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SWORDPLAY

2018
WELCOME TO THE THW WORLD!
What: A free introduction to the Gaming System used by THW
Game Design and Two Hour Wargames.

Scale: Man-to-man sword and sorcery combat where 1 figure or


counter equals 1 man or creature.

Your Role: You lead a small group of 1 to 5 adventurers in a series of


scenarios where no two games ever play out exactly alike.

Playability: Designed with the solo gamer in mind, all THW games
can also be played with all players on the same side or head to head.

While our counterpart Chain Reaction is about modern


firearms, Swordplay is about combat with sword, spell and shield.

Swordplay gives you a chance to try out THW game mechanics,


before trying one of our period specific games.

Think of Swordplay 2018 as a preview. The nice thing is it contains


the same mechanics of all our other games and that means ....

LEARN ONE SET OF MECHANICS, PLAY MANY PERIODS.

THW GAME DESIGN – TWO HOUR WARGAMES


***************************************************
Makers of the most realistic solo game mechanics available!

2HW – SP
FREE
Includes color counters to get you into the game ASAP!
WRITTEN BY ED TEIXEIRA

COVER ART BY KIM ALLMAN


SPECIAL THANKS TO:
Kim Allman: For a great cover picture.
Ken Hafer, Bob Minadeo and Ron “Baddawg” Strickland:
For insisting “It’s not just a gang warfare game.”
The THW Folks on the Group and Forum: For the constant
support, questions and suggestions.
And Lil…
SWORDPLAY 2018
Skeletal Undead .................................................................. 8
TABLE OF CONTENTS
Skeletal Undead (1) .......................................................... 8
When you’re ready for more… .......................................2
Trolls ................................................................................... 8
Introduction ..............................................................................3
Trolls ............................................................................... 8
Word Of Advice ..............................................................3
Attributes ................................................................................. 8
How to Play .............................................................................3
Stars ..................................................................................... 8
Needed to Play .........................................................................3
Grunts .................................................................................. 9
The Dice – D6 .....................................................................3
Attribute Types.................................................................... 9
How Many D6? ...............................................................4
Race Attributes .................................................................... 9
Characters ............................................................................4
Class Attributes ................................................................... 9
Using Counters or Figures...............................................4
Random Attributes .............................................................. 9
Using the Tables ......................................................................4
Alignment ................................................................................ 9
Defining Characters .................................................................4
Not Black or White, But Gray ........................................... 10
Stars and Grunts .......................................................................4
Star Alignment .................................................................. 10
Why Use Stars? ...................................................................4
Reputation.............................................................................. 10
Star Advantages ...................................................................5
Modified Rep .................................................................... 10
Star Power .......................................................................5
Increasing Rep d6 .............................................................. 10
Extraordinary Effort ........................................................5
Decreasing Rep d6 ............................................................ 11
Free Will .........................................................................5
Class ...................................................................................... 11
Race .........................................................................................5
Armor Class ........................................................................... 11
Race Lists ............................................................................5
Challenge ............................................................................... 12
Dwarves ...............................................................................6
NPC Challenges ................................................................ 12
Dwarves ..........................................................................6
Leaders .................................................................................. 13
Elves ....................................................................................6
Leader Function ................................................................ 13
Elves ................................................................................6
Recruiting the Band ............................................................... 13
Feral Vampires ....................................................................6
How Big of a Band? .......................................................... 13
Feral Vampires ................................................................6
Restrictions ........................................................................ 13
Ghouls .................................................................................6
Dealing with NPCs ................................................................ 13
Ghouls .............................................................................6
Interaction .............................................................................. 13
Goblins ................................................................................7
The Battle Board.................................................................... 14
Goblins ............................................................................7
Sample Battle Board.......................................................... 14
Men......................................................................................7
Turn Sequence ....................................................................... 15
Men .................................................................................7
Movement .............................................................................. 15
Your Game, Your Choice................................................7
Action .................................................................................... 15
Ogres ...................................................................................7
Casting Spells ........................................................................ 15
Ogres ...............................................................................7
Damage Spell .................................................................... 15
Orcs .....................................................................................7
Dazzle Spell ...................................................................... 16
Orcs .................................................................................7
Defend Spell ...................................................................... 16
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

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SWORDPLAY 2018
Casting Spells .................................................................... 16 Forces ................................................................................ 22
Casting Damage................................................................. 16 Deployment ....................................................................... 22
NPC Spell Casting ............................................................. 16 Special Instructions ........................................................... 22
Shooting ................................................................................. 16 Loot and Destroy ............................................................... 22
Cover ................................................................................. 16 Are They Friends or Foes? ................................................ 22
How to Shoot ..................................................................... 17 Rescuing the Hostages ...................................................... 22
Shooting Damage .............................................................. 17 Character Journal .............................................................. 23
Melee ..................................................................................... 17 Character Journal .............................................................. 23
Retrieving Wounded .......................................................... 17 Character Journal .............................................................. 23
Damage .................................................................................. 18 Character Journal .............................................................. 23
Obviously Dead ................................................................. 18 Character Journal .............................................................. 23
Out of the Fight ................................................................. 18 Character Journal .............................................................. 23
-1 to Rep ............................................................................ 18
Will to Fight ........................................................................... 18
After the Encounter ................................................................ 18
Rep Adjustment ................................................................. 18
Playing the Game ................................................................... 19
PEFs ....................................................................................... 19
How Many PEFs................................................................ 19
Resolving PEFs ................................................................. 19
Who Are They? ................................................................. 19
How Many of Them?......................................................... 20
Are They Friends or Foes? ................................................ 20
Encounters ............................................................................. 20
Next Encounter .................................................................. 20
Explore ................................................................................... 21
Objective ........................................................................... 21
Forces ................................................................................ 21
Deployment ....................................................................... 21
Special Instructions ........................................................... 21
Are They Friends or Foes? ................................................ 21 WHEN YOU’RE READY FOR MORE…
Defend.................................................................................... 21
Objective ........................................................................... 21
Forces ................................................................................ 21
Deployment ....................................................................... 21
Special Instructions ........................................................... 21
Raid ........................................................................................ 22
Objective ........................................................................... 22
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

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SWORDPLAY 2018

INTRODUCTION HOW TO PLAY


Swordplay 2018 is all about the Story; your Story. It doesn’t How you play Swordplay 2018 is up to you. Here are some
take a long time to set up or play and your games won’t get suggestions:
bogged down with detailed or overcomplicated rules. The
rules are easy to learn and memorize, yet like all our THW • You can play as a loner, going on Encounters (page
games that share the similar mechanics, Swordplay 2018 gives 20) on your own.
you realistic results. • You can play as a Leader of a Band (page 13).
• You can play solo or same side against the game
When you’ve finished an Encounter (game) you’ll say, mechanics or head to head against others.
“Yeah, I could see that happening.” In Swordplay 2018 it’s • You can play it as a stand-alone game or with other
where you get to and not how you got there. THW titles such as 2 Hour Dungeon Crawl, Warrior
Casual and new gamers with little gaming experience can pick Heroes – Legends, Talomir Tales – Distant Shore or
up Swordplay 2018 really quickly. We’ve made the game Legends of Araby.
simple by using Classes to define Characters based on what • The bottom line is you can play it any way you like
they do, not what they use to do it. Casters cast Magic Spells because it’s your game.
Shooters; shoot…you get the picture.
Swordplay 2018 is perfect for playing solo or on the same side
with your friends as well as head to head. You don’t need a
Game Master, Dungeon Master, or Referee to play Swordplay
NEEDED TO PLAY
2018. It doesn’t take much time to learn, is a fun game, but
still a challenge. You will need a few things to play Swordplay 2018. They are:

No two games will ever play out the same. • Six-sided dice, referred to as d6. It is best to have
three per player.
Now let’s get started! • Counters or any combination of metal, plastic or
paper minis in a consistent scale of your choice.
WORD OF ADVICE Heck, you can even play with pen and paper.
Be sure to read the rules one section at a time and do the • An 8” x 10” flat area that we call the Battle Board.
review and easy exercises in the Stop boxes. We’ve broken the This can just be a space on the table, but we’ve
rules down into smaller pieces to make it easier to learn. Yes, I included one for your use.
know some of you may have gaming experience, but still
should use the Stop boxes as our mechanics may be a bit THE DICE – D6
different than what you’ve played before.
During the game, you will be required to roll dice in one of
If you have a question about the rules keep reading as the four ways. Here’s how we do it:
answer will be coming along shortly. But if you can’t find the
answer check out the THW Forum link below for answers to • TAKEN VERSUS REP: Roll 2d6 and compare each
questions and free downloads. score versus the Rep (page 10) of the Character. If
the d6 score is equal or less than the Rep, the d6 has
http://site.twohourwargames.com/forum/index.php been passed. You can pass 2d6, 1d6, or 0d6.
You can expect a response within 24 hours.
Example – A Shooter (Rep 4) wants to fire on the Shooting
Table (page 24). I roll 2d6 and score a 1 and 5 – passing 1d6.
• READ THE RESULT AS ROLLED. Read it just like it
says. You may be asked to add the scores together or
roll 1d6 a second time.
• ROLLING A 1/2D6. When you are asked to roll a
1/2d6 roll 1d6.
• 1 or 2 = 1.
• 3 or 4 = 2.
• 5 or 6 = 3.
• WHEN YOU SEE NUMBERS IN PARENTHESIS after a
word, that event will occur if that number is rolled.

