RULE BOOK - Last Front
R.B.1.
RULE BOOK
6 JUN 2016
(LEAD DESIGNER)
(DIRECTOR OF GAME DEVELOPMENT)
THE STRATEGY CARD GAME
CAPTURE TERRITORY, ATTACK YOUR OPPONENTS AND SHIFT
THE BALANCE OF POWER IN THIS FAST-PACED, HIGH-STAKES CARD GAME.
Credits
Art & Graphic Design: Stephanie Russell & James Vining
Box (cover) Illustration: Ryan Richmond
Testers:
Vaughn Allen, Josh Bringle, Zach Cronin, Kevin Hunter-Kesling,
Trevor Jarrett, Matt Klausmeier, Rick Luna, Derek O’Dell,
Gary Phillips, Jeremy Salinas, Evan Wages and James Ward
© 2016 PLOWGAMES. ALL RIGHTS RESERVED.
LAST FRONT, PLOWGAMES AND ALL RELATED MARKS ARE TM AND © PLOWGAMES.
DESCRIPTION
The goal of the game is to win battles and capture territories by outbidding your
opponents.
Battles are fought over territories. Players
take turns placing bids to control a territory
until a winner is determined through attrition
or capitulation. Once the territory has been
won, the battle is over. The winning player
adds the territory to their display and a new
battle begins. The game ends when victory
conditions are met. See Victory Conditions.
CARDS
There are four card types used in the game: Territory, Territory Bonus, Battle and
Event. There are 162 cards and one rulebook included in this game.
TERRITORY DECK (12 CARDS)
These are the cards that
players battle over.
There are four different
territory types: American
(green), British (blue),
Soviet (red) and German
(gray). There are three
cards of each territory
type.
TERRITORY BONUS CARDS (4 CARDS)
Territory Bonus cards award special bonuses in
battles based on the territory type and who has
majority ownership. These bonuses are explained
on each card. See Territory Bonuses.
EVENT DECK (18 Cards)
The Event deck contains cards
with special rules that can have
a dramatic effect on a battle.
If a “Draw Event” card is played
from their hand, the player must
flip over the top card in the Event
deck and follow the instructions.
All Event card effects are instantaneous,
can’t be blocked, and must be shown to all
players. Effects of each Event are described
on the cards.
BATTLE DECK (128 CARDS)
The Battle deck is used to make
and strengthen bids during
battles. There are four card
types in the Battle deck: Unit,
Special, Icon and Draw Event.
Unit cards (98): These cards have
a numerical value and are used to
create bids. There are four types of
Unit cards: Troops, Tanks, Planes and
Support.
Troops, Tanks and Planes are played
at the values shown in the corner of
each card. Unit card quantities in the Battle
deck break down from most to least as:
Troops (1,2,3 values), Tanks (2,3 values)
and Planes (2,3,4 values).
There are also Support Unit cards
(1/2, 2/4, 3/6 values) that appear
in the deck about as frequently as
Tanks do.
Support Unit cards have two values: a Defense
value and an Attack value. When a player uses a
Support card to defend a territory that a player
has captured they may use the higher Defense
value (labeled with a “D”). If the players are
attacking another player’s captured Territory
card or an open Territory card they may still
play the Support cards at their lower Attack
value (labeled with an “A”).
Special cards (16): These cards have
special abilities or rules that are
described on each card. Special cards
must be played on your turn unless
otherwise noted.
Icon cards (10): These cards generally
provide boosts to Unit cards; effects
are specified on each Icon card.
Draw Event cards (4): These
allow a player to draw from
the Event deck. You may play
these during your own turn at
any time, although you are not
required to. See Event Deck.
Face Values
Special cards and
Icon cards also have
a face value printed
on the bottom right of
the card. This allows
the player to use
those cards at their
face value rather
than using the cards’
special ability.
played as
Special
played for
face value
For example, you could declare that you are
playing the card at face value by placing it
upside-down in your bid. The card would be
counted toward your total bid value.
Once a player has declared that they are going
to play a Special or Icon card at face value,
the card retains that value. Its special ability
cannot be used even if it is stolen by
another player.
