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War on a Frontier World are rules for 15mm games set on a backwater planet with little access to high quality weaponry. Players simply pick their forces from a number of unit types and of they go, some units are better than others but using weaker units gains you extra victory points. A typical unit of regular foot would contain 6 bases each with 3 figures on it though this could be changed to suit the stuff you have. The gain uses a running total rolling 1D6/ turn the game ends the turn after the total reaches 25 at which point you count up the victory points. Easy to learn and simple to play these rules should give a good evenings entertainment. Turn Sequence: Players alternately activate units until all units have been activated, when activated a unit can move, fire or move and fire. If a unit has any morale markers it must try to remove these before it can do anything else. At the end of the move roll 1D6 and keep a running total when this reaches 25 the next move will be the last move. When the last move has been completed total up victory points to see which side has won. —description from the publisher
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