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.
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.
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.
Players each roll 1 dice, add advantages/disadvantages, and then determine the result by subtracting the defender's roll from the attacker's roll.
Rallying:
Flank/Rear Melee bonuses
Charging
Diagonal Measurement
Additional Troop Types: Elite Infantry, Sharpshooters, Melee Specialized Infantry (Highlanders)









