20220716 OVERVIEW: The objective (basic version) is for Units(figures) to capture an opponent’s base (flag) by executing actions during turns within a playing board’s areas (usually grid squares). Rules are simple.
BASIC VERSION – CONFLICT AT CACHE (V100) Components, rules, and requirements of V100 apply to all versions unless modified by that version.
EQUIPMENT: Units - figures of a defined scale with a specific front, back and sides. Unit bases must fit within Board squares. Board – A board with a grid of squares. Square size must exceed the maximum base of Units. Factor – A Force is composed of 10 Units Structures – as a minimum – a Base, which covers only one square, for each Factor. Table B includes optional structures, including terrain.
OBJECTIVE: Capture all unfriendly Bases.
SETUP: Players agree on scale, game version and the Board. [Note: Scale agreement is critical. Scale in millimeters from human formed model from bottom of foot to eyes is equivalent to 6 feet. Common is 28 MM scale.] Players decide on an order of players using dice, cards, RPS, age, etc.] Each player presents selected Units for inspection by other players. Units must conform to scale selected. Players agree on placement of all Structures, except Bases. [One method is placement of pieces by the order of players previously decided.] Player 1 selects a position for Base placement. The Base must not boarder a Board edge. Players place Bases in order. Each player positions Factor Units within 2 areas of its Base. Unit direction may be critical. Units which can not be placed within 2 areas of the Factor’s Base are banned from the game. Diagonals allowed only in this instance. Players again determine an order of players. The first player takes the first turn and rotation is clockwise.
ACTIONS: • During a turn only half (always rounded up) of a player's Units may commit Actions. • Each Unit selected for Action during a turn is "given" 4 Actions [AG+4] to use in sequence during that turn. Additional Actions may be "earned" during a turn. All Actions to be taken by a unit during a turn must be taken by that unit before another Unit takes an Action. Actions can not be “saved” for subsequent turns. Actions must be sequential (once a Unit commits an Action it must complete all of its Actions. A Unit is not required to use all of its Actions during a turn. Actions are: • Move forward one square in direction Unit is pointed – no directional change – diagonal movement not allowed. • Turn the Unit 90 degrees on the same square. • Terrain Induced – See Table B. • Capture – a friendly Unit moves to a square occupied by an unfriendly Unit.
CAPTURES: If a friendly Unit enters same area as an unfriendly Unit, the unfriendly Unit is captured, removed from the board and placed in custody of the capturing player. All Units of a Factor are removed from the Board if the Factor’s Base is captured and removed from the Board.
EARNED ACTIONS: If an unfriendly Unit is captured while facing a friendly unit no additional actions are earned by the friendly Unit. If a friendly Unit captures from directly behind an unfriendly Unit the friendly unit earns 3 more Actions to be used immediately (AE+3). If a friendly Unit captures from either side of an unfriendly Unit the friendly Unit earns 2 more Actions to be used immediately. (AE+2). For example - two unfriendly Units are in a line, side by side, all facing the same direction and occupying adjacent areas. A friendly Unit captures an unfriendly Unit from behind using its fourth Action. The friendly unit earns 3 more Actions. It uses one Action to turn and face the second friendly Unit and another Action to move and capture from the side another unfriendly Unit. The friendly Unit earned 2 more Actions and has 3 earned Actions left to use during the turn.
VICTORY: The game ends when only one player has an active Base.
TABLE A – EXAMPLE OF SCALE AND BOARD Using 28MM scale Units (1/65 approx.) and a 20 x 30 inch board with a grid of 15x24 30MM squares is an example. Smaller (25.4MM = 1 inch) squares may be used if Unit bases will fit within the squares.
TABLE B – OPTIONAL STRUCTURES, INCLUDING TERRAIN
Low Wall/Fence (T110): Height less than model scale [example - less than 28mm]. Length is one to multiples of squares length. Any area partially or wholly occupied by Cat. T110 is fully occupied by that terrain. Units can not remain in the area occupied by this terrain. Crossing a T110 usually requires use of 3 actions - annotated as A+1. Example: A Unit is facing a T110 from more than one Area away. There are 4 areas directly in front of the unit - areas 1, 2, 3, 4.. Area 2 is occupied by a T110. One action to enter area 1, two actions cross area 2 and one action to occupy area 3. An extra action, A+1, is required to cross a T110. However, if a Unit is next to a T110 and directly facing it, it may cross the T110 without an extra action.
High Wall/Mountain/Woods - High, No Penetration (T190): Height greater than model scale [example - more than 28mm]. Length is one to multiples of squares length. Any area partially or wholly occupied by T190 is fully occupied by that terrain. Units can not occupy or cross the area occupied by this terrain, A+X.
Water (T120) Water terrain is not elevated and there are no width or length requirements. Each Area of T120 requires two additional actions, A+2. Units may remain in T120 between turns. Example: A T130 terrain is 2 Areas wide. 7 Actions are required to cross this T120.
