Anno Domini 1666
Anno Domini 1666 Rulebook
Table of Contents
Table of Contents
Components
Miniatures / Models / Figures
Anno Domini 1666 is played using miniatures representing the Characters involved. Each miniature represents one Character. The terms "miniature", "model" and "figure" are used interchangeably. The term "Character" includes the model and its respective Character card, its equipment, abilities, wounds etc.
Opponent-owned, Enemy, Friendly
Note that "ownership" discussed here is a gameplay term. Who actually owns the copy of the game you are playing is not relevant to gameplay.
Models that start the game under your control are considered friendly and owned by you, and models that start the game under your opponent's control are considered enemy and opponent-owned. Ownership never changes during the game, but some game effects may change a model's controller, or make a previously enemy model appear friendly to your Characters.
"Attacks" are ranged attacks, close combat attacks, and abilities that have the [attack] keyword. Models may not attack models that are currently friendly to them.
Cards
Anno Domini 1666 uses several decks of cards to determine the outcomes of actions attempted by Characters. The decks are similar to regular playing card decks or Tarot cards, but are customized to better suit the gameplay of Anno Domini 1666.
Player Cards
Usually when the rules refer to "cards", they mean Player Cards. Each player has a separate deck of Player Cards. These decks consist of 30 cards in four suits (Skull, Heart, Cup, Horseshoe) valued 2 through 8, and two Jokers. They are described in more detail in the Core Mechanics chapter.
Magic Cards
To form the Magic Deck, take the cards with values from 9 through Ace of a single color. There is only one Magic Deck that is shared by all players. Special rules, skills and various other effects may call for drawing from the Magic Deck. Note that these cards have Roman numerals of 1 through 24 (I to XXIV). If rules refer to values represented by Roman numerals, they refer to these values.
Character Cards
Character cards are considered a part of a Character, along with the respective model, and usually are not drawn, played or shuffled during the game. They may however be shuffled and drawn during setup when the rules call for selecting random Characters, but this is not a part of normal cardplay. When the rules refer to cards, this does not usually mean Character cards.
Anatomy of a Character Card
- A – the character's name, denotes unique Character – You may have only one copy of this Character in a game
- B – gender and alignment
- C – faction coat of arms
- D – Gold cost (only applies before the game, during building your band)
- E – Connections cost (only applies before the game, during building your band)
- F – Crippled Threshold
- G – Death Threshold
- H – Strength
- I – Agility
- J – Fortitude (other Abilities, if different than 0, are denoted in the Skill area)
- K – Ranged Combat Skills (in this case it's Pistol and Musket, both rated 0)
- L – Fencing
- M – Close Combat Skills (in this case it's Saber rated 3)
- N – other Abilities and Skills
- O – starting equipment
- P – hand icons (to facilitate arranging items)
Generic Counters
The game includes several sets of generic counters in various colors. They have no inherent function. Instead they are used to mark various special skill or rule effects. E.g. if a Weapon has the Limited Ammunition special rule, use the appropriate number of generic counters of a single color to mark it. If a Character is affected by poison, place one generic counter on the Character, and, as a reminder, another one of the same color on the poison's source (e.g. the Weapon that caused it).
Game Boards
Anno Domini 1666 is played on mapboards depicting various areas in and around fictional 17th-century Vienna. These are discussed in more detailed in the "Maps and Movement" chapter.
How to Play
Game Setup
Before you play a game of Anno Domini 1666 you will need to pick a scenario from those presented in the playbook. Scenarios determine which board is used, which Characters participate, what the victory conditions are, and other relevant gameplay elements. Scenarios are generally either "adventure" or "battle" scenarios. These are not inherently different – you will always play with miniatures on a board and try to overcome your opponent – but they do have different flavors:
Adventure:
- Easier to get into
- Smaller in scope
- Shorter playing time
- Objective-oriented
- Restricted model selection
Battle:
- More involved
- Larger in scope
- Longer playing time
- Combat-oriented
- Open model selection
Choose Sides
The first part of game setup is determining who will be the Blue Player and who will be the Red Player. These "colours" do not have any inherent properties and are only used to differentiate between the sides.
Before you set up the scenario, you will need to choose Characters according the the scenario's rules. For example, you may be allowed to pick two Heroes and two Commoner Characters. You may only choose miniatures from a single faction and from the range of neutral Characters. You must pick all the Characters you are going to use before the game, even if some Characters do not start the game on the board. The scenarios are meant to be balanced, but you may find that some combinations of Characters work better in some situations. Finding these combinations is an inherent and exciting part of the game. Try playing a scenario multiple times experimenting with different Characters!
The miniatures you choose for a scenario are called your Band. They are considered to be owned by you and friendly for the duration of the scenario.
Read the scenario's special rules and victory conditions carefully. The objective will often not only be killing your opponent's Characters, but may also include fulfilling other, non-combat objectives. Take note of the game's duration – sometimes it will be a set number of turns, but sometimes an Alarm Track is used, which is discussed later. Don't let time running out ruin your plans!
Set up the map on the table as depicted in the scenario. Place door stand-ups on door borders. Doors start the game closed and unlocked unless stated otherwise. Place your Characters on the board as instructed by the scenario. The respective Character cards along with their starting gear should be placed in easy reach of the owning player. If a character has a Fencing value greater than 0, place that many Parry tokens on the character (unused side up). Note that Commoner Characters need separate Character cards for each model. Shuffle both Player Decks and the Magic Deck. Each player draws three Cards from his or her Player Deck to form their starting hand.
Once all the preparations are complete, begin the first turn. Do not draw two cards in the first Card Phase. Note that many scenarios also determine who has the Initiative on the first turn. If this is the case, skip the Initiative phase.
Turn Order
Start of Turn
- If a player receives additional models according to the scenario, he or she places them on a map space or spaces as instructed by the scenario. If both players receive models on the same turn, the Red player places all his or her arriving models, followed by the Blue player placing all his or her models.
- Abilities that can only be used once per turn refresh now. Engaged Characters that have used Parry tokens refresh one Parry token each. Unengaged Characters that have used Parry tokens refresh all of their Parry tokens.
Card Phase
- Draw two Player Cards from your deck into your hand. If you have more than five cards in your hand, choose and discard down to five. If you discard an 8 or a Joker, this may trigger a reshuffle as described below. This step is skipped on the first turn of the game.
Initiative Phase
- Determine initiative. Both players play a card each from their hands or their decks. The player who had initiative on the previous turn (if there is a conflict on the first turn, assume it's the Red player) must announce first whether he or she plays from the hand or the deck. Reveal the played cards simultaneously. Higher card wins. These cards may be reinforced as in an Opposed Test. The winning player has the Initiative until the next Initiative Phase. If there is a tie, repeat the entire process (if a player originally played a card from their hand, he or she may now play from the deck, and vice versa).
Action Phase
- During the Action Phase players alternate activating their Characters to move, shoot or perform other actions. Note that close combat does not occur in this phase.
- Each Character may only be activated once per turn. To keep track of which models have activated, rotate the Character's card 90 degrees.
- The player who has the Initiative decides which player must activate first. Activations then alternate between players until all models in play have been activated. Exception: The player with fewer models in game may delay the activation of the last of his or her models until all the opponent's models have been activated. In other words, when the player with fewer models has activated all but one model, he or she may keep passing the opportunity to activate it until the opponent has performed all their activations, and then use the opportunity to make the last activation of the turn.
- An activated Character may perform one full action or two partial actions. These actions are voluntary, i.e. the Character may be activated and only perform a partial action, or not perform any actions at all.
- Possible actions are listed under the Character Actions header. Note that not all actions may be performed by all Characters, e.g. engaged Characters may not be able to move etc.
General limitations:
An unconscious Character may only perform the Wake Up action.
A prone Character may only perform the Stand Up, Defensive Shot and Aimed Shot actions.
An engaged Character may only perform the following Actions:
- Stand Up, but must pass an opposed Strength test, as explained below
- The Defensive Shot action, subject to additional conditions as explained below
- Partial or Full Movement actions, but only if the engaging model is also engaged by a different friendly model (in such cases ZoC may be ignored for the purpose of Movement, see the ZoC chapter).