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Example – Haldor comes upon a rickety vine bridge. There is
a chance (1) that it is completely destroyed. I roll 1d6 and
score a 4. The bridge is intact, but Haldor must take a
USING THE TABLES
Challenge Test (page 12) to make it across safely.
The tables are easy to memorize and use. In fact, all you need
to play your games are on two pages (pages 24 & 25). Here’s
HOW MANY D6? how we do it:
The number of d6 to roll will be in the upper left-hand corner
of each table. Note that in some THW rules you may have this • Consult the appropriate table for what you are doing
number modified by Attributes and Circumstances found on – Shooting, Melee, Challenge, etc.
some tables! • Roll the number of d6 found in the upper left-hand
corner of the table – usually 1d6 or 2d6.
• Modify the number of d6 rolled by any applicable
CHARACTERS Circumstance or Attribute for that table.
Characters are used on the Battle Board (page 14). Be sure • Go down the left-hand column to the appropriate row
that they are based individually as each represents one for the number of d6 you have passed or result
Character or Creature. scored.
• Go across the row and carry out the result.
USING COUNTERS OR FIGURES
If you want, you can use figures instead of counters to
represent the Characters in the game. Regardless, if you do or
don’t, both are used the same way. Here’s how we do it:
DEFINING CHARACTERS
• Carry On – When Carrying On (fully functional), Swordplay 2018 is played with individual Characters that are
place the counter so its bottom edge is facing the defined in the following ways.
Battle Board edge closest to the player. Place the
figure facing the enemy. The Character can see and • Is it a Star or a Grunt?
be seen by the enemy. • What is its Race?
• Duck Back (page 15) – When Ducked Back (hidden • Does it have any Attributes?
in cover), place the counter so its bottom edge is • What is its Alignment?
facing the Battle Board edge opposite from the • What is its Reputation?
player. Place the figure with its back to the enemy. • What is its Class?
The Character cannot see or be seen by the enemy. • What is its Armor Class?
• Obviously Dead (page 18) – When Obviously Dead
flip the counter over, face down. Lay the figure face
down.
• Out of the Fight (page 18) – When Out of the Fight STARS AND GRUNTS
turn the counter sideways and face up. Lay the figure
face up. The Character can be seen by the enemy. We use two types of Characters, called Stars and Grunts.
Here’s how to read the counters we’ve included in the game.
• STARS – The Star represents you, the player. We
suggest your Star begin with a Reputation of 5.
• GRUNTS – These are the Characters that do not
represent a player. They may be friends or foes and
will come and go as your Story progresses. All
Grunts are controlled by the game mechanics. Your
Grunts will try and do the best they can in the
situations you put them in while trying to stay alive.

WHY USE STARS?


One question that may be asked is why do we use Stars in
THW? It's to give the player personal control of his
Character.
Remember that all Grunts are controlled by the game
mechanics.
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

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But Stars? That's you. You will see that you have more EXTRAORDINARY EFFORT
freedom, as in real life, to do what you want, as well as some
An Extraordinary Effort is something a Star can do in difficult
distinct advantages that separates you from the Grunts.
situations. Anytime the Star rolls d6 it can choose to use an
Extraordinary Effort and roll a bonus d6. Here’s how we do it:
STAR ADVANTAGES • When the Star rolls d6 he can choose to roll another
As a Star in Swordplay 2018 you have three important d6 and add the result to the original d6 rolled.
advantages – Star Power, Extraordinary Effort and Free Will. • This can be when he is rolling the d6 or after they
have been rolled.
STAR POWER • The Star is allowed only one Extraordinary Effort per
Star Power is the ability of a Character to ignore normally Encounter.
disabling damage. Here’s how we do it: Example – Haldor (Rep 5) is in melee with a Feral Vampire
• Stars start each Encounter with 1d6 of Star Power for (Rep 4). He will roll 2d6 and the Vampire 3d6 as it has the
each point of Rep. So a Rep 5 Star starts with 5d6 Rage Attribute. Haldor rolls 2d6 and passes 2d6. The Vampire
Star Power. rolls 3d6 and passes 1d6!
• Whenever a Star takes damage it rolls its current Star Haldor now chooses to use his Extraordinary Effort and rolls
Power d6. Read each d6 as rolled. another 1d6 and passes. Added to the originally passed 2d6,
• Any result of 1, 2, or 3 reduces the damage by he has passed a total of 3d6, 2d6 more than the Vampire.
one level. Haldor has killed the Vampire.
• Any result of 4 or 5 means the damage stays and
the d6 is retained for future use. FREE WILL
• Any result of 6 means the damage stays, but the
d6 is removed from the Character’s Star Power The Star can choose to leave the Battle Board (page 14), with
for the rest of the Encounter. or without his Band, when taking the Will to Fight Test (page
25) without rolling any dice.
Damage is reduced in the following ways:
Leaving the Battle Board ends the Encounter.
• An Obviously Dead (page 18) result becomes an Out
of the Fight (page 18) result.
• An Out of the Fight result from Shooting becomes a
Duck Back (page 15) result. RACE
• An Out of the Fight in Melee becomes a -1 to Rep
(page 18) result. -1 to Rep damage cannot be Talomir is the THW fantasy world populated by a wide range
reduced. of Races. In Swordplay 2018 you can play as and meet any of
It is possible to reduce damage by multiple levels if you roll them.
several results of 1, 2, or 3.
Example: A Star with a Rep of 5 is in melee. He takes one RACE LISTS
Obviously Dead result. The player rolls 1d6 per point of the The following Race Lists are used to generate Characters.
Star’s Rep or 5d6 in this case. Here’s how we do it:
• The results are 2, 2, 4, 5, and 6. • Go to the appropriate Race List for the type of
• One 2 reduces the Obviously Dead result to an Out of the Character you need.
Fight result. • This will give you the following info:
• The other 2 reduces the Out of the Fight result to -1 to • Type.
Rep. He now has a Rep of 4 and must immediately fight • Class.
another round of melee. • Reputation.
• The 4 and 5 have no effect, but are retained. • Armor Class
• The 6 has no effect, but is discarded for the remainder of • Alignment.
the Encounter. • Gender. Roll 1d6 and apply the score to the
numbers found under the name of the list.

© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

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DWARVES FERAL VAMPIRES
A stout, well-muscled Race, in the old times Dwarves and There are two types of Vampires in Talomir. One is human-
Men lived in harmony. As the realms of Men expanded over like and able to move among Men almost unnoticed. The
the land the Dwarves retired to their mountains content to second type is an animalistic creature intent on satisfying their
mine ore. A few have chosen the life of Mercenary sell swords bloodlust at any time regardless of the consequences. Feral
serving those that pay the most regardless of purpose. Vampires are the second type.

DWARVES FERAL VAMPIRES


Male (1 – 6) Female (1 – 2) Male (3 – 6)
# TYPE CLASS REP AC ALIGN (1) # TYPE CLASS REP AC ALIGN
1 Leader Soldier 4 (1 – 3) 5 (4 – 6) 4 Any 1 Leader Creature 4 (1 – 3) 5 (4 – 6) 6 BM
2 Grunt Soldier 4 (1 – 5) 5 (6) 4 Any 2 Grunt Creature 4 (1 – 5) 5 (6) 6 BM
3 Grunt Soldier 4 4 Any 3 Grunt Creature 4 4 BM
4 Grunt Shooter 4 2 Any 4 Grunt Creature 4 4 BM
5 Grunt Soldier 4 4 Any 5 Grunt Creature 3 (1 – 4) 4 (5 – 6) 4 BM
6 Grunt Soldier 4 4 Any 6 Grunt Creature 3 (1 – 4) 4 (5 – 6) 4 BM
7+ Grunt Shooter 3 (1 – 4) 4 (5 – 6) 2 Any 7+ Grunt Creature 3 4 BM
(1) Dwarves will be RS (1 – 4), N (5), or BM (6).
• Dwarves have the Resilient Race Attribute (page 9) and • Feral Vampires have the Rage Race Attribute (page 9).
the Soldier Class Attribute.
GHOULS
ELVES An Undead creature desiring only to feast upon human flesh,
The best word to describe an Elf is aloof. These wood or Elf, or Dwarf, or… Ghouls are normally associated with
dwelling folk care little for others save themselves. They dark places such as graveyards and dungeons.
prefer to observe more than participate and tend to stay hidden
in their dark woods. If pushed, the majority of Elves will align GHOULS
with the Light of the Red Sun although some have embraced Female (1) Male (2 – 6)
the Black Moon Darkness.
# TYPE CLASS REP AC ALIGN
ELVES 1 Leader Creature 4 2 BM
Female (1 – 2) Male (3 – 6) 2 Grunt Creature 4 2 BM
3 Grunt Creature 4 2 BM
# TYPE CLASS REP AC ALIGN (1) 4 Grunt Creature 3 (1 – 2) 4 (3 – 6) 2 BM
1 Leader Shooter 4 (1 – 3) 5 (4 – 6) 2 Any 5 Grunt Creature 3 (1 – 4) 4 (5 – 6) 2 BM
2 Grunt Shooter 4 (1 – 5) 5 (6) 2 Any 6 Grunt Creature 3 2 BM
3 Grunt Shooter 4 2 Any 7+ Grunt Creature 3 2 BM
4 Grunt Shooter 4 2 Any
5 Grunt Soldier 4 4 Any • Ghouls have the Lightweight Race Attribute (page 9).
6 Grunt Soldier 4 4 Any
7+ Grunt Shooter 3 (1 – 4) 4 (5 – 6) 2 Any
(1) Elves will be RS (1), N (2 – 5), or BM (6).
• Elves have the Slippery Race Attribute (page 9) and the
Shooter Class Attribute.

© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

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GOBLINS Example – I decide to have a Thief as my Star. I move him to
the 1st row, making him Rep 5, but keeping all his other stats.
Not the sharpest knife in the drawer, these small wiry
creatures are still to be feared. Not necessarily for their martial
prowess, but for their sheer numbers. When rolling for How OGRES
Many of Them (page 20) they will always have 2 more than The smallest of the Giants, Ogres are human-like in
the actual number generated. Usually sticking to the woods appearance, but larger. Ogres are grouped with Trolls as they
and mountains Goblins can be found as low cost sell swords as are less human in appearance. Ogres are usually found in
well as common brigands. uninhabitable places in human controlled lands. When found
in large numbers they tend to terrorize the locals. Luckily for
GOBLINS them, they are not motivated, content to waylay the careless
Male (1 – 6) traveler.
# TYPE CLASS REP AC ALIGN
OGRES
1 Leader Soldier 4 4 BM Female (1) Male (2 – 6)
2 Grunt Soldier 3 (1 – 4) 4(5 – 6) 2 BM
3 Grunt Soldier 3 2 BM # TYPE CLASS REP AC ALIGN
4 Grunt Soldier 3 2 BM 1 Leader Creature 5 4 BM
5 Grunt Shooter 3 2 BM 2 Grunt Creature 4 (1 – 4) 5 (5 – 6) 4 BM
6 Grunt Soldier 3 2 BM 3 Grunt Creature 4 4 BM
7+ Grunt Shooter 3 2 BM 4 Grunt Creature 4 2 BM
5 Grunt Creature 4 2 BM
• Goblins have the Lightweight Race Attribute (page 9) and 6 Grunt Creature 3 (1 – 4) 4 (5 – 6) 2 BM
the Soldier Class Attribute. 7+ Grunt Creature 3 2 BM

MEN • Ogres have the Slow Mover Race Attribute (page 9).
Men are the most numerous inhabitants of Talomir. They
come in many shapes, sizes, colors and alignments. ORCS
Men are handled a bit differently than the other Races. They Orcs exist to fight and it helps that they are good at it. Ranging
do not have a Race Attribute, but instead they have a Random in size from man-size to larger these muscular creatures can
Attribute (page 9). intimidate a battlefield. But what they have in martial ability
they lack in mental ability. This has caused them to die a
glorious death having been outsmarted by lesser opponents.
MEN
Male (1 – 6) The Orcs have carved out their own lands to the east, but in
Swordplay 2018 they are encountered as Black Moon sell
# TYPE CLASS REP AC ALIGN swords or as raiding bands of brigands, intent upon looting
1 Leader Knight 5 6 N and destroying the weak. Consequently they range all over the
2 Grunt Caster 4 2 N world of Talomir.
3 Grunt Soldier 4 4 N
4 Grunt Shooter 4 4 N ORCS
5 Grunt Thief 4 2 N Male (1 – 6)
6 Grunt Soldier 3 2 N
# TYPE CLASS REP AC ALIGN
7+ Grunt Shooter 3 2 N
1 Leader Soldier 4 (1 – 3) 5 (4 – 6) 4 BM
• Men have a Random Attribute (page 9) and the listed 2 Grunt Soldier 4 (1 – 4) 5 (5 – 6) 4 BM
Class Attribute. 3 Grunt Soldier 4 4 BM
4 Grunt Shooter 4 2 BM
YOUR GAME, YOUR CHOICE 5 Grunt Soldier 4 2 BM
Want to play as a Caster or Thief and be the Star Leader? You 6 Grunt Shooter 3 (1 – 3) 4 (4 – 6) 2 BM
can, just move the Characters up or down the list as desired. 7+ Grunt Soldier 3 (1 – 3) 4 (4 – 6) 2 BM
Be sure to leave the Rep column as its set.
• Orcs have the Slow Mover Race Attribute (page 9) and
the Class Attribute.
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

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SKELETAL UNDEAD
Troubled souls that have reincarnated as animated skeletal STOP!
warriors these creatures can be found in darkness, whether this
You can play the game solo, with everyone on the same side
is above ground at night or in the depths of underground
against the game mechanics or head to head against others.
dungeons. Rumor has it that the Skeletal Undead is an
extension of an even darker evil living far to the east. You will need six-sided dice called d6 to play. Passing d6 is
scoring the Rep or less on the d6. If you are rolling 1/2d6 and
SKELETAL UNDEAD (1) score a 5, what does it convert to?
Male (1 – 6) You can use any Characters you want; paper counters, or you
can even play with pen and paper. Just play!
# TYPE CLASS REP AC ALIGN
Your personal Character is a Star. You get 1d6 Star Power for
1 Leader Creature 3 2 BM
each point of Rep. Score a 1, 2 or 3 and reduce damage by one
2 Grunt Creature 3 2 BM
step. If you score a 4 or 5 the damage stays. Score a 6 the
3 Grunt Creature 3 2 BM damage stays and you lose the d6 for the rest of the game.
4 Grunt Creature 3 2 BM
5 Grunt Creature 3 2 BM What is an Extraordinary Effort?
6 Grunt Creature 3 2 BM Grunts are all the other Characters whether friends or enemies.
7+ Grunt Creature 3 2 BM
(1) Never has to take the Will to Fight Test. We use a variety of Races in Swordplay. Review how the
Race Lists provide stats for the Character or Creature.
• Skeletal Undead have the Slow Mover Race Attribute
(page 9).

TROLLS ATTRIBUTES
These creatures are human-like in appearance, but much
larger. Trolls are grouped with Hill and Mountain Giants, but Attributes further define your Characters. Using them will
are less human in appearance, much less. Trolls are usually really make your Characters unique, but if you desire a more
found in uninhabitable places in human controlled lands. vanilla game, simply do not use them.
When found in large numbers they tend to carve out their own
territory, much to the dismay of the local inhabitants. STARS
TROLLS Stars can have three total Attributes.
Female (1) Male (2 – 6) • Race Attribute – If no Race Attribute it can choose
one attribute from the Random Attribute Tables.
# TYPE CLASS REP AC ALIGN
• Class Attribute.
1 Leader Creature 5 4 BM • Random Attribute – Rolled randomly. If you roll a
2 Grunt Creature 4 (1 – 4) 5 (5 – 6) 4 BM Random Attribute that you already have, you can
3 Grunt Creature 4 4 BM choose to re-roll or decline an Attribute.
4 Grunt Creature 4 2 BM
Example – Haldor is a Rep 5 Mirholme Soldier Star. He does
5 Grunt Creature 4 2 BM
not have Race Attribute so chooses Rage from the Random
6 Grunt Creature 4 2 BM Attributes. He has the Duty Class Attribute for being a
7+ Grunt Creature 4 2 BM Soldier. He then rolls for his Random Attribute and scores
Slippery.
• Trolls have the Slow Mover Race Attribute (page 9).

© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

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GRUNTS CLASS ATTRIBUTES
Grunts can have two total Attributes. Class Attributes are based on the Class of the Character.
• Race Attribute – If no Race Attribute it can roll for CLASS ATTRIBUTE
one Random Attribute.
CASTER CAST SPELLS: The ability to cast Damage,
• Class Attribute.
Dazzle, and Defend Spells.
Are you in a hurry when playing a game? Don’t bother giving KNIGHT SWORDSMAN: Ignores the first -1 to Rep
the Grunts Random Attributes, but be sure to use the Race and suffered when fighting on the Melee Table.
Class ones. SHOOTER SHOOT: Able to shoot Ranged Weapons.
SOLDIER DUTY: Re-roll 1 failed d6 on the Action Table.
ATTRIBUTE TYPES THIEF CLEVER: Able to take a Challenge with 3d6
when rolling to disarm a Trap or find a Secret
There are three types of Attributes used in Swordplay 2018: Room, counting the two best scores.
• RACE ATTRIBUTE – A specific Attribute for the
Character’s Race. RANDOM ATTRIBUTES
• CLASS ATTRIBUTE - A specific Attribute for the
Stars and Grunt Characters that do not have a Race Attribute
Character’s Class – what it does.
must roll for one Random Attribute. Here’s how we do it:
• RANDOM ATTRIBUTE – An Attribute gained
randomly. • Consult the Random Attributes Table.
• Roll 1d6, read the result as rolled and go to the
appropriate row.
RACE ATTRIBUTES • Go across to see the Attribute.
Race Attributes can be found at the bottom of each Race List
(page 5). Here they are for easy access. # RANDOM ATTRIBUTES TABLE

