Untitled - Victory Point Games
Transcription
Untitled - Victory Point Games
Credits Game Design: John D. Welch Documentation & Game Development: Alan Emrich and Kevin Fortuna Producer: Josh Neiman Graphic Design: Michelle Ball Game Map: Tim Allen and Noelle Le Bienvenu Illustrations: Richard Starke Playtesting: Luke Hughes, Robert Nielsen, Michael Rhodes, David Spangler, Ken Stojevich, and the VPG Zombie Squad Proofreading: Noelle Le Bienvenu, Ian Wakeham, and Karen Wolterman Developed by Kevin Fortuna The South Shall Rise Again Rulebook Table of Contents [0.0] Using These Rules.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 [1.0] Introduction.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 [2.0] Game Equipment.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 [3.0] Set Up.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 [4.0] Sequence Of Play.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .10 [5.0] Event Cards .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 [6.0] Player Actions .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .12 [7.0] Union Housekeeping.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .16 [8.0] Undead Action Phase.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .16 [9.0] Undead Housekeeping.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .20 [10.0] Heroic Actions.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 [11.0] Combat Results.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .22 [12.0] Scenarios .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 [13.0] Example Of Play.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 © 2014 John Welch and Victory Point Games 1 The South Shall Rise Again [0.0] Using These Rules New gaming terms, when initially defined, appear in dark red lettering for quick referencing. The instructions for this game are organized into major “Rules” sections, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules generally explain the game’s subject matter, its components, the procedures for play, the game’s core systems, how to set it up, and how to win. With each Rule, there can be “Cases” that further explain a Rule’s general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule. Important information is in red text. References to examples of a Rule or Case are in blue text. Text in shaded boxes, like this, provides the voice of the game’s designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case. 2 Developed by Kevin Fortuna The South Shall Rise Again [1.0] Introduction The South shall rise, and the North will follow fast upon its heels. Two titans will battle for this Nation, and they will not be, as the President had hoped, the “better angels of our nature.” Death will walk the land and not one of us will know peace, not even in the grave. - Private John Picket letter home Taunton, MA, June, 1861. This is your chance to alter the course of a fractured United States, increasingly menaced by Undead zombie soldiers (“Zebs”), Revenants, and the dangerous Glorious Dead that await you. Based on the alternate history of author S.M. Cross’ THE SOUTH SHALL RISE, this is a game of tactical combat set during the American Civil War, where those within the Confederacy take a terrible risk, reanimating the dead to use as soldiers. With four unique and challenging Scenarios to choose from, crawl out of the trenches and rise to glory… or die (again) trying. Good luck... you’re going to need it! © 2014 John Welch and Victory Point Games 3 The South Shall Rise Again [2.0] Game Equipment Parts Inventory 13 Event cards (Not to Scale) 11" x 17" Map 4 Soldier cards 8 Heroic Action cards 5 two-sided Scenario sheets 1 two-sided Player Aid sheet 73 Game Pieces (when assembled) 1 Rules Booklet 2 Six-Sided Dice (not included in the polybag version) 4 Developed by Kevin Fortuna The South Shall Rise Again [2.1] The Game Map The 11” x 17” game map shows an area with terrain common to rural areas of America in the 1860’s. The map features a hex grid to regulate the positions of pieces in play and the location of random events. Terrain types are explained on the Map Key. The Turning Track monitors “dead” units (as they do not always stay that way). [2.2] Player Aid The two-sided Player Aid sheet contains Combat Tables, sequence of play, combat modifiers, and Event card symbol descriptions. One side is for the Union and the other is for the Undead. [2.3] Game Pieces The game pieces can be divided into two categories; units and markers. Units • Union Soldiers: These large standees represent the soldier units you play. Each has two Numbers indicating its full strength and Wounded MPs. Each Soldier unit also has a corresponding Soldier card to record a Soldier’s personal Skills, the status of their Rifle, and a Pistol Ammo track to record how many bullets the Soldier has left in his Pistol. • Undead Undead: These large standees represent Undead units of three types: Zebs, Revenants and the much feared Glorious Dead. The Zebs and Revenants have one Number representing their MPs, while the Glorious Dead have 4 Numbers. The Numbers to the left indicates their full strength and Wounded MPs, while the Numbers to the right indicate their full strength and Wounded Rifle Range (they cannot Fire while Wounded). © 2014 John Welch and Victory Point Games 5 The South Shall Rise Again Markers Wounds d un Wo The red circles are Wound markers. These are placed under a unit to show that it has taken damage and is Wounded. Halos The purple, black, and green oval markers are “halos” that slide over the top of a unit to denote a change in its status. The purple halo indicates that the affected Undead unit is Stunned, while the green halo denotes a Pinned Soldier unit. A black halo is placed over a full-strength Glorious Dead unit after it has Fired a Weapon to show it needs to Reload. Weapons A number of markers represent various various Rifles that your units can carry. Each Rifle has a Range represented by a number in a black hexagon on the marker. Each Rifle can only Fire one shot before it needs to be Reloaded. Each Soldier also carries a Pistol which has a Range of 2 hexesand can Fire 6 shots before needing to be Reloaded. The Pistol is represented by an Ammo marker placed on the Pistol Ammo track on the Soldier card (see 3.0, Step 1). 