Heroes of Baler
Heroes of Baler Rulebook
Table of Contents
Table of Contents
Components
The components for Heroes of Baler are as follows:
- 1 game board
- 55 cards
- 28 cards for the Solo mode
- 194 counters
- 1 player aid
- 1 player aid for the Solo mode
- 10 six-sided dice in two different colors
- 3 personalized cloth bags
- 1 rulebook
- 1 playbook
The board
The board is divided into sections, where all the actions in the game take place.
The map
The Map is in the center of the board and depicts the church of Baler, where the Spanish hold ground, and its perimeter, from where the Filipinos attacked.
The Map is divided into four areas, and the combats will take place in the different locations throughout the game.
Each area on the Map shows its own characteristics, which may differ from those of others.
Two tracks:
- One to track the firepower superiority, ranging from 0 (no superiority from either side) to 3. Firepower superiority allows rolling additional dice during combat.
- Another to indicate the condition of the church walls in that area of the Map (Intact, Damaged, Wrecked, or Destroyed).
Some guard posts belong to more than one area on the map. For example, the Spanish post number 2, also designated as "bell tower", belongs to all four areas on the map. This means that a unit (soldier or leader) in that post will engage in combats occurring in any area. Each of the "1-2" and "5-6" Philippine posts belongs to two areas on the map.
Each area on the map contains two spaces for the Filipinos to build trench sections (eight in total). Trenches protect the Philippine artillery units from Spanish incursions. They will also award victory points to the Philippine side.
The Philippine side can place artillery pieces in the artillery posts. There is one such post in each area (four in total).
Posts: Each area on the Map shows several posts, used to place military units and markers.
The stacking limit in all the posts on the map and spaces on the board is 1. This means it can never be more than one counter on any map or board space.
There are two exceptions to this limit:
- The space number 6 in the topmost line of the Spanish detachment, where the religious leaders López and Minaya can be stacked together.
- The territorial control map, where the Filipino soldiers must occupy a single space, with a stacking limit of 3 soldiers.
The military units (soldiers and leaders) are placed on the guard posts on the map. The border color of each guard post indicates which side controls it and matches the color of the corresponding units: blue for the Spaniards and red for the Filipinos. A unit can never occupy a post on the opposing side.
Units in guard posts may engage in combat and suffer casualties during the phases of each turn.
The Initiative track indicates which side gained initiative in Phase 1, and they will keep it for the remainder of the turn.
The Victory Points track displays the points for both sides. When a player exceeds 20 victory points, they flip their marker to the "+20" side and continue scoring as usual.
The Spanish area
The Supply and Morale tracks range from 0 to 6. Any supply or morale gain over 6 has no effect.
There are three Card spaces: for the Philippine Fog of War deck and the Spanish draw and discard decks.
The Detachment area contains a top row for leader counters and two rows for soldiers. Rows are numbered "1-2", "3-4", and "5-6", and columns are numbered from 1 to 6.
These spaces represent the Spanish forces ready for combat, but not in any command post within the command area or guard post on the map. During the turn phases, you can move units between the detachment, the map (where units in guard posts are at the frontline), the command area (for leaders only), and the bag.
The Infirmary track consists of spaces numbered 1 to 6 (representing the beds available), and a "0" space, the graveyard.
Leaders: The Command area is used to activate the leaders' special abilities. It contains three spaces, one for each leader type, that will trigger the corresponding effect: military, medical, or religious.
The Eliminated Units space is where the Spanish player places the eliminated Philippine units. Each eliminated soldier will earn them 1 victory point, and each artillery piece or leader 2 victory points.
The Philippine area
The Supply and Morale tracks range from 0 to 6. Any supply or morale gain over 6 has no effect.
The Territorial Control map depicts the island of Luzón and has five numbered spaces, Baler being the "1" space and the city of Manila the "5" space. This map is used for the Philippine side supply, which differs from the Spanish.
The Detachment spaces are used to place the matching leaders, one in each post, whereas the Barracks spaces may each contain a soldier.
These spaces represent the Philippine forces ready for combat, but not in any command post within the command area or guard post on the map. During the turn phases, you can move units between the detachment and the barracks, the map (where units in guard posts are at the frontline), the command area (for leaders only), the bag, and the territorial control map.
Leaders: The Command area is used to activate the leaders' special abilities. It contains three spaces, each providing a different benefit when using a leader: Military, Leadership, and US support (turn dependent).
The Philippine side should advance throughout the map, conquering the strongholds between Baler and Manila, to enhance their supply. Such advances will also earn them additional victory points.
There are three Card spaces: for the Spanish Fog of War deck, and the Spanish draw and discard decks.
The Eliminated Units space is where the Filipino player places the eliminated Spanish units. Each eliminated soldier will earn them 1 victory point, and each leader 2 victory points.
The shared area
These spaces are used to place cards that both sides may draw during the Fog of War step in the Upkeep phase.
Player aid
The game includes a player aid describing some game features, for quick reference, and a detailed game sequence.
Cards
The game has three types of cards: Faction cards, shared cards, and Fog of War cards.
Faction cards
Each side has 10 faction cards.
You can use faction cards during:
- Phase 1 – Initiative, to determine which side has the initiative for the whole turn. During this phase, you can also use shared cards and Fog of War cards from your faction.
- Phase 2 – Events, where each side plays two events from faction cards, shared cards, or Fog of War cards from their side.
- Phase 5 – Action, where each side plays the remaining cards in their hand, be it faction cards, shared cards, or Fog of War cards from their side, to obtain action points, that will then be used to perform actions.
When you play a faction card, either as an event or for action points, place it in your discard pile.
You will replenish your hand of cards at the end of the turn, during the Next Turn step.
Shared cards
Players can draw shared cards throughout the game. These cards display the same information as faction cards, with the sole difference that either player may use them, hence having their title in two colors (blue and red) instead of one.
At the beginning of the game, place the shared cards deck in the common area of the board. You can draw from this deck during the Fog of War step in the Upkeep phase. When you draw a shared card, place it in your discard pile. They will become available later, when you deplete your draw deck and reshuffle the discard pile to make a new one.
Shared card events are enhanced events when compared to those in faction cards. These cards, like faction cards, can be used in the Initiative, Event, and Action phases.
After playing a shared card, remove it from the game; do not place it in the discard pile.
Card anatomy:
- Image depicting the event.
- Action points value.
- Secondary event icon. If you play this card as support during the Event phase, you can trigger the secondary event indicated by the icon. Each card may have up to two different icons.
- Initiative value.
- Event title. Its color indicates which side the card belongs to (blue = Spanish, red = Philippine).
- Main event description.
- Secondary event requirement and description.
- Card number (only for identification purposes; it does not impact gameplay).
Fog of War cards
Each of these cards belongs to one side only. You can easily tell these cards apart, as they have the Fog of War icon next to the event title. Furthermore, they have no secondary event, and contain a short historical account of the main event at the bottom. Once the event is resolved, the card is eliminated from the game, just the same as shared cards.
At the beginning of the game, the Fog of War cards are placed in the designated space of the opposing side. During the Fog of War step in the Upkeep phase of each turn, you draw an enemy Fog of War card and place it either in yours or the enemy's discard pile.
Placing an enemy Fog of War card in your discard pile prevents the enemy from using it in subsequent turns. However, being in your discard pile, that card will turn up in your hand sooner or later.
These cards can only be played by their respective side. Having an enemy Fog of War card in hand is the same as having a blank card, or one card less. You cannot use it and must discard it when revealing your cards to perform actions.
You can use your faction's Fog of War cards as any other card (during the Initiative, Events, and Action phases).
Military units
There are two types of military units: Leaders and soldiers. Each counter represents one man. Leaders from both sides and Spanish soldiers are identified by name.
The image above shows the front and back of a Leader and a soldier counter from each side.
Design note: The back of the Philippine soldier counters show the first paragraph of the Philippine national anthem, "Lupang Hinirang," in Tagalog, as a decorative feature. The anthem was composed by Julián Felipe in 1898, with lyrics written by the poet and soldier Juan Sala in 1899.
Units will be deployed in their respective sides' detachments, and guard posts on the map where they will fight. Leaders can also be placed in the Command area.
Soldiers
Each counter represents a soldier. They can be placed in a space on their side's detachment, in the respective guard posts on the map, or into the bag.
- The counter displays the image of the Spanish soldier or a generic Filipino soldier image, respectively.
- The Spanish or Katipunan flag, respectively.
- Combat factor, ranging from 1 to 3 (the combat factors of all units on each side will be added for combat).
- Manpower factor, ranging from 0 to 3, used by the Spanish side to repair the church walls and by the Philippine side to build or repair trench sections.
- Name of the Spanish soldier (Filipino soldiers are nameless, generic units).
The back of each Spanish soldier counter shows the soldier's full name and place of origin (if known). This has no effect in the gameplay, as only the counter's face will be of use, and you are never required to flip the counter throughout the game.
Leaders
Each leader counter represents a single officer. They can be placed in the respective side's detachment, guard posts, or command area spaces.
- Leader rank, ranging from 1 to 3. The rank indicates how many dice a leader in a command area space can modify or reroll during combat.
- Leader type. Spanish leaders belong to one of three types: Military (yellow star icon), medical (green cross), or religious (cross on purple background). A Spanish leader can only occupy the command area space matching its type. Filipino leaders have no such differentiation and can be placed in any of their command area spaces.
- The Combat Factor is used whenever a leader on a guard post on the map engages in combat. It is used the same as a soldier's combat factor.
- This icon indicates only that a leader can change or reroll dice during combat (as explained under the Leader rank description above).
- Counter back. The back of the leader counters does not contain combat factors, and shows only the leader image, name, and place of origin. Whenever a leader in a command space is activated, flip the counter to its back to indicate it has become "exhausted" and cannot be used again or moved for the remainder of the turn.
Artillery
Only the Philippine side has artillery units. These must be placed in the designated spaces on the map, four in total. Therefore, there cannot be more than four artillery units simultaneously on the map. Artillery units can only be destroyed during incursion combat.
