Tacticum Invictus
Tacticum Invictus Rulebook
Table of Contents
Table of Contents
- Basic Training
- Scenario I: Force-on-Force
- Scenario II: Preserve the Eagle
- Scenario III: Revolt!
- Scenario IV: Take the High Ground
- Scenario V: Resupply
- Scenario VI: Seize the Eagle
- Scenario VII: Alae - Cavalry Wing
- Scenario VIII: All Units
- Scenario IX: Combined Forces
- Scenario X: Consuls (4 Candidates)
- Glossary
- Solo Scenarios
- Scenario Builder
Basic Training
"Straighten those lines! Eyes front! Time to listen up. These are the rules for this training course. Turns, Units, Formations, Capturing, and Maneuvers. Learn them well. But that is just the start! Your trainers will throw in new conditions and objectives as they see fit."
Scenarios may introduce new rules, restrictions, or conditions. They will supersede the following basic rules. For quick reference there is a Glossary at the end of this rulebook.
Game Play
Set up the game per the instruction for the Scenario you have chosen.
Players alternate taking a turn until a Scenario Objective is achieved.
On a turn, a player moves one Unit or one Formation.
Units
Infantry
Formation: A single unit.
Movement: Move as many spaces as desired in a straight line; left, right, forward, or backward. No diagonal moves. A unit cannot move through other units or past the edge of the board.
Key Ability: Act independently or participate in formations.
Commander
Formation: Special Infantry unit. Represents the Centurion candidate.
Movement: Moves the same as a Unit. Can be part of Square and Column formations.
Key Ability: Same abilities as a Unit but cannot be captured, but can be Trapped.
Cavalry: will be introduced and described in Scenario VI.
Formations
Square
Formation: 4 units arranged in a 2x2 square.
Movement: Move all 4 Units at the same time. Move 1 or 2 spaces left, right, forward, or backward. A change of direction is allowed, such as forward then left.
Key Ability: Units in a square cannot be captured by Flanking.
Column
Formation: 3 units arranged in a 3x1 line.
Movement: Move all 3 Units at the same time. A column moves along its long axis 1, 2 or 3 spaces.
Key Ability: Captures individual units by Charging, even if the unit is part of a Square formation.
Line: will be introduced and described in Scenario VII.
Maneuvers
Rally on Me: will be introduced and described in Scenario IX.
Extend the Line: will be introduced and described in Scenario IX.
Capturing
There are 2 ways to capture; Flanking and Charging.
Flanking: Is when a unit or line of connected units is flanked on both ends. Both ends could be left and right of units in a row, or top and bottom of units in a column.
All flanking captures are "active". This means just moving to the spot between 2 enemy units is not a sacrifice or a suicide move. A flanking capture requires the attacker to make a move which closes or completes the flanking.
Note: more than 1 unit can be captured by flanking.
Example: Black moves down 2 spaces and completes a Flanking move. White unit is removed.
"What's that? Could a couple of flanking units really defeat 4 or 5 enemy units? Probably not candidate, but not getting flanked is one of the key lessons you must learn! So, your trainers have made this a fundamental rule."
Charging: Is when the attacking unit actually takes the place of the captured unit by charging into it. Charging only captures 1 unit and stops. Charging is done with a Column Formation.
It can also sometimes be done with Cavalry, which will be explained in later scenarios.
Example: White Charges a Column 2 spaces into the black Infantry unit and stops. The black unit is removed from play.
Captures Involving Formations
- Units that are part of a Square cannot be captured by Flanking.
- A unit in a square can be captured by a Column formation Charging.
- If you are under a Flanking attack and can show a unit is part of a Square then it is not captured by Flanking, but other units in the line may be captured.
- In most scenarios, the Command unit cannot be captured. If it is part of a line of 2 or more units being captured by Flanking, the other units are removed and only the Command unit remains.
- A Column can capture any 1 Unit in range of a Column's movement, even if the target unit is in a Square formation.
- If a Unit, Square or Column move creates more than one capturing or Flanking pair, all flanked enemy units are captured.
Trapped!
This only applies to the Command Unit.