Combat Phase
- Rotate all Character cards back upright.
- Opposing adjacent Characters carry out close combat.
- In a manner similar to the Action Phase, players alternate activating their Characters to fight enemy Characters that they are engaging. The main difference is that after a Close Combat, both participants are marked as activated, no matter which Character initiated it.
- The player who acted first in the Action Phase, also acts first in the Combat Phase. Activations then alternate between players until all models engaged by an enemy model are activated.
- Each Character may only be activated once in a turn. To keep track of which models have already activated, rotate the Character's card 90 degrees. Note this means that if a model has been activated by an enemy attack, it will not be able to initiate its own attack this phase.
Morale Phase
- Every Crippled Commoner makes a DL 5 Fortitude check. Remember that Crippled Characters suffer a -1 penalty on all Tests. If failed, the Character gives up or flees. Remove it from the game as if it received Wounds equal to its Death Threshold. It is considered killed. If the Character passes the test, nothing happens this turn, but if the Commoner is still Crippled during the next Morale phase, the model will have to test again.
Interaction Phase
- Rotate all Character cards back upright.
- Only Characters that have special skills or rules that must be used in the Interaction Phase (as denoted by the skill's description) will be activated.
- In a manner similar to the Action Phase, players alternate activating their Characters to use one of their special rules or skills.
- The player who acted first in the Action Phase, also acts first in the Interaction Phase. Activations then alternate between players until all models that wish to use their special skill or rule have been activated.
- Each Character may only be activated once in a turn. To keep track of which models have already activated, rotate the Character's card 90 degrees.
- Note that unlike the Combat Phase, "defending" against a skill in the Interaction Phase does not activate the defending character.
- Interaction Phase is usually the only time when skills with the keyword [talking] are used. The [talking] skills have a slightly different way of resolving them.
End of Turn
- Rotate all Character cards upright.
- Discard one Alarm Counter. If the game hasn't ended, proceed to the next Start of Turn Phase.
Alarm Track and Ending the Game
Many scenarios will require use of the Alarm Track. At the beginning of the game, take the number of Alarm Counters specified by the scenario. Discard one counter after each shot with a firearm, whenever a Character dies or flees due to a failed Morale Check, and at the end of each turn. When you discard the last Counter, the game ends immediately. This will usually happen at the end of a shooting attack, at the end of a combat, or at the end of a turn, but in some cases may happen during another activation. In such cases, do not finish the activation but end the game immediately.
Once the set number of turns is played, or the Alarm Track reaches 0, the game is over. Check the victory conditions for the scenario and determine the winner. If the scenario checks for the number of Characters killed, note that this includes Commoners who failed their Morale checks (fled the battle), but not Characters that left the board via a board edge (even if they retreated after combat).
If the scenario requires you to play a set number of turns, you still may use the Alarm Counters to keep track: use as many counters as there are turns to be played, and only discard one at the end of each turn.
Character Cards
Common and Hero Characters
Characters who have their Gold costs on gold background are Hero Characters, and may be referred to simply as Heroes. Characters with their Gold costs on silver background are Common Characters, and may be referred to simply as Commoners. Characters with an asterisk next to their name are unique, i.e. you may not have more than one Character with that name in the game at the same time, even if they are controlled by different players. Other Characters are not unique, i.e. you may have multiple Dragoons or Janissaries in play at the same time. Conceivably multiple Characters with the same name could be controlled by opposing players, e.g. both players could include Footmen in their bands.
Abilities
Abilities are basic Characteristics that every Character in the game has a score in. A higher score is better. When testing an ability, add its score to the value of the played card.
Strength represents the physical prowess of a Character. While it doesn't affect damage directly, it is used for feats of strength such as forcing open stuck doors, and tasks of physical endurance, such as resisting poison.
Agility is a crucial ability that allows Character to traverse the map faster, allowing for sharp turns, sprinting and climbing.
Fortitude represents a Character's courage and mettle. It is most commonly tested by Commoners to avoid retreating from combat after suffering heavy wounds, but also applies as a measure of willpower when defending against temptations or magic spells.
Intelligence measures a Character's logic and reasoning. A Character with high Intelligence is harder to fool.
Charisma is a Character's social ability. It is used for influencing other Characters. It includes persuasion and deception, and leadership.
Wit includes quick thinking and awareness. A Character with high Wit will be harder to surprise.
Combat Skills
Combat Skill is a measure of the Character's proficiency in using a type of weapon, or fighting unarmed. The name and icon of a Combat Skill matches the type and icon of a class of weapon cards used in the game. The rating of the Combat Skill is added to Shooting tests or Combat totals when using the relevant weapon. If a model attempts to use a weapon for which it doesn't have the relevant skill, the Shooting tests or Combat totals are reduced by 2. Note that a Combat Skill rating of 0 is a rating nonetheless, which means a Character with Musket: 0 may fire muskets without the -2 penalty, but without any Skill bonuses.
The Combat Skills are as follows (note that the differentiation between weapon types is mostly for flavor. In gameplay terms, you only need to make sure the icon on your weapon matches the icon on your skill.)
Close combat:
- Brawl
- Knives
- Cutting
- Thrusting
- Blunt
- Polearms
- Great Weapons
Ranged:
- Pistols
- Bow
- Muskets
- Thrown weapons
Active Skills
Active Skills are Skills that are not Combat Skills, but still have a number rating, e.g. Stealth: 0 or Seduction: 2. They allow Characters to attempt a specific feat such as sneaking past an enemy. These usually require an activation and a Test, either Opposed or Unopposed. Active Skills and their effects are listed at the end of this rulebook. Note that if a Character does not have a rating in an Active Skill, it may not attempt to use it at all. This means that a rating of 0 allows a Character to attempt to use the skill, but does not grant any positive modifiers to the test.
Special Skills
Some skills may not have numerical rating. This indicates that either they work without attempting any tests, or they use an Ability rating for their tests. This is explained in the respective skill descriptions.
Alignment and Gender
A Character's Alignment and Gender usually do not affect gameplay directly. Alignment is used mostly during Band construction, or sometimes referenced by special rules. Gender is only relevant when a special rule refers to it.
Starting Items
Each Character card indicates which items the Character starts the game with. Place the item cards on the designated spaces on the Character card.
Core Mechanics
Card Play
Player Decks
Each player has their own separate deck of 30 cards called Player Cards. 28 of those cards come in four suits (Skulls, Hearts, Cups and Horseshoe) and have values ranging from 2 to 8. The remaining two cards are the Black Joker with the value of 0, and the Red Joker with the value of 10. Jokers do not have a suit by default. The Red Joker has the suit of the owner's choice, and the Black Joker has the suit of the opponent's choice. These choices are made every time the Joker is played. Black and Red Jokers played on Unopposed tests result in an automatic failure and a Misfortune, or an automatic success and a Triumph respectively.
Playing a Card
Usually, when the rules call for drawing or playing a card from the deck, it means the Player's own Player Deck. The Player Cards are always shuffled before the game, and also are shuffled at specific times during the game. All cards in the Player deck must remain face down until played or drawn. All cards in the discard pile are face up, and may be examined by either player at any time.
Player Cards may be in the deck, in the owning Player's hand, in the discard pile, or currently in play for a test. Drawing a card means putting the top card from the Player's deck in the Player's hand. Playing a Card means usually either revealing the top card from the deck and using its value, or selecting a card from the Player's hand, revealing it and using its value. All cards played during a single test remain "in play" until the test is resolved, and then enter the discard pile simultaneously.
Reshuffling
Whenever a Player's discard pile contains a total of four or more 8-value cards and/or Jokers, the game is immediately paused. The Player takes note of how many cards he or she holds currently in hand and gathers all his or her Player Cards (this includes the cards remaining in the deck, the discard pile and the Player's hand). The cards are then shuffled together. The Player draws as many cards as he or she had in hand immediately before the reshuffle (if a card played from the hand caused the reshuffle, it was not part of the Player's hand at that moment). The game resumes exactly where it left off.
