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So Convenient for Hewing - Dark Age Skirmish rules

So Convenient for Hewing - Dark Age Skirmish rules
by Scarborough. Jesse

1-225460

Skirmish System uses action cards to control an ever-changing order of play. Command chits are used to activate individual units.

The action deck consists of 12 action cards, two shoot cards, two move cards, two charge cards, two rally cards, two Free Choice of Action cards, and two end-of-turn cards. Half the cards are red, and half are blue --- showing which side has the initiative on a given card. A game turn consists of going through the action deck, one card at a time.

Each turn, Veteran units and Senior Leaders receive two command chits, Warrior/Regular units get one command chit, and Green units do not get a command chit. Thus Green units are dependent on Senior Leaders to act.

When a card is drawn, the designated side has the choice of first action. To act, a unit or commander must spend a command chit. Once the action is resolved, the other side may choose to act. If a player does not, or cannot, spend a command chit, the player passes. If a pass, the other side may then choose to act. Two sequential passes, one from each side, ends actions on that action card --- a new action card is then drawn, and the process is repeated. Resolving actions in the game is based on rolling d6.

1 vol, 48 pgs 2020 US, JESSEE SCARBOROUGH
......$24.00 rct

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Updated as of 11/14/2024

ABBREVIATIONS: dj-dust jacket, biblio-bibliography, b/w-black and white, illust-illustrations, b/c-book club addition.
rct - recent arrival or pending publication, spc - OMM Special Price