Roads, Bridges and Similar Surfaces (T130) T130 surfaces allow Units to cross multiple squares with 1 Action. Some Bridges (T140) have T130 surfaces. Some bridges (T140) may have stairs or other elevations. If so, A+1 to ascend and another A+1 to descend the elevation.
Enclosures Including Buildings (T140) A T140 has a single T130 surface enclosed by 4 T190 walls and is accessed via a single square entrance.
TABLE C – ADDITIONAL VARIATIONS AND RULES
THE SNYDER SKIRMISH (V101) Conflict At Cache rules apply, however additionally events and actions can be “discovered”. A single D6 dice is added to equipment as is a “Stash List.”
Table B [Structures] is modified to include Stashes - flat tokens that fit within a Board square. They are placed at the time of Structures placement.
Upon landing on and “discovering” a Stash a player rolls one D6 twice noting the sequential two digit number created. The Result is found on the “Stash List” opposite the rolled number. The Stash is removed and Result executed.
STASH LIST DICE NORESULT 11PLACE THIS UNIT ANYWHERE ON BOARD 12NOW – TAKE UP TO FOUR ADDITIONAL ACTIONS WITH ANY ONE UNIT 13IF POSSIBLE RETURN ONE UNFRIENDLY UNIT TO WITHIN 2 AREAS OF ITS BASE OTHERWISE CAPTURE THE UNIT 14NOW – TAKE UP TO THREE ADDITIONAL ACTIONS WITH ANY ONE UNIT 15IF POSSIBLE RETURN ONE UNFRIENDLY UNIT TO WITHIN 2 AREAS OF ITS BASE OTHERWISE CAPTURE THE UNIT 16RETURN ONE CAPTURED FRIENDLY UNIT TO THE BOARD WITHIN 2 AREAS OF ITS BASE 21IF POSSIBLE RETURN ONE UNFRIENDLY UNIT TO WITHIN 2 AREAS OF ITS BASE OTHERWISE CAPTURE THE UNIT 22NOW – TAKE UP TO FOUR ADDITIONAL ACTIONS WITH ANY ONE UNIT 23NOW – TAKE UP TO THREE ADDITIONAL ACTIONS WITH ANY ONE UNIT 24SORRY – NOTHING 25RETURN THIS UNIT TO WITHIN 2 AREAS OF ITS BASE OR DISCARD THIS UNIT 26IF POSSIBLE RETURN ONE UNFRIENDLY UNIT TO WITHIN 2 AREAS OF ITS BASE OTHERWISE CAPTURE THE UNIT 31SORRY – NOTHING 32IF POSSIBLE RETURN ONE UNFRIENDLY UNIT TO WITHIN 2 AREAS OF ITS BASE OTHERWISE CAPTURE THE UNIT 33NOW – TAKE UP TO THREE ADDITIONAL ACTIONS WITH ANY ONE UNIT 34SORRY – NOTHING 35NOW – TAKE UP TO THREE ADDITIONAL ACTIONS WITH ANY ONE UNIT 36NOW – TAKE UP TO THREE ADDITIONAL ACTIONS WITH ANY ONE UNIT 41NOW – TAKE UP TO FOUR ADDITIONAL ACTIONS WITH ANY ONE UNIT 42NOW – TAKE UP TO FIVE ADDITIONAL ACTIONS WITH ANY ONE UNIT 43NOW – TAKE UP TO THREE ADDITIONAL ACTIONS WITH ANY ONE UNIT 44NOW – TAKE UP TO FOUR ADDITIONAL ACTIONS WITH ANY ONE UNIT 45NOW – TAKE UP TO FOUR ADDITIONAL ACTIONS WITH ANY ONE UNIT 46PLACE THIS UNIT ANYWHERE ON BOARD 51NOW – TAKE UP TO THREE ADDITIONAL ACTIONS WITH ANY ONE UNIT 52SORRY – NOTHING 53PLACE THIS UNIT ANYWHERE ON BOARD 54RETURN THIS UNIT TO WITHIN 2 AREAS OF ITS BASE OR DISCARD THIS UNIT 55PLACE THIS UNIT ANYWHERE ON BOARD 56IF POSSIBLE RETURN ONE UNFRIENDLY UNIT TO WITHIN 2 AREAS OF ITS BASE OTHERWISE CAPTURE THE UNIT 61NOW – TAKE UP TO FOUR ADDITIONAL ACTIONS WITH ANY ONE UNIT 62RETURN ONE CAPTURED FRIENDLY UNIT TO THE BOARD WITHIN 2 AREAS OF ITS BASE 63SORRY – NOTHING 64NOW – TAKE UP TO FOUR ADDITIONAL ACTIONS WITH ANY ONE UNIT 65IF POSSIBLE RETURN ONE UNFRIENDLY UNIT TO WITHIN 2 AREAS OF ITS BASE OTHERWISE CAPTURE THE UNIT 66IF POSSIBLE RETURN ONE UNFRIENDLY UNIT TO WITHIN 2 AREAS OF ITS BASE OTHERWISE CAPTURE THE UNIT