version 0.5.0 (updated 30 nov 2001)

Latins had a very detailed vocabulary for the military life: so "exercitus" is the generic word for army but "acies" is the technical term for an army deployed in battle formation.

INTRODUCTION

Acies cames out from two experiences, the Ancient Generals card game of Lloyd Krassner and my computer card game Hoplites. The idea of this free card game is to simulate a battle between two armies represented by the player's decks. The cards represents the units (infantry, cavalry and artillery of course) and tactical options (rally, scout, etc.).

Some optional rules are also available in this page (author is Emmanuel Delva).

MATERIALS

Some markers are needed used to represent "Hits" (Disruption Markers) on the units; the Flanking Points total for each army can be kept on paper or using some extra counter.

To play the game you also need a D10; read 0 as 10.

OBJECT

Rout the army of your adversary: a player loses once the Reserve Pile is empty.

CARD DESCRIPTION

FIELD STRUCTURE and UNITS MOVEMENT

The battle area is divide in three zones: Centre, Left Wing and Right Wing. You can use any type of marker to identify the zone boundaries, without restrictions: as a rule of thumb centre should be the 50% of the available space.
For every zone you can identify three lines:

 
Left Wing
Centre
Right Wing
Enemy's First Line
     
Melee Line
     
First Line
     

Your hand and your adversary's hand represents the Second Line.

The lines aren't constrained on the number of cards you can play on it.

Main rule: cards are always played/moved so that they are unopposed or opposing a single enemy card.

You play your units on the First Line: here the units can missile attack the enemy units on both the melee line and the enemy's first line (if capable of long range missile). Units in the first line can also attack enemy units in the Melee line.

In the Manoeuvre Phase You can move units previously played on the Fist line to the Melee Line in the same zone. You can move in any empty area (always following the main rule of one single opposing enemy) providing that you don't go "trough" an enemy card.

During the Attack Phase units capable of Withdrawal can move from the Melee Line to the First Line if the area behind the unit is empty. Units on the First Line capable of Withdrawal can can always be moved on your hand.

SETUP

Each player use a personal deck created using the specific rules of the choosen historical period or with the Fast Play option (see below).

Each player can select three units from the deck and play them face down on the center zone. The deck is then shuffled and each player draws a hand of 7 cards. The remaining cards are put aside. Cards discarded during the game will constitue the "Reserve" deck, while units eliminated will be put on the "Casualties" deck.

When both players have setup the three cards on the central zone the cards are turned face up.

DECK CREATION

You can quickly create a deck and play using the Fast Play option here below: no constraints, no calculations simply shuffle and start playing. The second option is to create a deck using the point system: basically you will select an "historical" army and you will create your decks using the army limits and the unit costs.

FAST PLAY option.

Create two decks using the same card set: two cards for each Unit (23 units x 2 = 46 units) and 5 cards for each Tactical Card (12 tactical cards x 5 = 60). In total each deck will have 106 cards.

POINT SYSTEM deck creation

You must define a number of Bugdet Points to be used to by the card. 1800pts are a good value for medium length games, while 1000 pts can be used for a quicker play. You can find in the armies page some examples of ready-to-play decks.

You can use the Budget Points to create your army using the costs associated with each unit: for a more detailed game you can define some limits on the available units depending on the army nationality: since a lot of games (DBA, DBM are the best know examples) have already introduced the "army list" concept you can easily introduce your own OOB in the game.

If you want to customize the tactical cards you can use a separate Budget of 2000 points: each tactical card costs 40 points. You can use these points also to buy additional units, while the army Budget Points cannot be used to buy extra tactical cards.

TURN SEQUENCE

Each turn is divided into 6 phases:

1. Scout Phase

2. Encircling Phase

3. Manoeuvre Phase

4. Missile Phase

5. Attack Phase

6. Draw/Discard Phase

At the beginning of every game roll a D10: the player with the highest result goes first.

SCOUT PHASE

Discard a unit card with the scout trait to your reserve pile to look at your opponents hand, or the next 5 cards in any deck.

ENCIRCLING PHASE

Note: there are two types of flanking in the game: a "strategical" flanking (encircling) that represents the overall manoeuvre of the armies and a "tactical" flanking to represent the advantage of a single unit on the field. The encircling phase will allow each player to manage the strategical flanking by playing cards with the Flank trait. During the Attack phase you will be able to gain the tactical flanking for unopposed units.

In this phase both players may discard unit cards with the flank trait to gain one flank point each. Keep a running total of your flank points during the entire game. The discarded unit goes on the Reserve Deck.