- The combat factor will be added to the combat factors of other Philippine units engaged in shooting combats.
The back of these counters is only used in the solo mode.
Other components
Dice
The game consists of 10 six-sided NAC Wargames dice.
Bags for units
Each side has a bag in their faction color for soldier counters. Throughout the game, you will place soldier units into the bag, or draw them from the bag, according to different instructions or outcomes. Leaders are never put into bags.
Text color
This rulebook contains text in three colors:
Black = regular text.
Red = notes and references to other sections or the player aid.
Blue = mechanisms and instructions to resolve specific actions.
The outer area
The board game displays several sections around the map to track relevant information throughout the game.
The Turn track is numbered 1 to 6, with six being the maximum number of turns in a game. Each turn represents two months, approximately. The US flag on space number four marks the ending of the American support to the Filipinos and the start of the hostilities between the two countries.
The Initiative track indicates which side gained initiative in Phase 1, and they will keep it for the remainder of the turn.
The Victory Points track displays the points for both sides. When a player exceeds 20 victory points, they flip their marker to the "+20" side and continue scoring as usual.
The game
Objective
You must score more points than your opponent to win a game of Heroes of Baler. Each side scores points in different ways:
Above all, the Spanish side must defend the church of Baler from the enemy attacks and keep its walls standing. They obtain victory points by:
- Eliminating Filipino soldiers and leaders in shooting combats.
- Eliminating Philippine artillery pieces in incursion combats.
- Keeping intact the church walls in all areas of the map. To do so, they should use their men to repair the defenses each time they are sabotaged or bombed by the enemy.
The Philippine side must fight on two fronts: Attacking the church and destroying its walls, and fighting Spain and the US on the territorial control map. They obtain victory points by:
- Eliminating Spanish soldiers and leaders in shooting combats.
- Sabotaging the walls of Baler's church during incursion combats and artillery attacks.
- Building trench sections, keeping them intact (non-sabotaged), and repairing them as necessary.
- Expelling the foreign powers from the Territorial control map by making them retreat to Manila.
If there is a tie, the player with the initiative in the previous turn keeps it. If a tie occurs in the first turn, the Philippine side has the initiative.
Initial deployment
Before starting a game, place the components on the board as indicated in the Playbook.
If you played a Fog of War card from your side for the initiative, you must resolve its event, regardless of who gets the initiative. If both players played Fog of War cards, the player who gained the initiative resolves the event first.
Game sequence
- Initiative.
- Events
- Boost event cards (activate their secondary events)
- Attrition
- Spanish side attrition
- Philippine side attrition
- First Shootings
- Action
- Basic Actions
- Attack
- Movement
- Surveillance
- Supply
- Repair
- Special Actions
- Spanish special actions
- Philippine special actions
- Basic Actions
- Second Shootings
- Upkeep
- Victory conditions
- Fog of war
- Man the posts
- Leaders
- Next turn
A turn comprises phases during which both sides can move their soldiers on the map, attack the enemy, supply their units, etc. The game sequence specifies the order in which the phases are resolved.
Initiative phase
During this phase, each player selects one of the six cards in their hand and places it face down on the board. Then, both players reveal their cards. Whoever played the card with the highest initiative value will play first in every turn phase. Initiative cannot be yielded to the opponent.
The cards played for initiative are discarded, except for Fog of War cards of the respective side, which are removed from the game.
Event phase
In this phase, each side must play two event cards. First, the player with the initiative chooses two cards from their hand and plays them on the table. Next, they resolve the events in the cards in the order of their choice. They can also play a third card from their hand as 'support card' to boost an event card, that is, to activate its secondary event, thus allowing you to resolve two events from a single card.
You must always play two cards in this phase, but you can choose not to resolve some or even all the events on the cards. Playing a support card is not mandatory.
You can only play event or support cards from your faction (faction or Fog of War cards). You can also play shared cards.
Then, the player without initiative does the same.
Boosting event cards (triggering their secondary events)
Faction and shared cards contain two events, the main event (in the center of the card) and the secondary event (at the bottom), whereas Fog of War cards contain only the main event. Boosting an event card allows you to resolve both the main and the secondary events.
You can only boost event cards in Phase 2 – Events. To do so:
- Place your cards on the table. These can be: a. Faction cards from your side b. Shared cards c. Fog of War cards from your side (they can be played in the event phase but cannot be boosted).
- You can also choose a third card from your hand as a support card. This card may be: a. A faction card from your side. b. A shared card. c. A Fog of War card from your side.
- If the event card shows an icon matching the icon on a card played as event, you can boost that event card. The star icon is a wildcard that can boost an event card with any icon.
- A support card can boost up to two event cards, but each icon on the support card can only boost a single event.
Note: Do not resolve the event on the support card. Resolve the main and secondary (boosted) events on the event cards in the order of your choice.
Attrition Phase
Each side has supply and morale tracks on the corresponding side of the board. These tracks have 7 levels (from 0 to 6). Any supply or morale over 6 cannot be stored and is lost.
In Phase 3 – Attrition, both players roll a die to determine their supply level change, starting with the player with the initiative.
Spanish side attrition
- Die roll 1 to 4 - reduce the supply level by two
- Die roll 5 or 6 - reduce the supply level by one
Upon rolling the die and adjusting the Spanish side supply level, resolve the corresponding effect:
- The supply level equals 4, 5, or 6: No effect.
- The supply level is below 4: A beriberi epidemic occurs with the following consequences:
- Level 3 – A Spanish unit gets ill and must be transferred to the infirmary.
- Level 2 – Two Spanish units get ill and must be transferred to the infirmary.
- Level 1 or 0 – Three Spanish units get ill and must be transferred to the infirmary.
Then, check the morale level (no die roll for this), and apply any corresponding consequences:
- Morale in level 2 or 1 – One unit deserts.
- Morale in level 0 – Two units desert.
Example: Before the attrition phase, the Spanish supply level is 4 and the morale is 2. The Spanish side rolls a 2 and must decrease its supply level by two levels, from 4 to 2. Consequently, two Spanish units get ill and must be transferred to the infirmary. Then, they check the morale status. A level 2 morale means one of their units deserts.
So, the supply level can cause casualties by illness, and the morale level losses by desertion. The 'Supply and Morale' Spanish area on the board indicates the number of units affected (black crosses for illness casualties and running silhouettes for desertions).
Losses by beriberi or desertion only occur in this Attrition phase.
Resolving losses by beriberi
A) Roll a die for each unit ill and proceed as indicated:
- Odd result: Randomly draw a unit from the Spanish bag.
- Even result: The unit will be taken from the Spanish detachment area as detailed below.
B) Place all the units drawn from the bag (odd results) in the infirmary.
C) Resolve the losses corresponding to even results. For each unit:
- Roll a die to determine the detachment row where the loss occurs: first (1-2), second (3-4), or third row (5-6).
- Roll again to determine the exact row space where the loss occurs (1-6).
If the resulting space is empty, check the space to its left. Repeat this, if necessary, until finding a space with a unit. If you reach space '1' and it is empty, continue from space '6' in the same row.
If only one unit is in the designated row, that unit is chosen. If no units are in the designated row, draw a unit from the bag (even if there are units in other rows).
D) Transfer all the units selected in Step C to the infirmary.
When determining the losses by beriberi in the Spanish detachment (even die result), there is an exception for the leaders (1-2 row). If an empty space in this row was selected in step C, and the matching leader is in another area on the board (a guard post on the map or the command area), you send it to the infirmary. If the leader has already been eliminated from the game or is already in the infirmary, choose the leader one space to the left. Repeat this, if necessary, until finding a space with a unit. If you reach space '1' and it is empty, continue from space '6' in the same row. If only one unit is in the designated row, that unit is chosen. If no units are in the designated row, draw a unit from the bag.
If position '6' is selected and priests Fray López and Fray Minaya are there, choose one of them to send to the infirmary. If only one is there, transfer it to the infirmary.
Example: During Phase 3 – Supply, your new supply level is 2, indicating that you suffer two losses by beriberi. Following the beriberi losses resolution sequence, you roll a die for each loss to determine whether the unit is drawn from the bag (odd result) or taken from the detachment (even result). The first roll is a 3, so you draw a unit from the bag and place it in the infirmary.
The second roll is a 6. The casualty occurs in the detachment. You must now make two more rolls: The first to identify the detachment's row, and the second to locate the space in the row (the same as the column). Your first roll is a 2, indicating the first row, where the leaders are. You then roll 2 again, thus identifying Alonso Zayas as the affected leader. His space is empty, so you check if he is still in play or has been eliminated. Alonso Zayas is in the command area, so he is transferred to the infirmary.
Had Alonso Zayas been eliminated or already in the infirmary, the beriberi loss would affect the detachment position to his left, De Las Morenas. Should that space be empty, you would check whether De Las Morenas was still in the command area on the board or a guard post on the map and send him to the infirmary. If he was at the infirmary or had been removed from the game, you would check the detachment space to his left. You would repeat this sequence until finding an eligible leader. Should there be none, you would draw a unit from the bag.
The Spanish infirmary is described in detail on page 26, and a short version is provided in the player aids.
Resolving losses by desertion
Upon resolving the losses by illness, resolve the consequences corresponding to the morale level.
Resolve desertions in the same way as losses by illness, with the following differences:
- Leaders do not desert. If the die roll designates the leader's row, draw a unit from the bag.
- Units that desert are not transferred to the infirmary. Instead, the Spanish player will give them to the Philippine player, who places them on their side of the board (next to any other Spanish casualties they may already have), scoring one victory point per unit.
If you roll a 6 when determining the space of a deserting unit, the Philippine side still places that unit on their side of the board, but does not score any victory points.
Philippine side attrition
The Philippine side rolls a die and modifies the result according to the position they occupy on the territorial control map (-1, 0, +1, or +2 modifier).
- Modified die roll up to 2. Reduce the supply level by 2
- Modified die roll from 3 to 5. Reduce the supply level by 1.
