WARLINE: Tactical Fantasy Battles - Comprehensive Game Rules (version 0.99.9.0)        page  of

Comprehensive Game Rules (version 0.99.9.0)

designed and authored by

Justin D Leingang

NOTE: This document is a snapshot copy of the living Beta rules (taken 09-01-2018). Some information might be out of date. It is recommended that you reference the online living Beta rules documentation for the most up-to-date rules and information.

http://warline.eljayplay.com/rules-wip


About WARLINE

Amid the fire and ruin of war, only one army will crush the Enemy to stand Victorious…

WARLINE: Tactical Fantasy Battles is a tournament caliber tabletop game of strategic planning and tactical maneuvers on the battlefield. You are the General, charged with commanding your army of fantasy warriors, and plunging headlong with them,  into an epic clash with the enemy. Out maneuver the enemy General’s army to stand victorious in the War of Eternity!

Your goal

Only one army can claim victory on the battlefield - will it be your army, or the enemy’s? Implore all of the tactical tools at your disposal, and all of the strategies you can mastermind, in order to achieve one of five different victory conditions - ensuring that it is your army standing victorious when the flames of battle subside.

Game overview

WARLINE is a highly technical game of detailed maneuver warfare, delivering an accessible, fast, and furious expression of battlefield combat. You will discover that WARLINE is a game of simple rules interacting in deeply complex manners. As a result, you can devise countless unique strategies, and develop your very own play personality. There is zero luck involved, which contributes to a distinct separation between new players and seasoned veterans. Similar to other tournament caliber games, WARLINE is easy to learn, but can take years to fully master.

In a turn-based manner, each General issues a tactical order, such as Maneuver, to one of his battalions. During a maneuver, a battalion can move forward, change facing, build a rampart (defensive wall), destroy a rampart, or perform other actions - in any desired order. Chaining movement and facing results in complex "warlines" that can leave destruction in their wake. Building and destroying ramparts is a critical means of blocking or exposing the enemy to achieve your strategic goal. Routing is a means to set up the enemy for a crushing blow, or to take captive a prisoner of war.

Every game of WARLINE unfolds as a dynamic, keep-you-on-your-toes clash between two fantasy armies - a battle of intelligent action and reaction. The battalionscapabilities are continually shifting as a result of combat, and the battlefield continuously transforms, ensuring that each General’s strategy must never cease evolving...



CORE RULES

WARLINE can be played either in its Core Rules form, or with the addition of Rules Variants and Modules - which expand the essential game rules, add additional layers of complexity, and allow you to customize the game experience. The Core Rules outlined in this section of the rule book define WARLINE in its most pure form. All of the Core Rules are required to play WARLINE - even if Rules Variants and Modules are added to play. (the official Rules Variants and Modules are covered later in this rule book.)

DESIGNER'S NOTE: I recommended that you first learn to play WARLINE in only the Core Rules form - and play this way until you have a strong grasp of the game mechanisms, tactics, and strategies. Rules Variants and Modules are a fun way to extend WARLINE and to really push your tactical skills limit, but are, by nature, a bit more complex and take longer to learn and master. Also note that it is perfectly acceptable if you decide never to apply Rules Variants or Modules: The Core Rules are rich, rewarding, and infinitely playable along a path to mastery.


Core Game Components


Set-up and Preparation

Players: 2 (up to 4 with Rules Variants)

Set-up Time: 2 minutes

Learn Time: 15 minutes

Game Play Time: 30-45 minutes

WARLINE is a competitive game that plays out on a square Battlefield divided into a [7x7] grid of Zones.


Battle Formation

Before the Battle can begin, you and the Enemy must Deploy your unique Battalion combat formations onto the Battlefield.

The Battle

The Battle progresses in an alternating Turn-based manner, each General taking [1] Turn at a time. Battle continues until either you, or the Enemy, achieve any one of the various Victory Conditions.

On your turn

Your Turn flows through a number of steps, performed respectively in sequence as follows:

  1. Resolve Counter Attacks
  2. Torment your Prisoners
  3. Reset Tokens
  4. Complete a Sacrifice
  5. Issue a Tactical Order

1. Resolving Counter Attacks

Check whether or not any of your Battalions are capable of Counter Attacking the Enemy. A Counter Attack is possible if any of your Battalions has an Enemy Battalion stacked directly on top of your Battalion. If any Counter Attacks are possible, resolve them as follows:

2. Tormenting Prisoners

If you have any Enemy Battalions taken as Prisoners, you can Torment them to lessen their fortitude.