If you can get your units into positions where the enemy Commander cannot make a move, individually or as part of a formation, it is considered Trapped. It does not matter if your opponent wants to move the Commander right now or not.
"Candidate, if you get in this position on the battlefield your trainer is going to whack you on the back of the head and drop you for push-ups until you memorize, I must be mobile on the battlefield!"
Example: Once White moves forward, the Black Commander is Trapped. Even though Black could move one of its own units up for a 2-unit Flanking capture on their next turn to free the Commander, the point is that right now the Commander is unable to move.
Scenario I: Force-on-Force
"Alright recruits, lets get started. In this scenario, you fight against an army of the same composition as yours. It is the best way to understand its strengths and weaknesses."
Setup
- Place one of the standard boards (Classic, Terrain, or Canvas) longways between candidates.
- Determine which color each trainee will be playing and take all 17 Infantry units of that color and the Command unit.
- Legions are set up across from each other as shown in the image below.
- Black has the first turn.
Objective
Trap your opponent's Commander OR Reduce your opponent's army to 5 units or less.
Scenario II: Preserve the Eagle
"Next, one of you will have a sacred mission. This scenario represents the armies reforming after their initial engagement. In this test you must ensure the Legion Standard is not lost to the enemy!"
Setup
- Place one of the standard boards (Classic, Terrain, or Canvas) longways between candidates.
- White plays with 14 Infantry units and the Commander. Black plays with 9 Infantry units and the Black Commander, which will act as the Legion standard in this scenario.
- Legions are set up across from each other as shown in the image below.
- Black goes first.
New Conditions
The corners of the board the white side is protecting are to be treated as if there is black unit present. This means white could be captured with its back to one of those corners. (You may want to put a grey cube near each corner as a reminder.)
Objective
- Black: get the Eagle to one of the opposing corners of the board.
- White: defend and attack to the point where the Eagle cannot escape to either corner.
Scenario III: Revolt!
"Not everyone is happy to have Rome watching over them. Sometimes you will need to remind them it is a good thing. You formed up quickly as the rebels come from everywhere!"
Setup
- Place one of the standard boards (Classic, Terrain, or Canvas) longways between trainees.
- White plays the Rebels with 13 Infantry units and no Commander. Black plays with 11 Infantry units and a Commander.
- Set up as in the image.
- White plays first.
New Conditions
- Rebels can capture by touching any 2 sides of a legion unit which is alone.
- Rebels cannot use formations.
Objective
- Black: Reduce the rebels to 5 units or less.
- White: Capture 5. Because that would be a victory and you would fade back into the city before reinforcements arrived!
Scenario IV: Take the High Ground
"You'll have to restore enough command and control of your forces to achieve the victory here. Can you take the high ground." This scenario begins mid-battle with two fully engaged Armies.
Setup
Place the Terrain board between candidates with the short edges facing. Both candidates play with all 17 Infantry units and a Commander. First, each candidate creates a Command Square (a square formation including the Commander) in opposite corners, as in the diagram.
Then, candidates take turns placing 2 of their units anywhere in the brown hill region (middle 6 rows), except the 2 hilltop squares, until all units are placed. While placing these units you cannot create any formations.
Determine starting player and take turns as in other scenarios.
New Conditions
- Only a Commander can occupy a hilltop square.
- Units can move anywhere on the board and through the hilltop squares, but cannot end their movement on the hilltop.
- New Facing; Maneuver. You can turn the Command Square a quarter turn in place (90 degrees) as an action.
Objective
Be the first to get your Commander to one of the two hilltop squares.
Scenario V: Resupply
"To truly lead, your legionnaires need to know you care. When you eat last, they know you are concerned for their welfare. Sure, the battles still need to be fought, but it is nice they know they are not just a number. You, candidate, are not going to just eat last, you have got to make sure there is something to eat! You are assigned to lead a logistics train to our neighboring Legion's fort. It will not be easy! The locals are seeking targets of opportunity. Capturing some Grain wagons is just that kind of target. You must not let this happen!"
Components
- One of the standard boards (Classic, Terrain, or Canvas) and the Fort.
- Forests: 2 green cubes.
- The Rebels: White, 9 Infantry.