To facilitate keeping track of the 8s and Jokers, we suggest keeping these cards rotated 90 degrees relative to the other cards in the discard pile.
Resolving Tests
Unopposed Tests
- Determine the Difficulty Level (DL)
- Play a card FROM YOUR DECK ONLY (not from your hand)
- Apply modifiers
- Reinforce with card(s) from your hand, but only up to the DL
- Determine the result
Unopposed tests usually happen when a Character attempts to perform an action that does not involve competing directly with another Character. This includes, among other things, shooting, feats of agility (like climbing or leaping), sprinting etc. An Unopposed Test always has a Difficulty Level (abbreviated to DL) and a related Skill or Ability, so such a test might look like this: 'Make a DL 6 Agility Test'. To resolve such a test, play a card blindly from your Player Deck (this is called the test's Original Card), add (or deduct if negative) the specified Skill or Ability, apply any modifiers, and compare the result to the DL. If you meet or exceed the DL, your Character succeeds and carries out the action normally. Otherwise the Character fails and the attempt has no effect.
If you beat the level by 5 or more, the result is called a Triumph and may have additional beneficial effects (e.g. move an extra space when leaping through a window). Similarly, if you fail by 5 or more, the result is called a Misfortune and may have additional detrimental effects (e.g. the Character falls over when sprinting). These extra effects, if applicable, are described in individual Action descriptions. If they are not mentioned, Triumphs and Misfortunes have no effect on this particular Action.
If the Original Card you draw for an Unopposed Test is a Black Joker the test always fails (even if positive modifiers were enough to push you over the DL) and counts as a Misfortune if applicable.
If the Original Card you draw for an Unopposed Test is a Red Joker the test always succeeds (even if negative modifiers were enough to push you under the DL) and counts as a Triumph if applicable.
Reinforcing
If you initially fail a test, you may try to reinforce it, with one notable exception: you may never reinforce a test if the Original Card played was a Joker. You may not reinforce a test that has already succeeded. You reinforce a test by playing from your hand a card that matches either the Original Card's suit or its value. If it matches the suit, add +1 to your total. If it matches the value, add +2. You may play multiple cards in this way until you reach the DL. You may not exceed the DL. If you only needed 1 extra point, but played a card that matches the value (which gives you +2 to the total), the extra point is wasted.
If you do not have any suitable cards in your hand, you may not reinforce. You may reinforce a test even if you do not eventually pass it. It is usually done to avoid a Misfortune, but remember that you may not reinforce a test in which the Original Card was a Joker.
Opposed Tests
- Each player plays a card either from their hand, or from their deck
- Apply modifiers
- Both players may reinforce with cards from their hands
- Compare totals
Opposed tests happen when two Characters directly compete with each other. The most common Opposed Test is the Combat Test, which will be discussed in detail in the Combat chapter. To make an opposed test, the player who has initiative plays a card from their deck or from their hand, but does not reveal it yet. Then the other player plays a card in similar manner, either from their deck or their hand. The cards are revealed simultaneously. Both players add the relevant skill of their Characters involved and any applicable modifiers (explained in the rule that called for the test). Both players may then Reinforce their totals:
Reinforcing: The player who has the Initiative has the first opportunity to play a reinforcing card. He or she may play a reinforcing card or pass. The opportunity then passes to the other player. The cards are worth the same as in Unopposed tests – matching suit adds +1, matching value adds +2. This back-and-forth continues until both players pass consecutively, which means that even if a player passed at one opportunity, he or she may later respond to a card played by the opponent. Unlike Unopposed tests, players may play as many reinforcing cards as they wish, even if it does not bring them up to the opponent's total, or if they have already exceeded the opponent's total.
After both players consecutively pass on reinforcing, compare their totals. The higher total wins. The difference between the totals may have a gameplay effect, such as being the basic damage dealt during combat, but if the rule that called for the Opposed Test does not mention the difference between the totals, the margin of victory (or defeat) is not relevant.
NOTE: if both players agree, they may simply play their cards simultaneously. The more complex procedure is provided in case a player wishes to see whether their opponent chooses their card from their hand or plays blindly from the deck before making his or her decision.
Talking Skills
Skills with the [talking] keyword allow more than one Character per side to participate. Characters eligible for participating in these tests must meet the following criteria:
- Characters initiating ("attacking") the skill must all meet the requirements stated in the skill description. E.g. if attempting a skill requires the character to be both Inconspicuous and adjacent to the target, all participating characters must be Inconspicuous and adjacent to the target. All characters on the "attacking" side are activated for the Phase.
- Characters participating in the defense against the skill must only be adjacent to either the "attacker" or the "defender". These characters are not activated for the Phase.
In this case, rather than supporting each other like in combat, the controlling player may play one card per Character. As with all Opposed Tests, these cards may be played either from the deck, or from the Player hand. You may mix and match, i.e. play some cards from the deck, and the rest from the hand, but you must decide where will the cards come from before looking at the cards you drew from the deck. If there is a conflict, the Player who does not have the Initiative this turn must make these decisions first.
Calculate every Character's total separately by adding their Character's card plus the relevant skill or ability. The Player who does not have the Initiative must choose the leading Character first then their opponent chooses a Character to oppose it. Proceed with the Opposed Test between these two models. Other models do not influence this test, but it may be reinforced with cards normally. The effects of the Test are explained in the rule that called for the test (usually a scenario special rule or a skill description).
Items
Smaller cards or tokens that depict objects are Items. Items represent weapons, armour and other objects that Characters may have. Usually Characters start the game with one or several items already in their possession. These items are considered integral to the Character. They are not dropped when the Character dies and may not be picked up or used by other Characters.
Additional items may only be obtained if a special rule allows it, e.g. if a scenario requires the players to recover or steal a letter, the letter may be represented by an item card or counter. These additional items may start the game on the game board rather than in a Character's possession and usually may be picked up by any Character. When the owning Character dies, such items are dropped on the space where the Character died and may be picked up by other Characters.
Hands
Items with two hand icons printed on them are two-handed. All other items are one handed, including items represented by counters rather than cards. In order to use an item, the Character must have it equipped. Characters can equip either one two-handed item, or two one-handed items at the same time. This is indicated by placing the item cards in relevant places on the Character card. Armour is an exception, as it does not need hands to be equipped. Apart from the equipped items, any amount of additional unequipped items may be carried by Characters. Carried items can be equipped at any time, replacing the items currently in the Character's hands.
Item Types
Most items are either weapons or armour. These item types are the most common and as such will be described here. Other types of items will be described in relevant special rules.
Weapons
Weapon card anatomy: A: weapon name; B: Weapon Skill needed; C: Superiority; D: Reload rating/ Quick Reload Test DL; E: Damage Modifiers; F: special rules; G: range bands and special rules; H: hand icons
All weapons have damage modifiers for specific hit locations (these modifiers may be zero). Weapons can be either ranged or close combat weapons. Ranged weapons have range bands and associated Difficulty Levels indicated on them. If a weapon doesn't have range bands, it is a close combat weapon. All weapons specify the skill required to use them. The icon on a Character's weapon must match the icon of the Character's weapon skill. If a model somehow gains a weapon for which it doesn't have the necessary skill, it suffers a -2 penalty when using it, as stated in the Skills chapter.
Weapon Superiority
Every close combat weapon in the game has a Superiority value. It represents the relative advantage of some weapons over others. For example, when armed with a sword, it is easier to fight an opponent who is unarmed or has a dagger, but more difficult to fight against a polearm. If your weapon has higher Superiority value than your opponent's weapon, add +1 to your Combat Total (only adding +1 no matter how much higher the Superiority is).
Limited Uses
Most weapons can be used an infinite number of times, but others may have a limited number of uses, e.g. ranged weapons with a limited number of projectiles or a blade with poison that wears off. Limited ammunition is indicated by a number in brackets following the weapon's name, e.g. Throwing Knives (3) means that the Character has the weapon Throwing Knives, but it may only be used three times during the game. Place the appropriate number of ammunition counters on the weapon card, removing one for each use. If there are no ammunition counters on a Limited ammunition weapon, it may no longer be used.
