Field of Glory Card Game - Reglamento
Field of Glory Card Game - Reglamento
Field of Glory Card Game - Reglamento
Components
Unit card
Starting the Game
Movement Cost Shuffle the Terrain cards and place them face-down to make a deck.
Flank Penalty Draw five Terrain cards, one at a time, to create a battlefield. The
battlefield consists of five columns and each column will contain one
Combat value
Terrain card, forming a row of Terrain cards across the centre of the five
columns. If a Plain Terrain card is drawn, place it in the centre column
Command Points – or if that’s filled, a column as close to the centre as possible. If a
non-Plain Terrain card is drawn, place as far from the centre as possible
(i.e. the end-columns will be filled first). Arrange the Terrain cards so
that their short sides face each other, indicating that neither player
controls them.
Unit type
Unit type total
Modifiers and
special rules Flank Flank
Victory points The two end-columns will be referred to as Flank columns from now on.
Each player selects a set of Army cards (the sets are identical apart from
UNITS – Units contain the following elements: colour) and each performs the following steps:
Movement Cost – determines how many Command Points must be 1. Locate your First/Second Shuffle card and place it
spent to place the card in the battlefield. If it’s placed in a Flank column, to one side.
the cost is increased by the Flank Penalty.
2. Shuffle the remaining Army cards and place them
Combat Value – ranging between 0 and 5; the higher the value, face-down on the table to form your deck.
the more effective the unit is in combat.
3. Draw the top four cards from your deck, choose two
Command Points – are used to place units into battle, to increase of these cards to retain and discard the other two
Combat Value, and to draw cards at the end of a turn. Note that cards face-down. This process is repeated until you’ve been through
Command Points bear no relationship to Unit type, so will vary your deck of forty-eight cards once, thus retaining an army of
between units of the same type. twenty-four cards. The discarded cards play no further part in
Unit Type Total – how many units of this type are in your deck. the game and are returned to the box.
Modifiers and Special Rules - additional powers that usually help 4. Shuffle your retained cards and place them face-down on the table
differentiate Unit types. to form your draw deck. Place your First/Second Shuffle card at the
Victory Points – earned by the vanquisher of the card. Only count bottom of this deck, with the side marked ‘First Shuffle’ upmost.
if there is a tie at the end of the game. 5. Draw the top nine cards from your deck to form your starting hand.
Phase Two: Advance
The first player should be determined randomly, using a method The active player takes control of every column where he has
agreeable to both players. unopposed units (i.e. the opponent has no units in that column).
DECK MANAGEMENT – As the game progresses, players will need to Turn the Terrain card so that the ‘Control’ side is closest to the
discard cards. Each player should create their own discard pile next to active player. If the active player has two units in that column then
their draw deck. Discards are done one-by-one, and face-up. A discard one unit (owning player’s choice) is discarded.
pile can be perused at any time, but only by its owner.
If a player needs to draw a card and his draw deck is
exhausted, he shuffles his discard pile to create a fresh
draw deck. The first time this is done his Shuffle card is
flipped to the other side, marked ‘Second Shuffle.’ The
second time this is done remove the Shuffle card from
the deck and place it to one side.
Example: The blue pike unit is open to a flank attack. It is opposed to its If a unit is placed in a column containing a Rough Terrain
front, there is an unopposed enemy unit in the adjacent column, and there card, its cost is increased by one.
is no friendly unit in the column after that. The red player has the choice
to attack with the medium infantry or the heavy infantry. It makes sense
to attack with the heavy infantry as it has the higher combat strength. Red
will attack with a combat strength of six, against blue’s strength of four.
A player can have up to two units in one column on his side of the
battlefield. Both of these units must be the same type. There are
two exceptions:
• A light infantry unit can be placed in the same column as an elephant.
• An archer unit can be placed with any other unit.
The order of the units in the column is not important.
Before placing a unit in a column the active player can discard any of
his units already in that column.
Note: Commander and Action cards cannot be placed on the battlefield.
It would only take one friendly unit in the next column along to stop a
flank attack situation from arising, as can be seen here. In this case there
are no flank attack situations. The blue light infantry would have to be
engaged to its front to be vulnerable to a flank attack.
Example: Red is the first player and in his first turn places the four units
shown here. The total Movement Cost is nine, as it costs one extra point
to place the medium infantry unit in the Flank column. Red discards a
Commander and a cavalry card to pay for these placements, the total
number of Command Points on the cards equaling the cost. Note that the
light cavalry costs zero points to place down.
Action: Attack
It is easier to create a flanking attack from one of the two Flank columns.
In this example here the blue pike unit is flanked by the red cavalry. The active player declares the column in which he wishes to attack.
This attacked column must have units belonging to both sides in it.
If the attacker has two units in the column then he must choose one
Phase four: Player Actions unit to lead the attack, moving that unit to the front as a reminder.
The active player may now perform as many actions as desired The attacker must either select one card from his hand or draw the
or able. There are three types of actions available: top card from his deck. This card is called the Bonus card and remains
• Place Units hidden from the defender.
• Attack The defender now has the option to withdraw units from the column.
• Play Reserve card Any defending units whose Movement Cost is lower than the
Movement Cost of the lead attacking unit can withdraw, which means
These actions can be performed in any order and repeated as desired,
placing them on his discard pile. If the defender withdraws all of his
e.g. a player may place a unit, attack, place two units, then make
units then the attacker:
more attacks, and so on.
• Discards his Bonus card.
• Discards one attacking unit of his choice if he has two units in
the column.
• Does not take control of the Terrain card. Movement Cost of three or less. The rules for withdrawal remain
If the defender does not withdraw all of his units then he has the unchanged and only apply to the lead unit in the attacking column,
option to gain a Bonus card by either selecting a card from his hand not the adjacent columns.
or drawing the top card from his deck. If the defender has two units in
the column then he must choose one to be his leading unit, moving it
to the front. Each player then reveals their Bonus card and determines
their combat strength, which is the sum of:
• The Combat Value of their leading unit in the column.
• The Command Point value of their Bonus card.
• +1 if they have two units in the column.
• Combat modifiers on the column’s Terrain card (i.e. hills and woods).
• Combat modifiers on your leading unit if you are the attacker – the
defender does not get theirs!
The player with the highest combat strength wins. The losing units in ELEPHANT RAMPAGE
the attacked column are eliminated and handed to the winning player, If a player is defeated in combat and has to lose one or
who places them in his victory point pile. more elephant units then he must also draw the top card
If the attacker won then he takes control of the Terrain card, rotating from his deck and lose that as well, with all of these
the card so that the ‘Control’ side is closest to him (if he already has cards ending up in the opponent’s victory point pile.
control of the Terrain card, nothing changes). He must then discard This penalty does not occur if the unit is discarded for
the non-leading unit if he has two units in the column. any other reason.
If the defender won and the Terrain card was controlled by the attacker
then it becomes neutral, otherwise nothing changes. Action: Reserve card
He must then discard the non-leading unit if he has two units in the
Draw three cards. You can hold more than nine cards
column.
during your turn.
If it’s a tie then the Terrain card is turned to its neutral position and
all units on both sides in the attacked column are discarded.