6 Developed by Kevin Fortuna The South Shall Rise Again Skills The pale blue markers are Skill markers, randomly selected at the start of each game to give each Soldier a unique quality that grants them bonuses or allows them to do Actions that are otherwise forbidden by the Rules. These Skills are described below: • Sharpshooter: +1 DRM to Ranged Combat but -1 DRM to Melee Combat. • Bushwhacker: +1 DRM on Melee Combat but -1 DRM on Ranged Combat. • Lucky: The player can reroll a die roll once per turn but must use the second result. • Loader: Loader: Can attempt a Half Move and Reload. When attempting, roll a die; on a 1 the Reload fails and the Weapon remains unloaded. • Skinny: May move through units (including Undead units) but stacking rules still apply. • Pugilist: On a Melee Combat result greater than or equal to ‘6’, the player can knock back the engaged Undead unit one hex (player's choice). • Slippery: The player can ignore the result of the first Undead Grapple Attack on them each turn. The player must decide whether to ignore it before moving on to other combats. • Sprinter: +2 MPs. When moving over a Fence or into a Wall hex, the player must roll a die. On a 1, the jump fails and the Soldier unit does not cross the Fence hexside or move into the Wall hex, ending the player’s turn. © 2014 John Welch and Victory Point Games 7 The South Shall Rise Again Instructions Event Cards Image Title These represent random events that advance the gameplay narrative. Most cards have a symbol on them that confers a positive or negative effect upon play. These cards are either resolved immediately or retained by the player for future use as dictated by the card. Card Effects Chart The effect of the card symbol is listed below and on the Player Aid sheet. Cancel Undead Melee: The player may cancel an Undead Melee Attack before it is resolved. Wounded: The player takes a Wound (or if already Wounded, dies). Healing: The player removes a Wound if they have one. Undead Healing: All Undead units that are Wounded are returned to full strength. Zombie Advance: Undead Advance: each Undead unit advances one hex. Combat DRMs: If +, all combats by the player who played the card get a positive DRM; if -, all Undead Attacks get a negative DRM. x2 Victory Points: The player who played the card receives twice the number of Victory Points for the next Undead unit they Destroy. Action: This allows the player who played the card to conduct an additional Action. 8 Developed by Kevin Fortuna The South Shall Rise Again Heroic Action Cards These cards represent a dramatic Action that a Soldier can do once per game, as described on the card. Image Title Special Action [3.0] Set Up 1.Each player selects a Union Soldier unit and the corresponding Soldier card. 2.Each player takes an Ammo marker and places it on its Ammo side on the “6” space on the Pistol Ammo track of the Soldier Card. 3.Place all the Rifle markers in an opaque container. Each player randomly draws one and places it on the indicated space on the Soldier card. 4.Using the same procedure as selecting a Rifle, each player randomly selects a Skill marker. 5.The Heroic Action cards are shuffled and one is randomly dealt face up to each player. 6.The Event cards are shuffled and placed face down, to one side of the map, forming the Deck. 7.The players select a Scenario to play and follow its Set Up instructions. Note: While it is recommended that each player controls only one Soldier unit, it is possible for player(s) to control multiple Soldier units, operating them separately and independently. © 2014 John Welch and Victory Point Games 9 The South Shall Rise Again [4.0] Sequence Of Play Each game turn, four Phases are conducted. You must complete each Phase before beginning the next one. Important: A roll of doubles interrupts combat and causes an immediate Event card draw (5.0), after which play continues normally. 1.Artillery Attack Phase (Some Scenarios only, see Scenario Rules). 2.Union Action Phase: Each player, in Player Order (6.1), can perform one of the following Actions during this Phase: • Engage in Melee Combat with an adjacent Undead unit (6.2); a Soldier unit must do this if Grappled by an Undead unit. • Fire a Weapon in Ranged Combat (6.3). • Reload a Weapon (6.4). • Move (6.5). • Half Move and Fire (6.6). 3.Union Housekeeping Phase: Remove all green Pinned halo markers from Soldier units in play. (7.0) 4.Undead Action Phase: Complete the following Steps in order (8.0): a. Zeb Step: Each Zeb unit will Grapple an adjacent player or will Move (in that priority order; 8.1). b. Revenant Step: Each Revenant unit will Grapple an adjacent player or will Move (in that priority order; 8.1). c. Glorious Dead Step: Each Glorious Dead unit does one of the following: Fire, Reload, Grapple OR Move (in that priority order; 8.3). 5.Undead Housekeeping Phase: Complete the following Steps in order: a. Recovery Step: Remove all purple Stunned halo markers from Undead units in play. They have recovered. 