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| Glossary |
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airstrip
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Airstrips are used for moving units across the board onto other airstrips. There are four airstrips on the gameboard. A unit may stay on the same airstrip for one turn. After one turn, it needs to move - to another airstrip or onto the perimeter.
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Armor, a heavy weapon unit, is a branch in the army that consists primarily of tanks and other heavily armored, tracked vehicles. In this game, an armor piece represents a unit of tanks. Armor is great for controlling and defending areas on the board, escorting infantry units, and killing the enemy. Armor units defeat any unit that they attack. They attack simply by moving onto a space occupied by the enemy.
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Artillery is a branch in the army that destroys the enemy with indirect fires (they fire projecticles at a high angle into the air and then these fall from the sky and explode). In this game, an artillery unit fires directly across the board in order to attack. Artillery is not capable of attacking by moving onto a space occupied by the enemy. Artillery is great for denying the enemy space on the board from a distance and disrupting an enemy on the move or an enemy who is defending an area. Their long range is their strength, but they are otherwise unable to defend themselves. Related: impact area More about artillery in the rulebook and examples
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Any unit can attack an enemy unit. Infantry and armor attack by moving onto a space occupied by any enemy unit. Artillery attack by firing across the board. Attacks can take place only on the perimeter of the gameboard and the first space of the avenue of approach (the space closest to the perimeter). |
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The avenues of approach are the four columns which lead to the objective. The avenues are the only place where a battle can take place between infantry units. Attacks can take place on an avenue of approach as well. You may not bound over any piece in an avenue of approach.
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A battle can only occurr between two infantry units that are in the same avenue of approach. A battle is initiated as soon as an infantry unit enters an avenue of approach that is already occupied by an enemy infantry unit(s). The winner of a battle is the infantry unit with the largest unit size. If the unit sizes are the same, then the coin of fate decides the winner. If the unit sizes are the same but one unit is at full-strength and the other at half-strength, then the full-strength unit wins. More on battle in the rulebook and rulebook: battle and the avenue of approach and battle with multiple infantry units |
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Bounding occurs when one piece hops over another piece on the board. If a piece is in your way, you can bypass them by bounding over them. There are two exceptions to this: More on bounding the rulebook and examples.
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The coin of fate decides two things: |
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This is a general term which refers to both armor and artillery units. Each player has two pieces which can alternate between armor and artillery. At any given time, you can have two armor, two artillery, or one artilery and one armor unit. There are tactical advantage and disadvatages to each configuration. In order to change a heavy weapon unit from armor to artillery or vice versa, you must More on heavy weapon units in the rulebook and examples for armor and artillery. |
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Each player has four heavy weapon bases. Your heavy weapon units are the only pieces which can occupy a heavy weapon base. Like most spaces on the board, only one piece can occupy this base at a time. Heavy weapon units cannot be attacked when they are on their base. This base is also where a heavy weapon unit goes to swap from armor to artillery or vice versa. More on heavy weapon bases in the rulebook and examples.
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An impact area is the space on the board that an artillery unit is able to fire upon at any give time. You can see your artillery units' current impact areas by clicking the "Display Impact Areas" button while you are playing Warbound. Don't worry, you cannot shoot your own units. The following spaces on the board will never be impact areas:
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Infantry is a branch in the army that consists primarily of foot soldiers who destroy the enemy with small arms, machine guns, and rockets. Infantry are the only units that can score in this game. Each player has four infantry pieces (I, II, III, IV) which are each assigned a different unit size at the beginning of the game. This means each army has, from largest to smallest, one brigade, one battalion, one company, and one platoon. The only time infantry unit size matters is when infantry units battle in the avenue of approach. Otherwise, infantry can attack any other unit in the game by moving onto the space occupied the enemy. More about infantry in the rulebook and examples.
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Each player has four infantry bases. Each infantry base corresponds with a particular infantry piece in your army. This where an infantry unit begins the game. This is also where it returns after scoring on objective or after being attacked when it was half-strength. An infantry unit is invincible when it is on its base. If an infantry unit is at half-strength, it can move onto its corresponding base and return to full-strength.
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Infantry Unit Size and Unit Assignment Card Each player has four infantry pieces (I, II, III, IV) which are each assigned a different unit size at the beginning of the game. This means each army has, from largest to smallest, one brigade, one battalion, one company, and one platoon. Unit size only matters For example, a brigade is the largest and strongest unit, and it scores the fewest points, four. If that same brigade scores when it is at half-strenth, it scores two points. Unit size changes whenever a new unit assignment card is drawn. This occurs every the combined total score of the two players is equals or surpasses 30, 60, 90, etc. More about unit size and assignment in the rulebook and examples.
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The obvective is the prominent square in the middle of the board that displays the Warbound logo. When an infantry unit moves onto the objective, it scores its assigned number of points and then immediately returns to its base. If a heavy weapon unit moves onto the perimeter then that player is given the option to place it on any of his available heavy weapon bases.
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The perimeter is the outer portion of the board and is shaped like an octagon. |
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Points can only be scored by infantry units. Points are scored when they reach the objective in the center of the board. A traditional game of Warbound is played to 40 points, though you have the option of adjusting this when you open a new game. More on scoring points in the rulebook.
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Retreat is space on the board where full-strength infantry units go when they are attacked by other infantry units. An infantry unit is sent to the nearest retreat when it is attacked. There is one retreat space for each of the eight sides of the board, so there is always one nearby. Retreat is the only space on the Warbound that can be occupied by more than one piece. If you have more than one infantry unit stuck in retreat and you want to see each of them, select whatever unit is visible in retreat during your turn and click "Swap". More about retreat in the rulebook and examples.
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At any given time, an infantry unit will be at either full-strength or half-strength. When your full-stength infantry unit is attacked by an enemy infantry unit, your infantry unit is reduced to half-strength and is sent to the nearest retreat. When a half-strength infantry unit is attacked by any unit it sent back to its base and returns to full-strength.
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A turn consists of up to three moves. You must move at least one unit per turn. One unit can move a maximum of two spaces per turn. A unit in the Avenue of Approach can move only one space per turn. Your turn is timed. The default time for a turn is set at 3:00 minutes. You can adjust this before you open a new game. If time runs out before you have moved a the minimum one space for a turn, then you automatically forfeit the game.
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The word "unit" refers to any of the six pieces in your army. It is interchangeable with the word "piece". |
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