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Deterministically Undaunted

Starting Hand

Starting hand every turn is 5.

Casualties

Casualties are first removed from the deck, then discard, then hand.

Vision

Each player's vision is the amount of their faction's Fog of War cards in their supply plus the amount of Fog of War cards in their exile.

Observed tiles

A token is said to observe a tile if it lies on a west to east, north west to south east, or a north east to south west line from it. These lines correspond one to one to hex adjacency lines. Tokens are said to observe the tile they're in. If a token is in a tile observed by another token, it's said that the token is observed by that other token.

Directing to a tile

A token is said to direct another token to a tile it observes if the tokens also observe each other. The other token is then said to be "directed" by the first. If a token is in a tile another token is directed to, it's said that the other token is directed to the first token.

Effective distance

Effective distance between a token and a tile is the sum of all the cover, building or hill bonuses between the token and the tile, excluding the source tile, including the destination tile, plus the amount of these tiles, plus the destination tile's reinforcement bonus.

Effective distance between a token and another token is said to be the effective distance between the token and the other token's tile.

If the token is on a hill, ignore building bonuses while making this calculation.

Targeting a token

For a token to target another token, the other must observe it or be directed to it, and the effective distance between the token and the target must be lower or equal to the token controller's vision.

Resolving attacks and suppress actions

Attacking (or suppressing) token deals lethal (or suppress) damage equal to the attack (or suppress) value to the target. Then, if total damage is greater or equal to the target's defense value, the token suffers a casualty unless there was suppress damage marked on it. In that case, the token is suppressed instead. At the end of turn (before both players deal themselves the new hand of cards), remove all the damage marked from all the infrantry tokens. Damage dealt to vehicles, buildings and mission objectives stays until repaired with a repair action. Repair action removes all damage marked on the repair target. Whenever a vehicle suffers a casualty, remove all the damage marked on it.

Cross-fire

If a token that would deal damage to a target it observes, and the same target was dealt damage this turn by a token in another tile that observed it, it deals 1 more damage instead.

Scenario setup

Diameter of the map

A diameter is the biggest out of two numbers:

  • Difference between the longest and the shortest lines on the map.
  • Average of the longest and the shortest lines on the map.

Sleeve the cards

Use non-transparent card sleeves that hide card backs and protect the cards during shuffling. In author's experience, Dragonshield Black Matte are miles ahead of the competition. Note that Dragonshield Green and other "fun" colours have semi-transparent backs.

Fog of War cards in starting deck and the starting supply

Instead of using 10 Fog of War cards of your faction, putting 2 in your starting deck and 8 in your starting supply, use the amount of Fog of War cards of your faction in total, equaling to the diameter of the map. For example, if the diameter is 5, put 2 Fog of War cards of your faction into your starting deck and 3 into your supply. Use your opponent's Fog of War cards for the rest. They are of different colour, so you'll be able to easily distinct them from yours! Reminder: your current vision equals to the amount of your faction's Fog of War cards in your supply plus exile.

If you want more vision in the late game, use the following rule

Instead of placing 8 Fog of War cards in the starting supply from your faction's card pool, first place there the amount of such cards equal to the diameter of the map. Use Fog of War cards from your opponent's card pool for the rest.

During playtests, it was found that for deeper gameplay and for more daring tactics, you should use rules variant with less vision, not more.


The rest of the rules are unchanged.

See a hand-written PDF for illustrations.


Additional rules

Bomb action

Bomb action X either deals X + 1 to any target in the tile and X to all the friendly tokens and all the structures there, or X to every unit in the tile and all the structures there.

Crew cards

Crew cards (tank crewman, tank driver and tank gunner) represent expert tankers. They can crew any vehicle.

If a vehicle unit suffers casualty, each crew member suffers casualty as well.

Crew cards can perform the action they are expert in while crewing a vehicle. In "North Africa", they can do it regardless of which "seat" in the vehicle they occupy, but only if the vehicle itself supports this action. For example, Scout Car doesn't support

Crewman

With a move action, the crewman can drive 1 instead.

With an attack action, the crewman can have the crewed vehicle attack 1 instead.

Crewman can perform repair action while crewing a vehicle, whereas other units must be outside the vehicle to repair it.

Driver

With a move action, the driver drive X instead, where X is the driver's initiative.

The only driver card printed has initiative 2.

Gunner

With an attack action, the gunner can have the crewed have the crewed vehicle perform antitank X* or suppress X action, where X is the gunner's initiative.

The only gunner card printed has initiative 4, * — light vehicles from North Africa don't have "antitank".

Off-map artillery

Off-map artillery is considered to be a structure with hardness 2.

Whenever an off-map artillery card is played, this particular type of off-map artillery gains compromised status.

You may use your artillery to bomb opponent's compromised artillery.

You may use target action to target opponent's compromised artillrey.

If you would play a conceal action, instead, you may choose a type of off-map artillery you own. It loses compromised status.

Off-map planes

For each type of off-map plane, use an unused directional token to represent such plane. Its defense equals to the initiative of said off-map plane.

Whenever you take an action with an off-map plane and it's not on the battlefield, place it in any tile on the edge of the battlefield in any orientation.

Use movement with innertia rules from "Battle of Britain" for taking actions with this plane.

Consider this plane to have Move 2 / Manoeuvre 2.

If you're playing with other planes, while building your deck, assign each of these types of planes to a squadron for the purposes of calculating comms.

If you're not playing Battle of Britain rules, consider plane actions as off-map artillery (structure with hardness 2) for the purposes of hitting them with AAA Gun.

Anti-air artillery is a type of off-map artillery.

Antiair X deals 3 damage or X damage, whichever higher, to target plane.


Aerial combat

Attack, effective distance and vision rules apply except planes can't be directed and can't attack targets in the same tile as them.

Damage dealt by an attack equals to the attack value plus one minus the effective distance to target. If this number is non-positive, one damage is dealt anyway.

Scenario setup remains the same, except, for the purposes of calculating starting vision, use the tile block number instead of tile number. For example, in the first scenario, starting vision will be 5, because scenario is 4 tile blocks tall and 6 tile blocks wide.

Combined warfare

After the placement of the ground units is done, starting from the player with the staritng intitiative, players take turns choosing a tile they control. If they can't, they may choose a tile they have a unit on. Then they place a plane in any orientation at the edge of the map in another tile closest, or tied for being closest to the chosen tile.

Then players begin play as usual, iterating areal combat turns and ground combat turns, except both airforce and ground force share the initiative marker.

Aircraft attack

Aircrafts can use attack action to attack a ground unit in the same tile if the tile's cover bonus is less than 2.

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