Overview
Battleground: Fantasy Warfare is a point-based tabletop tactical wargame in which units are represented by cards instead of miniatures. Players act as generals of fantasy armies (Men, Orcs, Elves, Dwarves, Undead, and other factions), mustering forces and commanding them in battle. The game uses a system of standing orders, command actions, and dice-based combat resolution. It requires no miniatures, just the unit cards, a ruler for measuring distances, and dice.
Components
- Unit cards (each representing a military unit with stats and abilities)
- Ruler or measuring tape for distance measurement
- Dice (various types depending on unit)
- Command cards (optional, varies by edition)
- Quick Start Rules and Main Rulebook (v4.0)
Setup
Players agree on a point limit for army construction (typically 1000-2000 points). Each player builds an army from their faction, selecting units whose total point cost does not exceed the limit. Units are deployed on the table within each player’s deployment zone. After deployment, each player assigns a standing order to each unit representing what the unit will do by default each turn.
Turn Structure
Each game turn consists of:
- Command Phase: Players issue command actions to change unit orders, activate special abilities, or override standing orders.
- Movement Phase: Units move according to their current orders. Movement is measured in inches using a ruler. Terrain affects movement speed.
- Ranged Combat Phase: Units with ranged attacks fire at enemy units within range. Damage is resolved using dice.
- Melee Combat Phase: Units in base contact with enemy units fight in close combat. Both sides may inflict casualties.
- Morale Phase: Units that have taken significant casualties check morale. Failed checks may cause rout or retreat.
Actions
- Standing Orders: Each unit begins with a standing order (Hold, Advance, Charge, etc.) that it follows automatically each turn unless changed.
- Command Actions: Limited resource spent to change orders, rally routed units, or activate special abilities. Players have a limited number of command actions per turn based on their general’s command rating.
- Movement: Units move forward, wheel (turn), or change facing. Movement distances are measured in inches. Different unit types move at different speeds.
- Ranged Combat: Archers, crossbowmen, and spell casters attack at range. Range is measured from unit card edge to target. Cover and range affect accuracy.
- Melee Combat: Close combat is resolved by comparing attack dice to defense values. Flanking and rear attacks receive significant bonuses.
- Morale: Units track courage points. As casualties mount, courage decreases. Units failing morale checks may become pinned, waver, or rout.
Scoring / Victory Conditions
The game ends when one player concedes, one army is destroyed or routed, or a predetermined number of turns have passed. Victory is determined by comparing surviving army points. A player who destroys or routs all enemy units wins decisively. Otherwise, the player who inflicted more point-damage wins.
Special Rules & Edge Cases
- Flanking: Attacking a unit’s flank or rear provides significant combat bonuses, representing the confusion of being hit from an unexpected direction.
- Terrain: Hills, forests, rivers, and buildings affect movement, combat, and line of sight. Terrain placement is agreed upon before the game.
- Special Abilities: Many units have unique abilities (e.g., Undead units are immune to morale, Elven archers have extended range).
- Army Composition: Each faction has unique units with different strengths. Building a balanced army is key to success.
- No Miniatures Required: The game’s primary innovation is using cards instead of miniatures, making it more accessible and portable than traditional tabletop wargames.
Player Reference
| Order Type |
Effect |
| Hold |
Unit stays in place, defends |
| Advance |
Unit moves toward nearest enemy |
| Charge |
Unit moves at maximum speed toward enemy |
| Retreat |
Unit moves away from enemy |
| Combat Phase |
Attack Type |
| Ranged |
Bows, crossbows, magic |
| Melee |
Close combat, charges |