Знаменосец
Знаменосец Rulebook
Table of Contents
Table of Contents
Game Description
Two valiant armies meet in battle. Each army has 20 different warriors, who have different characteristics and combat skills. You, as an experienced commander, must use them to achieve victory.
Goal of the Game
Players try to destroy three of the opponent's standard-bearers and protect at least one of their own. A player who completes this battle objective becomes the winner.
Components
- Game board
- 40 warrior cards (20 of each colour)
- 28 wound markers
- Rules
Game Board
The game board is a grid of 7 x 8 cells. The near half (7 x 4 cells) is your territory. The far half (also 7 x 4 cells) is the opponent's territory.
To start the game, do the following:
- Shuffle your warrior decks.
- Take turns drawing a card from your decks and placing it face up on your side of the board. Cards are placed in a row from left to right, starting from your top row. In the starting position, players may not place their warriors on the opponent's territory.
Starting deployment variants. The rules show two starting formations for the blue and green armies, each occupying their own half of the board.
Turn Order
To begin, choose the player who will move first (for example, by tossing a coin). After that, the players take turns.
Phases
Each turn of a player consists of a movement phase and an attack phase. The movement phase always comes first, then the attack phase. The phases cannot be swapped or skipped.
- ✓ In the movement phase, the player moves one or several warriors (see below).
- ✓ In the attack phase, the player may attack with the warrior they moved in the first phase of their turn, or with any other warrior.
If a player cannot perform at least one part of their turn (moving or attacking), they end the turn and remove one warrior card of their choice from the battlefield. The chosen warrior is considered killed.
1. Movement
Warriors can move in two ways: singly or in rows.
First way: moving one warrior. Any warrior can be moved a certain number of free cells (the number is given in the "Warrior Properties" table) horizontally and vertically. During movement, the card may be turned any number of times in any direction.
Example (diagram): a warrior moved 5 cells.
Second way: moving a column or row. Warriors can move in a column or in a row (horizontally or vertically), if a standard-bearer is present in that row or column. The standard-bearer may be at the beginning, in the middle or at the end of the column or row. Two standard-bearers cannot be in the same line.
- A column or row moves in only one direction, horizontally or vertically, through free cells. Bending the line or turning its corners is not allowed.
- A column or row can move a maximum of three cells, exactly as many as the standard-bearer can move (the speed of the other warriors is not counted).
- A column or row may contain any number of warriors, starting from two.
Example (diagram): a column of three warriors (one of them a standard-bearer) moved three cells horizontally, to the right.
All warriors move not only horizontally and vertically, but also left and right. No warrior can move diagonally. A warrior can move only onto an empty cell. Jumping over other warrior cards is not allowed.
2. Attack
To start an attack, the player must show which of their warriors attacks which of the opponent's warriors.
The attacked opposing warrior takes damage. Damage is marked with a wound marker: the marker is placed on the attacked card. If the number of wounds becomes equal to the warrior's number of health points, the warrior is considered killed and is removed from the field.
A warrior that moved in this turn, or any other warrior, may attack. The attack parameters of each warrior are described in the "Warrior Properties" table.
Each warrior deals one wound per attack. The exceptions are the berserker and the pikeman (see "Warrior Properties"), which may deal up to two points of damage:
- At the player's option, a berserker may attack two enemy warriors at the same time and deal one point of damage to each. Both enemies must be on cells adjacent to the berserker vertically and horizontally (not diagonally). In this case the berserker itself also receives one point of damage.
- A pikeman attacking a heavy infantryman deals him 2 points of damage.
A warrior may attack only if its strength is greater than or equal to the opponent's strength. If the strengths are equal, both warriors receive a wound, regardless of the direction and distance of the attack.
With each wound, the warrior's strength is reduced by 1.
Example: a heavy infantryman with strength 5 receives two wounds; now its strength is 3.
Attack Bonuses
Heavy troops (marked with three triangle-shaped chevrons) have an attack bonus (+1 to the warrior's strength) against medium troops (two chevrons) and against light troops (one chevron). Medium troops have an attack bonus (+1 to the warrior's strength) against light troops. This bonus applies only during an attack. It is not counted in defence.
Example: a cavalryman (medium troops) with strength 4 attacks an archer (light troops), also with strength 4. The cavalryman's strength is 4 + 1 = 5. The archer receives one point of damage.
Example: an archer (light troops) with strength 4 attacks a pikeman (light troops) with strength 3. The pikeman receives one point of damage.
If a column or row was moved during the turn, any warrior of that line (including the standard-bearer) may receive an additional +1 to attack.
Example: a column of three warriors (one of them a standard-bearer) moves 2 cells horizontally, and a cavalryman from it, strength 4, attacks an enemy pikeman, strength 3, on the adjacent cell. The cavalryman's strength is 4 + 1 (medium troops against light troops) + 1 (movement in a column) = 6. The pikeman's strength is 3. Result: the attack succeeds and the pikeman receives one point of damage.
Combat Units: Warriors
The warriors in this game are represented by cards.
Example: the Standard-Bearer card.
- The number of swords shown in the upper left corner is the warrior's strength. On the example card, three swords show that the Standard-Bearer's strength is 3.
- The strength is also shown on the flag ("warrior strength"; here "3").
- The hearts show the warrior's health, i.e. the number of wounds it can take (here 3).
- The number of chevrons shows the troop type.
- The direction and range of the warrior's attack are shown in the attack diagram.
- The "footprints" show the number of cells the warrior may move (here 3 cells).
Chevrons show the troop type:
- Three chevrons: heavy troops.
- Two chevrons: medium troops.
- One chevron: light troops.
Warrior Properties
Archer
- Troop type: light troops.
- Health: 2 points.
- May move up to 3 cells per turn.
- Attacks at a distance of up to two cells horizontally and vertically.
- Also attacks diagonally, but only at a distance of one cell (that is, the adjacent cell).
- If an enemy warrior stands on the adjacent cell in a given direction, the Archer cannot attack through that cell in that direction.
Berserker
- Troop type: medium troops.
- Health: 3 points.
- May move up to 5 cells per turn.
- Attacks horizontally or vertically at a distance of one cell (the adjacent cell).
- At the player's option, the Berserker may attack two enemy warriors at the same time and deal one point of damage to each. Both enemies must be on cells adjacent to the Berserker, vertically and horizontally. In this case the Berserker itself receives one point of damage.
Heavy Infantryman
- Troop type: heavy troops.
- Health: 4 points.
- May move up to 3 cells per turn.
- Attacks horizontally or vertically at a distance of one cell (the adjacent cell).
Standard-Bearer
- Troop type: heavy troops.
- Health: 3 points.
- May move up to 3 cells per turn.
- Attacks at a distance of one cell (the adjacent cell), horizontally and vertically.
- May lead any number of warriors in a column or row. During a move in a column or row, one of the moving warriors (or the Standard-Bearer itself) receives a bonus in this turn (+1 to strength).
Horseman
- Troop type: medium troops.
- Health: 3 points.
- May move any number of cells per turn.
- Attacks horizontally or vertically at a distance of one cell (the adjacent cell).
Pikeman
- Troop type: light troops.
- Health: 2 points.
- May move up to 5 cells per turn.
- Attacks at a distance of one cell (the adjacent cell), horizontally, vertically and diagonally.
- When attacking a Heavy Infantryman, deals it 2 points of damage.