Hohenfriedeberg
Hohenfriedeberg Rulebook
Table of Contents
Table of Contents
Setup
Place alternately one unit of a side beginning with the Austrians/Saxons; Prussian units (white) in hexes with grey circles, Austrian units (yellow) in hexes with yellow circles and Saxons (black/yellow) in hexes with black circles.
Counters
Values on the counters are:
- Top left: combat
- Top right: range
- Bottom left: movement
- Bottom right: defence
Terrain
- Thick black border: may not be crossed.
- Thick grey border: stop movement after crossing; no attack after crossing.
- Grey centre dot: add 2 to unit's defence; unit does not have to retreat (but it may); this hex blocks line of sight.
Turn sequence
Sides alternate beginning with the Prussian turn. On a turn first move with up to three units and then attack with up to two units. No unit with a range value greater than 1 may attack after movement. Flipped units may neither move nor attack. At the end of a turn all flipped own units that are not in an enemy zone of control are turned back over.
Movement
A unit may move up to its movement in hexes. Units may not end their movement on another unit. You may move through allied units but not through enemy units. The six surrounding hexes of a unit are its zone of control. Flipped units do not have a zone of control. Units have to stop as soon as they enter an enemy zone of control. Units may not move from one zone of control hex to another in one turn.
Attack
The target must be within the attacker's range in hexes. Other units block line of sight. If a unit is in an enemy zone of control, it may only attack units in whose zone of control it is. Roll one six-sided die and add the attacker's combat value. If two units attack the same target on the same turn, their two combat values may be added to one single die roll. If the total is equal or greater than the target's defence value, the target is flipped over and, if possible, it has to retreat one hex (choice of defender) away from the attacker/s but not into an enemy zone of control. If the target was flipped already, it is eliminated. If the total is greater by two or more than the target's defence value, it is eliminated instantly. After a retreat or elimination one of the attackers with a movement greater then 1, which is adjacent to the now vacant hex and is not in an enemy zone of control, may advance into this hex.
Victory conditions
One side has won as soon as the other side has only two units, which are not flipped, left on the board.
Special rules
On the first two turns of the Austrians/Saxons only Saxon units may be selected.