10 Developed by Kevin Fortuna The South Shall Rise Again b. The Turning Step: Move each unit on the Turning Track to the next lower-numbered box and roll one die for it: If the result is greater than its current box number, it re-enters play as a Revenant unit; any other result has no effect. Repeat the above sequence until victory or defeat occurs (12.3). In addition to the above Phases each Soldier has a Heroic Action cad that may be used once at any time during the game, including the player's Action Phase, another Soldier's Action Phase, or even during the Undead Phase. Once used, the card is discarded and cannot be played again (10.0). [5.0] Event Cards Each time a player rolls doubles (i.e., both dice show the same number) during combat (Melee or Ranged Fire), an Event card is immediately drawn from the Draw Pile. Each card states whether it is resolved immediately or retained by that player for later use. If a Soldier retains a card, they must play it before the relevant Action (e.g. play the "To Arms All Men of Union" Event card before conducting an Undead Melee.) Any DRMs conferred by a ‘Resolve Immediately’ card affects the combat in which the double was rolled i.e., it takes effect before the combat results. Card instructions supersede any conflicting game Rules. Once played, cards are placed into a Discard Pile; face-up next to the Draw Pile. If there are no more cards to draw, shuffle the Discard Pile to create a new Draw Pile. © 2014 John Welch and Victory Point Games 11 The South Shall Rise Again [6.0] Union Action Phase Each Soldier unit, in Player Order, can perform one Action per turn during the Union Action Phase. [6.1] Player Order In a multiplayer game, the Player Order is not consistent but is determined by mutual agreement or, failing that, a dice roll-off at the beginning of each Union Action Phase, with the highest roll going first (this is the “First Player” for that turn) and play proceeding clockwise for the rest of the game turn. [6.2] Soldier Melee Combat “Melee” is Melee Combat by a Soldier unit using a knife, bayonet, or fists against an Undead unit in an adjacent hex. Melee never takes place across Fences (but can take place if a unit is in a Wall hex). A Soldier unit must engage in this Action (or a Heroic Action, see 10.0) if he is currently Grappled with an Undead unit. If adjacent to an Undead unit but not Grappled, the player can choose whether to Melee or perform another legal Action that turn. Procedure Select the Undead unit being Attacked and roll two dice, adjusting the sum by all applicable dice roll modifiers (DRMs) found on the Melee Combat Dice Roll Modifiers chart. Note, DRMs are cumulative. Check the net value against the Soldier Melee column of the Union Melee Combat table, and immediately apply the result to the target unit (see 11.0). Example: Peter’s Soldier unit is adjacent to three Zebs and has been Grappled by a Wounded Zeb. During his Action Phase, his Soldier must Attack the Zeb Grappling him, so Peter declares the Attack and rolls two dice. The results are a 3 and a 4, giving a total of ‘7’. However, there are two other Undead units adjacent to Peter, giving 12 Developed by Kevin Fortuna The South Shall Rise Again a -2 DRM. But with a +2 DRM for Attacking a Wounded Undead and a +1 DRM for Attacking a Zeb, meaning the net result is a +1 DRM. Meaning the next result is a +1 DRM. This is added to the total, modifying it to an ‘8’. Peter looks this result up against the Soldier Melee column and is pleased to see that his Attack resulted in a Knockdown, which Stuns the Zeb and breaks the Grapple! [6.3] Fire a Weapon There are two types of usable Weapons in the game; Soldier units possess both a Pistol and a Rifle. A Soldier unit possesses both a Pistol and a Rifle-type Weapon. A Soldier unit can only Fire one Weapon at a time, once per turn, maximum. • All Rifles have a Range (shown over a black hexagon shape), which is the distance in hexes that Rifle can Fire. This does not include the hex the Soldier occupies, but does include the target hex. All Pistols have a Range of 2. • All Rifles can only Fire once before they must be Reloaded. Pistols can be Fired six times before they need to be Reloaded. The Pistol Ammo track on the Soldier card keeps a record of how many shots a Pistol has remaining. • If a Rifle marker is on its ‘Reload!’ side, or a Pistol Ammo marker is on the ‘0’ space of the Pistol Ammo track, the Weapon cannot be Fired again until it has been Reloaded. • In order to Fire at an Undead, the Firing unit must be able to draw a straight line from the center of their hex to the center of the target unit's hex that does not pass through a hex containing other units or Trees. Note, the terrain in the Firing and target units’ hexes does not affect Line of Sight (LOS). Thus, you can Fire from and into a Tree hex, just not through one. Blocked LOS Legal LOS © 2014 John Welch and Victory Point Games 13 The South Shall Rise Again Procedure Declare which Undead unit is being targeted and which Weapon will Fire. If a Rifle is Firing, flip the Rifle marker over to its ‘Reload!’ side or, if using a Pistol, move the Ammo marker down one. Then, roll two dice and adjust their sum by all applicable DRMs found on the Ranged Fire Combat Dice Roll Modifiers chart. Locate the net value against the Soldier Fire column of the Union Combat table, and immediately apply the result to the target unit (see 11.0). Example: Sabrina feels concerned about an approaching Zeb 3 hexes away from her Soldier and decides to blow it away during her turn. Since it is more than 2 hexes away, she cannot use her Pistol and will have to use her loaded Rifle to target it. The hexes are Clear, so the Soldier has a LOS and the shot is legal. She rolls a 6 and a 5 giving her a total of ‘11’. However, the Zeb is across, and adjacent to, a Fence, which gives the shot a -2 DRM. This brings the total down to a ‘9’, and Sabrina is pleased to see that this results in a Critical Hit. The Zeb is Wounded and Stunned! [6.4] Reload a Weapon A Soldier unit with his Rifle marker on its 'Reload!' side or with less than 6 Ammo in his Pistol can perform this Action to bring one of his Weapons back to full Ammo. Flip the Rifle marker back to its loaded side or move the Pistol Ammo marker back up to '6'. (i.e., flip that Rifle marker back to its Single Shot side or move the Pistol Ammo marker back up to ‘6’). [6.5] Soldier Movement At the top of each Soldier marker is the number of MPs (MPs) the Soldier receives each turn. These MPs are used to move from hex to hex and cannot be transferred or saved between turns. Any MPs that are not spent during a turn are lost. Soldiers receive four MPs when at full 14 Developed by Kevin Fortuna The South Shall Rise Again strength but only two when Wounded. In order to move, a Soldier must not be Grappled or Pinned. Units move by expending their available MPs. Each hex costs one MP to enter, though certain terrain and hexside terrain types increase the cost to