THREE KINGDOMS COMBINED ARMS






INTRODUCTION
Board game for 2+ players.
Chinese Three Kingdoms theme.  No dice or cards.
The Three Empires were the Wei, Shu, & Wu.
Each unit represents several hundred soldiers. 

VICTORY
Destroy all enemy Generals or occupy all cities.

THE MAP
Use a 12x12 square grid.

UNITS
Use chits or miniatures to represent units.
All sides use the same army list.

UNIT ATTRIBUTES
Each unit has 3 Attributes or Traits:
*Move: the number of spaces the unit can move per turn.
*Range: the maximum number of spaces distant the unit can apply damage.
*Defense: the amount of damage the unit can take at one time before having to retreat.
# = Number of that unit in the army

UNIT LIST
Unit Name		Move	Range	Defense	#	
General			4	1	3	2
Armored Cavalry		4	1	3	2
Infantry	          	2	1	4	4
Archers			2	2	3	2
Rockets			1	3	2	2
Shock Troops		1	1	5	2
Horse Archers		5	2	2	2

UNIT SPECIAL ABILITIES
All friendly units adjacent to the General get Defense +1
Shock Troops do 2 points of damage when they attack.

SETUP
Each player starts in control of a 5x5 corner.
Players place their units in their respective corners.
Units may not stack. 
Players take turns placing their units.
Determine who goes first in a non-random manner.

TURN SEQUENCE
Players take turns. 
Each turn has 2 phases:
1. Move Phase
2. Attack Phase

MOVE PHASE
You can move some, none, or all of your units in move phase.
Units can move orthogonally or diagonally. 
Units can move up to a number of spaces equal to their Move Trait.
Units cannot move through other units.

ATTACK PHASE
Each of your units can attack one target enemy unit in Fire Phase.
Different units may attack different targets.
Each unit has a Range Trait (number of spaces out it can attack into)
A unit can only attack a target that is within its range.
Units with ranges 2+ can attack over other units.
An attack does 1 point of damage.
As soon as a unit takes damage in a turn equal to its Defense Trait, it must retreat.
(Combined Arms: you must concentrate force & combine attacks)
A retreating unit must move laterally or back towards its side of the board 1 space.
A retreating unit unable to move is destroyed and is removed from the board.
Units that retreat off the board are destroyed.
A unit cannot move laterally if it will come in contact with an enemy unit.

DOUBLE WHAMMY RULE
If you can force a unit to retreat a second time in the same phase, it 
is automatically destroyed.

TERRAIN
Randomly Distribute 10 cities, 10 Forests, & 10 Mountains.
Units occupying City spaces have a Defense bonus of +1.
Units cannot move into or through Mountain spaces.
Units must stop when they enter a Forest space.
The last player to have occupied a city controls it.








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