RulesPal
Chat
Rulebook
Boots on the Ground thumbnail

Boots on the Ground

Boots on the Ground Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Key Terms
  • 3.0 Components
    • 3.1 Game Board
    • 3.2 Game Units
  • 4.0 Game Units
    • 4.1 Other Available Units
    • 4.2 Other Game Counters
  • 5.0 Intel Cards
  • 6.0 Sequence of Play
    • 6.1 Sequence of Play for 1 Player Game with 1 Squad
    • 6.2 Sequence of Play for 1 Player with 2 Squads or 2 Player Game
    • 6.3 Sequence of Play for 3 Player Game
  • 7.0 Activation
  • 8.0 Card Play
  • 9.0 Missions Defined
  • 10.0 Movement Rules
  • 11.0 Fire Rules
    • 11.1 Line of Sight
    • 11.2 Other Fire Rules
    • 11.3 Key Rules for Units Firing
    • 11.4 How to Fire
    • 11.5 Fire Hit Chart
    • 11.6 Results of Wounds and Kills

1.0 Introduction

Boots on the Ground is a 1 to 3 player game that can be played competitive (first squad, Alpha or Bravo, to complete the objective wins), or against each other (one player being the insurgent, the other being an allied squad or squads), or solitaire (the player being a squad, with the cards driving the insurgent play), or cooperatively (both players command a squad and play against the card driven enemy to complete a shared goal).

2.0 Key Terms

Squad: A color grouping of allied units.

Closest: For card play, this means proximity of an insurgent to an individual or team not belonging to the player drawing the card.

Team: A team is 2 or more Allied units that start a turn adjacent to each other. The advantage of activating a team is being able to move and/or fire with all of your units during one activation. The disadvantage is most units can not use an individual unit's special abilities or individual movement rate. The team may only move 3 squares per unit.

Individual: An individual is 1 Allied unit. The advantage of activating an individual is being able to use that unit's special abilities and movement rate. The disadvantage is that when moving and/or firing it is only with 1 unit per activation.

Adjacent: One of the 8 squares surrounding a square (this means up, down, side to side, and diagonally) not blocked by a wall.

Special Ability: Most allied units have a special ability that may be used for certain functions within the game. Special abilities work when activated as an individual. Some cards allow insurgents to have special abilities for a turn or the entire game.

Intel Cards: These cards control movement, action and placement of insurgent forces. Cards give the right for more Insurgents to be placed, for multiple units to move, even allow an insurgent unit to use demo, HWE, or sniper abilities for a time or until game end (or unit elimination).

Game Concept: When moving and firing with insurgents, it should always be with the idea of the insurgents getting the best shot possible. If the insurgent can get a back shot he should, if he can get a side shot he should, and on any shot the insurgent should get as close as possible. When adding insurgents to buildings they populate at windows (blue marked squares) and doors (brown marked squares) facing the closest allied unit. Either way, newly placed units cannot move, but can fire on allied units in line of sight and in range.

Insurgent: Enemy units to the allied player. Some insurgent forces have special abilities that may be assigned by the Intel Cards.

3.0 Components

The game includes 1 game board, 1 counter sheet, rules, dice, 3 mission cards and 60 intel cards.

3.1 Game Board

The game map is a satellite photo of a city area. Overlaid on the map is a grid of squares that regulate movement, fire, and line of sight.

Map rules:

  • Buildings are labeled with roman numerals.
  • Walls are represented by thick solid black lines.
  • Doors are represented by solid brown lines in between wall sections.
  • Windows are represented by solid blue lines in between wall sections.
  • Cover is represented by thin red lines (normally representing vehicles).
  • Insurgents are placed into brown or blue lined squares and are determined by card draw.
  • The squares for civilians (C), lock boxes (L) and vehicles (V) have no effect on movement or combat unless a civilian or vehicle is in the square.

3.2 Game Units

For the allied player this includes two separately colored (green, red) squads of 6 units each (leader, medic, demo, scout, HWE, and sniper) as well as light green colored GI units. Located on each of these units is an image of a soldier as well as two numbers with the Fire Facing arrow between them. These numbers are, from left to right, the unit's fire modifier and movement points. The unit's fire modifier is applied to fire when the unit is activated as an individual. The unit's movement points is how many squares a unit can move in a turn when activated as an individual. When moving as a team, the movement rate is 3. Some terrain on the game board costs more than 1 movement point, thereby slowing the unit down.