The player with the most Flank points is called the Encircling army, the other player is the Encircled army. During the attack the units of the Encircling army will add +1 to all the dice rolls.

If tied, neither army is the encircling army.

MANOEUVRE PHASE

Upright cards can be moved from the First Line to the Melee Line: the unit can be moved anywhere in the same zone.

Cards at 90 degrees can now be put in normal upright position.

You can now play a unit from your hand to the First Line; foot units newly played are put at 90 degrees in the field unless specified on the card. Mounted units are played upright unless specified. Only upright cards will be available to missile and attack.

Reaction fire: in some cases upright enemy units on the field can be able to missile fire in response to your action. There are two actions that triggers the reaction fire:

In both cases the enemy unit can conduct a missile attack against your unit following the standard rules.

MISSILE PHASE

You can now select one or more missile capable upright unit to missile attack. Units capable of missile fire have two values representing the short and long range attack value. When firing to an adjacent unit you will use the short range value; units firing from the First Line to enemies on their First Line will use the long range value. As an example a Bowman unit (Missile 5/2) in the First Line can fire to an enemy on the Enemy First Line using his long range value 2.
Units can have a missile modifier in the form +/-#, wher the value # represents the modifier to any attack against that unit.

For each selected unit roll a dice and add the target missile modifier (if any): if the number is <= to the missile value the target gets a disruption marker (DM); if the number of DM is equal to the unit Hit Points then the unit is moved to you casualty pile.

Elephants: when an elephant unit is hit by a missile attack there is a 20% of chance of rampage; after a successful missile hit on a EL unit roll a D10: on a result of 1-2 the unit is eliminated.

ATTACK PHASE

You can select one or more upright units on your First/Melee line to attack: if there is an opposing card you can select it as target of the attack: the adversary can then conduct a Withdrawal (see below for the detail). It there isn't an opposing unit but an enemy card is deployed to the left or to the right of the attacker then the selected unit can attempt to gain a tactical flank advantage (TFA: see below for the details).

Unblocked attackers on the Melee Line do damage to the main body of the opponents army: for each unblocked attack the first card is taken from the adversary's deck and it's put face down on his causalities pile; face down units are worth XX Rout points (in addition of the implicit damage of losing a card).

Each player rolls a D10 and adds the unit Melee value plus any possible modifier:

Compare the force totals of the 2 units: if the higher result is less or equal to twice (2x) the lower result the losing unit gets a Disorder Marker: if the attacker has a TFA the defender is instead eliminated. If the higher result is greater than twice the lower result the losing unit is eliminated; exception: SK can never eliminate a unit, they only add a disorder mark regardless of the result/TFA.

If the losing unit is eliminated the the victorious card can advance and occupy the place of the adversary: units with a TFA can maintain the 90 degrees position or they can be moved upright.

A tie result is ineffective: both units are considered fighting without gaining any advantage.

Tactical flank advantage (TFA)

An unopposed attacking unit with an enemy deployed to the right or to the left can try to gain a tactical flank advantage (TFA) in the following cases:

A unit that gained a TFA is rotated 90 toward the defending unit.

Effects:

Units with TFA have a +4 modifier on the attack roll; moreover any TFA negates the weapon type advantages.
Example
: HC attacking HI normally suffer the +2 vs CAV of the infantry unit; if the HC can obtain a TFA the +2 Vs CAV is negated and the HC will have the +4 modifier.

Attacker with TFA will rout the defender on any successful result

When a enemy card is played/moved in opposition to a unit with a TFA the flanking unit is newly rotated in the upright position.

Withdrawal

A unit attacked can try to withdrawal to avoid contact with the enemy. To be able to withdraw the defending unit must be in the upright position and have a mobility value greater than the attacker. There three cases of Withdrawal:

  1. Unit on the Melee Line: you can Withdrawal on your first line if the area behind the selected unit is empty.
  2. Unit on the First Line: you can Withdrawal to your Hand or
  3. Unit on the First Line: you can try to stay in the field manoeuvring

In any case to Withdraw you must roll a D10; if the mobility value of the unit in withdrawal is greater than twice the mobility value of the attacker then add a -2 modifier to the dice roll:

Exception 1: SK can always conduct a withdraw from the Melee Line (case 1) when attacked by other non SK foot units; moreover SK can withdraw into your hand (case 2) when attacked by HI and MI.

Exception 2: CAV units can always conduct a withdraw from the Melee Line (case 1) when attacked by any foot unit.

DRAW PHASE

Discard any number of cards from your hand to your reserve pile.

Draw a card from your deck. After the discard and draw action you cannot have more than 7 cards on your hand.

If your deck ever runs out, shuffle your Reserve pile and use it as your deck.

