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The world has changed since World War II.

Small battles and civil wars flare up around the world. As one of the dominant super
powers, the United States and it’s allies have the premier armies and equipment, responding to events across the globe. Ter-
rorist organizations and groups wage a new type of warfare of kidnapping, bombings, and destruction. Your team of specialist
are ready at a moments notice to respond, to get to the site as quickly as possible and get Boots on the Ground…
1.0 IntroductIon: map rules:
Boots on the Ground is a 1 to 3 player game that can be played com- » Buildings are labeled with roman numerals.
petitive (first squad, Alpha or Bravo, to complete the objective wins), » Walls are represented by thick solid black lines.
or against each other (one player being the insurgent, the other be-
ing an allied squad or squads), or solitaire (the player being a squad, » Doors are represented by solid brown lines in between wall sections.
with the cards driving the insurgent play), or cooperatively (both » Windows are represented by solid blue
players command a squad and play against the card driven enemy lines in between wall sections.
to complete a shared goal). » Cover is represented by thin red lines
(normally representing vehicles).
2.0 Key terms:
squad: A color grouping of allied units. » Insurgents are placed into brown or blue lined squares and are
determined by card draw.
closest: For card play, this means proximity of an insurgent to an
individual or team not belonging to the player drawing the card. » The squares for civilians (C), lock boxes (L) and vehicles (V), have
no effect on movement or combat unless a civilian, or vehicle is in
team: A team is 2 or more Allied units that start a turn adjacent to
the square.
each other. The advantage of activating a team is being able to move
and/or fire with all of your units during one activation. The disadvantage 3.2 game unIts:
is most units can not use an individual units special abilities or individual For the allied player this includes two separately colored (green, red)
movement rate. The team may only move 3 squares per unit. squads of 6 units each (leader, medic, demo, scout, HWE, and sniper)
IndIvIdual: An individual is 1 Allied unit. The advantage of activat- as well as light green colored GI units. Located on each of these units
ing an individual is being able to use that units special abilities and is an image of a soldier as well as two numbers with the Fire Facing
movement rate. The disadvantage is that when moving and/ or firing arrow between them. These numbers are from left to right, the units
it is only with 1 unit per activation. fire modifier and movement points. The units fire modifier is applied
to fire when the unit is activated as an individual. The units move-
adjacent: One of the 8 squares surrounding a square (this means
ment points is how many squares a unit can move in a turn when
up, down, side to side, and diagonally) not blocked by a wall.
activated as an individual. When moving as a team, the
G.I.
specIal abIlIty: Most allied units have a special ability that may movement rate is 3. Some terrain on the game board
be used for certain functions within the game. Special abilities work cost more than 1 movement point thereby slowing the
-2 3
when activated as an individual. Some cards allow insurgents to unit down.
have special abilities for a turn or the entire game.
LEADER MEDIC HWE DEMO SCOUT SNIPER
Intel cards: These cards control movement, action and place-
ment of insurgent forces. Cards give the right for more Insurgents 0
0 4 -2 7 +1 4
+1 5 0 4 +2 3
to be placed, for multiple units to move, even allow an insurgent
unit to use demo, HWE, or sniper abilities for a time or until game alpha squad
end (or unit elimination). Game Concept: When moving and firing
with insurgents, it should always be with the idea of the insurgents LEADER MEDIC HWE DEMO SCOUT SNIPER
getting the best shot possible. If the insurgent can get a back shot
0
he should, if he can get a side shot he should, and on any shot the +1 5 0 4 +2 3 0 4 -2 7 +1 4

insurgent should get as close as possible. When adding insurgents


bravo squad
to buildings they populate at windows (blue marked squares) and
doors (brown marked squares) facing the closest allied unit. Either Each allied unit has a front and a back, units can take three hits. The
way, newly placed units cannot move, but can fire on allied units in front side is at full strength, and the flipped side shows the first wound
line of sight and in range. (hit) the unit can take. Upon the second hit a Critical marker is placed on
the unit, on the third hit the unit is removed from game play.
Insurgent: Enemy units to the allied player. Some insurgent forces
have special abilities that may be assigned by the Intel Cards. INSURGENT Grey insurgent units can only take one hit and are re-
moved from play. Insurgent movement rate (when al-
3.0 components: lowed by card) is 5. Additionally there are units for the
The game includes 1 game board, 1 counter sheet, rules, dice, 3 mis- insurgent player that are specialized with the abilities of
sion cards and 60 intel cards. an allied unit. Insurgent units that are “wounded” are removed from
the game board but may be brought back into play as a new insur-
3.1 game board: gent based on the intel card draw. Insurgent units that are “killed”
The game map is a satellite photo of a city area. Overlaid on the map are removed from play for the remainder of the game. Wounded and
is a grid of squares that regulate movement, fire, and line of sight. Killed status is determined by the Fire/Hit Chart.