Alpha squad and Bravo squad each contain: Leader (+1, 5), Medic (0, 4), HWE (0/+2, 3), Demo (0, 4), Scout (-2, 7), Sniper (+1, 4). The G.I. unit is (-2, 3).

Each allied unit has a front and a back; units can take three hits. The front side is at full strength, and the flipped side shows the first wound (hit) the unit can take. Upon the second hit a Critical marker is placed on the unit; on the third hit the unit is removed from game play.

Insurgent: Grey insurgent units can only take one hit and are removed from play. Insurgent movement rate (when allowed by card) is 5. Additionally there are units for the insurgent player that are specialized with the abilities of an allied unit. Insurgent units that are "wounded" are removed from the game board but may be brought back into play as a new insurgent based on the intel card draw. Insurgent units that are "killed" are removed from play for the remainder of the game. Wounded and Killed status is determined by the Fire/Hit Chart.

4.0 Game Units

UnitIndividual abilityTeam ability
Team Leader (L)+1 fire modifier, movement 50 fire modifier, movement 3. +1 defense modifier to adjacent units
Medic (M)0 fire modifier, movement 4. Can remove 1 hit from an adjacent allied unit or hostage. Any wounded team member or hostage adjacent to the medic may move at the rate of the medic. Can not fire while transporting or healing a wounded team member or hostage by themselves.0 fire modifier, movement 3. Must be adjacent to another unit to heal himself.
Demo Expert (DE)0 fire modifier, movement 4. Instead of firing may use one of the abilities listed below when activated.0 fire modifier, movement 3. None
Scout (S)-2 fire modifier, movement 7. May reveal the next card. Any cards revealed by the scout allow placement and movement for the insurgents, but none of the insurgents placed or moved by the card may fire. Only the insurgents affected by the card may not fire; all others in range may.0 fire modifier, movement 3. None
Heavy Weapons Expert (HWE)0/+2 fire modifier, movement 3. One offensive die roll for the HWE can be applied to up to three different targets in range with a 0 fire modifier OR may fire at one target with a +2 fire modifier.0 fire modifier, movement 3. None

Demo Expert abilities (instead of firing, one per activation):

  1. Create a Door: He may create a door in a wall he is adjacent to by blasting a hole through it. The explosion wounds any unit on the opposite side of the wall, but may not create a door if it would wound a civilian or hostage. Place a door marker. The door marker acts as a door for all units. Limit is 2 times per game.
  2. Throw a grenade: He may throw a grenade up to 2 squares away. Any unit in the grenade target square is killed, and any unit (friendly or enemy) adjacent to the grenade target square is wounded. No throwing grenades that would cause civilians or hostages to be killed or wounded.
  3. Fire the RPG: He may fire the RPG at a target wall, not a unit. He may fire up to 7 squares following Line of Sight rules. The explosion kills any unit on the inside of the wall and wounds any units adjacent on the 3 squares on the outside of the wall. The RPG may not be fired inside a building or if it would wound civilians or hostages.

4.1 Other Available Units

UnitIndividual abilityTeam ability
G.I.-2 fire modifier, movement 30 fire modifier, movement 3. None
Insurgents0 fire modifier, movement 5. Placed by card draw on the closest available squares with brown (doors) and blue (windows) diagonal lines closest to allied units not belonging to the player drawing the card.0 fire modifier, movement 5. Enemy to the Allied player. Cards may give some Insurgent units special abilities.
HostagesMay not fire, movement 2May not fire, movement 2. None

4.2 Other Game Counters

TypeMethod of placementUse
CiviliansPlace on squares with a blue "C" at start of game according to scenario setup, unidentified civilian icon face up.At the end of a player movement all civilians adjacent to allied units are flipped over. If friendly, no action occurs and the counter is removed from the game. If an Insurgent counter is revealed, the Insurgent can fire on the player before card draw.
VehiclesPlace on squares with a red "V" at start of game according to scenario, unknown cover vehicle icon face up.At the end of a player movement all vehicles adjacent to allied units are flipped over. When flipped and the counter shows that it is safe cover, no further action is needed. If the flipped value is I.E.D.-A, units adjacent take 1 hit of damage, unless the demo expert is adjacent, in which case the bomb becomes defused and no units take damage. If I.E.D.-B, defusing is not possible and all player units adjacent take 1 hit of damage.
Alpha/Bravo DoorUse to show where Demo was used to make a door in the wall.Each Team can only have two doors active at a time.
CriticalShows critically wounded soldiers.Remove after the medic uses his Special Ability, or if the member is wounded again remove it and the unit.
Cleared BuildingIf before card play a building has 3 or more windows and/or doors occupied by Allies, place the cleared building marker in the building. No new insurgents may be placed in this building.

