Overview
By the Sword! is a set of fantasy quasi-miniatures wargaming rules that includes two sheets of counters representing several armies from the designer’s private mythology. The game uses a tactical scale of 100 feet per centimeter and 20 minutes per turn, simulating fantasy battles with detailed unit types and combat mechanics.
Components
- 2 counter sheets (multiple fantasy armies)
- Rules booklet
- Measurement tools (centimeter-based)
- Terrain pieces or map
Setup
- Select armies for each player from the available counter sheets.
- Arrange terrain on the playing surface according to the scenario or mutual agreement.
- Each player deploys their army within their designated deployment zone.
- Determine first player.
Turn Structure
Each turn (representing 20 minutes of battle time):
- Initiative Phase: Determine which player acts first.
- Movement Phase: Move units according to their movement rates (measured in centimeters).
- Ranged Combat Phase: Resolve missile fire (archery, spells, etc.).
- Melee Combat Phase: Resolve close combat between engaged units.
- Morale Phase: Check morale for units that took casualties or are in unfavorable positions.
Actions
Move:
- Units move up to their movement allowance, measured in centimeters on the playing surface.
- Different unit types (infantry, cavalry, monsters, etc.) have different movement rates.
- Terrain affects movement speed.
Ranged Attack:
- Units with missile weapons or magical abilities attack enemies at range.
- Range is measured in centimeters.
- Combat effectiveness depends on the unit’s strength, range, and target’s defenses.
Melee Combat:
- Units in contact with enemy units fight hand-to-hand.
- Combat results are determined by comparing unit strengths with modifiers for terrain, flanking, and other factors.
Cast Spells:
- Magical units may cast spells with various effects (damage, buffs, debuffs, terrain manipulation).
Scoring / Victory Conditions
Victory conditions vary by scenario. Common objectives include destroying the enemy army, capturing key terrain, or achieving specific tactical goals. The player who meets the scenario’s victory conditions wins.
Special Rules & Edge Cases
- Fantasy Setting: The game features armies from a custom mythology, with unique unit types and abilities.
- Miniatures Rules Format: While played with counters, the rules follow miniatures wargaming conventions (measuring distances, free-form terrain placement).
- Scale: 100 feet per centimeter and 20 minutes per turn create a tactical-level experience.
- Multiple Armies: The counter sheets include several different fantasy armies, providing variety in army composition and play style.
Player Reference
| Phase |
Actions |
| Initiative |
Determine first player |
| Movement |
Move units (cm-based measurement) |
| Ranged Combat |
Missile fire and spells at range |
| Melee Combat |
Close combat resolution |
| Morale |
Check unit morale |
Scale: 100 feet per cm, 20 minutes per turn
Type: Fantasy quasi-miniatures wargame with counters