Hannibal & Hamilcar
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Peter (Universal Head) v1 Nov 2019 Game: HANNIBAL AND HAMILCAR Publisher: Phalanx Games (2019) Page 1: Rules summary front Page 2: Rules summary back Page 3: Skill and icons reference front Page 4: Skill and icons reference back Page 5: Extra rules x2 Print on card (ensure you are printing at 100% scale) laminate and trim to size. These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use. If you need exceptional quality graphic design Peter ‘Universal Head’ Gifford for your next project, visit universalhead.com The Esoteric Order of Gamers Each scenario details who is the first (deciding) player, who must On the last turn, the player with the most PPs wins. If there is When you move an army into a space containing 1 or more ask their opponent if they are going to preempt. Their opponent a tie in the Hannibal scenario, the Carthaginian player wins. If enemy CUs, and those enemy CUs do not, cannot, or fail to avoid may preempt by immediately playing a major or minor campaign there is a tie in the Hamilcar scenario, the Roman player wins. battle, your army must stop, end its movement, and battle the card and going first. If there is no preempt, the deciding player enemy force. The Roman player wins a sudden death victory if they control chooses who goes first. Carthago. The Carthaginian player wins a sudden death victory if Mountain passes and straits Players alternate playing strategy cards until all cards in their they control Roma, or if they control all provinces in Italia except SETUP Movement across mountain passes and straits costs 2 movement hands have been played. If one player uses all their cards and Latium during a victory check phase. points (MPs). Roll for attrition immediately after crossing a pass Choose a scenario. Select the specifiedstrategy cards and the other still has some left, the latter plays them one at a time (-2 to the roll if it was a non-Alps pass). shuffle them into a facedown deck. Shuffle all the until they are all played. battle cards MOVEMENT Land movement across the Strait of Messana is allowed only if into a facedown deck. In the Hamilcar scenario, do the same for When you play a card you may either use its operation points Generals may move with or without CUs, but CUs cannot move the moving player controls the city from which the movement is the tactics cards. (OPs) or resolve its event. without a general. A general and the CUs with him are an army. originating. Remove the general’s cards with the icon when playing the A remove if played event must be removed from the game after Only 1 army moves with each strategy card (unless a campaign Walled cities Hannibal scenarios, or those with the icon when playing being played as an event (but not if it is played for its OPs). card is played). the Hamilcar scenarios. Then set up the Roman general’s cards A walled city is a space within a space; generals and CUs can be on the Roman side of the board, faceup, and the Carthaginian You may discard a strategy card faceup rather than play it: no A general without an army may not move into a space containing inside or outside the marker. Rome and Carthage can hold 5 CUs general’s cards on the Carthaginian side of the board, faceup. action occurs and it is now your opponent’s turn. Discard piles an enemy CU or stop in a space containing an enemy general and other cities 2 CUs. Generals and CUs may be split; generals may be examined by any player at any time. without an army (though he may pass through such a space). inside are placed to the side of the marker. Place the turn/truce marker (appropriate side faceup) on the PCs do not stop or slow movement of units. indicated space of the turn track. If there are not enough cards in the deck to deal a full hand Only CUs outside a city stop enemy movement. to each player, reshuffle the entire deck and the discard pile A general and up to 10 CUs may move up to 4 adjacent Generals and CUs can be moved inside and outside cities Place the political control markers (PCs), tribe markers, and (excluding cards that have been permanently removed from play) (connected by a line) spaces (6 with a Forced March card or the through normal movement during your turn. Each time an enemy walled city markers on the map as instructed by the scenario. before any cards are dealt. The deck is also reshuffled when the Nero special ability). army enters a non-besieged walled city space the non-active Place PCs on the provincial display as instructed. Truce card is played or discarded (whether the event is used or To move, select the general you wish to activate. If there are 2 player with armies there may declare them as inside or outside. not); in this case, reshuffle the deck at the end of the turn. Place the combat units (CUs) and general miniatures (or or more generals with an army, you may designate which is the Combining and dividing armies markers) on the board as instructed. Place subordinate generals When using OPs, do one of the following: commanding general. Then select up to 10 CUs and any number You can pick up and drop off CUs and generals of equal or lesser on their commanding general’s cards. of subordinates to accompany the commanding general. Move a general (with or without CUs) whose strategy rating is rank along the way (with or without CUs), as long as there are less than or equal to the OPs; Play a strategy card that can move the commander. Move the army. never more than 10 CUs moving with a general at any time. SEQUENCE OF PLAY As the army enters each space, it may trigger a reaction phase. Place PCs equal to the OPs, each on a space that does not The general being picked up must become a subordinate for that 1. Reinforcements contain one of your PCs, a tribe, walled city, or an enemy CU. If the non-active player is successful with an interception, move. A general ending his move in a space with a higher ranking You may also convert enemy PCs (by flipping them over) if you the active army may back up 1 space and end its move. general becomes a subordinate; if they are of equal rank, the Skip this phase on the first turn. have a CU in the PC’s space; Then, if your army has at least 5 CUs and it enters a space activated general is the commander. 1. Carthaginian player places reinforcements as instructed. Raise troops (3 OP card only) by placing 1 CU with any general containing 1 enemy CU without a general, the active army may A subordinate general may be dropped off, or activated and moved Then, if there are any displaced Carthaginian generals, place in a friendly controlled space in a friendly controlled province overrun. The enemy CU is automatically eliminated. This is not off, with any number of CUs, thus becoming the commanding them on any space containing 1 or more Carthaginian CUs that (not a besieged walled city). a a land battle, your army can continue its movement, and you general of their new army, possibly with subordinates of their own are not currently under siege. Carthaginian reinforcements are Events can only be played by the side indicated by the color can overrun any number of times in a single turn. as long as they do not outrank him. A subordinate that detaches placed in specific areas; if the Roman player controls the area, and moves off counts as moving 1 general. those reinforcements are not placed. behind the OP number (red for Roman or blue for Carthaginian). When the move is complete, the army may conduct a siege or Counter events (crossed swords icon and purple frame) can only subjugation attempt or a land battle (you can never do both on Displaced generals 2. Roman player places reinforcements as instructed. be played in the middle of a card play or battle, and do not the play of a single strategy card).