- Legionnaires: Black, 1 Commander, 9 Infantry, 3 Yellow cubes.
Setup
Place your chosen board between the candidates with the long edges facing you. Set up the board as shown in the image. Notice the Fort entrance is lined up with the Legion route. The Rebel plays from the numerous rebel side.
New Conditions
Grain Wagon: each yellow cube.
Movement
- Rebel units can change direction once during their move. Rebels can move up to 3 spaces.
- Legions units can move up to 4 spaces.
- A Grain wagon is considered a legion unit.
Legion units in the Fort
On a Legion turn, in addition to your normal action, you can also move a unit in the Fort. Notice one unit can come out in one move since it is lined up with the gate. It would take 2 moves, or two turns, to get out the other unit out.
Capturing
Rebels can capture by touching any 2 sides of a legion unit, except units in a square.
A Legion Column formation containing Grain units cannot make a column capture but can still be used for Flanking captures.
Formations
Rebels cannot use formations. They can be in groups but do not move in groups. The Legion force can use Square and Column formations.
Obstacles
The Trees don't move (green cubes).
Objective
- Black: You succeed with this mission by delivering at least 2 grain wagons in the Fort.
- White: Capture 2 grain wagons, OR Get 2 Rebel units in the Fort, OR Trap the Legion commander.
Scenario VI: Seize the Eagle
"Not bad Candidates. You are making respectable progress. Time to introduce you to our 4-legged friends; The Cavalry. But today is just about familiarizing yourself with cavalry and movement on a different scale. This is required before you can use the Invictus board, where the field of battle is larger. Infantry have limited movement and the Cavalry are the ones with the big moves. Can you learn this well enough to get your cavalry to your opponents standard first and seize the Eagle?"
Components
- A standard board (Classic, Terrain, or Canvas).
- Both play with 10 Infantry, 1 Commander, and 1 Cavalry. Also, Black takes a Grey cube and White takes a Green cube as their Eagles.
Setup
Place your chosen board between the candidates with the long edges facing you. Set up the board as shown in the image. The cubes in this scenario represent your Eagle standard. They are the objective. Get your cavalry unit adjacent to your opponent's Eagle.
New Conditions
Preparing for Invictus board
Movement
- Infantry: moves are limited to 7 spaces. Infantry formations are still the same.
- Eagle: the Cubes can only move if part of a formation.
Terms
- New Supported: If a unit is orthogonally adjacent to at least one other unit from their army, it is Supported.
- New Unsupported: the Cubes can only move if part of a formation.
Editor's note: the printed "New Unsupported" entry above repeats the Eagle cube wording rather than defining the term. The Glossary defines Unsupported as "there are no adjacent, friendly units", and that definition is used here.
Cavalry
Formation: A single unit.
Movement:
- Move as many spaces as desired in a straight line; left, right, forward, or backward. No diagonal moves. A unit cannot move through other units or past the edge of the board.
- It can do one change of direction if the total move is 5 spaces or less. Cannot return to starting space on a change of direction move.
- Cavalry cannot be part of a moving Infantry formation.
Attack:
- Cavalry units can participate in Flanking attacks.
- A Cavalry unit can capture by Charging on its own, an unsupported Infantry unit. But only when attacking that unit's flanks.
- When a Cavalry unit attacks an unsupported Cavalry unit, both are eliminated from the scenario.
Defense:
- Cavalry units can be captured by Flanking.
- A supported Cavalry unit cannot be captured by a Cavalry unit.
- Dodge: Cavalry units can be captured by a column Charging, if the Cavalry is unable to dodge to the side of the attack.
Example: White Charges a Column 2 spaces at the Black Cavalry. The Cavalry can move to the side of the attack and so it is not captured, only moved. NOTE: this does not cause the lead White unit to be Flanked. Capturing has to be actively done by the attacker.
Objective
Be the first to get your Cavalry unit adjacent to your opponent's Eagle (cube).
Failure Conditions
- Your 1 Cavalry is captured.
- Your Commander is Trapped.