enter a hex as described on the Terrain Effects Chart on the map. The cost to enter a hex is deducted from the unit’s available MPs. A unit must stop moving when it has no more MPs, or moving into another hex would cause them to expend more MPs than they have available. Unless otherwise stated by the Scenario Rules, it costs one MP to exit the map. Hexside terrain is only added to the MP cost of entering a hex if the unit is moving into the hex across a hexside that contains the terrain type. Example: Peter’s Soldier unit is next to a Tree hex and a Wall. He could move the Soldier into the Tree hex at the cost of two MPs (base 1 + 1), the Clear hex at a cost of one MP, or into the Wall hex at a cost of three MPs (base 1 + 2). He decides to conduct a Half Move and Fire, so he cannot cross the Wall and moves his unit into the Tree hex. [6.5.1] Stacking Movement that would result in stacking is prohibited. Soldier units can freely move through hexes with other Soldier units; no unit can move through a hex with an Undead unit in it. No two units (Soldier or Undead) can end a Step or Phase in the same hex (i.e., stacked together). [6.6] Half Move and Fire A Soldier unit that is eligible to move (see 6.5) and has a loaded Weapon can expend up to half its MPs that turn and still Fire one shot (see 6.3). That Soldier unit must either complete its Move first, and then Fire or Fire first and then Move; it cannot Move partway, Fire, and then continue Moving again. However, conducting this Action results in a -2 DRM on Ranged Fire Combat (it is harder to aim while on the move). © 2014 John Welch and Victory Point Games 15 The South Shall Rise Again [7.0] Union Housekeeping During the Union Housekeeping Phase, remove all Pinned markers (green halos) from Soldier units. When removed, that Soldier unit has recovered from that marker’s effect. [8.0] Undead Action Phase During the Undead Action Phase, each Undead unit performs one Action, if eligible, in the following order: 1.All Zeb units 2.All Revenant units 3.All Glorious Dead units Zeb Step Each Zeb unit performs one Action, and it must be the first one possible in the following priority list: 1.Grapple an adjacent Soldier unit (see 8.2); 2.Move towards the closes Soldier unit with its one Movement Point, following the same Rules of movement as the Soldier units (see 6.5). If the Zeb moves adjacent to a Soldier unit, it immediately performs a Grapple Attack (8.2). Revenant Step Each Revenant unit performs one Action, and it must be the first one possible in the following priority list: 1.Grapple an adjacent Soldier unit (see 8.2); 2.Move towards the closes Soldier unit with its two Movement Points, following the same Rules of movement as the Soldier units (see 6.5). If the Revenant moves adjacent to a Soldier unit, it immediately performs a Grapple Attack (8.2). 16 Developed by Kevin Fortuna The South Shall Rise Again Glorious Dead Step The Glorious Dead are special in that they carry a Rifle while unwounded. This Rifle is the Pattern 1853 Enfield musket which has a Range of 7 hexes and must be Reloaded after each shot. If Wounded, the unit cannot use its Rifle. Each Glorious Dead performs one Action, and it must be the first one possible in the following priority list: 1.If unwounded and with a loaded Weapon, Fire at the closest Soldier unit within their Range of 7 and with a LOS (see 8.3); 2.If unwounded and with an unloaded Weapon, Reload that Weapon (i.e., remove the black Reload halo); 3.If Wounded and unable to Fire or Reload, Grapple an adjacent Soldier unit (see 8.2); otherwise; 4.If Wounded or if not in Range or LOS to a Soldier Move toward the closest Soldier unit with its three MPs (two if Wounded) following the same Rules of movement as the Soldier units (see 6.5) and perform a Grapple Attack if it moves adjacent to the Soldier (see8.2). [8.1] Undead Movement If a non-Stunned Undead unit cannot Fire, Reload, or Grapple, it must expend all its MPs Moving towards the closest Soldier unit. If the closest Soldier is currently surrounded by other Undead units, the Undead unit must move towards the nearest Soldier who is not surrounded. If all Soldiers are currently surrounded by other Undead units and the Undead unit is as close as possible to one, it does not move that turn. It is recomened that players rotate moved Undead 90° to show that they have been activated. [8.1.1] Sequencing When there is more than one Undead unit of a given type (e.g. all Zebs, Revenants, and Glorious Dead) on the map, the order that they are moved is determined by the player. If playing a multiplayer game, players take turns moving the Undead starting with the First Player and proceeding clockwise. © 2014 John Welch and Victory Point Games 17 The South Shall Rise Again You are welcome to “make the worst moves” for the Undead in terms of their sequencing. Using terrain and considering the Undead’s movement problems is critical for choosing where to move Soldier units. For example, it might be possible to move the slower Zebs (which move first) to block the Line of Sight of the Glorious Dead or block the movement of the Revenants. [8.1.2] Direction Unless specified in the Scenario or by an Event, Undead units must advance towards the closest Soldier unit (in hexes). If two or more Soldier units are an equal distance away, randomly determine which one that Undead unit moves toward that turn. How to “Determine Randomly” When the Undead have a choice, their decision is usually made by a “random” determination. To resolve that, assign an equal number of sides on the die for each possible choice and roll to see which one that Undead unit moves towards. Example: An Undead unit finds itself equally close to two Soldier units during its Action Phase. The player arbitrarily assigns one Soldier unit the numbers 1, 2 and 3, and the other Soldier unit the numbers 4, 5 and 6, then rolls a die and uses its result to determine who it moves towards. [8.1.3] Restrictions When an Undead unit lacks sufficient MPs to enter a given hex (e.g., when moving across a Wall or into Trees), it must take the shortest path (in hexes) around that terrain obstacle. Undead units can never move through other units. [8.1.4] Contact Once an Undead unit Moves adjacent to a Soldier unit, it ceases its movement and immediately conducts a Grapple Attack against that Soldier unit (see below). 