Front Line No Komrades
Front Line No Komrades Rulebook
Table of Contents
Table of Contents
Game Contents
- 31 Character Cards
- 11 Character Line Cards: Represent the placement of your Komrades and the Kommissar.
- 10 Character Ability Cards: Describe a Komrade's unique ability and are placed on top of Character Health Cards to track Health Points.
- 10 Character Health Cards: Used with Ability Cards to indicate a Komrade's starting and current Health Points throughout the game. By default, Characters start at 10 HP.
- 1 Initiative Card: Indicates which Komrade will play the first Action Card each round and is passed clockwise at the end of the turn.
- 4 Target Cards: Identify which space the Incoming! Card is targeting.
- 38 Incoming! Cards: Represent the horrible thing that is going to happen this turn.
- 89 Action Cards: Indicate opportunities for your Komrade to survive.
- 52 Maneuver Cards
- 26 Event Cards
- 11 Equipment Cards
Card Types
Incoming! Cards
Each Incoming! Card shows a Name, a Type icon, a Target icon, Damage values, and an Effect text.
- Name: The name of the Incoming! Card.
- Type: Incoming! Cards come in 3 different types: Linear, Splash, and Special.
- Linear damage starts at the Target Card location and travels in a straight line in the direction of the arrow until it hits a viable target.
- Splash damage hits multiple spaces. The central space suffers primary damage, and the adjacent spaces suffer secondary damage.
- Special damage is a separate type of damage that includes unique effects described on the card.
- Target: Indicates the space or Character where the Target Card is placed.
- Damage: Indicates the amount of damage suffered from the Incoming! Card. On Splash cards, the central value is the primary damage and the flanking values are the secondary damage.
- Effect: Any additional rules that apply to the target(s) of the attack.
Printed example card: FLAMETHROWER (Special). Effect: "Remains in play for the next turn. Any Komrade that ends the next turn in a space affected by the Flamethrower suffers 1 damage."
Note: the source prints the Type and Effect descriptions with the spellings "damge" and "suffers" (for "damage" and "suffer"); the spelling is corrected here.
Action Deck
- 52 Maneuver Cards. Each shows a Name and an Effect. Example printed card: WEEKEND PASS, "Remove your Komrade from the line. At end of turn, return your Komrade to the last space."
- 26 Event Cards. Each shows a Name and an Effect. Example printed card: OFFER GLORIOUS DEATH, "Move a Linear effect Target card to any other Komrade."
- 11 Equipment Cards. Each shows a Name, a Durability value, and an Effect. Example printed card: BODY ARMOR, Durability 3, "Reduce damage by an amount up to the remaining Durability - loses 1 Durability per damage reduced." Each time the effect on the card is used, reduce Durability by 1. Discard the Equipment Card when Durability is 0.
Set Up
- Pick a Character (and corresponding Character Ability and HP Cards).
- Shuffle both the Action Deck and the Incoming! Deck, placing both of the decks where they can be reached by all Komrades.
- The first Komrade to sit at the table determines the starting order of your Characters and places them in the Character Line, with an open space behind the rearmost Komrade and with the Kommissar behind that open space.
- The Komrade at the front of the Character Line takes the Initiative Card.
- Each Komrade draws 5 cards from the Action Deck.
- Draft. Each Komrade immediately selects one Action Card from their hand and places it face down. Komrades then pass the remaining cards in their hand to the left. Repeat this process until each Komrade has 5 facedown Action Cards. This is each Komrade's starting hand.
The set-up diagram in the rulebook shows the following components: the Incoming! Deck, an Incoming! Card in play, a Target Card, the Character Line, the Kommissar, an open space, the Character Ability Card and Character Health Card for each Komrade, the Action Deck, the Action Discard, and an Equipment Card in play.
Gameplay
Turn Sequence
- Draw an Incoming! Card from the Incoming! Deck. Place the Target Card(s) outside the Character Line below the designated space or Komrade indicated on the Incoming! Card.
- Each Komrade plays an Action Card face down in front of them.
- In addition, each Komrade may play one Event Card and resolve it immediately at any time during the turn.
- Starting with the Komrade holding the Initiative Card and working in a clockwise order, each Komrade reveals and resolves their facedown Action Card.
- If a Maneuver Card is played, it takes immediate effect.
- When an Equipment Card is turned face up, place it next to your Character Ability Card. It is now considered in play. Face up Equipment Cards can be used at any time (unless otherwise stated).
- Event cards are immediately discarded without effect when revealed in this manner.
- Resolve the damage and effects from the Incoming! Card on any Komrade that has been Hit. Note: when a Komrade loses their final Hit Point, they are dead and removed from the Character Line. Move the Kommissar forward one space when this happens. Follow the normal rules for movement.
- Each Komrade replenishes their hand up to 5 cards.
- Pass the Initiative Card to the next Komrade in a clockwise order.
- Play continues in this manner until there is one (or fewer) Komrade left in play.
Movement
- A Komrade moves one space at a time regardless of the total distance moved. The term "Backward" always refers to movement toward the Kommissar. The term "Forward" always refers to movement away from the Kommissar.
- When a Komrade moves into a space occupied by another Komrade (heading towards an open space), the Komrade it moves into is pushed one space the direction that the active Komrade is moving.
- When a Komrade moves into a space occupied by another Komrade (heading away from all open spaces), the Komrade it moves into swaps locations with it.
Character Death
When Komrades are reduced to 0 or fewer HP, they are dead and removed from the game. Remove that Komrade's Character Line Card from the Character Line. The Kommissar then immediately moves one space toward the front of the line, following all movement rules for Character movement.
Larger Games
In larger games, we sometimes feel it is appropriate to represent the diminished resources of the Komrades during their march to the front. As such, we recommend that before play begins, players reduce their starting HP by 1 for every Komrade over 5 in the game. So, if 6 Komrades are about to begin a game, players should each reduce their Komrade's HP by 1. If 10 Komrades are about to begin a game, players each should reduce their starting HP by 5. Times are lean. Resources are scarce. Good luck out there, Komrades!
| Players | 1-5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|
| Starting HP | -0 | -1 | -2 | -3 | -4 | -5 |