TACTICA
v. 1. 4. 5
RULEBOOK
TABLE OF CONTENTS
Select a topic to jump to the section!
Game Synopsis
Player 1 Selection
Setting up Wall Cards
Setting up Landmark Cards
Barracks Creation
Initial Deployment
Barracks Phase (Advanced Game Only)
Hints and Tips
Winning a Battle
Prepping the next Battle
Winning the War
Errors and Honor
Forgetting Actions (“Take Backsies”, etc)
Battlefield Awareness
Card Descriptions and Details
Information Card (Side A)
Decree Card (Side B)
Champion
Foot
Crossbow
Archer
Tactics Cards
Feature Cards
Tactica!
Promotion
Fog
Mud
Betrayal!
Victory Points
3-Player War
4-Player War
6-Player War
PART 0 : THE BASICS
TACTICA
TACTICA is a game of layered tactics and shifting terrain, where smart battlefield maneuvering and careful card play determine the outcome of a three-battle war.
BEGINNER and ADVANCED PLAY
In the basic/beginner game, victory is dependent on the wise use of troop movement and prudent tactics-card play.
In the advanced game, specific combinations of tactics cards may produce various battlefield effects and advantages like weather conditions, subversion of enemy troops, and summoned creatures.
In all games, players draw cards to both create an army and to form orders for them. These cards maneuver on the field of battle, hoping to either wipe their opponent from the map or reach one of many additional achievements to emerge victorious. There are 3 battles to a war, each battle affecting the setup of the following ones.
Winner of the last (3rd) battle wins the war, so play battles 1 & 2 wisely. Clever players may time a forfeit in an early battle to gain advantages later in the war. Alternatively, the victor of an earlier battle may have spent too many resources, which could have disastrous ramifications in Battle 3.
It is strongly recommended that the first time you play TACTICA, you use the Beginner Rules and play Battle 1 only.
Take your time and look through all the card descriptions as you draw them.
Get to know each troop and how they interact with Features cards and each other.
Get to know each tactic card, and what it can do in each phase of the game (Mustering, Movement, and Combat).
Most importantly, HAVE FUN! By the time you are halfway through your first battle, you will have caught on to the ebb and flow of the rules. By the time you start your second game, you’ll be a pro!
CARD CONTENTS AND GLOSSARY
In a TACTICA Set, you should find:
1 Information Card
An aid to help remember the functions of various other cards.
5 Wall Cards
Locations where troops can be mustered, training can be applied, or cards can be rescued.
Victory Condition: War is won if all wall cards are destroyed! Being adjacent to, or on top of, an enemy wall yields victory points.
3 Landmark Cards (double-sided)
Hexes adjacent to a landmark card are called terrain. Changing terrain takes double movement.
Optional Victory Condition: Having control of a landmark card yields victory points. (see Part 4: Common Variants)
Ridge
Terrain (High Ground): Additional defense for all troops and +1 range for ranged troops. High Ground blocks ranged fire for adjacent troops.
Ravine
Terrain (Low Ground: -1 range for ranged troops.
10 Training Cards (double-sided)
Give bonuses to troop cards.
17 Tactics Cards
Can be part of your playing hand (called your Barracks), and give temporary bonuses to troop cards or other effects.
2 Press Cards
Temporary offensive bonuses as well as other advantages.
2 Horse Cards
Temporary movement bonuses as well as other advantages.
2 Disengage Cards
Temporary defensive bonuses as well as other advantages.
2 Engineer Card
Allows troops to affect battlefield conditions and other destroy-field features.
1 Saved Card
Potentially very large defense bonuses as well as other advantages.
2 Rescue Cards
Allows troops to rescue specific hostages at the enemy wall.
2 Shieldwall Cards
Large temporary bonuses as well as other advantages.
1 Crown Card
Permanently enhances a troop and adjacent units.
Victory Condition: If the crown is captured and not rescued in time, the war is lost!
2 Negate Cards
Counters enemy tactics cards and removes them from play.
1 Spy Card
Allows for various battlefield effects
20 Troop Cards
Can be part of your playing hand (called your Barracks), and are mobile cards that fight on the field of battle for you.
Victory Condition: A battle ends when there are no player troops on the field at the end of a turn.
2 Champion Cards
Strong melee troops
10 Foot Cards
Standard melee troops
2 Crossbow Cards
Strong ranged troops with limited range
6 Archer Cards
Weak ranged troops with extensive range
1 Resupply Marker
A card of convenience that indicates the location of your resupply pile
1 Lost Marker
A card of convenience that indicates the location of your lost pile
3 Summoning Cards (double-sided)
For Advanced Rules
Cards that both create your summoning spire and act as advanced forces on the field of battle.
Ouran
A fast flying summon with good range that causes weak but lasting damage.
Cthon
A lumbering summon that can destroy everything it touches and is very tough, but cannot heal.
GLOSSARY
BARRACKS:
A player’s hand of cards. The maximum number of cards allowed in a player’s hand is 6.
MUSTERING ACTION:
A mustering action may be taken during the mustering phase, and is defined as one of the following:
A Melee troop is taken from BARRACKS and placed on a hex adjacent to a friendly Wall card.
A Ranged troop is taken from BARRACKS and either placed adjacent to, or stacked upon, a friendly Wall card.
Training Cards are taken from the TRAINING PILE and placed under a Troop card, starting with 1x side facing up. If another Training action is chosen for the same troop, the Training Card under the troop is flipped to the 2x side.
REMINDER: The first training card goes underneath an existing troop adjacent to the wall and is set to the x1 side facing up. The second training card on the same troop is represented by flipping the existing training card to the x2 side. This is the maximum allowed training on any single troop.
NOTE: You are required to clearly inform your opponent when you train a troop and to what training it is being trained to (1x or 2x). After this you are under NO OBLIGATION to remind them, even if asked. Exception 1: If you forget and have to look to remind yourself, you also have to clearly inform your opponent once more. Exception 2: If you opponent plays the SPY tactics card during the mustering phase, you are required to respond honestly with troop training levels.
MOVEMENT ACTION:
A movement action may be taken during the movement phase, and is defined as moving a single card up to its full 2 movement points. A player receives 3 movement actions per turn.
NOTE 1: Unless directed otherwise, the same card cannot take a movement action twice in the same turn (see Part 3: Horse Tactics Card)
NOTE 2: Terrain hexes (hexes that surround landmark cards) and Wall Cards required both movement points to both enter and to leave.
TRAINING PILE:
This is the pile that contains all training cards. During the recruitment phase, you can choose to pull from this pile to fill your BARRACKS (up to the maximum hand size of 6).
TROOP PILE:
This is the pile that contains all troop cards. During the recruitment phase, you can choose to pull from this pile to fill your BARRACKS (up to the maximum hand size of 6).
TRAINING PILE:
This is the pile that contains all double sided training cards. During the mustering actions, you can pull from this to train troops that are adjacent to a friendly wall card.
NOTE: Ranged cards can also be trained if on top of a friendly wall card.
RESUPPLY PILE:
Some actions will send your cards to the RESUPPLY pile. Cards that are sent here are no available for the remainder of this war, but do return to their respective piles at the start of the next battle.
LOST PILE:
Some actions will send your cards to the LOST pile. Card that are sent here can no longer be used for the remainder of the war and are not returned to their respective piles at the start of subsequent battles.