- Modified die roll equal to 6 or higher. The supply level remains unchanged.
Upon rolling the die and adjusting the Philippine side supply level, resolve the corresponding effect:
- The supply level equals 4, 5, or 6 - No effect.
- The supply level is below 4 - Reduce the morale of the Philippine side according to the supply level:
- Supply level of 3 or 2 – Reduce the morale by 1.
- Supply level of 1 – Reduce the morale by 2.
- Supply level of 0 – Reduce the morale by 3.
Update the Philippine morale level accordingly.
Example: The Spanish side has the initiative and has already resolved its attrition phase. Now, it is time for the Philippine side to do likewise.
They roll a die and get a 1. Their troops are on the '2' position of the territorial control map, so the die roll modifier is 0. A modified die roll of 2 reduces their supply level by two, changing it from 4 to 2. Then, they must adjust their morale according to the new supply level. A supply level of 2 reduces the morale by 1, changing it from 6 to 5.
The United States and the Territorial control map
In turn 4, remove the Spanish power marker from the game and place the US power marker in Manila.
In turns 4, 5, and 6, the Philippine side, after resolving the attrition, rolls two dice to determine the behavior of the US in the territorial control map.
- The first die determines the combat strength of the US marker in the territorial control map:
- 1 – 3 = Combat strength of 4.
- 4 – 6 = Combat strength of 5.
- The second die determines the number of steps the US marker advances in the territorial control map:
- 1 = 1 step
- 2-4 = 2 steps
- 5-6 = 3 steps
Each step advances the US marker one space towards Baler. Move the counter one step at a time.
A detailed explanation of movement and combat in the territorial control map is on page 35.
Example: This is turn 4. Upon rolling and resolving for attrition, the Philippine side removes the Spanish power marker from the game and places the US power marker in Manila, showing the '4' combat strength. Now, they must roll two dice to determine the US action in the isle of Luzón.
They first roll the die to determine the US combat strength. They get a 2, so the combat strength is 4 (already shown in the marker). Should they have obtained 4 to 6, they would have flipped the marker to its '5' combat strength side.
They get 6 on the second roll, so the US must advance three steps towards Baler. The first step moves the counter from the '5' to the '4' space. The second step moves the marker to the '3' space, where Philippine forces are, triggering a combat.
As combat outcome, the Philippine side loses one unit and retreats one space. The third and final movement step advances the US marker to the '2' space, facing the retreating Philippine unit again, thus triggering another combat. However, that combat ends in a tie, so the US marker retreats to the '3' space.
First shootings phase
The side with the initiative chooses two of the four areas on the map and places a shooting marker in each. Then, they will resolve the shootings in the order of their choice.
These shootings are mandatory. If there are no military units from one side in the guard posts of any chosen area, the shooting has no effect, but you still must flip the shooter markers (as in the actual shootings). You can even use this rule so that some of the mandatory shootings have no consequence.
A detailed explanation of the shooting procedure is presented on page 21, and a summary in the player aids.
Action phase
Both sides will now take action, starting with the one with the initiative, using the cards they still have in hand (those not used during the initiative and events phases). In your turn, place your cards on the board and take consecutive actions until you do not want to or cannot do anything anymore (because you have already spent all your action points or do not have enough to take another action).
Each card grants you the number of action points indicated on its top left corner. You then use these action points to pay for the action you want to undertake (the cost for each action is shown on the board). First, add all the action points in your cards, and then spend the points to take action.
Some actions can only be performed once in this phase (for example, expanding the infirmary, by the Spanish side, or raising the morale level by two, by the Philippine side). Others can be repeated once, but at higher cost.
In this phase, you cannot play the events on the cards in your hand. You can only take the actions listed in the tables below (also shown in the Player's Aid).
Basic actions (Common to both sides)
| Cost | Action |
|---|---|
| 1 | Attack |
| 1 | Movement (2 units) |
| 1 | Surveillance |
| 1 | Supply |
| 1 | Repair (4 Manpower + 1 Supply) |
| 2 | Repeat any of the above |
Special actions (Philippine side)
| Cost | Action |
|---|---|
| 2 | Trench section I |
| 2 | Trench section II |
| 2 | Raise the morale +2 |
| - | Cannot be repeated |
Special actions (Spanish side)
| Cost | Action |
|---|---|
| 2 | Expand the infirmary |
| 2 | Heal units |
| 2 | USS Yorktown |
| 2 | Raise the morale +2 |
| - | Cannot be repeated |
You cannot save action points for other turns, so all points not used in this phase are lost.
Once the player with the initiative completes this phase, they discard all the cards used. Next, the other player resolves their action phase. Then, proceed to the next phase (Second shootings phase).
Note: You cannot use enemy Fog of War cards during your action phase. Should you have any, place them in the discard pile.
Example: The Spanish side gained the initiative in Phase 1 – Initiative, so they will go first in the action phase.
From the six cards they had at the beginning of the turn, they spent one in the Initiative phase and two more in the Events phase. They now place the three cards still in their hand face up on the table. One is a Philippine Fog of War card, which they discard. The two remaining cards have 3 action points in total, which the Spanish side can now use to undertake actions.
They could, for instance, heal a unit in the infirmary, spending two points, and then repair the church walls in one of the areas on the map, spending another. Or they could spend one point for a movement action, and two more points for another movement (as repeating an action has an increased cost). Any combination of actions is permitted, in any order, as long as you have enough action points and meet any existing requirements to resolve the action.
Once the Spanish side has completed all their actions, the Philippine side does likewise: Reveals cards, adds action points, and spends those points to take action.
Example of a hand of cards: The Philippine side played the card Repair in the Initiative phase. Next, they played two attack cards in the Events phase, resolving their events: a shooting in map area '1' and an incursion in area '4' (they would have preferred to use both in area '1', but you cannot attack the same area more than once in the same phase).
They have three cards remaining for the Action phase, where they cannot trigger events. Instead, they must add the action points on each card, using them to pay the cost of regular and/or special actions.
The Philippine side has, therefore, 5 action points. They use the first for a shooting in map area '1' (they have already done so in the action phase, but can do it again now, as this is a different phase). They want to shoot once more and opt for area '3', as they must now target a different area; this costs two action points (the cost for repeating a regular action). They cannot resolve any more attacks in this phase, as each regular action can be repeated only once. They use the remaining two action points to raise the morale level (they would have liked to do this twice, but special actions cannot be repeated, and even if they could, they would not have enough points to do so).
Action types
Each side has two types of actions at their disposal:
a) Basic actions: The same actions are available for both sides. Each costs 1 action point and can be repeated only once, at the cost of 2 action points.
b) Special actions: These are side-specific, except for the morale-raising action, which is common. Each costs 2 action points, and cannot be repeated.
Basic actions (common to both sides)
Attack (1 action point)
There are three attack types:
- Shooting.
- Incursion.
- Artillery.
The following rules apply to all the attacks, regardless of type:
- You can never roll more than 5 dice for combat, either as the attacker or defender, irrespective of the moment or circumstances of combat.
- You can never attack a map area more than once in the same phase (be it the Events or Action phase). This means you can only target one area with a single attack type.
Shooting
A shooting is a type of combat where units from both sides simultaneously exchange rifle fire. When declaring a shooting attack action, choose which of the four areas on the map it will take place in.
A shooting always occurs in a single area on the map, and all the units in guard posts within that area will be engaged.
Some post guards are shared by two areas (for instance, in area '1', the Philippine guard posts 1-2 and 5-6, and the Spanish guard post 5-6 are shared). The units in those posts will participate in any shootings in either area. The Spanish post '2', also known as the Bell Tower, is shared by the four map areas, so they will be engaged in all the shootings in that turn, irrespective of the map area where they occur.
If a shooting occurs in an area where all the guard posts from one or both sides are empty, the shooting has no effect. This can be used to prevent any effects from the mandatory shootings during the First Shootings and Second Shootings phases.
Note: A detailed example of a shooting is presented on page 21. You might prefer to check it out before reading the shooting rules.
Example: Philippine guard post 5-6 is shared by areas 1 and 4 on the map. That means that the unit in that post will participate in any shootings in both areas.
In the image, the Philippine side has a combat strength of 3 (three units, each with a strength of one), and the Spanish side has a combat strength of 4 (one unit with a strength of one and another with a strength of three). Starting with the higher value, the Spanish one, subtract the other, for a firepower of 4 – 3 = 1. Therefore, the Spanish have a firepower advantage of 1. Place the marker showing the blue side on level 1 on the firepower track. The Spanish side will get an extra die for rolling in combat.
Shooting sequence:
First, determine who the attacker is:
- Phase 4 – First Shootings: The attacker is the player with the initiative.
- Phase 5 – Action: During this phase, the attacker is the side that uses an Attack action to start the shooting.
- Phase 6 – Second Shootings: The attacker is the player without the initiative.
Then, resolve the shooting sequence steps in order:
- Firepower.
- Surveillance.
- Dice roll.
- Casualties.
1. Firepower.
The firepower is the difference in combat strength between the two sides in a specific area on the map. It ranges from 0 to 3 and allocates extra dice to the stronger side.
You must determine the firepower in a specific area on the map before each of the combats or incursions occurring in that area. To determine the firepower, add the combat strength of the units of each side (soldiers, Philippine artillery, and leaders), and then subtract the lower value from the higher value.
Example: In the image, the Philippine side has a combat strength of 7, against 3 from the Spanish. The difference in strength is 4, but the maximum possible firepower advantage is 3, so the Philippine firepower advantage is 3.
The maximum firepower is 3. If the combat strength of one side exceeds the other by 4 or more points, they will have a firepower advantage of 3.
A positive firepower (1 to 3) results in a dice bonus to the strongest side. A firepower of 0 means neither side gets a bonus for firepower advantage.
Each area on the map has a firepower track. Firepower markers are two-sided, with the color of one side on each face. Whenever the firepower advantage changes sides, flip the marker to always show the side with the advantage.
2. Surveillance.
Each side has 4 surveillance markers to place on the map as a result of events or surveillance actions. Each area can only contain one marker from each side.