18 Developed by Kevin Fortuna The South Shall Rise Again [8.2] Undead Grapple Attack When in a hex adjacent to an Undead Soldier unit, Zebs and Revenants will perform Grapple Attack against them. Unwounded Glorious Dead units prefer to Fire or Reload their Weapon instead; Wounded Glorious Dead Grapple normally. Melee never occurs over a Fence. When an Undead unit is adjacent to more than one Soldier unit (and is not Grappled with one), randomly determine which Soldier it Attacks as its Action for that turn (8.1.2). To resolve a Grapple Attack, roll two dice on the Undead Grapple column of the Undead Combat table and apply the result (see 11.0). Undead Grapple Attacks receive a -1 DRM for each additional Undead unit adjacent to the Soldier being Attacked that are not Stunned. Example: An Undead unit launches a Grapple Attack against an adjacent Soldier. The Attack receives a -3 DRM because there are three Undead units adjacent to the Soldier in addition to the unit Attacking the player. The Soldier rolls a 12 which works out to a 9, so there is no effect and the player is not Grappled. [8.3] Glorious Dead Ranged Fire This method of Combat is available only to unwounded Glorious Dead units currently armed with a loaded Weapon. Glorious Dead Fire in the same manner as Soldiers (6.3), except they use the Glorious Dead Fire column of the Undead Combat table. Once they Fire, place a black Reload halo on the Glorious Dead. If a Glorious Dead unit is Wounded, it loses its ability to Fire, though if it is healed it regains its Fire ability. [8.3.1] Targeting When a Glorious Dead unit conducts Ranged Fire Combat, it targets the closest unit that it has a LOS to (see 6.3). Determine the target randomly if there is more than one Soldier unit eligible. © 2014 John Welch and Victory Point Games 19 The South Shall Rise Again [8.4] Glorious Dead Reloading When a Glorious Dead unit Reloads, simply remove the Reload halo to show that its Weapon status is once again, “loaded.” When a Glorious Dead is Wounded it no longer will Reload or Fire. However, it keeps its Reload marker (if it has one) until it is Destroyed or healed (at which point it functions normally). [9.0] Undead Housekeeping During the Undead Housekeeping Phase, Undead units recover from temporary effects and dead units might rise again via The Turning. [9.1] Recovery Remove the purple Stunned halos from each Undead unit. When removed, that Undead unit has recovered from that marker’s effect. [9.2] The Turning All Soldiers Killed by an Undead Grapple Attack (only) are removed from the board and their Ammo marker is flipped over to show the RIP side and placed on the “Start” space of the Turning Track. During the Turning Step, start by moving all RIP markers on the Turning Track down to the next lower-numbered box. Afterward, roll a die for each RIP marker, starting with the lowest: • If the result of that die roll is less than or equal to (≤) the box number that marker occupies, there is no effect. • If the result of that die roll is greater than (>) the box number that marker occupies, that killed Soldier “Turns.” • Any marker in the “1” box at the start of the Turning Step automatically “turns.” 20 Developed by Kevin Fortuna The South Shall Rise Again When a Killed Soldier Turns, the corresponding RIP marker is removed from the Turning Track and one Revenant unit immediately enters play on a random hex using Random Deployment (12.2.1), with the exception that it doesnot need to be four hexes or more away from a Soldier. Note: If all Revenant units are in play, use a Zeb unit instead. [10.0] Heroic Actions Once per game, a Soldier may perform the Heroic Action they were dealt during Set Up, discarding it afterwards. A player can play this at any time, including when Grappled or during the Undead Action Phase. Playing a Heroic Action card does not count as an Action. Heroic Action instructions supersede any conflicting game Rules. The possible Heroic Actions are described below: • Berserk: Conduct one Melee Combat Attack against all adjacent Undead. •Distraction: Control and move up to three Undead their full movement allowance in any legal direction desired. This is in addition to their regular movement that turn. • Head Shot: A player can Destroy any Undead adjacent to another player within the Range and Line of Sight of a loaded Weapon at the cost of expending one round from that Weapon (this can be used on any adjacent Undead when there is only one player remaining in the game). • Rapid Fire: Fire up to three Pistol shots (if there is sufficient ammunition) in one Action. Each shot may target separate Undead. • Release Me: Knock back all adjacent Undead one hex (player chooses path of being knocked back - this can cause a chain reaction of Undead knockback by one hex as the Undead cannot stack in a hex) and then take a Movement Action. • Skedaddle: Doubles your printed Movement allowance. Can be used with Half Move and Fire Action. Movement must be toward another player when there are multiple players. © 2014 John Welch and Victory Point Games 21 The South Shall Rise Again • Tis A Scratch: Remove a Wound from any one Soldier. However, if removing a Wound from another Soldier, the card user's Soldier must be adjacent to the Wounded Soldier unit. The characters you play in the game are soon-to-be heroes and as such, they are able to perform Heroic Actions. Like the heroes of any cinematic epic, the feats they can perform are amazing but there is only one moment of greatness - so choose the moment wisely. [11.0] Combat Results Combat results apply either to “You” (the Soldier unit involved in that Attack) or “It” (the Undead unit). • Pinned: Place a green Pinned halo on the Soldier. That Soldier unit cannot move (either fully or partially) during its next Action, but it can Fire, Reload or perform Melee