Every attempt to use a weapon counts as a use, even if the attack misses or deals 0 damage due to Armour or other effects.
Note that most ranged weapons in the game are considered to have unlimited ammunition, i.e. any ranged weapon without a number in brackets next to its name may be used an infinite number of times.
Reload rating – after firing a weapon with a Reload rating put Reloading counter with the side showing the indicated number of pips (1 or 2) facing up. Most firearms have the Reload rating of 2, which means they need two Reload actions before they can be fired again.
Quick Reload DL – if the user of this Weapon has the Quick Reload skill, this is the DL of the Quick Reload Test. This is explained in detail in the Skill's description (see Appendix).
Armour
Armour is an item that provides armour value on one or more hit locations. Armour values are two numbers separated by a slash. If the Character is hit with a weapon with the Armour-Piercing trait, use the value after the slash. Otherwise, use the value before the slash. If a Character would suffer damage to a location that is armoured, subtract the armour value for the location from the damage and apply the reduced value. Damage can't be reduced below 0. If Armour reduces incoming damage to 0, the attack still counts as a hit for the purposes of special rules (such as a special hit disarming the foe). Armour does not need to be equipped in hands in order to be used. It is placed under the Character card. Character can have multiple pieces of armour equipped, but the values do not stack. Only use the highest armour value on a particular location.
Scenario Items
Some game scenarios use particular items as objectives. For example, a scenario might ask a player to retrieve a letter and leave the game board with it. In such a case, if the scenario does not specify any extra special rules regarding the item, it has no inherent properties. It does not need to be equipped and it may not be used in any way apart from being carried.
Item Counters
Items such as scenario-related objectives (letters, rings, keys) can be represented by counters rather than cards. Usually scenarios only require such items to be in Character's possession, not equipped – e.g. a Character must escape with the letter, but doesn't have to keep it equipped in hand. If such an item must be equipped, assume it is a one handed item.
Advanced rule: Experienced players may wish to play with a more restrictive approach to equipping items. In this variant, items may not be equipped and swapped at will. Instead, whenever a Character is activated, the player decides which items to equip. This can only be changed at the beginning of future activations. If the scenario allows it, additional items may be picked up from the game board, but the Character needs one free hand to do this. Two-handed items may be picked up with one hand, but it is assumed that the Character is just carrying the item, and is not able to properly equip it and use it until the other hand is freed up.
Character Actions
When a Character is activated during an Action Phase, it may usually perform one Full Action, or two Partial Actions. This chapter covers the most common of these Actions, but sometimes a Special Skill or another special rule may allow a Character to perform other actions not mentioned here.
Full Actions
Aimed shot – This action allows the Character to use its ranged weapon as discussed later. Carry out the Shooting procedure as stated.
Defensive shot – This action allows a model to shoot its attacker if it has been engaged before having the opportunity to activate. It is usually the only kind of action that may be performed by an engaged Character. The following requirements must be met:
- The Defensive Shot is only allowed on the same turn on which the Character was engaged. In other words, if the Characters were already engaged at the start of the turn, Defensive Shot may not be attempted.
- The shooting Character must have a ranged weapon that is ready to fire (a reloaded firearm, or a weapon that does not require reloading).
- The weapon must be one handed. If the weapon is two handed, the Defensive Shot is only possible if the Character currently benefits from any kind of a boundary providing cover, e.g. is behind a window, behind a corner or obstacle boundary.
The Defensive Shot is carried out like a regular ranged attack, but it suffers an extra +1 penalty to the DL of the shot.
Full move – A Full Move action is what a Character will usually perform in order to move around the game board. The Character receives 4 movement points that may be spent normally. See the "Maps and Movement" chapter.
Sprint – Sprint is an action that allows a Character to move further in a turn, but the movement is less flexible. During a Sprint action, all the spaces the Character moves to must have line of sight to the Character's original space. The Character receives the usual 4 movement points to begin the movement. After spending the 4 points (observing the above requirement), make a DL: 5 Agility check. On a Misfortune the Character stays on the last space it moved to, falls prone and ends the action. On a failure, the Character may spend 1 extra movement point. On a pass, the Character may spend 2 extra movement points. On a Triumph, the Character may spend 3 extra movement points. These extra points must be spent complying with the line of sight requirement mentioned above.
Note: All the Movement Points, both the base 4 and any extra Points gained thanks to the Sprint, may only be spent on moving from space to space, including across obstacle boundaries, but may not be spent on any Movement Actions (Climbing, Leaping, Pushing Through etc.)
Reload – If a Character has a weapon with a Reload counter on it, it may take a Reload action. If the counter was on its 1 pip side, remove it. The weapon is ready to be fired in a subsequent activation. If it was on the 2 pip side, flip it over to the 1 pip side. Additionally, the Character performing the Reload action receives two movement points that may be spent normally.
Overwatch – Put an Overwatch counter next to the model, or on the Character's card. For the remainder of the current Action Phase, this Character may remove the Overwatch counter to interrupt another Character's activation and do one of the following: perform the Quick Shot action, or move one space that costs up to 2 Movement Points (this includes movement actions, so the Character may attempt to climb through a window, but if the attempt is failed, the Overwatch counter is still lost). The Character must be able to perform these actions normally, e.g. if the Character with the Overwatch counter falls prone, none of these two actions are allowed for prone Characters.
Interrupting an action means performing an action either immediately before, or immediately after another model's action. The Quick Shot action may not be interrupted. Note that performing an action before something happens may require the opponent to take back the last move made. Examples:
- If a model wishes to move out of line of sight of another model with an Overwatch counter, the model on Overwatch has the right to a Quick Shot before this happens.
- If a model wishes to take an Aimed Shot (note that Quick Shots may not be interrupted) at a model with an Overwatch counter, the model on Overwatch has the right to a Quick Shot or a 1-space move before this happens.
- If a model one space away from a model on Overwatch wishes to activate to move away, the model on Overwatch may move one space and engage the Character making the move impossible (assuming there are no other Characters nearby to interfere with the zones of control).
The action that was interrupted must still be carried out, even if it is no longer desirable. For example, in the first example above, if the shot misses, the model that was interrupted cannot change its mind and decide it doesn't want to hide anymore. In the somewhat extreme case of the model being killed by the interrupt, the activation is lost. The play proceeds, possibly with the interrupting player's activation.
Remove the Overwatch counter at the beginning of the Character's next activation if it hasn't been used.
Wake up – A Character that is unconscious may only perform the Wake up action during his activation. Carry out the following procedure:
- If there is an adjacent (diagonal adjacency counts) friendly model that is not unconscious and not engaged, the unconscious model wakes up. Remove the unconscious marker. The activation ends.
- If there is no such friendly model, play a card from the deck and check its suit. If it is a Heart, the model wakes up. Remove the unconscious marker and/or stand up the model. If it is a different suit, nothing happens. Either way the activation ends.
Partial Actions
Instead of a Full Action, a Character may take up to two Partial Actions per activation. It is possible to take the same action multiple times, e.g. if a Character fails to Force open a door on the first attempt, it may try again. You do not have to declare both actions in advance. You may first perform a Quick Shot, see how it goes, and then decide what to do for the other Partial Action.
Half move – The Character performing this action receives 2 movement points that may be spent normally. This action is often used together with the Quick shot to either get into position and fire; fire and move away; or fire and engage an enemy (possibly the target of the shot).
Quick shot – This action enables the Character to use its ranged weapon as discussed later. This action is only a partial action, but it incurs an extra -1 penalty to the test. This action is often performed together with the Half Move action described above. Additionally, this action may not be interrupted by Characters with Overwatch counters. A single weapon may only be shot once per turn. In other words, if a Character has two separate ranged weapons, it may take two Quick Shot actions to fire them both. However, if the Character has just one weapon, it may not be fired twice per turn even if it does not require reloading, unless the Character has a special skill that specifically allows it.
