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Battleground Fantasy Warfare Men Of Hawkshold Starter Deck Card Game

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Battleground Fantasy Warfare Men Of Hawkshold Starter Deck
published by Your Move Games

Currently Unavailable

1 hour for 2 players ages 12 to adult    Availability Info
Condition: New

Game Expansions and Accessories for Battleground Fantasy Warfare Men Of Hawkshold Starter Deck
BFW Men Of Hawkshold Reinforcement Deck  $12.95 Out of Stock

Game Contents
18 units, 30-card command deck, two quick-reference cards, rulebook, all in a box approximately 4" x 3" x 0.9"

Box Description
Lead the noble Hawk army to defend your lands and people. Cavalry, infantry, and deadly longbowmen are yours to command! The superior training, honor and courage of your troops will bring you victory.

Battleground: Fantasy Warfare is a point-based tabletop tactical wargame in which units are represented by cards. This deck contains all the cards two players need to play - 18 units, a 30-card command deck, two quick-reference cards and a rulebook. You will need six-sided dice and a dry-erase markers, wax pencil or crayon.

Games in a Box Notes
More from the Your Move Games website...

Battleground: Fantasy Warfare is a point-based miniatures game – but without the miniatures. Battleground uses cards rather than painted models to represent your forces. This means a much lower price as well as easier transportation and setup, but don’t be fooled – this is not a 'light' war game or a CCG. Battleground is a serious war game that will challenge you at every step, from army design and deployment to tactical maneuvers and command decisions until battle’s end.

Command Realism

Battleground uses a command action system to portray the experience of a general with limited time and imperfect soldiers. Instead of micro-managing every unit’s move as with most miniatures games, in Battleground you give your units standing orders which they will then carry out as best they can. For example, you could tell a unit to close, in which case it will move at full speed towards the nearest enemy unit, or you could order it to close with a particular enemy unit. Standing orders are easy to keep track of, as you’ll write them directly on each unit’s command circle using a dry-erase marker or wax pencil.

You will then receive a certain number of command actions at the start of each turn – four in a standard 2,000 point game. You can use them to do any of the following:
  • Change a standing order
  • Take direct control of a unit for the turn, moving it exactly as you see fit
  • Rally a unit that has been routed
  • Use your unique army ability
  • Draw a Command Card (more on this later)
During the first few turns, as your army marches towards the enemy, you may not need to spend any command actions on order changes. If you set up well and gave good standing orders at the beginning of the game, your troops should be marching according to plan.

That will change once battle is joined. You will need to spend command actions to react to the changing battlefield as units rout or get destroyed and as your opponent’s plans become clear. A wounded enemy unit may need finishing off, requiring a command that your archers concentrate their fire, or a hole in your own line may need to be plugged.

The command action system creates a lot of decisions and tension throughout the game, but it doesn’t slow down play. In fact, it tends to speed the action up. Without unit-by-unit micromanagement, Battleground avoids wasting time on exacting decisions about what each unit’s movement will be. Once you’ve decided not to change a particular unit’s orders, it’s easy to determine what its move would be and to carry it out.

Unit Cards

Battleground uses unit cards to represent troops. Each card has an above-view shot of the unit that remains face-up during play and causes the battlefield view to take shape. Near the unit’s back rank is its stat bar, including the damage squares you will use to keep track of wounds received during battle. On the reverse side is a close-up shot of your unit, along with rules text, equipment and, space permitting, flavor text.

A unit’s stat bar contains all of the information needed during play, including the unit’s attack dice, offensive skill, power, defensive skill, toughness, range (if any), courage and movement. It also contains the 'damage squares' you’ll use to keep track of damage taken during combat. Other than to resolve actual rules questions, you don’t have to look up anything during play – it’s all right there.

Combat

Resolving combat is straightforward and requires no lookup tables, although the quick-reference cards are handy until you’re familiar with the various bonuses, e.g. for flanking, charging and pinching. An attacking unit rolls six-sided dice equal to its attack dice and compares the result to the difference between its offensive skill and the defender’s defensive skill. Anything less than or equal to the difference is a hit.

Once you’ve calculated the number of hits, you roll that many dice – this time comparing the results to the difference between the attacker’s power and the defender’s toughness. Rolls that are less than or equal to the difference are damage dealt.