Scenario VII: Alae - Cavalry Wing
"Listen up! Now that you have completed the skirmish introduction, its time to get serious with the Cavalry. We are going to move to the Invictus board. Okay, okay, keep your tunics on. You weren't ready until now - and I look forward to your many blunders! Why? You will learn more through your mistakes than your successes. And, while we are here in this Centurion Candidate course, your mistakes are not killing legionnaires! Alright, open up your boards for you first large campaign."
Components
- The Full-size Invictus board.
- Both play with 17 Infantry, 1 Commander, and 2 Cavalry.
Setup
Place the board between the candidates with the long edges facing you. Set up the board as shown in the image. Note the Cavalry are on your left.
New Invictus Conditions
Now that you are using the larger Invictus board, more rules for play can be introduced. These new rules and conditions are permanent for the Invictus board, unless a scenario specific condition prevents it.
Movement
Infantry units, including the Commander, can move no more than 7 spaces.
Formation
New Line
Formation: 4 units arranged in a 4x1 line, parallel to your side of the board.
Movement: Move all 4 Units at the same time, 1 space forward or 1 space back. The area the Line is moving to must be open.
Key Ability: Can help reduce flank exposure. Helps move multiple units. Can be part of Flanking attacks.
Objective
- Trap opponent's commander OR
- Eliminate opponent's cavalry, OR
- Reduce opponent's army to 10 units or less.
Scenario VIII: All Units
"It is time to put it all together candidates. Welcome in some Skirmishers. Lightly armed, mobile soldiers with slings, darts and very obnoxious to your opponents. Their job is to harass the enemy and disrupt formations. The battlefield is about to get very busy. Will you have the patience and tactics to achieve victory?"
Components
- The Full-size Invictus board.
- Black: 17 Infantry, 1 Commander, and 3 Cavalry, and 6 Blue Infantry.
- White: 17 Infantry, 1 Commander, and 3 Cavalry, and 6 Red Infantry.
Setup
Place the board between the candidates with the long edges facing you. Set up the board as shown in the image.
- 2 Cavalry are on your left and 1 is behind the Commander.
- Play the Skirmishers (red and blue tiles) face down.
New Invictus Conditions
Invictus Conditions introduced in Scenario VII ...and
(The printed sentence ends at "...and" with no further condition listed. Transcribed as printed.)
New Skirmishers
Formation: A single unit, played face-down. Does not take part in formations.
Movement: Move up to 5 spaces in a straight line; left, right, forward, or backward. A unit cannot move through other units or past the edge of the board.
Attack: Disrupt a formation. When 2 Skirmishers are adjacent to an enemy formation, one unit from the formation has to move one space out of the formation. The unit that moves out cannot be an Engaged unit. IF there is not a unit that can move out of the formation, then a unit adjacent to the attacking Skirmishers is Routed and removed from the board.
Disrupt is active, just like Flanking, it only occurs when the attacker completes the Disrupt movement.
New Disperse - Maneuver. When a Cavalry unit arrives at an open space, any Skirmishers within one space have to move away one space. If a Skirmisher cannot move away, it is Routed, removed from the board.
Example: Cavalry uses a short move so it can turn and moves to a space with Skirmishers. This causes the Disperse action, making 2 Skirmishers have to move away.
Capturing
- Skirmishers: Skirmishers can capture a single unit by Flanking.
- Cavalry: Can capture a Unsupported Skirmisher unit by Charging from any direction, or a Skirmisher only supported by another Skirmisher unit.
Objective
- Be the first to establish a Command Square on your opponents back row, OR
- Trap opponent's commander.
Scenario IX: Combined Forces
"Well, it has been mostly straightforward so far on the Invictus board. Forces have been very similar. Today the trainers have set up a special challenge for you. Not only do you have additional Auxiliary Infantry and Cavalry, you have different force alignments. Try this Scenario at least twice. Commanding the Scenario to appreciate the different strategies here."
Components
- The Full-size Invictus board.
- Black Army: 12 Infantry, 1 Commander, and 4 Cavalry, PLUS 1 Red Cavalry and 10 Red Infantry.
- White Army: 16 Infantry, 1 Commander, and 4 Cavalry, PLUS 1 Blue Cavalry and 10 Blue Infantry.
Setup
Place the board between the candidates with the long edges facing you. Set up the board as shown in the image.
