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[rules] Make it possible to deploy properly with 3+ player games
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Fixes #51
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Pointedstick committed Dec 26, 2020
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13 changes: 8 additions & 5 deletions rules.tex
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\backmatter

\chapter{Introduction}
Wasteland tactics is a tabletop wargame simulating the fast-paced randomness and tactical decision-making of a real battlefield. The game is played with 28-30mm scale miniatures, 10-sided dice, a tape measure, and a table-sized flat surface preferably covered with evocative terrain and structures!
Wasteland tactics is a tabletop wargame simulating the fast-paced randomness and tactical decision-making of a real battlefield. The game is played between 2 or more players with 28-30mm scale miniatures, 10-sided dice, a tape measure, and a table-sized flat surface preferably covered with evocative terrain and structures!

The rules are fundamentally simple to encourage fast play, yet combine together in deep and interesting ways. The game can be played at any scale: a skirmish between ragtag bands of desperadoes will take under an hour to play, while a company-scale battle with hundreds of soldiers and a dozen monsters and war machines is feasible in under four hours.

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\section*{Step 4: Deploy your forces}
Unless the mission specifies otherwise, each player's deployment zone is a 10'' strip emanating from one of the longer board edges. During deployment, every unit must be placed farther than 25'' away from the closest enemy unit.
Unless the mission specifies otherwise, there are two deployment zones, each a 10''deep strip emanating from one of the longer board edges, across from one another.

In missions with an attacker and a defender, the attackers first deploy their Battle Groups, followed by the defender.
When more than 2 players are playing a mission without attackers and a defender, you may either create additional 10'' deep deployment zones on other board edges, or else some players ally with one another and share a deployment zone and a pool of points to build their Battle Forces.

Each player then determines initiative (see the next section), with a +10 bonus for the defending player in missions with attackers and a defender. The player with the lowest number deploys their Battle Groups first. Then the player with the next highest initiative value places deploys their battle groups, and so on.

In all cases, no unit may be deployed within 25'' from the closest enemy unit.

Otherwise, each player rolls for initiative (see the next section) and the player with the lowest number deploys their Battle Groups first. Then the player with the next highest initiative value places deploys their battle groups, and so on.



Expand All @@ -97,7 +100,7 @@ \section*{Step 5: Start the game}

\subsection*{Phase 1: Determine initiative}

Each player adds up the numbers for all their units' \textit{Leadership} rules; the player with the highest number has the initiative for this round. In the event of a tie, the initiative goes to the player whose Battle Groups contain fewer units.
Each player adds up the numbers for all their units' \textit{Leadership} rules. The player with the highest number has the initiative for this round. In the event of a tie, the initiative goes to the player whose Battle Groups contain fewer units.

\subsection*{Phase 2: Activate units}

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