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Battle Card: Series 1

Battle Card: Series 1 Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Turn Structure
    • 1. Allied Withdrawal
    • 2. Japanese Advance
    • 3. Battle
    • 4. Allied Air Support
    • 5. Advance Turn
  • Ending the Game

Components

Together with these rules and the map, the game is played by using 11 six-sided dice (d6):

  • 7d6 for the Allied units
  • 2d6 for the Japanese units
  • 1d6 as a Turn die
  • 1d6 for dice rolls

Setup

  • There are seven Locations: Jitra, Kota Bharu, Kampar, Kuantan, Endau, Kuala Lumpur, Kluang.
  • Each Location has a space for an Allied unit and a space for a Japanese unit.
  • There is also a special space, Singapore, which can only be occupied by an Allied unit.
  • Dice ("units", hereafter) are placed on indicated spaces with matching Strength (dice value).
  • Allied units are placed on spaces with brown dice values. Japanese units are placed on striped spaces with red dice values.
  • Place the Turn die on the Turn space with the 1 dice value face-up.

Turn Structure

After completing the setup, repeat the turn structure below until the game ends:

1. Allied Withdrawal

Choose if you want to withdraw one Allied unit that is at the same Location as a Japanese unit. If you choose to withdraw:

  • Reduce the Allied unit's Strength by 1.
  • Move the Allied unit to an adjacent Allied space towards Singapore.
  • Sum the Allied unit's Strength with the Allied unit already in the space (to a maximum of 6) and discard one unit from the game.

2. Japanese Advance

If a Location has a Japanese unit and no Allied unit, advance the Japanese unit along the road towards Singapore until it reaches a Location with an Allied unit.

  • The Japanese unit that begins in Kota Bharu moves on the Eastern road towards Singapore.
  • The Japanese unit that begins in Jitra moves on the Trunk road towards Singapore.
  • Reinforcements: When a Japanese unit moves onto a space with a reinforcements symbol (#), increase its Strength by that amount (to a maximum of 6).

3. Battle

Choose to Counterattack or Defend with each Allied unit in the same Location as a Japanese unit.

Resolve the battle for each Location separately.

Compare Allied and Japanese Strength. The side with the higher value has Advantage.

If the Japanese have a 3:1 Strength ratio or higher they have Decisive Advantage.

Roll 1d6 and consult the appropriate Combat Results Table.

If an Allied or a Japanese unit is reduced below 1, it is eliminated. Remove it from the board.

4. Allied Air Support

If an Allied unit is in Kuantan, subtract 1 Strength from one Japanese unit.

5. Advance Turn

Increase the value of the Turn die by 1.

Ending the Game

You Win if an Allied unit of Strength 3 or higher withdraws to the Singapore space or if a Japanese unit is eliminated.

You Lose if Endau is only occupied by a Japanese unit or if the Turn die would advance beyond 6.