C&C Ancients Armageddon Scenario Rulesby Richard Irving © 2006
Armageddon scenarios are designed to allow two teams of 2-4 players to play special large scenarios. These scenarios double the number of units and are played on a larger map. These scenarios can be played using a C&C:A base set and Expansion #1, Greeks & Eastern Kingdoms.
Setup:The board has 3 "flanks": Left, center & right. These flanks are separated by red dotted lines. Each flank is divided into 2 sections, divided by black lines. As in regular C&C Ancients, some hexes are in two adjacent flanks or section and are considered to be part of both flanks/sections.
Sides:Each side contains 1-4 players. One player, the Commander, will select action cards for use in each flank. The other players, Field Generals (FG), on the side will use the card played on the previous turn in the flanks they control. (The delay between when the Commander selects the card for play on the next turn is intended to simulate communication delays in ancient warfare, since orders had to be carried by courier.) - 4 players: Commander & 3 FG's: Left Center & Right.
- 3 players: Commander & 2 FG's: The center can be taken by either Left or Right.
- 2 players: Commander will control 1 outside flank and FG controls other 2.
- 1 player: Will be commander and control all flanks.
Turn Sequence:The turn sequence is slightly modified for the original game: - If the Commander wants to play a "Counter Attack" card, he should do so now.
- The FG's reveal the cards played by the Commander on the previous turn (except if a "Counter Attack" card was played for his flank.)
- Movement: All FG's activate and move the units of their choice. All movements should be completed on all 3 flanks before proceeding to combat.
- Combat: All FG's complete combat with the units they have activated. (Opposing Commander may elect to play a "First Strike" card just before any dice are rolled.) Each unit's combat (including possible battling back/evasion/advance & attack) must be completed before the next unit attacks. Combat on opposite flanks which cannot affect each can usually be done simultaneously. (see Victory Conditions)
- Play cards: The commander plays one card for each of the three flanks. These cards remain face down until they are revealed next turn.
- Refill Hand: Commander refills to his hand limit. The hand limit is equal to the side's Command (specified with each scenario) and the number of leaders currently on his side. If a leader has been killed, the hand limit decreases by 1 card.
Card Notes: Certain cards have special rules: - Standard Left/Center/Right cards: These cards must be played in the appropriate flank*: Left card on the left flanks, etc. FG may move the specified number of units in one section under his control. (He cannot order units in both of his sections.)
- Leadership cards: The adjacent group of 3 or 4 units MAY cross over a flank or section boundary. The leader, however, must be in the correct flank* for the card to take effect. * (If a standard Flank or Leadership card is placed in the wrong flank, the FG gets no action for this turn. This can be used to effectively discard an unwanted card.)
- Coordinated Attack: FG may move 1 unit in each of his two sections.
- Outflanked: FG may move 2 units in each of his two sections. (May be played in the Center section.)
- All other cards are limited to the flank for which they are played (including "Line Command.") No units outside the flank may be activated with the card.
- Counter Attack: This card is played by the Commander immediately before cards are revealed. The counter attack takes the place of the originally played card. The originally played card will remain until next turn. If the "Counter Attack" is used to counterattack a standard card, the counterattacking units must come from the same section.
- First Strike: Commander may play this card when an opposing FG announces a combat. but before he rolls any dice. After the combat is completed, immediately replenish this card.
Other Special Rules: - No single units may be commanded by two separate card son the same turn. (Example: a unit on both the left & center flanks may be ordered by either FG, but not both.)
- Command & Hand Size: Command is equal to Hand size from the original C&C:A scenario. In Armageddon scenarios, the hand size is the Command + the current number of leader blocks on the battlefield. If a leader gets killed, the Commander can only draw to the new, lower, hand limit. If he is over his hand limit, he may retain the extra card until it is played.
- Command & number of units allowed: Cards which say "Activate units up to Command" (or similar wording) use the original Command number--not the larger hand limit.
- Victory Conditions: Players should keep track of the number of banners lost in each flank. Position of the eliminated unit/leader determines the flank in which the banner is won. (Units / leaders on a dual flank hex award the banner to the flank of the losing Commander's choice.) The battle continue until one side's flank has earned the required number of banners (the number is the same number from the original scenario.) OR if one side has earned at least twice the number of banners in total in all three flanks. (If the results of a series of battles could result in victory, they should be performed one at a time in sequence (The battling side's Commander chooses the order in which the battles occur.) This is so there is no confusion when the winning banner is earned. After the winning banner is earned, that side wins immediately--No further combats or battling back may occur.
- Initial hand play: Before the first turn, both Commanders will place the first three cards they would like to play face down. Then they will replenish their hand to their hand limit before the first turn. The side gets the first move then begins reveals these cards to begin.
- Optional: Players on the same side should avoid communicating strategy during the game.
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