These markers may modify the firepower in the area during shooting.
- If no side has surveillance markers in the shooting area, proceed to the next step.
- If only one side has a surveillance marker in the area, that player must declare whether they want to activate it. If they do, roll a die:
- 1-2: The marker does not activate but remains in its place (it is not eliminated).
- 3-4: That side gets a +1 firepower modifier. After combat, return the surveillance marker to the reserve.
- 5-6: That side gets a +2 firepower modifier. After combat, return the surveillance marker to the reserve.
- If both sides have a surveillance marker in the area, they must both decide whether to activate it, starting with the attacking player. Then, each side with an activated marker rolls a die, starting with the attacking player. Use the difference between the bonus obtained by both sides to modify the firepower.
This modifier only applies to the ongoing shooting. Should there be another combat in the same area on the map, you must determine the firepower again.
Examples of surveillance marker activation by both sides:
The attacker (Spanish) rolls a 2 (their surveillance marker does not activate) and the defender (Philippine) rolls a 4 (+1 to the firepower). The firepower shifts towards the Philippine side by one, reducing the Spanish advantage from 2 to 1. The Spanish side will get an additional die when resolving combat.
The firepower is at level 1, favoring the attacker (Spanish). They roll a 1 (no activation) and the Philippine side a 5 (+2). The firepower is modified by 2 to the Philippine side (as a result of their +2 bonus and no bonus for the Spanish side). Consequently, the firepower changes by two levels in favor of the Philippine side: from a Spanish level 1 to 0, and then to a Philippine level 1. The Philippine side will get an additional die when resolving combat.
The firepower is at the Philippine level 1. The attacker (Spanish) rolls a 4 (+1 modifier), and the Philippine side a 3 (+1 modifier). The bonus difference is zero, so the firepower remains unchanged.
3. Dice roll.
The attacker will roll 1 die by default, and the defender 2. If one side has a firepower advantage, they will get additional dice equal to the firepower level.
Example: The Philippine side triggers shooting in area 1 during Phase 5 – Action. After adding the combat strengths and resolving the surveillance markers of both sides, they get a firepower advantage of 2. So, they will roll 3 dice for combat (1 for being the attacker, 2 for their firepower advantage).
The Spanish side will roll two dice, as the defender. No additional dice because only one player has firepower advantage, and that is on the Philippine side for this shooting.
The attacker rolls their dice first. Then, they can use any modifier available to reroll or change the roll result. Next, the defender proceeds likewise.
The modifiers are explained in detail on page 25, and a summary is included in the player aids.
For each 6 obtained, the enemy suffers a direct casualty (kill).
For each 5 obtained, the enemy suffers an injury casualty.
4. Casualties
The casualties on both sides are considered simultaneous, but the casualties inflicted by the attacker are resolved first.
Casualties are randomly enforced using a die roll. For each casualty you suffer, roll a die to determine the guard post where a soldier gets killed or injured. Resolve all the casualties in this manner, one by one.
Resolve any casualties using the following criteria:
- Resolve the casualties of the defender first.
- Resolve kills before injury casualties.
Philippine side casualties
Each of the four areas on the map has three Philippine guard posts, numbered '1-2'. '3-4', and '5-6'. The spaces for trenches and artillery are not numbered, as these cannot be affected during shooting.
Roll a die for each casualty suffered. The result indicates the guard post where it occurs. If the post is empty, roll again until obtaining a manned guard post. If there is only one manned guard post, the unit in that post is automatically affected.
Resolve the kills first and then the injury casualties.
Kills: The Spanish player takes the Philippine unit and places it in their "Eliminated enemy units" space, where it will remain for the rest of the game. They immediately score 1 victory point for a soldier, and 2 for a leader.
Injury casualties: The Philippine player puts their wounded unit in their bag so that it may become available again later in the game.
If the injury unit is a leader, return it to the corresponding space in the Philippine detachment.
Spanish side casualties
Each of the four areas on the map has three Spanish guard posts, numbered '2' (the tower bell). '3-4', and '5-6'.
Roll a die for each casualty suffered. The result indicates the guard post where it occurs. If the post is empty, roll again until obtaining a manned guard post.
Church walls
If you roll a 1 (either in your initial roll or a reroll because the post was empty) and the church walls in that area are not destroyed, that casualty does not take place, be it a kill or injury casualty. If there is only one Spanish unit within the area, it is not automatically affected, as in the Philippine case. The Spanish player still has to roll a die, with a 1 meaning that the casualty does not occur.
If the church walls in that area are destroyed, follow the standard casualty procedure. If you roll a 1, that casualty occurs at the guard post 2 (the tower bell). If the tower bell is empty, roll again until finding a manned guard post. If there is only one unit within the area, that unit will suffer the casualty.
Resolve the kills first and then the injury casualties.
Kills: The Philippine player takes the Spanish unit and places it in their "Eliminated enemy units" space, where it will remain for the rest of the game. They immediately score 1 victory point for a soldier, and 2 for a leader.
Injury casualties: The Spanish player puts their wounded unit in the infirmary.
The Spanish infirmary rules are detailed on page 26, and a summary is included in the player aids.
Detailed shooting example
The Spanish player gained the initiative at the beginning of the turn and must start the mandatory shooting during Phase 4 – First shooting. They chose areas 1 and 2 (even being in firepower disadvantage in the latter), they intend to use their surveillance marker to balance the odds. They place a shooting marker in each of those areas and opt to resolve the area 2 shooting first.
Firepower: Reevaluate it to confirm its accuracy. The Spanish side totals 6 combat factors (2+1+3), and the Philippine side 8 (3+2+3, with no units in the guard post '3-4'). The Philippine side has a firepower advantage of 2, and so place the firepower marker on position '2', showing the Philippine side. The Philippine side will get two additional dice in combat.
Surveillance: The Spanish side, as the active one, decides first whether to use their surveillance marker. Considering the situation, they choose to do so. It is the Philippine side's turn, but they cannot do anything, as they do not have a surveillance marker in the area. The Spanish side rolls a 4 for their surveillance marker, gaining a +1 firepower modifier. The Philippine side does not roll, thus the Philippine firepower advantage is reduced from 2 to 1, and one less bonus die will be used.
Dice roll: The Spanish side, having the initiative, goes first. As the attacker, they roll one die, with no extra dice as the Philippine side has the advantage for this combat. They roll a 3, causing no harm to their enemy. As their morale is high, they spend one morale level (reducing it from 5 to 4) to reroll. They get a 5, causing a casualty by injury to their opponent.
Next, the Philippine side rolls three dice (two as defender and an additional one due to their firepower advantage). They obtain 2, 4, and 6. This already grants a kill, but they prefer to take advantage of their superiority in the area to deliver a more brutal blow to the enemy. They spend one morale level to turn the 4 into a 5 (casualty by injury), and use their leader in space '1-2' of the combat area to reroll the 2. Luckily, they get a 5, for a final modified roll of 5, 5, and 6 (two casualties by injury and a kill).
Casualties: First, consider the casualties caused by the active or attacking side, in this case, the Spanish. To determine where the single casualty by injury occurs, the Philippine side rolls a die and gets a 3. The corresponding space is empty, so they roll again and get a 1. This is quite unfortunate, as it means the leader is affected. The Philippine side returns that leader (Simón Tecson) to its space in the detachment.
It is the Spanish turn, and they face a dire situation in this area on the map. Their only hope lies in the church walls, which have not been destroyed and thus will nullify any casualty getting a die roll of 1 when determining the casualty space.
The kills are resolved before the casualties by injury, and so the first roll will determine where the fatality occurs. The Spanish rolls a 2. Bad luck, as this means Fabregat Fabregat, who was shooting from the tower bell, is killed. This weakens all four areas on the map. The Philippine side places Fabregat in their eliminated units area and scores 1 victory point.
Next, the two casualties by injury. The first roll is a 4, so José Pestana must be placed in the last bed at the infirmary. As the infirmary is complete, they displace all the units in the infirmary one space anti-clockwise, which causes Donat Pastor to reach the 0 space and pass away. The Philippine side places the deceased in their eliminated units area and scores 1 victory point.
One last casualty remains to be enforced. Should this be Philippine, no die roll would have been required, as the soldier would be automatically wounded. However, being Spanish and with the church walls still standing, a roll of 1 will nullify the casualty. The Spanish side rolls a 3. As the space is empty, they roll again and get a 1. This last casualty is not applied, and Gopar Hernández miraculously escapes.
Incursion
Incursions are hand-to-hand combats, and their target depends on the side taking action.
- Spanish side:
- Sabotage a Philippine trench section within the incursion area.
- Sabotage a Philippine artillery piece within the incursion area. You cannot target the artillery piece during an incursion if both trench sections in the area are intact. You need to sabotage at least one of the trench sections first to gain access to the artillery piece and attempt to destroy it.
- Philippine side:
- Damage the church walls in the incursion area.
Incursion sequence:
To resolve an incursion, follow these steps:
- Map area selection.
- Firepower.
- Surveillance.
- Dice roll.
- Target announcement.
- Casualties.
1. Map area selection
The active player (the one performing the attack action) selects one of the four areas on the map to undertake the incursion. All units in that area, both attacking and defending, will be engaged in the incursion.
Unlike in shootings, Philippine artillery units do not participate in incursions.
Take the attacking units from their guard posts and place them in the center of the incursion area. Upon the attack being resolved, the surviving attackers will return to the guard posts in that area, and you may rearrange them as you wish.
2. Firepower
Next, determine the firepower in the area, in the same manner as for the shootings, with a single difference: do not add the Philippine artillery combat factors.
At the beginning of the game, you can decide, as an optional rule, to consider the artillery combat factors when determining the firepower in the incursion area. This will boost the striking capacity of the Philippine side.
The firepower is explained in detail on page 24, and a summary is included in the player aids.
3. Surveillance.
Surveillance in incursions works the same as in shootings. The detailed description is on page 24, and a summary is included in the player aids.
