Battleground

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

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:

  1. Command Phase: Players issue command actions to change unit orders, activate special abilities, or override standing orders.
  2. Movement Phase: Units move according to their current orders. Movement is measured in inches using a ruler. Terrain affects movement speed.
  3. Ranged Combat Phase: Units with ranged attacks fire at enemy units within range. Damage is resolved using dice.
  4. Melee Combat Phase: Units in base contact with enemy units fight in close combat. Both sides may inflict casualties.
  5. Morale Phase: Units that have taken significant casualties check morale. Failed checks may cause rout or retreat.

Actions

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

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