Thus, if a unit of Orc Axemen (5 attacks, offensive skill 6, power 6) attacks a Skeleton Horde (defensive skill 2, toughness 1) it would roll five dice needing four or less on each die to score a hit. A roll of 6, 4, 4, 2, 1 would mean four hits. It would then roll dice equal to its hits (four in this case), needing five or less to deal damage.

With all combat rolls, a one automatically succeeds and a six automatically fails.

Track damage on the card

Damage is marked off on the defending unit’s damage squares. Mark off squares directly on the card (from left to right) with a dry-erase marker or wax pencil as your units take damage. The color of your remaining squares tells you the condition and morale of each unit, and tells you when a unit needs to take rout checks.

A unit with a least one unmarked green square is at full strength. Once the green is gone (but some yellow remains), the unit is 'in the yellow' and its courage and attack dice are both reduced by one. Once only red squares are left the unit is “in the red” and its courage and attack dice are reduced again.

The damage squares also indicate when a unit needs to take rout checks. Whenever a unit changes color or takes any red damage you must roll 3d6 against its courage (modified if it’s in the yellow or red). On a roll higher than the courage, the unit flees from combat – after taking free attacks from any units it was engaged with.

Command Cards

One of the uses for command actions is to draw a card from your Command deck. Command cards aren’t new orders; rather, they represent your ability to inspire and lead your troops. Most command cards provide small combat boosts – for example, Might gives one of your attacking units an extra attack die and increases its power by one. Each faction has its own Command deck that reflects its particular style.

Command cards never dominate a game – your Peasant Mob isn’t likely to defeat an opposing Abomination, and pinching an enemy unit will do you more good than playing a command card in combat. Rather, command cards provide a small tangible advantage to the player who is able to spend fewer command actions changing orders or rallying his troops.

Three launch armies

Battleground: Fantasy Warfare launched with three armies, with additional armies planned every three months. Each army has its own flavor and corresponding strengths and weaknesses.

Men of Hawkshold

The noble soldiers of Hawkshold bring their superior training and courage to battle as they defend their lands. Your Hawk armies include a broad range of infantry, ranging from the cheap (but fragile) Peasant Mob to Great Swordsmen in heavy plate. Your Longbow men are the most powerful archers in the game, with superior skill, power and range, forcing your enemies to advance into your ranks or die at a distance. Finally, a broad range of cavalry options means that any break in the enemy line can quickly turn into a slaughter.

As the commander of the Hawks, you can inspire your troops with Bravery, ensuring that your line holds against the most fearsome charge. Spending one command action will increase a unit’s courage by three, until such time as it rolls above its base courage during a rout check.

Orcs

Battle-hardened Orcs are among the game’s most powerful infantry units. Goblin Bowmen and the powerful but unreliable Goblin Bomb Chucker provide you with missile fire, and Goblin Wolf Riders are among the fastest cavalry units in the game. You can also bring huge Trolls with you into battle – and just when your opponent realizes how hard it is to damage them, they regenerate!

As the Orc general you can Lash your troops into battle frenzy. By spending one Command action you increase the movement of one of your units for the turn and gain an extra attack die. As battle lines break into the chaos of melee, your special ability will allow you to make the most of any opportunities to flank an enemy unit or destroy a routing enemy.

Undead

As a powerful Necromancer you recruit your armies from the enemy dead. Mindless Zombies, weapon-wielding Skeletons and hulking Abominations form the core of your undead army, but you also command Swarms of Rats and incredibly powerful Death Knights.

Most Undead units are mindless automatons that automatically pass Rout checks, making it much easier for you to plan your strategy. To make things worse for your opponent, you can Reanimate damaged units, spending command actions to heal damage.

Getting Started

Each Battleground army comes in two different decks. Army Starters contain eighteen unit cards, a thirty-card Command Deck and two quickstart reference cards, plus the basic rules. This gives you all the cards you need to get started – in play terms, each unit card is the equivalent of a boxed set of miniatures. Army Reinforcement decks each contain fifty unit cards – enough for almost any army you can imagine – and the advanced rules. Reinforcement decks also include two unit types not available in that army’s Starter.

All you need in addition is a flat surface, an opponent, some dice and a couple of dry-erase markers.


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