Example: A player plays the Patton Icon card (special
ability: +2/card on Tank Unit cards) for its face value
(3 points). The next player plays Lend-Lease Special
card for its ability (“swap one card from any opponent’s
bid with one of your own”) and takes the Patton card
into their own bid. They do not get the special ability;
rather they only get the face value for that card
(3 points).
SET UP
Shuffle the Battle, Event and Territory decks
individually and place all three face down
within easy reach of all players. Place the four
Territory Bonus Cards face up in the center of
the table.
EVENT
BATTLE
TERRITORY
TERRITORY BONUS
Deal six cards from the Battle deck to each
player. Players may look at their hands.
GAME PLAY
Whoever deals the cards goes first. Game play continues clockwise from
the dealer.
When beginning a battle, the first player
(dealer) flips over the top card from the
Territory deck. The first battle of the
game will always be for the Territory card
drawn from the top of the Territory deck.
In subsequent turns, players may choose to
attack territories that have been captured by
opponents instead of the one revealed from the
Territory deck.
The first player must draw one card from the
Battle deck to their hand. They must then make
an opening bid by placing a Unit card (or
cards) or a valid Special or Icon card from
their hand face up in front of them. The player
declaring the battle MUST make an opening bid.
Players may put down as many cards from their
hands as they like during their turn. The
values of the cards along with any bonuses are
calculated to determine the total bid value.
The next player takes their turn by drawing
one card from the Battle deck. They may then
either make a larger bid or withdraw from the
battle. If the player decides to bid, they must
play Battle cards from their hand, placing them
face up in front of them until the cumulative
face values of all player’s cards, and their
effects, equal at least one (1) higher than the
value of the previous player’s bid.
If the player chooses not to bid, then they
withdraw from the battle. The withdrawing player
should draw one more card from the Battle deck
into their hand and discard any cards that they
may have bid up to that point. A withdrawing
player CANNOT participate in the rest of the
battle. See Withdrawing from Battle.
Calculating Bids
Any bonuses offered to Unit cards by Special
cards, Icon cards, Event cards or Territory
Bonuses MUST be resolved in the correct order.
For each card: Multiply/divide first, then add/
subtract modifiers.
Example: Two Troop Unit cards with values of 2 and 1,
respectively, have a “2x Troop Unit card value” bonus
with “+1/Troop Unit card” bonus. Total value of Troop
cards in the display below is:
“digging In” Rule (Optional)
The “dig in” rule allows players to protect
their bids in increments of 10 points each.
This simplifies the math in calculating bid
values.
Once “dug in,” these cards are no longer
affected by modifiers or special abilities
(both good and bad) unless otherwise noted on
a card’s description. Thematically, this allows
players to commit cards to the battle without
fear of them being removed by an opponent’s
Special and Icon cards or be affected by Event
cards on subsequent turns.
“Dug in” cards are turned sideways and remain
in the bid. As per the normal rules for
withdrawing from battle, they are discarded at
the end of a battle or when a player withdraws
along with the rest of the cards in the bid.
The only valid “dig in” value is 10.
Any points from cards “dug in” over 10 are
lost, so players may opt not to commit those
cards until they have an even 10 points. Until
the cards are “dug in,” players MUST leave them
spread out in their displays. The cards in the
bid remain vulnerable to opponent Special and
Icon card effects until players choose to “dig
them in” on their next turn.
Example: A player has four Unit cards worth 3 points
apiece, giving them a total of 12 points:
The player may choose to “dig in” these cards to
protect them, yet the point value will only be 10
(the maximum value of a “dug in” pile). The player
loses the 2 extra points from their bid. Instead, the
player may wait until a subsequent turn to “dig in”
cards when the value of the cards adds up to an even
10 points. For example, a player may draw a card worth
1 point:
“Digging In” with Special and Icon Cards
If effects from Special cards and Icon cards
were used to reach those 10 points, the cards
remain in the player’s display separately from
the “dug in” pile(s). This allows the cards to
be used on subsequent turns to modify the value
of future cards in the bid. If these cards are
eliminated on subsequent turns, the values of
the “dug in” piles do NOT change. However, if
Special or Icon cards are played at face value
to reach 10 points, they are treated like any
other Unit card and are “dug in” with the rest
of the cards in that pile.
Example: A player has Unit cards totaling 6 points.
