
Mages Guild (Fourth Edition Pocket-Tactics Update)
myminifactory
This text appears to be the rules for a tabletop strategy game called "Battleline". It outlines various game mechanics such as unit deployment, movement, combat, and spell casting. Here is a summary of the key points: **Gameplay Overview** * Each player starts with a set of units on the map. * Players take turns moving their units, using special abilities, and casting spells. * Units can be deployed from reserves onto the map. * Combat is resolved through dice rolling and comparing OFF (offense) results to DEF (defense) results. **Combat Mechanics** * Units roll multiple dice for offense (OFF) and defense (DEF). * Players re-roll certain dice based on special abilities or terrain effects. * The highest OFF die is compared to the highest enemy DEF die. If the result is a tie, the next highest die is compared. * A unit is defeated if its OFF cannot beat an enemy's DEF. **Ranged Attacks** * Units with a ranged attack symbol can assault units that are a certain number of tiles away (listed on the card). * Features and enemy units block line of sight, except for flying units or when targeting a feature. * Units must meet range requirements to roll OFF dice for a ranged assault. **Deployment and Movement** * Players can deploy units from reserves onto the map adjacent to a controlled feature. * Units can be moved into occupied features to return them to reserves. * Features can be moved back to reserves, ceding control of the tile. **Types and Hazards** * Unit types (Human, Elf, Robot, etc.) have no effect on gameplay but are referenced by certain abilities and terrain effects. * Terrain tiles and features contain hazards that occur when a unit is moved into them. Units with favored terrain or deployed from reserves ignore these hazards. **Victory Conditions** * A player wins if their opponent cannot activate or deploy any units. * Victory can also be secured by controlling all features on the map. **Spell Cards** * Spell cards are used in conjunction with Mage-type units and cost force points to use. * Players draw up to five spell cards at the start of each turn and may not have more than five cards in their hand. * Discarded cards cannot be reused, except through special abilities like the Grand Grimoire.
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