Showing posts with label Game Rules. Show all posts
Showing posts with label Game Rules. Show all posts

Friday, December 4, 2015

Kings of War: Rules (Part 2)

In the last post, I went over the basics behind Kings of War including unit rules, terrain rules, and a few others. In this installment of the Kings of War Rules I want to finish up with all the other basic major rules including playing out a turn. As stated previously, a turn consists of three phases: (1) movement phase; (2) shooting phase; and (3) the melee phase.

Movement Phase
During the movement phase, units move across the board based on the movement order that they are given. There are seven (7) different basic movement orders that can be given to a unit: (1) halt; (2) change facing; (3) advance; (4) back; (5) sidestep; (6) at the double; and (7) charge. The orders are fairly self explanatory. If a unit is given a halt order, then that unit does not move in the movement phase. Change facing allows a unit to pivot around its center to face any direction (though the center of the unit must stay in the same position). Back and sidestep orders allow a unit to move either directly backward or directly to one side up to HALF the unit's movement value (but the unit cannot change facing). The at the double order allows a unit to move at double the unit's speed (or movement value) directly forward without pivoting or changing its facing. An advance order allows a unit to move forward up to its movement speed, but the unit is allowed to make a single pivot around its center up to 90* during the move and finish any of its remaining movement in that direction. A charge order allows a unit to charge an enemy unit.

Additionally, in Kings of War, when moving units, units may move through other friendly units (except when charging) so long at the moving unit does not end its move on top of the friendly unit. However, enemy units cannot be moved through and a unit cannot approach within 1" of an enemy unit except when charging or during a pivot move (so long as the unit finishes the pivot outside of 1" of the enemy unit). Units that pivot can pivot through friendly units, enemy units, and terrain (including blocking terrain) so long as the unit ends the pivot clear of the other units or terrain.

Friday, November 20, 2015

Kings of War: Rules (Part 1)

My Kings of War Rulebook arrived a few weeks ago, but other than a quick read through to try and grasp the most basic understanding of the game, I haven't spent that much time with the rules. With end of the 2015 tournament season (except for Masters in February) and the 2016 tournament season moving towards Kings of War, now is the time to delve into the game and gain a more thorough understanding of the game's nuances. With that, I figured we could learn the rules together over the course of several posts. Thus, I present to you the rules to Kings of War.

Thursday, October 29, 2015

Game Review: Forbidden Island

It's been a few weeks into the updated version of Gaming with Rhuell and all I have been talking about is Age of Sigmar. But no more. Today, I wanted to start my board game review posts with a quick, fun, co-operative game called Forbidden Island by Gamewright.

The objective of Forbidden Island is for a team of adventurers (2 - 4 players) to gather four different treasure pieces and fly off in a helicopter before the island hiding all of the treasures sinks to the bottom of the ocean. But, before we get into game play, let's take a look at the components of the game to see how they stack up.

Thursday, October 22, 2015

Age of Sigmar: Tournament Comps (Part 1)

Age of Sigmar has been around for a few months and now there are several interesting tournament comps that have been developed by the burgeoning Age of Sigmar community. One of the more interesting army design rules that have developed is the Independent Pool System that I talked about last time.

This time, I want to take a look at how a couple of different tournaments that use the Independent Pool System re-work or modify some of the basic Age of Sigmar rules to make them more tournament balanced. Let's dig in.

Tuesday, October 20, 2015

Age of Sigmar: Pool Choices Comp

The Independent Age of Sigmar Pool Choices army composition, sometimes known as "Clash Comp" for its use as the Clash of Swords event in 2015, or as "Mo Comp" named after its main proponent Mo Ashraf (@channel_4_news if you want to check out ongoing updates), is an army composition system that uses pool choices of warscrolls to create your army for a tournament or friendly game. The constantly updated composition pack (currently at Version 1.2) is available online here. Let's take a look at how the system works.

Friday, October 9, 2015

Age of Sigmar: Rules (Part 3 - The Unofficial Competitive Rules)

After two posts going over the basic rules of Age of Sigmar, this post covers the "unofficial" rules modifications to Age of Sigmar for competitive play. These rules are available on the internet, and can be found here. These rules specifically make clear that these modifications are completely unofficial and in no way impact the actual rules to Age of Sigmar, though these modifications do point out that they are useful or conducive to "competitive play." Thus, these are rules that should be in your Age of Sigmar games if you are going to try and play the game competitively in either a tournament setting or in a series of competitive games against friends where balance between forces is desired. Let's check them out.

Thursday, October 1, 2015

Age of Sigmar: Rules (Part 2)

And I'm back to discuss Age of Sigmar. Last time, I went over the general rules for the game including army construction, setting up the battlefield, army deployment, and victory conditions. This time, I delve into the actual rules for playing a game of Age of Sigmar and address a few of the more controversial or confusing aspects of the game. Let's get into it!

Thursday, September 24, 2015

Age of Sigmar: Rules (Part 1)

The rules for Age of Sigmar have now been out for a while and the dust is beginning to settle over the game, its rules, and the tournament scene. Even though the tournament scene is in its infancy, I wanted to take this opportunity to go over the rules for the game in depth and with some basic strategy to up your games. I also want to provide a general outlook and opinion on the game and its basic rules for three different categories of players: (1) new intro players, (2) the occasional hobby player, and (3) the tournament player. Let's dive in!
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