A Special card is played that modifies their value
enough to equal 10. The player declares that they are
“digging in” those 10 points. The Unit cards are placed
in a single pile and turned sideways to indicate they
are dug in. The Special card remains in play separate
from the “dug in” pile.
A player may have multiple “dug in” piles, but
each will be worth only 10 points. Players may
not wait until they have 20 points in their bid
and “dig in” a single pile of cards worth 20
points. It would need to be broken out into
two separate 10 point “dug in” piles.
B l i t z Cards
Certain Special or Icon cards can
interrupt another player’s action and can
be played at any time. These cards will
have a lightning bolt icon like the one
shown. An opponent may use these cards
to interrupt other players as they attempt to
“dig in” a group of cards if they have NOT
already withdrawn from the battle. This should
be done as soon as players declare they are
“digging in” points.
Withdrawing from Battle
If it is a player’s turn, and they are unable or
unwilling to play enough Battle cards to beat the
previous bid, they may withdraw from the battle.
Any cards already in the bid (including those
that have been “dug in” as well as Icons and
Specials) must be discarded, and the player may
not participate further until a new battle has
begun. Upon withdrawing, a player should draw one
more card into their hand from the Battle deck.
They may not draw any more cards for the rest of
that battle.
A player who has withdrawn is immune to any
Special, Icon or Event card effects for the
rest of that battle.
Winning the Battle
Players must beat the previous player’s bid
by at least one point. The player who does not
withdraw wins the battle and adds the captured
Territory card to their display. If a player
wins, he or she may also draw one extra card to
his or her hand from the Battle deck.
Note: The second-to-last player also draws one
card, as it still counts as a withdrawal.
All cards in a player’s bid are discarded at
the end of a battle, inlcuding “dug in” piles
and Special and Icon cards played.
The winner of each battle will declare the
next battle to take place. If a Territory card
from the top of the Territory deck has been
captured, a new card is always flipped over
from the top of the Territory deck before the
next battle is declared. The winner may either
attack a new territory from the Territory deck
or attack a captured Territory card held by
another player.
All players participate in battles, so
attacking another player is a good way to
pit opponents against each other or weaken a
stronger competitor. The winner makes the first
bid, and the battle continues as normal until
a winner is declared. See Victory Conditions
to determine who wins the game.
TERRITORY BONUSES
The goal of the game is to capture Territory cards. Each territory offers a unique
bonus ability to the player with a majority of that territory type.
Territory Bonus cards don’t count toward victory
condtions. They provide special abilities that
remain in effect from battle to battle. A player
must have a controlling share of a given type of
Territory card in order to keep this bonus.
SCENARIO 1
Bonus!
No Bonus
Player 1
Player 2
No Bonus
Player 1
SCENARIO 2
No Bonus
Player 2
VICTORY CONDITIONS
These are suggested conditions for winning the game.
You can play even faster games by removing territory types.
• Normal game length (45 minutes)
- 2 of the same territory type OR
- 3 different territory types
• Quicker games (20 minutes)
- 3 of ANY type of Territory cards
Center of
Table
QUICK PLAY GUIDE
Turn Order
1.
Player draws one card from the Battle deck.
2 a . If player makes a bid: (First player must choose
a Territory Card to fight for and must make an
opening bid)
1. Place card/cards face up in front of
you to make a bid
2. Declare any Special or Icon cards
played at face value and turn them upside down in the bid
3. Add modifiers from Captured Territory Bonuses, Special and Icon cards,
etc. to calculate total bid value
4. Declare any “dug in” points
5. Declare you are finished
2 b . If player withdraws:
1. Declare you are withdrawing
2. Draw one card to your hand
3. Discard all cards in bid (if any)
3.
Next player’s turn (clockwise):
Player must bid one point more than previous player or withdraw.
Battle continues until only one player remains.
The winner draws a card from the Battle deck
and chooses the next Territory Card to fight
for from either the Territory deck or another
player’s display. The next battle begins at
step 1.
Game board
PLAYER 1 DISPLAY
Player 1’s
Captured Territory
Event
Deck
Bid
Battle
Deck
Hand
Hand
Territory Deck
Territory Bonus Cards
Bid
PLAYER 2 DISPLAY
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