I've started collecting ideas for the non-combat portions of the Beary Simple Wargame rules. The goal is to get them collected onto one sheet of paper.
General Rules:
Square Gridded Game Board. Units and Terrain must fit in grid together. Exceptions allowed for impassable terrain.
Measuring: All distances are measured through sides (not corners). No diagonal movement or ranging is permitted.
Activation:
Youngest player goes first.
Players move two bear units per turn.
Bears can move, attack, or move then attack.
Move Speeds:
Bears on foot may move 2 spaces.
Bears on horse may move 3 spaces.
Bears on foot may push a cannon 1 space.
Bears moving into buildings, through a tree line, or over a fence/low wall may move 1 space.
Bears cannot climb high walls. They must use a gate.
Bears cannot move through other bears.
Terrain Types:
Buildings: Only Bears on foot may enter buildings. Once inside, they receive an advantage if they are defending the building in paw-to-paw combat or if being shot at by other bears on foot.
Forest: Bears on foot may walk between the trees to cross into the next space, but if they do so they can only move 1 space. Bears attacking from forests surprise their targets and have an advantage.
Buildings: Only Bears on foot may enter buildings. Once inside, they receive an advantage if they are defending the building in paw-to-paw combat or if being shot at by other bears on foot.
Forest: Bears on foot may walk between the trees to cross into the next space, but if they do so they can only move 1 space. Bears attacking from forests surprise their targets and have an advantage.
Attack:
Combat happens when the activated attacker checks for range and line-of-sight for ranged attack, or, attacker attempts to occupy same cell as defender for melee.
Combat happens when the activated attacker checks for range and line-of-sight for ranged attack, or, attacker attempts to occupy same cell as defender for melee.
Cannons have a range of 5 and can only be fired by Artillery Crews.
Bears on Foot have a range of 3.
Bears on Horse can only attack paw-to-paw.
Players each roll 1 dice, add advantages/disadvantages, and then determine the result by subtracting the defender's roll from the attacker's roll.
Players each roll 1 dice, add advantages/disadvantages, and then determine the result by subtracting the defender's roll from the attacker's roll.
If the result is 4 or more, the defending bear runs away.
If the result is 1, 2, or 3, the defending bear is scared and will have a disadvantage.
If the result is 0, the defending bear may repeat the attack as the attacker.
If the result is less than 0, the attack has failed.
Advantages and Disadvantages:
Cannons have advantage over Bears on Foot
Bears on Foot have advantage over Bears on Horse
Bears on Horse have advantage over any Cannon Crews
Scared Bears always have a disadvantage.
Bears defending from inside buildings have an advantage.
Bears attacking from forests have an advantage.
Future Modules for Experienced Players:
Rallying:
Flank/Rear Melee bonuses
Rallying:
Flank/Rear Melee bonuses
Locked in Melee
Charging
Diagonal Measurement
Additional Troop Types: Elite Infantry, Sharpshooters, Melee Specialized Infantry (Highlanders)
Charging
Diagonal Measurement
Additional Troop Types: Elite Infantry, Sharpshooters, Melee Specialized Infantry (Highlanders)
I'm definitely open to thoughts/critiques/edits. The goal is to have a simple enough framework for the kids to enjoy while still offering some interesting decisions and rewarding thinking ahead and risk management.
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