Possible lock box back results:

ResultEffect
Health KitUsed by any unit possessing the marker for itself or any unit adjacent; use Medic rules. Can be carried with the unit and used once in a game.
Grenade KitThrown as a grenade by any unit possessing it; use Demo unit grenade rules. Can be carried with the unit and used once in a game.
Booby TrapOnly the unit on the marker receives one hit.
Bomb Disposal KitDefuses I.E.D.-A and I.E.D.-B; can be carried with the unit and used once after an unknown cover marker is revealed.
WMDThe mission determines when they must be found. However, if found in any mission it must be returned to a green zone for the mission to be completed.

5.0 Intel Cards

These cards control movement, abilities, and placement of insurgent forces. Cards give the right for more insurgents to be placed, for multiple units to move, even allow an insurgent unit to use demo, HWE, or sniper abilities for a time or until game end (or unit elimination).

For card play, "Closest" means an individual or team not belonging to the player drawing the card. All insurgents are added inside buildings, at unoccupied window (blue marked) squares and door (brown marked) squares, facing towards the closest allied target. The allied player drawing the card chooses this placement. Either way, newly placed insurgent units cannot move during that card play, but can fire on allied units in line of sight and in range.

Intel card events:

  • Place 1, 2, 3 or 4 (each card would only have one value) new Insurgent(s) in the closest unoccupied window or door space and fire.
  • Move 1, 2, 3 or 4 (each card would only have one value) Insurgent(s) up to 5 spaces and Fire on closest Allied forces.
  • May Medivac (place one injured unit in a green zone restored to full health) one injured Allied member to the closest Green Zone to restore full health.
  • Insurgents take cover and may not move or fire.
  • Move All Insurgents up to 5 spaces each and Fire on closest Allied forces.
  • Closest Insurgent becomes a Heavy Weapons Expert, Demo Expert or (any out of range) Sniper for rest of game.
  • Closest Insurgent becomes a Heavy Weapons Expert, Demo Expert, (any out of range) Sniper for the turn and fires.
  • Closest Insurgent throws a grenade towards Allied team.
  • Replace any KIA team member with a G.I. No insurgents can fire.
  • Closest door explodes from IED.
  • Place up to two G.I.s (if available) adjacent to Team Leader as reinforcements.

6.0 Sequence of Play

Players pick a mission to play and set up the units according to mission specs.

6.1 Sequence of Play for 1 Player Game with 1 Squad

  • Player activates a team or individual.
  • Player draws an Intel card for insurgent activation against the player and conducts actions with insurgent counters.
  • If the mission objective is completed or failure occurs the game ends; otherwise, go back to step 1.

6.2 Sequence of Play for 1 Player with 2 Squads or 2 Player Game

  • Alpha activates a team or individual first.
  • Bravo player draws an Intel card for insurgent activation against the Alpha player and conducts actions with insurgent units.
  • Bravo activates a team or individual.
  • Alpha player draws an Intel card for insurgent activation against the Bravo player and conducts actions with insurgent counters.
  • If the mission objective is completed or failure occurs the game ends; otherwise, go back to step 1.

6.3 Sequence of Play for 3 Player Game

  • Alpha activates a team or individual first.
  • Insurgent player draws an Intel card for insurgent activation against the Alpha player and conducts actions with insurgent units.
  • Bravo activates a team or individual.
  • Insurgent player draws an Intel card for insurgent activation against the Bravo player and conducts actions with insurgent counters.
  • If the mission objective is completed or failure occurs the game ends; otherwise, go back to step 1.

7.0 Activation

During his turn the allied player activates either a team or individual belonging to that player. Whether it is a team or individual activated determines what may be done with those unit(s). Each has advantages and disadvantages.