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4.0 game unIts
Unit individUal ability team ability
Team Leader (L) +1 fire modifier, movement 5 0 fire modifier, movement 3
+1 defense modifier to adjacent
LEADER
units
+1 5

Medic (M) 0 fire modifier, movement 4 0 fire modifier, movement 3


Can remove 1 hit from an adjacent allied unit or hostage. Any wounded Must be adjacent to another
MEDIC
team member or hostage adjacent to the medic may move at the rate of the unit to heal himself.
medic. Can not fire while transporting or healing wounded team member or
0 4
hostage by themselves.
Demo Expert (DE) 0 fire modifier, movement 4 0 fire modifier, movement 3
Demo Expert instead of firing may use one of these abilities when activated: None
DEMO
1. Create a Door: He may create a door in a wall he is adjacent to by blast-
0 4 ing a hole through it. The explosion wounds any unit on the opposite
side of wall, but may not create a door if it would wound a civilian or
hostage. Place a door marker. The door marker acts as a door for all
units. Limit is 2 times per game.
2. Throw a grenade: He may throw a grenade up to 2 squares away. Any
unit in the grenade target square is killed, and any unit (friendly or
enemy) adjacent to the grenade target square is wounded. No throwing
grenades that would cause civilians or hostages to be killed or wounded.
3. Fire the RPG: He may fire the RPG at a target wall, not a unit. He may fire
up to 7 squares following Line of Sight rules. The explosion kills any unit
on the inside of the wall and wounds any units adjacent on the 3 squares
on the outside of the wall. The RPG may not be fired inside a building or
if it would wound civilians or hostages.

Scout (S) -2 fire modifier, movement 7 0 fire modifier, movement 3


May reveal the next card. Any cards revealed by the scout allows placement None
SCOUT
and movement for the insurgents, but none of the insurgents placed or
moved by the card may fire. Only the insurgents affected by the card may
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not fire, all others in range may.
Heavy Weapons Expert 0/+2 fire modifier, movement 3 0 fire modifier, movement 3
(HWE) One offensive die roll for HWE can be applied up to three different targets in None
range with a 0 fire modifier OR may fire at one target with a +2 fire modifier.
HWE

0
+2 3

Sniper (Sp) +1 fire modifier, movement 4 0 fire modifier, movement 3


At range 1 - 5 squares no modifier, range at 6 to 10 is with +1 fire modifier, None
SNIPER

+1 4

2
4.1 other avaIlable unIts
Unit individUal ability team ability
G.I. -2 fire modifier, movement 3 0 fire modifier, movement 3
G.I.
None

-2 3

Insurgents 0 fire modifier, movement 5 0 fire modifier, movement 5


INSURGENT Placed by card draw on closest available squares with brown (doors) and Enemy to the Allied player.
blue (windows) diagonal lines closest to allied units not belonging to player Cards may give some Insurgent
drawing the card units special abilities.

Hostages may not fire, movement 2 may not fire, movement 2


HOSTAGE
None

4.2 other game counters


type method of placement Use
Civilians Place on squares with a blue “C” at At end of a player movement all civilians adjacent to allied units are
CIVILIAN
start of game according to scenario flipped over. If friendly, no action occurs and the counter is removed
setup, unidentified civilian icon face from the game. If Insurgent counter is revealed, Insurgent can fire on
up. player before card draw.