RACE ATTRIBUTE 1 COWARD: Will always be the first to Leave the Battle
Board regardless of Rep or situation.
DWARVES RESILIENT: Once during each Encounter will 2 LIGHTWEIGHT: Counts opponents AC at 1 point higher
treat its first Out of the Fight result as a Carry when winning on the Melee Table.
On result instead. 3 RAGE: Counts a +1d6 bonus when in melee.
ELVES SLIPPERY: Counts AC at 1 point higher when
4 RESILIENT: Once during each Encounter will treat its
losing on the Melee Table.
first Out of the Fight result as a Carry On result instead.
FERAL RAGE: Counts a +1d6 bonus when in melee.
5 SLIPPERY: Counts AC at 1 point higher when losing on
VAMPIRE
the Melee Table.
GHOULS LIGHTWEIGHT: Counts opponents AC at 1
6 SLOW MOVER: Must re-roll 1 passed d6 when rolling on
point higher when winning on the Melee Table.
the Action Table.
GOBLINS LIGHTWEIGHT: Counts opponents AC at 1
point higher when winning on the Melee Table.
OGRES SLOW MOVER: Must re-roll 1 passed d6 when

ORCS
rolling on the Action Table.
SLOW MOVER: Must re-roll 1 passed d6 when ALIGNMENT
rolling on the Action Table.
SKELETAL SLOW MOVER: Must re-roll 1 passed d6 when The majority of the people and creatures in Talomir – the
UNDEAD rolling on the Action Table. world where Swordplay 2018 is set –view the world in
TROLLS SLOW MOVER: Must re-roll 1 passed d6 when absolutes. It’s a world of black or white, good or evil and how
rolling on the Action Table. they view this is defined by their Alignment. Here’s how we
do it:
• Those that are traditionally viewed as good are
followers of the Red Sun (RS).
• Those that are traditionally viewed as evil are
followers of the Black Moon (BM).
• Red Sun and Black Moon aligned Characters are not
friendly with each other and could become hostile.

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• The two opposing alignments will never work
together, consequently they will never be found in the
MODIFIED REP
same Band. Note that when rolling on some tables the Rep of the
Character could be modified by an Attribute or Circumstance.
It is up to the player to decide what is good or evil, but the Be sure to check all modifiers when rolling on a table.
Races in Swordplay 2018 are assigned the Alignments as
found on their Race List (page 5).
INCREASING REP D6
NOT BLACK OR WHITE, BUT GRAY You can play Swordplay 2018 as a one off game or part of a
campaign (page 20) where your Encounters are linked
Not everyone in Talomir views life in black or white. A few together where the results of one affects the next. If you do,
can see the advantages and disadvantages of both sides and the Reps of you and your Band members could improve after
choose to walk a fine line between them. These folks are an Encounter. This is done by gaining Increasing Rep d6. You
considered to be Neutral (N). can gain them in the following ways:
Neutral Characters can be friendly with Red Sun and Black
Moon aligned Characters. They may even go as far to join X INCREASING REP D6
them.
RESULT #D6 GAINED
STAR ALIGNMENT DAMAGE: If you have Captured or caused 1
one or more Characters to go Out of the
Stars can choose their Alignment; Red Sun, Black Moon or Fight or Obviously Dead during the
Neutral. Encounter.
INTERACTION: When successfully 1
REPUTATION Interacting (page 13) with a Character.
LOOTING: When looting disabled 1
Characters – Roll 1d6 versus its Rep.
Reputation or Rep represents a combination of experience, • Pass 1d6 = Gain 1 Increasing Rep d6.
morale, and motivation and is an expression of a Character’s • Pass 0d6 = Nothing to be gained.
overall quality. Below are brief descriptions of the Reputation OBJECTIVE: When you accomplish the 1
levels used in the game. Objective of the Encounter.
• REPUTATION 7 AND BEYOND – These Reps are
reserved for incredible Creatures, Demons, and Track how many Increasing Rep d6 you gain, as you gain
Legendary Heroes. Is there a maximum Rep? No, but them. At the end of the Encounter you can test to see if the
there is “Obviously Dead”. Rep of you and/or your Band members go up. Here’s how we
• REPUTATION 6 – Characters of great renown whose do it:
exploits are spoken in awe. The Leader of the Red • Roll each Increasing Rep d6 and read the result as
Sun Brethren would be Rep 6. rolled.
• REPUTATION 5 – These are veterans of numerous • If one or more scores are higher than the current Rep
successful encounters. Knights and most Leaders of the Character or a “6”, the Rep will go up one
would have a Reputation of 5. level.
• REPUTATION 4 – These are reliable men and women • Any other result and the Rep remains the same.
of some experience that usually make up the bulk of • Rep can only increase by one level regardless of the
an army. Soldiers are usually Rep 4. number of d6 rolled.
• REPUTATION 3 – These are characters with limited • Your Character can grow to as high a Rep as desired
combat experience or desire to fight. Civilians and as there isn't a maximum. There is, however,
most Goblins would have a Reputation of 3. Obviously Dead (page 18).

Remember, Stars always start with a Rep of 5.

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DECREASING REP D6
Just as Rep can go up when you are successful it can go down
CLASS
when you are not. This is done by gaining Decreasing Rep d6.
You can gain them in the following ways: Classes help define the Character by what it does. Here are the
six Classes used in Swordplay 2018.
X DECREASING REP D6 • Caster – Called by a variety of names, Casters create
something from nothing by Casting Spells.
RESULT #D6 GAINED
• Creatures – Creatures do not fit into any of the other
DAMAGE: If you were Captured or went 1 Classes. You can Interact (page 13) with a Character,
Out of the Fight during the Encounter. but cannot with a Creature – they are always your
INTERACTION: When unsuccessfully 1 enemy – even when YOU play as a Creature!
Interacting (page 13) with a Character. • Knight – Knights represent the elite fighters of their
LEFT THE BATTLE BOARD: If you Left the 3 army. Some are armored men riding horses or similar
Battle Board, ending the Encounter. beasts while others may be large unarmored men
STAR ADVANTAGE: If you used any Star 1 swinging great two handed axes. Regardless of how
Advantage. they are armed and armored with they share one
common trait, bravery.
Track how many Decreasing Rep d6 you gain, as you gain • Shooter – Shooters are those armed with Ranged
them. At the end of the Encounter you can test to see if the Weapons with the intent to defeat their enemies from
Rep of you and/or your Band members go down. Here’s how a distance. Non – Shooter Characters can use
we do it: Ranged Weapons, but will do so at a -1 to their Rep.
• Soldier – Soldiers are characters armed with melee
• Roll each Decreasing Rep d6 and read the result as
weapons with the intent to defeat their foes in melee.
rolled.
They fight in organized units led by officers.
• If one or more “1s” are rolled the Rep will go down
• Thief – Thieves are Characters that possess a set of
one level. This can be attributed to stress, illness, or
unique skills allowing them to do specific Challenges
anything else you decide it to be.
with an advantage.
• You can never have a Rep lower than 3.
• Any other result and you are fine.
Note: After the Encounter you could have both Increasing and
Decreasing Rep d6. Subtract the smaller number from the ARMOR CLASS
larger number. This will give you all Increasing Rep d6,
Decreeing Rep d6, or none of each. Then roll to see if the Rep In Swordplay 2018 we use four different Armor Classes.
is affected. Armor comes into play on the Shooting Damage (page 24) and
Melee (page 25) Tables. Stars can choose their Armor Class.
Example – Haldor gained 3 Increasing Rep d6 and 2
Decreasing Rep d6. This leaves him with 1 Increasing Rep d6. • AC2 – Light Armor – leather or lighter armor with or
I roll it and score a 5 – the same as Haldor’s Rep so he stays without a shield.
the same. • AC4 – Medium Armor – metal or similar armor with
or without a shield.
• AC6 – Heavy Armor – heavy metal with or without a
shield.
• AC8 – Extra Heavy Armor –extra heavy organic or
structural armor. Also can be magically enhanced.
Characters can loot a disabled Character of its Armor and
replace their own. Casters wearing AC 4 count their Rep 1
point lower than actual when Casting Spells; wearing AC 6 at
2 points lower!

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Example – Haldor rolls 2d6 versus his Rep and passes 1d6.
CHALLENGE He tries again and passes 2d6. He has slipped by the Trolls.

When you want to do something out of the ordinary and not NPC CHALLENGES
covered by an existing rule, take a Challenge. Here’s how we NPCs may also be asked to take a Challenge. They may or
do it: may not. Here’s how we do it:
• Players decide on what the Challenge is. • Roll 2d6 versus the Rep of the NPC.
Example – A PEF is resolved as 3 Trolls. Haldor wants to slip • Pass 2d6 = Will take the Challenge.
by them without a fight. • Pass 1d6 = Roll again, counting a result of pass
1d6 as pass 0d6.
• Decide what a success looks like. • Pass 0d6 = Nope, won’t do it.
Example – If he is successful, he will make it by them Example – Haldor passed the Challenge and now his Grunt
unnoticed – PEF resolved. Sooze will test to take it. She scores a 4 and 5, passing 0d6.
She doesn’t want to take it. Haldor can now decide to stay and
• Decide what the consequences of failure will be.
help Sooze with the Trolls or continue on and leave her
Example – If he fails, he will go to the Action Table with the behind. What would you do?
Trolls having the Advantage.
• Decide if the Challenge is Easy, Difficult, or if the
Challenger has a Profession or Tool that can increase
the chance of success.
STOP!
Example – It’s Nighttime, I Character it’s not difficult, but not Attributes are used to define your Character. We use Race and
easy either. Class Attributes. What is the third type and how do you get it?
There are three Alignment types. Red Sun and Black Moon
• Consult the Challenge Table. Roll 2d6 versus the Rep will not work together. Neutrals can work with both.
of the Character.
Reputation reflects how good a Character is. Your Star starts
2 CHALLENGE with Rep 5. Reps can increase or decrease depending on how
well you do during your games.
(Taken versus Rep)
There are six Classes that define the Character by what they
A result of “6” is always a failure. do. How are Soldiers and Knights different?
ATTRIBUTE There are four Armor Classes – AC 2, AC 4, AC 6 and AC 8.
CLEVER: Able to take a Challenge with 3d6 when rolling to What’s the maximum Armor Class for a Caster?
disarm a Trap or find a Secret Room, counting the two best Review when and how Challenges are used.
scores.