For example, the allied player has 4 units adjacent to each other. During his turn he may activate all 4 units as a team and move each unit up to 3 squares and fire with each unit. He could instead activate any 1 of the 4 units and move and fire and use the special ability of that 1 unit. (Units can move then fire, then move again up to the movement point limit.)

Whether as a team or individual, each unit may only conduct 1 fire action in a turn. (Note the HWE only fires once with his special ability, but it is applied to up to 3 insurgent units.)

When the team is activated each unit in the team may do any combination of movement and fire (no unit may fire more than once in a turn nor move more than 3 movement points). After activation is done all Unknown Cover and Civilian markers that are adjacent to allied units and all occupied Lock Boxes are flipped.

Below are listed the specific rules for activating each.

Team: The following rules apply to team activations:

  • A team is 2 or more Allied units that start a turn adjacent to each other (may not be separated by a wall, but may be separated by a window or door).
  • All team members use their team movement rate (3 movement points) when activating with the team.
  • Each activated team member may move and fire but uses a fire modifier of 0.
  • Team members may not use their special ability.
  • Units move one at a time and one unit must complete its movement and/or fire before the next unit is allowed.

Individual: The following rules apply to individual activations:

  • An individual is 1 Allied unit acting alone.
  • An individual may move, fire and use one of its special abilities in a turn.
  • An individual uses the fire modifier on its unit when firing.

8.0 Card Play

Following the activation and play of the allied squad a card is drawn by the opposing player. This card determines the actions of the insurgent units against the squad that was just activated. Insurgents are always activated by card play.

The insurgent player can only move if activated by a Move and Fire Intel Card (Move 1, 2, 3 or 4 [each card would only have one value] Insurgent[s] up to 5 spaces and Fire on closest Allied forces); units receive 5 movement points per turn. All insurgents ALWAYS fire at any unit of the player not drawing the card, when in range and in line of sight after a card draw, whether the card affects them or not (unless one of the following cards is drawn: "Insurgents take cover and may not move or fire" and "Replace any KIA team member with a G.I. No insurgents can fire").

For example, the intel card says "Place 2 new Insurgents in the closest unoccupied window or door space and fire". All units within range and line of sight of the player NOT drawing the card may fire, not just the 2 newly placed units. Conversely, with an intel card that says "Move 3 Insurgents up to 5 spaces and Fire on closest Allied forces", the three closest insurgents can move up to five squares and fire on an allied squad, and any other existing insurgents with line of sight can also fire on the allied squad, but not move.

Play note on game play: In a Competitive or Cooperative game, during the Alpha player turn the Bravo player is playing the insurgent player; during the Bravo player turn the Alpha player is the insurgent. In a 3 player game with one player being Alpha, one being Bravo, and the third being the insurgent, the insurgent player draws the card after the squad activates and performs the actions against the player that just activated.

Cards played determine the mission length, as defined by the mission specs. Each mission gives the allotted amount of cards the deck will be comprised of, and the game ends when the mission goal is reached, the cards run out or all the allied units are eliminated. Some missions have unlimited cards for play, defined by "∞", and the mission ends when the goal is achieved or all the allied units are eliminated.

9.0 Missions Defined

Solitaire missions: One player commands the allied force versus the insurgent forces using the cards to drive their actions. For solitaire missions shuffle the full deck and deal out the allotted number of cards for the mission and set the other cards aside; these are your cards for this play. Once the cards in your play deck have been played through once the scenario is over.

Cooperative missions: Both players command a squad and play against the card driven enemy to complete a shared goal. For cooperative missions shuffle the full deck and deal out the allotted number of cards for the mission and set the other cards aside; these are your cards for this play. Once the cards in your play deck have been played through once the scenario is over.

Competitive missions: Both players command a squad and play against the card driven enemy and each other, racing to complete the mission. For competitive missions shuffle the full deck and deal out the allotted number of cards for the mission and set the other cards aside; these are your cards for this play. Once the cards in your play deck have been played through once the scenario is over.

Versus: One player commands the allied forces, the other commands the insurgent forces. In a 2 player game the allied forces play as in the solitaire rules and the insurgent player determines movement, placement and actions of insurgent units based on the card play. In any missions where versus is used (one player plays the insurgents) the goal of the insurgent player is to prevent the allied player from winning. This can be accomplished by eliminating enough allied units or hostages before the end of the game, or by the card deck being played out before the allied player accomplishes their mission.

