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Author Topic: The Battleground Rules: Version 3.0!  (Read 12895 times)
iamJMAN00793
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This is Sparta!


« Reply #105 on: December 17, 2011, 05:43:44 pm »

Can someone post a link to the rules so I can read them on my computer?
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Kevin
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« Reply #106 on: December 17, 2011, 06:37:07 pm »

Here you go!

http://www.yourmovegames.com/userfiles/file/3_5x5%20Battleground%20Rulebook%20Dark%20Elves.pdf

If that link doesn't work, go to http://www.yourmovegames.com/rules_faq.html and hit the "rules and faq" button.

You might also want to go to https://docs.google.com/document/d/1K96P5uSvfX3KDDnEuJmyw4IP1Tlv0i-rpsdvoyhrBR0/edit?hl=en_US
 , which has all the 3.0 rules & card errata as well as rules which are slated to go into the 3.1 rulebook.
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However beautiful the strategy, you should occasionally look at the results. - Winston Churchill
gull2112
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From the RUSH faction


WWW
« Reply #107 on: December 17, 2011, 07:15:15 pm »

Bodhi - On the first turn, the first player starts his turn in the combat phase (which is after the Movement and Command phase), so all he can do is ranged attacks, The second player gets a full turn but only half the command actions. After that play proceeds as normal. This procedure is outlined in the rulebook, unfortunately I don't have a copy right in front of me and dinner is ready, or I'd quote you chapter and verse. IIRC it is in the setup section.
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"Of course, the Goblin Bombchucker is always a solution."
http://gullsbattleground.blogspot.com/
Genestealer
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« Reply #108 on: June 07, 2012, 10:41:55 am »

So are these "official" yet?
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BubblePig
Prince of Shadow
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Belkar Rules!!!


« Reply #109 on: June 07, 2012, 08:17:56 pm »

As far as I know, the rules in the google document are slated to be included in the next rulebook, which will come out with the next printed faction:
Next Faction: Wuxing
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gull2112
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From the RUSH faction


WWW
« Reply #110 on: June 07, 2012, 08:29:53 pm »

Whie rereading the new rules I noticed some typos which I have changed the changes are in bold.
original:
3.2.3.4.1  High Ground
Units on Higher Ground +1/+0 vs. engaged attacks.  Being on High Ground changes the short/long extreme range brackets by 3.5" (Add 3.5” to all range brackets if the shooter is higher than the target; subtract 3.5” from all range brackets is the target is higher than the shooter.), but doesn't change maximum range.  Units on high ground have line of sight to anything on lower ground not blocked by non-airborne units or LOS blocking terrain of equal of higher elevation.

corrected:
3.2.3.4.1  High Ground
Units on Higher Ground are at +1/+0 vs. engaged attacks.  Being on High Ground changes the short/long extreme range brackets by 3.5" (Add 3.5” to all range brackets if the shooter is higher than the target; subtract 3.5” from all range brackets if the target is higher than the shooter.), but doesn't change maximum range.  Units on high ground have line of sight to anything on lower ground not blocked by non-airborne units or LOS blocking terrain of equal of higher elevation.
« Last Edit: June 07, 2012, 08:32:25 pm by gull2112 » Logged

"Of course, the Goblin Bombchucker is always a solution."
http://gullsbattleground.blogspot.com/
rog5
Playtester
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Posts: 97

Hey there, hi there, ho there...


« Reply #111 on: June 07, 2012, 09:13:34 pm »

Also noticed this at the bottom of section 2.2 Fear Checks:

Quote
[This rule replaces the previous  fear rules.  Note that the condition of a unit being “Shaken” (3.2.3.1.2) no longer applies, though see 3.2.3.2.6 “Outreached”.]
.
.
.
3.2.3.2.6 Trample



Fix:  Replace Outreached with Trample
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Kevin
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« Reply #112 on: June 07, 2012, 09:44:40 pm »

Good catch -- fixed!
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However beautiful the strategy, you should occasionally look at the results. - Winston Churchill
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