CIRCUMSTANCE MODIFIER TO REP


Challenge is Easy. +1
Challenge is Difficult. -1

#D6 RESULT
PASSED
2 Success! Complete the Challenge.
1 Not sure if you want to try this. Can
immediately re-take the test, counting a
subsequent result of pass 1d6 as pass 0d6
OR
Can decide not to try again.
0 Failure! Suffer the consequences.

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• If your Rep goes down, any Grunt with a higher Rep
LEADERS leaves your group! This can also occur if the Grunt
has its Rep increase to higher than yours.

Bands of Characters will always have a Leader. Here’s how Example – The Rep 5 Grunt has a successful Encounter and
we do it: rolls 1d6, scoring a 6. His Rep now increases to 6. As this is
now higher than the Leader’s Rep, he leaves the Band.
• The Star is always the Leader of the Band.
• A Temporary Leader is the Character with the • As your Rep goes down you must lose one Grunt,
highest Rep in the Band when a Star is not present or rolled randomly, from your Band. Want to replace
is Out of the Fight or worse. the Grunt? Recruit!
Example – My Rep goes down from 5 to 4. I have two Rep 5
LEADER FUNCTION Grunts and two Rep 4s. As the Rep 5 Grunts now have a Rep
higher than mine, they both leave! This leaves me with three
The Leader’s Reputation is used when rolling on the Action
Characters in my Band, including myself. I can recruit one
(page 24) and Will to Fight (page 25) Tables.
more Grunt, but they can only be Rep 4 or lower. I go to the
Men List and get the 3rd row Grunt as the 2nd is already in my
Band.
RECRUITING THE BAND
You start the game alone, but you can recruit Grunts to form
your Band if you want.
DEALING WITH NPCS
How you deal with the Non-Player Characters and Creatures
HOW BIG OF A BAND? you meet in Swordplay 2018 builds your Story. Here’s how
Before recruiting your first Band you must know how many we do it:
Characters you can have. Here's how we do it: • Use Interaction when dealing with Characters.
• Your Band can be as large as your Rep, including • Fight Creatures as you cannot Interact with them.
yourself. So if you are Rep 5 you can recruit 4
Grunts.
• You can recruit from your Race List with three
exceptions:
INTERACTION
• Men, Dwarves and Elves can recruit from each
other’s List. A big part of Swordplay 2018 is how you interact with Non-
• You cannot recruit anyone on the 1st row from Player Characters – those run by the game mechanics. This
another List. process is used when you meet one or more NPCs. Will they
• At least half of your Band, including yourself, be friendly? Will they be aggressive? What can they offer you
must be from your own List. that will help you gain Fortune & Fame? Interaction helps to
• You can pick from any row except for the 1st. build your Story and can take you to adventures you never
• Remember that Red Sun and Black Moon cannot dreamed of. Here’s how we do it:
work together! • Consult the NPC Interaction Table (page 14).
Example – Haldor (Rep 5) can recruit 4 Grunts. He takes two • The Leaders of both sides start with 2d6.
from the Men List and 1 each from the Dwarves and Elves, • Modify the number of d6 to be rolled by any
both of them row 2. applicable Attribute or Circumstance.
• Each Leader rolls the modified number of d6 versus
its Rep. The other NPCs will do as their Leader does.
RESTRICTIONS • Determine how many d6 were passed – a score equal
There some restrictions that must be followed when having a or lower than the Rep of the Leader.
Band: • Go down the left-hand column to the appropriate row
based on how many d6 you have passed.
• You cannot have Grunts with a Rep higher than • Go across to see what happens.
yours. • You can always decide to go to the Action Table
instead, before or after any Interaction.

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2 NPC INTERACTION
THE BATTLE BOARD
(Taken versus Rep)
Always fail on a “6” We call the 8” x 10”” area that combat is fought on, the Battle
CIRCUMSTANCE MODIFIER Board. This can be as simple or as elaborate as you like, with
or without pieces of terrain on it. Here’s how we do it:
ALIGNMENT – If Characters have same or +1d6 or -1d6 • Place one group of Characters within 3” of one board
opposite Alignment.
edge.
REP 7+ = If the Creature or Character is Rep +1d6
• Place the other group of Characters within 3” of the
7 or higher.
opposite edge.
#D6 RESULT
PASSED
Passed Success! Gain 1 Increasing Rep d6.
more d6
Passed NPC has Opposite Alignment = If you are
same outnumbered the NPC will attack!
If you are not, the NPC makes snarky
comments. Gain 1 Decreasing Rep d6.
Otherwise = NPC acknowledges you but
nothing else.
Passed less If facing Opposite Alignment = The NPCs
d6 attack!
Otherwise = NPC makes snarky comments.
Gain 1 Decreasing Rep d6.

STOP!
Every Band or group of Characters will have a Leader – either Example – Using the counters and Battle Board included in
a Star or the Character with the highest Rep. Check the Race the rules, I’ve set up the black side on one edge of the board
List to see how the range of Rep for Leaders is great. and the other side on the opposite edge. Characters matched
up across from each other, with Leader facing Leader.
On what two tables is the Leader’s Rep used on? It’s
important because the result affects the whole Band!
SAMPLE BATTLE BOARD
What Lists can Men recruit from?
We’ve added a Battle Board for your use to get you into the
Take a Rep 5 Star Red Sun Knight and interact with a Rep 4 game ASAP. This is the Woods Battle Board, but don’t worry
Black Moon Dwarf. Did you see the modifier for the about where the counters are placed in relationship to the
Alignments? pieces of terrain.

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TURN SEQUENCE MOVEMENT


Note that a “Turn” occurs when both sides have been Active and Movement on the board is carried out by the action the
taken the Will to Fight Test. Character is taking. Here’s how we do it:
When the Characters are placed on the Battle Board combat • Cast Spell – Character remains in place.
can begin. Here’s how we do it: • Shoot – Character remains in place.
• Roll 1d6 and read the result as rolled: • Charge – Character is moved into contact with the
• 1, 2 or 3: You have the Advantage. target of the charge. The Target of the Charge can
• 4, 5, or 6: They have the Advantage. shoot before contact.
• The Leader of each side rolls 2d6 versus its Rep. • Duck Back – Character is turned around presenting
• Determine how many d6 are passed by each and its back to the enemy. Cannot see or be seen.
consult the Action Table. • Recover from Duck Back – Characters in Duck Back
• This determines which side will Activate and act are turned to face the enemy. Can see and be seen.
first. • Halt in Place – Character remains in place and does
• You only roll on the Action Table once then each not act.
side alternates acting. • Leave the Battle Board – Voluntarily remove the
Character from the table, the Encounter has ended for
The active Characters now act, in the following order. Here’s the Character.
how we do it:


Cast – Caster Class will cast a Spell.
Shoot – Shooter Class will shoot.
ACTION
• Charge – Other Classes can charge.
• Recover from Duck Back – Characters in Duck Back When a side is Active, match up (target) all of its Characters
will come into sight of the enemy and can now see against an Inactive Character on the other side. After all
and be seen. Inactive Characters have been targeted the Active side can
• Halt in Place – The Character chose or forfeited an target one or more Inactive Characters multiple times.
action and does nothing. Example – The black side of 4 Characters won on the Action
• Leave the Battle Board – Voluntarily remove the Table and is Active against the white side of 3 Characters.
Character from the table, the Encounter has ended for
the Character. • Character A of the black side, targets white side
Character 1.
After all Spell Casting, Shooting and Melees have been
• Character B of the black side, targets white side
finished both sides take the Will to Fight Test (page 25).
Character 2.
• If the Inactive side remains on the table it becomes • Character C of the black side, targets white side
active and follows the procedure as outlined. Character 3.
• Play continues with each side alternating actions until • As all of the Characters on the Inactive side have been
only one or no sides remain on the table. targeted, Character D of the black side can double up on
Character 3.
Example – The black side wins on the Action Table and acts.
Two Characters fire and two Characters charge. After melees
are over both sides take the Will to Fight Test (page 25).
One of the white Characters leaves the table. The white side is CASTING SPELLS
now active and can act. The three Characters fire their
weapons. Having finished their actions both sides take the Casters can cast a variety of Magic Spells. Instead of being
Will to Fight Test (page 25). specific about their names and how they visually appear, we
It is now the black side’s turn to act again. have simplified them into three Spell types.

