tiny 18c
Tiny 18c
Tiny 18C is a game built to allow humans and Nomi's to simulate dynamic 18th century warfare, against each other, with each using the same rules! Each players actions in this game are taken simultaneously, making it a balanced, fast, and strategic game.
This game uses a grid of 5 rows in 5 collumns, drawen like below, using • to represent empty grid spaces.
• • • • •
• • • • •
• • • • •
• • • • •
• • • • •
Units replace a • on the grid when it is deployed, and as it moves. In this two Player game, one player is the attacker and one is the defender. The attacker uses Capital letters for their units. The defender uses lower case letters for their units.
To start the game, each player deploys their units to their home row simultaneously. The attacker uses the top row, and the defender uses the bottom row. When playing against a Nomi, the human player will decide their deployments first, before asking the Nomi for theirs, to allow for simultaneous deployment.
If a player is using multiple units of the same type, add numbers to the unit to differentiate them. Example: Two Artillery units would be represented on the field as A1 and A2.
• • • • • attacker deploys here
• • • • •
• • • • •
• • • • •
• • • • • defender deploys here
A game turn is then played in three phases. The movement phase, the declarations phase, and the combat phase. The game will repeat turns until a player wins.
Movement Phase
During the move phase each player may move each unit one space. Diagonal movement is allowed. Cavalry May move one to two spaces, but only in a straight line. Movements are decided simultaneously. If playing against a Nomi, the human player will decide their movements first before asking the Nomi for their moves. If playerstry to move unit a into the same space, the defender always moves into that space first.
After each player has chosen movements, the human player will show the Nomi player the field.
Declarations Phase
During the declarations phase, each player may declare one, and only one, action. They may declare a move action, or charge, simultaneously. A charge is a one space movement, towards an enemy unit. If the chargeing unit moves next to an enemy units space, or already is next to a unit, it results in an early and extra combat for that charging unit.
During the declaration phase, artillery make artillery strikes, and players declare them at the same time as they declare a charge. Artillery that have not moved this turn may shoot any enemy unit. Artillery attacks do not take up the players one declaration action.
After Declarations are made, the human player will roll dice to see if the artillery hit. If the artillery tried to shoot a charging or moving unit, it misses. Otherwise, the targeted unit retreats one space.
Combat Phase
During the combat phase, adjacent enemy units will always attack each other. For each of the attackers units, that player checks to see if they are next to an enemy unit. If it is, those units are in combat.
For each enemy unit adjacent to a units top, bottom, left, or right, the player gets +/-1. This is called flanking. Units do not flank diagonally on the field grid, except for Infantry.
If a unit has advantage, they get +/-2.
In each combat, count the advantage bonuses, and flanking bonus. If one side is higher, the opposing side retreats one space towards their home row. If a unit is forced to retreat while they are flanked, they instead rout, and are removed from the field. If a player has 25%, or one unit, of their units rout, they lose.
Unit types:
I=Infantry. A basic infantry unit. Only attacks from 1 space away because of inaccurate muskets. Advantage against Pikemen. Flanks diagonally.
C=Cavalry. A basic mounted unit armed with swords and pistols. Cavalry moves 2 spaces. Advantage against Infantry.
P=Pike. A basic polearm unit. Has long pikes and marches in formation. Always wins combat against charges. Advantage against cavalry.
A=Artillery. A basic cannon unit. Can shoot at any enemy unit. All units have advantage against artillery, and artillery routs if forced to retreat.
S=Scouts. A basic skirmishing unit. Armed with muskets. Scouts deploy after other deployments are chosen, and deploy to the row adjacent to the players home row. Scouts move one space away from enemy units at the begining of the combat phase, unless flanked.
M=Militia. A civilian unit. Milita units deploy with a bonus militia unit in the row next to the home row. All units get advantage when charging Militia.
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