3. Reset the Tokens

If one of your Battalions is topped with the Vigor Token, and/or one of the Enemy Battalions is topped with the Stun Token, remove the Token(s) and return them to the common Tokens Pool.

4. Completing a Sacrifice

On your previous Turn, you might have marked one of your Battalions for Sacrifice. If you have a Sacrifice-marked Battalion (i.e. your Battalion is topped with a Sacrifice Token), you must Slaughter your Battalion and gain the benefits of the Sacrificial Ritual.

5. Issuing a Tactical Order

  1. Maneuver
  2. Extricate
  3. Sacrifice Ritual
  4. Lighten
  5. Stall

Tactical Order A: Maneuvering on Warlines

A Maneuver is a sequence of actions that create a “Warline” - a complex path of tactical and combat actions. Maneuver is [1] of the [5] Tactical Orders you can choose to execute on your Turn.

  1. Move (Attack)
  2. Face
  3. Rout an Enemy Battalion
  4. Build a Rampart
  5. Destroy a Rampart (only if the Battalion is of the requisite Arms)

A: Moving on the Battlefield

Attacking the Enemy

Slaughtering the Enemy

Vigor following Attack

B: Change Facing

“Facing” is the direction in which your Battalion is oriented. A Battalion’s current Facing is indicated by the Sword icon, which points in the Battalion’s Facing direction.

C : Routing the Enemy

A Rout is a Maneuver Action that forces an Enemy Battalion into a different position on the Battlefield, and leaves the Enemy Battalion momentarily Stunned.

Stun following Rout

Imprisoning the Enemy

Tormenting Prisoners

D: Rampart Building

E: Rampart Destruction

Rules for Stacked Battalions

In some cases (which are uncommon, but quite possible), you might need to interact with Battalions that are Stacked on top of one another (two Battalions or more). The following rules and clarifications are applied to Stacks of Battalions.

Tactical Order B: Extricate a Prisoner of War

If the Enemy has Imprisoned one (or more) of your Battalions, it is possible for you to Extricate (rescue) your Imprisoned Battalion. Extricate is [1] of the [5] Tactical Orders you can choose to execute on your Turn. REMINDER: You can only execute [1] Tactical Order each Turn.

Tactical Order C: Sacrificing a Battalion

You can Sacrifice one of your Battalions on the Battlefield, in order to enhance another Battalion. Sacrifice is [1] of the [5] Tactical Orders you can choose to execute on your Turn. REMINDER: You can only execute [1] Tactical Order each Turn.

Tactical Order D: Lightening a Battalion

At times, it might be beneficial to your strategy to Lighten (reduce the Arms of) one of your Battalions. Your Battalion can discharge any number of the warriors within, and then reform as the lower Arms - increasing the Battalion’s Maneuver capabilities, but decreasing its Attack power and defensive capacity. Under certain conditions, you can also transfer the dismissed warriors to another Battalion, thereby increasing the Arms of that other Battalion.

Transferring dismissed warriors

Tactical Order E: Stalling

You might find that it is to your tactical advantage to take no significant action on your Turn. In this case, you can Stall and pass your Turn.


Victory Conditions

When you recognize, at the end of any Turn, that certain game parameters are met, a Victory Condition is triggered. At this point, the Battle ends and a Victor is declared.

Aggressive Actions

Overpower or Crush the Enemy

Shackle the Enemy

Paralyze the Enemy

Blunt the Enemy

Forcing Surrender

There are a couple of conditions under which you press the Enemy into a Forced Surrender:

Surrender, Stalemate, and Resolve

  1. First, Check the Total Arms of each Army (on the Battlefield and in Prison). The General whose Army’s Total Arms is greater is Victorious by Forced Surrender. However, if both Armies’ Total Arms is equal, then…
  2. ...check the total number of Battalions in each Army (on the Battlefield and in Prison). The General whose Army contains the most Battalions is Victorious by Forced Surrender. However, if both Armies contain the same number of Battalions, then the Battle ends in Stalemate.
  3. Stalemate is considered to be a loss for both Generals.


