REITER & TERCIO
Warp Skirmish Board & card game for 2 players.
Pike & Shot Theme. 16-17th Century Battlefield Warfare.
Each figure represents a company or unit of men.
You win if you kill your opponent’s Field Commander or Camp.
Use a chessboard or Grid.
Use chits or miniatures to represent units.
UNITS TABLE NOTATION
M = Melee
L = Light Guns
H = Heavy Guns
C = Cavalry
I = Infantry
F = Foot
E = Elite Unit
S = Slow
A = Artillery
Z = Heavy Artilley
B = Bow
N = Non-combatant
X = Immobile
Name: Type Hits Move Notes
Field Commander N 2 C Victory Condition
Camp N 2 X Victory Condition
Early Tercio MLI 3 S Mix of Pikes and Arquebus
Late Tercio MHI 3 S Mix of Pikes and Muskets
Pikemen MI 2 F Infantry Pikes & Halberds
Swiss Pike MI 3 FE Swiss Mercenaries
Landsknechts MI 2 FE German Pike Mercenaries
Arquebusiers LI 2 F Short Matchlocks
Muskeeters HI 2 F Longer Heavier guns than Arquebus
Crossbowmen BI 1 F -
Light Artillery AH 1 F Sakers, Falcons, Organ Guns
Heavy Artillery AZ 1 S Cannons, Culverins, Bombards, Mortars
Stradiots M 1 C Mercenary Light Cavalry with Lances
Mounted Gunners L 1 C Light Cavalry Arquebuses/Crossbows
Reiter LM 2 C Medium Cavalry with Swords & Pistols
Men-at-Arms M 2 C Heavy Cavalry with Shields & Lances
Gendarmes M 2 CE French Knights (Men-at-Arms)
Polish Hussars M 2 CE Lancers (Men-at-Arms)
War Wagons LAH 3 S Ribaudequins
Gustav Regiment IAH 2 F Mix of Infantry & Regimental Guns
Gustav Squadron LMH 2 F Mix of Reiter & Musketeers
Each player places his units on the squares of his back 2-3 rows.
Units may not stack.
Players have to make their own scenarios.
Players share a common deck.
Players take turns.
Each turn has 3 phases:
1. Orders Phase
2. Move Phase
3. Battle Phase
Draw 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 7 cards.
Discard excess cards.
Play (discard) a Move card to move one of your units.
Units may move through other friendly units.
The move card has a number: This is the number of spaces the unit moves.
You may move fewer than the indicated number of spaces.
Some moves are diagonal, some orthogonal, and some can be either.
“Knight” type move cards allow a man to move like a knight in chess.
Instead of moving just one unit in any direction, you have the
option of moving one or more units forward the indicated number of
spaces using a single move card.
Play (discard) an Attack card to have a unit attack.
A unit must use an attack card that is the same as his weapon.
The attack card has a number.
This is the range of the attack.
Some attacks are diagonal, some orthogonal, and some can be either.
“Knight” type attack cards produce an attack with a range like a knight in chess.
The enemy unit that is the target of the attack loses 1 Hit.
A Unit reduced to zero hits is Killed/Routed and removed from the map.
Units cannot attack through other units.
Your opponent may play Defense cards to negate your attack cards.
Terrain: Enter Defense Notes:
Clear N N Fields
Road H N Bridge
Rough S N Grove, Crops, Dunes, Stream, Woods, Pass
Impassible X - River, Lake, Swamp, Peaks
Difficult N 2 Buildings, Sconces, Hills, Ruins
Defensible S 2 Mountainous, Trenches, Walls, Ridge
Fortifications S 3 Bastion, Redoubt
2 = Attacker must play 2 Attack cards to kill unit in this space
3 = Attacker must play 3 Attack cards to kill unit in this space
N = Normal Movement/Defense
X = Unit cannot enter this space
S = Unit must stop upon entering this space
H = Space counts as half a space for movement
PUSH OF PIKE RULES
Pikes and Tercios may use any Movement card as an attack card to
attack an adjacent unit.
MEN-AT-ARMS SPECIAL RULES
MAA and Gendarmes may use any Attack card to attack any adjacent non-melee
unit that is not in a Defensive, Difficult, or Fortification Terrain.
They cannot Attack Tercios or Pike Units with more than 1 Hit unless it
is a flank Attack.
LIGHT CAVALRY SPECIAL RULES
Light Cavalry may use any Defense card.
This represents their high mobility and ability to escape.
Stradiots cannot Attack Tercios or Pike Units with more than 1 Hit unless it
is a flank Attack.