DAMAGE SPELL
The Damage Spell is the most powerful Spell. It is used to
cause damage, often fatal damage, to the targets. A successful
Damage Spell allows the Caster to roll on the Shooting
Damage Table (page 24). Call it a Fireball if you want.
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DAZZLE SPELL CASTING DAMAGE
The Dazzle Spell is used to stop targets from acting. A When a Damage Spell is successfully cast we must determine
successful Dazzle Spell causes the targets to Halt in Place, what damage each target has taken. Here’s how we do it:
forfeiting their next turn of action. Dancing Lights?
• Consult the Shooting Damage Table (page 24).
If charged they will count a -1 to Rep on the first round of • The Caster rolls 1d6 and applies the result to all of
melee. the targets. All of them!
• Go down the left-hand column to the appropriate row
Example – The Goblins and Elves roll on the Action Table.
and across to see what damage, if any, has occurred
The Goblins win and are Active. After the Goblins have
to the target. This means that targets could suffer
finished both sides take the Will to Fight Test.
different levels of damage.
Next the Elves become Active. The Elf Caster casts a Dazzle • Immediately carry out the results.
Spell causing the Goblins to Halt in Place. After the Elves
have finished both sides take the Will to Fight Test. Example – The Rep 4 Leader Caster wants to cast a Damage
Spell. He targets the opposing Leader. He also wants to
The Goblins become Active again, but they still Halt in Place target two Characters to the Leader’s left and one to its right.
from the Elf Caster Spell and forfeit their actions.
I roll on the Casting Table and pass 2d6. This means the Spell
affects all four targets.
DEFEND SPELL I roll 1d6 for the Caster on the Shooting Damage Table and
The Defend Spell is used to protect one or more targets, score a 4. There are four Rep 4 targets. Two are wearing AC 2
including the Caster. A successful Defend Spell causes the which makes them Obviously Dead! One target is wearing AC
Targets to count a +2 to their AC up to AC 8 on the current 4 so he is Out of the Fight. The last target is wearing AC 6 so
turn of Activation and on the opponents turn as well. The it Ducks Back!
Caster will always have the Defend Spell affect himself before
others. Call it the Caster CYA Spell.
NPC SPELL CASTING
Example – Fizzbo the Caster (AC 2) is Active. He Casts a
Defend Spell on himself and three AC 2 members of his Band. Non-Player Casters will roll to see what Spell they will use
They will all count as AC 4 on this turn when they are Active when casting, even if they are in your Band. Hey, it’s a
and the following enemy turn of Activation. Caster, not artillery! Here’s how we do it:
• Consult the NPC Spell Casting section across the top
of the Casting Table (page 24).
CASTING SPELLS • Roll 2d6 versus the Rep of the NPC Caster.
When Active, Casters can cast. Here’s how we do it: • Determine how many d6 are passed.
• Consult the Casting Table (page 24). • Go down the left-hand column to the appropriate row
then across to see what Spell will be cast.
• Choose which one target the Caster wants to focus
the spell against. Example – Fizzbo is a NP Caster. His side won the Action roll
• He can also target Characters to the left and right of so he will go first. I roll 2d6 versus his Rep of 4. Scoring a 1
the original target for a total equal to its Rep. These and 5, Fizzbo will attempt a Dazzle Spell.
are always the closest Characters. Just be sure to add
targets evenly from each side, with you choosing
which side when there is an odd target.


Roll 2d6 versus the Rep of the Caster.
Determine how many d6 the Caster passed.
SHOOTING
• Go down the left-hand column to the appropriate row
Shooters can shoot and should only melee as a last resort.
then across to see the results.
Check out the Melee Table pass 1d6 result to see what we
• Immediately carry out the results. mean!
Example – The Elf Caster (Rep 4) decides to cast a Dazzle
Spell. He targets the Character across from him, next to the
opposing Leader. He chooses to target two additional
COVER
Characters to the left of the original target and one to the We use Cover in Swordplay 2018 to make it harder to get shot,
right. He Casts the spell and passes 1d6. Only his original doesn’t help you against a spell. Here’s how we do it:
target is affected. • Characters that win on the Action Table are assumed
to be in Cover.
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• After the winning side on the Action Table has
finished its Actions and the Will to Fight Test has
been taking, all Characters are assumed to be in
MELEE
Cover.
• Just so we don’t overthink it – if you’re charging, Once contact is made the melee begins. Here’s how we do it:
you’re not in Cover! • Consult the Melee Table (page 25).
Example – A group of Orcs square off with a group of • Each Character rolls 2d6 versus its Rep.
Dwarves. I roll on the Action Table for both and the Dwarves • If fighting more than one Character all Characters
win so they count as being in Cover. The Dwarves fire and roll at the same time and the defender applies his
some charge into melee. After firing has been resolved and scores to all of the attackers, up to three.
melees completed, both sides take the Will to Fight Test. • Determine how many d6 each Character passed.
• Go down the left-hand column to the appropriate
After the tests are completed and carried out, all of the row. One Character could pass more d6 than the
Characters, both Orcs and Dwarves now count as being in other or the two Characters could pass the same
Cover. number of d6.
• Immediately carry out the results.
HOW TO SHOOT • This could result in the loser going Out of the
Fight, losing 1 point of Rep, or both Characters
For simplicity we categorize all Ranged Weapons together. losing 1 point of Rep.
When Active or if being charged, Shooters and those using
• Note that if a Character fights two or more
Ranged Weapons, can shoot. Here’s how we do it:
enemies and each gives him a result of -1 to Rep,
• The Shooter can target any Character it desires on the he reduces his Rep by the total of all of the -1 to
Battle Board subject to targeting rules (Action page Rep results!
15).
Example –Sir Billy Pink (Rep 5) is in melee with a Rep 4 Orc.
• Consult the Shooting Table (page 24).
Pink rolls 2d6 and scores a 1 and 5, passing 2d6. The Orc
• The Shooter rolls 2d6 versus its Rep and determines rolls 2d6 and scores a 1 and 5, passing 1d6. Looking on the
how many d6 are passed. Remember to modify the Melee Table we see Billy must roll 1d6 versus the AC (4) of
result by any applicable Attribute. the Orc. I roll 1d6 and score a 3 – less than the AC. The Orc
• Go down the left-hand column to the appropriate row drops to Rep 3 and another round of melee is fought.
and read the results.
• If a hit is rolled go to the Shooting Damage Table. The Orc wins the melee by passing 1d6 more. Billy has an AC
of 6 and the Orc scores a 5. Billy’s Rep drops by 1 point to 4.
Example – An archer is being charged by a Rep 4 AC 4 Orc.
The archer rolls 2d6 versus his Rep of 4 and scores a 1 and 4. Another round of melee is fought. Billy, now Rep 4, passes
Looking on the Shooting Table on the pass 2d6 row we see 2d6. The Orc, now Rep 3, passes 0d6 and goes Obviously
that the archer has scored a hit on the Orc! We now go to the Dead! As the melees are over, Billy’s Rep returns to 5.
Shooting Damage Table.
RETRIEVING WOUNDED
SHOOTING DAMAGE When Active, a Character can choose to recover an Out of the
When a hit is scored on the Shooting Table the shooter rolls to Fight Character. Here's how we do it:
see if any damage has occurred. Here’s how we do it: • Remove the Out of the Fight Character and one
• Consult the Shooting Damage Table (page 24). functioning Character from the Battle Board. That
• The shooter rolls 1d6 and reads the result as rolled. simple.
• Go down the left-hand column to the appropriate row • Otherwise, Out of the Fight Characters can be
and across to see what damage, if any, has occurred recovered if their side is the last side remaining on
to the target. the Battle Board.
• Immediately carry out the results. Example – The Goblins now activate. I have four Characters
left, one Out of the Fight and three functioning. I remove the
Example – Continuing the previous example, the archer can
Out of the Fight Character and one functioning Character
now roll on the Shooting Damage Table. He rolls 1d6 and
from the Battle Board.
scores a 3 – lower than the Rep of the target – the Orc Ducks
Back, ending its turn of action.