Vehicles Place on squares with a red “V” at At end of a player movement all vehicles adjacent to allied units are
start of game according to scenario, flipped over. When flipped and counter shows that it is safe cover, no
UNKNOWN
COVER unknown cover vehicles icon face up. further action is needed. If flipped value is I.E.D.-A, units adjacent take 1
hit of damage, unless the demo expert is adjacent, in which case bomb
becomes diffused and no units take damage. If I.E.D.-B, diffusion is not
possible and all player units adjacent take 1 hit of damage.
Alpha/Bravo Door Use to show where Demo was used Each Team can only have two doors active at a time.
to make a door in the wall.
ALPHA BRAVO
DOOR DOOR

Critical Shows critically wounded soldiers. Remove after medic uses Special Ability, or if Member is wounded again
remove and the unit.
-2

Cleared Building If before card play a building has 3 No new insurgents may be placed in that building as along as the allied
or more windows and/or doors oc- player occupies the windows and/or doors. Once the allied player holds
CLEARED
cupied by Allies, place the cleared less than 3 spaces the cleared marker is removed, unless scenario states
BUILDING building marker in the building. No otherwise.
new insurgents may be placed in this
building.
Lock boxes Place on squares with a green “L” at At the end of the player movement all lock boxes that allied units are on
UNKNOWN
start of game according to scenario may be opened (flipped) at the players choice. At that point the lock box
KIT setup, lock box icon face up. counter determines the next action.

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possible lock box back ResUlts
HEALTH KIT Used by any unit possessing the marker for itself or any unit adjacent , use Medic rules. Can be carried with the
unit and used once in a game.
HEALTH
KIT
+1

GRENADE KIT Thrown as a grenade by any unit possessing, use Demo unit grenade rules. Can be carried with the unit and used
once in a game.
GRENADE
KIT

Booby Trap Only unit on marker receives one hit.


BOOBY
TRAP

Bomb Disposal Kit Diffuses I.E.D. - A and I.E.D. - B, can be carried with the unit and used once after an unknown cover marker is
reveled.
BOMB
DISPOSAL
KIT

WMD Mission determines when they must be found. However, if found in any mission it must be returned to a green
zone for the mission to be completed.
WMD

5.0 Intel cards Intel cards events:


These cards control movement, abilities, and placement of insurgent
forces. Cards give the right for more insurgents to be placed, for mul- » Place 1, 2, 3 or 4 (each card would only have
tiple units to move, even allow an insurgent unit to use demo, HWE, one value) new Insurgent(s) in the closest
or sniper abilities for a time or until game end (or unit elimination). unoccupied window or door space and fire.
» Move 1, 2, 3 or 4 (each card would only have one value)
Insurgent(s) up to 5 spaces and Fire on closest Allied forces.
» May Medivac (place one injured unit and place in green
zone restored to full health) one injured Allied member
Move 2 to the closest Green Zone to restore full health.
Insurgents up » Insurgents take cover and may not move or fire.
to 5 spaces » Move All Insurgents up to 5 spaces each
each and Fire and Fire on closest Allied forces.
on closest » Closest Insurgent becomes a Heavy Weapons Expert, Demo
Allied forces. Expert or (any out of range) Sniper for rest of game.
26 » Closest Insurgent becomes a Heavy Weapons Expert, Demo
Expert, (any out of range) Sniper for the turn and fires.
» Closest Insurgent throws a grenade towards Allied team.
For card play, “Closest” means an individual, or team not belonging » Replace any KIA team member with a G.I. No insurgents can fire.
to the player drawing the card. All insurgents are added inside build-
ings, at unoccupied window (blue marked) squares and door (brown » Closest door explodes from IED.
marked) squares, facing towards the closest allied target. The allied » Place up to two G.I.s (if available) adjacent
player drawing the card chooses this placement. Either way, newly to Team Leader as reinforcements.
placed insurgent units cannot move during that card play, but can
fire on allied units in line of sight and in range.