4. Dice roll
The attacker (who started the incursion) rolls their dice first. They will roll one die plus any dice obtained as a bonus if they have the firepower advantage. After rolling, they decide whether to use any modifier.
Example: The Spanish side performs an incursion in map area 4, to sabotage a trench section and the Philippine artillery piece, should luck be on their side. As the attacker, they take their soldiers from the guard posts in the area and place them in the center of the area.
Upon resolving the attack, they reposition their units, sending Buades Tormo to the bell tower (formerly occupied by Fabregat Fabregat).
After the attacker has rolled their dice and applied any modifiers, the defender does the same. They will roll two dice plus any obtained as a bonus if they have the firepower advantage. After rolling, they decide whether to use any modifier.
The modifiers are explained in detail on page 25, and a summary is included in the player aids.
Rolls of 5 or 6 are considered a success. Each defender's success nullifies an attacker's success. Therefore, the incursion only meets its objectives if the attacker has more successes than the defender. Two outcomes are possible:
- The defender equals or exceeds the attacker's successes: The incursion fails.
- The attacker exceeds the defender's successes: The incursion is successful.
If one side does not have military units in the area, they do not roll any dice. The same applies to the Philippine side if they have only one artillery unit in the area, as these do not fire during incursions (but can be sabotaged). The defender will always roll at least the two usual dice during combat, even if they have only one unit in the area.
In short: You must have at least one non-artillery unit in the area to roll the dice. Furthermore, if this condition is met, the number of dice to roll is not related to the number of your units in the area.
Example: The Philippine side performs an incursion in area 1. They take the units from their guard posts and place them in the center (not the artillery, as it does not take part in an incursion). As the attacker, they have 1 die and benefit from 3 more due to their firepower advantage, for a total of 4 dice (even when attacking with only two units). The Spanish side has only one unit in the area, but they will roll the usual 2 dice as defender (no bonus as the firepower advantage is not on their side).
5. Target announcement
If the incursion is successful, the attacker must choose their targets in the area. The number of targets to sabotage equals the difference between their successes and those of the enemy, but is limited to a maximum of two per incursion.
Suppose the Philippine side performs an incursion. They roll the dice and apply modifiers, obtaining 3 successes. The Spanish side obtains 1 success. Consequently, the Philippine side can sabotage two targets.
The possible targets depend on the side.
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Spanish side: They can sabotage trench sections or artillery pieces. To sabotage an artillery piece, at least one of the trench sections in the area must have been sabotaged or not built by the Philippine side.
When sabotaging a trench section, flip its marker to the damaged side. The Filipinos may be able to repair it later, with the repair action. Trench sections can only be destroyed (removed from the map) through a card event.
When sabotaging an artillery piece, remove it from the map, place it in your eliminated units area, and score 1 victory point.
Example 1: The Spanish side performs an incursion. They roll the dice, achieving 1 success, whereas the Philippine side achieves 2, more than the attacker. The incursion fails. Even with a better result, the Philippine side cannot undertake any sabotage, as this was an incursion launched by the Spanish.
Example 2: The Spanish side launches an incursion and obtains one more success than the Philippine side. As the Filipinos have not yet built Trench Section 3, the artillery piece can be sabotaged. They can opt to sabotage the existing trench section. With a net result of one, the Spanish side must choose one of the options. Had they obtained an advantage of two successes, they would be able to sabotage both assets.
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Philippine side: They can only sabotage the church walls. For each success more than that of the defender, lower the condition of the church walls in that area by 1 level.
If a Philippine incursion causes the condition of the church walls in the area to reach the 'Destroyed' status, flip the condition marker. From then on, the Spanish side is no longer able to repair the church walls in that area.
Example: The Philippine side performs an incursion in map area 4. They obtain three more successes than the Spanish. However, the number of sabotage actions is limited to two per incursion. Therefore, they degrade the condition of the church walls twice, reducing them to a wrecked state.
Only the attacking side can sabotage enemy assets, provided it achieves more successes than its rival. The defending side can never sabotage during an enemy incursion, even if they achieve the most successes.
6. Casualties
The last step is to determine whether the attacking units, who abandoned their guard posts and exposed themselves to enemy fire, suffered any casualties. Each roll in the former dice rolls (both of the attackers and defenders) will cause one casualty by injury in the attackers. The attacker chooses the units affected, if any.
Resolving incursion casualties
All the casualties occurring during an incursion are injuries (no kills occur).
- If the Philippine side is the attacker, put any wounded soldiers in the bag, and wounded leaders in the detachment.
- If the Spanish side is the attacker, place any wounded in the infirmary. Each newly wounded is placed at the bed with the higher number, pushing all the others one space anticlockwise. If a wounded unit reaches space '0', it passes away (the Philippine player places it in their eliminated units area and scores 1 victory point for soldiers and 2 victory points for leaders).
You do not roll a die for each casualty to determine which unit is affected. It is the attacking player who chooses the units affected.
The Spanish infirmary rules are detailed on page 21, and a summary is included in the player aids.
Next, the attacking player returns their surviving units to the guard posts and can reposition them as they wish.
Detailed incursion example
During the Action phase, the Spanish side spends one action point to perform an incursion in map area 4. They seek to achieve two successes more than the enemy, to sabotage a trench section and the Philippine artillery.
First, they take their units from the guard posts and place them in the center of the area.
Firepower: The combat factor of the Spanish side is 8, and that of the Philippine side is 6 (the artillery does not participate in this combat). Therefore, the Spanish side has a firepower advantage of 2 and gains two extra dice.
Dice roll: The Spanish side goes first and rolls their 3 dice (one for being the attacker and two more for the firepower advantage). They roll 5, 1, and 2. One success only. They spend one morale level to reroll the 1 (because, in addition, that result would cause them a casualty by injury). They get lucky and roll another 5. The Philippine side rolls their 2 dice (for being the defender), getting a 1 and a 6. The 6 will nullify one of the Spanish successes. The 1 will cause a casualty by injury, and as the Spanish infirmary is complete, the man on the first bed will pass away, and the Philippine side will score 1 victory point. Therefore, they decide not to modify any of the dice.
Target announcement: With one success more, the Spanish incursion is successful, and they must now designate their targets. With only one success to use (they obtained two, but the enemy has nullified one), they have no option but to sabotage a trench section, flipping its counter to the sabotaged side. With one more success, they would have been able to sabotage the artillery as well, since one of the trench sections was now damaged.
Casualties: The attackers suffer a casualty by injury, due to the 1 rolled by the Philippine side. The Spanish had also rolled a 1, but they rerolled it into a 5, so it produces no effect. Therefore, the Spanish side chooses one of their soldiers and places it in the infirmary.
To complete the incursion, the attacker places their surviving units in the guard posts in the area, at their discretion. They send Gopar Hernández to the tower bell and Buade Tormo to the '5-6' post.
Artillery
Only the Philippine side can use the artillery fire combat type, as the Spanish have no artillery in play. To do so, they must have an artillery piece in the area on the map they wish to attack.
Firepower and surveillance markers are not used in the artillery attack. Instead, the Philippine side rolls 2 dice. If the Spanish side has at least one unit in the guard posts within that area, they roll 1 die. If all the guard posts are empty of Spanish units, they roll no dice.
The attacker (the Philippine side) rolls first and decides whether to use any modifier. A result of 4, 5, or 6 is a success. Then, the defender (the Spanish side) rolls their die, if they are entitled to, and decides whether to use any modifier. A Spanish success nullifies one attacker's success (the same as for the incursions).
If the attacker achieves the same number of successes or fewer than the defender, the attack produces no effects.
If the attacker achieves more successes than the defender, the attack is successful:
- 1 success more: reduce the condition of the church walls in the area by 1 level.
- 2 successes more: reduce the condition of the church walls in the area by 2 levels.
If the condition of the church walls reaches the state 'Destroyed' as a consequence of the artillery attack, flip the wall condition marker. The church walls in this area can no longer be repaired and the Philippine side scores 1 victory point.
Shrapnel casualties
Irrespective of the success of the attack, each 6 rolled by the attacker injures a defender. However, a success obtained by the Spanish (4, 5, or 6) cancels this casualty.
Example: The Philippine side initiates an artillery attack, aiming to cause damage to the church walls in area 2 (they would like to destroy them, but that would require three successes, whereas a single artillery attack cannot achieve more than two).
The Philippine side rolls first, acting as the attacker, and obtains 3 and 6. One success. Then, they spend one level of morale to reroll the 3, getting a 4. Two successes. The Spanish side rolls and obtains a 4 (a success), and therefore, they do not use any modifier. This result cancels the casualty by shrapnel that they would suffer due to the enemy 6. Only one Philippine success causes damage, changing the condition of the church walls to 'Damaged'.
Combat modifiers
Both players can apply combat modifiers to their dice rolls during any combat (shooting, incursion, or artillery shelling), either as attacker or defender.
Players decide whether to apply combat modifiers after the initial dice roll and before resolving casualties. The attacker is the first to roll and decide on the use of modifiers, followed by the defender. Next, determine the casualties on both sides.
You can only modify combat rolls, not the rolls for resolving casualties (used to determine whether the casualty occurs on the map or the detachment).
There are three types of combat modifiers:
- Morale modifier.
- Command modifier.
- Leader in the map modifier.
You cannot use morale and combat modifiers in the same combat. However, you can combine any of them with a Leader on the map modifier:
- Morale modifier + Leader on the map modifier, or
- Command modifier + Leader on the map modifier.
You can only use each modifier once per combat. If there are several combats in the same Action phase, you can use the modifiers in all of them.
A modifier affects one die only. If you roll two dice and want to modify both, you must use two modifiers, one for each.
Furthermore, a die can only be modified once. Suppose you roll a 1 and use a modifier to reroll, obtaining a 2. You cannot change this last result and must use it.
Morale modifier
You can lower your morale level by 1 to add 1 to the die result or reroll a single die (choose only one of the alternatives).