Combat. • Grappled: Place a red Grappled marker between the affected Soldier unit and the Grappling Undead unit. While a Soldier remains Grappled they can only and must engage in Melee against the Grappling Undead unit Combat as his Action each turn. A Soldier can only be Grappled by 1 Undead unit, but is Attacked by all adjacent Undead units (mark which Undead unit is Grappled with the Soldier with the Grappled marker). A Grappled marker is removed when the Undead unit which has Grappled the Soldier is Destroyed or as a combat result. und Wo 22 • Stunned: Place a purple Stunned marker on the affected Undead. That Undead unit cannot move or Grapple during its next Action, but it can Fire or Reload. • Wounded: If that unit is at full strength, place a red Wound marker under the unit. The number the right of the red slash on the standees is now used for that Developed by Kevin Fortuna The South Shall Rise Again unit’s Movement/Fire ability. Wounded status has no impact on Zeb or Revenant Movement. • If a unit is already on its reduced-strength side and is Wounded again, it is Destroyed or Killed (below). • Destroyed: All Destroyed Undead units are removed from play and placed in the Score Pile of the Soldier who Destroyed them. • Killed: All Soldier units Killed by an Undead Grapple Attack are removed from play and placed on the Start space of the Turning Track (9.2). Soldiers Killed by other means are simply removed from play. [12.0] Scenarios Choose one of the Scenarios to play during Set Up (3.0) and place the indicated pieces on the map as directed by the Scenario card. Scenario Rules take precedence over regular set up Rules. [12.1] Difficulty The difficulty can be adjusted based on how much of a challenge you want the gameplay to be. Select one of the following levels to determine the number and type of Undead faced (Scenario-specific instructions supersede those listed here). Each level indicates the number of Undead units to be placed per Soldier unit controlled in the game. Greenhorn Level Zebs x2 and Revenants x2 Veteran Level Zebs x2, Revenants x2, and Glorious Dead x1 Grizzled Veteran Level Zebs x3, Revenants x2, and Glorious Dead x1 © 2014 John Welch and Victory Point Games 23 The South Shall Rise Again [12.2] Unit Placement The Soldier unit(s) are deployed on the map in accordance with the specific Scenario card. After placing the Soldier units, Undead units and any other markers are placed on the map in accordance with the Scenario card. All Undead units not placed on the map are set aside in an Available Pool. Undead entering play after the game begins come from the Available Pool, units in a Soldier’s Score Pile do not re-enter play. [12.2.1] Random Deployment When called for by a Scenario’s Set Up instructions, a random hex is determined by rolling two dice twice and then combining the result to create a four-digit number; this is the hex number into which they deploy. • Roll for and place all the Scenario’s Zeb units first, then determine the placement of all the Revenants, followed by each of the Glorious Dead. • No randomly deployed Undead unit can be placed in the same hex as another Undead unit. • No randomly deployed Undead can be placed less than four hexes from a Union Soldier. • If the roll indicates a prohibited placement hex, place that Undead unit in the nearest empty hex that is not within four hexes of a Union Soldier (typically, a hex adjacent to the prohibited hex). • It is possible for an Undead unit to be placed on the map in a hex they could not normally enter. Example: After placing the Union Soldiers, Peter has to place 3 Zebs by Random Deployment. For the first Zeb, his first roll of two dice totaled 8, and the second roll totaled 11. Thus the deployment hex would be hex number 0811. Peter then repeats the procedure for the second and third Zebs. 24 Developed by Kevin Fortuna The South Shall Rise Again [12.3] Victory and Defeat In general, Soldiers win the game by either Destroying all Undead units on the map (units on the Turning Track are ignored), or successfully exiting the map in accordance with the individual Scenario Rules. If all the Soldier units in play are Killed, the Soldier(s) automatically lose. If an individual Scenario’s Rules conflict with these, the Scenario’s Rules take precedence. If the Soldier(s) survive, their score is tallied to see how they performed. Soldiers score Victory Points (VPs) according to the schedule on the next page (modified by any Scenario Specific ways to earn or lose VPs): On-Map Situation Soldier unit is Killed = -12 VPs Soldier unit is Wounded = -5 VPs For each unit in a Soldier's Score Pile: Zeb = +3 VPs Revenant = +4 VPs Glorious Dead = +6 VPs Note: If the Soldiers win by Destroying all the Undead they are assumed to accomplish any unfulfilled Scenario objectives and receive the points for it. Furthermore, any card or Action that would increase their score is assumed to take place (i.e., using a healing Heroic Action). [12.4] Cooperative Game The Cooperative game follows the Rules laid out above. In the Cooperative game, Soldiers win and lose as a team. If even one Soldier survives, the Soldiers’ scores are combined and checked against the Victory Table to arrive at a victory level. Each Soldier receives that level of victory and the individual point totals are used for bragging rights. Note: The number of points required for each victory level is multiplied by the number of Soldiers in the game (i.e., if three Soldiers are playing the amount needed to win is multiplied by three). © 2014 John Welch and Victory Point Games 25 The South Shall Rise Again [12.5] Competitive Game The game plays slightly different in the Competitive game. Note, competitive game Rules take precedence when in conflict with other Rules. [12.5.1] Set Up Instead of randomly deploying the Undead (if called for by a Scenario) the players control the deployment of the Undead. Players alternate placing as many undead as called for by the Difficulty level (i.e., each player places 2 Zebs and 2 Revenants on Greenhorn Difficulty) no closer than five hexes to a Solider unit