Pick up an item – If the model has at least one free hand (i.e. does not currently have a two-handed item equipped), it may pick up one object from its current space. Items that may be picked up are specified by the scenario.
Force open a door – when orthogonally adjacent to a locked door, any Character may attempt to force it open. It requires a DL: 7 Strength test. On a success, the door is destroyed (it is considered open and may not be closed) and the Character may move 1 space across it. On a failure, nothing happens. On a Misfortune, the door remains locked and the Character suffers 1 Wound that is not negated by armour.
Stand up – If a Character is prone it may perform the Stand Up action. If it is not engaged, simply remove the Prone marker. It is no longer prone. If the Character is engaged, it must first pass an Opposed Strength Test against the model engaging it (if there are multiple engaging models, their owner chooses one). If the Prone model succeeds, remove the Prone marker. It is no longer prone. If it fails, nothing happens and the action is wasted.
Maps and Movement
Anno Domini 1666 is played on mapboards depicting various areas in and around fictional 17th-century Vienna. A grid overlay is imposed on the maps to facilitate gameplay. The grid usually consists of squares, but sometimes a space may have a different shape. The words "space" and "square" are used interchangeably, and the term "square" applies even to spaces that are not actually square in shape.
Characters always must occupy discrete spaces on the board. Only one Character may occupy a single space. A Character may not enter a space occupied by another Character, but some rules may allow to move through an occupied space. Miniature facing (rotation) is irrelevant.
Adjacency
Two spaces are considered orthogonally adjacent if they share an open border. Two spaces are considered diagonally adjacent if they share a corner, and at least one space that is adjacent to both of them shares open boundaries with both them. If the rules refer to adjacent spaces without specifying orthogonal or diagonal, it includes both types of adjacency.
Types of Board Spaces
Types of spaces are determined by the icon marking the middle of the space.
Open space – these spaces make up most of the game boards. Characters may move and trace line of sight over them normally. It usually costs 1 Movement Point to enter an Open space.
Blocked space – these spaces usually contain trees, statues, or other blocking terrain. They block line of sight, and may provide vertical cover at particular angles. Characters may not enter blocked spaces. Effectively they can be considered as surrounded by wall boundaries (see below).
High Terrain includes terrain such as thick, high walls that Characters can walk on. It usually requires using stairs or a ladder to enter (as explained by specific map or scenario rules). Leaving High Terrain (jumping off) requires a DL: 6 Agility test. If the Character fails, it still moves to the desired space, but receives a number of Wounds equal to the amount the test was failed by and falls prone. This damage is not reduced by armour. Characters in High Terrain always have line of sight to each other. High Terrain counts as blocking spaces for Characters on ground level (open spaces). High Terrain blocks line of sight from other High Terrain to open spaces. Zones of control do not extend from High Terrain to open spaces and vice versa. This means close combat does not happen between Characters in these spaces.
Borders Between Spaces
Walls – a wall blocks all movement, line of sight, zones of control, and combat. Spaces that are separated by a wall are not considered adjacent.
Elevated boundaries are found between spaces of different heights that are still relatively easy to climb – tables, crates etc. They always indicate which adjacent space is higher, and which is lower (HIGH > LOW). Moving to the higher space requires a Climbing movement action to enter. Moving to the lower space is treated like crossing a normal open border.
When Characters resolve Close Combat across an elevated boundary, the Character on the higher space may not be hit in the head; treat such hits as hits to the legs. Similarly, the Character on the lower space can't be hit in the legs and such hits count as hits to the head.
Obstacle boundaries are low hedges, balustrades etc. that can be climbed reasonably easily, but still provide some cover. Crossing an obstacle boundary costs 2 MP, but does not require a Movement Action. Shots that trace their line of sight through obstacle boundaries suffer -1 to the Shooting Test. These penalties do not stack, so shooting across 2 obstacle boundaries is still just -1, but if a shot goes across more than 2 such boundaries, the LOS is blocked (the shot may not be attempted). The shooter may ignore the Obstacle boundary he is adjacent to if it is the only one the LOS passes through.
Doors – indicate doors by placing cardboard door standups on designated borders. Doors usually start scenarios closed and unlocked. Closed doors are treated like walls. Unlocked doors may be opened using the relevant Movement Action (move the cardboard standup aside). They are then treated like open borders for orthogonal movement straight across them (no diagonal movement across doors is possible), but affect line of sight and zones of control (this is explained in the respective chapters). Locked doors may be opened with the Force Open partial action.
Windows – a space orthogonally (but not diagonally) adjacent over a window border is considered in zone of control; close combat is possible. It requires a Climbing movement action to cross a window border. For determining line of sight, the model adjacent to the window has a 90 degree cone of vision – it sees 3 adjacent spaces, then 5 in the next row etc. Models further away from the window can only trace line of sight in a straight line. For the purpose of determining shooting penalties, they count as obstacle boundaries (see above).
Board Edge
Area outside the board edge is treated as Open terrain that is never in an enemy Zone of Control. This means that Characters may leave the game board using the normal Movement rules. For example, if the board edge is an open boundary, it will normally cost 1 MP to do so; if the edge is a window border, it will require the Climb through a Window Movement Action etc.
Characters that leave the game board this way may not return and are removed from the game, but they are not considered killed.
Basic Movement
Usually Characters move by performing the Full or Partial Move Action, which grants them a number of Movement Points (MPs) to spend. Moving one space usually costs 1 movement point. A Character usually may only move to orthogonally adjacent spaces. If the model has a positive Agility score, it may make up to this number of diagonal moves per phase, counting such a move as one space moved. (Note that it is per phase, not per action, so taking two Half Move actions will not allow you to effectively double your Agility).
A model may usually only move across open borders, unless it takes a suitable movement action as described below. Models may not move into or through blocked spaces or enemy Characters.
Example: Esmeralda has available Agility, but she can't move diagonally across a door.
You must observe all movement limitations when performing Movement Actions. E.g., if you want to Push Through a prone friendly figure that is in enemy ZoC, this movement is illegal: on the one hand entering enemy ZoC requires you to stop, and on the other hand you may not stop in the space with a prone friendly figure.
Movement Actions
Movement actions include opening doors, climbing, leaping etc. They are performed during movement by spending movement points. They are not Actions in the strict gameplay sense, i.e. they do not require separate activations to perform. Whenever a Character has movement points to spend, usually during a Movement Activation (full or partial), a Character can perform as many movement actions as the Character's movement points allow. Some movement actions require an Unopposed test, usually Agility based. If the attempting Character fails the test, the action has no effect and the movement points spent are wasted, but unless specified otherwise, the Character may spend more points (if available) to attempt the same action again. You may only perform one Movement Action at a time, e.g. you can't push through a friendly Character who is on an elevated space, because it would require Pushing Through and Climbing at the same time.
- Opening/closing a door – if the door is unlocked, opening it costs 1 Movement Point. It does not require a test. A Character may open any unlocked adjacent door with a single exception: if the Character is adjacent diagonally to the door, and there is an enemy Character adjacent orthogonally to the door on the same side of the door, it may not be opened. The door stays open until a Character closes it. Closing doors follows the same rules as opening them.
- Pushing Through – Models may move through (but not into) spaces containing friendly models for the cost of 1 extra Movement Point. No Test is required. For example, moving through one friendly model and finishing the move in the next space would cost 3 Movement Points. Moving through one Friendly and one Obstacle Boundary would cost 4 MPs. Moving through one Friendly model and two Obstacle Boundaries would cost 5 MPs and as such is normally not allowed.
- Climbing an elevated boundary – costs 2 MP to attempt. It requires a DL 4 Agility test. If a Character succeeds, it may cross the adjacent elevated boundary (orthogonally or diagonally, as per Agility and Movement rules). A Misfortune on this test causes the Character to remain in place and fall over. Note that expending 2 MP and succeeding only allows the Character to effectively move one space. Moving off the elevated space does not require a test and is a regular move that costs 1 MP for one space.
