrian Wars classifies the countries in the game as powers, minor countries, minor cities,


Powers


  1. Assyria (AS)

  2. Mede (ME)

  3. Egypt (EG)

  4. Babylonia (BA)

  5. Elam (EL)

Player Control
Who plays which power depends on the number of players and the scenario.


Players

AS

ME

EG

BA

EL

Campaign

5

1

2

3

4

5

4

1

2

3

4

3

3

1

3

2

2

3

2

1

2

2

2

2

Rise and Fall

4

1

2

-

3

4

3

1

2

-

2

3

2

1

2

-

2

2

The Two Rivers

3

1

-

-

2

3

2

1

-

-

2

2


If players cannot agree on who plays which power(s), each player rolls one die. The highest roller has first choice, etc.
Minor Countries (Minors)


  1. Phoenicia

  2. Judah, Israel

  3. Syria

  4. Urartu

  5. Phrygia

  6. Persia



Minor Cities

Cyprus, Petra, Adana, Malatia, Dilmun, and Zirkitia


Components Not Used
Not used in Simple Assyrian Wars are counters for Mercenaries (orange), nomads (Scythians, Cimmerians Arabs, and Aramaeans)

Cards (except the Army group cards and the Assyrian home cards)
Camps
Assyrian Camp
Assyria and all its allies.
Rebel Camp (Rebels)
All countries that oppose the supremacy of the Assyrian "King of the World".
Neutral Countries
All countries who are not at war on either side or allied to a power.

See the scenarios about political status of each country in the beginning of the game.



1.2 Map
The Map is divided into areas.



Round areas have no production.


Double rectangular areas contain a city or fortress.


Rectangular areas are used for countries with a fixed economic rating (Persia).



Areas with a number on top of the city (ECO level) represent rich cities with a strong economy.


Capitals have 2 towers and their names are underlined in red.


All areas have connections that indicate between which areas movement is allowed.
The sea is divided into sea zones which are not needed.
1.3 Terrain
The areas in the home country of a country have their national color printed within them and are called home areas.

There are no terrain effects just connections in the basic game.

There is neither naval movement nor are there ships in the basic game.



The number printed in the City is called the city defense. This is the number of battle dice the city provides against attacking besiegers.
2.0 Counters

2.1 Units
2.1.1 Land Units
Heavy Inf (HI)

Each unit has a number and a symbol printed on it. The number is equal to the combat factor. Unit Class is not used.


2.1.2 Leaders


The action rating is used for battle modifiers, interception and evasion rolls.

A leader’s command rating is the maximum number of regular units it may command.

Leaders always use their stronger side.

Kings
King



Kings work like leaders, but have no reduced value on the back. The reverse side represents another king.

Army and Army Group
Army Group Army


These markers may be used to reduce clutter on the map when there are too many units in one area. The marker goes on the area and the units go on the player’s army group Card.

Front and Reduced Sides


  • Nearly all counters are printed on both their front and reduced sides.

  • The reduced sides are flat. The front sides have slightly rounded edges.

  • The combat factors on the back are always lower than on the front.

  • Numbers on the front are black, numbers on the back or reduced side are white.


Powers

Assyria

Black (with spotlight)

Babylon

Dark Green(with spotlight)

Egypt

Yellow (with spotlight)

Mede

Red (with spotlight)

Elam

Dark Gray (with spotlight)


Minors

Phoenicia

Brown (with spotlight)

Syria

Light Green(with spotlight)

Israel

Dark Blue (with spotlight)

Judah

Blue (with spotlight)

Persia

Light Brown (with spotlight)

Phrygia

Light Blue

Urartu

Pink (with spotlight)

Nomads




Cimmerians

Light Yellow

Scythians

Light Grey with orange bars

Aramaeans

Light Grey with inverse spotlight

Arabs

White







Mercenaries

Orange (with spotlight)


Minor Cities have no forces except their city defense. Their areas are printed in white.

The minor cities are: Cyprus, Petra, Adana, Malatia, Dilmun, and Zirkitia.

Each minor city has a marker.