Note that each Army has 5 Cavalry units.
New Invictus Conditions
Invictus Conditions introduced in Scenario VII, VIII, ...and
(The printed sentence ends at "...and" with no further condition listed. Transcribed as printed.)
New Extend the Line - Maneuver. Converts a Square formation into a Line formation. The 2 units at the back move out and then forward creating the Line. The units moving cannot be Engaged. The units moving must have a clear path to move out 1 space and forward 1 space. Remember, a Line formation is parallel with your edge of the board.
New Rally on Me - Maneuver. Allows nearby units to reform into a Square.
- A unit is identified as the Guide unit and does not move.
- The units that move to form the Square must be within 1 space of the Guide.
- The units moving cannot be Engaged.
Objective
- Black: Capture 12 White Infantry OR Trap the Commander.
- White: Capture 12 Black Infantry OR Trap the Commander.
Scenario X: Consuls (4 Candidates)
"This scenarios is just for your awareness. This situation is out of your league, but you should understand it so you will know when it is happening. When two Armies are combined, they each have a Consul in charge and they alternate days of being in Command."
Components
- The Full-size Invictus board.
- Black and Red Army: 12 Infantry, 1 Commander, and 2 Cavalry, each.
- White and Blue Army: 12 Infantry, 1 Commander, and 2 Cavalry, each.
- Take the 4 Command tokens from the punch board.
Setup
Place the board between the candidates with the long edges facing you. The Setup below is just an example.
- The 2 Consuls for each Army must plan their setup together.
- At the same time: Both sides Set up their Armies in the 1st 3 rows of their side per their plan.
- Place the Command token in front of the Candidate representing that Army.
New Invictus Conditions
Invictus Conditions introduced in Scenario VII - IX ...and
(The printed sentence ends at "...and" with no further condition listed. Transcribed as printed.)
Once the Scenario begins - the Consuls in the same Army no longer talk to each other. Rome doesn't really like Armies that might be too strong, and Consuls might have their own agendas...
Turn Order
The White and Blue Army goes first. So turns would go:
- White Candidate,
- then Black,
- then Blue,
- then Red.
When it is your turn you can move any unit or formation, or perform a Maneuver in your combined Army. And you don't have to ask permission, it is your day to be in charge.
Scenario End
This scenario ends when one side has lost 16 units, or a Commander has been Trapped.
A Little Bit Devious...
Look at the 2 armies on the winning side. The one with the most units remaining is the Scenario winner.
Example: the Black and Red army has captured 16 units from the White and Blue army. At this time Black has 7 remaining units and Red has 10. So Red is the overall winner.
Objective
Be the Commander to have the largest remaining army (color) on the winning side.
Glossary
- Adjacent: a unit is adjacent if it is next to a unit on the right, left, top, or bottom.
- Capture: an action performed by Charging or Flanking.
- Cavalry: a unit with the horse head design.
- Charging: a way of Capturing where the lead unit of a Column or a Cavalry unit, removes an enemy unit from play and takes its place.
- Column: 3x1 group of Infantry. Moves along long axis up to 3 spaces.
- Command Square: Square formation that includes the Command unit.
- Commander: the unit with the helmet design. Infantry.
- Cubes: wooden blocks for different Scenarios and for creating your own.
- Disperse: Maneuver. When a cavalry unit moves to an area with Skirmishers, all Skirmishers within 1 space of the Cavalry move away one space.
- Disrupt: Maneuver. When 2 Skirmishers are adjacent to an enemy formation, one unit from the formation has to move one space out of the formation. The unit that moves out cannot be an Engaged unit.
- Engaged: when your unit is adjacent to an enemy unit, it is engaged. This only applies to certain maneuvers.
- Extend the Line: Maneuver. Changes a Square formation into a Line formation.
Solo Scenarios
From Tacticum Student - Rules Book 2 (v2.0).
Solo Scenario I: Secure the Frontier
"The professionals of Legio V have been reassigned to intercept a large force of Raiders 15 leagues to the East. There was only time to establish the gate house on the roadway and 2 small outposts on either side to connect with the existing frontier wall. Legio V has left you 8 under-strength centuries and the camp Prefect to coordinate logistics and complete the job. You, candidate, have shown strong leadership and are assigned to lead these legionnaires in closing off this section of the border. It will not be easy! The locals will be probing continually and may even attempt a full assault where they find weakness. You must not let this happen!"