VARIANTS & MODULES

Rules Variants and Modules for WARLINE allow you to increase the game complexity and modify the Battle experience. You are free to mix and match any of the Rules Variants and Modules to suit your taste - so long as you always include the Core Rules, and so long as both Generals agree (all Rules Variants and Modules apply to both Generals.). Rules Variants and Modules are completely optional, and are not required to play WARLINE.


Game Expansions

(Module)

The WARLINE base game set can be expanded and customized in many ways. If you desire to increase the scope and scale of war, then consider adding WARLINE game expansion sets to your collection. There are a number of different game expansions: Some expansions introduce Battalions from different Kingdoms, other expansions introduce unique Battlefield Terrain modifiers, while other expansions contribute to new ways to play WARLINE. Full details regarding current and future WARLINE game expansion sets can be found online at [warline.eljayplay.com/expansions].


Battle Arts

(Variant)

Battle Arts are unique capabilities that each Kingdom can call upon during Battle.

Kingdom of Flaym (Fiyreksis)

Pounce

Burn

Incinerate

Scald

Fireproof

Melt

Kingdom of Frost (Iysblud)

Alight

Descend

Snowblind

Freeze

Mountain March

Ice March

Kingdom of Sey (Tiydaliks)

Surge

Undertow

Flood

Water March

Kingdom of Timber (Umbris)

Flourish

Harvest

Overgrow

[][]

Forest March

Natural Architect

Kingdom of the Blak (Balista)

Mortar

Farshot

Chasm Forge

Devastate / Obliterate

Crag March


Army Recruiting

(Variant)

Army Recruiting is a process by which Generals build out a custom Army before a Battle begins, as opposed to beginning Battle with the fixed Army assignments included in the Core Rules. Army Recruiting uses a combination of Battalion count regulation and total Battalions Arms regulation in order to ensure that a relatively even playing field is maintained.


Battlefield Terrain

(Module)

The Battlefield can be fully customized with Battlefield Terrain modifiers. Zones on the Battlefield can be transformed into mountains, forests, rivers, chasms, and more - each Terrain affecting rules of Moving about the Battlefield.

Enforcing Closure

If the Battlefield Terrain module is included in play, the “Closure” rule is enforced under certain conditions.


Custom Battlefield Game Preparation

When including Battlefield Terrain, it is not uncommon for asymmetries to exist in the Battlefield. To ensure that no General has an egregious advantage, a series of additional regulating steps is applied to game set-up and preparation.

  1. Use an agreed-upon Challenge method (dice rolls, rock-paper-scissors, etc.), and the winner chooses which General is Player-1.
  2. Player-1 divides the Battlefield evenly in half..
  1. The Zone row that runs directly down the middle between the two halves of the Battlefield cannot be Deployed upon by either General.
  2. Player-1 can choose to divide the Battlefield in half either horizontally or vertically (but, never diagonally).
  1. Player-2 chooses which of the Battlefield halves he will Deploy his Battalions upon, during Battle Formation.
  2. Player-1 chooses which General will take the first Battle Formation Turn.
  3. Play passes on to the Battle Formation phase, and the General chosen for first Battle Formation Turn Deploys his first Battalion.
  4. Following Battle Formation, the General who Deployed first chooses which General will take the first Turn in Battle.

If Battlefield Terrain is included, this additional game preparation sequence is not necessary, as the two halves of the Core Rules Battlefield are identical.


Double Time

(Variant)

Double Time is a Rules Variant that increases the tempo of a Battle.


3-Player and 4-Player Battles

(Variant)

Generals can clash in 3-player or 4-player Battles as fire-forged coalitions. 3-player and 4-player Battles make use of the Core Rules in a modified form, with slight changes to the rules for starting Battalion count, Battle Formation Deployment, Victory Conditions, Turn flow, and Tokens.

Basic Guidelines

Alliance Battles

In 3-player and 4-player Alliance Battles, [2] or [3] Generals form an Alliance (team) and compete against either [1] other Enemy General or an Enemy Alliance of [2] other Generals.