and not on another Undead unit. A die roll-off is used to determine the first player to place an Undead unit, with deployment then proceeding clockwise. Example: Since Sabrina and Peter are playing on Veteran Difficulty, each have to place 2 Zebs, 2 Revenants, and 1 Glorious Dead. Sabrina wins the die roll-off and places a Glorious Dead 5 hexes away from Peter’s Soldier with an unblocked line of sight. Peter then places a Revenant 5 hexes away from Sabrina’s Soldier. Sabrina then places a Revenant next to the Glorious Dead she deployed previously. This process continues until all the Undead are placed. [12.5.2] Undead Movement In the competitive game, Undead movement is controlled by the players. During the Undead Movement Phase, players alternate moving any one Undead unit its full Movement allowance towards any Soldier unit of the player’s choice. However, note: • Undead that have the MPs required to move adjacent to a Soldier, or are currently adjacent to a Soldier, must Move and Grapple the Soldier and cannot be moved towards a Soldier that is farther away. In the case of a tie, the player who activated the Undead chooses who to move them towards. 26 Developed by Kevin Fortuna The South Shall Rise Again • The Glorious Dead still prefer to Fire at Soldiers in their Range and Reload. If a Glorious Dead is activated by a player it will attempt to Fire at a Soldier within their Range and LOS. • Unlike in the co-operative game, the Undead do not have to be Moved or placed in any particular order (i.e. a Glorious Dead can Move before a Zeb if the player desires.) • The first player to go in a turns moves the first Undead, with Movement then proceeding clockwise. If a player’s Soldier has died or left the map, the player still makes moves during the Undead Phase. Example: Since Peter was the first player to move that turn, he gets to move the first Undead unit. He decides to activate a Glorious Dead within Range and with a LOS to Sabrina. Since the Glorious Dead had a loaded Rifle, it shoots at her rather than Moving. Unfortunately for Peter, the Glorious Dead misses and Sabrina contemplates how to extract her revenge. [12.5.3] Event Cards Instead of an Event card’s effect being applied to the player who drew the card, the player who drew the card can play the card on any player, even if it instructs to Resolve Immediately. If a card conferring a negative DRM is played on another player, the DRM takes effect in the next combat the player is involved in. [12.5.4] Victory The Soldier with the highest score at the end of the game wins. Their score is compared to the Victory Table to arrive at a victory level, while all other Soldiers lose. In the event of a tie, no-one wins and all the Soldiers lose. © 2014 John Welch and Victory Point Games 27 The South Shall Rise Again [13.0] EXAMPLE OF PLAY Sabrina and Peter are playing a Cooperative game of The South Shall Rise Again. Since Sabrina has never played before, they decide to play the first Scenario, The Road, on Greenhorn Difficulty, which means they will face four Zebs and four Revenants. They start off by selecting and deploying their Soldiers. Sabrina selects Private Picket, while Peter takes Private Williams. Peter places his Soldier on the right hand side of the map in hex 1205 while Sabrina places her Soldier in hex 0405. They then draw a random Rifle, Skill, and Heroic Action for their Soldiers; Sabrina is pleased to see she got a Sharps, the Skill Pugilist, and the Heroic Action Head Shot. Peter is also pleased with his combo, a Springfield, the Loader Skill, and the Heroic Action Skedaddle. Sabrina's Set Up (Not to Scale) 28 Developed by Kevin Fortuna The South Shall Rise Again They then start deploying the Undead, starting with the Zebs. The first roll results in two 3s, while the second roll is a 3 and a 1. Thus the first Zeb is deployed in hex 0604. However, that is within 4 hexes of Sabrina’s Soldier, so it is moved back to hex 0704 where it is 4 or more hexes away from each Soldier. Using the same procedure, the next Zeb is placed in hex 0608. After the remaining Zebs are placed, Peter and Sabrina start placing the Revenants using the same procedure. They end the deployment with additional Zebs in 0908, 0409 and Revenants in 0509, 0511, 0702, and 1009. Since Peter has played before, Sabrina agrees that he should go first. He feels that his position is fairly safe, so he targets the Revenant in 0702 that is threatening Sabrina. He has an unblocked LOS and the Revenant is 6 hexes away, within the Range of his Springfield. There are no DRMs, so he flips his Springfield over to its 'Reload!' side and rolls two dice. He gets a 6 and a 5, giving him an 11, which is a Critical Hit! With a sly smile on his face, he places a red Wound marker under the Revenant and a purple Stunned halo on top of it. It is now Sabrina’s turn and she tries to replicate Peter’s luck on the Revenant in 0509. It is within Range and she has a LOS. After a brief discussion with Peter it is decided that the LOS does cross the Fence and that the roll will receive a -2 DRM. Undeterred, Sabrina grits her teeth, flips over her Rifle and rolls two dice. She smacks the table in frustration when the dice come up double 3’s, yielding a 4 when the DRM is taken into account, a mere Hit. Peter gestures towards the Draw Pile, as Sabrina rolled doubles. Grumbling Sabrina draws the top card, consults the Player Aid and yells “Oh for goodness sake!” She just drew Death Will Walk the Land, making all Undead advance one hex. © 2014 John Welch and Victory Point Games 29 The South Shall Rise Again The Zeb in 0704 moves one towards Sabrina to 0604, and the Zeb in 0409 moves to 0408. The Zeb in 0608 is also closer to Sabrina's soldier and so moves to hex 0607. Finally the Zeb in 0908 moves one towards Peter (whose Soldier is closest) to 1007. The Revenants now move, the Revenant Sabrina hit will become Stunned, but the card draw takes effect before the combat results, so the Revenant moves to 0409. The Revenant in 0511 also moves towards Sabrina’s Soldier to 0410, while the Revenant in 1009 moves towards Peter to hex 1008. Since the Revenant in 0702 is Stunned, it does not move. After moving all the Undead, Sabrina places a Stunned halo over the Revenant in 0409 with a roll of her eyes, “Yeah that’ll help” she mutters. 