CROSSBOWMEN SPECIAL RULES
Crossbows were still in use early in the period, but were quickly
being replaced by guns. A crossbow unit can use any attack
card used by an Arquebus unit.
3 Hits by Heavy Artillery on a Fortification space will breach the
walls and reduce it to a Defensible space.
3 Hits by Heavy Artillery on a Defensible space will reduce it to a
A Gustav Regiment has Pikes but only for defense. A GR is considered
like a Pike unit when being attacked by Cavalry. A GR cannot use
Melee Attack cards.
FLANK (& REAR) ATTACKS
If a unit is orthogonally adjacent to 2+ enemy units, it is susceptible
to Flank attacks: The orthogonally adjacent Units may use any attack
card against the Flanked unit.
Some units may be designated as Fickle Allies.
If one Fickle Ally is destroyed all similiar allies will retreat.
BRILLIANT COMMANDER RULE
Superior commanders can be given various advantages, such as
a larger hand size, or increased drawing or discarding ability.
CARD LIST NOTATION
# = Copies of card in deck
M = Movement
A = Attack
D = Defense
NS = All Units except Slow
X = All Units
MAA = Men-at-Arms & Gendarmes
LGT = Light Gun Troops
HGT = Heavy Gun Troops
H = Units on Horses
K = as a Knight would move in Chess
Type = Purpose of card
User = What type of unit can use the card
Card Name: # Range Type User:
Thin the Ranks 3 3 A HGT
Hail of Fire 2 2 A Guns
Rolling Fire 3 1 A Guns
Volley Fire 2 1 A Infantry Guns
Caracole 3 K A LGT
Shot 3 1 A Gun or Artillery
Blast Away 3 2 A Artillery
Enfilade 2 K A Artillery
Cannonade 3 3 A Artillery
Bombardment 2 4 A Heavy Artillery
Brave Attack 1 1 A Elite Unit
General Melee 3 1 A Melee
Put to the Sword 3 1 A Melee
Quit the Field 1 1 A Any vs Fickle Allies
March 4 1 M Any
Advance 4 1 M NS
Maneuver 4 2 M NS
Ride 2 3 M Cavalry
Flank 2 K M Cavalry
Swift Horses 2 4 M Light/Medium Cavalry
Courage 1 1 M Elite Unit
Failed Attack 4 - D All
Rally 2 - D Any Unit Adjacent to Commander
Skirmish 2 - D Cavalry
Stand Firm 2 - D Infantry
Steady 1 - D Elite Unit
UNIT ABBREVIATION LIST
Unit Name: Abr
Field Commander FC
Early Tercio ET
Late Tercio LT
Swiss Pike SP
Light Artillery LA
Heavy Artillery HA
Mounted Gunners MG
Polish Hussars PH
War Wagons WW
Gustav Regiment GR
Gustav Squadron GS
ITALIAN WARS ARMY LISTS
ITALIAN WARS IMPERIAL ARMY
ITALIAN WARS LATE SWISS ARMY
ITALIAN WARS EARLY FRENCH ARMY
ITALIAN WARS LATE FRENCH ARMY
FRENCH RELIGIOUS WARS
FRENCH RELIGIOUS WARS CALVANIST HUGENOTS
FRENCH RELIGIOUS WARS CATHOLIC ROYALISTS
DUTCH REVOLT ARMY LISTS
DUTCH REVOLT REBELS
DUTCH REVOLT SPANISH
THIRTY YEARS WAR ARMY LISTS
THIRTY YEARS WAR IMPERIAL ARMY
THIRTY YEARS WAR SWEDISH ARMY
COMMENTARY by Ron
Always a good topic for a game. Like the slight change from other
Warpskirmishes, in that each side has an immobile target as well as a
mobile one, it isn't just "kill all the other side's troops." While
allowing players to mix'n'match troops and terrain is a unique twist
also, most of us could use a little guidance. For example, an army made
up of all firearm-carrying troops might appeal, and for some terrains,
might have tactical advantage, but historically that simply didn't
happen in this time period. Similarly, the sorts of terrain people might
like to defend may not be what was historically available. So, maybe
something like (and this is purely speculation, don't have any
historical references in front of me as I'm writing this): "you must
have at least twice as many pike as arquebusiers, and no more than 1/2
pike can be elite"; "you cannot have more than 1 fortification per side
if on a standard chessboard"; you cannot have more defensible squares
than number of foot troop companies."
CARD SET & COUNTERS AVAILABLE