
Pocket-Tactics: Core Set 1 (Fourth Edition)
myminifactory
This text appears to be a set of rules for a tabletop game, likely a strategy game involving miniatures and terrain pieces. The rules cover various aspects of gameplay, including movement, combat, unit abilities, and deployment. Here's a breakdown of the key components: 1. **Units**: Units are represented by miniature figures on the board. Each unit has its own set of attributes, such as offense (OFF) and defense (DEF), which determine their capabilities in combat. 2. **Movement**: Units can move around the board according to their movement rules, which may include bonus moves or flying abilities that allow them to hop over other units. 3. **Assaults**: Assaults are a way for units to attack each other. The process involves rolling dice to determine the outcome of the battle, with each player taking turns adjusting the results using "bumps" and re-rolls. 4. **Ranged Attacks**: Certain units have the ability to make ranged attacks against units that are farther away than normal. This is represented by a symbol on their rules card and allows them to attack targets at a greater distance. 5. **Deployment**: Players can deploy new units from their reserves onto the board, placing them adjacent to features they control. Units can also return to reserves if they occupy a feature or move into an occupied feature tile. 6. **Types**: Unit types (e.g., Human, Elf, Robot) have no effect on gameplay but may be referenced by certain abilities or terrain effects. 7. **Hazards**: Some terrain tiles and features contain hazards that can affect units when they enter them. Units deployed into a tile with hazard effects ignore them, as do units that have that tile type as their favored terrain. 8. **Victory Conditions**: The game ends when one player controls all features on the board or when their opponent(s) cannot activate or deploy any units. Overall, these rules provide a framework for playing a strategic tabletop game involving miniatures and terrain pieces.
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