Never mind the Billhook - Cards.pdf

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Special Event
E
xtra
a
rrow
S
upply
When one of your Archer companies
has shot off its initial allocation of six
rounds they get an extra two rounds
of shooting.
Special Event
F
auconbErg
S
g
ambit
Trick enemy Archers so their long
range shots drop short. Play after they
roll their dice - so they waste their
arrows and get no hits.
Special Event
F
lank
a
ttack
One of your units uses dead ground
to make a surprise flank attack – the
enemy unit cannot react and turn
to face.
Special Event
t
Errain
a
dvantagE
The front of one of your Infantry
Companies is protected by a hidden
ditch. The enemy can’t charge you and
will take two Disarray Tokens if they
try to cross.
Special Event
a
mbuSh
You have an extra band of Skirmishers
hidden in an unoccupied building,
wood or other patch of bad going,
anywhere on the battlefield.
Special Event
F
alSE
c
olourS
Play on an unengaged enemy unit.
They are unsure of the allegiance of
your units and cannot move this turn or
shoot unless you attack or shoot first.
Special Event
t
rEachEry
!
Play this card on one leaderless enemy
Company or Squadron.
Roll a D6:
1, 2, 3: it turns around and marches off
the field.
4, 5, 6: It changes sides and will attack
the nearest enemy. Then it acts as one
of your own units.
Special Event
S
uddEn
h
Eavy
r
ain
S
howEr
!
No shooting (except for javelins)
for the rest of this turn.
You must play this card
INMMEDIATLY
-
it cannot be saved for later.
Special Event
l
ocal
t
rucE
Play this card on a leaderless enemy
unit after it has fought a TIED round
of Melee. All combatants immediately
back off one move distance and take
no further part in the battle UNLESS
they are attacked or shot at.
Special Event
Special Event
Special Event
Special Event
Special Event
Special Event
Special Event
Special Event
Special Event
F
orFEit
Play on an enemy unit when it is
given an Order Token - this turn
it can take only one (not two) actions.
r
E
-r
oll
Re-roll one die or a hand of dice.
S
pEcial
E
vEnt
Draw a card from the Special Event
deck. Play it now or save it to play
any time later in the battle.
Bonus
Dice to draw a card
from the Bonus deck.
ALSO
Continue any Melee if this is the
first Bonus card drawn this turn.
See CONTINUING MELEE p.19.
Bonus
Dice to draw a card
from the Bonus deck.
ALSO
Continue any Melee if this is the
first Bonus card drawn this turn.
See CONTINUING MELEE p.19.
p
Erk
Take a free action with one
unengaged friendly unit.
Skirmishers
and Artillery
Skirmishers
and Artillery
d
ummy
Keep this card to make the
enemy think you might have a
trick up your sleeve.
l
ancaStrian
y
orkiSt
b
onuS
d
Eck
b
onuS
d
Eck
b
onuS
d
Eck
Play Deck
Play Deck
b
onuS
d
Eck
Play Deck
Play Deck
b
onuS
d
Eck
Yorkist Leader
Yorkist Leader
Yorkist Leader
Yorkist Leader
lEadEr cardS
Give each Leader a name (write it in
the white box) and a Command Class.
The Command Class is the same as the
Leader’s number of Wounds. Use the
cards to track the number of Wounds.
Lancastrian Leader
Lancastrian Leader
Lancastrian Leader
Lancastrian Leader
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