Warbound

Home Video Tutorial Rules Examples Glossary FAQ

 

Glossary

 

     

airstrip
armor (tanks)
artillery
attack
avenue of approach
battle
bounding
coin of fate
heavy weapon unit
heavy weapon base
impact area
infantry
infantry base
infantry unit size and unit assigment card
objective
perimeter
points
retreat
strength (i.e. full-strength/half-strength)
turn
unit


 

 

 

 

Airstrip

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.   

 

airstrip
top

Armor

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.

More details about armor in the rulebook and examples

 

 


armor
armor

tank


top

Artillery

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    

 

 

 

artillery
artillery

artillery


top

Attack

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).


top

Avenue of Approach

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.

                     avenues
More about avenues of approach in the rulebook and examples.

 

 

 
top
 

Battle

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


top
 

Bounding

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:
     - You cannot bound over an enemy heavy weapon unit
     - You cannot bound over any piece in the avenue of approch

More on bounding the rulebook and examples.

 


top
 

Coin of Fate

The coin of fate decides two things:
    - Who has the first turn of a game
    - Who wins a battle when both infantry units are the same size


coin of fate
coin of fate


top
 

Heavy Weapon Unit

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
     - move that piece onto a heavy weapon base
     - click "Swap" (clicking swap does count as a turn)

More on heavy weapon units in the rulebook and examples for armor and artillery.

 

artillery
armor


top
 

Heavy Weapon Base

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.

 


weapon base

weapon base

top
 

Impact Area

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:
     - Retreat
     - Airstrip
     - Infantry Base
     - Heavy Weapon Base
     - The Objective

           artillery firing

 



impact

impact

top
 

Infantry

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.              

 

 

infantry

infantry


top
 

Infantry Base

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. 

 

 

infantry base

infantry base

top
 

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
       - inside the avenue of approach when infantry units battle
       - when infantry units score.
Each unit size has a point value that it scores when it reaches the objective.
     

                                   

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 drawnThis 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.

 

 

 
top
 

Objective

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.

 



objective

top
 

Perimeter

The perimeter is the outer portion of the board and is shaped like an octagon. 

                              perimeter


top
 

Points

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.

 

 


top
 

Retreat

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.

 

 

 

 

retreat


top
 

Strength

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.

 

 


full strength

half strength


top
 

Turn

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.

 

 


top
 

Unit

The word "unit" refers to any of the six pieces in your army.  It is interchangeable with the word "piece".  

top
 

 

Copyright 2007 warboundonline.com