Cards sent to your Casualty pile stay there for the rest of the game.

If there are no cards left in your deck or reserve pile, you lose.

You can play an Initiative Tactical Card in this phase to keep the initiative for the next turn (playing twice in a row). Your opponent can cancel this effect by playing an Initiative card.

OPTIONAL RULE: Route level

If you select this rule then you loose the game when the losses in your Casually Pile exceed half of the army Route Points. The Route Points for each army are calculated

UNIT TYPES ABBREVIATION

Foot units     Mounted units    

Other Units

 

Skirmish

SK

 

Light Cavalry

LC

  Artillery AR

Light Infantry

LI

 

Heavy Cavalry

HC

     

Medium Infantry

MI

           

Heavy Infantry

HI

 

Elephant

EL

     

Phalanx

PH(HI)

 

War Wagon

WW

     

Warband

WB

 

Chariots

CH

     

 

CAV (cavalry) refers to both LC and HC

Phalanx is a special class of Heavy Infantry: any reference to HI also apply to PH unless stated otherwise.

UNIT LIST

Unit Name

Type

Move

Melee/Missile

HiT

$$

Notes

Slingers

SK

5

1/3-0

1

25

Scout; +1 Fire; played upright; can only disorder

Bowmen

SK

5

1/5-2

1

40

Scout; +1 Fire; played upright; can only disorder

Javelineers

SK

5

2/4-0

1

30

Scout; +1 Fire; played upright; can only disorder

Light Infantry LI 4 3 2 40 Scout; -2 Vs EL

Psiloi

LI

5

3/3-0

1

30

Scout; -2 Vs EL

Peltasts

MI

3

4

2

45

Scout; +1 Vs CAV; -1 Vs EL

Auxilia

MI

2

4

2

45

Scout; +1 Vs CAV; -1 Vs EL

Barbarians

WB

3

2

2

50

+1 Vs CAV; -1 Vs EL

Horde

WB

3

3

2

50

+1 Vs CAV; -1 Vs EL

Warriors

WB

3

4

3

50

+1 Vs CAV

Legionaires

HI

2

5

3

60

+2 Vs LI; +1 Vs CAV

Hoplites

HI

1

5

3

60

+2 Vs LI; +2 Vs CAV; +1 Fire

Phalanx

PH (HI)

1

7

3

70

+2 Vs LI; +3 Vs CAV; +2 Fire

Horse Archers

LC

8

3/3-0

1

100

Flank; Scout; -2 Vs CH; Vs EL only if flanking

Light cavalry

LC

8

3

1

80

Flank; Scout; -2 Vs CH; Vs EL only if flanking

Numides

LC

9

3/2-0

1

100

Flank; Scout; -2 Vs CH; Vs EL only if flanking

Heavy Cavalry

HC

7

5

2

110

Flank; +1 Vs LC; -2 Vs CH; Vs EL only if flanking

Cataphracts

HC

7

6

2

120

Flank; -2 Vs CH; Vs EL only if flanking ; +1 Fire

Light Chariots

CH

7

3/3-0

1

65

Flank; +1 Vs HI, LI; +2 Vs CAV

Heavy Chariots

CH

6

5

1

95

Flank; +1 Vs HI; +2 Vs LI; +3 Vs CAV

Elephants

EL

6

6/3-0

1

90

+2 Vs LI, CAV; -2 Fire

War Wagon

WW

6

4/3-0

1

60

+4 Vs WB, +3 vs EL

Artillery

AR

0

2*/7-3

1

70

Can only missile attack

* on defence only

TACTICS CARD LIST

Card Name

Effect

Overrun

Increase the Melee Value of attacking unit +2

Bloodlust

Increase the Melee Value of any unit +3

Outflank

Played in Flank Phase: worth 2 flank points.
Played in the Attack Phase: an attacking unit can gain a tactical flank advantage.

Shields

Blocking PH, HI, MI, or WB can Evade the combat

Defensible Terrain

Blocking Light Infantry units are +3 and cannot be evaded

Difficult Terrain

Any enemy unit cannot flank or attack this turn.

Treacherous Terrain

Attacking HI, MI, or WB are +3 and cannot be evaded

Reserve

Draw 3 extra cards in any Flank Phase

Rally

In any Draw phase put 1 card from your Casualty pile into your hand

Cohesion Remove two disorder marker from two different units
Initiative Play in the Draw/Discard Phase to keep the initiative and play a second turn. Your opponent can play an Initiative card in response to cancel the effect.

Break Morale

Opponent cannot block this turn. The attack goes directly to the main body of the enemy's army