3-Player Alliance Battles

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4-Player Alliance Battles

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Turn flow in Alliance Battles

Tokens and Sacrifice in Alliance Battles



Organized Play

WARLINE is a game that entirely excludes factors of chance, and fully supports skill-based play - making WARLINE a game that is ripe for Organized Play within Tournaments and Leagues. Battles in Organized Play adhere to the same rules as Friendly Battles, but include the addition of Organized Play Points scoring to track each General’s progress up the Tournament ladder, or to track each General’s standing in his respective League.

General Respect

IMPORTANT: Before any Organized Play Battle begins (immediately preceding the Battle Formation phase), both Generals are required to clasp hands in a mutual sign of General Respect and goodwill. Any General that refuses to take part in this activity is immediately Disqualified from the Tournament or League.

Organized Play Points Scoring

Tournament Play Structure

WARLINE Tournament play is structured as two stages of round-robin play: First, an initial Qualifying Stage, then continued with a Final Stage.

Qualifying Stage

Final Stage

Tie Breakers

At any stage of a Tournament or League, in a case of the final OPP totals resulting in a tie, the tie is broken by checking various other results in the following respective order:

  1. The most Victories. If still tied, then…
  2. The most Victories by Shackle. If still tied, then…
  3. The most Victories by Crush. If still tied, then…
  4. The most Victories by Paralyze. If still tied, then…
  5. The most Victories by Blunt. If still tied, then…
  6. The fewest defeats by Stalemate. If still tied, then…
  7. The fewest defeats by Resolve.
  8. If in the extremely unlikely case that there still is no resolution, a Playoff Battle must occur. The winner of the Playoff Battle is the winner of the Tournament or League. If the Playoff Battle outcome is Stalemate or Resolve, another Playoff Battle must occur (and so on, until there is a defined winner of a Playoff Battle).

Disqualification and Forfeit

In some cases, a Tournament or League participant is Disqualified and permanently removed from the Tournament / League.

Forfeiting a Battle

WARLINE League of Champions

The WARLINE League of Champions (WLOC, pronounced “warlock”) is an international, officially organized mega-group that competes in sanctioned Battles across Seasons - competing for glory and prizes. If you are interested in registering for participation in the WARLINE League of Champions, please visit [warline.eljayplay.com/wloc] for complete details.



Scenario Play

An excerpt from the Theater of WARLINE companion book: The War of Eternity is a tumultuous, ceaseless struggle for domination. Countless Armies have risen and fallen in the chaos of The War. Fortunately for you, throughout the ages, many notable Battles have been etched deeply into the annals of history. With this knowledge, you can learn from the mistakes of defeated Generals and tap into the wisdom of powerful Victors. In WARLINE Scenario Play, you can recreate and experience first-hand many of the epic, unforgettable Battles of The War of Eternity.



Campaign Play

Within WARLINE Campaign Play, you and another General enact over time a series of Battles that all feed into higher goals of conquest. Effects of one Battle propagate to, and persist within, future Battles, just as in a living, breathing saga of war. Battle after Battle, your play naturally creates a unique narrative of struggle between two warring Kingdoms, vying for control and domination of the lands - a narrative that sticks forever in memory, and is recounted for years to come.

During a WARLINE Campaign, Armies discover powerful ancient Relics, dropped on Battlefields ages ago by fallen warriors of legend. Obtaining and Equipping a Relic enhances your Army in incredible ways, giving you strategic and tactical advantages - if wielded correctly. In this manner, you customize your Army over time as an evolving machine of war.

Campaign Tools and Components

There are a number of additional game components that are used to help smoothly move along a Campaign, and help enrich the experience of an epic war. All of the components necessary to play a standard WARLINE Campaign are included in the base game set.

Understanding the Campaign Map [TBD]

Battlefield setup and progress through the Campaign is determined and tracked with the aid of a Campaign Map (one Campaign Map, of the Soroyland continent, is including in the base game set). The map helps you and the opposing General make informed, critical decisions about where to initiate Battles, how to set up the Battlefield before a Battle, and events that take place after each Battle is concluded.

…….

Campaign Key Objectives

Invader’s Key Objective

The Invader’s Campaign Key Objective is to invade and capture the Defender’s Base of operations. This objective is accomplished by the Invader being Victorious in Battles and marching in progression toward the Defender’s Base. To claim Victory in the Campaign, the Invader must ultimately fight and stand Victorious in a Battle that takes place on the Defender’s Base Sector.