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6.0 sequence of play: Below is listed the specific rules for activating each.
Players pick a mission to play and set up the units according to team: The following rules apply to team activations:
mission specs.
» A team is 2 or more Allied units that start a turn
6.1 sequence of play for 1 player game wIth 1 squad: adjacent to each other (may not be separated by a
» Player activates a team or individual. wall, but may be separated by a window or door).
» Player draws Intel card for insurgent activation against the » All team members use their team movement rate
player and conducts actions with insurgent counters. (3 movement points) when activating with the team.
» If the mission objective is completed or failure occurs » Each activated team member may move
the game ends, otherwise, go back to step 1. and fire but use a fire modifier of 0.
» Team members may not use their special ability.
6.2 sequence of play for 1 player wIth 2 squads or 2
player game: » Units move one at a time and one unit must complete it’s
» Alpha activates a team or individual first. movement and/or fire before the next unit is allowed.
» Bravo player draws Intel card for insurgent activation against IndIvIdual: The following rules apply to individual activations:
Alpha player and conducts actions with insurgent units. » An individual is 1 Allied unit acting alone.
» Bravo activates a team or individual. » An individual may move, and fire and use
» Alpha player draws Intel card for insurgent activation against one of it’s special abilities in a turn.
Bravo player and conducts actions with insurgent counters. » An individual uses the fire modifier on it’s unit when firing.
» If the mission objective is completed or failure occurs
the game ends, otherwise, go back to step 1. 8.0 card play
Following the activation and play of the allied squad a card is drawn
6.3 sequence of play for 3 player game: by the opposing player. This card determines the actions of the in-
» Alpha activates a team or individual first. surgent units against the squad that was just activated. Insurgents
» Insurgent player draws Intel card for insurgent activation against are always activated by card play.
Alpha player and conducts actions with insurgent units. The insurgent player can only move if activated by a Move and Fire
» Bravo activates a team or individual. Intel Card (Move 1, 2, 3 or 4 [each card would only have one value]
Insurgent[s] up to 5 spaces and Fire on closest Allied forces.), units re-
» Insurgent player draws Intel card for insurgent activation against ceive 5 movement points per turn. All insurgents alWays fire at any
Bravo player and conducts actions with insurgent counters. unit of the player not drawing the card, when in range and in line
» If the mission objective is completed or failure occurs of sight after a card draw, whether the card affects them or not (un-
the game ends, otherwise, go back to step 1. less one of the following cards are drawn: Insurgents take cover and
may not move or fire and Replace any KIA team member with a G.I. No
7.0 actIvatIon: insurgents can fire).
During his turn the allied player activates either a team or individual For example, the intel card says “Place 2 new Insurgents in the closest un-
belonging to that player. Whether it is a team or individual activated occupied window or door space and fire”. All units within range and line
determines what may be done with those unit(s). Each has advan- of sight of the player NOT drawing the card may fire, not just the 2 newly
tages and disadvantages. placed units. Conversely, an intel card that says “Move 3 Insurgents up
For example, the allied player has 4 units adjacent to each other. During to 5 spaces and Fire on closest Allied forces” the three closest insurgents
his turn he may activate all 4 units as a team and move each unit up to can move, up to five squares and fire on an allied squad and any other
3 squares and fire with each unit. He could instead activate any 1 of the existing insurgents with line of sight can also fire on allied squad, but not
4 units and move and fire and use the special ability of that 1 unit. (Units move.
can move then fire, then move again up to the movement point limit). Play Note on game play: In a Competitive or Cooperative game, during
Whether as a team or individual, each unit may only conduct 1 fire the Alpha player turn the Bravo player is playing the insurgent player,
action in a turn. (Note the HWE only fires once with his special ability, during the Bravo player turn the Alpha player is the insurgent. In a 3
but it is applied to up to 3 insurgent units). player game with one player being Alpha, one being Bravo, and the third
When the team is activated each unit in the team may do any com- being the insurgent, the insurgent player draws the card after squad ac-
bination of movement and fire (no unit may fire more than once in tivates and performs the actions against the player that just activated.
a turn nor move more than 3 movement points). After activation is Cards played determine the mission length, as defined by the mis-
done all Unknown Cover and Civilian markers that are adjacent to sion specs. Each mission gives the allotted amount of cards the deck
allied units and all occupied Lock Boxes are flipped. will be comprised of and the game ends when the mission goal is
reached, the cards run out or all the allied units are eliminated. Some
missions have an unlimited cards for play defined by “∞” and the mis-
sion ends when the goal is achieved or all the allied units are eliminated.