Your Objective
You secure the frontier by completing the wall and 4 stone towers.
Failure Conditions
- If a Raider reaches the back row of your Operations Area (row closest to you).
- If your Commander is trapped (as in the standard game).
- If you do not have enough legion units left to complete the mission.
Components
- The Fort.
- One of the Boards (Classic, Terrain, or Canvas).
- Wall component cubes: 9 Stone (grey), 6 Wood (brown).
- Raiders: White. 1 Command and 10 units. 1 Raider die.
- Legionnaires: Black, 1 Commander, 8 units, 1 Cavalry unit (to be your Prefect).
Setup
Place your chosen board with a long edge facing you. The first 3 rows are your Area of Operations (AO). On the fourth row place a grey cube on the first, sixth, and last square. This row is where the wall is built.
Place your black Command piece right behind the center gate. Place the remaining 8 legion Infantry as shown in the picture. Place the Prefect (the cavalry unit) in the column leading to the Fort.
Place the Fort below your AO with one of the entrances lined up with the middle column of the board. This is your Supply Depot and where the Prefect will be distributing supplies for the wall. Arrange the 6 Wood cubes and 6 Stone cubes in the Fort as you think best. (See "Build Formations" for insights)
The row farthest from you is the Raider's home row. The Raiders are arranged across their home row; the war chief in the middle and then 5 raiders to either side.
(The rulebook shows an example of how supplies might be set up in the Fort.)
How to Play
A Turn: consists of a Legion action followed by a Raider action.
Legion Actions
- Movement: a unit or a formation moves per the base rules, with the following adjustments. Note: Legion units cannot occupy spaces on Raider home row (top row).
- Gates: The center stone piece and the stone sections of the wall at either end of the wall are Gates. You may want to place a black tile under these blocks as a reminder. A single legion unit can move through them during its move. Out to the frontier or back into your Area of Operations (AO).
- Capture Variant (Easier): A raider unit can be captured between a legion unit and a completed section of the wall. This can be risky on the frontier side of the wall as your back is exposed and you may not have support.
Building the Wall
New: To build sections of the wall you need to establish a Build Formation to have enough workers present.
Build Formation: When at least 2 of your units are touching any 2 of the 4 sides of a space where you want to build a section of wall, you are in a Build Formation. This allows the Prefect to make 1 move. (See the Prefect section below).
- Wood: a wood section of the wall blocks movement. A wood section can be destroyed by a raider moving into it. A destroyed Wood block is returned to any empty spot in the Fort.
- Stone: a stone section blocks movement. A Stone section cannot be destroyed.
- Stone Gates: only legion units can move through a stone gate.
Stone Towers
Once a stone has been set in the wall, a 2nd stone needs to be built on top of it to make it a Tower.
Reminder: you need 4 Towers in the wall, so at least 2 of the Gates will need to be built up to be towers.
Placing the second stone requires a new build formation. One unit could move away and then come back the next turn or, if there is enough room, a third unit could move in on the next turn.
Tower Advantage: a wooden section of the wall touching the tower cannot be destroyed by Raiders.
The Prefect
The Prefect's main role is to get you supplies. It is the only unit that can move in the Fort where the supplies are stored.
- To get wood or stone, the Prefect moves in a straight line in the Fort and takes the space of the first wood or stone cube it encounters.
- The supply that was "taken" in this way is moved to the spot where one of your build formations is.
Example: On your turn, 1) a unit moves left to create a Build formation with a unit that was already in position. Creating a Build formation allows the Prefect to do 1 move. 2) So it enters the Fort and takes the place of the first supply it encounters, which is wood. 3) The wood is moved to the focus of the Build formation.
Next time there is a build formation, the Prefect could move to wood (left) or stone (right). As any good logistician knows, you need to plan ahead as you move the Prefect around.
Reminder: think about how you want to arrange your wood and Stone supplies at the start of the game. Are you going to try and build towers right away?
