REITER & TERCIO







INTRODUCTION
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. 

VICTORY
You win if you kill your opponent’s Field Commander or Camp. 

THE MAP
Use a chessboard or Grid.

THE MEN
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

UNITS TABLE
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


SETUP
Each player places his units on the squares of his back 2-3 rows.
Units may not stack. 

ARMY COMPOSITION
Players have to make their own scenarios. 

THE CARDS
Players share a common deck. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
1. Orders Phase
2. Move Phase
3. Battle Phase

ORDERS PHASE
Draw 5 cards. 
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 7 cards.
Discard excess cards.

MOVE PHASE
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.

BATTLE PHASE
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 LIST
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. 

HEAVY ARTILLERY
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 
Difficult space. 

GUSTAV REGIMENTS
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. 

FICKLE ALLIES
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 LIST
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		
Camp			C	
Early Tercio		ET
Late Tercio		LT	
Pikemen			P		
Swiss Pike		SP		
Landsknechts		LS		
Arquebusiers		A		
Muskeeters		M		
Crossbowmen		CB		
Light Artillery		LA		
Heavy Artillery		HA		
Stradiots		S		
Mounted Gunners		MG		
Reiter			R		
Men-at-Arms		MA		
Gendarmes		G
Polish Hussars		PH	
War Wagons 		WW
Gustav Regiment		GR
Gustav Squadron		GS

ITALIAN WARS ARMY LISTS

ITALIAN WARS IMPERIAL ARMY	
FC		1
C		1
ET		2
P		4
A		4
LA		2
HA		2
S		2
MG		2
MA		1
WW		1

ITALIAN WARS LATE SWISS ARMY
FC		1
C		1	
SP		10
A		4
LA		1
HA		1
S		1
MG		1
MA		1

ITALIAN WARS EARLY FRENCH ARMY	
FC		1
C		1
P		2	
SP		4
LS		2
A		2
CB		2
LA		2
HA		2
MG		4
G		4

ITALIAN WARS LATE FRENCH ARMY	
FC		1
C		1
P		2	
LS		4
A		2
M		1
CB		1
LA		3
HA		2
MG		4
G		4


FRENCH RELIGIOUS WARS

FRENCH RELIGIOUS WARS CALVANIST HUGENOTS
FC		1
C		1
P		4
A		6
LA		1
HA		1
MG		2
R		4

FRENCH RELIGIOUS WARS CATHOLIC ROYALISTS
FC		1
C		1
P		6
A		4
LA		1
HA		1
MG		2
G		4


DUTCH REVOLT ARMY LISTS

DUTCH REVOLT REBELS
FC		1
C		1
P		5
A		5
LA		1
HA		1
MG		4

DUTCH REVOLT SPANISH
FC		1
C		1
LT		4
M		4
LA		1
HA		1
MG		4
MA		2


THIRTY YEARS WAR ARMY LISTS

THIRTY YEARS WAR IMPERIAL ARMY
FC		1
C		1
LT		8
M		4
LA		2
HA		2
R		4

THIRTY YEARS WAR SWEDISH ARMY
FC		1
C		1
GR		10
HA		2
LA		2
GS		2
MG		2
R		2






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
Thanks Ron!!!
Click Here















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