Defender’s Key Objective

The Defender’s Campaign Key Objective is to drive back the Invader, all the way to the Invader’s Base of operations, and demolish the Invader’s Base. This objective is accomplished by the Defender being Victorious in Battles and driving back the Invader’s Scouting Sector, toward the Invader’s Base. To claim Campaign Victory, the Defender must ultimately fight and stand Victorious in a Battle that takes place on the Invader’s Base Sector.

Campaign Setup

  1. Prepare components
  2. Choose Kingdoms
  3. Define Bases of operation
  4. Determine the Invader and Defender
  5. Determine the Invader’s initial Scouting Sector

Preparing the components

Choosing Kingdoms

Before a Campaign can begin, you and another General must each choose a different Kingdom to lead into the theater of war. Your and the Enemy General’s Kingdoms will be in opposition during the entire Campaign.

Defining a Base

Once you and the opposing General have chosen a Kingdom, you each must define a Base of operations by choosing a Sector on the Campaign Map to serve as your Base. Most often, for thematic reasons, the Sector you choose mostly overlaps the major Stronghold Terrain that is associated with your Kingdom.

Determining the Invader and Defender

Either by friendly agreement or by an agreed upon Challenge method (coin toss, die roll, etc.), you and the opposing General determine who is to be the Invading Kingdom and who is to be the Defending Kingdom. The Invader’s goal is to invade and capture the Defender’s Base, while the Defending Kingdom’s goal is to push back and demolish the Invading forces.

Determining initial Scouting Sector

After Bases are establish and sides have been determined, the Invader must choose his initial Scouting Sector.

To determine the initial Scouting Sector, the Invader chooses a Sector that is roughly halfway between his Base and the Defender’s Base.

Once the Invader’s initial Scouting Sector has been determined, and the Battleground Frame has been placed onto the Map, the Campaign begins.

Campaign Flow

  1. Propagate Rumors (Invader) / perform Recon (Defender)
  2. Construct the Battlefield
  3. Build out Armies
  4. Battle
  5. Collect Relics
  6. Resolve Battle outcome
  7. Repeat at step [1], until one General attains his Key Objective

Propagating Rumors and performing Recon

In the first step of the Campaign flow, the Invader propagates Rumors, while the Defender performs Recon. The Invader chooses his next position to try and advance into, while spreading Rumors of other positions, in order to throw off the Defender’s scouting reports. The Defender reconnoiters one of the Invader’s Rumored positions of advancement, in attempt to gain a preemptive strike against the Invader.

Rumors

Recon

After Recon concludes, replace the “true” Rumor Frame with the Battleground Frame. Be sure that the Battleground Frame encompasses the same [8] by [8] region of Zones that the Rumor Frame had encompassed. The Battleground Frame’s new position on the Map represents the Battlefield on which the coming Battle is to be fought.

Constructing the Battlefield

By referencing the Map Zones encompassed by the Battleground Frame, you can quickly and easily construct the Battlefield upon which a Campaign Battle is to rage.

Building out Armies

After the Battlefield has been prepared, you and the opposing General each build out your own Armies.

About Relics

Throughout the annals of the History of the War of Eternity, legends tell of warriors carrying into Battle items imbued with powerful Majik. Many of these warriors fell valiantly in combat, dropping Majikal Relics that became lost forever amidst the chaos of war. For ages, the leaders of Kingdoms have sought to uncover the Relics that lie scattered and hidden about the lands - for, wielding such Relics can transform any leader into a formidable force.

As long as a Relic is Equipped and usable in Battle, your Battalion can activate the Majikal properties of the Relic.

The Battle begins

Collecting Relics

After the Battle has concluded, Generals Collect any Relics that they either discover at the site of Battle or have Stolen from their opponent.

Resolving the Battle outcome

Depending upon which General is Victorious in the Battle, one of two different events occur: The Invader farther advances toward his goal, or the Defender pushes back the Invader.

Obtaining a Key Objective

The steps of the Campaign flow are cycled until either you or the Enemy General obtains his Campaign Key Objective.



⟹END⟸

Copyright 2018 Justin D Leingang