Difference between revisions of "Confrontation Board Game"

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(Unit Ranged Attack)
(Combat)
Line 493: Line 493:
 
*3/ Strength test
 
*3/ Strength test
 
*4/ Removal of the losses
 
*4/ Removal of the losses
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==== Choice of Weapon ====
 +
 +
The active player selects a combat: a profile from his active
 +
unit (the attackers) against a profile from the enemy
 +
unit (the defenders). The attackers corresponding to this
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profile strike the defenders with whom they are in contact.
 +
 +
Important: ''Any special fighter (leader, standard
 +
bearer, musician, mystic, etc.) is grouped with the troops
 +
of his unit as long as he shares the same characteristics.''
 +
 +
Each attacker has a number of combat dice printed on his
 +
card. These dice are used for the whole mêlée and need to
 +
be split between the different combats where applicable.
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If an attacker is going to be involved in several successive
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combats, the player chooses how many dice he attributes to
 +
the current combat. He may decide to not to use any; in this
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case the attacker does not participate in this combat.
 +
 +
==== Hand to hand attack test ====
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 +
The active player rolls the attackers’ combat dice. The action
 +
value is the Attack value of his fighters, the difficulty
 +
is the defenders’ Defense. Each success is a hit. With a little
 +
luck, it is possible to score more hits than combat dice!
 +
 +
==== Strength Test ====
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 +
The active player rolls one die per hit. The action value
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is the attackers’ Strength, the difficulty is the defenders’
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Resilience. Each success inflicts one damage point on the
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defenders. It is possible to inflict more damage points than
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hits obtained!
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==== Removal of the Losses ====
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 +
The active player attributes the damage points to the
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defenders in contact with his attackers, eliminating as
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many enemies as possible. The eliminated fighters are removed
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from the game. The combat is over. The active player then resolves the
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next combat starting from step 1. The unit’s activation is over.
 +
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===Control Phase===
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 +
During the control phase, each player evaluates the situation
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of his company on the battlefi eld. Th e player determines
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which objectives he controls and collects the Elixir indispensable
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for his Incarnates. He performs the following actions in
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the order below:
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*1/ Calculation of faith points and mana points
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*2/ Maintenance of eff ects
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*3/ Collection of Elixir
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*4/ Time out
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The player who won the Authority opposition resolves the
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entire control phase first.
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== Maintenance of effects ==
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Some game eff ects may last from one round to the next.
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Starting with the winner of the Authority opposition, the players
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manage these eff ects during the control phase, in the following
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order:
 +
*Costs: Some effects require the spending of faith points or
 +
mana points to last from one round to the next.
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*Negative eff ects: The players resolve the effects that handicap or threaten to eliminate fighters;
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*Abilities: The players resolve the effects linked to abilities;
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*Resurrection and reinforcements: The players resolve the effects that allow a fighter to come back on to (resurrection), or to
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enter (reinforcements),the battlefield.
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== Collection of Elixir ==
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In Confrontation, companies do not fight just to take
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control of cities or strategic routes. The Incarnates who
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lead them into battle are guided by the gods. These heroes
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fight to collect their Elixir, fragments of their soul tying
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them to their god, allowing them to wield supernatural
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powers and to achieve their fate.
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Each battle of Confrontation details the objectives present
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on the battlefield. During the collection of the Elixir,
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each player determines the objectives he controls.
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An objective is controlled by the player who has the
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greatest total Power (see p. 81) within 10 cm. Fighters in
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rout do not count towards this total. In case of a tie, no one
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controls the objective. An objective remains under control
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until the next control phase, even when the control conditions
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are not fulfilled anymore.
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Each player obtains the number of Elixir points corresponding
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to the objectives they control (these numbers are
 +
indicated by the war council). The Elixir points are used to
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spark the Incarnates’ powers and to win the battle.
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Once a player has reached the number of Elixir points
 +
indicated by the war council, he wins the game.
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== Time Out ==
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Th is step simply marks the end of the round and the passage
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to the next one.
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===Morale===
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Strategy alone is not enough to win a battle. Th e bravery of
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the fi ghters or their chances of scaring the enemy away are
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also crucial.
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A unit’s morale is defi ned by one of two states: by default,
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fi ghters are valiant. When things turn sour, they are in rout
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and tend to run for the hills. Courage tests and Fear tests determine
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when and how a unit’s state changes.
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To support its soldiers in combat, each company can include
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Incarnates and war staff s. Th eir presence helps to keep
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the units valiant throughout the battle.
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==Courage and Fear==
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Because of their size, their reputation or their supernatural
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aspect, some fi ghters can frighten their opponents. Th e presence
 +
of such warriors may aff ect the course of combats and
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the outcome of mêlées.
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Th is icon indicates Courage. Fighters with this symbol
 +
on their card are said to be courageous.
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Th is icon indicates Fear. Fighters with this symbol on
 +
their card are said to be frightening.
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Frightening fi ghters use their Fear value to resolve any
 +
Courage tests they may have to make. All the rules that apply
 +
to Courage also apply to Fear. However, frightening fi ghters
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can also terrorize their opponents and rout them.
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'''Courage Test'''
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A valiant unit is forced to take a Courage test in either of the
 +
following circumstances:
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*During its activation: If the unit has fallen to below half
 +
the number of members it started with. In this case, the diffi
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culty of the test is 1. Incarnates and familiars are members
 +
of a unit. Th e diffi culty may be increased by two aggravating
 +
factors:
 +
 +
+ 2 if the unit is engaged with units with a greater Power;
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 +
+ 2 if the unit is engaged with a frightening unit.
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*During an assault involving a frightening unit: Th e diffi
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culty is equal to the highest Fear value in the frightening unit.
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During an assault involving two frightening units, only the
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one with the lowest Fear rolls the Courage test. If it is a tie, no
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Courage test is rolled.
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Th e action value is the highest Courage.
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When a unit fails its Courage test it is in rout.
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Units in rout never need to take Courage tests, with the exception
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of rallying tests.

Revision as of 10:51, 19 June 2013

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