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9.0 mIssIons defIned: Units can move through friendly units for no extra cost but no more
solItaIre mIssIons: One player commands the allied force versus than 1 unit is allowed per square at the end of a move. Units may not
the insurgent forces using the cards to drive their actions. For soli- move through or end a move in a square with an enemy unit. Units
taire missions shuffle the full deck and deal out the allotted number can end their move in a square with a lock box.
of cards for the mission and set the other cards aside, these are your Wounded individuals move 1 movement point less than the maxi-
cards for this play. Once the cards in your play deck have been played mum allowed for individual, or team.
through once the scenario is over.
cooperatIve mIssIons: Both players command a squad and play 11.0 fIre rules:
against the card driven enemy to complete a shared goal. For coop- To fire at an enemy unit, the firing unit must be within weapon range
erative missions shuffle the full deck and deal out the allotted num- of the enemy unit and have a line of sight to them. Insurgent units
ber of cards for the mission and set the other cards aside, these are ALWAYS fire at units belonging to the allied player not drawing the
your cards for this play. Once the cards in your play deck have been card, when in range and line of sight after a card draw.
played through once the scenario is over. fIre facIng: Each allied/insurgent unit has a Fire Facing arrow that
competItIve mIssIons: Both players command a squad and play designates the direction the unit fires in. Units should be aligned
against the card driven enemy and each other racing to complete with the square they occupy so the Fire Facing arrow is pointed in
the mission. For cooperative missions shuffle the full deck and deal the direction the player desires to have line of sight and fire. Units
out the allotted number of cards for the mission and set the other can only change Fire Facing during movement, and it cost no move-
cards aside, these are your cards for this play. Once the cards in your ment points to change Fire Facing during movement.
play deck have been played through once the scenario is over. Units may only fire through their front 3 squares (being straight up,
versus: One player commands the allied forces, the other com- and diagonally to the right and left of straight up). Units may not fire
mands the insurgent forces. In a 2 player game allied forces play as at targets to their side or rear squares. There is also a fire modifier for
the solitaire rules and the insurgent player determine movement units firing at targets through their side or back. When firing at a unit
and placement and actions of insurgents units based on the card through it’s side, or diagonal rear side squares it is a +1 fire modifier
play. Any missions where versus is used (one player plays the insur- to the attacker. When fired at through it’s direct rear square it is a +3
gents) the goal of the insurgent player is to prevent the allied player fire modifier. See the graphic below:
from winning. This can be accomplished by eliminating enough al-
lied units or hostages before the end of the game or the card deck is
played out before the allied player accomplishes their mission.
For example: In the mission “Hot LZ” the Solitaire game uses 20, the Co- SNIPER

operative uses 40 and the Competitive uses 60 cards. For Versus use the
Solitaire number of 20 cards.
+1 +1 4
+1
To make a mission easier or harder adjust the number of cards in
the mission by 5 card increments (more makes it easier, less makes it +1 +3 +1
more difficult).
In the graphic, the unit could fire through the green squares (follow-
On solitaire missions a player can gauge the level of success by the ing line of sight rules). It may not fire through the yellow squares.
number of cards used to complete the mission. (Fewer is better). Also, when fired at by an enemy unit through the yellow squares the
firing unit receives a fire modifier which is applied to the firing units
10.0 movement rules: die roll.
Each unit in the game has movement points that they use to move
when activated. A unit may never spend more movement points 11.1 lIne of sIght:
than it has. Movement points may not be transferred to other units Line of sight is determined by laying a straight line from the center of
or saved for future turns. the firing units square to the center of the target units square. If the
Units may move forward, backward, sideways, and diagonally in clear straight line crosses through any of the following the line of sight is
terrain for 1 movement point per move. Units can move through blocked and the firing unit may not fire at that target unit:
doors (brown line) but not walls. Windows (blue line) cost 1 extra » Walls
movement point to cross. Walls and vehicles may not be moved into
» Enemy units
or through. Units may move into and through partial squares on the
board edge. Civilians may be moved through but not stopped on. » Civilians
Vehicles may not be moved through.
11.2 other fIre rules:
The Fire Facing arrow does not control movement it is only used for » Units cannot shoot or move through walls, though demo can
firing direction. Units should be aligned with the square they occupy blast though walls creating a “door” (use a squads Door counter).
so the Fire Facing arrow is facing the direction the player desires to
» The squares for civilians (C), lock boxes (L) and vehicles (V), have
fire during and at the end of movement. Units can only change fire
no effect on movement or fire unless a civilian, or vehicle is in the
facing during movement, and it cost no movement points to change
square. In those cases civilians block line of sight, vehicles do not.
fire facing during movement.
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» Vehicles add +1 to defense only if unit is adjacent to the 11.6 results of wounds and KIlls:
structure and the fire is crossing through the middle or Allied units that are wounded flip their counter to their wounded
corner of the vehicle counter. Cover modifier always apply side the first time they receive a “wound” result. For a wound result
to the defender if adjacent, if both attacker and defender to an allied unit that is on their wounded side place a “Critical Mark-
are adjacent to the cover, no modifer is applied. er” on the unit. For a wound result on an allied unit that has a critical
marker on it, the unit is killed and removed from play for the remain-
11.3 Key rules for unIts fIrIng: der of the game.
» Units fire range is 1 - 5 squares. Range is counted from the firing
unit to the target unit by the shortest path in squares. Count LEADER full LEADER one hIt two hIts
the square the target unit is in but not the firing units square. strength (flIpped) -2 (add crItIcal
+1 4 marKer)
» Units can only fire forward or in either forward diagonal (as +1 5