- Climbing through a window – costs 2 MP to attempt. It requires a DL 5 Agility test. If a Character succeeds, it may enter an orthogonally adjacent space crossing a window border. Note that expending 2 MP and succeeding (without a Triumph) only allows the Character to effectively move one space. A Triumph allows the Character to move one extra space, but only orthogonally directly away from the window. A Misfortune on this test causes the Character to remain in place and fall over.
- Climbing walls or other objects is only possible if allowed by specific map/scenario rules. It will generally follow rules of climbing through windows unless stated otherwise.
- Leaping – a Character in a High Terrain space (and only in High Terrain space) may attempt to leap over a single ground level open space. This space may be occupied by another Character (including enemy Characters). It costs 2 MP to attempt. It requires a DL 5 Agility test. If a Character succeeds, it moves two spaces, effectively ignoring the middle one. On a failure the Character stays in place, but the Movement Points are spent. A Misfortune on this test causes the Character to move to the adjacent space the Character was trying to skip, suffering falling damage as normal, and fall prone. If the Character was attempting to leap over a space occupied by an enemy, the opposing player chooses an adjacent unoccupied non-blocking space the falling Character lands on. This action uses normal diagonal movement rules, i.e. if you want to leap two spaces diagonally, you need a high enough Agility score to perform these diagonal moves.
Zone of Control
A Character that is not prone or unconscious exerts a Zone of Control (ZoC) on all adjacent spaces. If the model is orthogonally adjacent to a window or an open door, the zone of control only extends to the single space directly on the other side of it. In other words, diagonally adjacent spaces that are on the other side of a window or open door are not controlled by the Character.
When moving, Characters entering enemy zone of control must immediately stop and may not move further. Characters may not leave enemy zones of control with regular movement (a common way to leave a zone of control is retreat after combat). These two effects are ignored if the enemy Character has already been engaged by a different friendly model.
A Character that is in an enemy's zone of control is considered engaged. This is usually reciprocal, but if a Character loses its zone of control for some reason, it may itself be engaged without engaging the enemy. Engaged Characters may only perform a small subset of actions, and sometimes can't act at all during the Action Phase. They usually will, however, fight adjacent enemy Characters in the Combat Phase. A single model may engage any number of opposing models. An engaged model does not lose its Zone of Control, but an engaged model's ZoC may be ignored for the purposes of Movement (as explained in the paragraph above).
Example: Portos may move because Wołodyjowski is engaged by D'Artagnan. Wołodyjowski may not move because Portos is not engaged by any other Red model. D'Artagnan may not move because Longinus and Skrzetuski are not engaged by any other Red models. Longinus and Skrzetuski may both move because D'Artagnan is engaged by Wołodyjowski.
Combat
Wounds, Thresholds, Crippled, Dead
A Character may, and probably will, suffer Wounds during the game, usually as a result of combat, either close or ranged. Wounds may only be healed by items or abilities that specifically say so. Characters begin the game at full health.
A Character's wounds are given as two numbers, e.g. 4/8. The first number is the Character's Crippled Threshold, the second one is the Death Threshold. Whenever a Character's Wounds meet or exceed the Crippled Threshold, the Character is considered Crippled and suffers a -1 penalty to all tests, including opposed tests such as combat – note that this does not include a movement penalty. If a Crippled Character somehow heals enough Wounds to go below the Crippled Threshold, he or she is no longer Crippled and the -1 penalty does not apply until the Character suffers enough wounds to become Crippled again.
If at any time a Character's Wounds meet or exceed the Death Threshold, the Character immediately dies and is removed from the game. Any items the Character possessed at the beginning of the game are also removed and may not be recovered by other Characters. Any items that the Character acquired during the course of the game are placed on the space that the dying Character was occupying and may be picked up by other Characters normally.
Prone
A Character may be knocked prone by some special rules, failed Agility tests, certain attacks, etc. Put a Prone marker on the Character's card. Additionally, mark it as activated by rotating its card 90 degrees if it hasn't yet been activated this phase. As long as the model is prone, it can only perform specific actions listed in the Actions chapter. It also loses its ZoC and does not support in combat.
Because prone Characters lose their ZoC, they may not engage any models. They can, however, initiate combat with models engaging them.
Unconscious
A Character may be rendered Unconscious by some special rules, certain attacks, etc. Put an Unconscious marker on the Character's card. Additionally, mark it as activated by rotating its card 90 degrees if it hasn't yet been activated this phase. As long as the model is Unconscious, it can only perform the Wake Up action. It also loses its ZoC and does not support in combat.
Because Unconscious Characters lose their ZoC, they may not engage any models.
Unconscious Characters also count as Prone.
Ranged Combat
A Character that has a ranged weapon can spend a shooting Action to try and hit an enemy Character. Shooting a target has the following requirements: the Character must have a reloaded weapon equipped (or a weapon that does not require reloading), it must have range and line of sight to the target Character, and must pass a Shooting test. These elements are discussed below:
Range
A weapon's range is stated on the weapon's item card. It determines the basic DL of the shot. It states the maximum distance (in spaces), counting the target's space, but not the shooter's. Targets at range greater than the weapon's longest listed range may not be shot at. Diagonally adjacent spaces count as one space. A weapon may have several ranges, with each longer range being more difficult to hit at. You may use the shortest range that is sufficient to reach your target.
Line of sight and cover
Line of sight is an imaginary line connecting the centres of the shooter's and the target's spaces. For the shot to be possible to attempt, this line must fulfill the following conditions:
- It must not cross a wall boundary
- It may not cross a space that contains any Character other than the target (friendly or enemy), or blocking terrain
- If it crosses exactly the corner or corners of a wall or blocking terrain, the following cases apply:
- If the corner is adjacent to the shooter, it is ignored
- If these corners are not adjacent to the target, and are all on the same side of the line of sight, they are ignored
- If these corners are on both sides of the line of sight, it is blocked
- If the corner is adjacent to the target, the shooter suffers -1 to the Shooting test
- If the shot crosses 1 or 2 Obstacle boundaries, there is a -1 penalty. The LOS is blocked if it crosses 3 or more Obstacle boundaries (See Obstacle Boundaries for the full rule)
- If the shot would receive two or more terrain -1 penalties, it is blocked. Note this does not include the penalty for taking a Quick Shot, being Crippled, firing at an engaged Character, or other circumstantial effects, only terrain modifiers.
- If the target is engaged, the shooter suffers an extra -1 penalty. Additionally, it is possible to hit a friendly model engaged with the target according to the rules below.
- If the shooting Character is prone, it receives an extra -1 penalty.
- If the target Character is prone, the shooter receives a +1 bonus.
Example: Wall corners on the same side do not stack. A shot going through a single wall corner and not blocked by anything else is possible and only receives a -1 penalty on the test. A shot that goes through both a wall corner and an obstructing border corner suffers a -1 penalty for each; since the total modifier is -2 or greater, the shot is blocked.
Shooting test
After the range and line of sight are determined, the shooting Character makes a shooting test. It uses the skill specified by the weapon used. The DL is determined by the firing weapon at current range, modified by cover (see above) and possibly other special rules, notably the -1 modifier for performing a Quick Shot or a Defensive Shot action. This is an Unopposed test, so if you miss you may reinforce it to match the DL, but may not play extra cards to exceed the DL.
If the test fails, the weapon counts as being fired (which may include requiring reloading, removing an Alarm Counter according to the scenario rules, or other effects), but otherwise nothing happens.
Special Case: If the test is failed by exactly 1 when firing at an engaged Character, another model may be hit instead. The opponent may choose one of the models engaged with the original target. The Line of Sight to this new target may be obstructed by the original target model (fighting Characters are considered to be in constant movement, so it was possible for the unlucky fellow to cross the projectile's path at just the wrong time). Resolve the attack against the new target as if it was hit by exactly matching the DL. If the opponent does not wish to choose a new target, the attack simply misses.