For example: In the mission "Hot LZ" the Solitaire game uses 20, the Cooperative uses 40 and the Competitive uses 60 cards. For Versus use the Solitaire number of 20 cards.

To make a mission easier or harder adjust the number of cards in the mission in 5 card increments (more makes it easier, fewer makes it more difficult).

On solitaire missions a player can gauge the level of success by the number of cards used to complete the mission (fewer is better).

10.0 Movement Rules

Each unit in the game has movement points that it uses to move when activated. A unit may never spend more movement points than it has. Movement points may not be transferred to other units or saved for future turns.

Units may move forward, backward, sideways, and diagonally in clear terrain for 1 movement point per move. Units can move through doors (brown line) but not walls. Windows (blue line) cost 1 extra movement point to cross. Walls and vehicles may not be moved into or through. Units may move into and through partial squares on the board edge. Civilians may be moved through but not stopped on. Vehicles may not be moved through.

The Fire Facing arrow does not control movement; it is only used for firing direction. Units should be aligned with the square they occupy so the Fire Facing arrow is facing the direction the player desires to fire during and at the end of movement. Units can only change fire facing during movement, and it costs no movement points to change fire facing during movement.

Units can move through friendly units for no extra cost but no more than 1 unit is allowed per square at the end of a move. Units may not move through or end a move in a square with an enemy unit. Units can end their move in a square with a lock box.

Wounded individuals move 1 movement point less than the maximum allowed for an individual or team.

11.0 Fire Rules

To fire at an enemy unit, the firing unit must be within weapon range of the enemy unit and have a line of sight to it. Insurgent units ALWAYS fire at units belonging to the allied player not drawing the card, when in range and line of sight after a card draw.

Fire Facing: Each allied/insurgent unit has a Fire Facing arrow that designates the direction the unit fires in. Units should be aligned with the square they occupy so the Fire Facing arrow is pointed in the direction the player desires to have line of sight and fire. Units can only change Fire Facing during movement, and it costs no movement points to change Fire Facing during movement.

Units may only fire through their front 3 squares (being straight up, and diagonally to the right and left of straight up). Units may not fire at targets in their side or rear squares. There is also a fire modifier for units firing at targets through their side or back. When firing at a unit through its side or diagonal rear side squares it is a +1 fire modifier to the attacker. When fired at through its direct rear square it is a +3 fire modifier.

In the Fire Facing graphic, the unit could fire through the green squares (its three front squares, following line of sight rules). It may not fire through the yellow squares (its two side squares, two diagonal rear squares and direct rear square). Also, when it is fired at by an enemy unit through the yellow squares the firing unit receives a fire modifier (+1 through the side and diagonal rear squares, +3 through the direct rear square), which is applied to the firing unit's die roll.

11.1 Line of Sight

Line of sight is determined by laying a straight line from the center of the firing unit's square to the center of the target unit's square. If the straight line crosses through any of the following the line of sight is blocked and the firing unit may not fire at that target unit:

  • Walls
  • Enemy units
  • Civilians

11.2 Other Fire Rules

  • Units cannot shoot or move through walls, though demo can blast through walls creating a "door" (use a squad's Door counter).
  • The squares for civilians (C), lock boxes (L) and vehicles (V) have no effect on movement or fire unless a civilian or vehicle is in the square. In those cases civilians block line of sight, vehicles do not.
  • Vehicles add +1 to defense only if the unit is adjacent to the structure and the fire is crossing through the middle or corner of the vehicle counter. The cover modifier always applies to the defender if adjacent; if both attacker and defender are adjacent to the cover, no modifier is applied.

11.3 Key Rules for Units Firing

  • A unit's fire range is 1-5 squares. Range is counted from the firing unit to the target unit by the shortest path in squares. Count the square the target unit is in but not the firing unit's square.
  • Units can only fire forward or in either forward diagonal (as shown by the green squares in the Fire Facing diagram).
  • Friendly units can fire through each other (as if the front unit is kneeling and the back unit is standing), but may not fire through enemy units (the front unit always takes the hit).
  • Fire through windows and doors is allowed into or out of buildings.
  • Units can fire through cover (vehicles). When fired on they receive a +1 defensive modifier.
  • Only one fire per unit is allowed during a turn; moving however can be done before and after, if a unit has movement points remaining.