Command modifier
If you have a military leader in a command post and it is not exhausted (the counter show his face), you can use their command ability. For each rank level of your leader, you can add 1 to the die result or reroll a single die. You can combine the bonuses from multiple levels in any way you choose.
For instance, you can use a leader of level 2 to add 1 to two different dice, or to add 1 to one die and reroll another, or to reroll both dice. However, you cannot add 2 to a single die or reroll the same die twice, as each die roll can only be modified once during a combat.
After using the leader, flip its counter to indicate it is exhausted.
Leader on the map modifier
If you have a leader of any type in a guard post within the combat area, even if exhausted or disabled, you can use it to reroll one single die. You can only use one leader to benefit from this modifier, even if several are engaged in the same combat.
The condition of the leader you use remains unchanged; it does not get exhausted or disabled.
Example: During a combat in map area 2, the Spanish have two leaders in guard posts within that area: the military leader, Martín Cerezo, and the medical leader, Vigil de Quiñones, who is disabled. They can use one or the other to reroll a die, but not both. It does not matter which one to use, as profiting from the modifier does not entail any consequence for that leader.
Cards modifiers
In addition to the modifiers mentioned so far, there are specific events in some cards played in Phase 2 – Events, that allow you to initiate attacks and benefit from other modifiers, as described on the card. These extra modifiers are cumulative with non-card modifiers.
Example: The Philippine side has played the two events shown above during the Event phase. When resolving the first attack, upon rolling the combat dice, they spend 1 morale level to reroll one die. In addition, they benefit from an increase of 1 in the combat strength of their units.
The second card allows them to launch two more attacks, both benefiting from an additional combat die. In the first attack, they also use their level 2 leader in the military command post to add 1 to one of their dice. For the second attack, the military leader is already exhausted, but they can still spend another morale level to reroll one of their dice.
Spanish infirmary
Whereas the Filipinos wounded are returned into the bag (soldiers) or detachment (leaders), the Spanish wounded are transferred to the infirmary (both soldiers and leaders). Each time the Spanish suffer an injury casualty in combat or during the attrition phase, the wounded is placed in the last infirmary bed.
Infirmary structure
The infirmary is composed of six beds, numbered 1 to 6, and the '0' space, also designated by the graveyard.
At the beginning of the game, beds 4, 5, and 6 are not operational and cannot be used. During Phase 5 – Action, you can use the Expanding the Infirmary action to make bed number 4 operational, and use this action again in later turns to make beds number 5 and 6 operational.
Infirmary admission
When a wounded arrives at the infirmary, place it in the operational bed with the highest number. Before expansion, that will always be bed number 3. After bed number 4 has become operational, it will be this bed, and so on.
If the designated bed is occupied, move all the wounded already in the infirmary one space following the arrows, and place the newly arrived wounded in the designated bed. This may cause a wounded to be moved from bed 1 to the '0' space (the graveyard). This means they pass away and are removed from play. The Philippine side takes that unit, places it in their eliminated units area, and scores 1 victory point for a soldier and 2 for a leader.
Example 1: The soldier Chamizo García has been wounded and is placed in bed 3 (the operational bed with the highest number). Then, Mir Brils also gets injured and therefore must be put into bed number 3. As Chamizo García occupies this, move him following the arrows into bed number 2, and place Brils in bed number 3. Should another wounded be admitted, Chamizo and Mir would be displaced into another bed, leaving bed number 3 for the newcomer.
Example 2: The infirmary is complete. If the Spanish side suffers another injury casualty, bed number 4 would be used again, displacing all the previously injured one space following the arrows. As a result, Donat Pastor would reach the '0' space, passing away. The Philippine side would then take that counter, placing it in their eliminated units area and scoring 1 victory point.
Infirmary discharge
A) You can use the special action Healing Units during Phase 5 – Action to discharge units from the infirmary. Choose one of the following options:
- Heal the injured in beds with the two lowest numbers (closer to the graveyard) and put them in the bag (soldiers) or detachment (leaders).
- Heal an injured of your choice and send him to the detachment (if it is a soldier and there are no empty spaces in the detachment, place it into the bag).
B) You can use a medical leader during a movement in Phase 5 – Action to discharge an injured of your choice and send him to the detachment (if it is a soldier and there are no empty spaces in the detachment, place it into the bag).
If these actions result in empty beds between occupied ones, move the injured individuals in the higher-numbered beds to fill the empty ones, following the arrows.
For instance, you heal the injured in bed number 2, causing a discontinuity in the beds occupied. You must move the wounded in beds 3 and 4 one space following the arrows, so that bed 2 is occupied, and no empty beds exist between occupied ones.
Movement (1 action point)
Movement is another action type available to both sides. It costs one action point and allows you to move two units on the entire board, not only on the map. In each movement action, you can perform the same movement type twice or combine any two movement types.
You can move any combination of military units (soldiers), leaders, or artillery pieces (Philippine side only) in a single movement action.
Types of movement
From the detachment to a guard post
Choose a unit (soldier or leader) from your detachment and place it in a guard post within any area on the map.
- If the post is empty, place your unit there.
- If the post is occupied, place the existing unit in the bag (if it is a soldier) or the detachment (if it is a leader), and then place the chosen unit in the post.
From the bag to a guard post or detachment
Draw a random soldier from the bag (there are no leaders in the bag) and choose one of the following options:
- Place it in a guard post on the map of your choice. If the post is occupied, place the existing unit in the bag (if it is a soldier) or the detachment (if it is a leader).
- Place it in a detachment space of your choice. If the space is occupied, place the replaced unit into the bag.
- Return it to the bag if you do not want to use it. Nevertheless, this still counts as one movement.
Between guard posts
Swap the position of two units in guard posts on the map (in the same or different map areas). This counts as one movement, even if you are moving two units at once.
Artillery unit movement (Philippine side only)
The Philippine side can move an artillery piece from one position on the map to another map area. The destination post must be empty, and it is not required to have any section trench built in that area.
However, you cannot use a movement action to transfer an artillery piece from the reserve to the map. To do so, the Philippine side must use the US Support ability of one of their leaders.
Leaders into command posts
You can use a movement to move a leader from the detachment to a command post.
The Philippine side can send their leaders to any command post (military, leadership, or US support).
The Spanish side can only place a leader in the command post of the same type: A military leader in the military post, a medical leader in the medical post, and a religious leader in the religious post.
Once you place a leader in a post, they cannot move from there until Phase 7-4 – Leaders.
When a leader is placed in a non-military post, they activate immediately and their effect is resolved in that moment (for instance, a Spanish medical leader heals an injured at the infirmary, and a Filipino leader in the leadership post raises the Philippine morale).
Territorial control map (Philippine side only)
Using a complete movement action, the Philippine side can:
- Move up to 3 units (only soldiers, no leaders) from their bag or detachment to the most advanced space that is occupied in the territorial control map.
- Move all units in the territorial control map any number of spaces towards Manila. However, they must stop and engage in combat if they enter a space occupied by the foreign enemy power. They cannot continue the movement after combat, but can advance an extra space if they win.
Examples: (1) Soldier Mateo Conesa could move from the Spanish bag or detachment to the indicated post in map area 4. (2) Soldiers Alonso Medero and Catalán Valero can swap their positions. (3) The Philippine side can move an artillery piece on the map to an artillery post in another map area.
Surveillance (1 action point)
The surveillance action allows you to place a surveillance marker in a map area of your choice. Such a marker can provide you with a firepower modifier during a shooting or incursion combat.
Each side has four surveillance markers, and no more than one marker from each side can be placed in a single area on the map.
Supply (1 action point)
The supply action allows you to roll on the supply table to try to increase your current supply level. Remember that you use supply points to build and repair trench sections (Philippine side) or repair the church walls (Spanish side). The Philippine side can also obtain new artillery pieces as an outcome of the die roll.
Spanish supply action
Roll one die on the supply table.
Adjust the supply and morale levels as indicated in your supply and morale table:
- (1) You do not obtain supplies. Lower the morale level by one.
- (2) The roll has no effect and you do not obtain supplies.
- (3-5) Raise your supply level by one.
- (6) Raise your supply level by two.
No desertions occur at this point if the morale level enters spaces 0, 1, or 2. That only happens in Phase 3 – Attrition.
Philippine supply action
Roll a die on your supply table and modify the result according to the space your troops occupy on the territorial control map (-1 for space 1, +1 for space 3, and +2 for space 4).
Adjust the supply and morale levels as indicated in your supply and morale table according to the modified die roll:
- (1-2) Raise your supply level by one.
- (3-5) Raise your supply level by two.
- (6) Raise your supply level by three.
Repair (1 action point)
This action allows the Philippine side to repair a trench section that has been sabotaged by the Spanish, and the Spanish side to repair the church walls previously sabotaged or shelled by the Filipinos in a single area.
In addition to the action cost, you must also spend 1 supply level. If your supply level was already 0, you cannot perform a repair action.
Even if the Spanish supply marker reaches a space marked '+', no loss by beriberi occurs. This can only happen during Phase 3 – Attrition.
Even if the Philippine supply marker reaches a space marked with a raised fist, no penalty occurs. This can only happen during Phase 3 – Attrition.
For the repair action to be successful, the total manpower factor (the yellow number at the bottom of the counter) of all your units in that area must be equal to or higher than:
- Spanish side: 4 factors.
- Philippine side: 5 factors.
No dice are rolled for a repair action, and the action does not entail combat in that map area.
Spanish repair action
Repairing the church wall upgrades its condition by one level, that is, from Wrecked to Damaged or Damaged to Intact, but never from Wrecked to Intact. To upgrade the wall condition by two levels, you must take a second repair action, costing 2 action points.
If the condition of the church walls in a map area is Destroyed, those walls cannot be repaired.
Philippine repair action
A trench section is fully repaired with a single repair action, and you simply flip the section marker to show the non-sabotaged face.
Example: During the action phase, the Spanish side takes a repair action to improve the condition of the church walls in map area 1.
They first check that their units in that area have a total manpower of 4 or more. Otherwise, they cannot repair the walls.
Next, they spend 1 action point from one of their cards, which is the repair action cost.
