Battle Card: Series 1
Battle Card: Series 1 Rulebook
Table of Contents
Table of Contents
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.