For example a unit can move two squares, fire, then move its remaining movement points.

11.4 How to Fire

When activated, the currently moving unit may fire at a "target unit" in line of sight and range. The firing unit and target unit check for fire modifiers and defensive modifiers, which are cumulative. Roll one die for the firing unit and one die for the target unit. Apply any fire modifiers to the firing unit's die roll, and apply any vehicle cover defensive modifiers (+1) to the target unit's die roll.

Allied firing units kill with a modified die roll of 2 higher than the target unit, and wound with a tie or 1 higher. If the insurgent target unit's modified die roll is 4 higher than the allied firing unit then the allied unit takes a hit.

Insurgent firing units kill with a modified die roll of 4 higher than the allied target unit, and wound with a modified die roll of 1 to 3 higher. If the allied target's modified die roll is 3 higher than the insurgent firing unit then the insurgent is wounded.

The Fire Hit Chart is based on the Firing Unit, either Allied or Insurgent. When using it the differentials are based on the firing unit.

11.5 Fire Hit Chart

Unit firingUnit firing kills target (differential)Unit firing wounds target (differential)Unit firing misses (firing unit and target are missed)Unit firing becomes wounded (roll differential)
Allied+2 or moreTie to +1 more-1 to -3-4 or more
Insurgent+4 or more+1 to +3 moreTie to -2-3 or more

11.6 Results of Wounds and Kills

Allied units that are wounded flip their counter to their wounded side the first time they receive a "wound" result. For a wound result to an allied unit that is on its wounded side, place a "Critical Marker" on the unit. For a wound result on an allied unit that has a critical marker on it, the unit is killed and removed from play for the remainder of the game.

Example: Leader at full strength (+1, 5); after one hit (flipped) (+1, 4); after two hits, add the Critical marker (-2).

Insurgent units that are wounded are removed from the game board but may be brought back into play as a new insurgent based on the intel card draw. Insurgent units that are killed are removed from play for the remainder of the game.

For example:

Turn 1: The activated firing unit is the allied Alpha Sniper unit and has a line of sight on an insurgent target 7 squares away. The Sniper gets a +1 fire modifier to the Fire die roll. Both the Sniper and insurgent roll one die. The die roll by the Sniper is a 4, modified (+1) to a 5. The insurgent rolls a 4. Comparing to the Fire Hit chart (using the Allied row) the differential is Allied +1; therefore the Insurgent is wounded and removed from the board (the wounded insurgents are added back to the pool of available insurgents and may return when a card calls for it).

Turn 1 card play: During the card play an insurgent firing unit has line of sight on Alpha's Demo unit and fires. The die roll is 2 for the insurgent and 5 for the Demo unit. Using the insurgent row in the Fire Hit chart, the differential is -3 for the firing insurgent unit. Therefore the firing insurgent is wounded and removed from the board.

Turn 2: Next, Bravo activates three units as a team and moves three squares. Any team member with line of sight may fire during this turn. Two team members have line of sight on the same insurgent. Each member rolls separately, and outcomes are based on the Fire Hit chart. First the HWE fires at the target with a die roll of 2 and the insurgent die is 6. Using the Allied row in the Fire Hit chart the differential is -4 and the HWE is wounded (the HWE counter is flipped over). Then the Medic fires at the target insurgent and rolls a 5. The insurgent rolls a 2. Using the Allied row in the Fire Hit chart the differential is +3 and the insurgent unit is killed and removed from the game and cannot return.

Sniper (Sp)+1 fire modifier, movement 4. At range 1-5 squares no modifier; range 6 to 10 is with +1 fire modifier.0 fire modifier, movement 3. None
No new insurgents may be placed in that building as long as the allied player occupies the windows and/or doors. Once the allied player holds fewer than 3 spaces the cleared marker is removed, unless the scenario states otherwise.
Lock boxesPlace on squares with a green "L" at start of game according to scenario setup, lock box icon face up.At the end of the player movement all lock boxes that allied units are on may be opened (flipped) at the player's choice. At that point the lock box counter determines the next action.