Raider Actions
Lines of Movement: each column has a number assigned to it. The center row, where the Raider Chief starts, is column 1. To either side of the chief is column 2, then 3 and so on. (The rulebook's diagram shows this numbering.)
Movement
- Roll the Raider die. This will be the column for the Raider action.
- Move a Raider 1 space toward the wall in that column.
- If there is more than one option, always move the Raider which is most threatening.
Example: if you roll a 4, you can move the one on the right or the left.
Special Cases
- What if there are no raiders in the column rolled? See Captured Raiders.
- What if there are no raiders in the column rolled and no captured raiders? Then the Raiders take no action. The Legion gets a break...
- Stuck on the wall. This is when a raider is stuck against a stone segment or a wood segment protected by a tower. They can't advance or break the wall. In this case the raider can move to the left or the right 1 space if it is open. This can lead to...
- More than 1 Raider in a column. If you roll that column number you would still move the Raider which is most threatening to you.
What is Most Threatening?
This may be the most delicious part of the game. You know which move by the Raiders would be the most annoying to your plans. The more you play the scenario the better you will get at being annoying too. But here is some help when there is more than one way for the Raiders to be most threatening. These are in order.
- A move that will put a raider on the back row of the AO. Raider Victory!
- A move which will capture a legion unit.
- A Raider is already against a Wooden section of wall, so destroy that section, if it is not guarded by a tower.
Destroy Wood section: If a Raider is against a wood section of wall that is not protected by a tower, and its number is rolled, the raider can destroy that wood section. The Raider moves into the spot and the wood cube is returned to the Fort.
War Chief
Movement is the same for the chief as it is for the raiders. However, once the chief has progressed all the way to the gatehouse, it enables Tribal Inspiration!
Tribal Inspiration: if the Chief is at the gate when a 1 is rolled, the Raiders get 2 Actions. There are no additional die rolls, you just select the 2 most threatening moves the Raiders can make.
Examples include; moving a single Raider twice, or move 2 different Raiders, or bringing a reinforcement in and advance a raider into the AO.
Captured Raiders / Reinforcements
When a Raider is captured, it goes off the board as a future reinforcement. Reinforcements come back into play when a die roll has the number of a column with no Raiders. The reinforcement is placed at the top spot of that column.
Aggressive Variant (Harder): Place the reinforcement on the second square of the column.
Example: a 3 is rolled. One of the "3" columns has a raider in it and the other does not. What is most threatening? To bring in the reinforcement or to advance the other Raider?
Solo Scenario II: Prisoner Escort
"Can you be bold and cautious at the same time? While on patrol you have secured an important prisoner and need to get them back to the Fort in your section of the frontier wall. You will have to pass through a dangerous valley."
Your Objective
Get the prisoner to the other end of the valley (one of the spaces on the top row).
Failure Conditions
- The prisoner escapes! A full Roman turn without an Infantry unit adjacent to the prisoner.
- The prisoner is silenced! Raiders are touching 2 adjacent sides of the Prisoner.
- Raider Archer shoots the prisoner.
Components
- The Terrain board.
- Trees: 4 Green cubes.
- Raiders: White. 9 units played face down, 4 units, shield up as Archers.
- 1 Raider die. Add one of your own dice of a different color.
- Legionnaires: Black, 7 Infantry units.
- Prisoner: 1 Red tile face down.
Setup
Place the Terrain board longways in front of you. In this scenario consider the 5-column section in the middle of the board as a flat valley with a really big rock formation (2 spaces) in the middle of it. No unit can move through or stop on the rock. The 3 columns to each side of the middle are the slopes going upward from the valley floor.
- Raider: White. Place 7 Raiders along the top, 4 green Trees with an 1 Archer on top of each one as shown, and . (The printed sentence is incomplete at "and ." and the placement of the remaining item is not stated in the text. Transcribed as printed; see the diagram on the rulebook's page 9.)
- Your Patrol: Black. Place 5 Infantry and the red Prisoner at the entrance to the valley in their starting positions as shown. Add 2 Infantry as support, ready to come in when there is a Reinforcement die roll result.
- Dice: Use the included Raider die to determine Raider actions. Add one of your own dice to roll with the Raider die. It will be the Archer die.
