RulesPal
Chat
Rulebook
Field Hospital thumbnail

Field Hospital

Field Hospital Rulebook

Table of Contents

Table of Contents

  • Goal
  • Game Components
  • Setup
  • Turn Sequence
    • Overview
    • Details
  • Platoons - Medic and Sergeant Patients
  • End Game
  • Special Notes

Goal

Heal patients and improve battlefront medical skills to collect prestige points. The person who collects the most prestige points when the rescue helicopter arrives is the winner.

Game Components

Patient Cards:

  • 45 Standard Patient Cards
  • 5 Medic Patient Cards, 1 for each platoon
  • 5 Sergeant Patient Cards, 1 for each platoon

Special Tokens:

  • 25 General Use Medical Kits (Yellow)
  • 25 Demerits (Black)

Event Cards:

  • 1 Incoming!
  • 1 Bad Batch
  • 1 Extra Delivery
  • 1 Evacuate

Hospital Ward Cards:

  • 1 Triage and 1 Triage Overflow
  • 1 Urgent Care and 1 Urgent Care Overflow
  • 1 Trauma Ward and 1 Trauma Overflow
  • 1 Emergency Room

Medical Supply Tokens:

  • 25 Units of Blood (Red)
  • 25 Antibiotics (Purple)
  • 25 Painkillers (Green)
  • 25 Saline (Blue)
  • 25 Bandages (White)

Player Aid Cards:

  • 1 Supply Cabinet
  • 1 Doctor in Charge
  • 1 Turn Order
  • 5 Personnel Files

Medical Supply Dice:

  • 1 Box of Blood Units (Red)
  • 1 Box of Antibiotics (Purple)
  • 1 Box of Painkillers (Green)
  • 1 Box of Saline (Blue)
  • 1 Box of Bandages (White)

Figure 1: Card Layout. The labelled callouts on the patient card are: Urgency Timer, Platoon Symbol, Attention Required, Prestige Points, and Required Medical Supplies. The labelled callouts on the Sergeant and Medic cards are: Sergeant Insignia or Medic Insignia, Healed patients of indicated platoon, Prestige points the sergeant is worth (sergeant card), and Discount to heal patient of indicated platoon (medic card).

Setup

  1. For a 4 to 5 player game, place the seven room cards in order as shown in the Sample Table Layout. For a 2-3 player game, place only the non-overflow rooms in order, similar to the Sample Table Layout.
  2. Place the Supply Cabinet card near one edge of the table leaving enough space for a player to keep supplies and healed patient cards. Place the Turn Order card near one corner of the table.
  3. Deck Setup: a) Set the following cards aside: Bad Batch, Incoming!, Extra Delivery, Evacuation. b) Shuffle the remaining patient cards and deal out 5 different face-down stacks with 6 cards each. Add one more card to each stack for each player and remove the rest of the cards from the game. c) Place one stack on the table face down and put the Evacuate card on top, face up as shown in the Sample Table Layout. This deck will only be used if patients need to be added after the draw deck is depleted. d) Shuffle the Bad Batch, Incoming! and Extra Delivery cards together. Shuffle one each into three of the four card stacks. Pile these stacks on top of each other in any order to the side of the Supply Cabinet as shown in the Sample Table Layout. e) Place the last stack on top of the deck. This is the draw deck.
  4. Place the medical supplies and demerits in piles where all players can reach them.
  5. Reveal patient cards one at a time until the sum of the "Attention Required" numbers in the left hand yellow box of all patient cards are equal to or greater than five times the number of players. Place each patient in the column which matches its Urgency timer value. Example: In a three player game, the hospital's "Attention Capability" is fifteen (five times three players). If the "Attention Required" values on the patient cards are four, three and one, (equal to eight) deal another card. If the value is still less than fifteen, deal another, and so forth.
  6. Determine a start player who takes the Doctor in Charge Card. Give the start player 3 general medical kits (yellow tokens) and each other player 4 general medical kits. Give each player a Personnel Records card.

Turn Sequence

Overview

Turn Order:

  • If no available dice: Update Urgency (move patients and hand out demerits), then Roll all dice.
  • Select dice and supplies.
  • Choose one: Heal one patient, train in one supply or pass.
  • Add patient(s) if a patient was healed.
  • Turn passes to the left.

