Flintloque

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Overview

Flintloque (3rd Edition Lite) is a fantasy Napoleonic skirmish miniatures game set on the World of Valon. Players command a “Section” of 5-20 characters (fantasy races such as Orcs, Elves, Dwarves) in black powder warfare loosely inspired by the early 19th century. Characters have detailed profiles (Steady, Wounds, Melee, Accuracy, Discipline) and experience levels (Raw through Legendary). The game uses percentile dice for ranged combat and D10s for melee, with a detailed turn structure covering tactical maneuvering, aimed fire, reloading, and wound resolution. Games typically last 10 turns.

Components

Setup

  1. Choose or create a scenario, or agree on a straight points-based fight.
  2. Lay out terrain on the table (per scenario map, or alternate placement by players).
  3. Each player fills out a Section Roster with their characters’ profiles, weapons, troop types, and experience levels using the Master Racial Stats Tables.
  4. Nominate a Section Leader (officer) and choose an Officer Reputation type.
  5. Allocate 3 Command Points to each Section Leader.
  6. Deploy miniatures in the scenario’s deployment zones, or within 10cm of a chosen table edge/terrain feature.
  7. Begin with the Initiative Phase of Turn 1. Standard games last 10 turns.

Turn Structure

Each turn has 4 phases:

I. Initiative Phase

Both players roll D10, adding their Section Leader’s Discipline. Modifiers: +1 if you lost initiative last turn; -1 if over half the section is Militia; +1 if over half is Guerrilla or Elite. Higher total wins initiative (Player A). The initiative winner chooses to go first or second in the Action Phase.

The player who lost initiative may spend a Command Point to re-roll.

II. Action Phase

Players alternate activating up to 2 figures at a time. A sub-phase ends when no figures can legally activate or both players pass consecutively. The Action Phase has 4 sub-phases:

A. Tactical Manoeuvre: Activated figures may move and attack (fire or initiate melee), in either order. Alternatively, one action may be replaced with a special action.

B. Aimed Fire: Unactivated figures without hits, shaken tokens, or enemy base contact may fire with a +20% Accuracy bonus at maximum weapon range.

C. Reload Resolution: Unactivated, unshaken figures with no hits and no enemy base contact remove one Reload Step token from their weapon.

D. Artillery Fire: (Covered in the Grapeshotte expansion book.)

III. Wound Resolution Phase

Convert all Hit markers to Wound markers. Remove figures whose wounds equal or exceed their wound factor. Place Shaken tokens on: wounded figures this turn, all surviving figures if the Section Leader is removed, all surviving figures if the section drops to 50% or fewer starting figures, and any Forlorn/Desperate troops within 15cm of a removed figure.

IV. Maintenance & Victory Phase

Check scenario victory conditions. Remove all activation tokens. The game ends after the final turn (typically Turn 10) or when victory conditions are met.

Actions

Movement

Declare movement rate: Double March, Quick March, Slow March, or Half-Step March. Each rate has a different distance in centimeters (varies by race). Move up to the declared distance using tape measure.

Terrain Effects:

Wounds: Heavily wounded figures (half or more wounds taken) take a right shift on movement.

Firing (Ranged Combat)

  1. Determine movement rate (sets maximum firing column): Double March = no firing; Quick March = column 2; Slow March = column 3; Stationary = column 4. Figures within 15cm of Section Leader may target one column higher.
  2. Declare target and check range.
  3. Check Line of Sight (LOS): blocked by Blocking Terrain or 5+ cm of area terrain. Obscured if LOS crosses <5cm of non-blocking terrain.
  4. Determine cover: Light Cover (-20% Accuracy); Heavy Cover (-30% Accuracy). Obscurement = -10% Accuracy (not cumulative with cover).
  5. Apply modifiers: +20% if Aimed Fire Phase; -20% if Heavily Wounded; +/- racial Accuracy.
  6. Roll percentile dice. If roll is equal to or less than final Accuracy, the target must make a Steady Check.
  7. Place a Reload Step token on the firing figure.

Rolling Doubles on a successful hit: roll D10. 1-5 = Misfire (no wound, weapon still discharged). 6-10 = Critical Hit (double the Impact).

Melee (Close Combat)

A figure in Base to Base contact may initiate melee. Both players roll D10 and add modifiers:

Higher total wins. The difference is the Impact. Loser makes a Steady Check and receives a Shaken token.

Steady Check

Roll D10 + Steady rating - Impact of attack (-1 if already Shaken):

Modified Roll Result
<0 Out of Action (removed immediately)
0-1 4 Hits
2-3 3 Hits
4-6 2 Hits
7-8 1 Hit
9-10 Push Back 5cm (melee only; no effect for musket fire)
>10 No Effect

Command Points

Each Section Leader has 3 Command Points per game. Only the player who won initiative may spend points in melee. Options:

Scoring / Victory Conditions

Scenario Victory: Achieve the scenario’s specific victory conditions (hold terrain, eliminate targets, etc.).

Time Limit Game: After 10 turns, the player who controls the battlefield or has removed more enemy figures than they lost wins.

Special Rules & Edge Cases

Player Reference

Turn Sequence

  1. Initiative Phase — D10 + Discipline; winner chooses first/second
  2. Action Phase
    • A. Tactical Manoeuvre (move & fire/melee, alternate 2 figures)
    • B. Aimed Fire (+20% Accuracy, unactivated figures only)
    • C. Reload Resolution (remove 1 reload step)
    • D. Artillery Fire
  3. Wound Resolution Phase — convert hits to wounds, remove casualties, place shaken tokens
  4. Maintenance & Victory Phase — check victory, remove activation tokens

Key Modifiers

| Situation | Modifier | |———–|———-| | Aimed Fire Phase | +20% Accuracy | | Heavily Wounded | -20% Accuracy, right shift movement | | Light Cover | -20% Accuracy | | Heavy Cover | -30% Accuracy | | Obscured | -10% Accuracy | | Outnumbered in melee | -2 per extra enemy | | Shaken in melee | -2 |

Movement Rates (declared before moving)

  1. Double March (fastest, no firing)
  2. Quick March (fire at column 2)
  3. Slow March (fire at column 3)
  4. Half-Step March (fire at column 4)