How to Play
Play Sequence
- Legion plays first and performs one Action.
- Then the Raiders roll the 2 dice to determine their Action from the Table below.
- Continue alternating turns until a Win condition is met for the Legion or the Raiders.
Raider Die results:
- 1 - 4: Move the corresponding Raider one space toward the bottom of the board. There are two Raiders in columns numbered 2, 3, and 4. Move the one that will threaten the Legion most. (* Most Threatening - see page 6.)
- 5: One of the Ambushers moves toward the prisoner or helps capture a soldier.
- 6: No Raiders move. Reinforcement Action for the Legion (see New Conditions).
AND — Both dice are equal: If the Archer die matches the Raider die, there is an Archer Shot.
Legion Actions
Infantry
- Movement: 2 spaces in the Valley, 1 on the slopes.
- Formations: only the Square is allowed. If the prisoner is part of the Square, it can only move 1 and does not have the it's defense.
- Capture: can capture a Raider or Archer by being on any 2 adjacent sides. As always, capturing is an intentional action.
Prisoner
- Movement: 1 space.
- Must always be adjacent to Infantry unit.
- If the only Infantry next to the Prisoner is removed by capture or Archer shot, then you have one turn to get an Infantry unit adjacent to the Prisoner or the Prisoner has escaped and, you lose.
Raider Actions
Raiders
- Movement:
- Main Force (top of the board) 1 space toward the bottom of the board, in their column, when the die roll shows their column number. If a Raider makes it all the way to the bottom of the board, they wrap around to the top.
- Ambushers (the 2 hiding by the archers) move toward the prisoner, but will participate in making a capture if that is possible.
- If a Raider's progress is blocked, you can choose to move them to the left or right 1 square for the main force or up and down if one of the ambushers.
- Remember the Raider rule "do the action that is most threatening for the Romans".
- Capture: by touching any 2 adjacent sides of an Infantry unit or the Prisoner.
Archer
- Movement: No movement.
- Capture: shoots when doubles are rolled.
- Only 1 archer will shoot. The arrow travels along the row the archer is in.
- The Rock provides cover to Infantry or the Prisoner on the other side of it in the valley.
- Archers cannot shoot through Raiders that are in the way.
- Target selection: if there is a clear line to the Prisoner, it is shot (You lose). Otherwise, as always with the Raiders, whichever Infantry would be the most annoying for you to lose, is shot.
Reinforcements
When a Legion or Raider piece is captured it is placed to the side of the board but may come back into play. Captured Archers are permanently out of the game.
- Legion: if a 6 is rolled on the Raider die and you have Infantry that is off the board, you can bring 1 back into play on your starting row in any of the 11 columns.
- Raiders: if a 1 - 5 is rolled and there is not a Raider in that column or ambush spot, and one is off the board, it can be brought into the Scenario on the top space of that column, or in one of the ambush spots if a 5 was rolled. If there is an opponent's unit where a Reinforcement needs to come in, the unit is captured by "Surprise attack". The Reinforcing piece takes its place.
Variants
- Scouts: you get 1 additional Infantry anywhere on your left or right flank at the start of the game.
- Introduction: play without the Raider Ambushers.
- Emboldened Raiders: since they are not as restricted by armor, Raiders can climb the Rock in the valley.
Scenario Builder
"Well Done Candidate! It took dedication and work to make it through this far. The last step for Graduation is to create your own Scenario to test your fellow candidates. And who knows, your notes may even help you in a future battle. On the following pages of your workbook you can design Scenarios for tactics you want to try and experiment with. Make use of the additional pieces we have provided, the blocks and punch board, to make challenging terrain or location that you are familiar with. Hmm, those grey blocks could be Elephants..."
The Punch Board
- Swamp: only Infantry can move through this area.
- Fort: this is a 3 x 4 area that can be included in play on a board or to the side.
- Water Shapes: How do these obstacles affect your tactics? Can you give yourself some security by setting one of your flanks next to the water?
- The TIDE: What if you had to battle with the sea to your back and the tide was coming in?
(The punch board is labelled Standard Board, Terrain Board, and Invictus Board.)