30 Zeb Sabrina (Pvt. Picket) Revenant Peter (Pvt. Williams) Developed by Kevin Fortuna The South Shall Rise Again It is now the Undead Action Phase and Peter and Sabrina alternate Moving the Undead. Since Peter was the first to go, he moves the Zeb in 1007 to 1006 and rotates it 90° to show that it has Moved. Sabrina then Moves the Zeb in 0604 to 0504 as sarcastically as she can. Peter then Moves the Zeb in 0607 towards Sabrina’s Soldier to 0506. Sabrina ends the Zeb Movement by Moving the final Zeb towards her Soldier to 0407. It is then time to Move the Revenants and Peter moves the Revenant in 1008 towards his Soldier to 1107. Sabrina then Moves the last non-Stunned Revenant in 0410 to 0408. They then rotate the Undead back and remove the Stunned halos from the two Revenants. Looking at the situation, Sabrina sees that her Soldier is practically surrounded and will be Grappled by many Undead next round. “Fun game,” Sabrina whispers. Peter, thinking Sabrina could quit at any time, says, “You need to give it more than one turn before deciding if you like it. Now, if I can go first I bet you we can eliminate most of the Undead that threaten you.” “You really think so?” Sabrina asks. “Eeyup” Peter states. “You're on” Sabrina says with a glint in her eyes and a faint smile on her face. Peter declares that he will use his Heroic Action and discards his Skedaddle card. With it, his Soldier can expend up to eight MPs, but it must be towards Sabrina’s Soldier. Much to Sabrina’s shock he picks up his Soldier and Moves it seven hexes to the left, next to her in hex 0505. “You’re crazy”, Sabrina states, looking shocked. Peter just nods his head and declares that he will Fire on the Zeb adjacent to him in 0504 using his Pistol. He gets a +1 DRM for Firing into an adjacent hex, reduces his Pistol Ammo marker one and rolls two dice, getting a 3 and a 5. This is modified to a 9, giving him a Critical Hit, Wounding and Stunning it! It takes Sabrina a moment to recognize that her jaw is open, closing it she has an idea and targets the Zeb in 0407 with her Pistol. There are no DRMs and she rolls two dice, resulting in a 5 and a 4, another Critical Hit! “Finally” she says, placing a Wound marker under the Zeb and a Stunned halo on top. © 2014 John Welch and Victory Point Games 31 The South Shall Rise Again Both Sabrina and Peter approach the Undead Action Phase with a degree of trepidation. Peter goes first, moving the Zeb in 0506 to 0605. Since it is now adjacent to his Soldier unit, the Zeb Attacks the Soldier. Peter rolls two dice and rolls a 1 and a 5, a 6 since there are no DRMs (the other adjacent Undead is Stunned). This means Peter’s Soldier is Grappled, and Peter places a Grappled marker between the units. Sabrina moves the next Zeb towards them from 1006 to 0906. Since the remaining Zebs are Stunned, the Revenants now move, with Peter moving the Revenant in 1107 to 0907. Sabrina, with a wicked gleam in her eyes, moves the Revenant in 0408 to 0406. However, instead of Grappling with one of the Soldiers, Sabrina declares the use of her Heroic Action, Head Shot. Discarding the card, she reduces her Pistol Ammo marker by one and removes the Revenant from play, placing it in her Score Pile. “First blood”, she smiles. Smiling himself (though more of a nervous one), Peter moves the Revenant in 0702 to 0604. Sabrina ends the turn by moving the final Revenant to 0507. They then rotate all the turned units and remove any Stunned markers. “Heh” Sabrina chuckles, “it worked, they're not eating me anymore.” “I’m done for,” Peter states, “Why don’t you just save yourself, you can exit the map this turn, we’ll even win”. “After you rescued me like that? No way!” Just rolling his eyes, Peter takes the first turn, launching a Melee Attack on the Zeb who is Grappled with his Soldier. There is a +1 DRM for Attacking a Zeb, but a -1 DRM for the adjacent Zeb, giving no net modifier. Gulping, Peter rolls two dice and breathes a sigh of relief when he rolls a 5 and a 1, resulting in a Knockdown. It is Stunned. 32 Developed by Kevin Fortuna The South Shall Rise Again Sabrina thinks for a moment, and then targets the Revenant in 0507 with her Pistol, expending one Ammo. There are no DRMs and so she rolls two dice, resulting in double 6s! “YES!” Sabrina yells, pumping her fist in the air, but her jubilation diminishes when she remembers she must draw a card. With a trembling hand she reaches for the Draw Deck, and breathes a sigh of relief when she sees Keep Your Powder Dry, since her Rifle is already on its 'Reload!' side the card has no effect! Thus her roll of 12 stands, which is a fatal hit, Destroying the Revenant. “See what blind, wild Fire can do,” she says smugly to Peter, who merely rolls his eyes again in response. It is now the Undead Action Phase and Peter conducts the Grapple Attack on his Soldier by the Zeb in 0504. Since the other adjacent Zeb is Stunned, there are no DRMs and Peter rolls two dice, which yield a 5 and a 2. Looking up a 7 on the Undead Grapple column of the Undead Combat table, Peter lets out a groan when he sees it is Close Fighting and takes a Wound. Sabrina then moves the Zeb in 0407 to 0406 and rolls a die to see which Solider it will Attack. Both let out a disappointed gasp when the result indicates Peter’s Soldier unit. Rolling two dice for the Attack, they let out a sigh of relief when they see the result, a 5 and a 6. Even with the -1 DRM for adjacent Undead, the result is still a no effect. Peter then moves the Zeb in 906 to 0806 and Sabrina moves the Revenant in 0907 to 0707. To end the turn, Peter moves the Revenant in 0604 to 0606. Finally the Undead are rotated and the Stunned marker is removed. After three turns, the situation is looking precarious and it is not clear whether our intrepid heroes will be able to escape from the road with their lives. © 2014 John Welch and Victory Point Games 33