If the test succeeds, the target is hit. The number by which you beat the DL determines basic damage (which may be 0 if you only matched the DL rather than exceeded it). The original played card's suit determines the hit location, which modifies the basic damage. The damage total is then decreased by the target's armour on this location. Note that many weapons have the Armour Piercing trait, which will reduce or negate armour's effect. After the total damage is calculated, the Character being shot at receives that many Wounds.
Reloading
Many ranged weapons in the game are firearms and require reloading between shots, as indicated on their weapon cards. Weapons begin the game reloaded and ready to fire. After firing a weapon with a reloading icon, put a reloading token on the weapon. Make sure it shows the number of pips indicated by the Weapon's Reload rating. It may not be fired again until the token is removed.
Close Combat
Close combat usually happens between adjacent Characters that engage each other. It takes place during a separate phase, which means it does not require a separate action to perform. In other words, you do not perform Actions with your Characters in order to attack your opponents in melee.
During the Close Combat phase, starting with the player who has the Initiative, players alternate activating their Characters to fight. Each Character that is adjacent to one or more enemy Characters must be activated exactly once during each Close Combat phase. When activated, the Character may fight an adjacent enemy or assume a defensive stance. If the Character assumes defensive stance, he is marked as activated and nothing else happens (note that the Character does not receive any defensive benefits. The defensive stance is usually only used to avoid combat against a stronger opponent.) Other adjacent enemies may still attack a character in Defensive Stance if they have yet to activate.
If the Character chooses to fight, carry out the close combat procedure as described below, and mark both Characters as activated for this phase. Note that the other Character is also marked as activated for this phase. The Active Character is considered the Attacker for this combat. This is important for some special rules, but does not have any inherent advantages or disadvantages.
Note that order in which Characters are activated to fight can be very important. For example, if the valiant Longinus supported by a Dragoon fights the mighty Portos, it would be wise for Longinus to fight Portos as soon as possible to activate him before he has the chance to vanquish the poor Dragoon.
Example: Red Player has the Initiative. She activates Longinus to attack Portos. Longinus wins the combat, but Portos does not retreat, since he's still engaged by a Dragoon, who hasn't been activated yet. Portos has been activated by this attack, so the Blue Player passes. Red Player must activate the Dragoon, but does not want to risk attacking the stronger Portos. She declares the defensive stance and marks the Dragoon as activated without further effect.
Close Combat Weapons
Most Characters will have a single Close Combat weapon equipped. In this case just use the values on its card. Some Characters may have two one-handed Close Combat weapons equipped. In this case, you may choose which weapon to use for each combat. Additionally, you may use certain special rules of the secondary weapon, for example a parrying dagger may grant bonuses to parrying even if it was not used as the main weapon for the current combat.
If the Character has no Close Combat weapons equipped (note that this includes the situation when the Character only has a Ranged weapon equipped), it counts as fighting unarmed. In this case assume the Character has an "Unarmed" weapon card equipped. It has a Superiority value of 0 and damage modifiers of +1 on the head (Skull), 0 on the body (Heart), and -1 on hands and legs (Cup and Horseshoe). The damage dealt can't be reduced below 0. "Unarmed" uses the Brawl skill as its Weapon Skill.
The Close Combat Test
The Close Combat test is the most common Opposed test to occur during the game. It is more complicated due to the number of modifiers involved, and due to Parrying, but otherwise it is carried out according to the Opposed Test rules.
Example: If Wołodyjowski fights D'Artagnan, Longinus can support, but Skrzetuski can't, since he's engaged by Portos. If Skrzetuski fights D'Artagnan, all of Longinus, Wołodyjowski and Portos can support. None of them is engaged by other enemy characters. If Skrzetuski fights Portos, no other character can support. D'Artagnan and Wołodyjowski are engaged by each other, and Longinus is not adjacent to the enemy in combat. Note: when calculating support it's irrelevant who the attacker is.
Example: If Longinus attacks Portos, he will receive +2 total support for two friendly models engaging his opponent. If Skrzetuski attacks, he will receive +3 because Wołodyjowski is directly opposite. Wołodyjowski would receive +3 support too.
Combat modifiers:
The following modifiers may apply to a model's Combat total:
- The model's relevant attack skill
- The Character with the higher weapon superiority gains +1 (regardless of how large the difference is, i.e. a +2 Superiority weapon against +0 Unarmed attack still only gains +1 Combat total);
- Like other tests, being Crippled incurs a penalty of -1
- Being prone incurs a penalty of -1
- Other environmental penalties (note that if both Characters suffer the same environmental penalty, it is effectively ignored)
- Each friendly Character adjacent to the fighting Character's opponent that isn't engaged by other enemy models, isn't prone, and isn't unconscious, supports the friendly model by adding +1 to the friendly model's Combat total. If the supporting Character is directly opposite the friendly Character (behind them if the friendly character is in front for example), he adds +2 instead.
Reinforcing
The player who has the Initiative has the first opportunity to play a reinforcing card. He or she may play a reinforcing card or pass. The opportunity then passes to the other player. The cards are worth the same as in Unopposed tests – matching suit adds +1, matching value adds +2. This back-and-forth continues until both players pass consecutively, which means that even if a player passed one opportunity, he or she may later respond to a card played by the opponent. Unlike Unopposed tests, players may play as many reinforcing cards as they wish, even if it does not bring them up to the opponent's total (presumably to mitigate damage), or they have already exceeded the opponent's total (presumably to deal more damage).
Resolution
After both players successively pass on reinforcing the test, compare the values. If they are equal, the result is a tie. No damage is dealt. Starting with the player who does not have the initiative, both Characters retreat as explained below.
If one player's Combat total was greater than the other's, if the losing Character has unused Parry tokens, it may attempt to Parry according to the following procedure. Otherwise proceed to the Damage step.
Parrying
If the losing Character has unused Parry tokens, he may flip one over to the used side to attempt to parry. In order to do that, perform an Unopposed Test against the DL determined by the margin by which the Close Combat test was lost plus 1. This test has an important special rule in that it does not add any Ability or Weapon Skill to it. Only some special rules may affect it.
This Parry test may be reinforced normally. If the test fails, proceed to determine the damage. A failed parry may not be attempted again. If the test succeeds, the attack is parried. Discard all the cards involved in the test and carry out a Riposte by repeating all steps of the Close Combat test. The Riposte may be parried normally if the losing Character has unused parry tokens. The number of Parries and Ripostes during a fight is only limited by the availability of available Parry tokens.
Damage
After any and all Parries and Ripostes have been resolved, if the final Combat totals are equal, the combat is a tie. There is no winner, no loser, and no damage is dealt. Proceed to the Retreat Step. Otherwise, the Character with the greater final Combat Total is declared the winner and the other Character the loser of the combat. Determine the damage dealt to the losing Character. The basic damage of the attack is the difference by which the winner won the test. It is modified by the weapon's damage modifier for a given location (the location is determined by the winning player's Original Card used for the Combat Test). Note that if a model had the height advantage it may not be hit in the head and all such hits are considered hits to the legs. Conversely, such a model's opponent may not be hit in the legs and all such hits are considered hits to the head.
The damage is decreased by the losing model's armour on the hit location. Remember to use the first Armour value if the winner's weapon does not have the Armour-Piercing trait, and the second value if it does. After the total damage is calculated, the Character being hit receives that many Wounds. Proceed to the Retreat step. Note that even if the damage has been reduced to 0, the losing Character still retreats.
Example: It's the beginning of the Combat Phase. Blue has the Initiative. Portos attacks Skrzetuski and loses. Portos may not retreat, because he's engaged by enemy characters that haven't been activated yet.
Example: Longinus attacks Portos and loses. Longinus must retreat.
Retreats
If the losing model is still engaged by a Character that hasn't yet attacked, it doesn't retreat. In other cases, the losing Character must retreat to a space that fulfills the following requirements:
- It must be adjacent (in other words, Characters only retreat one space).
- Must be across an open border, an obstacle border, orthogonally across an open door border, or "downhill" across an elevated border (in other words, a space that may be entered without making a Test)
- Must be outside enemy Zones of Control.
