KINGS MEN BACKGAMMON




INTRODUCTION
Backgammon Variant.
Wargaming Elements.
Medieval Theme.

VICTORY
Destroy the opposing King.

THE BOARD
Use a Regular Backgammon Board.

DICE
Six sided dice are used.

THE MEN
Pieces or Men are Unique. See the unit list.
Use Miniatures or counters for Men.

DAMAGE
Use counters to keep track of damage.
Stack counters underneath a wounded unit.

SETUP
Each player starts with 12 Men:
1 King, 2 Knights, and 9 other Men.
You have 40 points to spend on the 9 other Men.
Place 5 of your men on the last point of your Home Board.
Place 4 of your men on the second to last point of your Home Board.
Place 3 of your men on the third to last point of your Home Board.
Roll high on 1D6 to see who goes first.

RULES OF PLAY
[Rules that directly contradict regular Backgammon rules are in brackets] 
Players take turns.
On your turn roll 2 dice. 
A player must use both numbers.
Units always move towards the opponent’s home board by way of 
the outer boards as in Regular backgammon. 
[When a man reaches the end he does not bear off, instead he moves 
back into his own Home board (pieces continually circle the board)]
[A Man can move using only one die roll not two (unless 
it has the ‘Move Far’ ability)]
A Piece may land on a point containing one [or more] enemy units.
[Units do not get sent to the Bar.]
When a unit lands on a point with enemy units it does 
damage equal to its attack rating.
The defender distributes this damage to his units. 
Use counters to indicate damage.
A unit with more damage counters than hits is destroyed (captured)
A destroyed unit is removed from play.
Note that defenders do not inflict damage.
A Unit may move if it shares a point with enemy units.
If a double is rolled, roll again and use all rolls this turn.

SPECIAL ABILITIES
Some units will have special abilities:
Move Far: the unit may combine 2 dice rolls into a 
single move (not 2 moves)
Shoot: instead of moving the unit with the die-roll, the 
unit shoots a missile that distance. 
The missile does damage equal to the unit’s Attack rating.
Shooting is always in the same direction as the unit moves.
Units that shoot do no damage when moving, only when shooting.
Shoot Far: combine 2 dice roll into a single shooting attack.
Shoot Twice: The unit may shoot twice per turn using two dice.
Bomb: the unit destroys itself when it attacks.
Shoot Fast: The Unit can move & shoot in the same turn.

UNIT LIST
Unit Name	Cost	Hits	Attack	Special Ability:
King		*	5	2	None
Knight		(8)	4	3	Move Far
Archer		5	2	1	Shoot Twice
Powder Keg	3	1	5	Bomb
Crossbowman	5	2	2	Shoot
Yeoman		5	2	1	Shoot Far
Bowman		4	2	1	Shoot
Slinger		3	1	1	Shoot
Footman		2	1	1	None
Shieldman	5	4	1	None
Swordsman	5	3	2	None
Guard		3	2	1	None
Axeman		6	3	3	None
Berserker	4	1	3	None
Spearman	4	2	2	None
Pikeman		5	2	3	None
Catapult	5	1	2	Shoot Far
Horseman	5	2	2	Move Far
Lancer		6	3	2	Move Far
Scout		3	1	1	Move Far
Horse Archer	4	1	1	Shoot Fast
Rogue		3	1	2	None


NOTES
Other special abilities (& units) possible:
Move twice, Move Backwards, Shoot Backwards, 
Defender does damage, Attacker distributes damage, etc. 
Magic using units & Spells possible.

LINKS
Backgammon Rules





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