Details

  1. Urgency Update Check (Skip this check for the first turn in the game!) - If there are no dice to choose from at the start of your turn, follow the Urgency Update steps detailed below.
    • Note the medical supply types required to heal each patient card in the first Urgency column (Emergency Center column). Each player totals the supplies that he/she has matching the supply types of each patient, ignoring general medical kits. The player who has the highest number of those supplies per patient takes a demerit (black token) which is negative two prestige points at the end of the game. If a tie, all tied players take a demerit. Example: Blood and bandages are required on one patient and blood and painkillers are required on another. Player 1 has 2 blood, 1 painkiller and 7 bandages for a total of 9 applicable supplies for the first patient and 3 for the second. Player 2 has 3 blood, 8 antibiotics, 2 painkillers and 4 bandages for a total of 7 applicable supplies for the first patient and 5 for the second. Player 1 gains a demerit for the first patient and Player 2 gains a demerit for the second patient.
    • Discard the cards that are in the first Urgency column. Do not replace the patient cards that were discarded during this phase.
    • Slide the remaining patient cards down one room. If there are no patients left on the table, draw new patient cards until the sum of the "Attention Required" numbers in the left hand yellow box of all patient cards are equal to or greater than five times the number of players. Place each patient in the column which matches its Urgency timer value.
  2. Available Supplies Check - If there are no dice to choose from, roll all the dice.
  3. Select Supplies - Select one die. If the value is less than six and there is another die or dice that would total six or less, grab another die without going above six. Continue until you can no longer grab a die with a total value of six or less. Once a die cannot be selected, if the value was less than six, choose a color that does not match a die you took this turn. You get supplies equal to the difference (six minus the total selected value) in that color. Then take tokens in the appropriate color for the die values. If you took the last group of dice, you must take a seventh medical supply of your choice. It may be of a type that you already selected this turn and can never be a yellow general medical kit. If there are no more tokens of a medical supply type that you are required to take, you may take the remainder in another color that you did not collect this turn. If all of those supplies are gone, you do not collect any.

Platoons - Medic and Sergeant Patients

  • Most patient cards have a symbol in the upper left hand corner. Those without symbols do not interact with Sergeants and Medics.
  • The medics will send medical supplies to you that will help you heal other wounded soldiers in their platoon. As Medics are healed, they remain face up in the healing player's play area. Players with Medics can heal patients of the same platoon as the Medic for 0, 1 or 2 medical supplies less than normally required. The medical supplies can be the same or different. This ability remains in effect for the remainder of the game.
  • The sergeants, once healed, will give you personal recommendations which increase your reputation and therefore your final prestige score. As Sergeants are healed, they are placed face up in the healing player's play area. Sergeants are worth prestige points based on the total number of patients healed in his platoon. To determine the value of prestige points the sergeant is worth, on the sergeant card, find the small number on the left of the equal sign that is the same as the number of patients of his platoon that you healed, including the sergeant and medic. The number to the right of the equal sign is how many prestige points the sergeant is worth. For example, if you only have the sergeant in his platoon, he is worth 1 prestige point.

End Game

  • Evacuation: Once the draw deck is gone, finish out the game round as normal so all players have taken the same number of turns during the game. The last player should be the player to the right of the start player who has the Doctor in Charge card. Then, each player is allowed one more heal or train action in turn order. Reveal patients as needed but, no dice are rolled nor selected during this action only phase.
  • After all players have completed their last action, players add the prestige points on the cards they collected including sergeant score, then count up training points (2 points per training token per patient that required that supply type), subtract 2 points per demerit. If there is a tie in total victory points, the tied player who healed the most patients wins. If there is still a tie, the tied player with the most medical supplies wins. If there is still a tie, the players share in the victory.

Special Notes

  • Players may not trade supplies.
  • Players cannot help each other heal patients. A patient must be healed all at once. In other words, no partial heals.
  • The amount of medical supplies that each player has is open knowledge.
  • The number of patient cards each player has is open knowledge but, the prestige point values and platoon symbols on the cards cannot be shared with other players.
  • The players may look at their own patient cards during the game.
  • If five 1's are rolled on the initial roll, the rolling player will receive two of one medical supply of his or her choice and one each of the remaining four medical supplies.
  • A game round is defined as each player having exactly one turn.
  • A supply round is defined as all turns taken to select dice from a single dice roll. It may be fewer, same or more turns than a game round depending on how many dice groups can be selected as equal to six as possible.
  • Heal - You may choose to heal one patient by paying the required supplies all at once. Add patient cards one at a time until the "Attention Required" values on the new patient cards are equal to or greater than the "Attention Required" value on the healed patient card.
    • If the Incoming! card is revealed, add 10 to the remaining "Attention Required" value and keep adding patients until reached or exceeded.
    • If the Bad Batch card is revealed, starting to the left of the player who just healed, each player discards all of whatever medical supply that player has the most of. If the player more than one medical supply tied for the most, that player selects which medical supply type to discard. Keep adding patients until the "Attention Required" is reached or exceeded.
    • If the Extra Delivery card is revealed, starting to the left of the player who just healed, each player selects two different medical supply types and gains 3 supplies of each. Keep adding patients until the "Attention Required" is reached or exceeded.
    • Take the patient card. If the patient is a sergeant or medic, place it face up in front of you. If it is any other patient, place it face down in front of you. The cards in front of you at the end of the game will be used to calculate your end game score.
  • Train - If you did not heal, you may take one supply in your personal supply and place it into your Personnel Records. If you already trained in that supply type, you must pay a matching medical supply to the game supply for each matching supply in your records. For example, the first time you train in bandages, place 1 bandage in your record. The second time, pitch 1 bandage to the game supply and put 1 in your record. The third time, pitch 2 bandages and put 1 in your record. General medical kits can be used to pay for training but, cannot be the token placed in the personnel record. At the end of the game, for each supply, you will gain 2 victory points for each patient that requires that color to be . You may train in the same supply type many times or in different supplies over the course of the game but, only one per turn. Note: the printed rule ends "that requires that color to be ." with a word missing in the source; it is transcribed as printed.
  • The turn passes to the player to the active player's left.