THE GREAT GAME - Rival Empires in Central Asia

THE GREAT GAME - Rival Empires in Central Asia

tyuiopasdfghjklzxcvbnmqwertyuiopas THE GREAT GAME - Rival Empires in Central Asia TABLE OF CONTENTS Page ❷ Game Basics The Great Game includes the following components: 1 Introduction …………………………………………… 22 Map (22" x 34") 2 Game Basics …………………………………………… 22 Rule Book (16 pages) 3 Pieces …………………………………………………….. 3 3 Unit Counter Sheet (.75") - 120 pieces 4 Card Deck ………………………………………………. 33 Marker Counter Sheet (.6") - 176 pieces 5 Sequence of Play ……………………………………. 44 6 Control of Spaces …………………………………… 55 Card Deck (54 cards) 7 Politics …………………………………………………… 55 Dice (6 each six-sided) 8 Invasion …………………………………………………. 66 9 Rebellion ……………………………………………….. 66 2.1 Abbreviations 10 Movement …………………………………………….. 77 The following abbreviations will be used throughout this 11 Attrition …………………………………………………. 88 rules booklet. 12 Combat ………………………………………………….. 88 IP = Imperial Power 13 Scenarios ……………………………………………….. 99 VS = Vassal State 14 Comprehensive Example of Play …………….. 11 SP = Strength Point(s) 15 Appendices …………………………………………….. 13 2.2 Fractions & Dice Game Design: John Gorkowski At the end of a calculation, before doing anything else, Development: Kim Kanger round all fractions: .5 or higher goes up, otherwise go Graphics: Dariusz Buraczewski & Randy Lein (counters) down. When making calculations, negative numbers are Jamie Noble & Randy Lein (map) possible. Remember to include the "0". So, for example: José "Stuka Joe" Ruiz (cards) 1 minus 3 becomes "-2". Playtest: Richard Hecker, Phil Mowatt, Lukasz Grabun, #d6 indicates how many six-sided dice to roll (2d6 Ed Pundyk, Randy Lein means roll two dice). 2.3 Map LEGION WARGAMES, LLC ©2017 The Great Game's playing surface depicts Central Asia in the middle of the 19th century using a period map with ❶ Introduction spaces and connecting lines superimposed to regulate the movement and positioning of counters. The Great Game is a table top simulation for two players depicting the 19th Century collision between Two tracks for monitoring the progress of the game Victorian Britain and Tsarist Russia in Central Asia. One appear on the map sheet, Decade, and Round. Also player controls the Russian camp and the other controls present are areas where played cards are placed: the British camp. Players alternate control of nations Current Card Panels (Vassal States) that are in between them, unless these Reaction Card Panel s states are neutral. Game play proceeds through Ascent to High Asia Panels decades subdivided into rounds defined by card play. Card Reminder Area The actual contest began with competing commercial, diplomatic, and map-making expeditions. By 1837, 2.4 Spaces matters escalated into open warfare when Russia’s Round shaped spaces represent effort to manipulate Persia and Afghanistan seemed to unfortified areas while star shaped confirm that the Tsar had designs on India. A series of spaces represent fortresses (they will conquests, rebellions and proxy wars followed for 50 both in general be referred to as years as the imperial powers sought to advance their spaces). All spaces that share the interests without direct confrontation. The contest same color are the Home Country of waned in 1887 after the Afghan Boundary Commission either IP( Russia or Britain), or a VS. settled that nation’s borders to reconcile the imperial powers. 2 LEGION WARGAMES, LLC © 2017 THE GREAT GAME - Rival Empires in Central Asia The text at the top of a space is its name. The text at 3.2 Officers the bottom of a box identifies the state to which it c Officer counters represent famous belongs. A crescent moon with star indicates the space officers and their entourage. Officers are is the capital of that vassal state. rated for Tactical skill and Diplomatic Fortresses have “built in” SP indicated ability on their counters by a number inside it. An IP flag (Tactics/Diplomacy). Any number of indicates that space is the home officers can occupy the same space. Officers can co- fortress of that IP. Fortress SP losses exist in spaces with rival officers and/or SP. are tracked with Fortress Damage Markers, and these SP cannot be 3.3 Markers replaced. Once a Fortress suffers a number of losses Markers are used to track values or equal to its printed SP, remove all Fortress Damage conditions. Markers and place a Fortress Destroyed Marker there. The former Fortress is now considered as a round space. 