Next, they reduce their supply level by 1, from 4 to 3. The supply marker is now in a space marked '+', but this does not cause a soldier to be transferred to the infirmary due to beriberi.
Finally, they improve the condition of the church walls by 1 level, from Wrecked to Damaged. To repair them entirely to the Intact condition, another repair action is required, at the cost of 2 action points instead of 1, for being the second action of the same type in this phase, and another supply level.
Special actions
Each side has different special actions, costing 2 action points each. You cannot perform a special action more than once per action phase (you cannot choose the same special action again in that phase).
Spanish special actions
Expanding the infirmary (2 action points)
At the start of the game, infirmary beds 4, 5, and 6 are not operational. The expand the infirmary action allows you to make one of these beds operational, increasing the capacity to admit injured units by one.
Simply remove the unavailable bed marker from the not-operational bed with the lower number. From that moment, that bed space can be occupied by a newly injured.
Healing units (2 action points)
When taking this action, you must choose one of the following options:
- Heal the units in the two beds with lower numbers (closer to the '0' space – graveyard). Put soldiers into the bag, and return leaders to the corresponding space in the detachment.
Example: The Spanish side heals two injured. These must be the ones closest to the graveyard, so they are the wounded in beds 2 and 3. Both are injured soldiers and are put into the bag.
- Heal an injured unit of your choice. If it is a leader, place it in the corresponding space in the detachment. If it is a soldier, place it in a detachment space of your choice; If there are no spaces available in the detachments, put it into the bag.
If this results in an unoccupied bed between occupied ones, move the wounded one space in the direction of the arrows, so that all the occupied beds are contiguous.
Example: You heal the wounded in bed 2. To fill the empty space, you move the injured from beds 3 and 4 one space in the direction of the arrows. Place the healed unit in the detachment.
USS Yorktown (2 action points)
This action allows you to activate the US power marker in the territorial control map, but only in turns 4, 5, or 6. The Philippine side must activate the US power marker.
Raising the morale (2 action points)
Raise your morale level by 2 in your supply and morale track.
If your morale level marker ends in a space with this symbol (for instance, when moving from level 0 to level 2), you do not suffer a casualty by desertion. This can only occur in Phase 3 – Attrition.
Philippine special actions
Trench section I (2 action points)
This action allows you to build a trench section in an empty trench space. You must spend 2 action points, reduce your supply level by 1, and have a total of 5 or more manpower on your units on both sides of the trench to build.
Trench section II (2 action points)
This action allows you to build a second trench section by following the same procedure as for Trench Section I.
You cannot build more than two trench sections during an Action phase. After performing this action, you must wait for the next turn to build any more sections.
Raising the morale (2 action points)
Raise your morale level by 2 in your supply and morale track.
Persistence (2 action points)
This action allows you to flip your Persistence marker to its active side. While on the active side, you can use it at any time during the turn (and not only in combat) as if it were a morale modifier to reroll or add 1 to a die result. Upon use, flip it to the inactive side.
You can combine the persistence modifier with any combat modifier.
Example: During Phase 2 – Events, the Philippine side plays the 'Takeover attempt' event. They choose map area 4 and roll a die to attempt to damage the church walls in the area. They get a 3. However, a 4 would cause degradation of the walls' condition by two levels, instead of 1.
As they have performed a Persistence action in the previous turn and have not yet used that marker, the Persistence is active and ready to use at any time. So, they opt to use it now, flipping the marker to the inactive side and using a +1 modifier to change the die result from 3 to 4.
Second Shootings Phase
During Phase 4 – First Shootings, the side with the initiative performed shootings in two map areas of their choice, placing a shooting marker in each.
Now, in the Second Shootings phase, the side without the initiative must perform shootings in the two other areas on the map. So, they place one of their shooting markers in each of those zones and resolve the shootings in the order of their choice. They will be the attacker, and their opponent the defender.
To resolve the shootings in this phase, follow the rules described for the Phase 4 Shootings.
Example: the Spanish side gained the initiative for the turn in the Phase 1 – Initiative. Then, for Phase 4 – First Shootings, they selected map areas 1 and 3 for their mandatory two shootings, where they were the attacker.
In Phase 6 – Second Shootings, the Philippine side must conduct a shooting in each of the two other areas (2 and 4), where they will be the attackers. However, there are no Spanish soldiers in the area 4 guard posts, and therefore, no shooting will occur in that area.
Upkeep Phase
The last phase in a turn in Heroes of Baler is the Upkeep phase, where you will check whether any side has obtained victory and, if that is not the case, prepare the game for the following turn.
Victory conditions
During this step, you will check whether any side obtained an automatic victory. Furthermore, players can earn additional victory points by meeting specific requirements.
If this is game turn 6, this step will be the last one, and the game will end thereafter.
Start by checking whether any side meets the conditions required for scoring additional victory points:
- If the Philippine side has built all the trench sections (8 in total) and all of them are operational (none are sabotaged), they score 5 victory points. If this is turn 6, they score 1 extra victory point.
- In turns 3 and 6, the Philippine side checks where their troops are on the territorial control map:
- If in the 3 space, they score 1 victory point.
- If in the 4 space, they score 2 victory points.
- In turn 6, the Spanish side can obtain additional victory points according to the condition of the church walls:
- If none of the church walls in all four areas on the map are Destroyed or Wrecked, they score 1 victory point.
- If all the church walls in all four areas on the map are Intact, they score 2 victory points.
After scoring these points, check whether any of the following automatic game-ending circumstances occur:
- One side has at least 15 victory points more than the other. The game ends, and the side with the most points wins.
- The Philippine side has degraded the church wall conditions to Destroyed in two or more areas on the map. The Philippine side scores 6 victory points, and the game ends immediately. The side with the most victory points wins.
Tie breaker
A tie in victory points can occur when the game ends at the end of turn 6 or because the Philippine side has destroyed the church walls in two or more areas. If that happens, use the first of the following tie breakers that applies to determine who the winner is:
- The side with the higher morale level is the winner.
- The side with the higher supply level is the winner.
- If the game ended before turn 6, the Philippine side wins. If the game ended in turn 6, the Spanish side wins.
Territorial control map
In turn 3, remove the Spanish power marker from this map, and place the US power marker in Manila, showing the '4' side.
Fog of War
In turn order (that is, first the side with the initiative, and then the other), players draw a card from the enemy Fog of War deck: The Spanish side draws a Philippine Fog of War card (red), and the Philippine side a Spanish Fog of War card (blue).
Then, in the same order, each player looks at the card and decides what to do with it. You have two options:
- Place the card on your own discard pile. This prevents your opponent from getting and playing that card later. However, it costs you 1 morale level. If you lack sufficient morale, you must choose the alternative option.
- Place the card on the enemy discard pile. Next, take a shared card, either one of the face-up cards or the top card from the shared deck, and place it in your own discard pile.
Example: The Spanish side draws a Philippine Fog of War card. They decide against keeping it (not placing it in their discard pile), and so they give it to their opponent (putting it in the Philippine discard pile). Next, they take a shared card and place it on their discard pile. As none of the face-up cards were of interest, they draw the top card from the shared deck.
Man the posts
In turn order (first the player with the initiative), both players must man the empty guard posts on the map and empty spaces in the detachment.
Start with the guard posts on the map. To do that, draw and place units from your bag one at a time: Draw a unit and place it in a space of your choice; draw another and place it, and so on until no guard posts are empty.
Next, your opponent man their empty guard posts in the same way.
Then, fill the empty spaces in your detachment following the same procedure. Lastly, your opponent does the same.
Leaders
In turn order, each player rolls a die for each of their leaders in the command area on the board:
- (1) The leader becomes disabled. Flip the counter to its back and place it in the corresponding space in your detachment. While disabled, the leader cannot be moved into the Command area.
- (2-5) Place the leader in the corresponding space in the detachment face up (showing the face, place of origin, and no factors). You can move this leader into the Command area in the next turn.
- (6) Keep it face up in the Command area (you will have the military leader in the Command area for the next turn, so it does not require a movement action to move there).
If it is a medical or religious leader (Spaniard) or one in a leadership function or US support (Filipino), you can choose one of the following:
- Activate. You can activate the leader and immediately use its effect (heal a wounded, raise the morale, ...), even if 'exhausted'. Then, place the leader in the corresponding space in the detachment.
- Reserve. Keep the leader in the command area with its face up (flip it if necessary). The leader is ready to be used in the next turn by using a movement action.
Next turn
A) Advance the turn marker to the next space.
B) Remove the shooting markers from both sides from the map.
C) Do not remove the surveillance markers from the map.
D) Replenish the shared cards. If the spaces A or B are empty, draw shared cards from the deck and place one in each empty space.
- Example: During the Fog of War step of Phase 7 – Upkeep, the Philippine side drew a Spanish Fog of War card. They opted for placing it in the Spanish discard pile, so they now choose a shared card, taking the one in space A. Next, they draw a card from the shared deck and place it face up in space A to refill it.
E) Reevaluate the firepower in each of the four map areas again.
F) Draw cards. Each player draws 6 cards from their draw deck. If your draw deck gets depleted, shuffle your discard pile to form a new deck, and continue drawing if necessary until you have a six-card hand.
Leaders
Leaders are military units that, in addition to being able to fight on the map, can provide you with bonuses during combat and undertake special actions.
They start the game in the designated spaces in the corresponding detachment (check the names below each space). To first use them, you must perform a movement action, so that they move onto the map or into the command area.
Map: A leader can occupy any guard post in any area on the map. Once in a post, they will engage in combat just the same as other military units, adding their combat factor, and with the possibility of getting injured or dying.
Additionally, they allow you to reroll a single die in each combat they take part in.
Example: The Spanish side moves their religious leader, Gómez Carreño, into the bell tower, allowing them to cover all the map (any unit in the bell tower is simultaneously in all four map areas). From now on, Gómez Carreño will add his combat factor (1), just like any other unit, to every combat on the map and can reroll a single die in each.