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DAMAGE WILL TO FIGHT


We use three types of damage in Swordplay 2018 . Note that After all Spells have been Cast, Shooting resolved and Melees
Obviously Dead and Out of the Fight results do not stack. You completed, both sides must see if they remain on the table.
only take the worse result. So if you suffered an Obviously Here’s how we do it:
Dead and three Out of the Fight results you count the
Obviously Dead. This comes into play when using Star Power • Consult the Will to Fight Table (page 25).
(page 5). • Roll 2d6 versus the Rep of the Leader and determine
how many d6 are passed.
• Go down the left-hand column to the appropriate row
OBVIOUSLY DEAD and across to see the results. This may result in none,
The Character has taken so much damage that it is obvious one or all Characters leaving the Battle Board.
that the Character is dead. Place it face down on the Battle • Stars can use Free Will (page 5).
Board.
Example – Three Goblins must now take the Will to Fight
OUT OF THE FIGHT Test. I roll 2d6 versus the Rep of the Leader (4) and score a 1
and 5. Passing 1d6 we see that one Goblin will leave. The
The Character has taken damage and falls to the ground. It Leader stays as he is a Rep 4. The other two are Rep 3, but
cannot continue the fight. Place it face up on the Battle Board. one is a Shooter – he leaves the field and the battle continues.
If an Active Character charges an Out of the Fight Character it
can choose to automatically dispatch the Character or capture
it. This is done by taking both Characters off the Battle Board
(page 14) during the fight or holding the Battle Board after the
fight.
AFTER THE ENCOUNTER
If you are keeping the same Characters to use in multiple
-1 TO REP Encounters you must see if the Out of the Fights, reduced
During Melee the Character can have its current Rep reduced Reps and those that Left the Battle Board return. Here’s how
by1 point. Here’s how we do it: we do it:
• Losing Rep is cumulative so it is possible for a • Consult the After the Encounter Recovery Table
Character to have its Rep reduced drastically. (page 25).
• If a Character reaches “0” Rep it is Out of the Fight. • Roll 2d6 versus the Rep of each qualifying Character.
• If opposing Characters reach “0” Rep at the same Be sure to use the normal Rep for the Character, not
time, ignore the result and fight another round of the reduced Rep.
melee. Continue until only one Character is left. • Determine how many d6 each Character passed.
• After a Character has completed all of its melees for • Go down the left-hand column to the appropriate row
the turn of activation, any lost Rep is recovered. and determine the results.
• Immediately carry out the results.
Example – The archer left the Battle Board and the soldier
went Out of the Fight. I roll 2d6 versus the Rep 3 archer and
score a 1 and 6. Passing 1d6 I see that the archer, who left the
Battle Board, never returns. I roll 2d6 versus the Rep 3 soldier
and score the same results – passing 1d6. I see that the soldier
returns to the Band.

REP ADJUSTMENT
Check to see if you or your Band members have their Rep
increase or decrease. Adjust them accordingly; remember that
those with a Rep greater than yours will leave your Band.

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SWORDPLAY 2018

STOP! PEFS
Take one Caster, one Shooter and one Soldier and place it on PEF stands for Possible Enemy Force and are used during
the Battle Board. On the other side of the Battle Board place each Encounter (page 20). By using PEFs, we create a sense of
one Thief, one Shooter and one Knight. Be sure to match up uncertainty as to the number and type of NPCs.
the Characters across from each other. All of them are Rep 4.
Roll on the Action Table. Remember the side that wins on the
Action Table counts as being in Cover.
HOW MANY PEFS
In some Encounters there will be 2+1/2d6 PEFs. You may not
Shoot and Cast Spells. Fight a melee. What if a Shooter is have to resolve all of them to achieve the objective of the
charged? Encounter!
Which Damage is stackable? Here’s a hint; after the melee is In other Encounters there will be only one PEF.
over, your Rep returns to normal.
Have both sides take the Will to Fight Test. How can a Star
affect it?
RESOLVING PEFS
Resolving a PEF is easy, just figure out who they are and how
You have one Rep 4 Character with a reduced Rep of 3, one many of them you have met. Once it has been resolved, the
that is Out of the Fight and one that Left the Battle Board. Roll PEF is removed from play.
for them on the After the Encounter Recovery Table.
Resolve the next PEF if there are any left.

PLAYING THE GAME WHO ARE THEY?


Unless you are designing your own Encounters use the
following procedure to find out who the enemy is. Here’s how
All THW games can be played solo, same side (cooperatively)
we do it:
and head to head (competitively and that includes Swordplay
2018. Feel free to play anyway you like. • Consult the Who Are They Table.
• Roll 1/2d6 and read the result as rolled.
The solo and same side rules are brilliant and are designed that
way. You do not draw a card to see when a group can move; • Go down the left-hand column to the appropriate
nor do you have to “make the best decision” for the non-player row.
enemy. The game mechanics in Swordplay 2018 does all that • Roll 1d6 and go across the row to the appropriate
for you. Playing with everyone on the same side is also great column to see who the NPCs will be.
for teaching the game to newcomers and non-gamers. • Now see How Many of Them there are.

Playing solo and same side starts with PEFs.


½+1 WHO ARE THEY
(Taken vs. normal Rep)

# 1, 2, OR 3 4 OR 5 6
1 Dwarves Ghouls Feral Vampires
2 Elves Ogre Skeletal Undead
3 Goblins Orcs Troll

Example – I am on an Explore Encounter. I roll 1/2d6 on the


Who Are They Table and score a 3. I now roll 1d6 and score a
6. I have met Trolls. It’s now time to find out how many of
them?

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SWORDPLAY 2018
HOW MANY OF THEM?
If you don’t already know how many NPCs you are
ENCOUNTERS
confronting – if you designed your own Encounter – use the
following procedure: Encounters are what make up your Story. We have provided
these for you when you want to create your own. If you want,
• Start with the number of Characters in your Band, you can also pick and choose to play them as desired. Feel free
including yourself. to change the Story behind each to fit your Story!
• Roll 1/2d6 and add that to your Band numbers.
• Roll 1/2d6 and subtract if from the new total.
• That’s how many you’ve met. NEXT ENCOUNTER
• Go to the appropriate List and take the number of Your first Encounter will be Explore. How well you do in that
NPCs you need, starting at the top and going down in Encounter helps determine your next Encounter. Here’s how
order. we do it:
• Now see if they are Friends or Foes.
• Consult the Next Encounter Table.
• Go down the left-hand column to the last Encounter
ARE THEY FRIENDS OR FOES? then across to the column if you succeeded or failed.
Now that you resolved a PEF as Characters, (1) determined • This is you your next Encounter.
how many of them there are, and who they are, we need to see • You will always face the same NPCs that you faced
how they act. Here’s how we do it: on the Explore Encounter.
• When you return to the Explore Encounter, re-roll to
• Start with the number of Characters in each group. determine the NPCs.
• Roll 1d6 for each group and add it to the number of
Characters in that group. NEXT ENCOUNTER
• Compare the totals scored by each group. If one total
twice or more than the other, they will fight. Go to LAST ENCOUNTER SUCCESS FAILURE
the Action Table (page 24) and resolve normally. Explore Raid Defend
• If one total is not twice or more than the other then Defend Explore Defend
it’s time to Interact (page 13) with Characters. Raid Raid Explore
(1) Remember, you cannot interact with Creatures – they are always
the enemy!
½+1 WHO ARE THEY
(Taken vs. normal Rep)

STOP! #
1
1, 2, OR 3
Dwarves Ghouls
4 OR 5 6
Feral Vampires
PEFs are used to limit the information the player has before
2 Elves Ogre Skeletal Undead
contact as well as insuring that no two games play out the
3 Goblins Orcs Troll
same.
You can resolve one or more PEFs depending upon the Example – Haldor starts his adventures with an Explore
Encounter. Encounter. I go to the Who Are They Table and roll 1/2d6,
You are on an Explore and score a 2 on a 1/2d6 roll and then a scoring a 2. I now roll 1d6 and score a 4. Going across the 2
4. What have you run into? Roll 1/2d6 twice to see how many row to the 4 or 5 column I see that Haldor has run into Ogres.
NPCs you have met. Add the first score to the number of Haldor’s Band fails on the Explore Encounter. The next
Characters in your Band and subtract the second result. Encounter is Defend with the Ogres attacking. Haldor wins
You have 5 Characters in your Band and score a 1 and 3. How this time!
many NPCs have you met? Roll to see if they are Friends or Back to the Next Encounter and it’s an Explore. Who’s the
Foes. enemy? I roll a 1 and 2 – Dwarves. As they are Characters, I
roll to see if they are Friends or Foes. They are not Foes so
Haldor can Interact (page 13) with them!

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SWORDPLAY 2018

EXPLORE DEFEND
In this Encounter you are exploring the area and must resolve In this Encounter the enemy is out to destroy or drive you from
multiple contacts with Characters and Creatures. your camp.

OBJECTIVE OBJECTIVE
• To be successful you must resolve all the PEFs that • To be successful you must defeat and drive off the
are generated. attackers.

FORCES FORCES
• You can go alone or with members of your Band. • You can be alone or with members of your Band.
• The PEFs will be generated as per the Special • The PEFs will be generated as per the Special
Instructions. Instructions.

DEPLOYMENT DEPLOYMENT
• No Battle Board is needed. If combat occurs move to • The Battle Board is needed.
the Battle Board.
SPECIAL INSTRUCTIONS
SPECIAL INSTRUCTIONS • There will be one PEF. You should already know
• There will be 2+1/2d6 PEFs in the Encounter. You who the NPCs are. If not, use the Who Are They
can choose to resolve as many of them as desired. Table.
When resolving the PEFs use the Who Are They • Play continues until the player has accomplished the
Table – this could lead to you meeting different objective, been incapacitated, or leaves the
NPCs. Encounter.
• Play continues until the player has accomplished the
objectives, been incapacitated, or leaves the
Encounter.

ARE THEY FRIENDS OR FOES?


After you resolved a PEF as NPCs, determined how many of
them there are, and who they are, we need to see how they act.
Here’s how we do it:
• Start with the number of Characters in each group.
• Roll 1d6 for each group and add it to the number of
Characters in that group.
• Compare the totals scored by each group. If one total
is twice or more than the other group, they will fight.
Go to the Action Table (page 24).
• If one total is not twice or more than the other then
it’s time to Interact (page 13).
• Remember, Creatures are always the enemy!