shown by the green squares in the Fire Facing diagram).


Insurgent units that are wounded are removed from the game board
» Friendly units can fire through each other(as if the front unit but may be brought back into play as a new insurgent based on the
is kneeling and the back unit is standing), but may not fire intel card draw. Insurgent units that are killed are removed from play
through enemy units (the front unit always takes the hit). for the remainder of the game.
» Fire through windows and doors is For example:
allowed into or out of buildings.
turn 1: The activated firing unit is the allied Alpha Sniper unit and has
» Units can fire through cover (vehicles). When fired a line of sight on an insurgent target 7 squares away. The Sniper gets a
on they receive a +1 defensive modifier. +1 fire modifer to the Fire die roll. Both the Sniper and insurgent roll one
» Only one fire per unit is allowed during a turn, die. The die roll by the Sniper is a 4 modified (+1) to a 5. The insurgent rolls
moving however can be done before and after, a 4. Comparing to the Fire Hit chart, (using the Allied row) the differen-
if a unit has movement points remaining. tial is Allied +1, therefor the Insurgent is wounded and removed from the
board (The wounded insurgents are added back to the pool of available
For example a unit can move two squares, fire, then move it’s remaining
insurgents and may return when a card calls for it).
movement points.
turn 1 card play: During the card play an insurgent firing unit has
11.4 how to fIre: line of sight on Alpha’s Demo unit and fires. The die roll is 2 for the in-
When activated, the currently moving unit may fire at a “target unit” surgent and 5 for the Demo unit. Using the insurgent row in the Fire Hit
in line of sight and range. The firing unit and target unit check for fire chart, the differential is -3 for the firing insurgent unit. Therefor the firing
modifier and defensive modifiers, which are cumulative. Roll one die insurgent is wounded and removed from board.
for the firing unit and one die for the target unit. Apply any fire modi- turn 2: Next, Bravo activates three units as a team and move three
fiers to the firing unit’s die roll, and apply any vehicle cover defensive squares. Any team member with line of sight may fire during this turn.
modifiers (+1) to the target units die roll. Two team members have line of sight on the same insurgent. Each mem-
Allied firing units kill with a modified die roll of 2 higher than the ber rolls separately, and outcomes are based on the Fire Hit chart. First
target unit, and wounds with a tie or 1 higher. If the insurgent target the HWE fires at the target with the die roll of 2 and the insurgent die is
units modified die roll is 4 higher than the allied firing unit then the 6. Using the Allied row in the Fire Hit chart the the differential is -4 and
allied unit takes a hit. the HWE is wounded (The HWE counter is flipped over). Then the Medic
Insurgent firing units kill with a modified die roll of 4 higher than fires at the target insurgent and rolls a 5. The insurgent rolls a 2. Using the
the allied target unit, and wounds with a modified die roll of 1 to 3 Allied row in the Fire Hit chart the the differential is +3 and the insurgent
higher. If the allied target modified die roll is 3 higher than the insur- unit is killed and removed from the game and cannot return.
gent firing unit then the insurgent is wounded.
The Fire Hit Chart is based on the Firing Unit, either Allied or Insurgent.
When using this the differentials are based on the firing unit.

11.5 fIre hIt chart


Unit Unit fiRing kills taRget Unit fiRing WoUnds Unit fiRing misses Unit fiRing becomes
fiRing diffeRential taRget diffeRential (fiRing Unit and taRget WoUnded Roll
aRe missed) diffeRential
Allied +2 or more Tie to +1 more -1 to -3 -4 or more
Insurgent +4 or more +1 to +3 more Tie to -2 -3 or more

game credIts:
desIgn and layout: Sean Cooke
©2010 Worthington Games
www.worthingtongames.com
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