Command area: Each side has a space with command posts on their side of the board, for leaders to use their special abilities. To move a leader into a command post, you must take a movement action. Once there, a leader can no longer move until Phase 7.4.
Spanish leaders
The Spanish command area has three command posts: Military, Medical, and Religious. Unlike what occurs on the map, where any leader can occupy any guard post, a leader in the command area can only occupy the space matching their type. A command post can only have one single leader at any moment. Therefore, there can only be one leader of each kind in the command area at any time.
Military leader
When you move a military leader into the command area, place it face up in the matching post. You can activate it at any time during combat, regardless of whether you are the attacker or the defender. That leader will provide you with a bonus depending on their rank (shown in the counter's bottom-right corner). You can then choose one of the following options:
- Add 1 to the result of up to 1, 2, or 3 dice (the maximum number of dice that you can modify equals the leader rank).
- Reroll up to 1, 2, or 3 dice (the maximum number of dice that you can reroll equals the leader rank).
- A combination of any of the above up to the leader's rank.
Upon using a leader, flip the counter to the exhausted side. You cannot use it again while exhausted.
Example: The Spanish side is resolving a shooting and rolls three dice, getting 2, 3, and 5. They opt to activate their three-star leader, flipping it to the exhausted side. They can modify up to three die results. The Spanish choose to apply a +1 modifier to the 5-die, converting it into a kill (6). They also decide to reroll the other two dice, getting 6 and 2. As a result, the Spanish side inflicts two kills on the enemy.
Medical leader
When you move a medical leader into the command area, flip the counter to the exhausted side immediately, and heal a unit of your choice at the infirmary.
- If it is a leader, place it in the corresponding space in the detachment.
- If it is a soldier and there are empty spaces in the detachment, place it in one of them.
- If it is a soldier and there are no empty spaces in the detachment, place it in the bag.
You cannot use this leader again while exhausted.
Religious leader
When you move a religious leader into the command area, flip the counter to the exhausted side immediately, and increase the morale by 1 level. During the first three turns, if the leader is Padre Carreño, increase the morale by 2 levels instead.
You cannot use this leader again while exhausted.
Philippine leaders
The Philippine command area has three command posts: Military, Leadership, and US Support. Any leader can be assigned to any post, but no more than one leader can be assigned to any given post.
Military leader
When you move a leader into the military post in the command area, place it face up. You can activate it at any time during combat, regardless of whether you are the attacker or the defender. That leader will provide you with a bonus depending on their rank (shown in the counter's bottom-right corner). You can then choose one of the following options:
- Add 1 to the result of up to 1, 2, or 3 dice (the maximum number of dice that you can modify equals the leader rank).
- Reroll up to 1, 2, or 3 dice (the maximum number of dice that you can reroll equals the leader rank).
- A combination of any of the above up to the leader's rank.
Upon using a leader, flip the counter to the exhausted side. You cannot use it again while exhausted.
Leadership
When you move a leader into the leadership post, flip the counter to the exhausted side immediately, and raise your morale according to the leader rank:
- Leader of rank 1 or 2, raise the morale by 1 level.
- Leader of rank 3, raise the morale by 2 levels.
You cannot use this leader again while exhausted.
US Support
When you move a leader into the US Support post, flip the counter to the exhausted side immediately and apply its effect. The effect depends on the game turn:
- Turns 1 to 3: Place an artillery piece from your reserve in an empty artillery post on the map.
- Turns 4 to 6: Roll a die. If the result is 3 to 6, place an artillery piece from your reserve in an empty artillery post on the map.
To place this artillery piece, it is not required that the trenches on both sides of the artillery post are already built.
You cannot use this leader again while exhausted.
Example: During turn five, the Philippine side moves a leader to the US Support command post. They immediately flip the leader to the exhausted side and use its ability. To do so, they roll a die and get 4. Therefore, they obtain an artillery piece, taking it from the reserve and placing it on an empty artillery post on the map.
Territorial control map
The Philippine side of the board contains a small map used to depict the fight for the control of Luzón island, first between the Philippines and Spain, and then between the Philippines and the United States. This map will impact the outcome of the siege as it will determine the amount of supply the Philippine side gets, and will also allow them to score victory points.
The Philippine side can amass troops on this map (up to 3 units in a single space; they can never use more than one space, nor stack further units) and attack the foreign power. That power will be Spain in turns 1 to 3, which will always be on the defensive, without advancing and fighting only when attacked by the Filipinos.
In turns 4, 5, and 6, the Spanish counter is replaced by the US counter, starting in Manila. The US advance towards Baler, attacking the Filipinos they meet on the way.
This map is used in two situations:
- During Phase 3 – Attrition in turns 4, 5, and 6, after the Philippine side has made their attrition roll, they will roll 2 dice to determine how many spaces the US advances and their combat strength.
- During Phase 2 – Events and Phase 5 – Action, each time the Philippine side takes a movement action and moves the military units to the space where the foreign power marker is.
Movement on the territorial control map
Both the US foreign power marker and the Philippine troops can advance on this map. Any movement ends when entering an enemy-occupied space, and a combat occurs. As a result, one side may have to retreat.
Foreign power movement
- In turns 1, 2, and 3, the foreign power is Spain, and they cannot voluntarily move their marker. They start in space 2 and retreat by one space towards Manila for each combat they lose against the Philippine side.
- In turns 4, 5, and 6, the Spanish counter is no longer in play and is replaced by the US counter, which starts in Manila. The US counter advances immediately after the Philippine side's attrition dice roll in Phase 3. The Spanish side rolls a die and advances the counter:
- 1 = 1 space.
- 2-4 = 2 spaces.
- 5-6 = 3 spaces.
The foreign power counter always advances towards Baler, but can never enter that space.
Philippine troops movement
The Philippine side can use a movement action (either in the action phase or using an event movement in the event phase) to move on the territorial control map. With this action, they can do one of the following:
- Place up to 3 units (soldiers and leaders) on the territorial control map, taking them from their bag and detachment area. When deploying units, follow these rules:
- If there are already units on the map, place the new units in the space they occupy. The Philippine troops cannot occupy more than one space on this map.
- If there are no units on the map, place the first units in the space before the one occupied by the foreign power counter. For instance, if the foreign power marker is in space 2, place the Philippine troops in Baler (space 1).
- Stacking is limited to three units.
- You cannot place artillery pieces on the territorial control map (only leaders and soldiers).
- Advance their stack towards Manila. You must move the whole stack, without leaving any unit behind. You can move the stack as many spaces as you wish, but if it enters the space with the foreign power counter, it must stop and fight.
The Philippine units must always move towards Manila, but can never enter that space.
Example: During the Action phase, the Philippine side takes a movement action and place troops on the territorial control map. As they already have a unit there, they can place two more, since all units on the map must be in the same space and the stacking limit is three units. They take a leader from their detachment and a soldier from their bag and place both in space 2, where their soldier on the map is.
To advance on the map towards Manila, they need to take another movement action. They can only advance up to space 3, as the Spanish counter is there, and when that occurs, a combat ensues.
Combat on the territorial control map:
Combats on this map occur whenever the Philippine stack or the foreign power counter moves into a space where the enemy is located. The player who moved and triggered the combat is the attacker.
Combat causes the Philippine side's movement to end. However, advances and retreats may occur after combat. The US counter must continue to advance and attack as long as they have movement points available.
The Spanish player will roll the dice for the foreign power (be it Spain or the US).
To resolve a combat on this map, follow these steps:
-
Determine the combat strength. a. The Philippine combat strength equals the sum of the combat factors of all their units. b. The combat strength of the foreign power is the value shown on its counter: always 3 for Spain and a 4 or 5 for the US, depending on which face is up (the US counter can be flipped during the Philippine attrition phase).
Surveillance markers or firepower modifiers are not used in combats on this map.
-
The attacker rolls a number of dice equal to their combat strength, never more than five. Then, they choose whether to spend morale levels to modify any of the dice.
-
The defender does the same.
-
Each result of 5 or 6 counts as a success.
Possible combat outcomes:
- If the foreign power obtains more successes than the Philippine side:
- If the foreign power is Spain, nothing happens. If the Philippine side has advanced, they return to the space where they were before moving.
- If the foreign power is the US, the Philippine side loses a unit of their choice (if it is a soldier, put it in the bag, and if it is a leader, return it to the detachment). In addition, they must retreat one space towards Baler, and the US counter occupies the space previously occupied by the Filipinos.
- If the foreign power obtains fewer successes than the Philippine side:
- If the foreign power is Spain, its counter retreats one space towards Manila, and the Philippine side must advance to the space previously occupied by the Spanish.
- If the foreign power is the US and they are the attacker, nothing happens. There are no casualties, advances, or retreats. The US counter is returned to the space where they were before moving.
- If the foreign power is the US and the Philippine side is the attacker, the US counter retreats one space towards Manila, and the Philippine side must advance to the space previously occupied by the US.
- If both sides obtain the same number of successes, nothing happens. The side that has advanced returns to the space where they were before moving.
Example of combat on the territorial control map
During the turn 4 Philippine Attrition phase, the US obtains two advances, and so they must move twice on the territorial control map towards Baler.
With the first move, they advance from space 4 to space 3. As the Philippine troops occupy this space, the US must halt the advance and engage in combat. A combat ensues with the Philippine side as the defender.
The Spanish player rolls the dice for the US. As the US counter shows a combat strength of 4, they roll four dice, obtaining two successes.
The Philippine side, with combat factors of 3, 2, and 1, rolls 5 dice (the total combat strength is 6, but no more than 5 dice can be used in combat). They obtain three successes.
The defender (the Filipinos) has obtained more successes than the attacker. Therefore, the US counter returns to the space it previously occupied (space 4), and nothing more happens.
Next, the US must resolve its second advance, entering space 3 again, and triggering a new combat.
In this combat, the US obtained more successes than the Filipinos. Consequently, the Philippine side loses a unit (they chose the unit with combat strength '1' and put it in their bag), and retreats one space (to the '2' space). The US has sustained its advance, and its counter remains in space '3'.