2.5 Connecting Lines ❹ Card Deck Dotted lines connect spaces and The game contains a deck of 54 cards that drive play. March movement may only take The cards represent historical events and can be played place along those lines. March for Action, Reaction, or Reinforcement. Reaction Cards movement is only allowed via play have a Yellow header. There are 19 different cards of cards. types present and each type has a certain number of Green Lines represent regular terrain cards in the deck (marked on each card). See player aid Yellow Lines represent desert terrain card for complete details of how the cards read/used. Blue Lines represent water terrain. 4.1 Cards The cards are marked with Value, Title, and Text (text in ❸ Pieces italics has no effect on play There are three types of pieces (counters) in the game: and is included for historical Strength Points context only). Officers The deck includes all cards in Markers the game less those which have been placed on the 3.1 Strength Points (SP) Ascent to High Asia Panel, and the Crimean War card if SP counters represent military units. They it was played for Action (after are color-coded by nationality and each which it is removed from the game). one shows how many SP it represents. SP counters can be exchanged to account for A hand is those cards which have been dealt to a player. gains and losses. Any number of SP can The Player Card Panels on the map show the boxes occupy a single space. Only Afghanistan, Britain, Persia, where the players keep track of cards played from their Russia, and Rebels have SP counters. The forces of other hand during the current Decade. states are represented solely by their fortresses. 4.2 Ascent to High Asia Design Note: Each SP is a mix of infantry, cavalry and The Ascent to High Asia Panels (one for each player) artillery of about 750 men for imperial powers (British found on the map measure an IP’s progress toward and Russia) and twice that many troops for other gaining access to High Asia (Kashgaria) which is off limits countries in the game. at game start. After a High Asia card is played for Action (not Reinforcement) place it on the panel for the remainder of the game – it never returns to the deck. www.legionwargames.com 3 THE GREAT GAME - Rival Empires in Central Asia Once an IP has placed both of its High Asia cards on the 5.4 Implementing Cards panel, in either order, it is free to target Kashgaria with During the implementation of a card various operations Emissary card play and to move SP and/or Officers into will take place such as Movement, Combat, Rebellion, Kashgaria. Invasion, etc. See the various sections outlining the procedures for each. 4.3 Crimean War When a card is played for Action, it permits the player If the Crimean War card is played for Action (not to make a number of moves equal to its Value and Reinforcement) permanently remove it from the deck at implement its text, in either order. One is never the end of the current round. Do this even if the player required to implement the text or make any moves. does not implement the card’s text. One can play a card with a value of 0 for Action, and then do nothing. ❺ Sequence of Play When a card is played for Reinforcement by a player, a number of SP equal to its Value are placed in the home Play proceeds in decades (1830s through 1880s country capital. A player can place a mix of SP from inclusive) each of which is divided into five rounds. See different countries that belong to their camp. The only Section 14 for setting up the scenario/game and then limit of IP SP which can be on the map is the counter proceed with the following Sequence of Play. limit. The number of VS SP on the map can never exceed what a nation can deploy (10 for Afghanistan 5.1 SP/Leader Reinforcements and 20 for Persia). After placing the SP, the player At the start of each decade place any IP officers due to checks for one bonus IP SP by rolling 1d6. If the result is arrive as reinforcement in spaces which their camp equal to or less than the number of VS in the rolling controls. The British player places first, then the Russian player’s camp, then one extra IP SP is placed in the IP's player (this step is skipped in the first decade of a home capital. scenario/game). A Reaction Card (Yellow header) can only be played for 5.2 Card Hand Reaction when your opponent plays a specific card for The dealer shuffles the deck and randomly deals each Action, or initiates a condition as noted in red text on player a hand of seven cards. Each player may now elect the Reaction Card. to exchange up to two cards from their hand for an Examples: The Informant card can only be played as equal number of new cards. The British player decides a Reaction Card when your opponent plays a first. When exchanging cards, return discards to the Shooting Leave card. The Hero card can only be bottom of the deck and draw – without inspecting – played as a Reaction Card in response to an attack. new cards from the top of the deck.

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