Thursday, May 19, 2011

A call to arms and a quick few turns of DSR On Hallowed Ground game....

I am currently looking for playtesters to help work on my Civil War card game On Hallowed Ground. For those interested, please join my yahoo group

http://games.groups.yahoo.com/group/DSROHG_ACW/

where the (basic) rules and other stuff needed to get started can be found .

Here is a few sample turns from a standard game. Not all rules are touched on, but most of the basics are covered. (Click on the pictures for a large version).
 
Setup
The intial setup is 3 battlezones (with at most 2 more coming into play during the 1st deck) with each side receiving  a Corps of 2 Divisions each (CSA divisions have 5 Brigades per division, USA divisions have 4 brigades per division). In the deck, the US has 3 more divisions, while the CSA has 2 more divisions.

Both sides receive 4 cards each at a start, and the game begins on the Daybreak battle-turn (each run through the action card deck is a battle-turn) until sometime after the Eveningl turn (determined by am End of Game card added at that time).  The objective is to rout the enemy Corps (by control of territory/routing subordinate Divisions).

Both sides roll 2d6 to determine who goes 1st.

Turn 1 (US)
Turn 1: The Union wins the roll, so draws a card. It turns out to be a supply card. He decides to move his two Divisions in his reserve into Missionary Ridge and Bryce's Crossroads, so expends a movement card for each and takes initial control of both battle-zones. Play passes to the Confederates.

Turn 2 (CS)
Turn 2: The Confederates draw a supply card, so limited in what he can do, decides to move Ewell's Division up to the Trostle Farm (the middle zone) to take intial possesion of it.
 

Turn 3 (US)

 
Turn 3: The Union player draws a movement card and decides to increase his control in the direction of Bryce's Crossroads, so advances his whole Division with a movement card and a supply card, which enables them to move as a unit and have the Divisional artillery for support.

The Confederate player decides to attempt to block him, but since movement between adjacent battle-zones is more limited than within the same zone, can only move one brigade to block. He chooses the unit with the strongest resilience (Rowe with 5) and plays a supply card to enable him to do so. To help them, he adds another supply card so he can support Rowe with his divisional artillery in defending the upcoming attack as well.

The Union player plays another supply card, allowing him to include his Corps artillery in the attack.

The attack is resolved, both sides taking a few hits (Brigades can only take so many hits before being destroyed, and units that take hits must check morale to stand). Rowe's brigade is forced to fall back (and is placed behind in his Division's Rally zone), allowing the blooded 1st Division to increase its control to Union +1. Rowe is not destroyed or routed, but must be rallied before it can do anything else.
The Union player ends his turn.

Turn 4 (CS)

Turn 4: The Confederate player draws a movement card and decides to get some defense for Bryce's crossroads, moving up Hill's Division. In addition, he spends a supply card to rally Rowe, who is returned back to Ewell's Division.

Turn 5 (US)
Turn 5: The Union player draws a Confederate movement card, so has to discard it. He decides to put up a defender from his 2nd Division into the Trostle Farm zone, for when the Confederates decide to advance their control there.

Turn 6-7: The Confederates draw a supply card and does nothing. The Union draws a supply card. No actions take place in either turn.
Turn 8 (CS)
Turn 8: The Confederate draws a movement card, so decides to press the issue at the Trostle Farm. The Union player decides to contest the advance with the Brigade there (this is optional- he can choose to not contest the advance) as well as playing a supply card to add another Brigade to the defense.

The Confederates add in their Corps artillery by playing their last supply card in their hand, and the battle is resolved. The result is that the defense holds, albeit at the withdrawing of a brigade from the defenders. The attackers suffer 2 withdrawals. The control marker stays at +0 (Confederate).
Turn 9 (US)
Turn 9: The Union player draws a terrain card, which he must play adjacent to either the left or right of the zones already in play. He chooses to lay it adjacent to Bryce's Crossroads, expanding the battlefield.

Both sides continue to pull cards and perform actions, until the Action Deck is empty. Then the battle-turn is advanced one (from daybreak to morning) and the deck re-shuffled. 

I hope this whets your appetite for trying the real thing !

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