If the Character is adjacent to board edge, and the edge is an open border, the "off-board space" is always a legal retreat space (it always counts as an open space outside enemy ZoC). This means a Character may be forced to leave the board if it is the only legal option, or, even if other options are available, may still voluntarily choose to leave the board rather than risk staying around. (Remember that models that left the board may not re-enter, but are not considered killed).
All Characters may retreat diagonally regardless of their Agility (obviously other conditions for a legal retreat space must still be met). Models may be forced to retreat off (but not into) High Terrain, forcing them to perform the Agility test described under High Terrain. Prone or Unconscious models can't retreat (treat them as if they had no legal spaces to retreat to).
If there is no such legal space, the attacker may retreat if able.
In case of a tie on the Combat Test, both Characters must retreat if possible, starting with the player who does not have the Initiative.
Appendix: Skill List
Berserker – This character always counts as the attacker in Close Combat. If two characters with this special rule fight each other, the effects cancel out, and the active character is the attacker as per the normal rules. This character may not declare Passive Stance in the Combat Phase.
Call me uncle – Zagłoba has a natural talent for meeting new people and getting them drunk. Before the game begins, your opponent must choose either two Common Characters, or one Hero Character from their band. The Character or Characters receive one generic counter each (you may place one counter of the same colour on Zagłoba as a reminder of its effect, but he is unaffected). Models with a counter have a -1 modifier to all tests for the duration of the game (except for Fortitude tests, which receive a +1 modifier). In addition, Zagłoba and the affected character treat each other as friendly. Zagłoba may end this effect at any time.
Charmer – When using a Talking skill against a character of the opposite gender (Male/Female), if the character's Original Card for the test is a Horseshoe, gain +1 to the total. If the Original Card is a Heart, gain +2 instead.
Clever defense – When this character is defending in Close Combat, if the Original Card is black (Skull or Cup), receive +1 to the combat total.
Connections – This skill only applies before the game, during Band construction. It is explained in the Playbook.
Cunning As a Fox! – Zagłoba is very cunning. Each turn you may use one of the following abilities:
- There's always a solution… – when drawing cards at the start of a turn, draw an extra card. This skill may not be used when drawing the first hand at the beginning of the game.
- When I fought in Livonia… – when Zagłoba is activated, you may search the discard card pile, take one card and shuffle it into your deck. This is in addition to, rather than instead of, Zagłoba's normal activation.
- Strike now! – you get a +2 modifier to the Initiative score. You must declare the use of this ability before any cards are played.
Disarm – If this Character causes at least 1 Wound to the hands location (Cup) of a non-supernatural Commoner, the opponent must make a DL: 6 Agility Test. If it fails, it has been disarmed and gives up immediately. It is considered killed. Remove it from the game as if it received enough Wounds to match the Death Threshold.
Elusive Target – Shooting Tests against this character receive a -1 penalty. This special rule does not work if the character is Prone or Unconscious.
Frenzied Attack – When this Character is the Attacker in Close Combat, receive +1 to the Combat Total if this Character's Original Card is a Heart or Horseshoe.
Frigid – This Character may not be the target of the Seduction special skill. When this character is involved in an Opposed Test required by a [talking] skill, opponents may not gain any positive modifiers to their totals.
Heavy [X] – If a Character's Strength is lower than X, suffer -1 to the Combat Total or Shooting when using this Weapon.
Huge – This character may not perform the Climb through a Window Movement Action.
Inconspicuous – This Character starts the game with the Inconspicuous marker. The Character may voluntarily discard it at any time. The marker is also discarded when any of the following happens:
- The Character has a Weapon with superiority value of 2 or more equipped and is within Line of Sight of an enemy Character;
- They attack an enemy Character (this includes Ranged attacks or any skills with the [attack] keyword);
- The Character is within 6 spaces and line of sight of an enemy Hero with Wits or Intelligence equal to or higher than the Inconspicuous rating;
- All enemy Characters within 6 spaces and line of sight to the Inconspicuous Character may attempt to recognize an Inconspicuous Character. This requires a Spotting Full Action and a Wits or Intelligence against Charisma Opposed Test.
Once the marker is lost, it may not be recovered.
The effects of the marker are as follows:
- The character does not support Close Combat.
- The character may attempt a surprise attack: An attack performed by a Character with an Inconspicuous marker receives +1 to the test if it is a ranged attack, or +2 and may not be Parried if it is Close Combat. Note that this effectively requires attacking with a superiority 1 or 0 weapon, because equipped longer Weapons within enemy Line of Sight would cause the Character to lose its Inconspicuous marker. Note that it is effectively only possible once per game, because performing any attack causes the Character to lose its Inconspicuous marker.
- The character counts as friendly to all other characters (including opponent-owned characters)
Iron Parry – May ignore an opponent's Weapon's Mighty Blow rule.
Jostling – During Close Combat Tests, the opponent's bonus for supporting Characters is decreased by the character's Strength (but not lower than 0).
Living Barricade – This Character's Zone of Control may not be ignored for the purposes of movement even if it is engaged by other characters.
Lockpicking – The character may attempt to open adjacent locked doors (or other locks if the scenario allows it) by performing a full action and passing a DL: 6 Lockpicking test. If the test is passed, the door becomes unlocked and opened. If the test is failed, nothing happens. On a Misfortune, if the scenario uses the Alarm rules, the Alarm is triggered.
Pickpocket – [attack] [does not discard Inconspicuous if successful] If the character has the Inconspicuous marker, it may attempt the Pickpocket Partial Action in the Action Phase. Target an adjacent character and make an Opposed Agility vs Wits Test. On a failure, discard the Inconspicuous marker. On a success, the character may steal a special scenario item or an item that is specifically labeled as eligible for stealing that is currently in the target Character's possession. This item is immediately equipped, so note that stealing a weapon may cause the character to lose the Inconspicuous marker. If the action was successful, the character does not lose the Inconspicuous marker and receives 1 Movement Point to spend.
Quick Reload – When this character takes a Reload action, make an Unopposed Fortitude Test with the DL indicated on the Weapon. On a failure, resolve the Reload Action normally. On a success, if the Reload counter was on the 2-pip side, you may discard it.
Quick Slash – When this character is the attacker in Close Combat, gain +1 to the Combat Total, but if you win, reduce the damage inflicted by -1.
Seduction – [attack] [talking] [must be Inconspicuous] [do not lose Inconspicuous marker] During the Interaction Phase, this character may make an Opposed Test Charisma vs Fortitude against a single adjacent enemy character of the opposing gender (male/female). If the test is successful, remove both characters from the game. They both count as killed. On a failure nothing happens. This test may only be attempted against a given character once per game.
Sweeping Attack – If this character wins a Close Combat and deals at least 1 damage, you may immediately attack another enemy this character is engaged with. Do not play a new combat card for this character, use the Original Card played for the first combat. The new enemy must play a new combat card. You may keep attacking subsequent enemies for as long as you keep winning the combats while inflicting at least 1 damage, or until your attack is successfully Parried (even if you win the Riposte). Each subsequent combat suffers a cumulative -1 penalty. Each enemy may only be attacked once per Combat Phase.
Thrust to the Heart – In Close Combat Tests, if this Character's Original Card is a Heart, gain +1 to Combat Total, and then +1 to inflicted damage.
Unswerving – At the start of the game place 3 generic counters on this character. They have two possible uses:
If this character fails a Fortitude Test, you may discard a counter. Ignore the failure and take the test again. If you keep failing, you may keep discarding the counters as long as you have them, or until you succeed.
If this Character is Crippled, you may discard a counter before making any Test. Ignore the -1 Crippled modifier for this Test.
Appendix: Who is Who?
This appendix pictures the sculpted miniatures alongside the named Characters and generic troop types they represent: Dragoons, Musketeers, Aramis, Portos, D'Artagnan, Zagłoba, Wołodyjowski, Skrzetuski, Atos, Longinus, Thugs, Footmen, Thief, Burgher, Courtesan, and Urchin.