Round areas printed white are neutral and belong to nobody.
2.2 Other Markers
Markers for:
City Damage Used


The background color for all the following markers indicates to which country the marker belongs. Some markers are not country specific.

Victory Points Victory Points+


Number Marker


Number markers can be used to show, to display number of APs left for the current impulse,



ECO Level
ECO level markers indicate a country’s income.
Game Turn Impulse Round Impulse


Any units and markers not mentioned here are not needed for the Basic Game:
2.3 Cards
Remove all Cards in the basic game except for Army Group Cards and Assyria’s home cards.
3.0 The Course of Play


  • The game consists of 5 turns.

  • Between the game turns are Interphases that are conducted before the next turn begins.

  • Each turn is divided into impulses.

  • Place the impulse marker on the impulse track. Assyria begins the game.

  • After Assyria finishes all its actions the Mede conducts its impulse. Continue that way and skip any minor nation that has not been activated.

  • After the last nation on the impulse track has finished its actions, one impulse round is over and the impulse marker is place into Assyria’s space again.

  • Move the impulse round marker to # 2 on Assyria’s track.



3.3 Extra Impulse


  • Assyria may take a second impulse after Elams Impulse.

Assyria must keep its three home cards in hand, unless playing an extra impulse.When the Assyrian player takes an extra impulse, he discards a home card.

The Assyrian player may conduct 3 extra impulses per game turn, with a maximum of one extra impulse per impulse round.

No extra Impulses may be taken in the first impulse round.
3.5 Turn End
The turn ends after the 5th impulse round.
3.7 Interphase and Game End


  • Between the game turns is an Interphase. (See Section 7.0)

  • The game starts with the first Assyrian impulse in the reign of Sargon II. It ends after the Interphase following Turn 2.


4.0 Getting Started
4.1 Preparations


  • All countries set up their forces at the same time according to the scenario set ups (see scenario cards).

  • Set up the ECO and diplomatic markers for each country as specified in the scenario instructions.

  • Minors that are not at war and not allied do not set up their forces on the map. They only place their ECO and diplomatic markers.

  • Impulse Markers are placed on the Assyrian spot of the Impulse Track.

  • Game Turn and Impulse Round markers are placed on the raid box underneath Trade.



4.2 Force Pool


  • The Force Pool of a country consists of all units a country has available for production but not yet built.

  • Markers and units that are not in a country’s force pool remain in the game pool. The game pool consist of all units and markers that are not on map or in the force pool of a power or active minor.




  • Place all available regular units of that country into the force pool.


5.0 Sequence of Play
Actions are carried out in strict accordance with the following order:
5.0 Initiation of The Game Turn

(all countries at the same time)
5.1 Initiate Turn
6.0 Action Phase, (see 6.0).
Turn End
The turn ends after the 5th impulse round
7.0 Interphase, (see 7.0)
5.1 Initiate Turn
Return the 3 home cards to Assyria.

Conquered countries remove all city damage markers at no cost.
5.2 Tribute
There is no tribute in the basic game.
6.0 Action Phase


  • The Impulse Track lists all countries starting with Assyria and ending with the Scythians. Since the basic game does not use Nomads, an impulse round ends after Persia finished its impulse.

  • In the beginning of a game the impulse marker starts on the Assyria space.

  • The country which currently has the impulse marker on its space is called the phasing country.

  • After a country finishes its impulse the impulse marker is moved to the right and the next country takes an impulse. Inactive countries are skipped.

  • Rules numbers of the main game remain here, paragraphs not used have been skipped. So it is possible to find for example 6.18 after 6.13.


Use Action Points to:


  • 6.1 Build Units

  • 6.3 Buy Leaders

  • 6.4 Rebuild

  • 6.6 Move

  • 6.12 Control change

  • 6.13 Conquest

  • 6.18 Income Action Points




  • The above actions can be done in any order you wish. Within these points a certain order or procedures may be required, as detailed below.

  • How many actions you can do is limited by your APs.

  • Both building and rebuilding are not allowed during battle.

  • After the phasing country is finished the next country in the impulse track plays a card and takes action as above.

  • After each country has gone through its impulse, a new Impulse Round starts. The Impulse Round is marked on Assyria’s track.

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