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Game rules - DDM Guild

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SETUP INITIATIVE<br />

Each player rolls the d20 again, each adding the best Commander rating to the roll. The player<br />

with the highest result chooses which player gets to place his or her warband first. The chosen<br />

player selects a starting area, then places the creatures in his or her warband in that area (or<br />

areas, if the map provides several). Place each creature so that it occupies squares free of<br />

walls, pits, and statues. (It’s okay to set up on other kinds of squares.) Place creatures that take<br />

up more than 1 square entirely inside the starting area.<br />

Then the other player places his or her warband in the other starting area or areas.<br />

Setting Up a Battle<br />

1. Reveal warbands and potential battle maps.<br />

2. Roll d20 + best Commander rating. The player with the highest result chooses which<br />

battle map to play on.<br />

3. Roll d20 + best Commander rating. The player with the highest result chooses who places first.<br />

4. The chosen player places his or her warband in the chosen starting area or areas.<br />

5. The opponent places his or her warband in the other starting area or areas.<br />

BATTLE BASICS<br />

Once you have chosen your warband and set up the battle map, you and your opponents take<br />

turns moving (also called “activating”) the creatures in your warbands until one warband has<br />

won (usually by scoring 200 victory points). See the Assault scenario on page 28 for the full<br />

victory conditions.<br />

ROUNDS<br />

A battle is played in rounds. Begin the round by making an initiative check. Each round,<br />

players complete phases one after the other. Each phase, you activate two creatures in your<br />

warband; one creature takes all its actions, then the next. (You can activate each creature only<br />

once in a round.)<br />

A round ends when you have each activated all your creatures once. (Sometimes a player has<br />

more creatures than his or her opponent and activates many creatures at the end of the round.)<br />

Then a new round begins.<br />

INITIATIVE CHECK<br />

To make an initiative check, roll the d20 and add the highest Commander rating of the active<br />

commanders in your warband.<br />

The player with the highest initiative check result chooses who goes first in the round.<br />

(Sometimes you’ll want to go first; other times you’ll want to see what your opponent is up to<br />

before committing your forces.)<br />

If you tie for the highest initiative, the winner is the player whose warband has the highest<br />

Commander rating. If there’s still a tie, reroll.<br />

PHASES<br />

The first player completes a phase by activating (moving) two creatures in his or her warband.<br />

(Change the direction a creature is facing or turn its stat card to indicate that it has been<br />

activated.)<br />

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