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SWORDPLAY 2018

RAID 2 LOOT AND DESTROY


(Taken versus Rep)

In this Encounter you are raiding an enemy camp or other #D6 RESULT
location. PASSED
2 Success! Loot has been found.
OBJECTIVE Gain 1 Increasing Rep d6.
1 Immediately retake the test, counting a result of
• Your objective is to raid, loot or destroy the location,
pass 1d6 as pass 0d6.
disperse the enemy, and rescue any hostages.
0 No loot to be found, but you have attracted
attention to the group. Immediately resolve 1 PEF.
FORCES
• You can go alone or with members of your Band. ARE THEY FRIENDS OR FOES?
• The PEFs will be generated as per the Special
After you resolved a PEF as NPCs, determined Who Are They
Instructions.
(page 19) and How Many of Them (page 20) we need to see
how they act. Here’s how we do it:
DEPLOYMENT • Start with the number of Characters in each group.
• Characters are placed on the Battle Board normally. • Roll 1d6 for each group and add it to the number of
Characters in that group.
• Compare the totals scored by each group. If one total
SPECIAL INSTRUCTIONS is twice or more than the other group, they will fight.
• There will be one PEF. You should already know Go to the Action Table (page 24).
who the NPCs are. If not, use the Who Are They • If one total is not twice or more than the other then
Table. it’s time to Interact (page 13).
• There is a chance (1 – 2) of there being hostages from • Remember, Creatures are always the enemy!
the area you are in, but not of the same Race as the
enemy.
• Play continues until the player has accomplished the
RESCUING THE HOSTAGES
objective, been incapacitated, or leaves the Once the enemy is driven off the Battle Board, you have
Encounter. rescued the hostages, if there were any. Here’s how we do it:
• If there are hostages there will be of 1/2d6 of them.
LOOT AND DESTROY • Roll 2d6 and add the results together for each
Once the enemy is driven off the Battle Board it’s time to loot hostage. If “12” is rolled, you have rescued a Prince
and destroy the place. Here’s how we do it: (1) or Princess (2 – 6).
• You collect 5 Increasing Rep d6 for a Prince or
• Consult the Loot and Destroy Table. Princess, 1 for any other.
• Each Band member, including the Star, can roll on
the Loot and Destroy Table only once.
• Roll 2d6 versus the Character’s Rep, determining
how many d6 are passed.
• Go down the left-hand column to the appropriate row
and across to see the results.

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SWORDPLAY 2018
CHARACTER JOURNAL CHARACTER JOURNAL
NAME REPUTATION NAME REPUTATION

STAR OR GRUNT ARMOR CLASS STAR OR GRUNT ARMOR CLASS

RACE CLASS RACE CLASS

ALIGNMENT FORTUNE AND FAME ALIGNMENT FORTUNE AND FAME

INCREASING REP D6 DECREASING REP D6 INCREASING REP D6 DECREASING REP D6

CHARACTER JOURNAL CHARACTER JOURNAL


NAME REPUTATION NAME REPUTATION

STAR OR GRUNT ARMOR CLASS STAR OR GRUNT ARMOR CLASS

RACE CLASS RACE CLASS

ALIGNMENT FORTUNE AND FAME ALIGNMENT FORTUNE AND FAME

INCREASING REP D6 DECREASING REP D6 INCREASING REP D6 DECREASING REP D6

CHARACTER JOURNAL CHARACTER JOURNAL


NAME REPUTATION NAME REPUTATION

STAR OR GRUNT ARMOR CLASS STAR OR GRUNT ARMOR CLASS

RACE CLASS RACE CLASS

ALIGNMENT FORTUNE AND FAME ALIGNMENT FORTUNE AND FAME

INCREASING REP D6 DECREASING REP D6 INCREASING REP D6 DECREASING REP D6

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SWORDPLAY 2018
2 ACTION 1 SHOOTING DAMAGE
(Taken versus Leader Rep) (Read the result as rolled)
Score of “6” is always a failure. ATTRIBUTE
1, 2 or 3 you gain the Advantage, 4, 5, or 6 they do.
RESILIENT: Once during each Encounter will treat its first Out
ATTRIBUTE of the Fight result as a Carry On result instead.

DUTY: Re-roll 1 failed d6 on the Action Table. # RESULT


SLOW MOVER: Must re-roll 1 passed d6 when rolling on the
Action Table. FANATIC: Changes 1 failed d6 on the Action “6” Target Obviously Dead.
Table to a passed d6. Rep or higher of If score is:
Target, but not a • Higher than AC = Obviously Dead.
#D6 RESULT “6”. • Equal to AC = Out of the Fight.
PASSED • Less than AC = Duck Back.
Less than Rep of Target Ducks Back.
More d6 The side that passed more d6 can act, in order: the Target.
• Cast – Caster Class will cast a Spell.
• Shoot – Shooter Class will shoot.
• Charge – Other Classes can charge. 2 CASTING
• Recover from Duck Back – Characters in (Taken versus Rep)
Duck Back will come into sight of the enemy
and can now see and be seen. Score of “6” is always a failure.
• Halt in Place – The Character chose or # D6 NPC SPELL CASTING
forfeited an action and does nothing.
• Leave the Battle Board – Voluntarily remove PASSED (TAKEN VS. REP)
the Character from the table, the Encounter 2 Damage Spell.
has ended for the Character.
1 Dazzle Spell.
Same Side with the Advantage counts as passing more
0 Defend Spell.
number d6.
of d6
* Only the mounted members of the group gain the modifier. Non-
#D6 RESULT
mounted will roll and act separately. PASSED

2 SHOOTING 2 Success! Affects a number of targets equal to the


current Rep of the Caster.
(Taken versus Rep) • DAZZLE SPELL causes the targets to halt
Score of “6” is always a failure. any action and remain in place, forfeiting
next turn of Activation.
#D6 RESULT • DAMAGE SPELL causes the Caster to roll on
PASSED the Shooting Damage Table against all
affected targets.
2 Hit all targets.
1 Miss: • DEFEND SPELL causes the targets to count a
+2 to their AC up to AC 8.
• If being charged. Charger continues into
1 Partial Success!
contact.
• DAZZLE SPELL causes one target to halt any
• If the target is in Cover. action and remain in place, forfeiting next
• If 2nd or higher target. turn of Activation.
Otherwise: • DAMAGE SPELL causes the Caster to roll on
• Hit. the Shooting Damage Table against one
0 Miss all targets. target of choice.
• DEFEND SPELL causes himself to count a +2
to its AC.
0 Disaster! Spell fails and the Caster’s Rep is
reduced by 1 point for remainder of the
Encounter.
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SWORDPLAY 2018
2 MELEE 2 WILL TO FIGHT
(Taken versus Rep) (Taken versus Rep of the Leader)
Score of “6” is always a failure. Score of “6” is always a failure.

ATTRIBUTE ATTRIBUTE
LIGHTWEIGHT: Counts opponents AC at 1 point higher when COWARD: Will always be the first to Leave the Battle Board
winning on the Melee Table. regardless of Rep or situation. BORN LEADER: Rolls 3d6
RAGE: Counts a +1d6 bonus when in melee. counting the lowest 2d6 results on the Will to Fight Table.
RESILIENT: Once during each Encounter will treat its first Out
of the Fight result as a Carry On result instead. # D6 RESULT
SLIGHT: Counts opponents AC at 1 point higher when PASSED
winning on the Melee Table. 2 IF 50% OR MORE Out of the Fight, Obviously
SLIPPERY: Counts AC at 1 point higher when losing on the Dead, or Left the Battle Board, count as passing
Melee Table. 1d6.
SWORDSMAN: Ignores the first -1 to Rep suffered when OTHERWISE: Continue the fight.
fighting on the Melee Table. 1 CIVILIANS – Count as passing 0d6.
ALL – One Character Leaves the Table.
CIRCUMSTANCE MODIFIER Duck Backs will go first.
Lowest Rep will leave next in this order:
REP 7+ = Each point of Rep over 6. +1d6
• Caster.
• Shooter.
#D6 RESULTS
• Healer.
PASSED • Others.
Pass 2d6 Opponent Obviously Dead. If tied, roll randomly.
more 0 ALL – Leave the Battle Board. If both sides
reach this result at the same time, both sides
Pass 1d6 SHOOTER OR CASTER WINNER:
leave!
more • Fight another round of melee with both
Characters counting a -1 to Rep.
ALL OTHER WINNERS: 2 AFTER THE ENCOUNTER RECOVERY
Rolls 1d6:
• If score is higher than loser’s AC = Out of (Taken vs. normal Rep)
the Fight. # D6 RESULT
• If score is equal or less than loser’s AC = PASSED
Fight another round of melee with loser
counting a -1 to Rep. 2 After the Encounter – All Characters recover
Pass same ALL will fight another round of melee with both back to original Rep and return to the Band.
Characters counting a -1 to Rep. 1 After the Encounter – Out of the Fights and
reduced Reps recover back to original Rep and
return to the Band. Those not ordered to, but
Left the Battle Board, do not return to the Band
0 After the Encounter – Out of the Fights do not
return to the Band. Those not ordered to, but
Left the Battle Board, do not return to the Band

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